Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs
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using System;
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namespace Lidgren.Network
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{
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internal sealed class NetReliableSequencedReceiver : NetReceiverChannelBase
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{
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private int m_windowStart;
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private int m_windowSize;
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public NetReliableSequencedReceiver(NetConnection connection, int windowSize)
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: base(connection)
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{
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m_windowSize = windowSize;
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}
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private void AdvanceWindow()
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{
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m_windowStart = (m_windowStart + 1) % NetConstants.NumSequenceNumbers;
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}
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internal override void ReceiveMessage(NetIncomingMessage message)
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{
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int nr = message.m_sequenceNumber;
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int relate = NetUtility.RelativeSequenceNumber(nr, m_windowStart);
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// ack no matter what
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m_connection.QueueAck(message.m_receivedMessageType, nr);
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if (relate == 0)
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{
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// Log("Received message #" + message.SequenceNumber + " right on time");
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//
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// excellent, right on time
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//
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AdvanceWindow();
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m_peer.ReleaseMessage(message);
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return;
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}
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if (relate < 0)
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{
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m_peer.LogVerbose("Received message #" + message.m_sequenceNumber + " DROPPING LATE or DUPE");
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return;
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}
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// relate > 0 = early message
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if (relate > m_windowSize)
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{
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// too early message!
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m_peer.LogDebug("Received " + message + " TOO EARLY! Expected " + m_windowStart);
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return;
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}
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// ok
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m_windowStart = (m_windowStart + relate) % NetConstants.NumSequenceNumbers;
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m_peer.ReleaseMessage(message);
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return;
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}
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}
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}
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