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# Avatar Component System & glTF Attachment Spec
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, world chunk data format
## 1. Overview
This document specifies the **avatar component system** for **agp-game**, a
Godot-based multiplayer game. It defines:
- How an avatar is decomposed into **body parts** and **attachment slots**.
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
base body.
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
they can be loaded, skinned, and networked consistently.
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
plus swappable attachments, all authored in glTF and consumed by a shared Godot
runtime. This enables player customization, cosmetic monetization, and
server-authoritative validation of what a player is wearing.
### 1.1 Design Goals
- **Modularity:** Body parts and attachments are independent assets that can be
combined at runtime without re-exporting.
- **Consistency:** A single, well-defined skeleton and slot convention so any
attachment fits any base body.
- **Networkability:** The avatar's composition is expressed as a compact,
serializable **loadout** that the server can validate and replicate.
- **Performance:** Attachments are skinned to the same skeleton and share
materials where possible to minimize draw calls and skinning cost.
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
by a build-time checker.
---
## 2. Avatar Decomposition
### 2.1 The Base Body
Every avatar is built on a **base body** — a single glTF asset containing:
- A **skeleton** (the canonical rig, see §3).
- A **base mesh** for the skin/body (head, torso, arms, legs).
- **Attachment points** (empty nodes) that define where accessories mount.
The base body is the only asset that carries the skeleton. Attachments reference
the skeleton by **bone name** and are skinned to it; they never carry their own
rig.
### 2.2 Body Parts vs. Attachments
Two distinct concepts:
| Concept | Definition | Example |
|----------------|-------------------------------------------------------------------------|----------------------------------|
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
The distinction matters for **slot exclusivity** and **layering**:
- **Body parts** are *exclusive* per slot — only one head can be equipped.
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
above the head mesh.
---
## 3. Skeleton & Slot Convention
### 3.1 Canonical Skeleton
All avatars share a **canonical skeleton** with a fixed set of bone names. This
is the contract that lets any attachment fit any body. The skeleton follows a
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
Required bones (subset of the full rig):
```
Root
├── Hips
│ ├── Spine
│ │ ├── Chest
│ │ │ ├── Neck
│ │ │ │ └── Head
│ │ │ │ ├── HeadTop # hat / hair mount
│ │ │ │ ├── Jaw # face accessories
│ │ │ │ └── LeftEye / RightEye
│ │ │ ├── LeftShoulder
│ │ │ │ └── LeftUpperArm
│ │ │ │ └── LeftLowerArm
│ │ │ │ └── LeftHand
│ │ │ └── RightShoulder
│ │ │ └── RightUpperArm
│ │ │ └── RightLowerArm
│ │ │ └── RightHand
│ │ └── (Chest children for torso attachments)
│ ├── LeftUpperLeg
│ │ └── LeftLowerLeg
│ │ └── LeftFoot
│ └── RightUpperLeg
│ └── RightLowerLeg
│ └── RightFoot
```
**Rules:**
- Bone names are **case-sensitive** and must match exactly.
- The skeleton is **T-pose** at rest for consistent skinning.
- Attachments must be skinned to **at least** the bones they deform; static
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
### 3.2 Attachment Slots
Slots are the **logical mount points** for body parts and attachments. Each slot
maps to one or more bones and defines what can be equipped there.
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|----------------|--------------|--------------------|-------------|-------------------------------|
| `head` | body part | `Head` | exclusive | alternate head, face |
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
| `torso` | body part | `Chest` | exclusive | alternate torso |
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
| `legs` | body part | `Hips` | exclusive | alternate legs |
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
**Slot semantics:**
- **`exclusive`** slots allow at most one equipped item at a time.
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
simultaneously (bounded by a configurable limit, e.g., 8).
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
the corresponding base mesh. When a body part is equipped, the base mesh for
that region is hidden.
- **Attachment slots** layer on top of the base mesh and never hide it.
### 3.3 Slot → Bone Mapping
Each slot declares a **primary mount bone** and an optional **secondary bone
list** for skinning. The runtime uses this to:
1. Parent static accessories to the mount bone.
2. Skin skinned attachments to the union of the slot's bones.
---
## 4. glTF/GLB Format Requirements
All avatar assets (base bodies, body parts, attachments) are distributed as
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
container). GLB is the preferred distribution format for runtime loading.
### 4.1 Required Conventions
| Concern | Requirement |
|--------------------|------------------------------------------------------------------------------|
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
| **Pose** | T-pose at rest. |
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
### 4.2 Asset Metadata (extras)
Each asset **must** declare its slot and identity in the glTF `asset.extras`
object. This is the machine-readable contract consumed by the build pipeline and
runtime.
