wip network refactor
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@@ -444,10 +444,10 @@ namespace Game
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//viewAngles = viewAnglesLastFrame;
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bool canpredict = true;
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if (true && input.Predict /*&& !NetworkManager.IsDemoPlaying*/ && GameModeManager.ClientFrame > 0 && GameModeManager.ServerFrame > 0)
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if (true && input.Predict /*&& !NetworkManager.IsDemoPlaying*/ && WorldStateManager.ClientFrame > 0 && WorldStateManager.ServerFrame > 0)
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{
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ulong currentFrame = GameModeManager.ServerFrame;
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for (; currentFrame < GameModeManager.ClientFrame; currentFrame++)
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ulong currentFrame = WorldStateManager.ServerFrame;
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for (; currentFrame < WorldStateManager.ClientFrame; currentFrame++)
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{
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if (!input.GetState(currentFrame, out var pastInputState, out var pastActorState))
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{
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@@ -469,7 +469,7 @@ namespace Game
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predicting = true;
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currentFrame = GameModeManager.ServerFrame;
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currentFrame = WorldStateManager.ServerFrame;
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for (; currentFrame < lastFrame; currentFrame++)
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{
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if (!input.GetState(currentFrame, out var pastInputState, out var pastActorState))
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@@ -481,7 +481,7 @@ namespace Game
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if (currentFrame == inputState.frame)
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movementState.jumped = movementState.jumped;
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if (currentFrame == GameModeManager.ServerFrame)
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if (currentFrame == WorldStateManager.ServerFrame)
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{
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movementState.position = pastActorState.position;
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movementState.currentVelocity = pastActorState.velocity;
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@@ -891,8 +891,8 @@ namespace Game
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if (false)
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{
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if (GameModeManager.ServerFrame > 0 && GameModeManager.ClientFrame > 0)
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for (ulong frame = GameModeManager.ServerFrame; frame < GameModeManager.ClientFrame; frame++)
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if (WorldStateManager.ServerFrame > 0 && WorldStateManager.ClientFrame > 0)
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for (ulong frame = WorldStateManager.ServerFrame; frame < WorldStateManager.ClientFrame; frame++)
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{
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if (!input.GetState(frame, out var pastInputState, out var pastActorState))
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continue;
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@@ -902,7 +902,7 @@ namespace Game
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Float4 color1 = new Float4(Color.Red.R, Color.Red.G, Color.Red.B, Color.Red.A);
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Float4 color2 = new Float4(Color.Blue.R, Color.Blue.G, Color.Blue.B, Color.Blue.A);
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Float4 color3 = Float4.Lerp(color1, color2, (float)(frame - GameModeManager.ServerFrame) / (float)(GameModeManager.ClientFrame - GameModeManager.ServerFrame));
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Float4 color3 = Float4.Lerp(color1, color2, (float)(frame - WorldStateManager.ServerFrame) / (float)(WorldStateManager.ClientFrame - WorldStateManager.ServerFrame));
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Color color = new Color(color3.X, color3.Y, color3.Z, color3.W);
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DebugDraw.DrawBox(bbox, color * 1f);
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}
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@@ -910,7 +910,7 @@ namespace Game
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else
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{
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var serverBbox = boxCollider.OrientedBox.GetBoundingBox();
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if (input.GetState(GameModeManager.ServerFrame, out var serverInputState, out var serverActorState))
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if (input.GetState(WorldStateManager.ServerFrame, out var serverInputState, out var serverActorState))
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serverBbox.Center = serverActorState.position;
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if (serverBbox.Center == clientBbox.Center)
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@@ -1159,7 +1159,7 @@ namespace Game
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public void SimulatePlayerMovement(PlayerInputState inputState)
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{
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simulationTime = GameModeManager.ClientTime + (inputState.frame * (1.0f / Time.PhysicsFPS));
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simulationTime = WorldStateManager.ClientTime + (inputState.frame * (1.0f / Time.PhysicsFPS));
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Vector3 inputDirection =
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new Float3(inputState.moveRight, 0.0f, inputState.moveForward);
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