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Improve doc comments for vendor:ggpo
This commit is contained in:
564
vendor/ggpo/ggpo.odin
vendored
564
vendor/ggpo/ggpo.odin
vendored
@@ -1,3 +1,15 @@
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/*
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Created in 2009, the GGPO networking SDK pioneered the use of rollback networking in peer-to-peer games.
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It's designed specifically to hide network latency in fast paced, twitch style games which require very
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precise inputs and frame perfect execution.
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Traditional techniques account for network transmission time by adding delay to a players input, resulting
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in a sluggish, laggy game-feel. Rollback networking uses input prediction and speculative execution to
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send player inputs to the game immediately, providing the illusion of a zero-latency network. Using rollback,
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the same timings, reactions visual and audio queues, and muscle memory your players build up playing offline
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translate directly online. The GGPO networking SDK is designed to make incorporating rollback networking
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into new and existing games as easy as possible.
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*/
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package vendor_ggpo
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foreign import lib "GGPO.lib"
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@@ -19,31 +31,27 @@ PlayerType :: enum c.int {
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SPECTATOR,
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}
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/*
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* The Player structure used to describe players in add_player
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*
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* size: Should be set to the size_of(Player)
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*
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* type: One of the PlayerType values describing how inputs should be handled
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* Local players must have their inputs updated every frame via
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* add_local_inputs. Remote players values will come over the
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* network.
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*
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* player_num: The player number. Should be between 1 and the number of players
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* In the game (e.g. in a 2 player game, either 1 or 2).
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*
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* If type == PLAYERTYPE_REMOTE:
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*
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* remote.ip_address: The ip address of the ggpo session which will host this
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* player.
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*
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* remote.port: The port where udp packets should be sent to reach this player.
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* All the local inputs for this session will be sent to this player at
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* ip_address:port.
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*
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*/
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// The Player structure used to describe players in add_player
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//
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// size: Should be set to the size_of(Player)
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//
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// type: One of the PlayerType values describing how inputs should be handled
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// Local players must have their inputs updated every frame via
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// add_local_inputs. Remote players values will come over the
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// network.
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//
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// player_num: The player number. Should be between 1 and the number of players
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// In the game (e.g. in a 2 player game, either 1 or 2).
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//
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// If type == PLAYERTYPE_REMOTE:
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//
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// remote.ip_address: The ip address of the ggpo session which will host this
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// player.
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//
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// remote.port: The port where udp packets should be sent to reach this player.
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// All the local inputs for this session will be sent to this player at
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// ip_address:port.
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Player :: struct {
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size: c.int,
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type: PlayerType,
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@@ -80,32 +88,29 @@ ErrorCode :: enum c.int {
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INVALID_HANDLE :: PlayerHandle(-1)
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/*
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* The EventCode enumeration describes what type of event just happened.
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*
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* CONNECTED_TO_PEER - Handshake with the game running on the
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* other side of the network has been completed.
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*
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* SYNCHRONIZING_WITH_PEER - Beginning the synchronization
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* process with the client on the other end of the networking. The count
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* and total fields in the u.synchronizing struct of the Event
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* object indicate progress.
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*
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* SYNCHRONIZED_WITH_PEER - The synchronziation with this
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* peer has finished.
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*
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* RUNNING - All the clients have synchronized. You may begin
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* sending inputs with synchronize_inputs.
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*
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* DISCONNECTED_FROM_PEER - The network connection on
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* the other end of the network has closed.
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*
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* TIMESYNC - The time synchronziation code has determined
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* that this client is too far ahead of the other one and should slow
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* down to ensure fairness. The u.timesync.frames_ahead parameter in
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* the Event object indicates how many frames the client is.
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*
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*/
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// The EventCode enumeration describes what type of event just happened.
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//
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// CONNECTED_TO_PEER - Handshake with the game running on the
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// other side of the network has been completed.
