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authorgingerBill <bill@gingerbill.org>2022-05-09 23:32:23 +0100
committergingerBill <bill@gingerbill.org>2022-05-09 23:32:23 +0100
commit0d4e710b965cb0808f99f6d0fa769f554000c20d (patch)
tree4615528410e0539e5830aacf9434c153564acbfb
parent205aa10b88c7e089dd6ae4bd76a768f4de682fe3 (diff)
Add `vendor:ggpo`
-rw-r--r--vendor/README.md8
-rw-r--r--vendor/ggpo/GGPO.libbin0 -> 3403590 bytes
-rw-r--r--vendor/ggpo/LICENSE21
-rw-r--r--vendor/ggpo/ggpo.odin526
4 files changed, 555 insertions, 0 deletions
diff --git a/vendor/README.md b/vendor/README.md
index 14e91ca89..628ea2727 100644
--- a/vendor/README.md
+++ b/vendor/README.md
@@ -119,6 +119,14 @@ See also LICENSE.txt in the `portmidi` directory itself.
See also LICENSE in the `ENet` directory itself.
+## GGPO
+
+[GGPO](https://www.ggpo.net/) GGPO Rollback Networking SDK.
+
+Zero-input latency networking library for peer-to-peer games.
+
+See also LICENSE in the `GGPO` directory itself.
+
## Botan
[Botan](https://botan.randombit.net/) Crypto and TLS library.
diff --git a/vendor/ggpo/GGPO.lib b/vendor/ggpo/GGPO.lib
new file mode 100644
index 000000000..70feb57da
--- /dev/null
+++ b/vendor/ggpo/GGPO.lib
Binary files differ
diff --git a/vendor/ggpo/LICENSE b/vendor/ggpo/LICENSE
new file mode 100644
index 000000000..49e89062c
--- /dev/null
+++ b/vendor/ggpo/LICENSE
@@ -0,0 +1,21 @@
+The MIT License
+
+Copyright (c) 2009-2019 GroundStorm Studios, LLC. (http://ggpo.net)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE. \ No newline at end of file
diff --git a/vendor/ggpo/ggpo.odin b/vendor/ggpo/ggpo.odin
new file mode 100644
index 000000000..c727e4a67
--- /dev/null
+++ b/vendor/ggpo/ggpo.odin
@@ -0,0 +1,526 @@
+package ggpo
+
+foreign import lib "GGPO.lib"
+
+import c "core:c/libc"
+
+Session :: distinct rawptr
+
+MAX_PLAYERS :: 4
+MAX_PREDICTION_FRAMES :: 8
+MAX_SPECTATORS :: 32
+
+SPECTATOR_INPUT_INTERVAL :: 4
+
+PlayerHandle :: distinct c.int
+PlayerType :: enum c.int {
+ LOCAL,
+ REMOTE,
+ SPECTATOR,
+}
+
+/*
+ * The Player structure used to describe players in add_player
+ *
+ * size: Should be set to the size_of(Player)
+ *
+ * type: One of the PlayerType values describing how inputs should be handled
+ * Local players must have their inputs updated every frame via
+ * add_local_inputs. Remote players values will come over the
+ * network.
+ *
+ * player_num: The player number. Should be between 1 and the number of players
+ * In the game (e.g. in a 2 player game, either 1 or 2).
+ *
+ * If type == PLAYERTYPE_REMOTE:
+ *
+ * remote.ip_address: The ip address of the ggpo session which will host this
+ * player.
+ *
+ * remote.port: The port where udp packets should be sent to reach this player.
+ * All the local inputs for this session will be sent to this player at
+ * ip_address:port.
