proof-engine 0.1.1

A mathematical rendering engine for Rust. Every visual is the output of a mathematical function.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
//! Rollback networking support — deterministic state snapshots, input prediction,
//! and reconciliation for peer-to-peer fighting/action games.
//!
//! ## Architecture
//! - `GameState` trait — implement this for your game state to enable rollback
//! - `RollbackBuffer` — ring buffer of state snapshots indexed by frame
//! - `InputPredictor` — predicts missing remote inputs based on last known
//! - `RollbackSession` — orchestrates rollback, save/load, re-simulation
//! - `NetworkStats` — RTT, packet loss, and frame delay tracking

use std::collections::{HashMap, VecDeque};

// ── Frame numbering ────────────────────────────────────────────────────────────

pub type Frame = u64;
pub type PlayerId = u8;

pub const MAX_PLAYERS: usize = 4;
pub const MAX_ROLLBACK_FRAMES: usize = 8;
pub const INPUT_DELAY: usize = 2;

// ── PlayerInput ───────────────────────────────────────────────────────────────

/// Serializable snapshot of a single player's input for one frame.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct PlayerInput {
    pub buttons:   u32,     // bitmask of held buttons
    pub buttons_pressed:  u32,  // newly pressed this frame
    pub buttons_released: u32,  // newly released this frame
    pub axis_x:    i16,     // left stick X, scaled -32768..32767
    pub axis_y:    i16,     // left stick Y
    pub axis_rx:   i16,     // right stick X
    pub axis_ry:   i16,     // right stick Y
    pub frame:     Frame,
}

impl PlayerInput {
    pub fn is_held(&self, btn: u32) -> bool     { self.buttons & btn != 0 }
    pub fn is_pressed(&self, btn: u32) -> bool  { self.buttons_pressed & btn != 0 }
    pub fn is_released(&self, btn: u32) -> bool { self.buttons_released & btn != 0 }

    pub fn direction(&self) -> (f32, f32) {
        (self.axis_x as f32 / 32767.0, self.axis_y as f32 / 32767.0)
    }

    pub fn to_bytes(&self) -> [u8; 16] {
        let mut buf = [0u8; 16];
        buf[0..4].copy_from_slice(&self.buttons.to_le_bytes());
        buf[4..8].copy_from_slice(&self.buttons_pressed.to_le_bytes());
        buf[8..10].copy_from_slice(&self.axis_x.to_le_bytes());
        buf[10..12].copy_from_slice(&self.axis_y.to_le_bytes());
        buf[12..14].copy_from_slice(&self.axis_rx.to_le_bytes());
        buf[14..16].copy_from_slice(&self.axis_ry.to_le_bytes());
        buf
    }

    pub fn from_bytes(bytes: &[u8; 16]) -> Self {
        let buttons          = u32::from_le_bytes([bytes[0], bytes[1], bytes[2], bytes[3]]);
        let buttons_pressed  = u32::from_le_bytes([bytes[4], bytes[5], bytes[6], bytes[7]]);
        let axis_x  = i16::from_le_bytes([bytes[8],  bytes[9]]);
        let axis_y  = i16::from_le_bytes([bytes[10], bytes[11]]);
        let axis_rx = i16::from_le_bytes([bytes[12], bytes[13]]);
        let axis_ry = i16::from_le_bytes([bytes[14], bytes[15]]);
        Self { buttons, buttons_pressed, buttons_released: 0, axis_x, axis_y, axis_rx, axis_ry, frame: 0 }
    }

    /// Returns true if this input has no active button presses and zero stick.
    pub fn is_neutral(&self) -> bool {
        self.buttons == 0 && self.axis_x == 0 && self.axis_y == 0
    }
}

