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Turn-Based Network Sync (v1.0.0)

Project Status: Milestone 1 Complete (v1.0.0 Released & Verified)

Role: Lead Engine Developer & Systems Architect

Tech Stack: Unity 6, C#, Zero-Allocation Networking, State Reconciliation, SOAP, EditMode Testing

Project Overview

A high-performance, studio-grade networking architecture simulating asynchronous turn-based multiplayer state synchronisation. Built to solve the volatility of unstable mobile networks in digital tabletop games, the engine pairs zero-allocation command serialisation with an out-of-order state reconciliation pipeline and an automated latency simulation wrapper—guaranteeing deterministic state convergence with zero runtime heap allocations.

Key Engineering & Architecture Highlights

  • Deterministic Command Pipeline (ICommand)

  • Architected an immutable, zero-allocation command processing loop. All network command payloads and state transitions utilise direct memory blitting and pre-allocated circular buffers, eliminating heap allocations and garbage collection pauses during gameplay ticks.

  • State Reconciliation & Rollback Pipeline

  • Engineered a deterministic reversal and fast-forward engine. When out-of-order or late-arriving packets are detected, the system safely rolls back local state to the latest validated snapshot and deterministically re-simulates intermediate actions to maintain absolute parity across peers.

  • Network Simulation & Verification Suite

  • Authored the NetworkLatencySimulatorWrapper, a dedicated testing layer that injects artificial jitter, delivery latency, and interval-based packet drops (tested to 150ms thresholds) into the pipeline without runtime allocations.

  • Rigorous Automated Quality Standard

  • Verified end-to-end functionality across 37 automated EditMode tests, covering deterministic sequence ordering, command inversion safety, snapshot ring-buffer wraparound, and thread-allocation profiling confirming 0 B GC churn.

Want to see more under the hood?

Review the complete production repository, commit history, and release tags on GitHub

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