Started on UE4 server, semi working handshake
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using System.Net;
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using System.Net.Sockets;
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using Prospect.Unreal.Core;
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namespace Prospect.Unreal.Net;
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public abstract class UNetConnection
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{
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public const int ReliableBuffer = 256;
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public const int MaxPacketId = 16384;
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public abstract void InitBase(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
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public abstract void InitRemoteConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, IPEndPoint inRemoteAddr, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
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public abstract void InitLocalConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
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public abstract void LowLevelSend(byte[] data, int countBits, FOutPacketTraits traits);
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public abstract string LowLevelGetRemoteAddress(bool bAppendPort = false);
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public abstract string LowLevelDescribe();
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public abstract void Tick(float deltaSeconds);
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public abstract void CleanUp();
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public abstract void ReceivedRawPacket(byte[] data, int count);
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public abstract float GetTimeoutValue();
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public void InitSequence(int clientSequence, int serverSequence)
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{
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}
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}
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