```json
{
"asset": {
"version": "2.0",
"extras": {
"agp": {
"type": "attachment", // "base_body" | "body_part" | "attachment"
"slot": "chest", // slot ID from §3.2
"id": "shirt_bandit_01", // globally unique asset id
"display_name": "Bandit Shirt",
"version": "1.0.0",
"mount_bone": "Chest", // primary mount bone
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
"exclusive": true, // matches slot exclusivity
"tags": ["cloth", "common"],
"author": "platform-team"
}
}
}
}
```
**Validation rules for `extras.agp`:**
- `type` must be one of `base_body`, `body_part`, `attachment`.
- `slot` must be a known slot ID (§3.2).
- `mount_bone` must exist in the canonical skeleton.
- `skin_bones` must all exist in the canonical skeleton.
- `exclusive` must match the slot's declared exclusivity.
- `id` must be unique across the asset catalog.
### 4.3 Node Naming Convention
To make assets self-describing and mergeable, nodes follow a convention:
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
`chest_shirt_bandit_01`).
- **Attachment points** (empty nodes) on the base body are named
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
### 4.4 Material & Texture Requirements
- All materials use the **metallic-roughness** PBR model.
- Textures are embedded in the GLB or referenced as external files; external
references must be relative paths within the asset package.
- **Color customization** is supported via a `baseColorFactor` tint applied at
runtime (multiplied over the albedo). Assets should use a neutral albedo
(white/gray) where tinting is intended.
- **Masked/transparent** materials must set the correct alpha mode
(`MASK` or `BLEND`) and `alphaCutoff`.
### 4.5 Skeleton Merging at Runtime
When an attachment is loaded, the runtime **merges** it onto the base body:
1. Load the base body (skeleton + base meshes).
2. Load each equipped attachment.
3. For each attachment, **re-target its skin** to the base body's skeleton by
bone name (no re-export needed).
4. Parent static accessories to their `mount_bone`.
5. Hide base meshes for any equipped body-part slots.
6. Apply material tints and merge into the render tree.
The merge is **name-based** — bone names must match exactly (§3.1). This is the
core reason for the strict naming contract.
---
## 5. Loadout Model (Network & Persistence)
The avatar's composition is serialized as a **loadout** — a compact, ordered
list of equipped asset IDs. This is what the server validates, persists, and
replicates.
### 5.1 Loadout JSON
```json
{
"base_body": "base_human_male_01",
"slots": {
"head": "head_cyber_01",
"hair": "hair_mohawk_01",
"face": null,
"torso": null,
"chest": "chest_bandit_01",
"back": "backpack_01",
"left_arm": null,
"right_arm": null,
"left_hand": "glove_leather_01",
"right_hand": "glove_leather_01",
"legs": null,
"pants": "pants_cargo_01",
"left_foot": "shoe_boot_01",
"right_foot": "shoe_boot_01",
"accessory": ["belt_01", "necklace_01"]
}
}
```
**Rules:**
- `base_body` is required and must reference a valid `base_body` asset.
- Each exclusive slot holds **at most one** asset id (or `null`).
- `accessory` is an array (0..N, bounded).
- The server validates that every id exists in the catalog and that slot
exclusivity is respected.
### 5.2 Network Replication
The loadout is replicated as part of the player's spawn/state data:
```
spawn_entity:
entity_id: uint32
type: player
transform: { x, y, rot }
props:
loadout_hash: uint32 # hash of the loadout for change detection
loadout: { ... } # full loadout on spawn / on change
```
- The **full loadout** is sent on spawn and whenever it changes (reliable).
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
- The server is the **authority** on the loadout; clients send *requests* to
change equipment, and the server validates and broadcasts the result.
### 5.3 Server-Side Validation
The server rejects a loadout if:
- `base_body` is missing or unknown.
- Any slot references an unknown asset id.
- An exclusive slot has more than one item.
- An asset's declared `slot` does not match the slot it is placed in.
- The accessory list exceeds the configured limit.
- The asset is not owned/unlocked by the player (for gated cosmetics).
---
## 6. Godot Runtime Architecture
### 6.1 Node Structure
```
Avatar (Node3D)
├── Skeleton3D # canonical skeleton (from base body)
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
│ ├── head_Mesh
│ ├── torso_Mesh
│ └── ...
├── Attachments # equipped attachments
│ ├── chest_shirt_bandit_01
│ ├── hair_mohawk_01
│ └── ...
└── AttachmentPoints # empty nodes for dynamic mounting
├── attach_head
├── attach_left_hand
└── ...