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//
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// SYNCHRONIZING_WITH_PEER - Beginning the synchronization
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// process with the client on the other end of the networking. The count
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// and total fields in the u.synchronizing struct of the Event
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// object indicate progress.
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//
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// SYNCHRONIZED_WITH_PEER - The synchronziation with this
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// peer has finished.
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//
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// RUNNING - All the clients have synchronized. You may begin
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// sending inputs with synchronize_inputs.
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//
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// DISCONNECTED_FROM_PEER - The network connection on
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// the other end of the network has closed.
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//
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// TIMESYNC - The time synchronziation code has determined
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// that this client is too far ahead of the other one and should slow
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// down to ensure fairness. The u.timesync.frames_ahead parameter in
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// the Event object indicates how many frames the client is.
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EventCode :: enum c.int {
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CONNECTED_TO_PEER = 1000,
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SYNCHRONIZING_WITH_PEER = 1001,
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@@ -117,13 +122,10 @@ EventCode :: enum c.int {
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CONNECTION_RESUMED = 1007,
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}
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/*
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* The Event structure contains an asynchronous event notification sent
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* by the on_event callback. See EventCode, above, for a detailed
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* explanation of each event.
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*/
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Event :: struct {
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// The Event structure contains an asynchronous event notification sent
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// by the on_event callback. See EventCode, above, for a detailed
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// explanation of each event.
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Event :: struct {
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code: EventCode,
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using u: struct #raw_union {
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connected: struct {
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@@ -153,100 +155,83 @@ EventCode :: enum c.int {
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},
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}
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/*
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* The SessionCallbacks structure contains the callback functions that
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* your application must implement. GGPO.net will periodically call these
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* functions during the game. All callback functions must be implemented.
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*/
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//
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// The SessionCallbacks structure contains the callback functions that
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// your application must implement. GGPO.net will periodically call these
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// functions during the game. All callback functions must be implemented.
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//
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SessionCallbacks :: struct {
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/*
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* begin_game callback - This callback has been deprecated. You must
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* implement it, but should ignore the 'game' parameter.
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*/
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// begin_game callback - This callback has been deprecated. You must
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// implement it, but should ignore the 'game' parameter.
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begin_game: proc "c" (game: cstring) -> bool,
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/*
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* save_game_state - The client should allocate a buffer, copy the
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* entire contents of the current game state into it, and copy the
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* length into the len parameter. Optionally, the client can compute
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* a checksum of the data and store it in the checksum argument.
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*/
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// save_game_state - The client should allocate a buffer, copy the
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// entire contents of the current game state into it, and copy the
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// length into the len parameter. Optionally, the client can compute
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// a checksum of the data and store it in the checksum argument.
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save_game_state: proc "c" (buffer: ^[^]byte, len: ^c.int, checksum: ^c.int, frame: c.int) -> bool,
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/*
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* load_game_state - GGPO.net will call this function at the beginning
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* of a rollback. The buffer and len parameters contain a previously
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* saved state returned from the save_game_state function. The client
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* should make the current game state match the state contained in the
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* buffer.
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*/
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// load_game_state - GGPO.net will call this function at the beginning
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// of a rollback. The buffer and len parameters contain a previously
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// saved state returned from the save_game_state function. The client
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// should make the current game state match the state contained in the
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// buffer.
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load_game_state: proc "c" (buffer: [^]byte, len: c.int) -> bool,
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/*
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* log_game_state - Used in diagnostic testing. The client should use
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* the log function to write the contents of the specified save
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* state in a human readible form.
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*/
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// log_game_state - Used in diagnostic testing. The client should use
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// the log function to write the contents of the specified save
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// state in a human readible form.
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log_game_state: proc "c" (filename: cstring, buffer: [^]byte, len: c.int) -> bool,
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/*
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* free_buffer - Frees a game state allocated in save_game_state. You
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* should deallocate the memory contained in the buffer.
