| ReadyEvent Overview | 
Signal that an event is ready to proceed  ReadyEventlets you toggle ready or unready on a numbered event for a peer to peer system. It handles the networking telling you which system(s) are ready, and if all systems are ready. The non-trivial problem that it solves is to validate that all systems know that all other systems are ready, not just that all systems you know about are ready. To clarify, if A is connected to B and C, and B and C broadcast that they are ready, A knows that B and C are ready. However, A would not normally know that the packet from B to C has arrived, which it may not have due to latency or packetloss. The problem with this is that A may start sending some kind of start gameplay packets to B and C, yet B and C each thought the other was not ready yet. ReadyEvent solves this in two stages. In the first stage, it waits for all systems we know about to be ready. In the second stage, a message is sent querying if all systems we are connected to are also in that state. ReadyEvent::IsEventCompletionProcessing() will return true during the second stage. After the second stage, ID_READY_EVENT_ALL_SET is returned to the user. Example usage:
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