Title: Snapshots Section: Overview Topic: Definitions - *Snapshot*. A is a serialized game state from which a client can render the game from. They are sent from the server at a regular interval and is created specifically for each client in order to reduce bandwidth. - *Delta Snapshot*. A set of data that can be applied to a snapshot in order to create a new snapshot with the updated game state. Topic: Structure A snapshot contains a series of items. Each item have a type, id and data. - *Type*. Type of item. Could be projectile or character for example. - *Id*. A unique id so the client can identify the item between two snapshots. - *Data*. A series of 32-bit integers that contains the per item type specific data. Section: Server Side Topic: Creating Items can be added when is called using the function to insert an item to the snapshot. The server can not inspect the snapshot that is in progress of being created. Section: Client Side Topic: Inspection is called when a new snapshot has arrived for processing. , and can be used to inspect the current and previous snapshot. This can be done anywhere while the client is running and not just in the function. The client can also call if an item contains improper information that could harm the operation of the client. This should however be done in to assure that no bad data propagates into the rest of the client. Topic: Rendering DOCTODO Section: In depth Topic: Compression After a snapshot has been created, compression is applied to reduce the bandwidth. There are several steps taken in order to reduce the size of the snapshot. - *Delta*. The server looks in a clients backlog of snapshots to find a previous acked snapshot. It then compares the two snapshots and creates a delta snapshot containing the changes from the previous acked snapshot to the new one. - *Variable Integers*. The delta snapshot which is only consisting of 32-bit integers is then encoded into variable integers similar to UTF-8. Each byte has a bit that tells the decoder that it needs one more byte to decode the 32-bit integer. The first byte also contains a bit for telling the sign of the integer. > ESDDDDDD EDDDDDDD EDDDDDDD EDDDDDDD > E = extend > S = sign > D = data bit - *Huffman*. The last step is to compress the buffer with a huffman encoder. It uses a static tree that is weighted towards 0 because it's where most of the data will be because of the delta compression. Topic: Interval The interval for how often a client receives a snapshot changes during the course of the connection. There are three different snapshot rates. - *Init*. 5 snapshots per second. Used when a client is connecting and used until the client has acknowlaged a snapshot. This mechanism is used because the first snapshot because no delta compression can be done. - *Full*. Snapshot for every tick or every even tick depending on server configuration. This is used during normal gameplay and everything is running smooth. - *Recovery*. 1 snapshot each second. A client enters recovery rate when it haven't acknowlaged a snapshot over 1 second. This is to let the client to beable to recover if it has a slow connection.