Struct bones_framework::networking::socket::Socket
source · pub struct Socket {
pub connections: [Option<Connection>; 4],
pub ggrs_receiver: Receiver<(usize, GameMessage)>,
pub reliable_receiver: Receiver<(usize, Vec<u8>)>,
pub player_idx: usize,
pub player_count: usize,
pub match_id: u8,
}
Expand description
The NetworkSocket
implementation.
Fields§
§connections: [Option<Connection>; 4]
§ggrs_receiver: Receiver<(usize, GameMessage)>
§reliable_receiver: Receiver<(usize, Vec<u8>)>
§player_idx: usize
§player_count: usize
§match_id: u8
ID for current match, messages received that do not match ID are dropped.
Implementations§
Trait Implementations§
source§impl NetworkSocket for Socket
impl NetworkSocket for Socket
source§fn send_reliable(&self, target: SocketTarget, message: &[u8])
fn send_reliable(&self, target: SocketTarget, message: &[u8])
Send a reliable message to the given
SocketTarget
.source§fn recv_reliable(&self) -> Vec<(usize, Vec<u8>)>
fn recv_reliable(&self) -> Vec<(usize, Vec<u8>)>
Receive reliable messages from other players. The
usize
is the index of the player that
sent the message.source§fn ggrs_socket(&self) -> Self
fn ggrs_socket(&self) -> Self
Get a GGRS socket from this network socket.
source§fn player_idx(&self) -> usize
fn player_idx(&self) -> usize
Get the player index of the local player.
source§fn player_count(&self) -> usize
fn player_count(&self) -> usize
Get the player count for this network match.
source§fn player_is_local(&self) -> [bool; 4]
fn player_is_local(&self) -> [bool; 4]
Return, for every player index, whether the player is a local player.
source§fn increment_match_id(&mut self)
fn increment_match_id(&mut self)
Increment match id so messages from previous match that are still in flight
will be filtered out. Used when starting new session with existing socket.
Auto Trait Implementations§
impl RefUnwindSafe for Socket
impl Send for Socket
impl Sync for Socket
impl Unpin for Socket
impl UnwindSafe for Socket
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