Update .gitignore to exclude TypeScript build info and add dist directory. Expand README with project overview, technology stack, prerequisites, and instructions for running and testing the application.
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# Architecture
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The server owns the world; the browser draws it. There is no game logic on the client, and there
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is no rendering on the server.
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```
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┌───────────────────────────── Aspire AppHost ─────────────────────────────┐
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│ │
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│ ┌────────────────────────┐ WebSocket /ws/game ┌──────────────────┐ │
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│ │ HSchool.Server │ ◄────── binary ──────► │ HSchool.Client │ │
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│ │ │ │ (Vite + Pixi) │ │
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│ │ GameLoopService 20 Hz │ HTTP /api, /health └──────────────────┘ │
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│ │ ├── GameCommandQueue│ │
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│ │ ├── GameWorld (Arch)│ │
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│ │ └── ClientRegistry │ │
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│ └────────────────────────┘ │
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│ │ OTLP logs / traces / metrics │
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│ ▼ │
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│ Aspire dashboard │
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└──────────────────────────────────────────────────────────────────────────┘
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```
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## Projects
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| Project | Role |
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| --- | --- |
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| `src/HSchool.Protocol` | Binary wire format. No dependencies, referenced by everything that talks to the network. |
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| `src/HSchool.Simulation` | Arch ECS world, components, systems, fixed-step pipeline. No ASP.NET, no sockets — this is what unit tests exercise. |
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| `src/HSchool.Server` | ASP.NET Core host: WebSocket endpoint, connection lifetime, the loop that drives the simulation. |
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| `src/HSchool.ServiceDefaults` | Shared Aspire wiring: OpenTelemetry, health checks, service discovery, resilience. |
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| `src/HSchool.AppHost` | Aspire orchestration: which resources run and how they find each other. |
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| `src/HSchool.Client` | Vite + TypeScript + PixiJS renderer. |
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Dependency direction is one-way: `Protocol ← Simulation ← Server ← AppHost`. Nothing in
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`Simulation` knows about HTTP, and nothing in `Protocol` knows about ECS.
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## The tick
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`GameLoopService` wakes on a `PeriodicTimer` at the configured rate (20 Hz by default) and, for
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each wake-up:
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1. **Drains the command queue.** Join, leave and input all arrive from connection threads as
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`GameCommand` records. This is the only way anything mutates the world.
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2. **Steps the simulation** with a fixed delta (`1 / TickRate`), catching up at most 5 steps if the
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host stalled; a longer backlog is dropped with a warning rather than simulated in a burst.
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3. **Captures and broadcasts a snapshot.** One immutable buffer is shared by every connection.
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`GameWorld` is single-threaded on purpose: only the loop thread touches the Arch `World`.
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Everything else communicates through `GameCommandQueue` (inbound) and per-client outboxes
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(outbound). That is the whole concurrency model — if you find yourself wanting a lock, you are
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probably about to break it.
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## ECS layout
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Components are plain mutable structs in `HSchool.Simulation/Components`:
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- `Position`, `Velocity` — movement state.
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- `PlayerControl` — the latest input mask plus its sequence number and the owner's player id.
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- `Renderable` — kind, radius and colour; replicated verbatim to the client.
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- `NetworkId` — stable replication id, because Arch recycles entity ids.
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Systems implement `ISimulationSystem` and run in registration order:
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`PlayerInputSystem` (intent → velocity) → `MovementSystem` (velocity → position) →
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`WorldBoundsSystem` (clamp to the field). Adding a system means adding it to the array in
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`GameWorld`'s constructor — order is explicit, not discovered.
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## Connection lifetime
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1. The browser opens `/ws/game`; `ClientRegistry` assigns a player id.
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2. The client sends `Hello`; a version mismatch closes the socket.
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3. The handler enqueues a `Join` command and waits for the loop thread to spawn the avatar.
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4. The `Welcome` frame goes out, the client is marked ready, and only then does it start
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receiving snapshots — so world state never arrives before the client knows its own entity id.
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5. The receive loop turns `Input` into commands and answers `Ping` directly.
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6. On disconnect the client is removed from the registry and a `Leave` command despawns the avatar.
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Outbound frames go through a bounded channel per connection (32 frames, drop-oldest). A client
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that cannot keep up loses intermediate snapshots instead of stalling the loop.
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## Rendering
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The client buffers snapshots and renders ~100 ms in the past (`SnapshotBuffer`), interpolating
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between the two frames that straddle the render time. That is what turns 20 discrete server ticks
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into smooth motion at display refresh rate, at the cost of a fixed visual delay.
