- Clarify TLV selection between 2-bit and RLE per snake
- Define PART inner_type for STATE_FULL/STATE_DELTA and merging by update_id
- Apples included only in the first part (full and delta)
- Recommend ~1200-byte post-compression budget (<=1280 hard cap)
- Adopt 2-bit-per-section body with head (x,y) and len (u16)
- TLV framing with QUIC varints for body payloads; support RLE alternative
and chunked variants for oversized snakes
- Periodic recovery and large updates partitioned to keep each compressed
datagram <1280 bytes; pack whole snakes first, split only when a single
snake exceeds the limit
- Canonical padding and strict validation rules (zero-pad last byte)
Rationale: minimize bandwidth and avoid IP fragmentation while keeping
decoding simple and robust.
- Server relays player inputs immediately as input_broadcast to others
- Clients mirror per-opponent buffers to predict movement when state
updates are late or dropped; reconcile on next authoritative update
- Add ordering/dedup rules and reconciliation guidance
- Update testing and milestones to include prediction paths
Rationale: reduce perceived latency and jitter under packet loss.