48 lines
4.5 KiB
Markdown
48 lines
4.5 KiB
Markdown
# client-authoritative-player-state Specification
|
|
|
|
## Purpose
|
|
Define how the Unity client owns, applies, and exposes authoritative `PlayerState` snapshots for local and remote players.
|
|
|
|
## Requirements
|
|
### Requirement: Client keeps one owned authoritative player-state snapshot per player
|
|
The client SHALL keep one explicit owned authoritative `PlayerState` snapshot for each known player instead of spreading authoritative field ownership across unrelated presentation components. The owned snapshot MUST be the source of truth for authoritative `position`, `rotation`, `hp`, and optional `velocity` on the client.
|
|
|
|
#### Scenario: Incoming authoritative state replaces the owned snapshot
|
|
- **WHEN** the client accepts a newer `PlayerState` for a player
|
|
- **THEN** the latest accepted packet becomes that player's owned authoritative snapshot on the client
|
|
- **THEN** presentation and diagnostics read authoritative `position`, `rotation`, `hp`, and optional `velocity` from that owned snapshot
|
|
|
|
### Requirement: Local player reconciliation applies the full authoritative state by tick
|
|
The controlled client SHALL continue reconciling local prediction from authoritative `PlayerState.Tick`, and that reconciliation MUST apply the accepted authoritative `position` and `rotation` while keeping authoritative HP and optional velocity synchronized with the owned player-state snapshot.
|
|
|
|
#### Scenario: Local authoritative state corrects predicted presentation
|
|
- **WHEN** the controlled player accepts an authoritative `PlayerState` for tick `N`
|
|
- **THEN** local reconciliation prunes or replays predicted movement using tick `N` according to the sync strategy
|
|
- **THEN** the local player's visible transform is corrected toward authoritative `position` and `rotation`
|
|
- **THEN** the local player's authoritative HP on the client matches the accepted `PlayerState`
|
|
|
|
### Requirement: Remote players apply authoritative state without inventing gameplay truth
|
|
Remote player presentation SHALL consume the accepted authoritative player-state snapshot owned by the client and MUST NOT invent HP or final gameplay state locally. Remote movement presentation MUST smooth authoritative position and rotation through a small buffered snapshot interpolation path instead of applying only the latest snapshot directly. Stale remote `PlayerState` packets that are older than the latest accepted authoritative tick for that player MUST NOT overwrite the owned snapshot or enter the interpolation buffer.
|
|
|
|
#### Scenario: Remote authoritative state updates interpolation input and rejects stale packets
|
|
- **WHEN** a remote player receives a newer authoritative `PlayerState`
|
|
- **THEN** the client's owned snapshot for that remote player updates to the newer authoritative state
|
|
- **THEN** remote presentation adds that accepted authoritative sample to the interpolation buffer for position and rotation smoothing
|
|
- **THEN** an older later-arriving `PlayerState` for that remote player does not overwrite the newer authoritative snapshot or affect interpolation
|
|
|
|
### Requirement: Authoritative HP and state changes are observable during MVP development
|
|
The client SHALL expose authoritative HP or comparable authoritative state information through lightweight UI or diagnostics so developers can observe server-truth changes during MVP playtests.
|
|
|
|
#### Scenario: Development UI reflects authoritative HP
|
|
- **WHEN** the client accepts a `PlayerState` whose authoritative HP differs from the previously accepted snapshot
|
|
- **THEN** the relevant UI or diagnostics update to show the new authoritative HP value
|
|
- **THEN** the displayed value comes from authoritative `PlayerState` data rather than speculative local gameplay logic
|
|
|
|
### Requirement: Client-owned authoritative player presentation can consume authoritative combat-result deltas
|
|
The client-owned authoritative player presentation model SHALL accept authoritative combat-result updates in addition to full `PlayerState` snapshots. Applying an authoritative `CombatEvent` for a player MUST be able to adjust the client-owned HP, death state, or related combat presentation truth for that player until a newer authoritative `PlayerState` snapshot refreshes the full state.
|
|
|
|
#### Scenario: Authoritative combat event updates owned player presentation state
|
|
- **WHEN** the client applies a `CombatEvent` that targets or otherwise affects a known player
|
|
- **THEN** that player's owned authoritative presentation state updates to reflect the authoritative combat result
|
|
- **THEN** a later accepted `PlayerState` snapshot remains allowed to refresh the full authoritative state for that player
|