Class Sync
ClassList > Sync
Classes
Public Functions
Protected Attributes
Protected Functions
Public Functions Documentation
bool Sync::AddLocalInput (
int queue,
GameInput & input
)
void Sync::AddRemoteInput (
int queue,
GameInput & input
)
function AdjustSimulation
void Sync::AdjustSimulation (
int seek_to
)
function CheckSimulation
void Sync::CheckSimulation (
int timeout
)
int Sync::GetConfirmedInputs (
void * values,
int size,
int frame
)
function GetEvent
bool Sync::GetEvent (
Event & e
)
function GetFrameCount
inline int Sync::GetFrameCount ()
function InRollback
inline bool Sync::InRollback ()
function IncrementFrame
void Sync::IncrementFrame (
void
)
function Init
void Sync::Init (
Config & config
)
function SetFrameDelay
void Sync::SetFrameDelay (
int queue,
int delay
)
function SetLastConfirmedFrame
void Sync::SetLastConfirmedFrame (
int frame
)
function Sync
Sync::Sync (
UdpMsg::connect_status * connect_status
)
int Sync::SynchronizeInputs (
void * values,
int size
)
function ~Sync
Protected Attributes Documentation
variable SyncTestBackend
friend Sync::SyncTestBackend;
variable _callbacks
GGPOSessionCallbacks Sync::_callbacks;
variable _config
variable _event_queue
RingBuffer<Event, 32> Sync::_event_queue;
variable _framecount
InputQueue* Sync::_input_queues;
variable _last_confirmed_frame
int Sync::_last_confirmed_frame;
variable _local_connect_status
UdpMsg::connect_status* Sync::_local_connect_status;
variable _max_prediction_frames
int Sync::_max_prediction_frames;
variable _rollingback
variable _savedstate
SavedState Sync::_savedstate;
Protected Functions Documentation
function CheckSimulationConsistency
bool Sync::CheckSimulationConsistency (
int * seekTo
)
function CreateQueues
bool Sync::CreateQueues (
Config & config
)
function FindSavedFrameIndex
int Sync::FindSavedFrameIndex (
int frame
)
function GetLastSavedFrame
SavedFrame & Sync::GetLastSavedFrame ()
function LoadFrame
void Sync::LoadFrame (
int frame
)
function ResetPrediction
void Sync::ResetPrediction (
int frameNumber
)
function SaveCurrentFrame
void Sync::SaveCurrentFrame ()
The documentation for this class was generated from the following file C:/Users/wistf/Unreal Projects/NightSkyEngine/Plugins/NightSkyEngine/Source/GGPOUE4/Private/sync.h