Cyd asked for an analysis of the networking stack and what would make the simulation feel better over the internet. The analysis found something more urgent than latency: the transport has been losing data silently since the arcade, and nothing in the game could see it happen. Every send result was discarded - L4NET, the console, all of it. On the 1ms arcade LAN the socket buffer never filled, so it never mattered. Over the internet it matters twice. A peer stalled in its own 10-30 second mission load stops reading, its window closes, and our nonblocking send starts answering would-block, which threw the message away; or worse, answering a PARTIAL count, and since framing on that stream is recovered purely from each message's length prefix, the bytes that never followed sheared it for good. Both are reachable in an ordinary race, because every race has a load in it. So sends go through a bounded per-connection queue now. What the wire will not take is kept, byte-exact, and retried at three flush points - before the render (the present blocks on vsync, and this frame's state should be travelling while it does), at the top of the receive pump, and before a connect sequence. Nothing is ever dropped from the middle: these are reliable ordered messages carrying entity creation, damage and race control, so a queue that overflows its 256K declares the connection dead and lets the disconnect path run rather than quietly desyncing the stream. RP412NETSENDQ=0 restores the old behaviour and still logs what it would have lost, which is the honest way to A/B it. On Steam the same queue finally surfaces k_EResultLimitExceeded, which the old code collapsed into -1 and discarded - that was backpressure, unlogged. The receive side gained the check the release build never had. The length prefix is untrusted input; Verify() compiles away in release, so a corrupt one went to memmove as a negative, or copied 4096 bytes of assembled packet into a 1600-byte stack buffer, or named a size the pad could never complete and wedged the connection forever. It is now validated against the same bounds the sender works to, and a stream that fails them is dropped like any other lost peer. And a fry that never ends: drop zones are map entities dealt round-robin at load, ownership transfer is not implemented, so a leaver's pads stay in the DropZones group. The respawn request dispatched to one goes to a host that is gone - dropped at the send, the 'no host N in the table' path - and the two-second retry re-dispatches to the same dead owner forever. The pad scan now skips zones whose owner has left, and re-validates one assigned earlier before reusing it. The rest is measurement, because the symptoms this work exists to chase are all reported in prose and none of them are in any log. Sixteen logs from the six-player night contain zero player-facing latency lines. A race now ends with a NetLog summary: per remote pod, how many updates arrived and how evenly (median and p95 out of a log2 histogram), the widest gap, how many gaps were long enough to mean a quiet sender versus short enough to mean OUR loop stalled, how often its motion snapped instead of blending, and how far arriving updates moved it. Per peer, whether the clock alignment ever had to step mid-race - which is the input for deciding if it needs slewing, rather than guessing. The mission t0 tick goes in the log too, alongside the console's per-pod RunMission send ticks, because nothing has ever measured how far apart the machines actually start; the clockwork doors inherit that skew directly. RP412NETSTATS adds the transport's own view - per connection: messages, bytes, wire writes, partials, refusals, how much sat queued - and on Steam the first read this codebase has ever taken of GetConnectionRealTime Status. Ping, quality, pending and unacked bytes, and one route description per connection at teardown. The API was vendored and never called; there was no RTT number anywhere in the game. Finally, rpl4opt -spoolstats reads any recording offline. The data was already in every spool ever made and nothing read it that way: the recorder restamps each packet with local arrival time while the update records inside keep the sender's sim-grid stamp, so the difference is clock offset plus one-way delay, and the same running-minimum estimator the game runs live separates them. It prints delay above the per-host minimum, and decomposes each entity's gaps into sender pacing versus delivery jitter - which no live counter can do. It lives in the game exe rather than RPL4TOOL because the tool is deliberately not /Zp1 and would misread every struct in the file. Verified on the two-pod loopback harness: mesh up, egg fed, 60s raced, stopped on command, scores collected, and both summaries reading exactly what a pair of PARKED pods should read - heartbeat cadence, one snap per heartbeat, sub-quarter-metre corrections, no clock steps. The t0 ticks and the netclock offsets agree with each other to the two seconds the pods launched apart. The latency tier is deliberately NOT here. TCP_NODELAY, the Steam NoNagle flag, per-frame coalescing and the pre-sim receive drain are all scoped and all wait on this build's numbers, because the point of shipping measurement first is to find out whether the thing we would fix is the thing that hurts. Nagle is still on. Interest management is still inert. The wire format is untouched, so this build and the last one still race each other. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
292 lines
5.6 KiB
C++
292 lines
5.6 KiB
C++
#pragma once
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#include "receiver.h"
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#include "time.h"
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#include "hostid.h"
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//WinSock support :ADB 01/06/07
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#include <Winsock2.h>
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#include <Ws2tcpip.h>
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class Mission;
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class NetworkManager;
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class NotationFile;
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//
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//---------------------------------------------------
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// Support types for interest manager
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//---------------------------------------------------
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//
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typedef Enumeration InterestZoneID;
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const InterestZoneID NullInterestZoneID = 0;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkAddress ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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typedef LWord NetworkAddress;
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extern const NetworkAddress NullNetworkAddress;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkClient ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class NetworkPacket;
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class NetworkClient:
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public Receiver
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{
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friend class NetworkManager;
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//##########################################################################
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//##########################################################################
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// Construction and destruction support
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//
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public:
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enum ClientID {
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NetworkManagerClientID = 0,
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EntityManagerClientID = 1,
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HostManagerClientID = 2,
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InterestManagerClientID = 3,
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ApplicationClientID = 4,
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ConsoleClientID = 5,
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IcomManagerClientID = 6
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};
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private:
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ClientID
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clientID;
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protected:
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NetworkClient(
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ClassID class_ID,
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SharedData &virtual_data,
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ClientID clientID
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);
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public:
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~NetworkClient();
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Logical
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TestInstance() const;
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//##########################################################################
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// Message packet receiving
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//
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public:
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virtual void
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ReceiveNetworkPacket(
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NetworkPacket *packet,
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Receiver::Message *packet_message
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);
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Network ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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#define NETWORKMANAGER_BUFFER_SIZE 1600
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class NetworkManager__ReceiveEggFileMessage;
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class NetworkManager:
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public NetworkClient
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{
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//##########################################################################
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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public:
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typedef Enumeration GameID;
