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Shooting prediction with optimistic decals and server rollback. Use when implementing shooting mechanics.
---
name: dev-multiplayer-prediction-shooting
description: Shooting prediction with optimistic decals and server rollback. Use when implementing shooting mechanics.
category: multiplayer
---
# Shooting Prediction with Rollback
Shooting mechanics with immediate feedback and server validation.
## When to Use
Use when implementing shooting in multiplayer games:
- FPS weapons
- Paint/projectile systems
- Hit detection
- Ammo management
## Message Structure
```typescript
// Client sends aim direction + fire command
interface PaintFireMessage {
type: 'paint_fire';
direction: { x: number; y: number; z: number }; // Normalized aim vector
sequence: number; // For rollback reconciliation
}
// Server responds with confirmation/rejection
interface PaintResultMessage {
type: 'paint_result';
sequence: number; // Matches client's fire sequence
confirmed: boolean;
reason?: string; // 'no_ink' | 'cooldown' | 'invalid_aim'
}
```
## Client Implementation
```typescript
import { useRef, useEffect } from 'react';
import { useNetworkManager } from '../../services/NetworkManager';
interface PendingShot {
id: string;
direction: Vector3;
timestamp: number;
sequence: number;
}
export function PaintGun() {
const networkManager = useNetworkManager();
const pendingShotsRef = useRef<PendingShot[]>([]);
// Optimistic shooting
function shoot(direction: Vector3) {
const shotId = `${Date.now()}-${Math.random()}`;
const sequence = ++shotSequenceRef.current;
// 1. Spawn paint immediately (optimistic)
spawnOptimisticDecal(shotId, direction);
// 2. Store for rollback
pendingShotsRef.current.push({
id: shotId,
direction,
timestamp: Date.now(),
sequence,
});
// 3. Send to server
networkManager.send({
type: 'paint_fire',
direction,
sequence,
});
}
// Listen for server confirmation/rollback
useEffect(() => {
const unsubscribe = networkManager.onMessage('paint_result', (result) => {
handlePaintResult(result);
});
return unsubscribe;
}, []);
function handlePaintResult(result: PaintResultMessage) {
const pendingIndex = pendingShotsRef.current.findIndex(
s => s.sequence === result.sequence
);
if (pendingIndex === -1) return;
const pending = pendingShotsRef.current[pendingIndex];
if (result.confirmed) {
// Server confirmed - mark optimistic decal as permanent
confirmDecal(pending.id);
} else {
// Server rejected - rollback (remove optimistic decal)
rollbackDecal(pending.id);
}
pendingShotsRef.current.splice(pendingIndex, 1);
}
function spawnOptimisticDecal(id: string, direction: Vector3) {
// Create temporary decal with "optimistic" flag
decalManager.spawn({
id,
position: calculateImpact(direction),
team: localTeam,
optimistic: true, // Mark for potential rollback
});
}
function rollbackDecal(id: string) {
decalManager.remove(id);
}
function confirmDecal(id: string) {
decalManager.markPermanent(id);
}
}
```
## Optimistic Decal Manager
```typescript
interface PendingDecal {
id: string;
sequence: number;
optimistic: boolean;
confirmed: boolean;
createdAt: number;
}
export function PaintDecalManager() {
const pendingDecalsRef = useRef<Map<string, PendingDecal>>(new Map());
// Spawn optimistic decal (immediate feedback)
function spawnOptimisticDecal(sequence: number, position: Vector3) {
const id = `decal-${sequence}`;
pendingDecalsRef.current.set(id, {
id,
sequence,
optimistic: true,
confirmed: false,
createdAt: Date.now(),
});
// Create visual immediately (semi-transparent = optimistic)
createDecalVisual(id, position, { opacity: 0.7 });
}
// Confirm decal (server accepted)
function confirmDecal(sequence: number) {
const decal = pendingDecalsRef.current.get(`decal-${sequence}`);
if (decal) {
decal.confirmed = true;
decal.optimistic = false;
updateDecalVisual(decal.id, { opacity: 1.0 }); // Full opacity = confirmed
}
}
// Rollback decal (server rejected)
function rollbackDecal(sequence: number) {
const id = `decal-${sequence}`;
removeDecalVisual(id);
pendingDecalsRef.current.delete(id);
}
// Cleanup old optimistic decals (in case server never responds)
useFrame(() => {
const now = Date.now();
for (const [id, decal] of pendingDecalsRef.current) {
if (decal.optimistic && now - decal.createdAt > 2000) {
