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Refactor VirtualInput #178
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i thought a little more about just storing the packets directly because it would make things much simpler, but I think if you do wanna go for it it'll be a bit of a struggle in terms on mouse rotation and movement. You know in 1.0 there's no server meaning lag won't cause desync but in 1.12.2 you obviously sometimes get a packet from the server on the frame thread meaning it might desync... |
So I had a lot of advantages with this system. Stiching 2 input sequences together, like for savestates is much easier with this system... Editing and displaying inputs tick by tick might also be easier. The big downside is of this is that adding subtick stuff is very annoying... I didn't know about #167 so the solution will be a bit hacky, but then we will have a hybrid of the 2 systems... |
I don't know why I didn't realize this earlier... I still have a bit of an issue with the fact that I'm storing the entire keyboard for every tick... this wastes a lot of memory... so why not store only the inputs that are pressed in each tick... The more you press, the greater the memory footprint, but wth, why didn't I think of this... |
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VirtualInput has been a place for just chucking in functionality when needed... It is responsible for loading inputs, preloading savestates, debugging... All stuff that is suited better elsewhere.
And that also leads to #164
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