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//WinSock support :ADB 01/06/07
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//const NetworkAddress&
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// GetAddress()
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NetworkAddress* GetAddress()
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{return addresses;}
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NetworkManager(SharedData &shared_data);
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~NetworkManager();
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void
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SetGameID(GameID new_id)
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{gameID = new_id;}
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virtual void
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Send(
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Message *what,
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ClientID to,
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HostID host_id
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);
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void
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Broadcast(
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Message *what,
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ClientID to
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);
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virtual void
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ExclusiveBroadcast(
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Message *what,
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ClientID to
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);
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Logical
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RoutePacket();
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virtual Logical
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ExecuteBackground();
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//
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// Retry sends a connection could not take earlier. The application
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// calls this at its flush points; the base engine has no queues, so
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// the default is a no-op (L4 forwards it to the wire transport).
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//
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virtual void
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FlushSends()
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{
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}
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NetworkClient*
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GetNetworkClientPointer(ClientID client_id);
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virtual void
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StartConnecting(Mission *mission);
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virtual Logical
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Shutdown();
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virtual void
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Marker(char *) {};
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enum NetworkMode
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{
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ReliableMode,
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UnreliableMode
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};
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virtual void
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Mode(NetworkMode) {};
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// protected: //GY for test only
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virtual Logical
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CheckBuffers(NetworkPacket*);
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virtual void
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RemovePacket(NetworkPacket *packet);
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GameID
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gameID;
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//WinSock support :ADB 01/06/07
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//NetworkAddress address;
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NetworkAddress* addresses;
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int num_addresses;
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//struct addrinfo* address;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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//
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// Message IDs
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//
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enum
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{
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ReceiveEggFileMessageID = NetworkClient::NextMessageID,
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NextMessageID
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};
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//
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// Message types
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//
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typedef NetworkManager__ReceiveEggFileMessage
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ReceiveEggFileMessage;
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//
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// Message table
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//
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static const HandlerEntry
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MessageHandlerEntries[];
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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void
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ReceiveEggFileMessageHandler(ReceiveEggFileMessage* EggMessage);
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protected:
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char
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*eggTempBuffer;
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NotationFile
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*networkEggNotationFile;
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long
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eggTempNext;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkManager messages ~~~~~~~~~~~~~~~~~~~~~~~~~
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// NetworkManager__ReceiveEggFileMessage
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// NOTE: this message should be setup as variable length rather than fixing the
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// size at 1000, I wasn't sure how to do this and there wasn't anyone around
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// to ask at the time so I did it this way temporarily.
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//
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class NetworkManager__ReceiveEggFileMessage:
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public Receiver__Message
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{
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public:
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NetworkManager__ReceiveEggFileMessage(
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int sequence_number,
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int total_file_length,
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char* notation_data,
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int length
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):
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Receiver__Message(
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NetworkManager::ReceiveEggFileMessageID,
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sizeof(NetworkManager__ReceiveEggFileMessage)
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),
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sequenceNumber(sequence_number),
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notationFileLength(total_file_length),
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thisMessageLength(length)
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{Mem_Copy(notationData,notation_data,length,sizeof(notationData));}
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int
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sequenceNumber;
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int
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notationFileLength;
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int
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thisMessageLength;
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char
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notationData[1000];
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~ NetworkPacketHeader ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class NetworkPacketHeader
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{
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public:
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NetworkClient::ClientID
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clientID;
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NetworkManager::GameID
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gameID;
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HostID
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fromHost;
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Time
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timeStamp;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ NetworkPacket ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class NetworkPacket:
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public NetworkPacketHeader
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{
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public:
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Receiver::Message
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messageData;
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};
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inline bool operator==(SOCKADDR_IN &address1, SOCKADDR_IN &address2)
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{
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return (address1.sin_family == address2.sin_family &&
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address1.sin_addr.S_un.S_addr == address2.sin_addr.S_un.S_addr &&
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address1.sin_port == address2.sin_port);
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}
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