rollbackDecal(decal.sequence);
}
}
});
}
```
## Server Validation
```typescript
// server/systems/ProjectileSystem.ts
export class ProjectileSystem {
private projectiles: PaintProjectile[] = [];
processFireMessage(client: Client, data: FireMessage) {
const player = this.room.state.players.get(client.sessionId);
if (!player) return;
// 1. Validate ammo (server-enforced)
if (player.ink <= 0) {
this.sendReject(client, data.sequence, 'no_ink');
return;
}
// 2. Validate fire rate (server-enforced, 600 RPM = 100ms cooldown)
const now = Date.now();
if (now - player.lastShotTime < 100) {
this.sendReject(client, data.sequence, 'cooldown');
return;
}
// 3. Validate aim direction (prevent packet spam exploits)
const aimLength = Math.sqrt(
data.direction.x ** 2 +
data.direction.y ** 2 +
data.direction.z ** 2
);
if (aimLength > 1.1 || aimLength < 0.9) {
this.sendReject(client, data.sequence, 'invalid_aim');
return;
}
// Create projectile SERVER-SIDE
const projectile: PaintProjectile = {
id: `proj-${client.sessionId}-${data.sequence}`,
x: player.x,
y: player.y + 1.5,
z: player.z,
dx: data.direction.x * 25, // 25 m/s
dy: data.direction.y * 25,
dz: data.direction.z * 25,
owner: client.sessionId,
team: player.team,
sequence: data.sequence,
};
this.projectiles.push(projectile);
player.ink -= 1;
player.lastShotTime = now;
// Notify client that shot was accepted
this.sendConfirm(client, data.sequence);
}
update(dt: number) {
const deltaTime = dt / 1000;
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const proj = this.projectiles[i];
// Move projectile
proj.x += proj.dx * deltaTime;
proj.y += proj.dy * deltaTime;
proj.z += proj.dz * deltaTime;
// Apply gravity
proj.dy -= 9.8 * deltaTime;
// Check collision
if (this.checkCollision(proj)) {
this.spawnPaintDecal(proj);
this.broadcastPaintEvent(proj);
this.projectiles.splice(i, 1);
} else if (proj.y < 0) {
// Below ground
this.projectiles.splice(i, 1);
}
}
}
sendConfirm(client: Client, sequence: number) {
client.send({
type: 'paint_result',
sequence,
confirmed: true,
});
}
sendReject(client: Client, sequence: number, reason: string) {
client.send({
type: 'paint_result',
sequence,
confirmed: false,
reason,
});
}
}
```
## Grid-Based Paint Coverage
```typescript
// 5x5 unit grid cells for performance
interface PaintGrid {
[cellKey: string]: {
orange: number; // Orange paint count
blue: number; // Blue paint count
};
}
function getCellKey(x: number, z: number): string {
const cellX = Math.floor(x / 5);
const cellZ = Math.floor(z / 5);
return `${cellX},${cellZ}`;
}
function addPaintToGrid(grid: PaintGrid, x: number, z: number, team: 'orange' | 'blue') {
const key = getCellKey(x, z);
if (!grid[key]) {
grid[key] = { orange: 0, blue: 0 };
}
grid[key][team]++;
}
function getPaintCoverage(grid: PaintGrid, team: 'orange' | 'blue'): number {
return Object.values(grid).reduce(
(sum, cell) => sum + cell[team],
0
);
}
```
## Validation Checklist
```typescript
function validateFireMessage(player: PlayerState, data: PaintFireMessage): string | null {
// Validate ammo
if (player.ink <= 0) return 'no_ink';
// Validate fire rate
const now = Date.now();
if (now - player.lastShotTime < 100) return 'cooldown';
// Validate aim direction
const aimLength = Math.sqrt(
data.direction.x ** 2 +
data.direction.y ** 2 +
data.direction.z ** 2
);
if (aimLength > 1.1 || aimLength < 0.9) return 'invalid_aim';
return null; // Valid
}
```
## Common Mistakes
| ❌ Wrong | ✅ Right |
|----------|----------|
| No optimistic feedback | Spawn decal immediately |
| Server accepts all shots | Validate ammo, cooldown, aim |
| No rollback mechanism | Remove rejected effects |
| Cleanup never happens | Timeout old optimistic decals |
| Trust client hit detection | Server-authoritative hit validation |
## Reference
- [prediction-basics.md](references/upstream/073b617b72b32556-SKILL.md) - Core prediction concepts
- [prediction-movement.md](references/upstream/ee7e6ef842b8524e-SKILL.md) - Movement prediction
---
name: dev-multiplayer-prediction-shooting
description: Shooting prediction with optimistic decals and server rollback. Use when implementing shooting mechanics.
category: multiplayer
---
# Shooting Prediction with Rollback
Shooting mechanics with immediate feedback and server validation.
