Agent Skills: State Synchronization

Game state synchronization, snapshot systems, and conflict resolution for consistent multiplayer experience

UncategorizedID: pluginagentmarketplace/custom-plugin-server-side-game-dev/state-sync

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skills/state-sync/SKILL.md

Skill Metadata

Name
state-sync
Description
Game state synchronization, snapshot systems, and conflict resolution for consistent multiplayer experience

State Synchronization

Ensure consistent game state across all connected players.

Snapshot Interpolation

class SnapshotBuffer {
  constructor(size = 3, delay = 100) {
    this.buffer = [];
    this.size = size;
    this.delay = delay;
  }

  add(snapshot) {
    this.buffer.push({
      time: snapshot.serverTime,
      entities: new Map(snapshot.entities)
    });
    while (this.buffer.length > this.size) {
      this.buffer.shift();
    }
  }

  interpolate(renderTime) {
    const targetTime = renderTime - this.delay;
    const [before, after] = this.findBrackets(targetTime);

    if (!before || !after) return this.extrapolate();

    const t = (targetTime - before.time) / (after.time - before.time);
    return this.lerp(before, after, t);
  }

  lerp(before, after, t) {
    const result = new Map();
    for (const [id, a] of before.entities) {
      const b = after.entities.get(id);
      if (b) {
        result.set(id, {
          x: a.x + (b.x - a.x) * t,
          y: a.y + (b.y - a.y) * t,
          z: a.z + (b.z - a.z) * t
        });
      }
    }
    return result;
  }
}

Delta Compression

class DeltaCompressor {
  createDelta(baseline, current) {
    const delta = { created: [], updated: [], deleted: [] };

    for (const [id, entity] of current) {
      const prev = baseline.get(id);
      if (!prev) {
        delta.created.push({ id, ...entity });
      } else if (this.changed(prev, entity)) {
        delta.updated.push({ id, ...this.diff(prev, entity) });
      }
    }

    for (const [id] of baseline) {
      if (!current.has(id)) delta.deleted.push(id);
    }

    return delta;
  }

  changed(a, b) {
    return a.x !== b.x || a.y !== b.y || a.z !== b.z;
  }

  diff(prev, curr) {
    const d = {};
    if (prev.x !== curr.x) d.x = curr.x;
    if (prev.y !== curr.y) d.y = curr.y;
    if (prev.z !== curr.z) d.z = curr.z;
    return d;
  }
}

Sync Model Comparison

| Model | Latency | Bandwidth | Best For | |-------|---------|-----------|----------| | Snapshot | Medium | High | Simple games | | Delta | Medium | Low | Most games | | Lockstep | High | Low | RTS, Fighting | | Interest Mgmt | Low | Low | MMO |

Troubleshooting

Common Failure Modes

| Error | Root Cause | Solution | |-------|------------|----------| | Teleporting | Empty buffer | Increase buffer size | | Desync | Non-determinism | Add checksums | | Rubber-banding | Bad reconciliation | Fix prediction | | Invisible entities | AoI bug | Check interest radius |

Debug Checklist

// Check buffer state
console.log(`Buffer: ${buffer.length}/${buffer.size}`);
console.log(`Time span: ${buffer.getTimeSpan()}ms`);

// Verify checksums
const cs1 = computeChecksum(clientState);
const cs2 = computeChecksum(serverState);
console.log(`Match: ${cs1 === cs2}`);

Unit Test Template

describe('DeltaCompressor', () => {
  test('detects changes', () => {
    const compressor = new DeltaCompressor();
    const baseline = new Map([['e1', { x: 0, y: 0 }]]);
    const current = new Map([['e1', { x: 1, y: 0 }]]);

    const delta = compressor.createDelta(baseline, current);
    expect(delta.updated).toHaveLength(1);
    expect(delta.updated[0].x).toBe(1);
  });
});

Resources

  • assets/ - Sync templates
  • references/ - Best practices