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I've been testing GGPO on my current game project and ran into a roadblock. Specifically, in regard to a session with only local players, it seems like GGPO will always return GGPO_ERRORCODE_NOT_SYNCHRONIZED
when trying to add inputs or synchronize inputs.
After spending some time trying to find the source of my issues, I caught this code and comment:
p2p.cpp
void
Peer2PeerBackend::AddRemotePlayer(char *ip,
int port,
int queue)
{
/*
* Start the state machine (xxx: no)
*/
_synchronizing = true;
_endpoints[queue].Init(&_udp, _poll, queue, ip, port, _local_connect_status);
_endpoints[queue].SetDisconnectTimeout(_disconnect_timeout);
_endpoints[queue].SetDisconnectNotifyStart(_disconnect_notify_start);
_endpoints[queue].Synchronize();
}
So it seems to me that GGPO only enters its internal synchronization state machine when at least one remote player is added to the game session. Is this correct? So if I wanted to simulate an online game for local play (I.E. uses the GGPO synchronize_inputs
to respect frame delay settings) how would this be achieved?
MIfeanyi and martinstarman
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