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When GGRS fires DesyncDetected, the host (player_number==0) snapshots the current emulator state, sends it to all peers via the reliable channel as a 'resync_state' message, and pauses the frame loop until all peers acknowledge with 'resync_ready'. Non-host peers ignore the desync event and wait for the host's state. Changes: - Add ResyncState enum (Idle, HostWaiting, ClientLoading) to Netplay - In poll_clients DesyncDetected handler: host creates in-memory savestate, sends resync_state message, enters HostWaiting state - Add check_resync_messages: non-host receives resync_state and enters ClientLoading; host receives resync_ready acks and resets frame when all peers ack - Add process_resync_load: non-host decompresses and loads received state, calls reset_frame, sends resync_ready ack, resumes - Add resyncing state check in advance_frame: pauses frame loop during resync (like disconnected path), with 5s timeout -> disconnect - Add create_savestate_in_memory: serializes Device via postcard + compress without file I/O - Call process_resync_load from vi.rs update_screen before normal frame processing - Add tests: ResyncState default/transitions, message serialization, timeout logic, ack tracking Based on issue-5 branch (includes GGRS frame reset from #5). Closes #6 |
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| .. | ||
| compat | ||
| device | ||
| ui | ||
| cheats.rs | ||
| device.rs | ||
| lib.rs | ||
| main.rs | ||
| netplay.rs | ||
| retroachievements.rs | ||
| savestates.rs | ||
| ui.rs | ||