pub fn new(server_state: ServerState, player_id: PlayerId) -> Self {
        Self {
            client_inputs: Vec::new(),
            last_server_state: server_state.clone(),
            current_state: server_state.physics_state,
            needs_recomputing: false,
            player_id,
        }
    }
/// Create a new simulation from some `ServerState` and the client's id
Create a new simulation from some `ServerState` and the client's id
Create a new simulation from some ` ServerState ` and the client ' s id
pub fn new(server_state: ServerState, player_id: PlayerId) -> Self {
        Self {
            client_inputs: Vec::new(),
            last_server_state: server_state.clone(),
            current_state: server_state.physics_state,
            needs_recomputing: false,
            player_id,
        }
    }
pub fn new ( server_state : ServerState , player_id : PlayerId ) -> Self { Self { client_inputs : Vec :: new ( ) , last_server_state : server_state . clone ( ) , current_state : server_state . physics_state , needs_recomputing : false , player_id , } }
Create a new simulation from some `ServerState` and the client's id
Create a new simulation from some ` ServerState ` and the client ' s id
server_state
ServerState
player_id
PlayerId
server_state
ServerState
player_id
PlayerId