1.6 KiB
1.6 KiB
MODIFIED Requirements
Requirement: Local player reconciliation applies the full authoritative state by tick
The controlled client SHALL continue reconciling local prediction from authoritative PlayerState snapshots while keeping authoritative HP and optional velocity synchronized with the owned player-state snapshot. Reconciliation MUST use the acknowledged movement-input tick defined by the sync strategy, and the visible controlled-player transform MUST apply cadence-aware bounded correction for small divergence while preserving immediate authoritative snap for large divergence.
Scenario: Local authoritative state corrects predicted presentation
- WHEN the controlled player accepts an authoritative
PlayerStatewhose acknowledged movement-input tick isN - THEN local reconciliation prunes or replays predicted movement using tick
Naccording to the sync strategy - THEN the local player's visible transform converges toward authoritative
positionandrotationthrough cadence-aware correction when the remaining error is small - THEN the local player's authoritative HP on the client matches the accepted
PlayerState
Scenario: Large local divergence bypasses bounded correction
- WHEN the controlled player accepts an authoritative
PlayerStateand the remaining transform error exceeds the configured snap threshold - THEN the controlled player's visible transform snaps immediately to authoritative
positionandrotation - THEN later local prediction resumes from that authoritative baseline instead of continuing from stale local presentation