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ClientPrediction

Struct ClientPrediction 

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pub struct ClientPrediction {
    pub input_buffer: InputBuffer,
    pub predicted_pos: Vec3,
    pub predicted_vel: Vec3,
    pub last_acked_tick: u64,
    pub correction_blend: f32,
    /* private fields */
}
Expand description

Client-side movement prediction with server reconciliation.

The client applies inputs locally before the server confirms them. When the server snapshot arrives, if our predicted position differs from the authoritative one, we roll back and replay unacked inputs.

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§input_buffer: InputBuffer§predicted_pos: Vec3

Predicted entity position (local player).

§predicted_vel: Vec3

Predicted entity velocity.

§last_acked_tick: u64

Last tick acknowledged by the server.

§correction_blend: f32

Correction blend factor per frame (0.1 = smooth over ~10 frames).

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impl ClientPrediction

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pub fn new() -> Self

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pub fn apply_input<F>(&mut self, input: PlayerInput, dt: f32, simulate: F)
where F: Fn(Vec3, Vec3, &PlayerInput, f32) -> (Vec3, Vec3),

Apply input locally using the provided simulate function. simulate(pos, vel, input, dt) -> (new_pos, new_vel).

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pub fn reconcile<F>( &mut self, server_pos: Vec3, server_vel: Vec3, server_tick: u64, dt: f32, simulate: F, )
where F: Fn(Vec3, Vec3, &PlayerInput, f32) -> (Vec3, Vec3),

Called when an authoritative server state arrives. Rolls back to the server position and replays unacked inputs.

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pub fn tick_correction(&mut self) -> Vec3

Advance correction blend each frame. Returns the visually rendered position.

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pub fn is_correcting(&self) -> bool

Trait Implementations§

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impl Default for ClientPrediction

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fn default() -> Self

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