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https://github.com/Dingo-Shenanigans/ReSkate.git
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- bone_scale_limit in ReSkateServer.json, and the bone-scale command: the most a bone may be scaled in the poses the server passes on, 1 to 8, and its inverse the least. 1 shows every skater at the game's own proportions; 0 (the default, "bone-scale off") is no limit - A "big head" mod sets one joint's scale in the body's bind pose (animation/dingo/cas_rsp_body_bind, the head from 1 to 4). The game applies it to the bone, and the bone's scale travels in every pose, which is how players without the mod see it. The game's own skeleton has no scaled joint, so 1 changes nothing for anyone else - The player with the mod still sees it on their own screen: the server decides only what the others are sent - Changing it sends whole states again, so nobody keeps a reference with the old sizes in it - Dedicated servers only; a lobby's host has no such setting
366 lines
18 KiB
C++
366 lines
18 KiB
C++
#pragma once
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#include "Extension/Multiplayer/Remote/cosmetics.h"
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#include "Extension/Multiplayer/Session/peer_slots.h"
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#include "Extension/Multiplayer/Session/object_state.h"
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#include "Extension/Multiplayer/Remote/audio_state.h"
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#include "Extension/Multiplayer/Voice/voice_state.h"
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#include "Engine/Game/Multiplayer/distance_settings.h"
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#include "Engine/Game/Multiplayer/object_placement.h"
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#include "Engine/Game/Multiplayer/session_model.h"
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#include "Engine/Game/Multiplayer/session_physics.h"
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#include "Engine/Game/Multiplayer/tick_settings.h"
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#include "Engine/Game/World/park_rotation.h"
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#include "Engine/Game/World/world_layers.h"
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#include <array>
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#include <cmath>
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#include <cstdint>
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#include <deque>
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#include <optional>
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#include <span>
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#include <string>
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#include <string_view>
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#include <vector>
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namespace dingosdk::multiplayer {
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constexpr std::size_t max_skater_bones = 512, max_board_bones = 64;
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constexpr std::size_t max_packet = 24576;
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constexpr std::size_t packet_header_size = 64;
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constexpr std::uint16_t protocol_version = 43;
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constexpr std::size_t max_throwdown_message = 4096;
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// Packet::tuning: the host's SkatePhysicsTuning differences (Extension/Skater/physics_tuning.h).
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constexpr std::size_t max_physics_tuning = 16384;
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// Votes a dedicated server runs (Packet::server_votes).
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constexpr std::uint8_t server_vote_map = 1, server_vote_kick = 2, server_vote_time = 4;
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enum class PacketKind : std::uint16_t {
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hello = 1,
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welcome = 2,
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pose = 3,
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away = 4,
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cosmetics = 5,
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audio = 6,
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roster = 7,
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challenge = 11,
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routes = 12,
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peer_hello = 13,
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peer_welcome = 14,
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map_request = 15,
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map_offer = 16,
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world_state = 17,
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world_ready = 18,
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objects = 19,
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voice = 20,
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chat = 21,
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// A dedicated server's admin asking it to change a setting, and the
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// server's answer: one line of text either way (valid_admin_text).
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admin = 22,
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// A dedicated server's ban list, sent to its admins (newest first, capped).
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bans = 23,
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// The levels a dedicated server's admins may switch it to (level assets).
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maps = 24,
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// One throwdown message (Extension/Throwdowns/throwdown_wire.h), opaque here:
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// relayed through the host or dedicated server like chat.
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throwdown = 25,
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// The host or dedicated server sending one player somewhere (tpall, tphere).
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teleport = 26,
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// The host's skate physics tuning, as differences from the game's own (opaque here;
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// empty = the game's). Only the host sends it; a dedicated server never needs to.
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physics_tuning = 27,
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// A party request to whoever hosts, or its notice to one player (PartyAction).
