Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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Use when touching multiplayer code - authoritative server, client prediction and reconciliation, interpolation, lockstep and rollback, server-side validation of every RPC per engine (Netcode, Unreal replication, Godot multiplayer, Colyseus, Bevy crates), bandwidth and versioned messages.
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In a multiplayer game every client is running on a machine you do not control. Whatever a client can send, a cheater will send — teleports, infinite ammo, a hit on someone behind a wall, a purchase with money they do not have. The server (or host) owns the truth; clients send what the player wants to do and render what the server says happened, predicting locally so it still feels instant.
Core principle: Clients send inputs and intents, never outcomes. The authority validates every message before it changes state.
| Model | Fits | Cost |
|---|---|---|
| Authoritative server + client prediction + reconciliation + interpolation of others | Shooters, action, most online games | Server hosting; prediction code |
| Deterministic lockstep (send only inputs) | RTS with thousands of units | Every peer must simulate bit-identically; latency = slowest peer |
| Rollback (predict remote inputs, rewind and re-simulate on correction) | Fighting games, precise 1v1 | Fully deterministic, cheap-to-clone state |
| Listen server / host-authoritative | Co-op, small sessions | Host can cheat; host migration |
Stacks: Unity — Netcode for GameObjects, Netcode for Entities, or the Mirror/FishNet/Photon the repo already uses; Unreal — built-in replication (Iris on newer projects that enabled it); Godot — high-level multiplayer (@rpc, MultiplayerSpawner, MultiplayerSynchronizer); web — Colyseus, or WebSocket/WebRTC servers; Bevy — lightyear, bevy_replicon, bevy_ggrs (rollback). Never add a second networking stack beside the one in use.
// Unreal: server RPC with validation; returning false from _Validate disconnects the caller
UFUNCTION(Server, Reliable, WithValidation)
void ServerFire(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime);
bool AShooterCharacter::ServerFire_Validate(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime) {
return Direction.IsNormalized() && FMath::IsFinite(ClientTime);
}
void AShooterCharacter::ServerFire_Implementation(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime) {
if (!Weapon->CanFire(GetWorld()->GetTimeSeconds())) return; // server's cooldown
if (FVector::Dist(Origin, GetPawnViewLocation()) > MaxOriginError) return; // origin near the server's view
Weapon->FireServerAuthoritative(Origin, Direction); // server traces the hit
}
// Unity Netcode for GameObjects: only the owner may ask, and the server decides
[Rpc(SendTo.Server)]
void RequestMoveRpc(Vector2 input, RpcParams rpcParams = default) {
if (rpcParams.Receive.SenderClientId != OwnerClientId) return;
if (float.IsNaN(input.x) || float.IsNaN(input.y)) return;
_pendingInput = Vector2.ClampMagnitude(input, 1f); // speed applied server-side in FixedUpdate
}
# Godot 4: any peer may call it, so check who did
@rpc("any_peer", "call_remote", "reliable")
func request_buy(item_id: StringName) -> void:
if not multiplayer.is_server():
return
var sender := multiplayer.get_remote_sender_id()
var player := players.get(sender) as PlayerState
if player == null or not Shop.has_item(item_id):
return
Shop.try_purchase(player, item_id) # server checks its own balance, not the client's
// Colyseus: validate shape, range and rate before touching state
this.onMessage("move", (client, msg: unknown) => {
const m = MoveSchema.safeParse(msg); // zod: finite numbers, |dir| <= 1
if (!m.success || !this.rate.allow(client.sessionId)) return;
this.state.players.get(client.sessionId)?.queueInput(m.data);
});
What "validate" covers: the sender owns the entity; numbers are finite (NaN and Infinity are classic exploits) and in range; enums are known values; array/string lengths are capped; message rate per client is limited; the action is legal now (cooldown, ammo, position, line of sight) according to server state.
Other players are rendered interpolated between two past server snapshots (about 100 ms behind), never extrapolated far. Hit detection on the server rewinds targets to what the shooter saw (lag compensation), within a capped window.
FVector_NetQuantize, half floats, angles as bytes), delta-compress against the last acknowledged state, and send only what is relevant to each client (interest management) — which also stops wallhacks from reading hidden enemies.Net PktLag=150 / Net PktLoss=5, tc netem / Clumsy) — and say in the closing message which of these you could not run here.@rpc("any_peer") without checking get_remote_sender_id().ServerXxx_Validate that always returns true for parameters a client controls.No reviews yet. Tell others what you thought.
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Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
The English summary is being prepared. Showing the original description.
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
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Use when the repository keeps its alerting in code, or a person asks for alerts outside TaskTrooper - PrometheusRule YAML, a Cloud Monitoring alert policy in Terraform, a Datadog monitor, each routed to TaskTrooper's alert ingest URL so it opens an incident here
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