fill client holes (lockstep)
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@@ -2,6 +2,7 @@
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#include <td/game/World.h>
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#include <optional>
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#include <td/misc/Signal.h>
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namespace td {
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namespace sim {
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@@ -17,16 +18,18 @@ class ClientSimulation : public protocol::PacketHandler {
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GameBuffer m_History;
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std::uint64_t m_CurrentTime;
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std::uint64_t m_LastTime;
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std::size_t m_CurrentStep;
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StepTime m_CurrentStep;
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std::shared_ptr<WorldSnapshot> m_LastSnapshot;
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std::uint64_t m_LastValidStep;
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StepTime m_LastValidStep;
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static const protocol::LockStep EMPTY_LOCKSTEP;
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using protocol::PacketHandler::Handle;
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public:
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utils::Signal<const std::vector<StepTime>&> OnMissingLockSteps;
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/**
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* \brief Replay constructor
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* \param a_StepTime in ms
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@@ -45,15 +48,18 @@ class ClientSimulation : public protocol::PacketHandler {
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float Update();
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virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
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virtual void Handle(const protocol::packets::PredictCommandPacket& a_Predict) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override;
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private:
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void Step();
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/**
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* \returns false if the empty lockstep was used
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*/
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bool Step();
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/**
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* \brief Ticks a_Count times
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*/
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void FastForward(std::size_t a_Count);
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std::size_t FastForward(std::size_t a_Count);
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/**
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* \brief Tries to recompute simulation if needed (for example in late command receival)
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