/// All player inputs for one frame.
#[derive(Debug, Clone, Default)]
pub struct FrameInput {
    pub frame:   Frame,
    pub inputs:  [PlayerInput; MAX_PLAYERS],
    pub confirmed: [bool; MAX_PLAYERS],
}

impl FrameInput {
    pub fn new(frame: Frame) -> Self {
        let mut fi = Self::default();
        fi.frame = frame;
        fi
    }

    pub fn set_input(&mut self, player: PlayerId, input: PlayerInput) {
        let idx = player as usize;
        if idx < MAX_PLAYERS {
            self.inputs[idx] = input;
            self.confirmed[idx] = true;
        }
    }

    pub fn all_confirmed(&self, player_count: u8) -> bool {
        (0..player_count as usize).all(|i| self.confirmed[i])
    }

    pub fn checksum(&self) -> u32 {
        let mut h = 0u32;
        for inp in &self.inputs {
            h ^= inp.buttons;
            h = h.wrapping_add(inp.axis_x as u32).wrapping_mul(0x9e3779b9);
        }
        h
    }
}

// ── InputPredictor ────────────────────────────────────────────────────────────

/// Predicts missing remote player inputs by repeating the last known input.
pub struct InputPredictor {
    last_confirmed: [PlayerInput; MAX_PLAYERS],
    last_confirmed_frame: [Frame; MAX_PLAYERS],
    prediction_streak: [u32; MAX_PLAYERS],
}

impl InputPredictor {
    pub fn new() -> Self {
        Self {
            last_confirmed: [PlayerInput::default(); MAX_PLAYERS],
            last_confirmed_frame: [0; MAX_PLAYERS],
            prediction_streak: [0; MAX_PLAYERS],
        }
    }

    pub fn confirm_input(&mut self, player: PlayerId, input: PlayerInput) {
        let idx = player as usize;
        if idx < MAX_PLAYERS {
            self.last_confirmed[idx] = input;
            self.last_confirmed_frame[idx] = input.frame;
            self.prediction_streak[idx] = 0;
        }
    }

    pub fn predict(&mut self, player: PlayerId, frame: Frame) -> PlayerInput {
        let idx = player as usize;
        if idx >= MAX_PLAYERS { return PlayerInput::default(); }
        self.prediction_streak[idx] += 1;

        let mut predicted = self.last_confirmed[idx];
        // After many frames without confirmation, assume neutral input
        if self.prediction_streak[idx] > 6 {
            predicted.buttons = 0;
            predicted.axis_x  = 0;
            predicted.axis_y  = 0;
        }
        predicted.frame = frame;
        predicted.buttons_pressed = 0;  // don't re-trigger presses
        predicted.buttons_released = 0;
        predicted
    }

    pub fn prediction_error(&self, player: PlayerId, actual: &PlayerInput) -> bool {
        let idx = player as usize;
        if idx >= MAX_PLAYERS { return false; }
        let predicted = self.last_confirmed[idx];
        predicted.buttons != actual.buttons || predicted.axis_x != actual.axis_x
    }

    pub fn streak(&self, player: PlayerId) -> u32 {
        self.prediction_streak.get(player as usize).copied().unwrap_or(0)
    }
}

// ── GameState trait ───────────────────────────────────────────────────────────

/// Implement this on your game state to enable rollback.
pub trait GameState: Clone + Send + 'static {
    /// Advance simulation by one frame using the given inputs.
    fn advance(&mut self, inputs: &FrameInput);

    /// Compute a checksum of the game state (for desync detection).
    fn checksum(&self) -> u64;

    /// Memory size hint for the snapshot (used for buffer sizing).
    fn snapshot_size_hint() -> usize { 4096 }
}

// ── StateSnapshot ─────────────────────────────────────────────────────────────

#[derive(Clone)]
pub struct StateSnapshot<S: GameState> {
    pub frame:    Frame,
    pub state:    S,
    pub checksum: u64,
}

impl<S: GameState> StateSnapshot<S> {
    pub fn capture(frame: Frame, state: &S) -> Self {
        let cs = state.checksum();
        Self { frame, state: state.clone(), checksum: cs }
    }
}

// ── RollbackBuffer ────────────────────────────────────────────────────────────

