/**
 * Server-side computation of "tell client to run a bit faster or slower."
 *
 * The server maintains a target depth for its per-client input buffer. When the
 * buffer is too shallow (client's inputs aren't arriving fast enough), the
 * server tells the client to run the next few ticks at a slightly compressed
 * tick duration ("speed up"). When the buffer is too deep (client is sending
 * inputs faster than the server consumes them), the server asks for stretching.
 *
 * This is the same primitive used in Overwatch ("time dilation") and Rocket
 * League. Adjustment is bounded to a few percent so it's imperceptible.
 *
 * Output is a multiplier on tick duration:
 *   factor < 1.0 → run faster (smaller tick interval)
 *   factor > 1.0 → run slower (larger tick interval)
 *   factor = 1.0 → run at nominal rate
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class TimeDilation {
    /**
     * @param {{
     *   target_buffer_depth?: number,
     *   max_dilation?: number,
     *   gain?: number,
     * }} [options]
     */
    constructor({ target_buffer_depth, max_dilation, gain }?: {
        target_buffer_depth?: number;
        max_dilation?: number;
        gain?: number;
    });
    /** @readonly */
    readonly target_buffer_depth: number;
    /** @readonly */
    readonly max_dilation: number;
    /** @readonly */
    readonly gain: number;
    /**
     * Compute the dilation factor for a client whose current input buffer depth
     * is `current_depth` (number of unconsumed input frames).
     *
     * @param {number} current_depth
     * @returns {number} factor in `[1 - max_dilation, 1 + max_dilation]`
     */
    compute(current_depth: number): number;
}
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