Any changes to state during the simulation tick
are recorded by this system as they’re
happening. Rollback and rx systems use this
data to make multiplayer happen
Although all game logic code is meant to be interpreted as server authoritative and
from the server’s top-down perspective controlling everything, you as the game
developer can choose how each of your game mechanics feel, on a spectrum between
“responsive+potentially incorrect” to “laggy+definitely correct”. Game state is always
eventually consistent, but this macro lets you decide when and where to execute logic
in order to fine-tune game feel. This is possible because the engine executes each
simulation tick multiple times across the server and all connected clients, requiring
game logic to be deterministic depending on the chosen trade-off.