+ *
+ */
+
+
+Player :: struct {
+ size: c.int,
+ type: PlayerType,
+ player_num: c.int,
+ using u: struct #raw_union {
+ local: struct {},
+ remove: struct {
+ ip_address: [32]byte,
+ port: u16,
+ },
+ },
+}
+
+LocalEndpoint :: struct {
+ player_num: c.int,
+}
+
+ErrorCode :: enum c.int {
+ OK = 0,
+ SUCCESS = 0,
+ GENERAL_FAILURE = -1,
+ INVALID_SESSION = 1,
+ INVALID_PLAYER_HANDLE = 2,
+ PLAYER_OUT_OF_RANGE = 3,
+ PREDICTION_THRESHOLD = 4,
+ UNSUPPORTED = 5,
+ NOT_SYNCHRONIZED = 6,
+ IN_ROLLBACK = 7,
+ INPUT_DROPPED = 8,
+ PLAYER_DISCONNECTED = 9,
+ TOO_MANY_SPECTATORS = 10,
+ INVALID_REQUEST = 11,
+}
+
+INVALID_HANDLE :: PlayerHandle(-1)
+
+/*
+ * The EventCode enumeration describes what type of event just happened.
+ *
+ * CONNECTED_TO_PEER - Handshake with the game running on the
+ * other side of the network has been completed.
+ *
+ * SYNCHRONIZING_WITH_PEER - Beginning the synchronization
+ * process with the client on the other end of the networking. The count
+ * and total fields in the u.synchronizing struct of the Event
+ * object indicate progress.
+ *
+ * SYNCHRONIZED_WITH_PEER - The synchronziation with this
+ * peer has finished.
+ *
+ * RUNNING - All the clients have synchronized. You may begin
+ * sending inputs with synchronize_inputs.
+ *
+ * DISCONNECTED_FROM_PEER - The network connection on
+ * the other end of the network has closed.
+ *
+ * TIMESYNC - The time synchronziation code has determined
+ * that this client is too far ahead of the other one and should slow
+ * down to ensure fairness. The u.timesync.frames_ahead parameter in
+ * the Event object indicates how many frames the client is.
+ *
+ */
+EventCode :: enum c.int {
+ CONNECTED_TO_PEER = 1000,
+ SYNCHRONIZING_WITH_PEER = 1001,
+ SYNCHRONIZED_WITH_PEER = 1002,
+ RUNNING = 1003,
+ DISCONNECTED_FROM_PEER = 1004,
+ TIMESYNC = 1005,
+ CONNECTION_INTERRUPTED = 1006,
+ CONNECTION_RESUMED = 1007,
+}
+
+/*
+ * The Event structure contains an asynchronous event notification sent
+ * by the on_event callback. See EventCode, above, for a detailed
+ * explanation of each event.
+ */
+
+ Event :: struct {
+ code: EventCode,
+ using u: struct #raw_union {
+ connected: struct {
+ player: PlayerHandle,
+ },
+ synchronizing: struct {
+ player: PlayerHandle,
+ count: c.int,
+ total: c.int,
+ },
+ synchronized: struct {
+ player: PlayerHandle,
+ },
+ disconnected: struct {
+ player: PlayerHandle,
+ },
+ timesync: struct {
+ frames_ahead: c.int,
+ },
+ connection_interrupted: struct {
+ player: PlayerHandle,
+ disconnect_timeout: c.int,
+ },
+ connection_resumed: struct {
+ player: PlayerHandle,
+ },
+ },
+}
+
+/*
+ * The SessionCallbacks structure contains the callback functions that
+ * your application must implement. GGPO.net will periodically call these
+ * functions during the game. All callback functions must be implemented.
+ */
+SessionCallbacks :: struct {
+ /*
+ * begin_game callback - This callback has been deprecated. You must
+ * implement it, but should ignore the 'game' parameter.
+ */
+ begin_game: proc "c" (game: cstring) -> bool,
+
+ /*
+ * save_game_state - The client should allocate a buffer, copy the
+ * entire contents of the current game state into it, and copy the
+ * length into the len parameter. Optionally, the client can compute
+ * a checksum of the data and store it in the checksum argument.
+ */
+ save_game_state: proc "c" (buffer: ^[^]byte, len: ^c.int, checksum: ^c.int, frame: c.int) -> bool,
+
+ /*
+ * load_game_state - GGPO.net will call this function at the beginning
+ * of a rollback. The buffer and len parameters contain a previously
+ * saved state returned from the save_game_state function. The client
+ * should make the current game state match the state contained in the
+ * buffer.