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*/
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// free_buffer - Frees a game state allocated in save_game_state. You
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// should deallocate the memory contained in the buffer.
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free_buffer: proc "c" (buffer: rawptr),
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/*
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* advance_frame - Called during a rollback. You should advance your game
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* state by exactly one frame. Before each frame, call synchronize_input
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* to retrieve the inputs you should use for that frame. After each frame,
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* you should call advance_frame to notify GGPO.net that you're
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* finished.
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*
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* The flags parameter is reserved. It can safely be ignored at this time.
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*/
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// advance_frame - Called during a rollback. You should advance your game
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// state by exactly one frame. Before each frame, call synchronize_input
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// to retrieve the inputs you should use for that frame. After each frame,
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// you should call advance_frame to notify GGPO.net that you're
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// finished.
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//
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// The flags parameter is reserved. It can safely be ignored at this time.
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advance_frame: proc "c" (flags: c.int) -> bool,
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/*
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* on_event - Notification that something has happened. See the EventCode
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* structure above for more information.
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*/
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// on_event - Notification that something has happened. See the EventCode
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// structure above for more information.
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on_event: proc "c" (info: ^Event) -> bool,
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}
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/*
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* The NetworkStats function contains some statistics about the current
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* session.
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*
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* network.send_queue_len - The length of the queue containing UDP packets
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* which have not yet been acknowledged by the end client. The length of
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* the send queue is a rough indication of the quality of the connection.
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* The longer the send queue, the higher the round-trip time between the
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* clients. The send queue will also be longer than usual during high
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* packet loss situations.
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*
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* network.recv_queue_len - The number of inputs currently buffered by the
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* GGPO.net network layer which have yet to be validated. The length of
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* the prediction queue is roughly equal to the current frame number
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* minus the frame number of the last packet in the remote queue.
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*
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* network.ping - The roundtrip packet transmission time as calcuated
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* by GGPO.net. This will be roughly equal to the actual round trip
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* packet transmission time + 2 the interval at which you call idle
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* or advance_frame.
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*
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* network.kbps_sent - The estimated bandwidth used between the two
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* clients, in kilobits per second.
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*
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* timesync.local_frames_behind - The number of frames GGPO.net calculates
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* that the local client is behind the remote client at this instant in
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* time. For example, if at this instant the current game client is running
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* frame 1002 and the remote game client is running frame 1009, this value
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* will mostly likely roughly equal 7.
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*
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* timesync.remote_frames_behind - The same as local_frames_behind, but
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* calculated from the perspective of the remote player.
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*
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*/
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// The NetworkStats function contains some statistics about the current
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// session.
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//
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// network.send_queue_len - The length of the queue containing UDP packets
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// which have not yet been acknowledged by the end client. The length of
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// the send queue is a rough indication of the quality of the connection.
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// The longer the send queue, the higher the round-trip time between the
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// clients. The send queue will also be longer than usual during high
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// packet loss situations.
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//
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// network.recv_queue_len - The number of inputs currently buffered by the
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// GGPO.net network layer which have yet to be validated. The length of
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// the prediction queue is roughly equal to the current frame number
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// minus the frame number of the last packet in the remote queue.
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//
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// network.ping - The roundtrip packet transmission time as calcuated
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// by GGPO.net. This will be roughly equal to the actual round trip
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// packet transmission time + 2 the interval at which you call idle
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// or advance_frame.
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//
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// network.kbps_sent - The estimated bandwidth used between the two
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// clients, in kilobits per second.
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//
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// timesync.local_frames_behind - The number of frames GGPO.net calculates
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// that the local client is behind the remote client at this instant in
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// time. For example, if at this instant the current game client is running
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// frame 1002 and the remote game client is running frame 1009, this value
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// will mostly likely roughly equal 7.
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//
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// timesync.remote_frames_behind - The same as local_frames_behind, but
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// calculated from the perspective of the remote player.
