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526 lines
17 KiB
Odin
526 lines
17 KiB
Odin
package vendor_ggpo
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foreign import lib "GGPO.lib"
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import c "core:c/libc"
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Session :: distinct rawptr
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MAX_PLAYERS :: 4
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MAX_PREDICTION_FRAMES :: 8
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MAX_SPECTATORS :: 32
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SPECTATOR_INPUT_INTERVAL :: 4
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PlayerHandle :: distinct c.int
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PlayerType :: enum c.int {
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LOCAL,
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REMOTE,
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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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Player :: struct {
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size: c.int,
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type: PlayerType,
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player_num: c.int,
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using u: struct #raw_union {
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local: struct {},
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remote: struct {
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ip_address: [32]byte,
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port: u16,
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},
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},
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}
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LocalEndpoint :: struct {
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player_num: c.int,
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}
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ErrorCode :: enum c.int {
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OK = 0,
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SUCCESS = 0,
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GENERAL_FAILURE = -1,
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INVALID_SESSION = 1,
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INVALID_PLAYER_HANDLE = 2,
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PLAYER_OUT_OF_RANGE = 3,
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PREDICTION_THRESHOLD = 4,
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UNSUPPORTED = 5,
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NOT_SYNCHRONIZED = 6,
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IN_ROLLBACK = 7,
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INPUT_DROPPED = 8,
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PLAYER_DISCONNECTED = 9,
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TOO_MANY_SPECTATORS = 10,
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INVALID_REQUEST = 11,
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}
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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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EventCode :: enum c.int {
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CONNECTED_TO_PEER = 1000,
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SYNCHRONIZING_WITH_PEER = 1001,
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SYNCHRONIZED_WITH_PEER = 1002,
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RUNNING = 1003,
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DISCONNECTED_FROM_PEER = 1004,
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TIMESYNC = 1005,
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CONNECTION_INTERRUPTED = 1006,
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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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code: EventCode,
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using u: struct #raw_union {
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connected: struct {
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player: PlayerHandle,
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},
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synchronizing: struct {
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player: PlayerHandle,
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count: c.int,
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total: c.int,
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},
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synchronized: struct {
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player: PlayerHandle,
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},
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disconnected: struct {
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player: PlayerHandle,
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},
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timesync: struct {
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frames_ahead: c.int,
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},
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connection_interrupted: struct {
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player: PlayerHandle,
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disconnect_timeout: c.int,
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},
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connection_resumed: struct {
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player: PlayerHandle,
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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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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: 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: 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: 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: 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: 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: 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: 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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NetworkStats :: struct {
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network: struct {
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send_queue_len: c.int,
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recv_queue_len: c.int,
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ping: c.int,
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kbps_sent: c.int,
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},
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timesync: struct {
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local_frames_behind: c.int,
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remote_frames_behind: c.int,
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},
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}
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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 :: proc(session: ^^Session,
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cb: ^SessionCallbacks,
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game: cstring,
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num_players: c.int,
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input_size: c.int,
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localport: u16) -> ErrorCode ---
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/*
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* add_player --
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*
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* Must be called for each player in the session (e.g. in a 3 player session, must
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* be called 3 times).
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*
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* player - A Player struct used to describe the player.
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*
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* handle - An out parameter to a handle used to identify this player in the future.
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* (e.g. in the on_event callbacks).
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*/
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add_player :: proc(session: ^Session,
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player: ^Player,
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handle: ^PlayerHandle) -> ErrorCode ---
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/*
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* start_synctest --
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*
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* Used to being a new GGPO.net sync test session. During a sync test, every
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* frame of execution is run twice: once in prediction mode and once again to
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* verify the result of the prediction. If the checksums of your save states
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* do not match, the test is aborted.
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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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* frames - The number of frames to run before verifying the prediction. The
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* recommended value is 1.
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*
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*/
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start_synctest :: proc(session: ^^Session,
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cb: ^SessionCallbacks,
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game: cstring,
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num_players: c.int,
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input_size: c.int,
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frames: c.int) -> ErrorCode ---
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/*
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* start_spectating --
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*
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* Start a spectator session.
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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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* host_ip - The IP address of the host who will serve you the inputs for the game. Any
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* player partcipating in the session can serve as a host.
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*
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* host_port - The port of the session on the host
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*/
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start_spectating :: proc(session: ^^Session,
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cb: ^SessionCallbacks,
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game: cstring,
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num_players: c.int,
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input_size: c.int,
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local_port: u16,
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host_ip: cstring,
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host_port: u16) -> ErrorCode ---
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/*
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* close_session --
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* Used to close a session. You must call close_session to
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* free the resources allocated in start_session.
