# Sessions
GGRS provides three session types. All are constructed with [`SessionBuilder`](https://docs.rs/ggrs/latest/ggrs/struct.SessionBuilder.html).
## Session Types
### `P2PSession`
The main session type for multiplayer games. All participating clients create their own `P2PSession` and connect to each other in a peer-to-peer mesh. Each client sends only its own local inputs; GGRS handles prediction and rollback transparently. The prediction strategy is controlled by the `InputPredictor` type on your `Config` — see [Setup](setup.md#input-prediction).
### `SpectatorSession`
Connects to an existing host running a `P2PSession`. The host broadcasts all confirmed inputs to the spectator, who can reproduce the game state locally without contributing any input. The spectator does not affect the game.
### `SyncTestSession`
A local-only session for testing determinism. On every frame, GGRS simulates a rollback and re-runs the last *n* frames (where *n* is the check distance), then compares checksums. No network is involved. Use this during development to verify that your save/load/advance logic is correct and deterministic.
---
## Building a Session
All sessions are created through `SessionBuilder`. The builder is consumed by the `start_*` methods.
### P2P Session
```rust
use ggrs::{SessionBuilder, PlayerType, UdpNonBlockingSocket};
let socket = UdpNonBlockingSocket::bind_to_port(7000)
.expect("failed to bind socket");
let mut session = SessionBuilder::<GgrsConfig>::new()
.with_num_players(2)?
.with_fps(60)?
.with_input_delay(2)
.add_player(PlayerType::Local, 0)?
.add_player(PlayerType::Remote("127.0.0.1:7001".parse()?), 1)?
.start_p2p_session(socket)?;
```
### Spectator Session
```rust
let socket = UdpNonBlockingSocket::bind_to_port(7002)
.expect("failed to bind socket");
let host_addr: std::net::SocketAddr = "127.0.0.1:7000".parse()?;
let mut session = SessionBuilder::<GgrsConfig>::new()
.with_num_players(2)?
.start_spectator_session(host_addr, socket);
```
### SyncTest Session
```rust
let mut session = SessionBuilder::<GgrsConfig>::new()
.with_num_players(2)?
.with_check_distance(7)
.start_synctest_session()?;
```
---
## Common Builder Options
| `with_num_players(n)` | 2 | Total number of players (not counting spectators). Must be at least 1. Revalidates already-added handles. |
| `with_fps(fps)` | 60 | Expected update frequency. Used for frame synchronization heuristics. |
| `with_input_delay(n)` | 0 | Frames of artificial delay applied to local input. Reduces rollbacks in rollback mode. In lockstep mode, this schedules local input ahead while the public session frame remains the game frame. |
| `with_max_prediction_window(n)` | 8 | Maximum frames GGRS will predict ahead. Set to `0` for conservative lockstep mode: no prediction, no rollbacks, game stalls until all remote inputs are confirmed. Use `P2PSession::advance_frame_with_wait` for a bounded wait that can reduce poll-phase stalls. |
| `with_sparse_saving_mode(bool)` | false | Only save state at the last confirmed frame. See [Sparse Saving](sparse-saving.md). |
| `with_desync_detection_mode(mode)` | Off | Enable checksum-based desync detection. `DesyncDetection::On` requires an interval higher than 0. See [`DesyncDetection`](https://docs.rs/ggrs/latest/ggrs/enum.DesyncDetection.html). |
| `with_disconnect_timeout(duration)` | 2s | How long without packets before a remote peer is disconnected. |
| `with_disconnect_notify_delay(duration)` | 500ms | How long before a `NetworkInterrupted` event is sent. |
| `with_max_frames_behind(n)` | 10 | Spectator catch-up threshold. If a spectator is more than this many confirmed frames behind the host, it catches up faster. |
| `with_catchup_speed(n)` | 1 | Maximum spectator frames advanced per `advance_frame()` call during catch-up. Must be at least 1. |
---
## Multiple Local Players
GGRS supports multiple players on the same client (e.g., two gamepads on one machine). Add multiple `PlayerType::Local` entries with different handles:
```rust
let session = SessionBuilder::<GgrsConfig>::new()
.with_num_players(3)?
.add_player(PlayerType::Local, 0)? // local player 1
.add_player(PlayerType::Local, 1)? // local player 2 (same machine)
.add_player(PlayerType::Remote(remote_addr), 2)?
.start_p2p_session(socket)?;
```
Call `add_local_input` once per local handle before calling `advance_frame`.
---
## Runtime Input Delay
Input delay can also be adjusted during a running `P2PSession` with `set_input_delay(local_handle, delay)`. Decreasing delay may drop inputs that now land before the newest queued frame. Increasing delay fills the gap by repeating the last known input so remote peers still receive consecutive frames.
---
## Session State
After construction, a `P2PSession` starts in `SessionState::Synchronizing`. During this phase, GGRS exchanges sync packets with remote peers. Once synchronized, the session moves to `SessionState::Running` and begins accepting inputs.
```rust
if session.current_state() == ggrs::SessionState::Running {
// safe to advance frames
}
```
See [Main Loop](main-loop.md) for how to structure your game loop around this.