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MAX_PLAYER = 7, // The index of the highest possible player number. This is 0 based, so the most players allowed in a game is MAX_PLAYER+1.
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};
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#pragma pack(push, 1)
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structTransportMessageHeader
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{
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UnsignedInt crc; ///< packet-level CRC (must be first in packet)
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UnsignedShort magic; ///< Magic number identifying Generals packets
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// Int id;
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// NetMessageFlags flags;
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};
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#pragma pack(pop)
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staticconstexprconst Int MAX_SLOTS = MAX_PLAYER+1;
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// TheSuperHackers @info As we are not detecting for network fragmentation and dynamically adjusting payload sizes, we set an 1100 bytes UDP payload as a safe upper limit for various networks
@@ -87,16 +97,6 @@ struct CommandPacket
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#defineMAX_TRANSPORT_STATISTICS_SECONDS30
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-
#pragma pack(push, 1)
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structTransportMessageHeader
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{
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UnsignedInt crc; ///< packet-level CRC (must be first in packet)
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UnsignedShort magic; ///< Magic number identifying Generals packets
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// Int id;
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// NetMessageFlags flags;
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};
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#pragma pack(pop)
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-
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/**
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* Transport message - encapsulating info kept by the transport layer about each
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* packet. These structs make up the in/out buffers at the transport layer.
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