mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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262 lines
10 KiB
C++
262 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __PACKET_PROCESSOR_H__
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#define __PACKET_PROCESSOR_H__
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/*
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================================================
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idPacketProcessor
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================================================
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*/
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class idPacketProcessor {
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public:
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static const int RETURN_TYPE_NONE = 0;
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static const int RETURN_TYPE_OOB = 1;
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static const int RETURN_TYPE_INBAND = 2;
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typedef uint16 sessionId_t;
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static const int NUM_LOBBY_TYPE_BITS = 2;
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static const int LOBBY_TYPE_MASK = ( 1 << NUM_LOBBY_TYPE_BITS ) - 1;
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static const sessionId_t SESSION_ID_INVALID = 0;
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static const sessionId_t SESSION_ID_CONNECTIONLESS_PARTY = 1;
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static const sessionId_t SESSION_ID_CONNECTIONLESS_GAME = 2;
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static const sessionId_t SESSION_ID_CONNECTIONLESS_GAME_STATE = 3;
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static const int BANDWIDTH_AVERAGE_PERIOD = 250;
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idPacketProcessor() {
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Reset();
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}
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void Reset() {
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msgWritePos = 0;
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fragmentSequence = 0;
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droppedFrags = 0;
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fragmentedSend = false;
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reliable = idDataQueue< MAX_RELIABLE_QUEUE, MAX_MSG_SIZE >();
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reliableSequenceSend = 1;
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reliableSequenceRecv = 0;
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numReliable = 0;
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queuedReliableAck = -1;
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unsentMsg = idBitMsg();
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lastSendTime = 0;
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outgoingRateTime = 0;
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outgoingRateBytes = 0.0f;
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incomingRateTime = 0;
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incomingRateBytes = 0.0f;
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outgoingBytes = 0;
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incomingBytes = 0;
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currentOutgoingRate = 0;
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lastOutgoingRateTime = 0;
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lastOutgoingBytes = 0;
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currentIncomingRate = 0;
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lastIncomingRateTime = 0;
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lastIncomingBytes = 0;
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fragmentAccumulator = 0;
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}
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static const int MAX_MSG_SIZE = 8000; // This is the max size you can pass into ProcessOutgoing
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static const int MAX_FINAL_PACKET_SIZE = 1200; // Lowest/safe MTU across all our platforms to avoid fragmentation at the transport layer (which is poorly supported by consumer hardware and may cause nasty latency side effects)
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static const int MAX_RELIABLE_QUEUE = 64;
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// TypeInfo doesn't like sizeof( sessionId_t )?? and then fails to understand the #ifdef/#else/#endif
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//static const int MAX_PACKET_SIZE = MAX_FINAL_PACKET_SIZE - 6 - sizeof( sessionId_t ); // Largest possible packet before headers and such applied (subtract some for various internal header data, and session id)
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static const int MAX_PACKET_SIZE = MAX_FINAL_PACKET_SIZE - 6 - 2; // Largest possible packet before headers and such applied (subtract some for various internal header data, and session id)
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static const int MAX_OOB_MSG_SIZE = MAX_PACKET_SIZE - 1; // We don't allow fragmentation for out-of-band msg's, and we need a byte for the header
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private:
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void QueueReliableAck( int lastReliable );
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int FinalizeRead( idBitMsg & inMsg, idBitMsg & outMsg, int & userValue );
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public:
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bool CanSendMoreData() const;
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void UpdateOutgoingRate( const int time, const int size );
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void UpdateIncomingRate( const int time, const int size );
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void RefreshRates( int time ) { UpdateOutgoingRate( time, 0 ); UpdateIncomingRate( time, 0 ); }
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// Used to queue reliable msg's, to be sent on the next ProcessOutgoing
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bool QueueReliableMessage( byte type, const byte * data, int dataLen );
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// Used to process a msg ready to be sent, could get fragmented into multiple fragments
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bool ProcessOutgoing( const int time, const idBitMsg & msg, bool isOOB, int userData );
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// Used to get each fragment for sending through the actual net connection
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bool GetSendFragment( const int time, sessionId_t sessionID, idBitMsg & outMsg );
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// Used to process a fragment received. Returns true when msg was reconstructed.
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int ProcessIncoming( int time, sessionId_t expectedSessionID, idBitMsg & msg, idBitMsg & out, int & userData, const int peerNum );
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// Returns true if there are more fragments to send
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bool HasMoreFragments() const { return ( unsentMsg.GetRemainingData() > 0 ); }
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// Num reliables not ack'd
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int NumQueuedReliables() { return reliable.Num(); }
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// True if we need to send a reliable ack
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int NeedToSendReliableAck() { return queuedReliableAck >= 0 ? true : false; }
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// Used for out-of-band non connected peers
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// This doesn't actually support fragmentation, it is just simply here to hide the
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// header structure, so the caller doesn't have to skip over the header data.
