RUDPClient/openspec/changes/archive/2026-03-28-align-client-inp.../specs/network-sync-strategy/spec.md

1.1 KiB

ADDED Requirements

Requirement: Client gameplay input preserves movement and shooting lane semantics

The client gameplay-input flow SHALL preserve the MVP delivery-lane contract when sending gameplay actions. Explicit zero-vector MoveInput updates generated on input release MUST remain valid high-frequency sync traffic, and ShootInput generated from local fire intent MUST use the reliable ordered lane.

Scenario: Stop movement update remains sync traffic

  • WHEN the controlled client sends a zero-vector MoveInput after releasing movement input
  • THEN the message is still treated as MoveInput for delivery-policy resolution
  • THEN the networking stack routes it through the high-frequency sync lane when one is configured

Scenario: Shoot input remains reliable traffic

  • WHEN the controlled client sends ShootInput from the MVP fire-input path
  • THEN the networking stack resolves that message to the reliable ordered lane
  • THEN firing intent does not share the latest-wins sync delivery behavior used for movement updates