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# OpenSpec Change: enterprise-gaming-r3f-networking
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- **Change ID**: enterprise-gaming-r3f-networking
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- **Package**: `@suaveplan/r3f-networking`
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- **Category**: gaming/gameplay
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- **Target path**: `gaming/gameplay/r3f-networking`
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- **Status**: SUPERSEDED-BY-GENESIS-WAVE
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- **Date**: 2026-04-24
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---
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## Summary
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Deliver `@suaveplan/r3f-networking` on the genesis branch from scratch at enterprise quality. The package provides multiplayer state synchronization for React Three Fiber: `NetworkedTransform` component applying snapshot interpolation (lerp/slerp per-axis with configurable extrapolation buffer), `NetworkedAnimator` syncing animation state across clients, `ClientPrediction` applying local-authoritative input with server reconciliation, `LagCompensation` utility for rollback-based hit detection, and `useNetworkPing` hook for RTT display. Built on WebSocket transport from `@suaveplan/game-server`. Genesis adds 100% coverage and Storybook stories.
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---
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## Available workspace deps
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`@suaveplan/game-server`, `@suaveplan/game-state-schemas`, `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/timing`, react, `@react-three/fiber`, three.
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---
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## Public API surface
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```ts
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function NetworkProvider(props: NetworkProviderProps): JSX.Element
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// url, tickRate, interpolationDelay, onConnect, onDisconnect
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function NetworkedTransform(props: NetworkedTransformProps): JSX.Element
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// networkId, interpolation: 'lerp' | 'hermite', extrapolate
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function NetworkedAnimator(props: NetworkedAnimatorProps): JSX.Element
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// networkId, mixer
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function ClientPrediction(props: ClientPredictionProps): JSX.Element
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// networkId, applyInput, rollback
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function useNetworkPing(): { ping: number; jitter: number }
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function useNetworkProvider(): NetworkContext
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// send(msg), latency, connected, tick
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```
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---
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## File layout
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```text
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gaming/gameplay/r3f-networking/
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package.json / tsconfig.json / vitest.config.ts
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src/
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index.ts / error-codes.ts
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types/common.ts + md
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context/network-provider.tsx + md + test
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interpolation/ (snapshot-buffer.ts + md + test, hermite.ts + md + test)
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hooks/use-network-ping.ts + md + test
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components/
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NetworkedTransform/ (tsx + md + test + stories + index)
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NetworkedAnimator/ (tsx + md + test + stories + index)
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ClientPrediction/ (tsx + md + test + stories + index)
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tests/integration.test.ts
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```
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# Tasks: enterprise-gaming-r3f-networking
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## Phase 1 — Scaffold
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- [x] Create `gaming/gameplay/r3f-networking/` (`@suaveplan/r3f-networking`, `0.1.0`, `sideEffects: false`)
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## Phase 2 — Types + error codes
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- [x] `src/types/common.ts` + `common.md`
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- [x] `src/error-codes.ts`
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## Phase 3 — Interpolation core
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- [x] `snapshot-buffer.ts` — ring buffer of timestamped snapshots
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- [x] `hermite.ts` — cubic Hermite spline for smooth extrapolation
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- [x] Tests + docs
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## Phase 4 — Context + hooks
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- [x] `NetworkProvider` — WebSocket transport, tick loop
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- [x] `useNetworkPing` — RTT/jitter measurement
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- [x] Tests + docs
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## Phase 5 — Components
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- [x] `NetworkedTransform` — lerp/hermite interpolation with extrapolation buffer
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- [x] `NetworkedAnimator` — synced animation state
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- [x] `ClientPrediction` — local input prediction with server reconciliation
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- [x] Tests + Storybook stories for each
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## Phase 6 — Integration tests
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- [x] `tests/integration.test.ts` — snapshot replay, reconciliation rollback
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## Phase 7 — Pre-publish gate
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- [x] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-networking` green
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- [x] 100% coverage
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- [x] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-networking`
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