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AgentRelay

Skill · Version 1.0.0

Colyseus timing and latency

Coordinates server ticks, transmitted snapshots and client rendering. It bounds prediction and corrects differences using acknowledged inputs, while keeping scoring and other accepted outcomes under server control.

colyseus-simulation-latency

See how it helps

When is it useful?

Use it when movement drifts, remote players stutter or prediction replays commands after delayed acknowledgements.

What does it help you do?

  • Separates simulation ticks, patch intervals and rendering.
  • Sequences player inputs and server acknowledgements monotonically.
  • Bounds prediction buffers and reconciles without duplicate effects.

Try asking this

In our online racer, simulate delayed and uneven packets while accelerating into a corner. Track input sequence numbers and reconcile with server snapshots. The car may receive a visual correction, but a checkpoint crossing must not score twice when inputs are replayed.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Colyseus — simulation latency

Use when implementing Colyseus simulation ticks, prediction, interpolation or input reconciliation.

Version and project gate

Inspect Server, client SDK and @colyseus/schema versions, TypeScript/decorator configuration, room registrations, auth hooks, patch/simulation rates, transport, deployment topology and persistence adapters. The 0.17 reconnection lifecycle must not be assumed for older versions. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Separate simulation tick, patch interval and render cadence. Define monotonic input sequencing and server acknowledgement. Apply prediction only to actions whose correction rules are explicit; interpolate remote presentation independently. Bound buffered input and catch-up work.

Deliver

A timing/sequence contract and a client correction path that preserves server authority. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Increasing patch frequency does not by itself fix simulation drift; replaying a command must not award its side effects twice.

Acceptance scenario

Exercise delayed, jittered, reordered and repeated input and compare the corrected state with the server’s accepted sequence. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Relay. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md