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https://github.com/DarkflameUniverse/DarkflameServer.git
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Public release of the DLU server code!
Have fun!
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thirdparty/raknet/Source/ClientContextStruct.h
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thirdparty/raknet/Source/ClientContextStruct.h
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/// \file
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/// \brief \b [Internal] Depreciated, back from when I supported IO Completion ports.
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __CLIENT_CONTEXT_STRUCT_H
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#define __CLIENT_CONTEXT_STRUCT_H
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#ifdef _XBOX360
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#elif defined(_WIN32)
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//#include <windows.h>
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#endif
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#include "RakNetTypes.h"
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#include "MTUSize.h"
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class RakPeer;
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#ifdef __USE_IO_COMPLETION_PORTS
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struct ClientContextStruct
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{
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HANDLE handle; // The socket, also used as a file handle
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};
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struct ExtendedOverlappedStruct
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{
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OVERLAPPED overlapped;
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char data[ MAXIMUM_MTU_SIZE ]; // Used to hold data to send
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int length; // Length of the actual data to send, always under MAXIMUM_MTU_SIZE
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unsigned int binaryAddress;
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unsigned short port;
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RakPeer *rakPeer;
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bool read; // Set to true for reads, false for writes
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};
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#endif
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#endif
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