RUDPClient/openspec/specs/client-authoritative-player.../spec.md

3.6 KiB

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