I've been having a lot of trouble understanding networking in fast-paced games. A server has a fixed tickrate, and the server receives input from clients at a fixed rate as well. Let's assume that a client is running at 300fps but is sending 64 updates to the server a second.
Clearly, the client did not send data about every frame, which means that certain inputs were not sent to the server. However, in every networked first-person shooter, the server still seems to pick up every input.
In this image, a client presses W at a certain frame, but that frame's data is not sent to the server.
A possible solution would be to send the server updates equal to framerate. But if a client is playing at a high framerate, they could be sending too much data for the server to handle.
So how does a server receive every input from clients?

...the server is processing temporally delayed user commands. ... A user command is basically a snapshot of the current keyboard and mouse state. But instead of sending a new packet to the server for each user command, the client sends command packets at a certain rate of packets per second (usually 30). This means two or more user commands are transmitted within the same packet.\$\endgroup\$