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https://github.com/copyrighttxt/watrbx-game-engine.git
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69 lines
1.5 KiB
C++
69 lines
1.5 KiB
C++
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#pragma once
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#include "MessageIdentifiers.h"
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#include "PacketPriority.h"
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namespace RBX { namespace Network {
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enum {
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ID_SET_GLOBALS = ID_USER_PACKET_ENUM, // Sent by Server to Client
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ID_TEACH_DESCRIPTOR_DICTIONARIES,
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ID_DATA,
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ID_REQUEST_MARKER,
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ID_PHYSICS,
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ID_PHYSICS_TOUCHES,
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ID_CHAT_ALL,
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ID_CHAT_TEAM,
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ID_REPORT_ABUSE,
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ID_SUBMIT_TICKET,
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ID_CHAT_GAME,
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ID_CHAT_PLAYER,
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ID_CLUSTER,
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ID_PROTOCAL_MISMATCH,
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ID_SPAWN_NAME,
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ID_PROTOCOL_SYNC,
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ID_SCHEMA_SYNC,
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ID_PLACEID_VERIFICATION,
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ID_DICTIONARY_FORMAT,
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ID_HASH_MISMATCH,
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ID_SECURITYKEY_MISMATCH,
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ID_REQUEST_STATS
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};
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// Order of packets on a connection:
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// Client --> Server ID_NEW_INCOMING_CONNECTION
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// If server accepts connection, the following happen:
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// Client --> Server ID_SUBMIT_TICKET (contains client info like network protocol version)
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// Server --> Client ID_SET_GLOBALS (contains all the top replication containers, stuff like workspace, lighting, etc.)
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// Client --> Server ID_INSTANCE_NEW
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// Client --> Server ID_INSTANCE_NEW
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// ...
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// Client --> Server ID_REQUEST_CHARACTER
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const PacketPriority PHYSICS_GENERAL_PRIORITY = MEDIUM_PRIORITY;
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const int PHYSICS_CHANNEL = 0;
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const PacketPriority DATAMODEL_PRIORITY = MEDIUM_PRIORITY;
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const PacketReliability DATAMODEL_RELIABILITY = RELIABLE_ORDERED;
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const int DATA_CHANNEL = 0;
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const PacketPriority CHAT_PRIORITY = HIGH_PRIORITY;
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const PacketReliability CHAT_RELIABILITY = RELIABLE;
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const int CHAT_CHANNEL = 2;
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} }
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