+ */
+ load_game_state: proc "c" (buffer: [^]byte, len: c.int) -> bool,
+
+ /*
+ * log_game_state - Used in diagnostic testing. The client should use
+ * the log function to write the contents of the specified save
+ * state in a human readible form.
+ */
+ log_game_state: proc "c" (filename: cstring, buffer: [^]byte, len: c.int) -> bool,
+
+ /*
+ * free_buffer - Frees a game state allocated in save_game_state. You
+ * should deallocate the memory contained in the buffer.
+ */
+ free_buffer: proc "c" (buffer: rawptr),
+
+ /*
+ * advance_frame - Called during a rollback. You should advance your game
+ * state by exactly one frame. Before each frame, call synchronize_input
+ * to retrieve the inputs you should use for that frame. After each frame,
+ * you should call advance_frame to notify GGPO.net that you're
+ * finished.
+ *
+ * The flags parameter is reserved. It can safely be ignored at this time.
+ */
+ advance_frame: proc "c" (flags: c.int) -> bool,
+
+ /*
+ * on_event - Notification that something has happened. See the EventCode
+ * structure above for more information.
+ */
+ on_event: proc "c" (info: ^Event) -> bool,
+}
+
+/*
+ * The NetworkStats function contains some statistics about the current
+ * session.
+ *
+ * network.send_queue_len - The length of the queue containing UDP packets
+ * which have not yet been acknowledged by the end client. The length of
+ * the send queue is a rough indication of the quality of the connection.
+ * The longer the send queue, the higher the round-trip time between the
+ * clients. The send queue will also be longer than usual during high
+ * packet loss situations.
+ *
+ * network.recv_queue_len - The number of inputs currently buffered by the
+ * GGPO.net network layer which have yet to be validated. The length of
+ * the prediction queue is roughly equal to the current frame number
+ * minus the frame number of the last packet in the remote queue.
+ *
+ * network.ping - The roundtrip packet transmission time as calcuated
+ * by GGPO.net. This will be roughly equal to the actual round trip
+ * packet transmission time + 2 the interval at which you call idle
+ * or advance_frame.
+ *
+ * network.kbps_sent - The estimated bandwidth used between the two
+ * clients, in kilobits per second.
+ *
+ * timesync.local_frames_behind - The number of frames GGPO.net calculates
+ * that the local client is behind the remote client at this instant in
+ * time. For example, if at this instant the current game client is running
+ * frame 1002 and the remote game client is running frame 1009, this value
+ * will mostly likely roughly equal 7.
+ *
+ * timesync.remote_frames_behind - The same as local_frames_behind, but
+ * calculated from the perspective of the remote player.
+ *
+ */
+NetworkStats :: struct {
+ network: struct {
+ send_queue_len: c.int,
+ recv_queue_len: c.int,
+ ping: c.int,
+ kbps_sent: c.int,
+ },
+ timesync: struct {
+ local_frames_behind: c.int,
+ remote_frames_behind: c.int,
+ },
+}
+
+@(default_calling_convention="c")
+@(link_prefix="ggpo_")
+foreign lib {
+ /*
+ * start_session --
+ *
+ * Used to being a new GGPO.net session. The ggpo object returned by start_session
+ * uniquely identifies the state for this session and should be passed to all other
+ * functions.
+ *
+ * session - An out parameter to the new ggpo session object.
+ *
+ * cb - A SessionCallbacks structure which contains the callbacks you implement
+ * to help GGPO.net synchronize the two games. You must implement all functions in
+ * cb, even if they do nothing but 'return true';
+ *
+ * game - The name of the game. This is used internally for GGPO for logging purposes only.
+ *
+ * num_players - The number of players which will be in this game. The number of players
+ * per session is fixed. If you need to change the number of players or any player
+ * disconnects, you must start a new session.
+ *
+ * input_size - The size of the game inputs which will be passsed to add_local_input.
+ *
+ * local_port - The port GGPO should bind to for UDP traffic.
