pub struct PortalHost { /* private fields */ }Expand description
The shell’s half of a portal: requests out, host facts in, one gate.
Implementations§
Source§impl PortalHost
impl PortalHost
Sourcepub fn new(portal: Box<dyn Portal>) -> Self
pub fn new(portal: Box<dyn Portal>) -> Self
A host over portal. A cloud push may be sent as soon as the game has
something to store.
Sourcepub fn pull_first(portal: Box<dyn Portal>) -> Self
pub fn pull_first(portal: Box<dyn Portal>) -> Self
A host over portal that refuses cloud pushes until a read has
resolved.
A game that loads its save and autosaves on every change wants this: a push that lands before the read would store a fresh default over the save the player came back for.
Sourcepub fn none() -> Self
pub fn none() -> Self
The host a build without a portal gets: every request is refused with
Refusal::NoPortal, nothing hangs, and the gate suspends only for what
the game itself reports.
Sourcepub fn status(&self) -> PortalStatus
pub fn status(&self) -> PortalStatus
What the host can do right now.
Sourcepub fn view(&self) -> PortalView
pub fn view(&self) -> PortalView
The portal’s half of the gate.
Sourcepub fn loaded(&mut self)
pub fn loaded(&mut self)
The load finished. The host is told on the first playable frame, see
PortalHost::ready, because a host that removes its loading overlay
on game_ready must remove it over a frame the player can see.
Sourcepub fn ready(&mut self) -> Result<bool, Refusal>
pub fn ready(&mut self) -> Result<bool, Refusal>
The first playable frame is up: send game_ready, once.
Returns whether this call sent it. false means there was nothing to
send: a second call, or one made before PortalHost::loaded. The host
rejects a second game_ready, and nothing in the bridge can report that
rejection, so this never sends one.
Sourcepub fn notify(&mut self, notice: HostNotice) -> Result<(), Refusal>
pub fn notify(&mut self, notice: HostNotice) -> Result<(), Refusal>
Tell the host something itself. The gate sends the gameplay notices on its own; this is for a game that has something else to say.
Sourcepub fn update(&mut self, dt: Duration)
pub fn update(&mut self, dt: Duration)
Advance the portal by one frame: read the lifecycle, hand the backend’s inbox over, and release an ad that outlived its deadline.
Call once per frame, suspended or not: the ad deadline has to run while the game is held by the ad.
Sourcepub fn gate(&mut self, game: GameState) -> Suspend
pub fn gate(&mut self, game: GameState) -> Suspend
Settle this frame’s gate, and tell the host when the answer changed.
Sourcepub fn take_reports(&mut self) -> Vec<PortalReport>
pub fn take_reports(&mut self) -> Vec<PortalReport>
Everything the shell decided since the last call.
Sourcepub fn show_ad(
&mut self,
kind: AdKind,
placement: Option<&str>,
) -> Result<(), AdRefused>
pub fn show_ad( &mut self, kind: AdKind, placement: Option<&str>, ) -> Result<(), AdRefused>
Ask the host for an ad. placement names a placement from the game’s
config; None asks for the one the config declares.
A taken request holds gameplay the next time the gate is settled, see
PortalHost::ad_pending, and ends in a
PortalReport::AdFinished whichever way the host takes it.
A refused rewarded ad pays nothing. A game that wants to be generous where no ad can run (the games’ desktop rule: an offline rewarded break always pays out) grants the reward from that refusal itself, because the policy is the game’s and not the portal’s.
Sourcepub fn ad_pending(&self) -> bool
pub fn ad_pending(&self) -> bool
Whether an ad is in flight: taken, and not finished or released yet.
Sourcepub fn ad_visible(&self) -> bool
pub fn ad_visible(&self) -> bool
Whether the host reported an ad on screen.
Sourcepub fn cloud_pull(&mut self) -> Result<(), Refusal>
pub fn cloud_pull(&mut self) -> Result<(), Refusal>
Ask for the stored save. The answer arrives as
PortalReport::CloudPulled.
Sourcepub fn cloud_push(&mut self, payload: &[u8]) -> Result<(), CloudRefused>
pub fn cloud_push(&mut self, payload: &[u8]) -> Result<(), CloudRefused>
Store this payload under the game’s cloud key. The answer arrives as
PortalReport::CloudStored.
The payload is opaque here, and the game’s save type stays out of the
portal: what goes up is what comes back from
PortalReport::CloudPulled, byte for byte, so a game hands over its
own serialized save and parses it back itself.
Sourcepub fn cloud_ready(&self) -> bool
pub fn cloud_ready(&self) -> bool
Whether a cloud read has resolved: the host answered, nothing stored counting as an answer, or it has no cloud at all.
A read the host refused is not an answer: it may have been transient, and the save it would have returned may be up there.
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for PortalHost
impl !Send for PortalHost
impl !Sync for PortalHost
impl !UnwindSafe for PortalHost
impl Freeze for PortalHost
impl Unpin for PortalHost
impl UnsafeUnpin for PortalHost
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