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== Outgoing Packet Path == SendPacket() / SendPacketData() # Packets larger than MTU with variable blocks are split via packet.ToBytesMultiple() (CoarseLocationUpdate is exempt -- cannot be split) # Zero-encoding applied if MSG_ZEROCODED flag is set on the packet # Wrapped in an OutgoingPacket and either queued via udpClient.EnqueueOutgoing() or sent immediately via SendPacketFinal() SendPacketFinal(): # Appends pending ACKs to plain reliable packets if there's room (up to 256, then flags MSG_APPENDED_ACKS) # Assigns a new sequence number (unless this is a resend, which keeps its original data but sets MSG_RESENT) # Calls SyncSend() -- actual socket write # If the packet has no custom UnackedMethod, the buffer is freed immediately (fire-and-forget). Otherwise it's added to udpClient.NeedAcks awaiting acknowledgment OutgoingPacketHandler() thread loop (runs continuously): # Every 100ms: triggers HandleUnacked() checks (resend expired packets) # Every 500ms (5 x 100ms): triggers SendAcks() # Every 5000ms (10 x 500ms): triggers SendPing() # Calls Scene.ForEachClient() with ClientOutgoingPacketHandler, which dequeues throttled outgoing packets per client # Sleeps 100ms if no clients connected, 15ms if nothing was sent this round (matches typical OS tick granularity), otherwise loops immediately ----
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