Frame synchronization versus state synchronization on Wuling servers

Frame synchronization versus state synchronization on Wuling servers

2026-08-04 · Gu Changge · Producer, YF Games

Combat uses a fixed timestep, while matchmaking, rooms and combat processes maintain separate state.

Implementation and exception handling

Input buffering absorbs network jitter, and the server provides a versioned state snapshot on reconnection.

Operations records

Design record YF-GAME-RFC-202601. The regular maintenance window is Wednesday, 22:00–23:00. Changes involving service interruptions are announced separately on the status page.

Related resources:Integration and operations documentation · Customer workspace · Service status