```
### 6.2 Core Classes
| Class | Responsibility |
|--------------------------|-------------------------------------------------------------|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
| `AvatarLoadout` | Serializable loadout model + validation. |
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
| `AvatarVisualizer` | Builds the render tree from a loadout. |
### 6.3 Loading Pipeline
```
loadout JSON
│
▼
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
│
▼
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
│
▼
for each equipped slot:
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
│
▼
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
│
▼
Avatar node ready for render
```
### 6.4 Performance Considerations
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
computed once per frame.
- **Material batching:** Attachments that share a material are merged into a
single mesh where possible (static accessories).
- **LOD:** Optional LOD variants per asset; the runtime selects based on
distance.
- **Caching:** Resolved loadouts and imported GLB resources are cached by
`AvatarCatalog` to avoid re-importing on respawn or re-join.
---
## 7. Asset Pipeline & Validation
### 7.1 Build-Time Validation
A build-time checker validates every asset before it enters the catalog:
1. **Format check:** valid glTF 2.0 / GLB.
2. **Metadata check:** `extras.agp` present and valid (§4.2).
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
4. **Slot check:** `slot` is known and `exclusive` matches.
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
6. **Texture check:** sizes, formats, and alpha modes are valid.
7. **Uniqueness check:** `id` is unique.
### 7.2 Catalog Manifest
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
```json
{
"assets": {
"base_human_male_01": {
"type": "base_body",
"path": "res://assets/avatars/base_human_male_01.glb",
"version": "1.0.0"
},
"chest_bandit_01": {
"type": "attachment",
"slot": "chest",
"path": "res://assets/avatars/chest_bandit_01.glb",
"version": "1.0.0"
}
}
}
```
---
## 8. Security & Anti-Cheat
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
the server validates against the catalog and the player's owned items.
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
reference catalog ids only.
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
stale loadout state.
---
## 9. Open Questions / Future Work
- **Morph targets / blendshapes:** Support for facial expressions and body
morphs (e.g., height, muscle) via glTF morph targets.
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
humanoid avatars) as an import source.
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
---
## 10. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------------|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
| Skeleton | Single canonical humanoid skeleton, name-based merge |
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
| Loadout | Compact JSON; server-authoritative and validated |
| Replication | Full loadout on spawn/change + `loadout_hash` |
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
| Validation | Build-time asset checker + runtime catalog validation |
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# Multiplayer Networking Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction
## 1. Overview
This document specifies the multiplayer networking architecture for **agp-game**,
a Godot-based game built by autonomous agents. The architecture follows a
**server-authoritative model with client-side prediction and reconciliation**,
which is the industry standard for fast-paced, competitive multiplayer games.
The goals of this architecture are:
- **Fairness & anti-cheat:** The server is the single source of truth for all
gameplay state. Clients never directly mutate world state.
- **Responsiveness:** Client-side prediction hides network latency so local input
feels immediate.
- **Determinism:** The server runs a fixed-timestep simulation so that state is
reproducible and testable.
- **Scalability:** A clear separation between transport, simulation, and
replication layers allows the server to be tuned independently.
---
## 2. Transport Choice: ENet over WebSocket
### 2.1 Decision
We choose **ENet** as the primary transport for gameplay traffic.
### 2.2 Justification
| Criterion | ENet | WebSocket (TCP) |
|----------------------|----------------------------------------|-------------------------------------|
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
| **Packet ordering** | Per-channel ordering | Global strict ordering |
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
**Rationale:**
- **Movement & state replication** are latency-sensitive and tolerate occasional
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
frequency without head-of-line blocking.
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
*reliable* channel, giving us exactly the semantics we need without TCP's
retransmission stalls.
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
### 2.3 WebSocket as a Secondary Transport
WebSocket remains available as a **secondary transport** for:
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
- **Browser builds** where raw UDP/ENet is unavailable.
- **Admin / telemetry** channels.
The transport layer is abstracted behind an interface so gameplay code does not
depend on the underlying protocol.
---
## 3. Server-Side Game Loop
### 3.1 Tick Rate
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
**Justification:**
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
action game while keeping CPU and bandwidth costs predictable.
- A fixed timestep (rather than delta-time) makes the simulation deterministic
and testable.
- The tick rate is a **configuration constant** so it can be raised (e.g., to
60 Hz) for competitive modes without architectural changes.
### 3.2 Authority Model
- **Server is authoritative** for:
- Player position, velocity, and physics state.
- Health, damage, and death.
- Item pickups, inventory, and world-object state.
- Spawning and despawning of entities.
- Game rules, scoring, and win/lose conditions.
