/**
 * Per-player ring of input bytes, one frame per slot.
 *
 * An "input" is a game-defined blob of bytes representing a single tick's
 * worth of player intent (button bits, mouse deltas, view angles, etc.). The
 * application owns the encoding; the ring just stores and indexes by frame.
 *
 * Used for:
 *   - **Input redundancy**: the most recent N unacked frames of input get
 *     packed into every outgoing packet from the client, so a single dropped
 *     packet doesn't cause a stutter.
 *   - **Reconciliation replay**: after the client rewinds to an authoritative
 *     state, it replays inputs from `[acked + 1, current]` through the
 *     simulation to catch back up to "now".
 *
 * Distinct from {@link ActionLog} despite a similar shape: inputs are raw
 * player intent (sender side), actions are state mutations (sim side). One
 * input may produce zero or many actions when the simulation processes it.
 *
 * Sized to `frame_capacity` frames; oldest is overwritten on wrap.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2025
 */
export class InputRing {
    /**
     * @param {{ frame_capacity: number, initial_buffer_size?: number }} options
     */
    constructor({ frame_capacity, initial_buffer_size }: {
        frame_capacity: number;
        initial_buffer_size?: number;
    });
    /**
     * @readonly
     * @type {number}
     */
    readonly frame_capacity: number;
    /**
     * Write input bytes for a given frame. The callback receives the buffer
     * positioned at 0 and is expected to write input bytes via the buffer's
     * `writeXxx` methods. The buffer's `position` after the callback is the
     * recorded length; data beyond that is ignored on read.
     *
     * Overwrites any prior data for that frame slot.
     *
     * **Writer must not throw.** The slot's buffer has already been positioned
     * at 0 by the time the writer runs, and the prior frame's bytes are being
     * overwritten in-place. If the writer throws partway, the slot's metadata
     * (frame number, length) still reflects the previous occupant while the
     * leading bytes have been clobbered with the partial new write — a torn
     * state that downstream readers cannot detect. A try/catch wrapper here
     * would force a V8 deopt on the hot write path, which is a worse trade
     * than the "writer is trusted" contract; treat any throw in a writer
     * callback as a programming error.
     *
     * @param {number} frame
     * @param {function(BinaryBuffer): void} writer
     */
    write(frame: number, writer: (arg0: BinaryBuffer) => void): void;
    /**
     * @param {number} frame
     * @returns {boolean}
     */
    has(frame: number): boolean;
    /**
     * Read-only access to a frame's buffer. Throws if not present.
     * Caller must respect the byte length reported by {@link write_end_for}.
     *
     * @param {number} frame
     * @returns {BinaryBuffer}
     */
    buffer_for(frame: number): BinaryBuffer;
    /**
     * @param {number} frame
     * @returns {number}
     */
    write_end_for(frame: number): number;
    /**
     * Iterate frames in `[start_frame, end_frame]` (inclusive) that are present
     * in the ring. Order is ascending by frame.
     *
     * @param {number} start_frame
     * @param {number} end_frame
     * @param {function(number, BinaryBuffer, number): void} fn callback receives (frame, buffer_at_pos_0, byte_length)
     */
    for_each_in_range(start_frame: number, end_frame: number, fn: (arg0: number, arg1: BinaryBuffer, arg2: number) => void): void;
    #private;
}
import { BinaryBuffer } from "../../../core/binary/BinaryBuffer.js";
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