lokiplay 0.4.3 → 0.4.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/AGENTS.template.md +5 -2
- package/package.json +2 -2
package/dist/AGENTS.template.md
CHANGED
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@@ -92,7 +92,10 @@
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what the update path does, then ask them to confirm server. Write
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`"authority": "server"` and `step`. Do not elect a player host. Server
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rooms are browser-only, run in Singapore, and end if the step fails; they
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-
do not fall back to a player. That is fairness, not lower latency.
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+
do not fall back to a player. That is fairness, not lower latency. The
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viewer clock follows `tickRate`. Leave `simulationHz` as the local
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prediction step. Do not set `simulationHz` equal to `tickRate` to unstick
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presentation.
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- Before compiling `step`, change the state update so the next state depends
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only on the previous state and this tick's inputs. Drawing, sound, and
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asset loads stay in the browser. If the update reads the DOM, the clock,
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@@ -136,7 +139,7 @@
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(call each at most once per rendered frame). Keep authoritative
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snapshots compact and self-contained (no references to transient
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local-only state).
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- `snapshotHz` (default
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- `snapshotHz` (default 30, cap 100) is a ceiling, not a delivery guarantee. Do
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not default to the highest rate. Start conservative — pass
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`adaptiveRate: true` with `initialSnapshotHz` around 12-15 and
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`minSnapshotHz` around 8, or an explicit low fixed `snapshotHz` — and
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "lokiplay",
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-
"version": "0.4.
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+
"version": "0.4.5",
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"description": "Command-line tools for Loki game projects and deployments.",
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"license": "MIT",
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"repository": {
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@@ -39,7 +39,7 @@
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"access": "public"
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},
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"dependencies": {
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-
"@lokiplay/protocol": "0.4.
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+
"@lokiplay/protocol": "0.4.5",
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"fflate": "^0.8.3"
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}
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}
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