ggrs 0.11.1

GGRS is a reimagination of GGPO, enabling P2P rollback networking in Rust. Rollback to the future!
Documentation
use serde::{Deserialize, Serialize};

use crate::{Frame, NULL_FRAME};

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub(crate) struct ConnectionStatus {
    pub disconnected: bool,
    pub last_frame: Frame,
}

impl Default for ConnectionStatus {
    fn default() -> Self {
        Self {
            disconnected: false,
            last_frame: NULL_FRAME,
        }
    }
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct SyncRequest {
    pub random_request: u32, // please reply back with this random data
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct SyncReply {
    pub random_reply: u32, // here's your random data back
}

#[derive(Clone, PartialEq, Eq, Serialize, Deserialize)]
pub(crate) struct Input {
    pub peer_connect_status: Vec<ConnectionStatus>,
    pub disconnect_requested: bool,
    pub start_frame: Frame,
    pub ack_frame: Frame,
    pub bytes: Vec<u8>,
}

impl Default for Input {
    fn default() -> Self {
        Self {
            peer_connect_status: Vec::new(),
            disconnect_requested: false,
            start_frame: NULL_FRAME,
            ack_frame: NULL_FRAME,
            bytes: Vec::new(),
        }
    }
}

impl std::fmt::Debug for Input {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("Input")
            .field("peer_connect_status", &self.peer_connect_status)
            .field("disconnect_requested", &self.disconnect_requested)
            .field("start_frame", &self.start_frame)
            .field("ack_frame", &self.ack_frame)
            .field("bytes", &BytesDebug(&self.bytes))
            .finish()
    }
}
struct BytesDebug<'a>(&'a [u8]);

impl<'a> std::fmt::Debug for BytesDebug<'a> {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.write_str("0x")?;
        for byte in self.0 {
            write!(f, "{:02x}", byte)?;
        }
        Ok(())
    }
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub(crate) struct InputAck {
    pub ack_frame: Frame,
}

impl Default for InputAck {
    fn default() -> Self {
        Self {
            ack_frame: NULL_FRAME,
        }
    }
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct QualityReport {
    /// Frame advantage of other player.
    ///
    /// While on the one hand 2 bytes is overkill for a value that is typically in the range of say
    /// -8 to 8 (for the default prediction window size of 8), on the other hand if we don't get a
    /// chance to read quality reports for a time (due to being paused in a background tab, or
    /// someone stepping through code in a debugger) then it is easy to exceed the range of a signed
    /// 1 byte integer at common FPS values.
    ///
    /// So by using an i16 instead of an i8, we can avoid clamping the value for +/- ~32k frames, or
    /// about +/- 524 seconds of frame advantage - and after 500+ seconds it's a pretty reasonable
    /// assumption that the other player will have been disconnected, or at least that they're so
    /// far ahead/behind that clamping the value to an i16 won't matter for any practical purpose.
    pub frame_advantage: i16,
    pub ping: u128,
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct QualityReply {
    pub pong: u128,
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct ChecksumReport {
    pub checksum: u128,
    pub frame: Frame,
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub(crate) struct MessageHeader {
    pub magic: u16,
}

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub(crate) enum MessageBody {
    SyncRequest(SyncRequest),
    SyncReply(SyncReply),
    Input(Input),
    InputAck(InputAck),
    QualityReport(QualityReport),
    QualityReply(QualityReply),
    ChecksumReport(ChecksumReport),
    KeepAlive,
}

/// A messages that [`NonBlockingSocket`] sends and receives. When implementing [`NonBlockingSocket`],
/// you should deserialize received messages into this `Message` type and pass them.
///
/// [`NonBlockingSocket`]: crate::NonBlockingSocket
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct Message {
    pub(crate) header: MessageHeader,
    pub(crate) body: MessageBody,
}