Knowledgebase

State Synchronisation Print

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Keeping players consistent.

WHAT MUST BE SYNCHRONISED

Positions and orientations Actions and events Health and resources World state changes

WHAT TO NOT SYNCHRONISE

Anything derivable locally Purely visual effects Anything only one client needs

WHY

Bandwidth is limited, and every byte multiplies by player count.

WHAT SNAPSHOT SYNCHRONISATION IS

Sending the relevant world state periodically.

WHAT DELTA COMPRESSION DOES

Sending only what changed since the last acknowledged state.

WHAT RELEVANCE FILTERING DOES

Sending each client only what affects them.

WHY THAT MATTERS MOST AT SCALE

It bounds bandwidth regardless of total player count.

WHAT IT ALSO PREVENTS

Clients receiving information they could use to cheat.

WHAT UPDATE RATE AFFECTS

Smoothness and bandwidth, in tension.

WHAT TO SEND RELIABLY

Events that must not be lost: deaths, purchases, state changes.

WHAT TO SEND UNRELIABLY

Positions, since a newer one supersedes a lost one.

WHY THAT DISTINCTION MATTERS

Reliable delivery costs retransmission and delay.

WHAT TO MEASURE

Bandwidth per player, at the maximum player count.


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