Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
Loading...
Searching...
No Matches
bomberman::net::CorrectionReplayResult Struct Reference

Summary of one correction/replay attempt. More...

#include <ClientPrediction.h>

Public Attributes

bool ignoredStaleCorrection = false
 Correction was not newer than the last accepted authoritative input seq.
 
bool hadRetainedPredictedStateAtAck = false
 Predicted state was still retained at the acked input seq.
 
bool correctionMatchedRetainedPrediction = false
 That retained state matched the authoritative ack state.
 
bool recoveryTriggered = false
 Replay failed and presentation fell back to authority.
 
bool recoveryRestarted = false
 Recovery was already active and restarted from a newer unresolved suffix.
 
bool recoveryResolved = false
 Recovery finished and normal local prediction resumed.
 
bool recoveryStillActive = false
 Presented local state is still authoritative after this correction.
 
uint32_t replayedInputs = 0
 Retained local inputs replayed after the acked input seq.
 
uint32_t missingInputHistory = 0
 Length of the first missing retained suffix that blocked replay.
 
uint32_t remainingDeferredInputs = 0
 Retained local inputs still waiting behind the authoritative cursor.
 
uint32_t recoveryCatchUpSeq = 0
 Highest local input seq authority must catch up to before replay may resume.
 
int32_t deltaXQ = 0
 Authoritative minus predicted X delta at the acked input seq, in tile-Q8.
 
int32_t deltaYQ = 0
 Authoritative minus predicted Y delta at the acked input seq, in tile-Q8.
 
uint32_t deltaManhattanQ = 0
 Manhattan size of that correction delta, in tile-Q8.
 

Detailed Description

Summary of one correction/replay attempt.

This tells the caller whether the correction was ignored, replayed cleanly, or pushed prediction into recovery.


The documentation for this struct was generated from the following file: