Update protocol buffers with tick synchronization
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@ -15,9 +15,10 @@ message Action {
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int32 player_id = 4;
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}
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message ServerMessage {
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int32 player_id = 1; // Only used when initially assigning player ID
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repeated PlayerState players = 2; // Player state updates
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message ActionBatch {
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int32 player_id = 1;
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repeated Action actions = 2;
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int64 tick = 3;
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}
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message PlayerState {
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@ -25,3 +26,9 @@ message PlayerState {
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int32 x = 2;
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int32 y = 3;
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}
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message ServerMessage {
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int32 player_id = 1;
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repeated PlayerState players = 2;
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int64 current_tick = 3;
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}
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