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https://github.com/ValveSoftware/GameNetworkingSockets.git
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Tweak handling for a certain wraparound case.
Just drop the packet, don't terminate the connection. This doesn't really ever happen in practice, but it can happen while debugging if you break one process, while the peer keeps sending at very high speed. P4:8183166
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@@ -1087,10 +1087,13 @@ bool CSteamNetworkConnectionBase::ProcessPlainTextDataChunk( int usecTimeSinceLa
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}
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if ( nLatestRecvSeqNum >= m_statsEndToEnd.m_nNextSendSequenceNumber )
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{
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DECODE_ERROR( "SNP decode ack latest pktnum %lld (%llx mod %llx), but next outoing packet is %lld (%llx).",
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// This can happen if you break one side in the debugger
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// for a long time. Just discard the packet.
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SpewWarningRateLimited( usecNow, "SNP decode ack latest pktnum %lld (%llx mod %llx), but next outoing packet is %lld (%llx)\n",
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(long long)nLatestRecvSeqNum, (unsigned long long)nLowerBits, (unsigned long long)( nMask+1 ),
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(long long)m_statsEndToEnd.m_nNextSendSequenceNumber, (unsigned long long)m_statsEndToEnd.m_nNextSendSequenceNumber
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);
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return false;
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}
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}
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