// // 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(); }