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MovementState

Struct MovementState 

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pub struct MovementState {
    client_movement: ClientAuthoredMovementState,
    client_vehicle_movement: ClientAuthoredMovementState,
    received_movement_this_tick: bool,
    client_vehicle_id: Option<i32>,
    last_client_input: PlayerInput,
}
Expand description

Internal movement tracking state, stored behind a single SyncMutex on Player.

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§client_movement: ClientAuthoredMovementState

Vanilla validation state for client-authored body movement.

§client_vehicle_movement: ClientAuthoredMovementState

Vanilla validation state for the controlled root vehicle.

§received_movement_this_tick: bool

Whether vanilla accepted player-authored movement during the current client tick.

§client_vehicle_id: Option<i32>

Entity id of the controlled root vehicle tracked this tick.

§last_client_input: PlayerInput

Latest vanilla client input snapshot sent by the player.

Implementations§

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impl MovementState

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pub const fn new() -> Self

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pub(in player) const fn set_last_client_input( &mut self, input: PlayerInput, )

Stores the latest client input snapshot.

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pub(in player) const fn last_client_input( &self, ) -> PlayerInput

Returns the latest client input snapshot.

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pub(in player) const fn reset_for_tick( &mut self, position: DVec3, )

Resets per-tick vanilla movement validation bases.

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pub(in player) const fn reset_vehicle_for_tick( &mut self, vehicle_id: i32, position: DVec3, )

Resets per-tick vanilla controlled-vehicle movement validation bases.

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pub(in player) const fn clear_vehicle_for_tick( &mut self, )

Clears the active controlled-vehicle validation state for this tick.

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pub(in player) const fn vehicle_good_positions( &self, vehicle_id: i32, ) -> Option<(DVec3, DVec3)>

Returns the current vanilla controlled-vehicle validation positions.

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pub(in player) const fn reset_for_position_sync( &mut self, position: DVec3, )

Resets movement validation bases after a server position sync.

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pub(in player) const fn good_positions( &self, ) -> (DVec3, DVec3)

Returns the current vanilla first-good and last-good validation positions.

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pub(in player) const fn record_move_packet_delta( &mut self, ) -> i32

Records a received movement packet and returns packets since the last tick.

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pub(in player) const fn mark_last_good_position( &mut self, position: DVec3, )

Marks a movement target as the latest accepted vanilla last-good position.

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pub(in player) const fn mark_vehicle_last_good_position( &mut self, vehicle_id: i32, position: DVec3, )

Marks a controlled-vehicle target as the latest accepted vanilla last-good position.

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pub(in player) const fn set_last_known_client_movement( &mut self, movement: DVec3, )

Sets the last accepted client movement vector.

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pub(in player) const fn reset_last_known_client_movement( &mut self, )

Clears the last accepted client movement vector.

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pub(in player) const fn finish_client_tick( &mut self, )

Applies vanilla client-tick-end known-movement handling.

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pub(in player) const fn last_known_client_movement( &self, ) -> DVec3

Returns the last accepted client movement vector.

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pub(in player) const fn record_client_floating( &mut self, client_is_floating: bool, )

Records whether the latest accepted movement made the client appear to float.

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pub(in player) const fn record_vehicle_client_floating( &mut self, vehicle_id: i32, client_is_floating: bool, )

Records whether the controlled vehicle appeared to float after accepted movement.

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pub(in player) const fn reset_flying_ticks( &mut self, )

Resets the vanilla floating violation counter.

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pub(in player) const fn tick_client_floating( &mut self, should_count: bool, maximum_flying_ticks: i32, ) -> bool

Advances the vanilla floating violation tracker.

Returns true once the client has exceeded the configured maximum flying ticks.

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pub(in player) const fn tick_vehicle_client_floating( &mut self, vehicle_id: i32, maximum_flying_ticks: i32, ) -> bool

Advances the vanilla controlled-vehicle floating violation tracker.

Returns true once the client has exceeded the configured maximum flying ticks.

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