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SaveMode

Enum SaveMode 

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pub enum SaveMode {
    EveryFrame,
    Sparse,
}
Expand description

Controls how game states are saved for rollback.

This enum replaces the boolean sparse_saving parameter for improved API clarity. Using an enum makes the code self-documenting and prevents accidentally passing the wrong boolean value.

§Choosing a Save Mode

  • SaveMode::EveryFrame (default): Saves state every frame. Best when:

    • State serialization is fast
    • You want minimal rollback distance
    • You have sufficient memory for frame history
  • SaveMode::Sparse: Only saves the minimum confirmed frame. Best when:

    • State serialization is expensive (complex game state)
    • You want to minimize save overhead
    • You can tolerate potentially longer rollbacks

§Example

use fortress_rollback::{SessionBuilder, SaveMode, Config};

// For games with expensive state serialization
let builder = SessionBuilder::<MyConfig>::new()
    .with_save_mode(SaveMode::Sparse);

// For games with fast state serialization (default)
let builder = SessionBuilder::<MyConfig>::new()
    .with_save_mode(SaveMode::EveryFrame);

Variants§

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EveryFrame

Save game state every frame.

This is the default mode. It provides the shortest possible rollback distance since the most recent confirmed state is always available. However, it requires a save operation every frame, which may be expensive for complex game states.

Use this mode when:

  • Your game state is small or fast to serialize
  • You want minimal rollback distance
  • You have sufficient memory for the frame history
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Sparse

Only save the minimum confirmed frame.

In this mode, only the frame for which all inputs from all players are confirmed correct will be saved. This dramatically reduces the number of save operations but may result in longer rollbacks when predictions are incorrect.

Use this mode when:

  • Saving your game state is expensive (large or complex state)
  • Advancing the game state is relatively cheap
  • You can tolerate longer rollbacks in exchange for fewer saves

Trait Implementations§

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impl Clone for SaveMode

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fn clone(&self) -> SaveMode

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SaveMode

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SaveMode

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fn default() -> SaveMode

Returns the “default value” for a type. Read more
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impl Display for SaveMode

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Hash for SaveMode

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for SaveMode

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fn eq(&self, other: &SaveMode) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for SaveMode

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impl Eq for SaveMode

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impl StructuralPartialEq for SaveMode

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where T: 'static + ?Sized,

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impl<T> CloneToUninit for T
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn from(t: T) -> T

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type Owned = T

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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