(edit: I realized I didn't answer your question. If we receive a captured for a piece we're optimistically tracking that always takes precedence, since once a piece is captured it can't move anymore!)
* clients send a token with each move
* they either receive a cancel or accept for each token, depending on if the move is valid. If they receive an accept, it comes with the sequence number of the move (everything has a seqnum) and the ID of the piece they captured, if applicable
* clients receive batches of captures and moves. if a move captured a piece, it's guaranteed that that capture shows up in the same batch as the move
So when you make a move we: * Write down all impacted squares for the move (2 most of the time, 4 if you castle)
* Write down its move token
* If you moved a piece that is already tracked optimistically from a prior not-yet-acked-or-canceled move, we note that dependency as well
We maintain this state separate from our ground truth from the server and overlay it on top.When we receive a new move, we compare it with our optimistic state. If the move occupies the same square as a piece that we've optimistically moved, we ask "is it possible that we inadvertently captured this piece?" That requires that the piece is of the opposite color and that we made a move that could have captured a piece (for example, if you moved a pawn up that is not a valid capturing move).
If there's a conflict - if you moved a piece to a square that is now occupied by a piece of the same color, for example - we back out your optimistically applied move. We then look for any moves that depended on it - moves that touch the same squares or share the same move token (because you optimistically moved a piece twice before receiving a response).
So concretely, imagine you have this state:
_ _ _ _
K B _ R
You move the bishop out of the way, and then you castle _ _ B _
_ R K _
Then a piece of the same color moves to where your bishop was! We notice that, revert the bishop move, notice that it used the same square as your castle, and revert that too.There's some more bookkeeping here. For example, we also have to track the IDs of the pieces that you moved (if you move a bishop and then we receive another move for the same bishop, that move takes precedence).
Returning the captured piece ID from the server ack is essential, because we potentially simulate after-the-fact captures (you move a bishop to a square, a rook of the opposite color moves to that square, we decide you probably captured that rook and don't revert your move). We track that and when we receive our ack, compare that state with the ID of the piece we actually captured.
I think that's most of it? It was a real headache but very satisfying once I got it working.