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https://github.com/ValveSoftware/GameNetworkingSockets.git
synced 2026-05-29 16:20:34 +00:00
Delete old, unused stuff from UDP messages
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@@ -137,18 +137,6 @@ message CMsgSteamSockets_UDP_Stats
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// End to end stats
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optional CMsgSteamDatagramConnectionQuality stats = 1;
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/// If acks are reasonably rare compared to outgoing data packets,
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/// we will usually be able to fit an ack in the header of a data packet.
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/// If we need to send multiple acks, or a standalong stats message,
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/// we can put them here.
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///
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/// Intentionally not array packed, since having more than one is actually
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/// rare and sending a single value "packed" takes more bytes.
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/// Upper 16 bits is the sequence number, lower is the delay
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///
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/// Note that we really need to integrate this better with the SNP acks/nacks.
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//repeated fixed32 ack_e2e = 2;
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enum Flags
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{
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//ACK_REQUEST_RELAY = 1; // Reserved
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@@ -159,15 +147,6 @@ message CMsgSteamSockets_UDP_Stats
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/// Additional flags. Should we try to put these in the
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/// message header and save a few bytes?
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optional uint32 flags = 3;
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//
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// Envelope data. Not present if the message is
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// inline in a data message
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//
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//optional fixed32 legacy_client_connection_id = 8;
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optional fixed32 to_connection_id = 9;
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optional fixed32 from_connection_id = 10;
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optional uint32 seq_num = 4;
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};
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// Do not remove this comment due to a bug on the Mac OS X protobuf compiler
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@@ -1311,7 +1311,6 @@ void CConnectionTransportUDP::Received_Data( const uint8 *pPkt, int cbPkt, Steam
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}
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// Shove sequence number so we know what acks to pend, etc
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msgStats.set_seq_num( nWirePktNumber );
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pMsgStatsIn = &msgStats;
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// Advance pointer
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