/// Ring buffer of state snapshots and frame inputs for rollback.
pub struct RollbackBuffer<S: GameState> {
    snapshots:   VecDeque<StateSnapshot<S>>,
    frame_inputs: VecDeque<FrameInput>,
    capacity:    usize,
}

impl<S: GameState> RollbackBuffer<S> {
    pub fn new(capacity: usize) -> Self {
        Self {
            snapshots: VecDeque::with_capacity(capacity),
            frame_inputs: VecDeque::with_capacity(capacity * 2),
            capacity,
        }
    }

    pub fn save_snapshot(&mut self, frame: Frame, state: &S) {
        let snapshot = StateSnapshot::capture(frame, state);
        if self.snapshots.len() >= self.capacity {
            self.snapshots.pop_front();
        }
        self.snapshots.push_back(snapshot);
    }

    pub fn save_inputs(&mut self, inputs: FrameInput) {
        if self.frame_inputs.len() >= self.capacity * 2 {
            self.frame_inputs.pop_front();
        }
        self.frame_inputs.push_back(inputs);
    }

    pub fn get_snapshot(&self, frame: Frame) -> Option<&StateSnapshot<S>> {
        self.snapshots.iter().rfind(|s| s.frame == frame)
    }

    pub fn latest_snapshot(&self) -> Option<&StateSnapshot<S>> {
        self.snapshots.back()
    }

    pub fn get_inputs_from(&self, start_frame: Frame) -> Vec<&FrameInput> {
        self.frame_inputs.iter()
            .filter(|fi| fi.frame >= start_frame)
            .collect()
    }

    pub fn oldest_snapshot_frame(&self) -> Option<Frame> {
        self.snapshots.front().map(|s| s.frame)
    }

    pub fn len(&self) -> usize { self.snapshots.len() }
}

// ── DesyncDetector ────────────────────────────────────────────────────────────

#[derive(Debug, Clone)]
pub struct DesyncEvent {
    pub frame:       Frame,
    pub local_checksum:  u64,
    pub remote_checksum: u64,
    pub player_id:   PlayerId,
}

pub struct DesyncDetector {
    local_checksums:  HashMap<Frame, u64>,
    remote_checksums: HashMap<(Frame, PlayerId), u64>,
    desyncs:          Vec<DesyncEvent>,
    check_interval:   u32,
}

impl DesyncDetector {
    pub fn new(check_interval: u32) -> Self {
        Self {
            local_checksums: HashMap::new(),
            remote_checksums: HashMap::new(),
            desyncs: Vec::new(),
            check_interval,
        }
    }

    pub fn record_local(&mut self, frame: Frame, checksum: u64) {
        self.local_checksums.insert(frame, checksum);
    }

    pub fn record_remote(&mut self, frame: Frame, player: PlayerId, checksum: u64) {
        self.remote_checksums.insert((frame, player), checksum);
        // Check for desync
        if let Some(&local) = self.local_checksums.get(&frame) {
            if local != checksum {
                self.desyncs.push(DesyncEvent { frame, local_checksum: local, remote_checksum: checksum, player_id: player });
            }
        }
    }

    pub fn has_desync(&self) -> bool { !self.desyncs.is_empty() }

    pub fn drain_desyncs(&mut self) -> Vec<DesyncEvent> {
        std::mem::take(&mut self.desyncs)
    }

    pub fn cleanup_old(&mut self, oldest_frame: Frame) {
        self.local_checksums.retain(|&f, _| f >= oldest_frame);
        self.remote_checksums.retain(|(f, _), _| *f >= oldest_frame);
    }
}

// ── NetworkStats ──────────────────────────────────────────────────────────────

#[derive(Debug, Clone)]
pub struct PeerStats {
    pub player_id:        PlayerId,
    pub rtt_ms:           f32,
    pub rtt_variance_ms:  f32,
    pub packet_loss_pct:  f32,
    pub frames_ahead:     i32,   // positive = remote is ahead
    pub last_recv_frame:  Frame,
    pub predicted_frames: u32,
}

pub struct NetworkStats {
    peers:           HashMap<PlayerId, PeerStats>,
    local_frame:     Frame,
    rtt_samples:     VecDeque<f32>,
    max_rtt_samples: usize,
}

impl NetworkStats {
    pub fn new() -> Self {
        Self {
            peers: HashMap::new(),
            local_frame: 0,
            rtt_samples: VecDeque::with_capacity(64),
            max_rtt_samples: 64,
        }
    }