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static bool ProcessConnectionlessOutgoing( idBitMsg & msg, idBitMsg & out, int lobbyType, int userData );
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static bool ProcessConnectionlessIncoming( idBitMsg & msg, idBitMsg & out, int & userData );
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// Used to "peek" at a session id of a message fragment
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static sessionId_t GetSessionID( idBitMsg & msg );
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int GetNumReliables() const { return numReliable; }
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const byte * GetReliable( int i ) const { return reliableMsgPtrs[ i ]; }
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int GetReliableSize( int i ) const { return reliableMsgSize[ i ]; }
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void SetLastSendTime( int i ) { lastSendTime = i; }
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int GetLastSendTime() const { return lastSendTime; }
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float GetOutgoingRateBytes() const { return outgoingRateBytes; }
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int GetOutgoingBytes() const { return outgoingBytes; }
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float GetIncomingRateBytes() const { return incomingRateBytes; }
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int GetIncomingBytes() const { return incomingBytes; }
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// more reliable computation, based on a suitably small interval
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int GetOutgoingRate2() const { return currentOutgoingRate; }
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int GetIncomingRate2() const { return currentIncomingRate; }
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// decrease a fragmentation counter, so we reflect how much we're maxing the MTU
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bool TickFragmentAccumulator() { if ( fragmentAccumulator > 0 ) { fragmentAccumulator--; return true; } return false; }
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int GetReliableDataSize() const { return reliable.GetDataLength(); }
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void VerifyEmptyReliableQueue( byte keepMsgBelowThis, byte replaceWithThisMsg );
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private:
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// Packet header types
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static const int PACKET_TYPE_INBAND = 0; // In-band. Number of reliable msg's stored in userData portion of header
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static const int PACKET_TYPE_OOB = 1; // Out-of-band. userData free to use by the caller. Cannot fragment.
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static const int PACKET_TYPE_RELIABLE_ACK = 2; // Header type used to piggy-back on top of msgs to ack reliable msg's
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static const int PACKET_TYPE_FRAGMENTED = 3; // The msg is fragmented, fragment type stored in the userData portion of header
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// PACKET_TYPE_FRAGMENTED userData values
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static const int FRAGMENT_START = 0;
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static const int FRAGMENT_MIDDLE = 1;
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static const int FRAGMENT_END = 2;
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class idOuterPacketHeader {
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public:
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idOuterPacketHeader() : sessionID( SESSION_ID_INVALID ) {}
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idOuterPacketHeader( sessionId_t sessionID_ ) : sessionID( sessionID_ ) {}
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void WriteToMsg( idBitMsg & msg ) {
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msg.WriteUShort( sessionID );
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}
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void ReadFromMsg( idBitMsg & msg ) {
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sessionID = msg.ReadUShort();
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}
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sessionId_t GetSessionID() { return sessionID; }
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private:
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sessionId_t sessionID;
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};
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class idInnerPacketHeader {
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public:
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idInnerPacketHeader() : type( 0 ), userData( 0 ) {}
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idInnerPacketHeader( int inType, int inData ) : type( inType ), userData( inData ) {}
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void WriteToMsg( idBitMsg & msg ) {
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msg.WriteBits( type, 2 );
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msg.WriteBits( userData, 6 );
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}
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void ReadFromMsg( idBitMsg & msg ) {
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type = msg.ReadBits( 2 );
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userData = msg.ReadBits( 6 );
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}
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int Type() { return type; }
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int Value() { return userData; }
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private:
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int type;
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int userData;
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};
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byte msgBuffer[ MAX_MSG_SIZE ]; // Buffer used to reconstruct the msg
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int msgWritePos; // Write position into the msg reconstruction buffer
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int fragmentSequence; // Fragment sequence number
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int droppedFrags; // Number of dropped fragments
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bool fragmentedSend; // Used to determine if the current send requires fragmenting
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idDataQueue< MAX_RELIABLE_QUEUE, MAX_MSG_SIZE > reliable; // list of unacknowledged reliable messages
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int reliableSequenceSend; // sequence number of the next reliable packet we're going to send to this peer
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int reliableSequenceRecv; // sequence number of the last reliable packet we received from this peer
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// These are for receiving reliables, you need to get these before the next process call or they will get cleared
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int numReliable;
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byte reliableBuffer[ MAX_MSG_SIZE ]; // We shouldn't have to hold more than this
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const byte * reliableMsgPtrs[ MAX_RELIABLE_QUEUE ];
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int reliableMsgSize[ MAX_RELIABLE_QUEUE ];
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int queuedReliableAck; // Used to piggy back on the next send to ack reliables
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idBitMsg unsentMsg;
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byte unsentBuffer[ MAX_MSG_SIZE ]; // Buffer used hold the current msg until it's all sent
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int lastSendTime;
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// variables to keep track of the rate
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int outgoingRateTime;
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float outgoingRateBytes; // B/S
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int incomingRateTime;
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float incomingRateBytes; // B/S
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int outgoingBytes;
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int incomingBytes;
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int currentOutgoingRate;
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int lastOutgoingRateTime;
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int lastOutgoingBytes;
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int currentIncomingRate;
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int lastIncomingRateTime;
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int lastIncomingBytes;
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int fragmentAccumulator; // counts max size packets we are sending for the net debug hud
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};
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#endif /* !__PACKET_PROCESSOR_H__ */
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