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Class Sync

ClassList > Sync

Classes

Type Name
struct Config
struct Event

Public Functions

Type Name
bool AddLocalInput (int queue, GameInput & input)
void AddRemoteInput (int queue, GameInput & input)
void AdjustSimulation (int seek_to)
void CheckSimulation (int timeout)
int GetConfirmedInputs (void * values, int size, int frame)
bool GetEvent (Event & e)
int GetFrameCount ()
bool InRollback ()
void IncrementFrame (void)
void Init (Config & config)
void SetFrameDelay (int queue, int delay)
void SetLastConfirmedFrame (int frame)
Sync (UdpMsg::connect_status * connect_status)
int SynchronizeInputs (void * values, int size)
virtual ~Sync ()

Protected Attributes

Type Name
friend SyncTestBackend
GGPOSessionCallbacks _callbacks
Config _config
RingBuffer< Event, 32 > _event_queue
int _framecount
InputQueue * _input_queues
int _last_confirmed_frame
UdpMsg::connect_status * _local_connect_status
int _max_prediction_frames
bool _rollingback
SavedState _savedstate

Protected Functions

Type Name
bool CheckSimulationConsistency (int * seekTo)
bool CreateQueues (Config & config)
int FindSavedFrameIndex (int frame)
SavedFrame & GetLastSavedFrame ()
void LoadFrame (int frame)
void ResetPrediction (int frameNumber)
void SaveCurrentFrame ()

Public Functions Documentation

function AddLocalInput

bool Sync::AddLocalInput (
    int queue,
    GameInput & input
) 

function AddRemoteInput

void Sync::AddRemoteInput (
    int queue,
    GameInput & input
) 

function AdjustSimulation

void Sync::AdjustSimulation (
    int seek_to
) 

function CheckSimulation

void Sync::CheckSimulation (
    int timeout
) 

function GetConfirmedInputs

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
) 

function SynchronizeInputs

int Sync::SynchronizeInputs (
    void * values,
    int size
) 

function ~Sync

virtual Sync::~Sync () 

Protected Attributes Documentation

variable SyncTestBackend

friend Sync::SyncTestBackend;

variable _callbacks

GGPOSessionCallbacks Sync::_callbacks;

variable _config

Config Sync::_config;

variable _event_queue

RingBuffer<Event, 32> Sync::_event_queue;

variable _framecount

int Sync::_framecount;

variable _input_queues

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

bool Sync::_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