Enum ggrs::GgrsRequest
source · pub enum GgrsRequest<T>where
T: Config,{
SaveGameState {
cell: GameStateCell<T::State>,
frame: Frame,
},
LoadGameState {
cell: GameStateCell<T::State>,
frame: Frame,
},
AdvanceFrame {
inputs: Vec<(T::Input, InputStatus)>,
},
}
Expand description
Requests that you can receive from the session. Handling them is mandatory.
Variants§
SaveGameState
You should save the current gamestate in the cell
provided to you. The given frame
is a sanity check: The gamestate you save should be from that frame.
Fields
§
cell: GameStateCell<T::State>
Use cell.save(...)
to save your state.
LoadGameState
You should load the gamestate in the cell
provided to you. The given frame
is a sanity check: The gamestate you load should be from that frame.
Fields
§
cell: GameStateCell<T::State>
Use cell.load()
to load your state.
AdvanceFrame
You should advance the gamestate with the inputs
provided to you.
Disconnected players are indicated by having NULL_FRAME
instead of the correct current frame in their input.
Fields
§
inputs: Vec<(T::Input, InputStatus)>
Contains inputs and input status for each player.
Auto Trait Implementations§
impl<T> Freeze for GgrsRequest<T>
impl<T> !RefUnwindSafe for GgrsRequest<T>
impl<T> Send for GgrsRequest<T>
impl<T> Sync for GgrsRequest<T>
impl<T> Unpin for GgrsRequest<T>
impl<T> !UnwindSafe for GgrsRequest<T>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more