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@@ -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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+
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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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package vendor_ggpo
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foreign import lib "GGPO.lib"
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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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SPECTATOR,
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}
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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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-
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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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Player :: struct {
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size: c.int,
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size: c.int,
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type: PlayerType,
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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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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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EventCode :: enum c.int {
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CONNECTED_TO_PEER = 1000,
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CONNECTED_TO_PEER = 1000,
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SYNCHRONIZING_WITH_PEER = 1001,
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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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CONNECTION_RESUMED = 1007,
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}
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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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-
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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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code: EventCode,
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using u: struct #raw_union {
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using u: struct #raw_union {
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connected: struct {
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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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}
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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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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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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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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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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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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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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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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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on_event: proc "c" (info: ^Event) -> bool,
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}
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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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NetworkStats :: struct {
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network: struct {
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network: struct {
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send_queue_len: c.int,
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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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@(default_calling_convention="c")
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@(link_prefix="ggpo_")
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@(link_prefix="ggpo_")
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foreign lib {
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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
|
|
|
|
- * 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.
|
|
|
|
- */
|
|
|
|
|
|
+ // start_session --
|
|
|
|
+ //
|
|
|
|
+ // Used to being a new GGPO.net session. The ggpo object returned by start_session
|
|
|
|
+ // uniquely identifies the state for this session and should be passed to all other
|
|
|
|
+ // functions.
|
|
|
|
+ //
|
|
|
|
+ // session - An out parameter to the new ggpo session object.
|
|
|
|
+ //
|
|
|
|
+ // 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.
|
|
start_session :: proc(session: ^^Session,
|
|
start_session :: proc(session: ^^Session,
|
|
cb: ^SessionCallbacks,
|
|
cb: ^SessionCallbacks,
|
|
game: cstring,
|
|
game: cstring,
|
|
@@ -294,17 +277,15 @@ foreign lib {
|
|
localport: u16) -> ErrorCode ---
|
|
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,
|
|
add_player :: proc(session: ^Session,
|
|
player: ^Player,
|
|
player: ^Player,
|
|
handle: ^PlayerHandle) -> ErrorCode ---
|
|
handle: ^PlayerHandle) -> ErrorCode ---
|
|
@@ -342,30 +323,28 @@ foreign lib {
|
|
frames: c.int) -> ErrorCode ---
|
|
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,
|
|
start_spectating :: proc(session: ^^Session,
|
|
cb: ^SessionCallbacks,
|
|
cb: ^SessionCallbacks,
|
|
game: cstring,
|
|
game: cstring,
|
|
@@ -375,152 +354,129 @@ foreign lib {
|
|
host_ip: cstring,
|
|
host_ip: cstring,
|
|
host_port: u16) -> ErrorCode ---
|
|
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 ---
|
|
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,
|
|
set_frame_delay :: proc(session: ^Session,
|
|
player: PlayerHandle,
|
|
player: PlayerHandle,
|
|
frame_delay: c.int) -> ErrorCode ---
|
|
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,
|
|
idle :: proc(session: ^Session,
|
|
timeout: c.int) -> ErrorCode ---
|
|
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,
|
|
add_local_input :: proc(session: ^Session,
|
|
player: PlayerHandle,
|
|
player: PlayerHandle,
|
|
values: rawptr,
|
|
values: rawptr,
|
|
size: c.int) -> ErrorCode ---
|
|
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,
|
|
synchronize_input :: proc(session: ^Session,
|
|
values: rawptr,
|
|
values: rawptr,
|
|
size: c.int,
|
|
size: c.int,
|
|
disconnect_flags: ^c.int) -> ErrorCode ---
|
|
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,
|
|
disconnect_player :: proc(session: ^Session,
|
|
player: PlayerHandle) -> ErrorCode ---
|
|
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 ---
|
|
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,
|
|
get_network_stats :: proc(session: ^Session,
|
|
player: PlayerHandle,
|
|
player: PlayerHandle,
|
|
stats: ^NetworkStats) -> ErrorCode ---
|
|
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,
|
|
set_disconnect_timeout :: proc(session: ^Session,
|
|
timeout: c.int) -> ErrorCode ---
|
|
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,
|
|
set_disconnect_notify_start :: proc(session: ^Session,
|
|
timeout: c.int) -> ErrorCode ---
|
|
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.
|
|
|
|
- */
|
|
|
|
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+ // log --
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+ //
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+ // Used to write to the ggpo.net log. In the current versions of the
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+ // SDK, a log file is only generated if the "quark.log" environment
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+ // variable is set to 1. This will change in future versions of the
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+ // SDK.
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log :: proc(session: ^Session, fmt: cstring, #c_vararg args: ..any) ---
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log :: proc(session: ^Session, fmt: cstring, #c_vararg args: ..any) ---
|
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- /*
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- * logv --
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- *
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- * A varargs compatible version of log. See log for
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- * more details.
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- */
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+
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+ // logv --
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|
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+ //
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|
|
+ // A varargs compatible version of log. See log for
|
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|
|
+ // more details.
|
|
logv :: proc(session: ^Session, fmt: cstring, args: c.va_list) ---
|
|
logv :: proc(session: ^Session, fmt: cstring, args: c.va_list) ---
|
|
}
|
|
}
|