Overview
Screenshots










Report
Features exercised
1. Sync lobby create + join — PASS
- Host (
alpha) opened/lobby/sync, set name/race/map, clicked Create Sync Game. Server created aSyncLivegame. betajoined from a separate tab. Players column showedalpha, beta.
2. Loadout + auto-begin — PASS
- Both bought items and clicked Ready.
- SyncLive auto-begins when all humans are ready (unlike Async's explicit BeginMatch). Server log:
began match after all players readied (single=False).
3. Live simultaneous combat — PASS
- Both clients showed
ModernWormfare Sync — unit 1/3(no player name — all act at once). - No RECORDING status, no Submit button, no admin toolbar — confirming real-time, not batch.
- Both fired weapons within seconds — simultaneous combat confirmed.
- Wind 166 px/s (Bridge), shared across both clients.
4. Tab unit cycling + movement — PASS
- Tab cycles to next unit (sync-specific: players control any of their units).
- A/D movement works in real time (no batch recording).
5. Pause menu — PASS
- Escape → pause overlay (Settings / Resume / Leave Game). Resume returned to live play.
Mode comparison
| Feature | Async (PvP) | SyncRoundBased (PvE) | SyncLive (PvP) |
|---|---|---|---|
| Turn model | Batch submit | Live tick, 1 unit | Live tick, all |
| Simultaneous play | No | No | Yes |
| Replay | Yes | No | No |
| Undo/commit | Yes | No | No |
| Submit button | Yes | No | No |
| Tab unit cycling | No | No | Yes |
| Auto-begin | No | Yes (1 human) | Yes (≥2 humans) |
Known issues found
1. Sync-mode canvas redraw quirk — NOTE (investigated, expected behaviour)
When idle (no projectile in flight), the canvas appears to show a stale frame. Investigation confirmed the canvas IS redrawn every animation frame via requestAnimationFrame → Tick() → RenderFrameAsync() → drawFrame(). The “stale” appearance is expected: when the world state is static, each redrawn frame is identical. No fix needed.
Conclusion
The SyncLive PvP loop works: lobby → loadout → auto-begin → simultaneous real-time combat with Tab unit cycling and live movement. Both players fired weapons at the same time with no turn rotation. The mode correctly omits async-only UI (recording, submit, replay, admin toolbar). The canvas-redraw quirk was investigated and confirmed as expected behaviour (canvas redraws but frames are identical when the world is static).