    pub fn record_rtt(&mut self, player: PlayerId, rtt_ms: f32) {
        if self.rtt_samples.len() >= self.max_rtt_samples {
            self.rtt_samples.pop_front();
        }
        self.rtt_samples.push_back(rtt_ms);
        let entry = self.peers.entry(player).or_insert_with(|| PeerStats {
            player_id: player, rtt_ms: 0.0, rtt_variance_ms: 0.0,
            packet_loss_pct: 0.0, frames_ahead: 0, last_recv_frame: 0,
            predicted_frames: 0,
        });
        let sum: f32 = self.rtt_samples.iter().sum();
        entry.rtt_ms = sum / self.rtt_samples.len() as f32;
        let variance: f32 = self.rtt_samples.iter()
            .map(|&r| (r - entry.rtt_ms).powi(2))
            .sum::<f32>() / self.rtt_samples.len() as f32;
        entry.rtt_variance_ms = variance.sqrt();
    }

    pub fn recommended_input_delay(&self) -> usize {
        let max_rtt = self.peers.values()
            .map(|p| p.rtt_ms)
            .fold(0.0f32, f32::max);
        let frames_per_ms = 1000.0 / 60.0;  // assuming 60fps
        let delay = (max_rtt / (2.0 * frames_per_ms)).ceil() as usize;
        delay.clamp(1, 6)
    }

    pub fn peer(&self, player: PlayerId) -> Option<&PeerStats> {
        self.peers.get(&player)
    }

    pub fn average_rtt(&self) -> f32 {
        if self.rtt_samples.is_empty() { return 0.0; }
        self.rtt_samples.iter().sum::<f32>() / self.rtt_samples.len() as f32
    }

    pub fn update_frame(&mut self, frame: Frame) { self.local_frame = frame; }
}

// ── RollbackSession ────────────────────────────────────────────────────────────

/// Orchestrates frame advance, rollback, and re-simulation.
pub struct RollbackSession<S: GameState> {
    pub current_frame:    Frame,
    pub confirmed_frame:  Frame,
    pub buffer:           RollbackBuffer<S>,
    pub predictor:        InputPredictor,
    pub desync_detector:  DesyncDetector,
    pub net_stats:        NetworkStats,
    pub player_count:     u8,
    pub local_player_id:  PlayerId,
    pub input_delay:      usize,
    local_input_queue:    VecDeque<PlayerInput>,
    pending_remote:       HashMap<(Frame, PlayerId), PlayerInput>,
    rollback_count:       u64,
}

impl<S: GameState> RollbackSession<S> {
    pub fn new(player_count: u8, local_player_id: PlayerId) -> Self {
        Self {
            current_frame: 0,
            confirmed_frame: 0,
            buffer: RollbackBuffer::new(MAX_ROLLBACK_FRAMES * 4),
            predictor: InputPredictor::new(),
            desync_detector: DesyncDetector::new(8),
            net_stats: NetworkStats::new(),
            player_count,
            local_player_id,
            input_delay: INPUT_DELAY,
            local_input_queue: VecDeque::new(),
            pending_remote: HashMap::new(),
            rollback_count: 0,
        }
    }

    /// Queue local player's input for a future frame (after input delay).
    pub fn queue_local_input(&mut self, input: PlayerInput) {
        self.local_input_queue.push_back(input);
    }

    /// Receive a remote player's confirmed input.
    pub fn receive_remote_input(&mut self, player: PlayerId, frame: Frame, input: PlayerInput) {
        self.pending_remote.insert((frame, player), input);
        self.predictor.confirm_input(player, input);
    }

    /// Build a FrameInput for the current frame, predicting any missing remotes.
    pub fn build_frame_input(&mut self, state: &S) -> FrameInput {
        let frame = self.current_frame;
        let mut fi = FrameInput::new(frame);

        // Local input (with delay)
        let local_input = self.local_input_queue.pop_front().unwrap_or_default();
        fi.set_input(self.local_player_id, local_input);

        // Remote inputs
        for player in 0..self.player_count {
            if player == self.local_player_id { continue; }
            let key = (frame, player);
            let input = if let Some(&remote) = self.pending_remote.get(&key) {
                self.pending_remote.remove(&key);
                fi.confirmed[player as usize] = true;
                remote
            } else {
                self.predictor.predict(player, frame)
            };
            fi.inputs[player as usize] = input;
        }

