RUDPFramework/TODO.md

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# Network MVP TODO
## Goal
Make the current project actually satisfy the MVP described in [MobaSyncMVP.md](D:/Learn/GameLearn/UnityProjects/NetworkFW/MobaSyncMVP.md):
- Client sends only `MoveInput` and `ShootInput`
- Server owns gameplay truth for position, HP, combat resolution, and validation
- Server sends authoritative `PlayerState` and `CombatEvent`
- Client predicts only local movement
- Client reconciles local state and interpolates remote state for presentation
## Current Audit Summary
Already in place:
- [x] `MoveInput` / `ShootInput` / `CombatEvent` protocol split is done
- [x] Delivery policy mapping is aligned with sync lane vs reliable lane
- [x] High-frequency stale filtering is limited to `MoveInput` and `PlayerState`
- [x] Client prediction buffer is narrowed to movement
- [x] Dual-transport runtime wiring exists in the shared network layer
- [x] Network-layer regression tests exist for routing and stale filtering
Still missing for MVP:
- [ ] Client-side `ShootInput` send path
- [ ] Client-side `CombatEvent` receive/apply path
- [ ] Server startup path that actually uses `ServerNetworkHost`
- [ ] Server-authoritative movement/state loop
- [ ] Server-authoritative shooting/combat resolution loop
- [ ] Full `PlayerState` field application for rotation / HP / velocity
- [ ] Remote-player snapshot buffering and interpolation strategy
- [ ] Explicit movement-stop handling via zero-input `MoveInput`
- [ ] End-to-end gameplay regression coverage
- [ ] Re-run build/test in an environment with the required .NET runtime installed
## Checklist
### 1. Keep The Shared Networking Foundation Stable
- [x] Keep `MoveInput`, `ShootInput`, `PlayerState`, and `CombatEvent` as the MVP gameplay messages
- [x] Keep `MoveInput` and `PlayerState` on `HighFrequencySync`
- [x] Keep `ShootInput` and `CombatEvent` on `ReliableOrdered`
- [x] Keep stale-drop logic only for `MoveInput` and `PlayerState`
- [x] Keep client prediction buffering limited to `MoveInput`
- [x] Keep dual-transport runtime construction in [`Assets/Scripts/Network/NetworkApplication/NetworkIntegrationFactory.cs`](D:/Learn/GameLearn/UnityProjects/NetworkFW/Assets/Scripts/Network/NetworkApplication/NetworkIntegrationFactory.cs)
Acceptance:
- [x] Network-layer message routing still matches the MVP transport mapping
- [x] Sequence filtering still matches the MVP tick rules
- [x] Shared runtime and host still support separate reliable and sync transports
### 2. Align Client Input Flow With MVP
- [ ] Update [`Assets/Scripts/MovementComponent.cs`](D:/Learn/GameLearn/UnityProjects/NetworkFW/Assets/Scripts/MovementComponent.cs) so movement intent can send an explicit zero-vector stop message when the player releases input
- [ ] Keep local prediction immediate for the controlled player
- [ ] Add a client shooting input capture path
- [ ] Add `NetworkManager.SendShootInput(...)`
- [ ] Ensure the client sends only `MoveInput` and `ShootInput` for gameplay actions
- [ ] Keep local shooting presentation optional and purely cosmetic
Acceptance:
- [ ] Releasing movement input produces a final `MoveInput` that stops authoritative movement
- [ ] Firing produces a `ShootInput` sent on the reliable lane
- [ ] No MVP gameplay action depends on legacy broad messages such as `PlayerAction`
### 3. Apply Full Authoritative `PlayerState` On The Client
- [ ] Extend the player-side presentation model to consume authoritative `position`, `rotation`, `hp`, and optional `velocity`
- [ ] Keep local-player reconciliation driven by authoritative `PlayerState.Tick`
- [ ] Use authoritative HP instead of any local guesswork
- [ ] Decide where authoritative player state lives on the client side and keep that ownership explicit
- [ ] Update UI or diagnostics so authoritative HP/state changes are observable during development
Acceptance:
- [ ] Local player corrects to server truth for position and rotation
- [ ] Local and remote players expose authoritative HP from `PlayerState`
- [ ] The client does not finalize gameplay truth outside authoritative messages
### 4. Replace Ad-Hoc Remote Movement Smoothing With Snapshot Interpolation
- [ ] Add a small `PlayerState` snapshot buffer for remote players
- [ ] Interpolate between buffered snapshots instead of lerping directly to the latest state
- [ ] Discard stale snapshots by tick
- [ ] Keep remote players non-predicted
- [ ] Document the interpolation delay / sample strategy in code comments or docs if it is non-obvious
Acceptance:
- [ ] Remote movement is based on buffered authoritative snapshots
- [ ] Out-of-order remote `PlayerState` packets do not corrupt presentation
- [ ] Remote players are smoothed without becoming locally authoritative
### 5. Add Client-Side `CombatEvent` Handling
- [ ] Register a `CombatEvent` handler in [`Assets/Scripts/NetworkManager.cs`](D:/Learn/GameLearn/UnityProjects/NetworkFW/Assets/Scripts/NetworkManager.cs)
