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https://github.com/ValveSoftware/GameNetworkingSockets.git
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Fix compiler warnings
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@@ -170,7 +170,7 @@ struct PingTrackerDetailed : PingTracker
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void ReceivedPing( int nPingMS, SteamNetworkingMicroseconds usecNow )
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{
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PingTracker::ReceivedPing( nPingMS, usecNow );
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m_sample.AddSample( std::min( nPingMS, 0xffff ) );
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m_sample.AddSample( uint16( std::min( nPingMS, 0xffff ) ) );
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m_histogram.AddSample( nPingMS );
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}
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@@ -225,7 +225,7 @@ const int k_ESteamNetConnectionEnd_InternalRelay_ClientChangedTarget = 9002;
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/// Timeout value for pings. This basically determines the retry rate for pings.
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/// If a ping is longer than this, then really, the server should not probably not be
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/// considered available.
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const SteamNetworkingMicroseconds k_usecSteamDatagramClientPingTimeout = 0.750f * k_nMillion;
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const SteamNetworkingMicroseconds k_usecSteamDatagramClientPingTimeout = 750000;
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/// Keepalive interval for currently selected router. We send keepalive pings when
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/// we haven't heard anything from the router in a while, to see if we need
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@@ -243,11 +243,11 @@ const SteamNetworkingMicroseconds k_usecSteamDatagramClientBackupRouterKeepalive
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const SteamNetworkingMicroseconds k_usecSteamDatagramClientServerKeepaliveInterval = 1 * k_nMillion;
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/// Timeout value for session request messages
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const SteamNetworkingMicroseconds k_usecSteamDatagramClientSessionRequestTimeout = 0.750f * k_nMillion;
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const SteamNetworkingMicroseconds k_usecSteamDatagramClientSessionRequestTimeout = 750000;
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/// Router will continue to pend a client ping request for N microseconds,
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/// hoping for an opportunity to send it inline.
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const SteamNetworkingMicroseconds k_usecSteamDatagramRouterPendClientPing = 0.200*k_nMillion;
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const SteamNetworkingMicroseconds k_usecSteamDatagramRouterPendClientPing = 200000;
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/// When serializing a "time since I last sent a packet" value into the packet,
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/// what precision is used? (A serialized value of 1 = 2^N microseconds.)
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