## When to Use
Use when implementing shooting in multiplayer games:
- FPS weapons
- Paint/projectile systems
- Hit detection
- Ammo management
## Message Structure
```typescript
// Client sends aim direction + fire command
interface PaintFireMessage {
type: 'paint_fire';
direction: { x: number; y: number; z: number }; // Normalized aim vector
sequence: number; // For rollback reconciliation
}
// Server responds with confirmation/rejection
interface PaintResultMessage {
type: 'paint_result';
sequence: number; // Matches client's fire sequence
confirmed: boolean;
reason?: string; // 'no_ink' | 'cooldown' | 'invalid_aim'
}
```
## Client Implementation
```typescript
import { useRef, useEffect } from 'react';
import { useNetworkManager } from '../../services/NetworkManager';
interface PendingShot {
id: string;
direction: Vector3;
timestamp: number;
sequence: number;
}
export function PaintGun() {
const networkManager = useNetworkManager();
const pendingShotsRef = useRef<PendingShot[]>([]);
// Optimistic shooting
function shoot(direction: Vector3) {
const shotId = `${Date.now()}-${Math.random()}`;
const sequence = ++shotSequenceRef.current;
// 1. Spawn paint immediately (optimistic)
spawnOptimisticDecal(shotId, direction);
// 2. Store for rollback
pendingShotsRef.current.push({
id: shotId,
direction,
timestamp: Date.now(),
sequence,
});
// 3. Send to server
networkManager.send({
type: 'paint_fire',
direction,
sequence,
});
}
// Listen for server confirmation/rollback
useEffect(() => {
const unsubscribe = networkManager.onMessage('paint_result', (result) => {
handlePaintResult(result);
});
return unsubscribe;
}, []);
function handlePaintResult(result: PaintResultMessage) {
const pendingIndex = pendingShotsRef.current.findIndex(
s => s.sequence === result.sequence
);
if (pendingIndex === -1) return;
const pending = pendingShotsRef.current[pendingIndex];
if (result.confirmed) {
// Server confirmed - mark optimistic decal as permanent
confirmDecal(pending.id);
} else {
// Server rejected - rollback (remove optimistic decal)
rollbackDecal(pending.id);
}
pendingShotsRef.current.splice(pendingIndex, 1);
}
function spawnOptimisticDecal(id: string, direction: Vector3) {
// Create temporary decal with "optimistic" flag
decalManager.spawn({
id,
position: calculateImpact(direction),
team: localTeam,
optimistic: true, // Mark for potential rollback
});
}
function rollbackDecal(id: string) {
decalManager.remove(id);
}
function confirmDecal(id: string) {
decalManager.markPermanent(id);
}
}
```
## Optimistic Decal Manager
```typescript
interface PendingDecal {
id: string;
sequence: number;
optimistic: boolean;
confirmed: boolean;
createdAt: number;
}
export function PaintDecalManager() {
const pendingDecalsRef = useRef<Map<string, PendingDecal>>(new Map());
// Spawn optimistic decal (immediate feedback)
function spawnOptimisticDecal(sequence: number, position: Vector3) {
const id = `decal-${sequence}`;
pendingDecalsRef.current.set(id, {
id,
sequence,
optimistic: true,
confirmed: false,
createdAt: Date.now(),
});
// Create visual immediately (semi-transparent = optimistic)
createDecalVisual(id, position, { opacity: 0.7 });
}
// Confirm decal (server accepted)
function confirmDecal(sequence: number) {
const decal = pendingDecalsRef.current.get(`decal-${sequence}`);
if (decal) {
decal.confirmed = true;
decal.optimistic = false;
updateDecalVisual(decal.id, { opacity: 1.0 }); // Full opacity = confirmed
}
}
// Rollback decal (server rejected)
function rollbackDecal(sequence: number) {
const id = `decal-${sequence}`;
removeDecalVisual(id);
pendingDecalsRef.current.delete(id);
}
// Cleanup old optimistic decals (in case server never responds)
useFrame(() => {
const now = Date.now();
for (const [id, decal] of pendingDecalsRef.current) {
if (decal.optimistic && now - decal.createdAt > 2000) {
rollbackDecal(decal.sequence);
}
}
});
}
```
## Server Validation
```typescript
