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pull in project-slippi/Ishiiruka/commit/248c5f95cba06b6496d61cb2743ace915c54d5a0
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893ae18d1c
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4 changed files with 114 additions and 10 deletions
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@ -32,6 +32,7 @@
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#include "Core/Slippi/SlippiPremadeText.h"
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#include "Core/Slippi/SlippiReplayComm.h"
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#include "Core/State.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#define FRAME_INTERVAL 900
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#define SLEEP_TIME_MS 8
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@ -1548,6 +1549,16 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
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isConnectionStalled = false;
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stallFrameCount = 0;
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// Reset skip variables
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framesToSkip = 0;
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isCurrentlySkipping = false;
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// Reset advance stuff
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framesToAdvance = 0;
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isCurrentlyAdvancing = false;
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fallBehindCounter = 0;
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fallFarBehindCounter = 0;
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// Reset character selections as they are no longer needed
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localSelections.Reset();
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if (slippi_netplay)
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@ -1619,10 +1630,12 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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if (isTimeSyncFrame == 0 && !isCurrentlySkipping)
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{
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auto offsetUs = slippi_netplay->CalcTimeOffsetUs();
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INFO_LOG(SLIPPI_ONLINE, "[Frame %d] Offset is: %d us", frame, offsetUs);
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INFO_LOG_FMT(SLIPPI_ONLINE, "[Frame {}] Offset for skip is: {} us", frame, offsetUs);
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// TODO: figure out a better solution here for doubles?
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if (offsetUs > 10000)
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// The decision to skip a frame only happens when we are already pretty far off ahead. The hope
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// is that this won't really be used much because the frame advance of the slow client will pick
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// up the difference most of the time. But at some point it's probably better to slow down...
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if (offsetUs > 26000)
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{
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isCurrentlySkipping = true;
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@ -1650,6 +1663,85 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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return false;
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}
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bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
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{
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// Return true if we are over 60% of a frame behind our opponent. We limit how often this happens
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// to get a reliable average to act on. We will allow advancing up to 5 frames (spread out) over
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// the 30 frame period. This makes the game feel relatively smooth still
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auto isTimeSyncFrame =
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(frame % SLIPPI_ONLINE_LOCKSTEP_INTERVAL) == 0; // Only time sync every 30 frames
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if (isTimeSyncFrame)
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{
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auto offsetUs = slippi_netplay->CalcTimeOffsetUs();
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// Dynamically adjust emulation speed in order to fine-tune time sync to reduce one sided
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// rollbacks even more
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auto maxSpeedDeviation = 0.005f;
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auto deviation = (offsetUs / 33366.0f) * maxSpeedDeviation;
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if (deviation > maxSpeedDeviation)
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deviation = maxSpeedDeviation;
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else if (deviation < -maxSpeedDeviation)
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deviation = -maxSpeedDeviation;
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// If we are behind (negative offset) we want to go above 100% run speed, so we need to subtract
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// the deviation value
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auto dynamicEmulationSpeed = 1.0f - deviation;
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SConfig::GetInstance().m_EmulationSpeed = dynamicEmulationSpeed;
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// SConfig::GetInstance().m_EmulationSpeed = 0.97f; // used for testing
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INFO_LOG(SLIPPI_ONLINE, "[Frame %d] Offset for advance is: %d us. New speed: %.2f%%", frame,
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offsetUs, dynamicEmulationSpeed * 100.0f);
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// Count the number of times we're below a threshold we should easily be able to clear. This is
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// checked twice per second.
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fallBehindCounter += offsetUs < -10000 ? 1 : 0;
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fallFarBehindCounter += offsetUs < -25000 ? 1 : 0;
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bool isSlow = (offsetUs < -10000 && fallBehindCounter > 50) ||
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(offsetUs < -25000 && fallFarBehindCounter > 15);
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if (isSlow && lastSearch.mode != SlippiMatchmaking::OnlinePlayMode::TEAMS)
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{
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// We don't show this message for teams because it seems to false positive a lot there, maybe
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// because the min offset is always selected? Idk I feel like doubles has some perf issues I
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// don't understand atm.
