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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Client-side local input prediction and reconciliation. More...
#include <ClientPrediction.h>
Public Member Functions | |
| void | reset () noexcept |
| Clears all prediction state and history. | |
| void | suspend () noexcept |
| Suspends prediction, drops retained local history, and waits for a later correction baseline to re-arm. | |
| bool | isInitialized () const noexcept |
| Returns true once the first authoritative baseline has been accepted. | |
| const LocalPlayerState & | currentState () const noexcept |
| Returns the local state currently being presented for the owning player. | |
| const PredictionStats & | stats () const noexcept |
| Returns aggregate prediction diagnostics for the current session. | |
| uint32_t | lastRecordedInputSeq () const noexcept |
| Returns the highest contiguous local input seq seen so far. | |
| bool | applyLocalInput (uint32_t inputSeq, uint8_t buttons, const sim::TileMap &map) noexcept |
| Records one new local input and simulates it immediately only while prediction is active. | |
| CorrectionReplayResult | reconcileAndReplay (const MsgCorrection &correction, const sim::TileMap &map) noexcept |
| Applies an authoritative correction and replays retained local inputs after it. | |
Client-side local input prediction and reconciliation.