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NetworkStats :: struct {
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network: struct {
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send_queue_len: c.int,
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@@ -263,29 +248,27 @@ NetworkStats :: struct {
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@(default_calling_convention="c")
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@(link_prefix="ggpo_")
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foreign lib {
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/*
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* start_session --
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*
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* Used to being a new GGPO.net session. The ggpo object returned by start_session
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* uniquely identifies the state for this session and should be passed to all other
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* functions.
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*
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* session - An out parameter to the new ggpo session object.
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*
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* cb - A SessionCallbacks structure which contains the callbacks you implement
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* to help GGPO.net synchronize the two games. You must implement all functions in
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* cb, even if they do nothing but 'return true';
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*
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* game - The name of the game. This is used internally for GGPO for logging purposes only.
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*
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* num_players - The number of players which will be in this game. The number of players
|
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* per session is fixed. If you need to change the number of players or any player
|
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* disconnects, you must start a new session.
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*
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* input_size - The size of the game inputs which will be passsed to add_local_input.
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*
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* local_port - The port GGPO should bind to for UDP traffic.
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*/
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// start_session --
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//
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// Used to being a new GGPO.net session. The ggpo object returned by start_session
|
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// uniquely identifies the state for this session and should be passed to all other
|
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// functions.
|
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//
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// session - An out parameter to the new ggpo session object.
|
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//
|
||||
// cb - A SessionCallbacks structure which contains the callbacks you implement
|
||||
// to help GGPO.net synchronize the two games. You must implement all functions in
|
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// cb, even if they do nothing but 'return true';
|
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//
|
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// game - The name of the game. This is used internally for GGPO for logging purposes only.
|
||||
//
|
||||
// num_players - The number of players which will be in this game. The number of players
|
||||
// per session is fixed. If you need to change the number of players or any player
|
||||
// disconnects, you must start a new session.
|
||||
//
|
||||
// input_size - The size of the game inputs which will be passsed to add_local_input.
|
||||
//
|
||||
// local_port - The port GGPO should bind to for UDP traffic.
|
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start_session :: proc(session: ^^Session,
|
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cb: ^SessionCallbacks,
|
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game: cstring,
|
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@@ -294,17 +277,15 @@ foreign lib {
|
||||
localport: u16) -> ErrorCode ---
|
||||
|
||||
|
||||
/*
|
||||
* add_player --
|
||||
*
|
||||
* Must be called for each player in the session (e.g. in a 3 player session, must
|
||||
* be called 3 times).
|
||||
*
|
||||
* player - A Player struct used to describe the player.
|
||||
*
|
||||
* handle - An out parameter to a handle used to identify this player in the future.
|
||||
* (e.g. in the on_event callbacks).
|
||||
*/
|
||||
// add_player --
|
||||
//
|
||||
// Must be called for each player in the session (e.g. in a 3 player session, must
|
||||
// be called 3 times).
|
||||
//
|
||||
// player - A Player struct used to describe the player.
|
||||
//
|
||||
// handle - An out parameter to a handle used to identify this player in the future.
|
||||
// (e.g. in the on_event callbacks).
|
||||
add_player :: proc(session: ^Session,
|
||||
player: ^Player,
|
||||
handle: ^PlayerHandle) -> ErrorCode ---
|
||||
@@ -342,30 +323,28 @@ foreign lib {
|
||||
frames: c.int) -> ErrorCode ---
|
||||
|
||||
|
||||
/*
|
||||
* start_spectating --
|
||||
*
|
||||
* Start a spectator session.
|
||||
*
|
||||
* cb - A SessionCallbacks structure which contains the callbacks you implement
|
||||
* to help GGPO.net synchronize the two games. You must implement all functions in
|
||||
* cb, even if they do nothing but 'return true';
|
||||
*
|
||||
* game - The name of the game. This is used internally for GGPO for logging purposes only.
|
||||
*
|
||||
* num_players - The number of players which will be in this game. The number of players
|
||||
* per session is fixed. If you need to change the number of players or any player
|
||||
* disconnects, you must start a new session.