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party = 28,
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// A player telling the host or dedicated server how its mods change trick scoring
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// (Engine/Vfs/mod_scoring.h): sent once known, again whenever it changes.
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scoring = 29,
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// The host's physics that its tuning does not carry: the trainer's tuning-class values and
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// trick multipliers (Engine/Game/Multiplayer/session_physics.h; opaque here, empty = the
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// game's own). Like physics_tuning, only the host sends it and a dedicated server never does.
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physics_extras = 30
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};
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// Packet::party_action. Requests go from a player to whoever hosts, a dedicated server or a
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// lobby's host (party_player = the other player involved, 0 for leave/open/close); invited
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// and withdrawn go from the host to the invitee (party_player = the inviter). The host
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// answers everything else with a chat line and the next roster.
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enum class PartyAction : std::uint8_t {
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invite = 1, // invite party_player into the sender's party
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accept = 2, // accept party_player's invite
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decline = 3, // decline party_player's invite
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join = 4, // join party_player's party (open, or invited)
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leave = 5, // leave the sender's party
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kick = 6, // the leader removes party_player
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promote = 7, // the leader hands the lead to party_player
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open = 8, // the leader lets anyone join
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close = 9, // the leader makes the party invite-only
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invited = 10, // host -> invitee: party_player invited you
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withdrawn = 11 // host -> invitee: party_player's invite can no longer be accepted
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};
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bool valid_party_request(PartyAction action, std::uint64_t player) noexcept;
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// Steam accounts in the public universe. Players are individual accounts; a
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// dedicated server is a game server: anonymous (type 4) with a new ID each time
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// it starts, or signed in with a login token (type 3) with the same ID always.
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inline bool individual_steam_id(std::uint64_t id) noexcept {
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return (id >> 56) == 1 && ((id >> 52) & 15) == 1 && (id & 0xffffffffULL);
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}
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inline bool game_server_steam_id(std::uint64_t id) noexcept {
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const auto type = (id >> 52) & 15;
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return (id >> 56) == 1 && (type == 3 || type == 4) && (id & 0xffffffffULL);
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}
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inline bool persistent_server_steam_id(std::uint64_t id) noexcept {
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return game_server_steam_id(id) && ((id >> 52) & 15) == 3;
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}
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// A player's own name as sent in their hello: at most this many bytes.
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constexpr std::size_t max_member_name = 64;
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constexpr std::size_t max_admin_text = 320;
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constexpr std::size_t max_ban_rows = 256;
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constexpr std::size_t max_server_maps = 128, max_map_asset = 128;
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// A level asset as a server's map list carries it: printable ASCII, no '|'.
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bool valid_map_asset(std::string_view asset) noexcept;
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bool valid_map_pool(std::span<const std::uint16_t> pool, std::size_t maps) noexcept; // distinct indices below `maps`
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bool valid_map_label(std::string_view label) noexcept; // empty, or a name like a member's
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struct Transform {
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std::array<float, 3> position{};
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std::array<float, 4> rotation{0, 0, 0, 1};
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std::array<float, 3> scale{1, 1, 1};
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bool operator==(const Transform &) const = default;
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};
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struct Pose {
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Transform root;
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// board[0] is the separate board entity's world transform; remaining
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// entries are its rig pose. Empty means the board is currently unavailable.
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std::vector<Transform> skater, board;
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};
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struct Member {
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std::uint64_t id{}, epoch{};
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std::string name;
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bool admin{}; // roster: may change a dedicated server's settings
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// roster: the player's party (0 = none), whether they lead it, and (on the leader) whether
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// anyone may join it. Each party has exactly one leader.
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std::uint32_t party{};
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bool party_leader{}, party_open{};
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// roster: a dedicated server measured the player's game running fast (a speedhack): nobody
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// plays linked throwdowns or coop challenges with them (Server/speed_check.h).
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bool speeding{};
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// roster: the host or dedicated server found the player's mods change trick scoring: the same
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// as speeding, nobody plays linked throwdowns or coop challenges with them.
