RUDPClient/openspec/changes/separate-simulation-from-pr.../specs/local-player-simulation-state/spec.md

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# local-player-simulation-state Specification
## Purpose
Define how the simulation layer maintains authoritative state, pending inputs, and computes the presentation target when receiving server PlayerState messages.
## ADDED Requirements
### Requirement: Simulation layer maintains authoritative baseline
The simulation layer SHALL maintain `_lastAuthoritativePosition`, `_lastAuthoritativeRotation`, and `_lastAcknowledgedTick` as the authoritative baseline. These are updated when the server acknowledges input through a PlayerState message.
#### Scenario: Authoritative baseline updates on PlayerState
- **WHEN** the client receives a PlayerState with tick T
- **THEN** `_lastAuthoritativePosition` is set to the PlayerState position
- **THEN** `_lastAuthoritativeRotation` is set to the PlayerState rotation
- **THEN** `_lastAcknowledgedTick` is set to T
### Requirement: Simulation layer maintains pending inputs
The simulation layer SHALL maintain a list of pending inputs that have been recorded locally but not yet acknowledged by the server.
#### Scenario: Pending inputs are pruned on acknowledgment
- **WHEN** the client receives a PlayerState with AcknowledgedMoveTick N
- **THEN** all pending inputs with tick <= N are removed from the pending list
- **THEN** remaining pending inputs (tick > N) are preserved for replay
### Requirement: Simulation layer computes presentation target on PlayerState
When receiving a server PlayerState, the simulation layer SHALL compute the presentation target by replaying unacknowledged pending inputs from the authoritative baseline, and update the `_presentationTarget`.
#### Scenario: Presentation target is computed after replay
- **WHEN** the client receives a PlayerState
- **THEN** all acknowledged inputs are pruned (tick <= AcknowledgedMoveTick)
- **THEN** remaining pending inputs are replayed starting from the authoritative position using 50ms fixed-step substeps
- **THEN** `_presentationTarget` is set to (authoritative position + replay displacement, authoritative rotation + replay rotation delta)
### Requirement: Simulation layer updates presentation target only on PlayerState
The simulation layer SHALL only update `_presentationTarget` when a new PlayerState is received. Between PlayerState messages, the presentation target remains constant.
#### Scenario: Presentation target is stable between PlayerState messages
- **WHEN** the client receives a PlayerState and computes `_presentationTarget`
- **AND** no further PlayerState is received in the following frames
- **THEN** `_presentationTarget` remains unchanged
- **THEN** the presentation layer continues lerping toward the same target