synchronization-algorithms
Network synchronization, lag compensation, client prediction, and state consistency for responsive multiplayer games.
What this skill does
# 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 │
└─────────────────────────────────────────────────────────────┘
```
```csharp
// ✅ Production-Ready: Prediction Buffer
public class PredictionBuffer
{
private const int BUFFER_SIZE = 128;
private readonly PredictionEntry[] _buffer = new PredictionEntry[BUFFER_SIZE];
public void Store(uint tick, InputPayload input, PlayerState predictedState)
{
int index = (int)(tick % BUFFER_SIZE);
_buffer[index] = new PredictionEntry
{
Tick = tick,
Input = input,
PredictedState = predictedState
};
}
public void Reconcile(uint serverTick, PlayerState serverState)
{
int index = (int)(serverTick % BUFFER_SIZE);
var entry = _buffer[index];
if (entry.Tick != serverTick) return; // Stale data
float error = Vector3.Distance(entry.PredictedState.Position, serverState.Position);
if (error < 0.01f) return; // Within tolerance
// Misprediction detected - reconcile
PlayerState currentState = serverState;
// Re-simulate all inputs since server tick
for (uint t = serverTick + 1; t <= CurrentTick; t++)
{
int idx = (int)(t % BUFFER_SIZE);
if (_buffer[idx].Tick == t)
{
currentState = SimulateInput(currentState, _buffer[idx].Input);
}
}
// Apply corrected state (with smoothing)
ApplyCorrectedState(currentState);
}
}
```
## Interpolation
```
INTERPOLATION BUFFER:
┌─────────────────────────────────────────────────────────────┐
│ RECEIVE: [State T-100ms] [State T-50ms] [State T-now] │
│ │
│ RENDER: Display interpolated position between T-100ms │
│ and T-50ms based on current render time │
│ │
│ WHY: Always have two states to interpolate between │
│ (render behind real-time by buffer amount) │
│ │
│ BUFFER SIZE: │
│ • Too small: Choppy when packets delayed │
│ • Too large: Everything feels delayed │
│ • Typical: 100-200ms for other players │
└─────────────────────────────────────────────────────────────┘
```
## Rollback Netcode
```
ROLLBACK FLOW (Fighting Games):
┌─────────────────────────────────────────────────────────────┐
│ 1. Execute frame with predicted opponent input │
│ 2. Store complete game state snapshot │
│ 3. When actual input arrives: │
│ a. If matches prediction: continue │
│ b. If mismatch: │
│ - Load snapshot from that frame │
│ - Re-simulate all frames with correct input │
│ - "Rollback" visual to corrected state │
│ 4. Hide rollbacks with animation tricks │
└─────────────────────────────────────────────────────────────┘
ROLLBACK LIMITS:
• Max rollback: 7-8 frames (~116ms at 60fps)
• Beyond: Game stutters or desyncs
• Input delay trade-off: 0-3 frames pre-delay
```
## Lockstep Synchronization
```
LOCKSTEP (RTS Games):
┌─────────────────────────────────────────────────────────────┐
│ Frame 0: All clients send inputs │
│ Wait for all inputs │
│ Execute deterministically │
│ │
│ Frame 1: Repeat │
│ │
│ REQUIREMENTS: │
│ • Deterministic simulation (fixed-point math) │
│ • Synchronized RNG seeds │
│ • Identical execution order │
│ │
│ PROS: Minimal bandwidth (only inputs) │
│ CONS: Latency = slowest player, input delay │
└─────────────────────────────────────────────────────────────┘
```
## 🔧 Troubleshooting
```
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Visible rubber-banding │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Increase interpolation buffer │
│ → Smooth reconciliation (lerp, not snap) │
│ → Add visual damping │
│ → Check for consistent tick rate │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Clients desyncing │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use fixed-point math │
│ → Sync random number seeds │
│ → Periodic full-state resync │
│ → Add state hash verification │
│ → Check floating-point determiniRelated in General
modeling-omnistudio-epc-catalog
IncludedSalesforce Industries CME EPC product-modeling skill for Product2-based catalog creation. Use when creating EPC products, configuring product attributes, building offer bundles with Product Child Items, or reviewing EPC DataPack JSON metadata for product catalog changes. TRIGGER when: user creates or updates Product2 EPC records, AttributeAssignment payloads, AttributeMetadata/AttributeDefaultValues, Offer bundles, or ProductChildItem relationships. DO NOT TRIGGER when: designing OmniScripts/FlexCards/Integration Procedures (use building-omnistudio-omniscript, building-omnistudio-flexcard, or building-omnistudio-integration-procedure), implementing Apex business logic (use generating-apex), or troubleshooting deployment pipelines (use deploying-metadata).
relationship-science-coach
IncludedUse this skill for direct, practical adult relationship coaching: couples conflict, repair, trust, marriage, dating, flirting, attachment patterns, emotional connection, sex, desire differences, eroticism, kink negotiation, affection, love languages, breakups, and long-term passion. Draw on Gottman, EFT and Hold Me Tight, attachment science, modern sex research, Perel, Nagoski, Kerner, Schnarch, Love and Stosny, and flexible love-language tools. Be concrete and low-hedge. Redirect only for imminent danger, abuse, coercive control, minors, non-consent, self-harm, stalking, or medical/legal/psychiatric decisions.
building-sf-integrations
IncludedSalesforce integration architecture and runtime plumbing with 120-point scoring. Use this skill to set up Named Credentials, External Credentials, External Services, REST/SOAP callout patterns, Platform Events, and Change Data Capture. TRIGGER when: user sets up Named Credentials, External Services, REST/SOAP callouts, Platform Events, CDC, or touches .namedCredential-meta.xml files. DO NOT TRIGGER when: Connected App/OAuth config (use configuring-connected-apps), Apex-only logic (use generating-apex), or data import/export (use handling-sf-data).
venue-templates
IncludedAccess comprehensive LaTeX templates, formatting requirements, and submission guidelines for major scientific publication venues (Nature, Science, PLOS, IEEE, ACM), academic conferences (NeurIPS, ICML, CVPR, CHI), research posters, and grant proposals (NSF, NIH, DOE, DARPA). This skill should be used when preparing manuscripts for journal submission, conference papers, research posters, or grant proposals and need venue-specific formatting requirements and templates.
let-fate-decide
IncludedDraws the 12 Houses of the Zodiac Tarot spread to inject entropy into planning when prompts are vague, ambiguous, or casually delegated. Interprets the spread to guide next steps. Use when the user says 'let fate decide', 'YOLO', 'whatever', 'idk', or other nonchalant phrases, makes Yu-Gi-Oh references, or when you are about to arbitrarily pick between multiple reasonable approaches. Prefer over ask-questions-if-underspecified when the user's tone is casual or playful rather than precision-seeking.
net-ops
IncludedCross-platform network troubleshooting (Windows, macOS, Linux) via local or remote shell. Use for: DNS broken, can't resolve hostnames, nslookup/dig works but apps fail, NRPT, WFP, scutil, /etc/resolver, systemd-resolved, /etc/resolv.conf, NetworkManager, VPN DNS leak residue (ProtonVPN/Mullvad/WireGuard/AnyConnect), AV/firewall blocking DNS or DoH, Tailscale DNS interaction, intermittent connectivity, remote diagnostics over SSH.