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LagCompensation

Struct LagCompensation 

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pub struct LagCompensation { /* private fields */ }
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Server-side lag compensation: rewinds game state to a client’s perceived point in time for accurate hit registration.

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impl LagCompensation

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pub fn new(max_history_ms: f64, tick_rate_hz: f64) -> Self

max_history_ms should be at least the maximum expected client RTT.

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pub fn default_one_second() -> Self

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pub fn record(&mut self, snap: GameStateSnapshot)

Record the authoritative server state each tick.

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pub fn rewind_to_tick(&self, target_tick: u64) -> Option<&GameStateSnapshot>

Rewind to the state at target_tick. Returns None if the tick is outside the history window.

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pub fn rewind_for_client( &self, client_tick: u64, rtt_ms: f64, ) -> Option<&GameStateSnapshot>

Rewind to approximate server tick that a client with rtt_ms round-trip and client_tick would have been seeing.

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pub fn entity_at_tick( &self, entity_id: u64, tick: u64, ) -> Option<&EntitySnapshot>

Get the entity state at a particular tick (for hit detection).

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pub fn oldest_tick(&self) -> Option<u64>

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pub fn latest_tick(&self) -> Option<u64>

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pub fn history_len(&self) -> usize

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