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bool scoring{};
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bool operator==(const Member &) const = default;
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};
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bool valid_roster(std::span<const Member>, unsigned capacity) noexcept;
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bool valid_routes(std::span<const Member>) noexcept;
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struct Packet {
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PacketKind kind = PacketKind::pose;
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std::uint32_t sequence{};
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std::uint64_t session{}, map{}, epoch{}, time_us{}, source{};
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std::uint64_t world = 1;
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std::array<std::uint8_t, 32> build{}, proof{};
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std::uint64_t challenge{};
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std::string destination;
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bool map_authorized{};
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bool world_ready{};
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Pose pose;
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std::uint32_t pose_interval_us = 50000;
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// pose: the sender has the game's party collision on (the top bit of the pose's rate field)
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bool player_collision{};
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Appearance appearance;
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std::vector<AudioSample> audio;
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VoiceData voice;
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VoicePolicy voice_policy;
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unsigned capacity = max_players;
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std::vector<Member> members;
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MultiplayerDistances distances; // Authoritative host policy carried by its reliable roster.
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unsigned tps = multiplayer_default_tps;
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// Session placement policy, including for players joining later. Clients
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// lock their editor and native tools from it; the host enforces it by
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// freezing guest layouts (see publish_guest_objects).
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ObjectPlacement object_placement = ObjectPlacement::everyone;
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// Objects each player may have placed (object_placement.h); 0: no limit.
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unsigned object_limit{};
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// Bumped each time the host deletes all guest objects. Guests delete their
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// own session objects when it changes after their first roster.
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std::uint32_t object_clears{};
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bool force_world_layers{};
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WorldLayerState layers = WorldLayerState(world_layers().size()); // all "default"
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ParkChoices parks; // One allowlisted selection byte per shared native park slot.
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ObjectChunk objects;
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// chat: one message (valid_chat_text); hello: the sender's name (may be
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// empty); admin: a request or its answer (valid_admin_text).
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std::string text;
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float voice_range = default_voice_range; // roster: how far the host forwards proximity voice
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// roster: whether guests may use noclip (and teleport) / No Bail / the forward and up boosts
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// (the host and a dedicated server's admins always may)
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bool guest_noclip = true, guest_no_bail = true, guest_boosts = true;
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// roster: guests skate with the host's physics tuning (a dedicated server's: the game's own)
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bool enforce_tuning = true;
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// roster: the votes a dedicated server lets players start (server_vote_* bits)
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std::uint8_t server_votes{};
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std::vector<MultiplayerBan> bans; // bans: newest first
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std::uint32_t ban_total{}; // bans: how many the server has in all
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std::vector<std::string> maps; // maps: level assets
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std::vector<std::uint16_t> map_pool; // maps: the pool as indices into `maps`, rotation order (empty: every map)
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std::uint16_t map_rotation{}; // maps: minutes per map (0: off)
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std::string map_label; // map_offer, world_state: the map's name for people (may be empty)
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std::vector<std::uint8_t> throwdown; // throwdown: one encoded message (1..max_throwdown_message bytes)
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std::array<float, 3> teleport{}; // teleport: where the receiver goes (world position)
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std::vector<std::uint8_t> tuning; // physics_tuning: 0..max_physics_tuning bytes
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std::vector<std::uint8_t> extras; // physics_extras: 0..max_physics_extras bytes
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PartyAction party_action = PartyAction::leave; // party: what is asked or told
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std::uint64_t party_player{}; // party: the other player (see PartyAction)
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// scoring: the sender's scoring fingerprint, 0 for the game's own; `text` names the mods
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// that change it (empty, or valid_admin_text).
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std::uint64_t scoring{};
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};
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// Empty means a compatible greeting. The caller supplies its current local
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// map/session and, after the handshake, the already accepted peer epoch.
