iprotsiuk

Contributor Skill Notes

- Is packet allocation behavior still bounded?

iprotsiuk 0 Updated 3mo ago
GitHub

Install

npx skillscat add iprotsiuk/godotlearn

Install via the SkillsCat registry.

SKILL.md

Contributor Skill Notes

Goal

Extend game modes/maps without destabilizing authoritative movement netcode.

Guardrails

  1. Keep movement protocol ownership in Scripts/Net/*; do not move movement replication into RPC/MultiplayerSynchronizer.
  2. Preserve 60 Hz server/client simulation and run movement simulation only in _PhysicsProcess.
  3. Keep local prediction + sequence-based reconciliation intact for local player.
  4. Keep remote interpolation in _Process with buffered snapshots.
  5. Any new mode logic must be additive around the net layer, not inside packet codec paths.

Where To Extend

  • New modes: add IGameMode implementations in Scripts/GameModes.
  • New maps: replace world geometry setup in Scripts/Bootstrap/Main.cs while keeping collision semantics compatible with CharacterBody3D.
  • UI: extend Scripts/UI/MainMenu.cs and Scripts/Debug/DebugOverlay.cs without changing net packet formats.

Netcode Safety Checklist

  • Do sequence numbers remain monotonic and acked correctly?
  • Are yaw/pitch still included in input and snapshots?
  • Is correction still snap-vs-smooth threshold based?
  • Are channels still separated: input CH0, snapshot CH1, control CH2?
  • Is packet allocation behavior still bounded?