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OSD::AddTypedMessage(
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OSD::MessageType::PerformanceWarning,
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"Your computer is running slow and is impacting the performance of the match.", 10000,
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OSD::Color::RED);
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}
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if (offsetUs < -10000 && !isCurrentlyAdvancing)
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{
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isCurrentlyAdvancing = true;
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// On early frames, don't advance any frames. Let the stalling logic handle the initial sync
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int maxAdvFrames = frame > 120 ? 5 : 0;
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framesToAdvance = ((-offsetUs - 10000) / 16683) + 1;
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framesToAdvance = framesToAdvance > maxAdvFrames ? maxAdvFrames : framesToAdvance;
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WARN_LOG(SLIPPI_ONLINE,
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"Advancing on frame %d due to time sync. Offset: %d us. Frames: %d...", frame,
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offsetUs, framesToAdvance);
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}
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}
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// Handle the skipped frames
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if (framesToAdvance > 0)
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{
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// Only advance once every 5 frames in an attempt to make the speed up feel smoother
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if (frame % 5 != 0)
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{
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return false;
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}
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framesToAdvance = framesToAdvance - 1;
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return true;
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}
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isCurrentlyAdvancing = false;
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return false;
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}
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void CEXISlippi::handleSendInputs(u8* payload)
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{
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if (isConnectionStalled)
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@ -1678,6 +1770,8 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
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{
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m_read_queue.clear();
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int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
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u8 frameResult = 1; // Indicates to continue frame
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auto state = slippi_netplay->GetSlippiConnectStatus();
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@ -1686,14 +1780,16 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
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{
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frameResult = 3; // Indicates we have disconnected
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}
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else if (shouldAdvanceOnlineFrame(frame))
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{
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frameResult = 4;
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}
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m_read_queue.push_back(frameResult); // Indicate a continue frame
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u8 remotePlayerCount = matchmaking->RemotePlayerCount();
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m_read_queue.push_back(remotePlayerCount); // Indicate the number of remote players
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int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
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std::unique_ptr<SlippiRemotePadOutput> results[SLIPPI_REMOTE_PLAYER_MAX];
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int offset[SLIPPI_REMOTE_PLAYER_MAX];
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INFO_LOG(SLIPPI_ONLINE, "Preparing pad data for frame %d", frame);
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@ -182,6 +182,7 @@ private:
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void prepareOnlineMatchState();
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void setMatchSelections(u8* payload);
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bool shouldSkipOnlineFrame(s32 frame);
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bool shouldAdvanceOnlineFrame(s32 frame);
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void handleLogInRequest();
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void handleLogOutRequest();
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void handleUpdateAppRequest();
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@ -254,6 +255,12 @@ private:
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int framesToSkip = 0;
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bool isCurrentlySkipping = false;
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// Frame advancing variables
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int framesToAdvance = 0;
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bool isCurrentlyAdvancing = false;
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int fallBehindCounter = 0;
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int fallFarBehindCounter = 0;
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protected:
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void TransferByte(u8& byte) override;
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@ -1200,7 +1200,7 @@ int32_t SlippiNetplayClient::GetSlippiLatestRemoteFrame()
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return lowestFrame;
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}
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// return the largest time offset among all remote players
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// return the smallest time offset among all remote players
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s32 SlippiNetplayClient::CalcTimeOffsetUs()
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{
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bool empty = true;
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offsets.push_back(result);
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}
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s32 maxOffset = offsets.front();
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s32 minOffset = offsets.front();
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for (int i = 1; i < offsets.size(); i++)
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{
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if (offsets[i] > maxOffset)
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maxOffset = offsets[i];
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if (offsets[i] < minOffset)
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minOffset = offsets[i];
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}
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return maxOffset;
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return minOffset;
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}
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@ -15,6 +15,7 @@ enum class MessageType
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{
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NetPlayPing,
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NetPlayBuffer,
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PerformanceWarning,
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// This entry must be kept last so that persistent typed messages are
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// displayed before other messages
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