NoRollback struct
TRollbackMode policy for LogicThread — no rollback history, zero overhead.
All stubs compile away; LogicThread call sites require no if constexpr guards. Games that don't need rollback pay no memory or runtime cost.
Public static variables
- static bool Enabled constexpr
- Compile-time guard for rollback-conditional code.
- static uint32_t RollbackFrameCount constexpr
- No history frames allocated.
Public functions
- void InitializeRings()
-
template<typename TLogic>void ProcessRollback(TLogic&)
-
template<typename TLogic>void ExecuteRollback(TLogic&, uint32_t)
-
template<typename TLogic>void ExecuteRollbackTest(TLogic&)
- void RecordFrameInput(LogicThreadBase&)
- void InjectFrameInput(LogicThreadBase&, uint32_t)
- void SaveSnapshot(LogicThreadBase&)
- void ReplayServerEvents(LogicThreadBase&)
- void ApplyPredictedCorrections(LogicThreadBase&)
- void EnqueueCorrections(std::vector<EntityTransformCorrection>, uint32_t)
- void EnqueuePredictedCorrections(std::vector<EntityTransformCorrection>)
- void EnqueueSpawnRollback(LogicThreadBase&, uint32_t)