1.8 KiB
1.8 KiB
MODIFIED Requirements
Requirement: Server broadcasts authoritative PlayerState snapshots on the sync cadence
The shared server networking path SHALL emit authoritative PlayerState snapshots for managed peers at a fixed cadence using the existing sync-lane message contract. Each snapshot MUST be derived from the server-owned authoritative player state and include both the authoritative snapshot tick for client stale rejection or interpolation and the last acknowledged MoveInput.Tick for client reconciliation. Authoritative HP changes produced by server-side combat resolution MUST be reflected in later snapshots for the affected peer.
Scenario: Authority update step emits sync-lane player snapshots
- WHEN the server reaches a configured authority broadcast cadence while one or more managed peers have authoritative player state
- THEN it sends
PlayerStatesnapshots using the sync-lane delivery policy when a distinct sync transport exists - THEN each snapshot includes the authoritative position, rotation, velocity, HP, snapshot tick, and acknowledged movement-input tick from server-owned state
Scenario: Combat-driven HP changes appear in later player snapshots
- WHEN the server applies authoritative combat damage or death to a managed peer
- THEN later
PlayerStatesnapshots for that peer carry the updated authoritative HP value - THEN clients do not need to invent or persist a separate HP truth outside authoritative server snapshots
Scenario: Reliable transport remains fallback when no sync transport exists
- WHEN the server broadcasts authoritative
PlayerStatesnapshots without a dedicated sync transport - THEN the shared routing path still emits
PlayerStatethrough the existing fallback lane behavior - THEN the authoritative snapshot contract remains unchanged