group2 0.1.0
CSE 125 Group 2
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PlayerSimState.hpp File Reference

Server-only locomotion bookkeeping (timers, blacklists, lurch state). More...

#include "PlayerVisState.hpp"
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
Include dependency graph for PlayerSimState.hpp:
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Go to the source code of this file.

Classes

struct  PlayerSimState
 Server-only locomotion bookkeeping. More...
struct  PlayerStateRef
 Combined-reference helper for code that needs both halves. More...
struct  ConstPlayerStateRef
 Read-only counterpart of PlayerStateRef, for const consumers. More...

Detailed Description

Server-only locomotion bookkeeping (timers, blacklists, lurch state).

Counterpart to PlayerVisState. These fields drive the server's MovementSystem / CollisionSystem but are not needed on remote clients — a viewer doesn't care that the player you're watching has 0.13 s of coyote-time remaining or that a particular wall is blacklisted from re-grab. Keeping these out of the per-tick replicated payload is the single biggest bandwidth cut in Phase 2 (272-byte PlayerState → ~64-byte PlayerVisState on the wire, with this ~150-byte struct staying server- side until Phase 5 mirrors it on the owning client for prediction).

All field semantics are unchanged from the original PlayerState — this is purely a structural split, no behavior change.