//
// read_scene_state
//
void ClientSidePrediction::read_scene_state(MemoryBuffer& message)
{
    auto network = GetSubsystem<Network>();
    auto scene = network->GetServerConnection()->GetScene();

    // Read last input ID
    auto new_server_id = message.ReadUInt();

    // Make sure it's more recent than the previous last ID since we're sending unordered messages
    // Handle range looping correctly
    if (id > server_id)
    {
        if (new_server_id < server_id)
            return;
    }
    else
    {
        if (new_server_id > server_id)
            return;
    }

    server_id = new_server_id;

    // Reset the unused nodes set
    unused_nodes.clear();
    for (auto node : scene_nodes[scene])
        unused_nodes.insert(node);

    // Read number of nodes
    auto num_nodes = message.ReadVLE();

    // Read nodes
    for (; num_nodes > 0; --num_nodes)
        read_node(message);

    // Remove unsued nodes
    for (auto node : unused_nodes)
        node->Remove();

    // Perform client side prediction
    predict();
}