|
group2 0.1.0
CSE 125 Group 2
|
Server-only locomotion bookkeeping (timers, blacklists, lurch state). More...
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... | |
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.