void SendInputs(int curTick)
        {
            var input  = new Msg_PlayerInput(curTick, LocalActorId, _inputService.GetInputCmds());
            var cFrame = new ServerFrame();
            var inputs = new Msg_PlayerInput[_actorCount];

            inputs[LocalActorId] = input;
            cFrame.Inputs        = inputs;
            cFrame.tick          = curTick;
            FillInputWithLastFrame(cFrame);
            _cmdBuffer.PushLocalFrame(cFrame);
            //if (input.Commands != null) {
            //    var playerInput = new Deserializer(input.Commands[0].content).Parse<Lockstep.Game.PlayerInput>();
            //    Debug.Log($"SendInput curTick{curTick} maxSvrTick{_cmdBuffer.MaxServerTickInBuffer} _tickSinceGameStart {_tickSinceGameStart} uv {playerInput.inputUV}");
            //}
            if (curTick > _cmdBuffer.MaxServerTickInBuffer)
            {
                //TODO combine all history inputs into one Msg
                //Debug.Log("SendInput " + curTick +" _tickSinceGameStart " + _tickSinceGameStart);
                _cmdBuffer.SendInput(input);
            }
        }