_RollbackSimulationServer
Inherits: Node
Runs gameplay simulation during rollback
Description
Rollback involves restoring the game state to an earlier point in time and re-running game logic from there. This class tracks which nodes participate in rollback, which of them need to be actually simulated, and runs the simulation itself.
Node simulation honors scene tree order. Processing order and physics processing order are not considered.
To participate in rollback, call register() using the method to call to simulate the node. Only one Callable can be actively registered per node.
Methods
| Return Type | Name |
|---|---|
| void | register(Callable callback) |
| void | deregister(Callable callback) |
| void | deregister_node(Node node) |
| void | register_rollback_input_for(Node node, Node input) |
| void | deregister_rollback_input(Node node, Node input) |
| bool | is_predicting_current() |
| Object | get_simulated_object() |
| void | simulate(float delta, int tick) |
Method Descriptions
void register ( Callable callback )
Register a callback to run as part of the rollback loop
void deregister ( Callable callback )
Deregister a callback from the rollback loop
void deregister_node ( Node node )
Deregister a node from the rollback loop
void register_rollback_input_for ( Node node, Node input )
Register input as providing input for node
void deregister_rollback_input ( Node node, Node input )
Deregister input from providing input for node
bool is_predicting_current ( )
Return true if the currently simulated node is being predicted
Object get_simulated_object ( )
Get the currently simulated object
void simulate ( float delta, int tick )
Simulate a tick