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https://github.com/genxium/DelayNoMore
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Enhanced force-resync mechanism to guarantee consistency across all players in a same room upon anyone reconnected.
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@@ -76,6 +76,7 @@ message InputsBufferSnapshot {
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int32 refRenderFrameId = 1;
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uint64 unconfirmedMask = 2;
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repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
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bool shouldForceResync = 4;
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}
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message MeleeBullet {
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@@ -151,4 +152,5 @@ message RoomDownsyncFrame {
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int64 countdownNanos = 3;
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repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
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uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
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bool shouldForceResync = 6;
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}
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