/// <summary>
/// Creates instance of Active client state.
/// </summary>
/// <param name="gameClient"></param>
/// <param name="snapshotId"></param>
/// <param name="initialSnapshot"></param>
public Active ( GameClient gameClient, uint snapshotId, byte[] initialSnapshot, long svTicks ) : base(gameClient, ClientState.Active)
{
queue = new SnapshotQueue(32);
queue.Push( new Snapshot( new TimeSpan(0), snapshotId, initialSnapshot) );
lastServerTicks = svTicks;
lastSnapshotID = snapshotId;
lastSnapshotFrame = snapshotId;
Message = "";
#if USE_DEJITTER
jitter = new JitterBuffer( gameClient.Game, svTicks );
#endif
stopwatch = new Stopwatch();
stopwatch.Start();
clientTicks = stopwatch.Elapsed.Ticks;
gameClient.FeedSnapshot( new GameTime(0,svTicks,0L), initialSnapshot, 0 );
}