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SteamNetworkingMicroseconds | Multiplayer::logTimeZero |
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Core::CVar * | Multiplayer::net_fake_packet_lag_send = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_lag_send", "0", "Delay all outbound packets by N ms") |
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Core::CVar * | Multiplayer::net_fake_packet_lag_recv = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_lag_recv", "0", "Delay all inbound packets by N ms") |
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Core::CVar * | Multiplayer::net_fake_packet_loss_send = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_loss_send", "0", "[0--100] Randomly discard N percent of packets sent") |
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Core::CVar * | Multiplayer::net_fake_packet_loss_recv = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_loss_recv", "0", "[0--100] Randomly discard N percent of packets received") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_send_avg = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_send_avg", "0", "A random jitter time is generated using an exponential distribution using this value as the mean (ms). The default is zero, which disables random jitter.") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_send_pct = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_send_pct", "0", "Odds (0-100) that a random jitter value for the packet will be generated. Otherwise, a jitter value of zero is used, and the packet will only be delayed by the jitter system if necessary to retain order, due to the jitter of a previous packet.") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_send_max = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_send_max", "0", "Limit the random jitter time to this value (ms). Default 0.") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_recv_avg = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_recv_avg", "0", "A random jitter time is generated using an exponential distribution using this value as the mean (ms). The default is zero, which disables random jitter.") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_recv_pct = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_recv_pct", "0", "Odds (0-100) that a random jitter value for the packet will be generated. Otherwise, a jitter value of zero is used, and the packet will only be delayed by the jitter system if necessary to retain order, due to the jitter of a previous packet.") |
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Core::CVar * | Multiplayer::net_fake_packet_jitter_recv_max = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_jitter_recv_max", "0", "Limit the random jitter time to this value (ms). Default 0.") |
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Core::CVar * | Multiplayer::net_fake_packet_reorder_send = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_reorder_send", "0", "0-100 Percentage of packets to add additional delay to. If other packet(s) are sent/received within this delay window (that doesn't also randomly receive the same extra delay), then the packets become reordered.") |
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Core::CVar * | Multiplayer::net_fake_packet_reorder_recv = Core::CVarCreate(Core::CVarType::CVar_Int, "net_fake_packet_reorder_recv", "0", "0-100 Percentage of packets to add additional delay to. If other packet(s) are sent/received within this delay window (that doesn't also randomly receive the same extra delay), then the packets become reordered.") |
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