- **Client is authoritative** for:
- Its own *input* (which keys/buttons are pressed).
- Local camera and UI.
- Cosmetic / non-gameplay presentation.
### 3.3 Server Loop Pseudocode
```
while server_running:
process_network_inbound() # read client inputs & RPCs
for _ in range(ticks_to_advance):
simulate_tick() # fixed 30 Hz step
broadcast_snapshots() # replicate authoritative state
process_network_outbound() # flush reliable/unreliable channels
```
The server accumulates real elapsed time and advances the simulation in fixed
`TICK_DURATION` increments, decoupling simulation from frame rate.
---
## 4. RPC Call Patterns
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
### 4.1 Client → Server (Input & Requests)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
| `request_respawn` | reliable | `{}` | After death |
**Design notes:**
- **Input is batched** per client tick and sent with a monotonically increasing
`seq` so the server can detect gaps and the client can reconcile.
- **Interactions are reliable** because they are discrete, must-happen events
(opening a door, picking up an item). Losing them would corrupt world state.
### 4.2 Server → Client (State & Events)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
### 4.3 Broadcast vs. Targeted
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
`despawn_entity`, `game_event`.
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
players), and any player-private data.
---
## 5. Client-Side Prediction & Reconciliation
### 5.1 Prediction
- The client runs a **local copy of the movement simulation** using the same
physics constants as the server.
- When the player provides input, the client:
1. Applies the input to its local player immediately.
2. Renders the predicted position.
3. Sends the input to the server (batched, with `seq`).
### 5.2 Reconciliation
- The server sends authoritative `snapshot_state` at 30 Hz containing the
server's tick number and authoritative player positions.
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
- On receiving a snapshot:
1. Find the last predicted state that matches the server's tick.
2. Compute the **error** between predicted and authoritative position.
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
player to the authoritative position (error correction).
4. Re-simulate any inputs that occurred after the server's tick (rollback).
### 5.3 Interpolation of Remote Entities
- **Local player:** predicted + reconciled (see above).
- **Remote players / entities:** rendered with **interpolation delay** of
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
- The client buffers the last N snapshots and interpolates between them.
### 5.4 Prediction Buffer Sizing
- Buffer size is adaptive based on measured RTT.
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
---
## 6. Entity & World State Replication
### 6.1 Entity Model
Every networked entity has:
- A globally unique `entity_id` (server-assigned).
- An `EntityType` (player, enemy, item, projectile, door, ...).
- A `Transform` (position, rotation).
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
### 6.2 Snapshot Format
```
snapshot_state:
tick: uint32
entities:
- entity_id: uint32
type: uint8
transform: { x, y, rot }
props: { ... } # delta-encoded where possible
player_states:
- peer_id: int
entity_id: uint32
health: int
state: uint8
```
### 6.3 Delta Compression
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
- Static or unchanged entities are omitted from the snapshot.
- This keeps bandwidth proportional to *activity*, not world size.
---
## 7. Connection & Session Lifecycle
1. **Connect:** Client opens an ENet connection to the server.
2. **Authenticate / Join:** Client sends `request_join`; server validates and
assigns a `peer_id` and spawns the player entity.
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
and cleans up session state.
---
## 8. Security & Anti-Cheat
- **No client-authoritative gameplay values.** Clients only send *inputs* and
*requests*; the server computes all outcomes.
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
positions, and validates interaction targets.
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
- **Sequence validation:** Gaps or replays in input `seq` are detected and
rejected.
---
## 9. Testing & Determinism
- The simulation is a **pure function of (state, inputs, tick)** so it can be
unit-tested headlessly.
- A **replay system** records inputs and can re-simulate to verify server and
client produce identical results.
- Network code is tested with a **mock transport** that can inject latency,
jitter, and packet loss.
---
## 10. Open Questions / Future Work
- **Interest management / spatial partitioning:** For large worlds, restrict
snapshots to entities near each client (AOI culling).
- **Server-side physics:** Decide whether to use Godot's physics server on the
host or a custom deterministic physics step.
- **Dedicated server vs. listen server:** The architecture supports both; a
dedicated headless server is the target for production.
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
---
## 11. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------|
| Transport | ENet (primary), WebSocket (secondary) |
| Tick rate | 30 Hz fixed timestep |
| Authority | Server-authoritative; client sends input only |
| Prediction | Client-side prediction + reconciliation |
| Remote interpolation | 2-tick interpolation delay |
| Replication | Delta-compressed snapshots at 30 Hz |
| Interaction RPCs | Reliable channel |
| Movement input | Unreliable channel, batched with sequence |
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testing coder-bot identity