2.6 KiB
local-player-simulation-state Specification
Purpose
Define how the simulation layer maintains authoritative state, pending inputs, and computes the presentation target when receiving server PlayerState messages.
ADDED Requirements
Requirement: Simulation layer maintains authoritative baseline
The simulation layer SHALL maintain _lastAuthoritativePosition, _lastAuthoritativeRotation, and _lastAcknowledgedTick as the authoritative baseline. These are updated when the server acknowledges input through a PlayerState message.
Scenario: Authoritative baseline updates on PlayerState
- WHEN the client receives a PlayerState with tick T
- THEN
_lastAuthoritativePositionis set to the PlayerState position - THEN
_lastAuthoritativeRotationis set to the PlayerState rotation - THEN
_lastAcknowledgedTickis set to T
Requirement: Simulation layer maintains pending inputs
The simulation layer SHALL maintain a list of pending inputs that have been recorded locally but not yet acknowledged by the server.
Scenario: Pending inputs are pruned on acknowledgment
- WHEN the client receives a PlayerState with AcknowledgedMoveTick N
- THEN all pending inputs with tick <= N are removed from the pending list
- THEN remaining pending inputs (tick > N) are preserved for replay
Requirement: Simulation layer computes presentation target on PlayerState
When receiving a server PlayerState, the simulation layer SHALL compute the presentation target by replaying unacknowledged pending inputs from the authoritative baseline, and update the _presentationTarget.
Scenario: Presentation target is computed after replay
- WHEN the client receives a PlayerState
- THEN all acknowledged inputs are pruned (tick <= AcknowledgedMoveTick)
- THEN remaining pending inputs are replayed starting from the authoritative position using 50ms fixed-step substeps
- THEN
_presentationTargetis set to (authoritative position + replay displacement, authoritative rotation + replay rotation delta)
Requirement: Simulation layer updates presentation target only on PlayerState
The simulation layer SHALL only update _presentationTarget when a new PlayerState is received. Between PlayerState messages, the presentation target remains constant.
Scenario: Presentation target is stable between PlayerState messages
- WHEN the client receives a PlayerState and computes
_presentationTarget - AND no further PlayerState is received in the following frames
- THEN
_presentationTargetremains unchanged - THEN the presentation layer continues lerping toward the same target