2018-05-16 14:19:33 -03:00
										 
									 
								 
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								/*************************************************************************/
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								/*  multiplayer_api.h                                                    */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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											2018-05-16 14:19:33 -03:00
										 
									 
								 
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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											2018-03-03 18:28:49 +01:00
										 
									 
								 
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								#ifndef MULTIPLAYER_PROTOCOL_H
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								#define MULTIPLAYER_PROTOCOL_H
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								#include "core/io/networked_multiplayer_peer.h"
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								#include "core/reference.h"
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								class MultiplayerAPI : public Reference {
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									GDCLASS(MultiplayerAPI, Reference);
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											2019-09-01 18:38:58 +02:00
										 
									 
								 
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								public:
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									struct ProfilingInfo {
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										ObjectID node;
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										String node_path;
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										int incoming_rpc;
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										int incoming_rset;
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										int outgoing_rpc;
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										int outgoing_rset;
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									};
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								private:
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									//path sent caches
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									struct PathSentCache {
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										Map<int, bool> confirmed_peers;
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										int id;
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									};
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									//path get caches
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									struct PathGetCache {
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										struct NodeInfo {
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											NodePath path;
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											ObjectID instance;
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										};
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										Map<int, NodeInfo> nodes;
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									};
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											2019-09-01 18:38:58 +02:00
										 
									 
								 
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								#ifdef DEBUG_ENABLED
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									struct BandwidthFrame {
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										uint32_t timestamp;
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										int packet_size;
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									};
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									int bandwidth_incoming_pointer;
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									Vector<BandwidthFrame> bandwidth_incoming_data;
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									int bandwidth_outgoing_pointer;
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									Vector<BandwidthFrame> bandwidth_outgoing_data;
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									Map<ObjectID, ProfilingInfo> profiler_frame_data;
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									bool profiling;
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									void _init_node_profile(ObjectID p_node);
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									int _get_bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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								#endif
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									Ref<NetworkedMultiplayerPeer> network_peer;
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									int rpc_sender_id;
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									Set<int> connected_peers;
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									HashMap<NodePath, PathSentCache> path_send_cache;
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									Map<int, PathGetCache> path_get_cache;
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									int last_send_cache_id;
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									Vector<uint8_t> packet_cache;
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									Node *root_node;
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											2019-03-26 16:52:42 +01:00
										 
									 
								 
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									bool allow_object_decoding;
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								protected:
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									static void _bind_methods();
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									void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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									void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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									void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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									Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
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									void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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									void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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									void _process_raw(int p_from, const uint8_t *p_packet, int p_packet_len);
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									void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount);
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											2019-06-26 15:08:25 +02:00
										 
									 
								 
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									bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_target);
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								public:
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									enum NetworkCommands {
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										NETWORK_COMMAND_REMOTE_CALL,
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										NETWORK_COMMAND_REMOTE_SET,
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										NETWORK_COMMAND_SIMPLIFY_PATH,
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										NETWORK_COMMAND_CONFIRM_PATH,
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										NETWORK_COMMAND_RAW,
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									};
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									enum RPCMode {
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										RPC_MODE_DISABLED, // No rpc for this method, calls to this will be blocked (default)
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										RPC_MODE_REMOTE, // Using rpc() on it will call method / set property in all remote peers
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										RPC_MODE_MASTER, // Using rpc() on it will call method on wherever the master is, be it local or remote
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										RPC_MODE_PUPPET, // Using rpc() on it will call method for all puppets
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										RPC_MODE_SLAVE = RPC_MODE_PUPPET, // Deprecated, same as puppet
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											2018-09-14 23:10:12 +02:00
										 
									 
								 
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										RPC_MODE_REMOTESYNC, // Using rpc() on it will call method / set property in all remote peers and locally
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										RPC_MODE_SYNC = RPC_MODE_REMOTESYNC, // Deprecated. Same as RPC_MODE_REMOTESYNC
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											2018-05-26 10:28:28 +02:00
										 
									 
								 
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										RPC_MODE_MASTERSYNC, // Using rpc() on it will call method / set property in the master peer and locally
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											2018-09-14 21:59:47 +02:00
										 
									 
								 
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										RPC_MODE_PUPPETSYNC, // Using rpc() on it will call method / set property in all puppets peers and locally
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									};
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									void poll();
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									void clear();
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									void set_root_node(Node *p_node);
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									void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
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									Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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											2018-07-08 09:47:22 +02:00
										 
									 
								 
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									Error send_bytes(PoolVector<uint8_t> p_data, int p_to = NetworkedMultiplayerPeer::TARGET_PEER_BROADCAST, NetworkedMultiplayerPeer::TransferMode p_mode = NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
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											2018-03-03 18:28:49 +01:00
										 
									 
								 
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									// Called by Node.rpc
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									void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
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									// Called by Node.rset
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									void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
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											2018-05-08 11:49:57 +02:00
										 
									 
								 
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									void _add_peer(int p_id);
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									void _del_peer(int p_id);
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									void _connected_to_server();
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									void _connection_failed();
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									void _server_disconnected();
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											2018-03-03 18:28:49 +01:00
										 
									 
								 
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									bool has_network_peer() const { return network_peer.is_valid(); }
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									Vector<int> get_network_connected_peers() const;
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									int get_rpc_sender_id() const { return rpc_sender_id; }
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									int get_network_unique_id() const;
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									bool is_network_server() const;
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									void set_refuse_new_network_connections(bool p_refuse);
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									bool is_refusing_new_network_connections() const;
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											2019-03-26 16:52:42 +01:00
										 
									 
								 
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									void set_allow_object_decoding(bool p_enable);
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									bool is_object_decoding_allowed() const;
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											2019-09-01 18:38:58 +02:00
										 
									 
								 
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									void profiling_start();
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									void profiling_end();
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									int get_profiling_frame(ProfilingInfo *r_info);
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									int get_incoming_bandwidth_usage();
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									int get_outgoing_bandwidth_usage();
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											2018-03-03 18:28:49 +01:00
										 
									 
								 
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									MultiplayerAPI();
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									~MultiplayerAPI();
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								};
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											2018-05-13 07:07:56 +02:00
										 
									 
								 
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								VARIANT_ENUM_CAST(MultiplayerAPI::RPCMode);
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											2018-03-03 18:28:49 +01:00
										 
									 
								 
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								#endif // MULTIPLAYER_PROTOCOL_H
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