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Searched refs:m_messagesQueued (Results 1 – 3 of 3) sorted by relevance

/dports/net/gamenetworkingsockets/GameNetworkingSockets-1.3.0/src/steamnetworkingsockets/clientlib/
H A Dsteamnetworkingsockets_snp.h349 CSteamNetworkingMessage *pMsg = m_messagesQueued.m_pLast; in ClearNagleTimers()
365 SSNPSendMessageList m_messagesQueued; member
H A Dsteamnetworkingsockets_snp.cpp67 m_messagesQueued.PurgeMessages(); in Shutdown()
317 m_senderState.m_messagesQueued.push_back( pSendMessage ); in SNP_SendMessage()
355 if ( usecNextThink > m_senderState.m_messagesQueued.m_pFirst->SNPSend_UsecNagle() ) in SNP_SendMessage()
426 if ( m_senderState.m_messagesQueued.empty() ) in SNP_FlushMessage()
431 if ( m_senderState.m_messagesQueued.m_pLast->SNPSend_UsecNagle() == 0 ) in SNP_FlushMessage()
1604 if ( m_senderState.m_messagesQueued.empty() ) in SNP_SendPacket()
1609 CSteamNetworkingMessage *pSendMsg = m_senderState.m_messagesQueued.m_pFirst; in SNP_SendPacket()
1684 m_senderState.m_messagesQueued.pop_front(); in SNP_SendPacket()
1767 bool bStillInQueue = ( seg.m_pMsg == m_senderState.m_messagesQueued.m_pFirst ); in SNP_SendPacket()
3424 if ( m_senderState.m_messagesQueued.empty() ) in SNP_TimeWhenWantToSendNextPacket()
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H A Dsteamnetworkingsockets_connections.cpp3314 if ( m_senderState.m_messagesQueued.empty() && m_senderState.m_unackedReliableMessages.empty() ) in CheckConnectionStateAndSetNextThinkTime()