- [ ] Route combat results to the relevant player or combat presentation components
- [ ] Apply hit / damage / death / shoot-rejected results from server truth
- [ ] Keep local fire FX separate from authoritative damage and death resolution
- [ ] Add UI or debug output for combat-result visibility during MVP development
Acceptance:
- [ ] `CombatEvent` updates HP, death state, or hit feedback on clients
- [ ] `ShootRejected` can be surfaced without client-side authoritative rollback logic
- [ ] Combat results are driven by server messages, not speculative client outcomes
### 6. Add A Real Server Startup / Integration Entry Point
- [ ] Add or update the runtime server bootstrap so production code actually constructs [`ServerNetworkHost`](D:/Learn/GameLearn/UnityProjects/NetworkFW/Assets/Scripts/Network/NetworkHost/ServerNetworkHost.cs)
- [ ] Start both reliable and sync transports from the server integration layer
- [ ] Drain server pending messages on a regular loop
- [ ] Hook server lifecycle logging/diagnostics in the same way the client runtime does
- [ ] Make the startup path easy to locate and test
Acceptance:
- [ ] There is a concrete server startup path in production code, not only shared infrastructure and tests
- [ ] Server runtime uses two distinct transport instances when sync port is configured
- [ ] Server can receive gameplay traffic on both lanes
### 7. Implement Server-Authoritative Movement And State Broadcast
- [ ] Register `MoveInput` handling on the server
- [ ] Maintain authoritative per-player movement state on the server
- [ ] Validate and apply move input before mutating authoritative state
- [ ] Use tick-aware stale filtering per peer without cross-peer interference
- [ ] Broadcast authoritative `PlayerState` snapshots on the sync lane at a fixed cadence
- [ ] Ensure zero-vector movement input stops authoritative movement
Acceptance:
- [ ] Server owns final position and movement resolution
- [ ] Clients receive authoritative `PlayerState` snapshots for reconciliation/interpolation
- [ ] Movement stop is reflected by server-authoritative state, not just local client visuals
### 8. Implement Server-Authoritative Shooting And Combat Resolution
- [ ] Register `ShootInput` handling on the server
- [ ] Validate shoot requests before accepting them
- [ ] Resolve hit, damage, death, and rejection on the server
- [ ] Broadcast `CombatEvent` on the reliable lane
- [ ] Reflect authoritative HP changes in subsequent `PlayerState` snapshots
- [ ] Keep server combat resolution independent from cosmetic client preplay
Acceptance:
- [ ] Server decides whether shooting is valid
- [ ] Server emits authoritative `CombatEvent` for damage/death/rejection
- [ ] Clients update combat state from server truth
### 9. Expand Regression Coverage From Network Layer To Gameplay Flow
- [ ] Extend [`Assets/Tests/EditMode/Network/MessageManagerTests.cs`](D:/Learn/GameLearn/UnityProjects/NetworkFW/Assets/Tests/EditMode/Network/MessageManagerTests.cs) only as needed for lane policy regressions
- [ ] Add tests that cover explicit zero-input movement stop behavior
- [ ] Add tests for client `ShootInput` send routing
- [ ] Add tests for `CombatEvent` receive/apply behavior
- [ ] Add tests for remote `PlayerState` buffering / interpolation decisions where practical
- [ ] Add tests for server-authoritative movement processing
- [ ] Add tests for server-authoritative shooting/combat result generation
- [ ] Add at least one end-to-end fake-transport test that covers `MoveInput -> PlayerState` and `ShootInput -> CombatEvent`
Acceptance:
- [ ] MVP gameplay flow is covered beyond transport-only assertions
- [ ] Both client single-session and server multi-session behaviors remain protected
- [ ] Regression tests fail if movement/combat authority accidentally drifts back to the client
### 10. Re-Verify Build And Test
- [ ] Install or use an environment that contains the required .NET runtime for this repository
- [ ] Run `dotnet build Network.EditMode.Tests.csproj -v minimal`
- [ ] Run `dotnet test Network.EditMode.Tests.csproj --no-build -v minimal`
- [ ] Record the actual result after the environment issue is resolved
Acceptance:
- [ ] Build succeeds in a runnable local environment
- [ ] Edit-mode network tests succeed
- [ ] New MVP gameplay regression tests succeed
## Recommended Order
1. Keep the shared networking foundation unchanged
2. Fix client input flow, especially stop movement and `ShootInput`
3. Add real server startup and authoritative movement/state broadcast
4. Add authoritative shooting/combat resolution and `CombatEvent`
5. Apply full authoritative state and combat results on the client
6. Upgrade remote interpolation from direct lerp to snapshot buffering
7. Add gameplay-flow regression tests
8. Re-run build and test once the .NET runtime issue is resolved