| name | synchronization-algorithms |
| version | 2.0.0 |
| description | Network synchronization, lag compensation, client prediction, and state
consistency for responsive multiplayer games.
|
| sasmp_version | 1.3.0 |
| bonded_agent | 05-networking-multiplayer |
| bond_type | PRIMARY_BOND |
| parameters | [{"name":"technique","type":"string","required":false,"validation":{"enum":["prediction","interpolation","reconciliation","rollback","lockstep"]}},{"name":"game_type","type":"string","required":false,"validation":{"enum":["fps","fighting","rts","mmo","racing"]}}] |
| retry_policy | {"enabled":true,"max_attempts":5,"backoff":"exponential","jitter":true} |
| observability | {"log_events":["start","complete","error","desync"],"metrics":["prediction_error_ms","rollback_count","resync_frequency"]} |
Multiplayer Synchronization
Synchronization Techniques
┌─────────────────────────────────────────────────────────────┐
│ SYNC TECHNIQUES OVERVIEW │
├─────────────────────────────────────────────────────────────┤
│ CLIENT PREDICTION: │
│ → Execute input locally before server confirms │
│ → Feels responsive, requires reconciliation │
│ Best for: FPS, action games │
├─────────────────────────────────────────────────────────────┤
│ INTERPOLATION: │
│ → Display positions between known states │
│ → Smooth visuals, adds latency │
│ Best for: Other players, NPCs │
├─────────────────────────────────────────────────────────────┤
│ ROLLBACK NETCODE: │
│ → Rewind game state on correction │
│ → Re-simulate with corrected data │
│ Best for: Fighting games, precise timing │
├─────────────────────────────────────────────────────────────┤
│ LOCKSTEP: │
│ → All clients advance together │
│ → Deterministic, waits for slowest │
│ Best for: RTS, turn-based │
└─────────────────────────────────────────────────────────────┘
Client Prediction & Reconciliation
PREDICTION FLOW:
┌─────────────────────────────────────────────────────────────┐
│ Frame N: │
│ 1. Capture input │
│ 2. Predict result locally (immediate response) │
│ 3. Store input + predicted state │
│ 4. Send input to server │
│ │
│ Frame N+RTT: │
│ 5. Receive server state for Frame N │
│ 6. Compare with stored prediction │
│ 7. If mismatch: RECONCILE │
│ a. Snap to server state │
│ b. Re-apply all inputs since Frame N │
│ c. Smooth correction to avoid visual pop │
└─────────────────────────────────────────────────────────────┘
public class PredictionBuffer
{
private const int BUFFER_SIZE = ;
PredictionEntry[] _buffer = PredictionEntry[BUFFER_SIZE];
{
index = ()(tick % BUFFER_SIZE);
_buffer[index] = PredictionEntry
{
Tick = tick,
Input = input,
PredictedState = predictedState
};
}
{
index = ()(serverTick % BUFFER_SIZE);
entry = _buffer[index];
(entry.Tick != serverTick) ;
error = Vector3.Distance(entry.PredictedState.Position, serverState.Position);
(error < ) ;
PlayerState currentState = serverState;
( t = serverTick + ; t <= CurrentTick; t++)
{
idx = ()(t % BUFFER_SIZE);
(_buffer[idx].Tick == t)
{
currentState = SimulateInput(currentState, _buffer[idx].Input);
}
}
ApplyCorrectedState(currentState);
}
}