+ */
+ start_session :: proc(session: ^^Session,
+ cb: ^SessionCallbacks,
+ game: cstring,
+ num_players: c.int,
+ input_size: c.int,
+ localport: u16) -> ErrorCode ---
+
+
+ /*
+ * add_player --
+ *
+ * Must be called for each player in the session (e.g. in a 3 player session, must
+ * be called 3 times).
+ *
+ * player - A Player struct used to describe the player.
+ *
+ * handle - An out parameter to a handle used to identify this player in the future.
+ * (e.g. in the on_event callbacks).
+ */
+ add_player :: proc(session: ^Session,
+ player: ^Player,
+ handle: ^PlayerHandle) -> ErrorCode ---
+
+
+ /*
+ * start_synctest --
+ *
+ * Used to being a new GGPO.net sync test session. During a sync test, every
+ * frame of execution is run twice: once in prediction mode and once again to
+ * verify the result of the prediction. If the checksums of your save states
+ * do not match, the test is aborted.
+ *
+ * cb - A SessionCallbacks structure which contains the callbacks you implement
+ * to help GGPO.net synchronize the two games. You must implement all functions in
+ * cb, even if they do nothing but 'return true';
+ *
+ * game - The name of the game. This is used internally for GGPO for logging purposes only.
+ *
+ * num_players - The number of players which will be in this game. The number of players
+ * per session is fixed. If you need to change the number of players or any player
+ * disconnects, you must start a new session.
+ *
+ * input_size - The size of the game inputs which will be passsed to add_local_input.
+ *
+ * frames - The number of frames to run before verifying the prediction. The
+ * recommended value is 1.
+ *
+ */
+ start_synctest :: proc(session: ^^Session,
+ cb: ^SessionCallbacks,
+ game: cstring,
+ num_players: c.int,
+ input_size: c.int,
+ frames: c.int) -> ErrorCode ---
+
+
+ /*
+ * start_spectating --
+ *
+ * Start a spectator session.
+ *
+ * cb - A SessionCallbacks structure which contains the callbacks you implement
+ * to help GGPO.net synchronize the two games. You must implement all functions in
+ * cb, even if they do nothing but 'return true';
+ *
+ * game - The name of the game. This is used internally for GGPO for logging purposes only.
+ *
+ * num_players - The number of players which will be in this game. The number of players
+ * per session is fixed. If you need to change the number of players or any player
+ * disconnects, you must start a new session.
+ *
+ * input_size - The size of the game inputs which will be passsed to add_local_input.
+ *
+ * local_port - The port GGPO should bind to for UDP traffic.
+ *
+ * host_ip - The IP address of the host who will serve you the inputs for the game. Any
+ * player partcipating in the session can serve as a host.
+ *
+ * host_port - The port of the session on the host
+ */
+ start_spectating :: proc(session: ^^Session,
+ cb: ^SessionCallbacks,
+ game: cstring,
+ num_players: c.int,
+ input_size: c.int,
+ local_port: u16,
+ host_ip: cstring,
+ host_port: u16) -> ErrorCode ---
+
+ /*
+ * close_session --
+ * Used to close a session. You must call close_session to
+ * free the resources allocated in start_session.
+ */
+ close_session :: proc(session: ^Session) -> ErrorCode ---
+
+
+ /*
+ * set_frame_delay --
+ *
+ * Change the amount of frames ggpo will delay local input. Must be called
+ * before the first call to synchronize_input.
+ */
+ set_frame_delay :: proc(session: ^Session,
+ player: PlayerHandle,
+ frame_delay: c.int) -> ErrorCode ---
+
+ /*
+ * idle --
+ * Should be called periodically by your application to give GGPO.net
+ * a chance to do some work. Most packet transmissions and rollbacks occur
+ * in idle.
+ *
+ * timeout - The amount of time GGPO.net is allowed to spend in this function,
+ * in milliseconds.
+ */
+ idle :: proc(session: ^Session,
+ timeout: c.int) -> ErrorCode ---
+
+ /*
+ * add_local_input --
+ *
+ * Used to notify GGPO.net of inputs that should be trasmitted to remote
+ * players. add_local_input must be called once every frame for
+ * all player of type PLAYERTYPE_LOCAL.