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`WorldRenderer` keeps one PixiJS `Graphics` per replication id, creates it on first sight and
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destroys it when the id disappears from a snapshot. The field is scaled to fit the viewport with
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letterboxing, so every player sees the same area regardless of window size.
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## Where to add things next
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- **New replicated component**: add the struct, extend `GameWorld.CaptureSnapshot`, extend the
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snapshot layout in [`protocol.md`](protocol.md) and both codecs, bump the protocol version.
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- **New system**: implement `ISimulationSystem`, register it in `GameWorld`, unit-test it against
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`GameWorld` directly — no server needed.
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- **Client-side prediction**: the input `sequence` already travels to the server; echo the last
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processed sequence back in snapshots, then replay unacknowledged inputs on the client.
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# Wire protocol v1
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Binary frames over a single WebSocket at `/ws/game`. One protocol message per frame, no
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framing header beyond the message id. **All multi-byte numbers are little-endian.**
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Three files must stay in sync — change them in the same commit:
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| Where | File |
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| --- | --- |
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| Server codec | [`src/HSchool.Protocol/ProtocolCodec.cs`](../src/HSchool.Protocol/ProtocolCodec.cs) |
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| Client codec | [`src/HSchool.Client/src/net/protocol.ts`](../src/HSchool.Client/src/net/protocol.ts) |
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| This document | `docs/protocol.md` |
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Any change to a layout below bumps `ProtocolConstants.Version` / `PROTOCOL_VERSION`. The server
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closes connections whose hello carries a different version with `1002 ProtocolError`.
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## Message ids
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Client-to-server ids live in `0x00–0x7F`, server-to-client ids in `0x80–0xFF`, so a misrouted
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frame is obvious at a glance.
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| Id | Direction | Message |
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| --- | --- | --- |
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| `0x01` | C → S | Hello |
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| `0x02` | C → S | Input |
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| `0x03` | C → S | Ping |
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| `0x81` | S → C | Welcome |
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| `0x82` | S → C | Snapshot |
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| `0x83` | S → C | Pong |
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## Client → server
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### `0x01` Hello
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Must be the first frame; the server drops the connection if it does not arrive within 5 seconds.
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x01` |
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| 1 | `u8` | protocol version |
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| 2 | `u8` | name length in bytes (≤ 32) |
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| 3 | `u8[]` | UTF-8 name |
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### `0x02` Input
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Sent at ~30 Hz whether or not the mask changed.
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x02` |
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| 1 | `u32` | sequence number, monotonically increasing |
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| 5 | `u8` | button mask |
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Button mask: `1` up, `2` down, `4` left, `8` right. Frames with a sequence lower than the last
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accepted one are ignored, so a late packet cannot undo a newer intent.
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### `0x03` Ping
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x03` |
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| 1 | `i64` | client clock in milliseconds |
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## Server → client
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### `0x81` Welcome — 15 bytes
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The first frame the client receives; no snapshot is queued before it.
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x81` |
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| 1 | `u8` | protocol version |
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| 2 | `u32` | replication id of this client's own avatar |
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| 6 | `u8` | tick rate in Hz |
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| 7 | `f32` | world width |
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| 11 | `f32` | world height |
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### `0x82` Snapshot — 7 + 21·N bytes
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Full state, no delta compression yet. **Entities missing from a snapshot are despawned by the
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client**, which is why every visible entity is present in every frame.
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Header:
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x82` |
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| 1 | `u32` | tick |
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| 5 | `u16` | entity count |
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Then, per entity (21 bytes):
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| Offset | Type | Field |
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| --- | --- | --- |
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| +0 | `u32` | replication id (never reused within a session) |
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| +4 | `u8` | kind: `0` unknown, `1` player, `2` obstacle |
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| +5 | `f32` | x |
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| +9 | `f32` | y |
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| +13 | `f32` | radius |
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| +17 | `u32` | colour, packed `0x00RRGGBB` |
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### `0x83` Pong — 13 bytes
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| Offset | Type | Field |
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| --- | --- | --- |
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| 0 | `u8` | `0x83` |
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| 1 | `i64` | client clock, echoed unchanged |
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| 9 | `u32` | server tick when the ping was handled |
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## Guarantees and limits
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- Frames larger than 64 KiB are refused with close status `1009 MessageTooBig`.
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- A malformed frame closes the connection with `1007 InvalidPayloadData`.
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- Unknown message ids are ignored rather than fatal, so new ids can be added without breaking
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older clients within the same protocol version.
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- Snapshot delivery is lossy under back pressure: each connection buffers 32 frames and drops the
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oldest, because a stale snapshot is worthless once a newer one exists.
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## Not in v1 yet
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Client-side prediction and reconciliation (the `sequence` field exists for it but is never echoed
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back), delta compression, interest management, and any form of authentication.
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