Periwink
Periwink
Currently we forward them to the client's InputEvents; this works in our examples because we also handle inputs on the client for client-prediction, but in the general case the server...
Example raised by simbleau. Symptoms: - latency seems to be increasing if the FPS is too low, it keeps increasing at a constant rate to infinity. - crazy rollbacks TODO:...
Provide the settings described here: https://www.snapnet.dev/docs/core-concepts/input-delay-vs-rollback/
We want to be able to rollback client resources whenever a rollback happens, so that the resource is reverted to a previous state. Note that here we only consider resources...
When a Resource gets added on the server and is synced with the client, we might want to handle similarly to component: - create a `Predicted` and a `Confirmed`? -...
Currently it is possible to run Client/Server with no ProtocolPlugin, but we should error in this situation
- Need a test that sends a button press, and we check on the receiver that the using `just_pressed` works (i.e. the input becomes Pressed) afterwards
In dedicated server mode, the input-delay + correction seems to hide the prediction of other players quite well. However it doesn't seem to work in HostServer mode
This is because both the ClientPlugin and ServerPlugin are added to the same app, and would both try to create a steam client ``` impl Plugin for LightyearConfigPlugin { fn...