|
||||
*
|
||||
* input_size - The size of the game inputs which will be passsed to add_local_input.
|
||||
*
|
||||
* local_port - The port GGPO should bind to for UDP traffic.
|
||||
*
|
||||
* host_ip - The IP address of the host who will serve you the inputs for the game. Any
|
||||
* player partcipating in the session can serve as a host.
|
||||
*
|
||||
* host_port - The port of the session on the host
|
||||
*/
|
||||
// start_spectating --
|
||||
//
|
||||
// Start a spectator session.
|
||||
//
|
||||
// cb - A SessionCallbacks structure which contains the callbacks you implement
|
||||
// to help GGPO.net synchronize the two games. You must implement all functions in
|
||||
// cb, even if they do nothing but 'return true';
|
||||
//
|
||||
// game - The name of the game. This is used internally for GGPO for logging purposes only.
|
||||
//
|
||||
// num_players - The number of players which will be in this game. The number of players
|
||||
// per session is fixed. If you need to change the number of players or any player
|
||||
// disconnects, you must start a new session.
|
||||
//
|
||||
// input_size - The size of the game inputs which will be passsed to add_local_input.
|
||||
//
|
||||
// local_port - The port GGPO should bind to for UDP traffic.
|
||||
//
|
||||
// host_ip - The IP address of the host who will serve you the inputs for the game. Any
|
||||
// player partcipating in the session can serve as a host.
|
||||
//
|
||||
// host_port - The port of the session on the host
|
||||
start_spectating :: proc(session: ^^Session,
|
||||
cb: ^SessionCallbacks,
|
||||
game: cstring,
|
||||
@@ -375,152 +354,129 @@ foreign lib {
|
||||
host_ip: cstring,
|
||||
host_port: u16) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* close_session --
|
||||
* Used to close a session. You must call close_session to
|
||||
* free the resources allocated in start_session.
|
||||
*/
|
||||
// close_session --
|
||||
// Used to close a session. You must call close_session to
|
||||
// free the resources allocated in start_session.
|
||||
close_session :: proc(session: ^Session) -> ErrorCode ---
|
||||
|
||||
|
||||
/*
|
||||
* set_frame_delay --
|
||||
*
|
||||
* Change the amount of frames ggpo will delay local input. Must be called
|
||||
* before the first call to synchronize_input.
|
||||
*/
|
||||
// set_frame_delay --
|
||||
//
|
||||
// Change the amount of frames ggpo will delay local input. Must be called
|
||||
// before the first call to synchronize_input.
|
||||
set_frame_delay :: proc(session: ^Session,
|
||||
player: PlayerHandle,
|
||||
frame_delay: c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* idle --
|
||||
* Should be called periodically by your application to give GGPO.net
|
||||
* a chance to do some work. Most packet transmissions and rollbacks occur
|
||||
* in idle.
|
||||
*
|
||||
* timeout - The amount of time GGPO.net is allowed to spend in this function,
|
||||
* in milliseconds.
|
||||
*/
|
||||
// idle --
|
||||
// Should be called periodically by your application to give GGPO.net
|
||||
// a chance to do some work. Most packet transmissions and rollbacks occur
|
||||
// in idle.
|
||||
//
|
||||
// timeout - The amount of time GGPO.net is allowed to spend in this function,
|
||||
// in milliseconds.
|
||||
idle :: proc(session: ^Session,
|
||||
timeout: c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* add_local_input --
|
||||
*
|
||||
* Used to notify GGPO.net of inputs that should be trasmitted to remote
|
||||
* players. add_local_input must be called once every frame for
|
||||
* all player of type PLAYERTYPE_LOCAL.
|
||||
*
|
||||
* player - The player handle returned for this player when you called
|
||||
* add_local_player.
|
||||
*
|
||||
* values - The controller inputs for this player.
