1.7 KiB
1.7 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 the authoritative tick for client reconciliation and interpolation. 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, and 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