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.
66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
//===========================================================================//
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// File: NetConstants.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/06/2000 JSE Inital coding
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Microsoft Corp. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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namespace MechWarrior4
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{
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const int DefaultPacketBufferSize=static_cast<int>(1024);
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const int MaximumPages=static_cast<int>(64);
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const int MaximumPagesBitDepth=static_cast<int>(7);
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struct UpdateRate {
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int m_ActiveRate;
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int m_InactiveRate;
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UpdateRate&
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operator=(const UpdateRate &rate)
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{
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m_ActiveRate = rate.m_ActiveRate;
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m_InactiveRate = rate.m_InactiveRate;
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return *this;
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}
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UpdateRate()
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{
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m_ActiveRate = -1;
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m_InactiveRate = -1;
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}
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UpdateRate(int active, int inactive)
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{
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m_ActiveRate = active;
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m_InactiveRate = inactive;
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}
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const int&
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operator[](size_t index) const
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{
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Check_Pointer(this);
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Verify(static_cast<unsigned>(index) <= 2);
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return (&m_ActiveRate)[index];
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}
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};
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#ifdef LAB_ONLY
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#define NetVerify(c)\
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do {if (!(c)) PAUSE(("Failed " #c));} while(0)
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#else
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#define NetVerify(c) ((void)0)
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#endif
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}; |