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)