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Session

Struct Session 

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pub struct Session {
Show 18 fields pub name: String, pub wasm: Vec<u8>, pub assets: Assets, pub params: HashMap<String, String>, pub allow_net: bool, pub allow_hosts: Vec<String>, pub fetch: FetchMode, pub app_id: Option<String>, pub save: SaveTarget, pub consent: Option<Consent>, pub manifest: Option<Manifest>, pub mod_requests: Vec<(String, Vec<String>)>, pub storage: Storage, pub load: LoadOptions, pub gl_lib: Option<PathBuf>, pub gl_software: bool, pub gl_stats: bool, pub watch_assets: Vec<AssetWatch>,
}

Fields§

§name: String

shown in logs and the window title

§wasm: Vec<u8>

a .wasm module, or a .cwasm if load.allow_precompiled

§assets: Assets§params: HashMap<String, String>§allow_net: bool§allow_hosts: Vec<String>

with allow_net: only these hosts (--allow-net=a.org,*.b.org; empty: all)

§fetch: FetchMode

gasm:fetch: live, recording or replaying responses (headless)

§app_id: Option<String>

--app-id: the game’s identity in gasm:fetch’s User-Agent

§save: SaveTarget

gasm:files: where the game’s saves for the player go

§consent: Option<Consent>

the window runner: ask the player about hosts and saves the command line didn’t allow

§manifest: Option<Manifest>

the game’s capabilities manifest (embedded, asset gasm.manifest or --manifest)

§mod_requests: Vec<(String, Vec<String>)>

mounted mods whose manifests ask for hosts: (file, hosts); each needs the player’s yes (or hosts –allow-net covers), else it’s unmounted before the game starts

§storage: Storage§load: LoadOptions§gl_lib: Option<PathBuf>

where ANGLE is (gasm:gl games): None searches the usual places (angle::find)

§gl_software: bool

gasm:gl on SwiftShader (software Vulkan) instead of the GPU

§gl_stats: bool

--gl-stats: count gasm:gl calls and print them when the game ends

§watch_assets: Vec<AssetWatch>

--watch-asset name=path: files re-read as assets whenever they change (create each watch before opening its file, so no change is missed)

Implementations§

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impl Session

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pub fn uses_gl(&self) -> bool

Whether the game imports gasm:gl (it then needs ANGLE to draw).

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pub fn open_gl( &self, window: Option<NativeWindow>, size: (u32, u32), ) -> Result<Angle, String>

ANGLE for this session’s gasm:gl game: offscreen at w×h, or in a window.

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pub fn compile_in_background(&self) -> JoinHandle<Result<Module, Stop>>

Instantiate the guest and run its init. reproducible: headless rules (virtual time, fixed random sequence, hashing). gl: the GL that executes a gasm:gl guest’s calls (None: the null GL). Compile the module on a background thread (the window runner shows the splash meanwhile); hand the result to Session::start_compiled.

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pub fn start( self, audio: Option<Box<dyn AudioOut>>, gfx: Gfx, gl: Option<Angle>, reproducible: bool, hashing: bool, ) -> Result<Game, Stop>

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pub fn start_compiled( self, module: Module, audio: Option<Box<dyn AudioOut>>, gfx: Gfx, gl: Option<Angle>, ) -> Result<Game, Stop>

Session::start with a module compiled earlier (compile_in_background).

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