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fix Socket implementation with new NetworkManager API
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parent
90bdcd47d4
commit
0a348b7f2f
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@ -461,15 +461,24 @@ void Socket::SocketOutputStreamNetwork::writeWithFlags(byteArray b,
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return;
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}
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#ifdef _XBOX
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bool lowPriority = ((flags & QNET_SENDDATA_LOW_PRIORITY) ==
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QNET_SENDDATA_LOW_PRIORITY);
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bool requireAck = lowPriority;
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#else
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bool lowPriority = false;
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bool requireAck = ((flags & NON_QNET_SENDDATA_ACK_REQUIRED) ==
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NON_QNET_SENDDATA_ACK_REQUIRED);
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#endif
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if (m_queueIdx == SOCKET_SERVER_END) {
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// printf( "Sent %u bytes of data from \"%ls\" to \"%ls\"\n",
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// buffer.dwDataSize,
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// hostPlayer->GetGamertag(),
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// m_socket->networkPlayer->GetGamertag());
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hostPlayer->SendData(
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socketPlayer, buffer.pbyData, buffer.dwDataSize,
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QNET_SENDDATA_RELIABLE | QNET_SENDDATA_SEQUENTIAL | flags);
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hostPlayer->SendData(socketPlayer, buffer.pbyData,
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buffer.dwDataSize, lowPriority, requireAck);
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// DWORD queueSize = hostPlayer->GetSendQueueSize( NULL,
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// QNET_GETSENDQUEUESIZE_BYTES ); if( queueSize > 24000 )
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@ -483,9 +492,8 @@ void Socket::SocketOutputStreamNetwork::writeWithFlags(byteArray b,
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// m_socket->networkPlayer->GetGamertag(),
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// hostPlayer->GetGamertag());
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socketPlayer->SendData(
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hostPlayer, buffer.pbyData, buffer.dwDataSize,
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QNET_SENDDATA_RELIABLE | QNET_SENDDATA_SEQUENTIAL | flags);
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socketPlayer->SendData(hostPlayer, buffer.pbyData,
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buffer.dwDataSize, lowPriority, requireAck);
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}
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}
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}
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