        // Record checksum for desync detection
        let cs = state.checksum();
        self.desync_detector.record_local(frame, cs);

        fi
    }

    /// Advance one frame.
    pub fn advance(&mut self, state: &mut S) -> FrameInput {
        // Save snapshot before advancing
        self.buffer.save_snapshot(self.current_frame, state);

        let fi = self.build_frame_input(state);
        self.buffer.save_inputs(fi.clone());

        state.advance(&fi);
        self.net_stats.update_frame(self.current_frame);
        self.current_frame += 1;
        fi
    }

    /// Check if rollback is needed due to late-arriving remote inputs.
    /// Returns the frame to roll back to, if any.
    pub fn check_rollback(&mut self) -> Option<Frame> {
        let earliest_incorrect = self.pending_remote.keys()
            .filter(|(frame, _)| *frame < self.current_frame)
            .map(|(frame, _)| *frame)
            .min()?;

        if earliest_incorrect < self.current_frame {
            Some(earliest_incorrect)
        } else {
            None
        }
    }

    /// Perform rollback and re-simulation to a specific frame.
    /// Returns the new current state after re-simulation.
    pub fn rollback_to(&mut self, target_frame: Frame, state: &mut S) -> bool {
        let snapshot = match self.buffer.get_snapshot(target_frame) {
            Some(s) => s.clone(),
            None    => return false,
        };

        *state = snapshot.state;
        let resim_start = target_frame;

        // Collect inputs from target frame onward
        let inputs: Vec<FrameInput> = self.buffer
            .get_inputs_from(resim_start)
            .iter()
            .map(|fi| (*fi).clone())
            .collect();

        // Update any confirmed remote inputs in those frames
        let inputs_len = inputs.len();
        for mut fi in inputs {
            for player in 0..self.player_count {
                let key = (fi.frame, player);
                if let Some(&confirmed) = self.pending_remote.get(&key) {
                    fi.inputs[player as usize] = confirmed;
                    fi.confirmed[player as usize] = true;
                    self.pending_remote.remove(&key);
                    self.predictor.confirm_input(player, confirmed);
                }
            }
            state.advance(&fi);
        }

        self.current_frame = target_frame + inputs_len as Frame;
        self.rollback_count += 1;
        true
    }

    pub fn rollback_count(&self) -> u64 { self.rollback_count }
    pub fn frames_behind(&self) -> u64 {
        self.current_frame.saturating_sub(self.confirmed_frame)
    }
}

// ── InputPacket (wire format) ──────────────────────────────────────────────────

#[derive(Debug, Clone)]
pub struct InputPacket {
    pub from_player: PlayerId,
    pub frame:       Frame,
    pub inputs:      Vec<(Frame, PlayerInput)>,  // (frame, input) pairs
    pub checksum:    u32,
    pub ack_frame:   Frame,  // highest frame we've confirmed from them
}

impl InputPacket {
    pub fn new(player: PlayerId, frame: Frame) -> Self {
        Self { from_player: player, frame, inputs: Vec::new(), checksum: 0, ack_frame: 0 }
    }

    pub fn add_input(&mut self, frame: Frame, input: PlayerInput) {
        self.inputs.push((frame, input));
    }

    pub fn to_bytes(&self) -> Vec<u8> {
        let mut buf = Vec::new();
        buf.push(self.from_player);
        buf.extend_from_slice(&self.frame.to_le_bytes());
        buf.extend_from_slice(&self.ack_frame.to_le_bytes());
        buf.push(self.inputs.len() as u8);
        for (frame, input) in &self.inputs {
            buf.extend_from_slice(&frame.to_le_bytes());
            buf.extend_from_slice(&input.to_bytes());
        }
        buf.extend_from_slice(&self.checksum.to_le_bytes());
        buf
    }