// server/systems/ProjectileSystem.ts
export class ProjectileSystem {
private projectiles: PaintProjectile[] = [];
processFireMessage(client: Client, data: FireMessage) {
const player = this.room.state.players.get(client.sessionId);
if (!player) return;
// 1. Validate ammo (server-enforced)
if (player.ink <= 0) {
this.sendReject(client, data.sequence, 'no_ink');
return;
}
// 2. Validate fire rate (server-enforced, 600 RPM = 100ms cooldown)
const now = Date.now();
if (now - player.lastShotTime < 100) {
this.sendReject(client, data.sequence, 'cooldown');
return;
}
// 3. Validate aim direction (prevent packet spam exploits)
const aimLength = Math.sqrt(
data.direction.x ** 2 +
data.direction.y ** 2 +
data.direction.z ** 2
);
if (aimLength > 1.1 || aimLength < 0.9) {
this.sendReject(client, data.sequence, 'invalid_aim');
return;
}
// Create projectile SERVER-SIDE
const projectile: PaintProjectile = {
id: `proj-${client.sessionId}-${data.sequence}`,
x: player.x,
y: player.y + 1.5,
z: player.z,
dx: data.direction.x * 25, // 25 m/s
dy: data.direction.y * 25,
dz: data.direction.z * 25,
owner: client.sessionId,
team: player.team,
sequence: data.sequence,
};
this.projectiles.push(projectile);
player.ink -= 1;
player.lastShotTime = now;
// Notify client that shot was accepted
this.sendConfirm(client, data.sequence);
}
update(dt: number) {
const deltaTime = dt / 1000;
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const proj = this.projectiles[i];
// Move projectile
proj.x += proj.dx * deltaTime;
proj.y += proj.dy * deltaTime;
proj.z += proj.dz * deltaTime;
// Apply gravity
proj.dy -= 9.8 * deltaTime;
// Check collision
if (this.checkCollision(proj)) {
this.spawnPaintDecal(proj);
this.broadcastPaintEvent(proj);
this.projectiles.splice(i, 1);
} else if (proj.y < 0) {
// Below ground
this.projectiles.splice(i, 1);
}
}
}
sendConfirm(client: Client, sequence: number) {
client.send({
type: 'paint_result',
sequence,
confirmed: true,
});
}
sendReject(client: Client, sequence: number, reason: string) {
client.send({
type: 'paint_result',
sequence,
confirmed: false,
reason,
});
}
}
```
## Grid-Based Paint Coverage
```typescript
// 5x5 unit grid cells for performance
interface PaintGrid {
[cellKey: string]: {
orange: number; // Orange paint count
blue: number; // Blue paint count
};
}
function getCellKey(x: number, z: number): string {
const cellX = Math.floor(x / 5);
const cellZ = Math.floor(z / 5);
return `${cellX},${cellZ}`;
}
function addPaintToGrid(grid: PaintGrid, x: number, z: number, team: 'orange' | 'blue') {
const key = getCellKey(x, z);
if (!grid[key]) {
grid[key] = { orange: 0, blue: 0 };
}
grid[key][team]++;
}
function getPaintCoverage(grid: PaintGrid, team: 'orange' | 'blue'): number {
return Object.values(grid).reduce(
(sum, cell) => sum + cell[team],
0
);
}
```
## Validation Checklist
```typescript
function validateFireMessage(player: PlayerState, data: PaintFireMessage): string | null {
// Validate ammo
if (player.ink <= 0) return 'no_ink';
// Validate fire rate
const now = Date.now();
if (now - player.lastShotTime < 100) return 'cooldown';
// Validate aim direction
const aimLength = Math.sqrt(
data.direction.x ** 2 +
data.direction.y ** 2 +
data.direction.z ** 2
);
if (aimLength > 1.1 || aimLength < 0.9) return 'invalid_aim';
return null; // Valid
}
```
## Common Mistakes
| ❌ Wrong | ✅ Right |
|----------|----------|
| No optimistic feedback | Spawn decal immediately |
| Server accepts all shots | Validate ammo, cooldown, aim |
| No rollback mechanism | Remove rejected effects |
| Cleanup never happens | Timeout old optimistic decals |
| Trust client hit detection | Server-authoritative hit validation |
## Reference
- [prediction-basics.md](references/upstream/073b617b72b32556-SKILL.md) - Core prediction concepts
- [prediction-movement.md](references/upstream/ee7e6ef842b8524e-SKILL.md) - Movement prediction
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