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); } }