| 544 | } |
| 545 | |
| 546 | U32 GameBase::getPacketDataChecksum(GameConnection * connection) |
| 547 | { |
| 548 | // just write the packet data into a buffer |
| 549 | // then we can CRC the buffer. This should always let us |
| 550 | // know when there is a checksum problem. |
| 551 | |
| 552 | static U8 buffer[1500] = { 0, }; |
| 553 | BitStream stream(buffer, sizeof(buffer)); |
| 554 | |
| 555 | writePacketData(connection, &stream); |
| 556 | U32 byteCount = stream.getPosition(); |
| 557 | U32 ret = CRC::calculateCRC(buffer, byteCount, 0xFFFFFFFF); |
| 558 | dMemset(buffer, 0, byteCount); |
| 559 | return ret; |
| 560 | } |
| 561 | |
| 562 | void GameBase::writePacketData(GameConnection*, BitStream*) |
| 563 | { |
no test coverage detected