I apologize if this might be a stupid question, but I am having troubles in implementing this library in a sample project of mine.
While running the vectorwar demo, everything seems to work fine, without issues. I can compile and execute the game without troubles and the synchronization via GGPO works flawlessly.
However, when I try to implement GGPO in my own project, after the connection between the players has been established (GGPO_EVENTCODE_RUNNING has been issued), whenever I call a _ggpo_add_localinput command, it always fails with the above return value (GGPO_ERRORCODE_PREDICTION_THRESHOLD).
Is there any step I have to perform between the first time I receive a GGPO_EVENTCODE_RUNNING and the first _ggpo_add_localinput / _ggpo_synchronizeinput that I am missing?
If not, what could be the cause of this error?
To summarize:
I start the session with _ggpo_startsession (result = GGPO_ERRORCODE_SUCCESS)
add the two players with _ggpo_addplayer (result = GGPO_ERRORCODE_SUCCESS)
call for _ggpo_advanceframe (result = GGPO_ERRORCODE_SUCCESS) at 60fps. Otherwise, call _ggpoidle
the two players connect and I get the events GGPO_EVENTCODE_SYNCHRONIZED_WITH_PEER, then GGPO_EVENTCODE_RUNNING
after this, whenever I call _ggpo_add_localinput, it fails with result GGPO_ERRORCODE_PREDICTION_THRESHOLD, thus preventing synchronization between the clients.
The above issue happens even when running two instances of the game on the same machine, on different ports.
I apologize if this might be a stupid question, but I am having troubles in implementing this library in a sample project of mine. While running the vectorwar demo, everything seems to work fine, without issues. I can compile and execute the game without troubles and the synchronization via GGPO works flawlessly. However, when I try to implement GGPO in my own project, after the connection between the players has been established (GGPO_EVENTCODE_RUNNING has been issued), whenever I call a _ggpo_add_localinput command, it always fails with the above return value (GGPO_ERRORCODE_PREDICTION_THRESHOLD). Is there any step I have to perform between the first time I receive a GGPO_EVENTCODE_RUNNING and the first _ggpo_add_localinput / _ggpo_synchronizeinput that I am missing? If not, what could be the cause of this error?
To summarize:
The above issue happens even when running two instances of the game on the same machine, on different ports.