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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Client-side local prediction history, correction replay, and recovery state. More...
#include <array>#include <cstddef>#include <cstdint>#include "Net/NetCommon.h"#include "Sim/Movement.h"Go to the source code of this file.
Classes | |
| struct | bomberman::net::LocalPlayerState |
| Local state currently presented for the owning player. More... | |
| struct | bomberman::net::CorrectionReplayResult |
| Summary of one correction/replay attempt. More... | |
| struct | bomberman::net::PredictionStats |
| Aggregate prediction stats for diagnostics. More... | |
| class | bomberman::net::ClientPrediction |
| Client-side local input prediction and reconciliation. More... | |
Namespaces | |
| namespace | bomberman::net |
| Shared multiplayer protocol types and transport-facing wire helpers. | |
Variables | |
| constexpr std::size_t | bomberman::net::kClientPredictionHistorySize = 128 |
| Power-of-two ring size used for local prediction history and bitmask slot indexing. | |
Client-side local prediction history, correction replay, and recovery state.
The client keeps one contiguous local input timeline and a matching history of predicted post-states. The first owner correction provides the baseline that arms prediction. Later corrections compare against retained predicted state at the acked input seq, then rebuild the retained suffix after it. If that suffix can no longer be replayed safely, prediction falls back to authoritative presentation until a later correction allows replay to resume.