    pub fn from_bytes(bytes: &[u8]) -> Option<Self> {
        if bytes.len() < 18 { return None; }
        let from_player = bytes[0];
        let frame = Frame::from_le_bytes(bytes[1..9].try_into().ok()?);
        let ack_frame = Frame::from_le_bytes(bytes[9..17].try_into().ok()?);
        let count = bytes[17] as usize;
        let mut inputs = Vec::new();
        let mut offset = 18;
        for _ in 0..count {
            if offset + 24 > bytes.len() { break; }
            let f = Frame::from_le_bytes(bytes[offset..offset+8].try_into().ok()?);
            let inp_bytes: &[u8; 16] = bytes[offset+8..offset+24].try_into().ok()?;
            let inp = PlayerInput::from_bytes(inp_bytes);
            inputs.push((f, inp));
            offset += 24;
        }
        let checksum = if offset + 4 <= bytes.len() {
            u32::from_le_bytes(bytes[offset..offset+4].try_into().unwrap_or([0;4]))
        } else { 0 };
        Some(Self { from_player, frame, inputs, checksum, ack_frame })
    }
}

// ── Tests ─────────────────────────────────────────────────────────────────────

#[cfg(test)]
mod tests {
    use super::*;

    #[derive(Clone)]
    struct TestState {
        frame: Frame,
        value: i64,
    }

    impl GameState for TestState {
        fn advance(&mut self, inputs: &FrameInput) {
            self.frame += 1;
            if inputs.inputs[0].is_held(1) { self.value += 1; }
        }
        fn checksum(&self) -> u64 { self.value as u64 ^ (self.frame << 32) }
    }

    #[test]
    fn test_player_input_roundtrip() {
        let inp = PlayerInput { buttons: 0b1010, axis_x: 1000, axis_y: -500, frame: 42, ..Default::default() };
        let bytes = inp.to_bytes();
        let rt = PlayerInput::from_bytes(&bytes);
        assert_eq!(rt.buttons, inp.buttons);
        assert_eq!(rt.axis_x, inp.axis_x);
        assert_eq!(rt.axis_y, inp.axis_y);
    }

    #[test]
    fn test_predictor_streak() {
        let mut pred = InputPredictor::new();
        let inp = PlayerInput { buttons: 0b0001, frame: 5, ..Default::default() };
        pred.confirm_input(1, inp);
        let p = pred.predict(1, 6);
        assert_eq!(p.buttons, 0b0001);
        assert_eq!(pred.streak(1), 1);
        // After many predictions, should go neutral
        for i in 7..20 { pred.predict(1, i); }
        let neutral = pred.predict(1, 20);
        assert_eq!(neutral.buttons, 0);
    }

    #[test]
    fn test_rollback_session_advance() {
        let mut session: RollbackSession<TestState> = RollbackSession::new(1, 0);
        let mut state = TestState { frame: 0, value: 0 };

        // Queue inputs
        for _ in 0..5 {
            session.queue_local_input(PlayerInput { buttons: 1, ..Default::default() });
        }
        for _ in 0..5 {
            session.advance(&mut state);
        }
        assert_eq!(session.current_frame, 5);
    }

    #[test]
    fn test_network_stats_rtt() {
        let mut stats = NetworkStats::new();
        for rtt in [20.0, 24.0, 22.0, 18.0, 21.0] {
            stats.record_rtt(0, rtt);
        }
        let avg = stats.average_rtt();
        assert!(avg > 18.0 && avg < 25.0);
    }

    #[test]
    fn test_input_packet_roundtrip() {
        let mut pkt = InputPacket::new(0, 100);
        pkt.add_input(100, PlayerInput { buttons: 3, ..Default::default() });
        let bytes = pkt.to_bytes();
        let rt = InputPacket::from_bytes(&bytes).unwrap();
        assert_eq!(rt.from_player, 0);
        assert_eq!(rt.frame, 100);
        assert_eq!(rt.inputs.len(), 1);
    }

    #[test]
    fn test_desync_detector() {
        let mut dd = DesyncDetector::new(4);
        dd.record_local(10, 0xABCDEF);
        dd.record_remote(10, 1, 0xABCDEF);
        assert!(!dd.has_desync());
        dd.record_remote(10, 1, 0x000000);  // wrong!
        // checksum was already recorded wrong from first record
        // Try a new frame
        dd.record_local(11, 0x111111);
        dd.record_remote(11, 1, 0x222222);
        assert!(dd.has_desync());
    }
}