WITHIN THIS REPOSITORY 26 of 26
Both rely on tick ordering and acked baselines to ensure receivers discard stale or unacked state.
Delta compression is grounded in… ↔ The tick is the protocol-wide ordering… · ordering-baselines · converges with
Both validate inbound data defensively at the boundary, rejecting mismatched or malformed packets.
Inbound packets are validated… ↔ Wire compatibility is pinned at… · defensive-validation · packet-validation · converges with
Both attach network state to worlds and controllers, making them the authoritative holders.
Network state is attached explicitly to… ↔ The Godot scene tree is a presentation… · scene-state-holder · state-architecture · state-holder · state-ownership · converges with
Both attach network state to worlds and peers, with per-world PeerState and WorldRunner registries.
Network state is attached explicitly to… ↔ The server is a set of isolated worlds:… · state-scoping · world-peer-model · world-scoping · world-state · converges with
Both place state ownership in the server/world—per-peer storage and server-authoritative simulation—with clients sending inputs and receiving deltas.
Network state is attached explicitly to… ↔ World simulation is server-authoritative… · state-authority · converges with
Both treat worlds as isolated runtime containers with per-world state.
The server is a set of isolated worlds:… ↔ Worlds are first-class runtime… · isolation · world-isolation · converges with
Both center on tick as the ordering primitive: #43 assigns it a channel, #41 makes it the protocol-wide ordering reference.
The tick is the protocol-wide ordering… ↔ Traffic is multiplexed over a fixed set… · channel-model · protocol-ordering · converges with
Both describe server→client per-tick state flow with client inputs.
The tick is the protocol-wide ordering… ↔ World simulation is server-authoritative… · state-flow · converges with
Delta compression relies on per-peer acked baselines, which are derived from the tick ordering primitive, ensuring only strictly newer ticks are applied.
Delta compression is grounded in… ↔ The tick is the protocol-wide ordering… · delta-baseline · delta-consistency · delta-ordering · ordering · ordering-baseline · reliability · state-ordering · state-synchronization · relies on
Rejected packets are excluded from baselines and never acked, ensuring delta references only acked state.
Delta compression is grounded in… ↔ Inbound packets are validated… · delta-baseline · delta-integrity · packet-rejection · packet-reliability · relies on
The protocol hash check (#38) is a specific boundary validation that complements the general defensive decoder approach in #45.
Inbound packets are validated… ↔ Wire compatibility is pinned at… · protocol-validation · relies on
Server-authoritative sim relies on per-world/per-peer state management.
Network state is attached explicitly to… ↔ World simulation is server-authoritative… · authority-model · state-ownership · relies on
Per-world and per-peer state attachment relies on worlds being first-class containers with worldId scoping.
Network state is attached explicitly to… ↔ Worlds are first-class runtime… · state-scoping · world-scoping · world-state-attachment · relies on
Attribute-based declarations are compiled into serializers and per-peer storage that implements state attachment.
Network state is attached explicitly to… ↔ The protocol surface is declared on C#… · declaration-to-runtime · declaration-weaving · declarative-state · relies on
Observability frames in #40 are timestamped by tick, which requires the tick as the ordering primitive in #41.
Observability is a parallel protocol to… ↔ The tick is the protocol-wide ordering… · observability-ordering · observability-timing · protocol-architecture · telemetry-ordering · relies on
Observability frames are kept on loopback TCP rather than mixed into dedicated gameplay channels.
Observability is a parallel protocol to… ↔ Traffic is multiplexed over a fixed set… · channel-isolation · relies on
Attribute-based declarations drive the generated network controller structure in Godot.
The Godot scene tree is a presentation… ↔ The protocol surface is declared on C#… · codegen · relies on
Attribute-based declarations (#47) generate the serializers that populate the fixed ENet channels in #43.
The protocol surface is declared on C#… ↔ Traffic is multiplexed over a fixed set… · channel-multiplexing · relies on
Server-authoritative simulation (conv#46) executes within isolated WorldRunners (conv#48), each managing tick, physics, and node registry.
The server is a set of isolated worlds:… ↔ World simulation is server-authoritative… · state-ownership · world-simulation · relies on
Fixed channel mapping carries tick deltas as the primary ordering unit.
The tick is the protocol-wide ordering… ↔ Traffic is multiplexed over a fixed set… · channel-multiplexing · channel-reliability · traffic-ordering · relies on
Per-tick deltas are the server-authoritative mechanism for exporting world state to clients.
The tick is the protocol-wide ordering… ↔ World simulation is server-authoritative… · authority-model · state-authority · state-sync · relies on
Server-authoritative simulation requires world containers to own state and export deltas.
World simulation is server-authoritative… ↔ Worlds are first-class runtime… · authority-model · relies on
Channel-based reliability choices contrast with total defensive validation—one multiplexes by channel, the other validates every packet uniformly.
Inbound packets are validated… ↔ Traffic is multiplexed over a fixed set… · channel-multiplexing · channel-reliability · goes a different way
conv#47 declares protocol via C# attributes with source generation, while conv#40 uses typed debug frames for telemetry.
Observability is a parallel protocol to… ↔ The protocol surface is declared on C#… · protocol-declaration · goes a different way
conv#40 separates observability into a parallel protocol over loopback/in-process streams, while conv#43 multiplexes gameplay over fixed ENet channels—distinct traffic paths.
Observability is a parallel protocol to… ↔ Traffic is multiplexed over a fixed set… · protocol-channel-separation · goes a different way
#48 details the WorldRunner implementation that makes the world container concept from #39 operational.
The server is a set of isolated worlds:… ↔ Worlds are first-class runtime… · world-scoping · makes more specific
observations inform review context and never block.