Struct ggrs::SyncTestSession[][src]

pub struct SyncTestSession { /* fields omitted */ }
Expand description

During a SyncTestSession, GGRS will simulate a rollback every frame and resimulate the last n states, where n is the given check distance. The resimulated checksums will be compared with the original checksums and report if there was a mismatch.

Implementations

In a sync test, this will advance the state by a single frame and afterwards rollback check_distance amount of frames, resimulate and compare checksums with the original states. Returns an order-sensitive Vec<GGRSRequest>. You should fulfill all requests in the exact order they are provided. Failure to do so will cause panics later.

Errors

  • Returns InvalidHandle if the provided player handle is higher than the number of players.
  • Returns MismatchedChecksumError if checksums don’t match after resimulation.

Change the amount of frames GGRS will delay the inputs for a player.

Errors

Returns InvalidHandle if the provided player handle is higher than the number of players. Returns InvalidRequest if the provided player handle refers to a remote player.

Trait Implementations

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Auto Trait Implementations

Blanket Implementations

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Performs the conversion.

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The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.