Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
40 lines
835 B
C++
40 lines
835 B
C++
#ifndef __brloader_protocol_h
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#define __brloader_protocol_h
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typedef BYTE ETHERNET_ADDRESS [6];
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typedef struct ETHERNET_FRAME {
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ETHERNET_ADDRESS Destination;
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ETHERNET_ADDRESS Source;
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WORD FrameType; // in host-order
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} ETHERNET_FRAME;
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#define ETHERNET_FRAME_TYPE_IP 0x0800
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typedef struct IP_HEADER {
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BYTE x;
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BYTE tos;
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WORD length;
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WORD identifier;
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#define IP_MF 0x2000
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WORD fragment;
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BYTE ttl;
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BYTE protocol;
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WORD cksum;
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DWORD src;
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DWORD dest;
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} IP_HEADER;
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typedef IP_HEADER * LPIPHEADER;
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#define IP_HEADER_MINIMUM_LEN 20
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typedef struct UDP_HEADER {
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WORD src_port;
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WORD dest_port;
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WORD length; // including this header
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WORD checksum;
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} UDP_HEADER;
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#define UDP_HEADER_LEN 8
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#endif // __brloader__protocol_h
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