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std::string_view greeting_error(const Packet &, std::uint64_t session, std::uint64_t map,
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const std::array<std::uint8_t, 32> &build,
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std::uint64_t peer_epoch = 0) noexcept;
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bool valid_transform(const Transform &) noexcept;
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// A chat message: 1..multiplayer_chat_max_bytes of UTF-8 with no control characters.
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bool valid_chat_text(std::string_view) noexcept;
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// A player name in a hello or roster: UTF-8 without control characters.
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bool valid_member_name(std::string_view) noexcept;
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bool valid_admin_text(std::string_view) noexcept;
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// The message a player typed, made valid: control characters and broken UTF-8
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// dropped, surrounding blanks trimmed, cut to the byte limit on a character boundary.
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std::string clean_chat_text(std::string_view);
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// A player's name as a roster carries it (valid_roster): the same cleaning, at most 128 bytes.
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std::string clean_roster_name(std::string_view);
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bool valid_pose(const Pose &) noexcept;
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std::vector<std::uint8_t> encode(const Packet &, bool compact_pose = false);
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// Rounds every rotation in a pose to a multiple of 2^bits in the 16-bit form a compact pose
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// packs it in (the root to at most 2^6). The pose still encodes and decodes as any other;
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// what changes is that a bone turning by less than a step is the same bytes as before, so a
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// difference from a reference leaves it out, and the low bits of the ones that did change are
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// zero and pack away. One step is about 0.0025 degrees times 2^bits: 4 bits is 0.04 degrees,
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// 7 bits a third of a degree.
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void coarsen_rotations(Pose &pose, unsigned bits) noexcept;
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// Keeps every bone's scale within 1/limit to limit on each axis (1: no scaling at all). A mod
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// that resizes part of a skater (a head four times the size) does it with a bone's scale,
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// which travels in the pose and so shows to everyone, mod or not.
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void limit_bone_scale(Pose &pose, float limit) noexcept;
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// The same, with a pose encoded at another update interval (a recipient thinned by
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// distance) instead of the packet's own, so the packet need not be copied for it.
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std::vector<std::uint8_t> encode(const Packet &, bool compact_pose, std::uint32_t pose_interval_us);
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std::optional<Packet> decode(std::span<const std::uint8_t>) noexcept;
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bool newer_sequence(std::uint32_t candidate, std::uint32_t previous) noexcept;
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std::uint64_t map_hash(std::string_view) noexcept;
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bool valid_map_destination(std::string_view) noexcept;
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// Normalized lerp between two transforms. Runs for every joint of every remote player each
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// frame, so it is inline and plain arithmetic (std::lerp's edge-case branches and a divide
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// per component were ~1% of a multiplayer client frame, profiled 2026-10-02).
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inline Transform interpolate(const Transform &a, const Transform &b, float t) {
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Transform out;
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t = t < 0.0f ? 0.0f : t > 1.0f ? 1.0f : t;
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for (unsigned i = 0; i < 3; ++i) {
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out.position[i] = a.position[i] + (b.position[i] - a.position[i]) * t;
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out.scale[i] = a.scale[i] + (b.scale[i] - a.scale[i]) * t;
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}
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const float dot = a.rotation[0] * b.rotation[0] + a.rotation[1] * b.rotation[1] +
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a.rotation[2] * b.rotation[2] + a.rotation[3] * b.rotation[3];
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const float sign = dot < 0 ? -1.0f : 1.0f;
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float norm{};
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for (unsigned i = 0; i < 4; ++i) {
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out.rotation[i] = a.rotation[i] + (sign * b.rotation[i] - a.rotation[i]) * t;
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norm += out.rotation[i] * out.rotation[i];
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}
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const float inverse = 1.0f / std::sqrt(norm);
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for (float &v : out.rotation)
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v *= inverse;
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return out;
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}
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void offset_pose(Pose &, const std::array<float, 3> &);
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std::array<float, 16> to_matrix(const Transform &);
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Transform from_matrix(const std::array<float, 16> &);
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struct Invite {
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std::uint64_t steam_id{}, secret{};
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};
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std::optional<Invite> parse_invite(std::string_view) noexcept;
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std::string format_invite(Invite);
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class AudioBuffer {
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public:
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bool push(const Packet &, std::uint64_t arrival);
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std::optional<AudioState> sample(std::uint64_t now);
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void clear();
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std::size_t size() const { return frames_.size(); }
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private:
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struct Frame {
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AudioState state;
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std::uint64_t source{};
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bool event{};
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};
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std::deque<Frame> frames_;
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std::optional<AudioState> current_;
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std::uint64_t epoch_{}, last_arrival_{}, played_source_{}, seen_{};
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std::int64_t clock_offset_{};
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std::uint32_t sequence_{};
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};
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// Reliable appearance messages have their own receive sequence. An older
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// reliable packet can arrive after a newer unreliable pose without being lost.
