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Option 1: we really despawn E, and we clear out the prespawn hash map
when client receives E', it tries to match it with E using the prespawned hash. It sees that E is missing so it just spawns a new predicted entity. The predicted entity has no history for that tick so a rollback happens for that entity
Option 2: we do a fake despawn for E, and update its history immediately.
client receives E', we match it with E using the prespawned hash. There is no rollback because we kept the PredictionHistory on the Predicted entity even though we removed all other components.
Problem:
if the entity is spawned/despawned within a replication interval on the server (because it is very short-lived), then the server won't ever send a message for that entity. This is fine because the entity will be cleaned up by pre_spawned_player_object_cleanup anyway
Scenario:
How do we handle the despawn?
Option 1: we really despawn E, and we clear out the prespawn hash map
Option 2: we do a fake despawn for E, and update its history immediately.
Problem:
pre_spawned_player_object_cleanup
anywayIt seems like we should just do the same thing as we do for Predicted entities.
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