|
||||
*
|
||||
* size - The size of the controller inputs. This must be exactly equal to the
|
||||
* size passed into start_session.
|
||||
*/
|
||||
// add_local_input --
|
||||
//
|
||||
// Used to notify GGPO.net of inputs that should be trasmitted to remote
|
||||
// players. add_local_input must be called once every frame for
|
||||
// all player of type PLAYERTYPE_LOCAL.
|
||||
//
|
||||
// player - The player handle returned for this player when you called
|
||||
// add_local_player.
|
||||
//
|
||||
// values - The controller inputs for this player.
|
||||
//
|
||||
// size - The size of the controller inputs. This must be exactly equal to the
|
||||
// size passed into start_session.
|
||||
add_local_input :: proc(session: ^Session,
|
||||
player: PlayerHandle,
|
||||
values: rawptr,
|
||||
size: c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* synchronize_input --
|
||||
*
|
||||
* You should call synchronize_input before every frame of execution,
|
||||
* including those frames which happen during rollback.
|
||||
*
|
||||
* values - When the function returns, the values parameter will contain
|
||||
* inputs for this frame for all players. The values array must be at
|
||||
* least (size * players) large.
|
||||
*
|
||||
* size - The size of the values array.
|
||||
*
|
||||
* disconnect_flags - Indicated whether the input in slot (1 << flag) is
|
||||
* valid. If a player has disconnected, the input in the values array for
|
||||
* that player will be zeroed and the i-th flag will be set. For example,
|
||||
* if only player 3 has disconnected, disconnect flags will be 8 (i.e. 1 << 3).
|
||||
*/
|
||||
// synchronize_input --
|
||||
//
|
||||
// You should call synchronize_input before every frame of execution,
|
||||
// including those frames which happen during rollback.
|
||||
//
|
||||
// values - When the function returns, the values parameter will contain
|
||||
// inputs for this frame for all players. The values array must be at
|
||||
// least (size * players) large.
|
||||
//
|
||||
// size - The size of the values array.
|
||||
//
|
||||
// disconnect_flags - Indicated whether the input in slot (1 << flag) is
|
||||
// valid. If a player has disconnected, the input in the values array for
|
||||
// that player will be zeroed and the i-th flag will be set. For example,
|
||||
// if only player 3 has disconnected, disconnect flags will be 8 (i.e. 1 << 3).
|
||||
synchronize_input :: proc(session: ^Session,
|
||||
values: rawptr,
|
||||
size: c.int,
|
||||
disconnect_flags: ^c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* disconnect_player --
|
||||
*
|
||||
* Disconnects a remote player from a game. Will return ERRORCODE_PLAYER_DISCONNECTED
|
||||
* if you try to disconnect a player who has already been disconnected.
|
||||
*/
|
||||
// disconnect_player --
|
||||
//
|
||||
// Disconnects a remote player from a game. Will return ERRORCODE_PLAYER_DISCONNECTED
|
||||
// if you try to disconnect a player who has already been disconnected.
|
||||
disconnect_player :: proc(session: ^Session,
|
||||
player: PlayerHandle) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* advance_frame --
|
||||
*
|
||||
* You should call advance_frame to notify GGPO.net that you have
|
||||
* advanced your gamestate by a single frame. You should call this everytime
|
||||
* you advance the gamestate by a frame, even during rollbacks. GGPO.net
|
||||
* may call your save_state callback before this function returns.
|
||||
*/
|
||||
// advance_frame --
|
||||
//
|
||||
// You should call advance_frame to notify GGPO.net that you have
|
||||
// advanced your gamestate by a single frame. You should call this everytime
|
||||
// you advance the gamestate by a frame, even during rollbacks. GGPO.net
|
||||
// may call your save_state callback before this function returns.
|
||||
advance_frame :: proc(session: ^Session) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* get_network_stats --
|
||||
*
|
||||
* Used to fetch some statistics about the quality of the network connection.