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class AppearanceBuffer {
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public:
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bool push(const Packet &p);
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const std::optional<Appearance> &value() const { return value_; }
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void clear() {
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value_.reset();
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epoch_ = 0;
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sequence_ = 0;
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}
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private:
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std::optional<Appearance> value_;
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std::uint64_t epoch_{};
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std::uint32_t sequence_{};
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};
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// Arrival times use one local monotonic clock; remote clocks need not agree.
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enum class PosePlaybackMode { unavailable, buffered, predicted, held };
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struct PosePlayback {
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PosePlaybackMode mode = PosePlaybackMode::unavailable;
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std::uint64_t prediction_us{};
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bool correcting{};
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};
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class PoseBuffer {
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public:
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bool push(const Packet &, std::uint64_t arrival_us);
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// For packets returned by decode(), which already performed the complete
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// untrusted transform walk. The rvalue form moves the pose into the buffer.
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bool push_validated(const Packet &, std::uint64_t arrival_us);
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bool push_validated(Packet &&, std::uint64_t arrival_us);
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// Reuses the caller-owned vectors. The optional-returning overloads remain
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// for tests and infrequent callers, while render playback avoids allocating
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// two transform arrays on every client callback.
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bool sample(std::uint64_t now_us, Pose &out) const;
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std::optional<Pose> sample(std::uint64_t now_us) const;
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bool sample_remote(std::uint64_t now_us, Pose &out);
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// Whether a pose arrived within this long: sampling gives up after a second without one.
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bool heard_within(std::uint64_t now_us, std::uint64_t age_us) const;
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std::optional<Pose> sample_remote(std::uint64_t now_us);
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PosePlayback playback() const { return playback_; }
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void clear();
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std::size_t size() const { return frames_.size(); }
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private:
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struct Frame {
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Pose pose;
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std::uint64_t arrival, source;
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};
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std::deque<Frame> frames_;
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std::uint64_t epoch_{};
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std::uint32_t sequence_{};
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bool sender_clock_{};
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std::int64_t clock_offset_{};
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std::uint32_t interpolation_delay_us_ = 100000;
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std::uint64_t playback_at_{}, correction_start_{}, correction_end_{};
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std::array<float, 3> correction_{};
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PosePlayback playback_;
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Pose anchors_; // scratch for arrival continuity, which needs only the anchor transforms
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template <class P> bool push_frame(P &&, std::uint64_t arrival_us);
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std::uint64_t target_time(std::uint64_t now_us) const;
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// anchors_only fills just the transforms prediction and correction move (see offset_pose).
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bool sample_frames(std::uint64_t now_us, Pose &out, bool anchors_only) const;
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bool predict(std::uint64_t now_us, PosePlayback &state, Pose &out, bool anchors_only = false) const;
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void correct(Pose &, std::uint64_t now_us) const;
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};
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} // namespace dingosdk::multiplayer
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