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PacketProcessor

Struct PacketProcessor 

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pub(super) struct PacketProcessor {
    queued: PacketQueue<PlayerPacketLaneKey, PendingPlayPacket>,
}
Expand description

Gameplay packets submitted by network tasks.

The processor runs while the game tick is idle. At each tick boundary it drains every packet submitted before that boundary, while retaining later submissions for the next packet phase.

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§queued: PacketQueue<PlayerPacketLaneKey, PendingPlayPacket>

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impl PacketProcessor

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pub(super) fn new() -> Self

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pub(super) fn schedule( &self, player: Arc<Player>, packet: ScheduledPlayPacket, payload_bytes: usize, )

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pub(super) fn run(&self, server: &Arc<Server>)

Runs the blocking packet worker until the processor is stopped.

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fn packet_is_runnable( player: &Player, packet: &ScheduledPlayPacket, server_cancelled: bool, ) -> bool

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pub(super) fn open_after_tick(&self)

Opens the inter-tick packet phase and wakes the worker.

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pub(super) async fn wait_for_overload_progress(&self)

Guarantees packet progress when a late tick leaves no normal inter-tick window.

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pub(super) async fn close_for_tick(&self)

Drains packets submitted before this tick boundary, then closes packet admission.

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pub(super) fn stop(&self)

Stops the packet worker and discards queued work during server shutdown.

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impl Default for PacketProcessor

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fn default() -> Self

Returns the “default value” for a type. Read more

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