|
||||
*
|
||||
* player - The player handle returned from the add_player function you used
|
||||
* to add the remote player.
|
||||
*
|
||||
* stats - Out parameter to the network statistics.
|
||||
*/
|
||||
// get_network_stats --
|
||||
//
|
||||
// Used to fetch some statistics about the quality of the network connection.
|
||||
//
|
||||
// player - The player handle returned from the add_player function you used
|
||||
// to add the remote player.
|
||||
//
|
||||
// stats - Out parameter to the network statistics.
|
||||
get_network_stats :: proc(session: ^Session,
|
||||
player: PlayerHandle,
|
||||
stats: ^NetworkStats) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* set_disconnect_timeout --
|
||||
*
|
||||
* Sets the disconnect timeout. The session will automatically disconnect
|
||||
* from a remote peer if it has not received a packet in the timeout window.
|
||||
* You will be notified of the disconnect via a EVENTCODE_DISCONNECTED_FROM_PEER
|
||||
* event.
|
||||
*
|
||||
* Setting a timeout value of 0 will disable automatic disconnects.
|
||||
*
|
||||
* timeout - The time in milliseconds to wait before disconnecting a peer.
|
||||
*/
|
||||
// set_disconnect_timeout --
|
||||
//
|
||||
// Sets the disconnect timeout. The session will automatically disconnect
|
||||
// from a remote peer if it has not received a packet in the timeout window.
|
||||
// You will be notified of the disconnect via a EVENTCODE_DISCONNECTED_FROM_PEER
|
||||
// event.
|
||||
//
|
||||
// Setting a timeout value of 0 will disable automatic disconnects.
|
||||
//
|
||||
// timeout - The time in milliseconds to wait before disconnecting a peer.
|
||||
set_disconnect_timeout :: proc(session: ^Session,
|
||||
timeout: c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* set_disconnect_notify_start --
|
||||
*
|
||||
* The time to wait before the first EVENTCODE_NETWORK_INTERRUPTED timeout
|
||||
* will be sent.
|
||||
*
|
||||
* timeout - The amount of time which needs to elapse without receiving a packet
|
||||
* before the EVENTCODE_NETWORK_INTERRUPTED event is sent.
|
||||
*/
|
||||
// set_disconnect_notify_start --
|
||||
//
|
||||
// The time to wait before the first EVENTCODE_NETWORK_INTERRUPTED timeout
|
||||
// will be sent.
|
||||
//
|
||||
// timeout - The amount of time which needs to elapse without receiving a packet
|
||||
// before the EVENTCODE_NETWORK_INTERRUPTED event is sent.
|
||||
set_disconnect_notify_start :: proc(session: ^Session,
|
||||
timeout: c.int) -> ErrorCode ---
|
||||
|
||||
/*
|
||||
* log --
|
||||
*
|
||||
* Used to write to the ggpo.net log. In the current versions of the
|
||||
* SDK, a log file is only generated if the "quark.log" environment
|
||||
* variable is set to 1. This will change in future versions of the
|
||||
* SDK.
|
||||
*/
|
||||
// log --
|
||||
//
|
||||
// Used to write to the ggpo.net log. In the current versions of the
|
||||
// SDK, a log file is only generated if the "quark.log" environment
|
||||
// variable is set to 1. This will change in future versions of the
|
||||
// SDK.
|
||||
log :: proc(session: ^Session, fmt: cstring, #c_vararg args: ..any) ---
|
||||
/*
|
||||
* logv --
|
||||
*
|
||||
* A varargs compatible version of log. See log for
|
||||
* more details.
|
||||
*/
|
||||
|
||||
// logv --
|
||||
//
|
||||
// A varargs compatible version of log. See log for
|
||||
// more details.
|
||||
logv :: proc(session: ^Session, fmt: cstring, args: c.va_list) ---
|
||||
}
|
||||
Reference in New Issue
Block a user