Player Connection Flags
Article was written against Quantum version 1.2.0
C#
public enum DeterministicInputFlags : byte {
Repeatable = 1 << 0,
PlayerNotPresent = 1 << 1,
ReplacedByServer = 1 << 2
}
PlayerNotPresent
= means there is no client connected for this player indexReplacedByServer
= means that there is a player here, but this input was repeated or replaced with a zeroed out input by the server since that player did not send his input in due timeRepeatable
= (can be set by developer from Unity when injecting player input) tells both the server and other clients that this input data should be copied into the next tick (on server when replacing input due to timeout, on other clients for the local prediction algorithm). This should be used on direct-control-like input (movement, etc), and not used when sending command-like input (buy item, etc).