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*/
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close_session :: proc(session: ^Session) -> ErrorCode ---
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/*
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* set_frame_delay --
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*
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* Change the amount of frames ggpo will delay local input. Must be called
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* before the first call to synchronize_input.
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*/
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set_frame_delay :: proc(session: ^Session,
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player: PlayerHandle,
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frame_delay: c.int) -> ErrorCode ---
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/*
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* idle --
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* Should be called periodically by your application to give GGPO.net
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* a chance to do some work. Most packet transmissions and rollbacks occur
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* in idle.
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*
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* timeout - The amount of time GGPO.net is allowed to spend in this function,
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* in milliseconds.
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*/
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idle :: proc(session: ^Session,
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timeout: c.int) -> ErrorCode ---
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/*
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* add_local_input --
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*
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* Used to notify GGPO.net of inputs that should be trasmitted to remote
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* players. add_local_input must be called once every frame for
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* all player of type PLAYERTYPE_LOCAL.
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*
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* player - The player handle returned for this player when you called
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* add_local_player.
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*
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* values - The controller inputs for this player.
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*
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* size - The size of the controller inputs. This must be exactly equal to the
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* size passed into start_session.
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*/
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add_local_input :: proc(session: ^Session,
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player: PlayerHandle,
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values: rawptr,
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size: c.int) -> ErrorCode ---
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/*
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* synchronize_input --
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*
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* You should call synchronize_input before every frame of execution,
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* including those frames which happen during rollback.
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*
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* values - When the function returns, the values parameter will contain
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* inputs for this frame for all players. The values array must be at
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* least (size * players) large.
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*
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* size - The size of the values array.
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*
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* disconnect_flags - Indicated whether the input in slot (1 << flag) is
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* valid. If a player has disconnected, the input in the values array for
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* that player will be zeroed and the i-th flag will be set. For example,
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* if only player 3 has disconnected, disconnect flags will be 8 (i.e. 1 << 3).
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*/
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synchronize_input :: proc(session: ^Session,
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values: rawptr,
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size: c.int,
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disconnect_flags: ^c.int) -> ErrorCode ---
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/*
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* disconnect_player --
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*
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* Disconnects a remote player from a game. Will return ERRORCODE_PLAYER_DISCONNECTED
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* if you try to disconnect a player who has already been disconnected.
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*/
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disconnect_player :: proc(session: ^Session,
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player: PlayerHandle) -> ErrorCode ---
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/*
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* advance_frame --
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*
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* You should call advance_frame to notify GGPO.net that you have
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* advanced your gamestate by a single frame. You should call this everytime
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* you advance the gamestate by a frame, even during rollbacks. GGPO.net
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* may call your save_state callback before this function returns.
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*/
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advance_frame :: proc(session: ^Session) -> ErrorCode ---
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/*
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* get_network_stats --
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*
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* Used to fetch some statistics about the quality of the network connection.
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*
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* player - The player handle returned from the add_player function you used
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* to add the remote player.
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*
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* stats - Out parameter to the network statistics.
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*/
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get_network_stats :: proc(session: ^Session,
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player: PlayerHandle,
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stats: ^NetworkStats) -> ErrorCode ---
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/*
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* set_disconnect_timeout --
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*
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* Sets the disconnect timeout. The session will automatically disconnect
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* from a remote peer if it has not received a packet in the timeout window.
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* You will be notified of the disconnect via a EVENTCODE_DISCONNECTED_FROM_PEER
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* event.
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*
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* Setting a timeout value of 0 will disable automatic disconnects.
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*
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* timeout - The time in milliseconds to wait before disconnecting a peer.
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*/
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set_disconnect_timeout :: proc(session: ^Session,
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timeout: c.int) -> ErrorCode ---
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/*
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* set_disconnect_notify_start --
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*
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* The time to wait before the first EVENTCODE_NETWORK_INTERRUPTED timeout
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* will be sent.
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*
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* timeout - The amount of time which needs to elapse without receiving a packet
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* before the EVENTCODE_NETWORK_INTERRUPTED event is sent.
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*/
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set_disconnect_notify_start :: proc(session: ^Session,
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timeout: c.int) -> ErrorCode ---
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/*
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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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*/
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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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logv :: proc(session: ^Session, fmt: cstring, args: c.va_list) ---
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} |