Installable skillMIT

dev-multiplayer-prediction-basics

Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.

BY feliperybaUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: dev-multiplayer-prediction-basics
description: Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.
category: multiplayer
---

# Client-Side Prediction Basics

Client prediction makes multiplayer feel responsive. Server reconciliation keeps it honest.

## When to Use

Use for EVERY server-authoritative gameplay feature that needs responsive feel:
- Movement (WASD, jump, sprint)
- Shooting (aim, fire, ammo)
- Interactions (vault, mantle, crouch)

## Architecture Flow

```
INPUT
  │
  ├───► LOCAL PREDICTION (immediate visual feedback)
  │      │
  │      └───► Display updates instantly (feels responsive)
  │
  └───► SEND TO SERVER (validation)
         │
         │    NETWORK LATENCY (~100ms)
         │
         ▼
      SERVER PROCESSES
         │
         └───► SERVER STATE (authoritative)
                │
                │    NETWORK LATENCY
                │
                ▼
           CLIENT RECONCILES
                │
                ├───► Discard confirmed inputs
                ├───► Re-apply pending inputs
                └───► Smooth correction

Result: Responsive feel + cheat prevention
```

## Key Concepts

### Local Prediction
- Apply input immediately on client
- Show result to player instantly
- No perceived lag

### Server Validation
- Send input to server
- Server processes authoritatively
- Validates rules, prevents cheating

### Reconciliation
- Server sends authoritative state back
- Client removes processed inputs from pending
- Re-applies remaining pending inputs
- Smoothly interpolates to reconciled position

## Input Message Pattern

```typescript
interface InputMessage {
  type: 'player_input';
  input: {
    forward: boolean;
    backward: boolean;
    left: boolean;
    right: boolean;
    jump: boolean;
  };
  sequence: number;  // Incrementing counter for matching
}
```

### Sequence Numbers

Critical for reconciliation:
- Client increments counter for each input
- Server echoes sequence in state updates
- Client uses sequence to match server responses

## Reconciliation Flow

```typescript
// Server sends authoritative state
interface ServerState {
  position: { x: number; y: number; z: number };
  lastProcessedSequence: number;  // Key for reconciliation
}

// Client reconciles
function reconcile(serverState: ServerState) {
  // 1. Remove inputs server has processed
  pendingInputs = pendingInputs.filter(
    p => p.sequence > serverState.lastProcessedSequence
  );

  // 2. Start from server position (authoritative)
  let position = { ...serverState.position };

  // 3. Re-apply all pending inputs
  for (const input of pendingInputs) {
    position = applyInput(position, input.input, 0.016);
  }

  // 4. Smoothly interpolate display
  displayPosition = lerp(displayPosition, position, 0.2);
}
```

## Config Synchronization

**CRITICAL**: Config values MUST match exactly between client and server.

### Wrong Way

```typescript
// ❌ Config defined separately
// Client: const MOVEMENT_SPEED = 10;
// Server: const MOVEMENT_SPEED = 10;  // Can drift!
```

### Right Way - Shared Module

```typescript
// ✅ shared/config/MovementConfig.ts
export const MOVEMENT_CONFIG = {
  walkSpeed: 10,
  sprintSpeed: 16,
  jumpForce: 8,
  gravity: 20,
} as const;

// Both client and server import from same file
```

### Right Way - Server-Driven

```typescript
// ✅ Server sends config on connect
onJoin(client: Client) {
  client.send({
    type: 'config_sync',
    movement: MOVEMENT_CONFIG,
  });
}
```

## Testing Checklist

- [ ] Input feels immediate (no perceived lag)
- [ ] Server rejection causes rollback
- [ ] Rollback is smooth (not jarring)
- [ ] Reconciliation completes within 200ms
- [ ] No rubber-banding under normal latency
- [ ] High latency (200ms+) still playable

## Common Mistakes

| ❌ Wrong | ✅ Right |
|----------|----------|
| No prediction, send input only | Predict locally, then send |
| No reconciliation, just snap | Smooth interpolation |
| Apply server state directly | Re-apply pending inputs first |
| Separate client/server config | Shared config module |
| Hardcoded values everywhere | Single source of truth |

## Performance Notes

- Limit pending inputs to ~100 entries
- Clean up old inputs (> 1 second)
- Use object pooling for input objects
- Batch reconciliation updates (not every frame)

## Reference

- [Valve Latency Compensation](https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods)
- [Gaffer On Games - Networking](https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.

Resource notes updated 2026-10-27 · Original instructions by feliperyba