+ *
+ * player - The player handle returned for this player when you called
+ * add_local_player.
+ *
+ * values - The controller inputs for this player.
+ *
+ * size - The size of the controller inputs. This must be exactly equal to the
+ * size passed into start_session.
+ */
+ add_local_input :: proc(session: ^Session,
+ player: PlayerHandle,
+ values: rawptr,
+ size: c.int) -> ErrorCode ---
+
+ /*
+ * synchronize_input --
+ *
+ * You should call synchronize_input before every frame of execution,
+ * including those frames which happen during rollback.
+ *
+ * values - When the function returns, the values parameter will contain
+ * inputs for this frame for all players. The values array must be at
+ * least (size * players) large.
+ *
+ * size - The size of the values array.
+ *
+ * disconnect_flags - Indicated whether the input in slot (1 << flag) is
+ * valid. If a player has disconnected, the input in the values array for
+ * that player will be zeroed and the i-th flag will be set. For example,
+ * if only player 3 has disconnected, disconnect flags will be 8 (i.e. 1 << 3).
+ */
+ synchronize_input :: proc(session: ^Session,
+ values: rawptr,
+ size: c.int,
+ disconnect_flags: ^c.int) -> ErrorCode ---
+
+ /*
+ * disconnect_player --
+ *
+ * Disconnects a remote player from a game. Will return ERRORCODE_PLAYER_DISCONNECTED
+ * if you try to disconnect a player who has already been disconnected.
+ */
+ disconnect_player :: proc(session: ^Session,
+ player: PlayerHandle) -> ErrorCode ---
+
+ /*
+ * advance_frame --
+ *
+ * You should call advance_frame to notify GGPO.net that you have
+ * advanced your gamestate by a single frame. You should call this everytime
+ * you advance the gamestate by a frame, even during rollbacks. GGPO.net
+ * may call your save_state callback before this function returns.
+ */
+ advance_frame :: proc(session: ^Session) -> ErrorCode ---
+
+ /*
+ * get_network_stats --
+ *
+ * Used to fetch some statistics about the quality of the network connection.
+ *
+ * player - The player handle returned from the add_player function you used
+ * to add the remote player.
+ *
+ * stats - Out parameter to the network statistics.
+ */
+ get_network_stats :: proc(session: ^Session,
+ player: PlayerHandle,
+ stats: ^NetworkStats) -> ErrorCode ---
+
+ /*
+ * set_disconnect_timeout --
+ *
+ * Sets the disconnect timeout. The session will automatically disconnect
+ * from a remote peer if it has not received a packet in the timeout window.
+ * You will be notified of the disconnect via a EVENTCODE_DISCONNECTED_FROM_PEER
+ * event.
+ *
+ * Setting a timeout value of 0 will disable automatic disconnects.
+ *
+ * timeout - The time in milliseconds to wait before disconnecting a peer.
+ */
+ set_disconnect_timeout :: proc(session: ^Session,
+ timeout: c.int) -> ErrorCode ---
+
+ /*
+ * set_disconnect_notify_start --
+ *
+ * The time to wait before the first EVENTCODE_NETWORK_INTERRUPTED timeout
+ * will be sent.
+ *
+ * timeout - The amount of time which needs to elapse without receiving a packet
+ * before the EVENTCODE_NETWORK_INTERRUPTED event is sent.
+ */
+ set_disconnect_notify_start :: proc(session: ^Session,
+ timeout: c.int) -> ErrorCode ---
+
+ /*
+ * log --
+ *
+ * Used to write to the ggpo.net log. In the current versions of the
+ * SDK, a log file is only generated if the "quark.log" environment
+ * variable is set to 1. This will change in future versions of the
+ * SDK.
+ */
+ log :: proc(session: ^Session, fmt: cstring, #c_vararg args: ..any) ---
+ /*
+ * logv --
+ *
+ * A varargs compatible version of log. See log for
+ * more details.
+ */
+ logv :: proc(session: ^Session, fmt: cstring, args: c.va_list) ---
+} \ No newline at end of file