Trait backroll::SessionCallbacks [−][src]
pub trait SessionCallbacks<T> where
T: BackrollConfig, { fn save_state(&mut self) -> (T::State, Option<u64>); fn load_state(&mut self, state: &T::State); fn advance_frame(&mut self, input: GameInput<T::Input>); fn handle_event(&mut self, event: BackrollEvent); }
Required methods
fn save_state(&mut self) -> (T::State, Option<u64>)
[src]
fn save_state(&mut self) -> (T::State, Option<u64>)
[src]The client should copy the entire contents of the current game state into a new state struct and return it.
Optionally, the client can compute a 64-bit checksum of the data and return it.
fn load_state(&mut self, state: &T::State)
[src]
fn load_state(&mut self, state: &T::State)
[src]Backroll will call this function at the beginning of a rollback. The argument
provided will be a previously saved state returned from the save_state function.
The client should make the current game state match the state contained in the
argument.
fn advance_frame(&mut self, input: GameInput<T::Input>)
[src]
fn advance_frame(&mut self, input: GameInput<T::Input>)
[src]Called during a rollback. You should advance your game state by exactly one frame.
inputs
will contain the inputs you should use for the given frame.
fn handle_event(&mut self, event: BackrollEvent)
[src]
fn handle_event(&mut self, event: BackrollEvent)
[src]Notification that something has happened. See the [BackcrollEvent]
struct for more information.