Should use "interpolated" or something. That's what valve uses: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation, and it seems to make a lot more sense (since that's what you're doing... You're interpolating between positing packets). (I guess technically they call it "Client View Interpolation time").

But anyway it should probably be consistently named throughout the code. Like here you call it lag induction, lag compensation, and entity time on three different lines, which is pretty confusing.