inline SteamNetworkingMicroseconds GetUsecPingWithFallback( CSteamNetworkConnectionBase *pConnection )
{
	int nPingMS = pConnection->m_statsEndToEnd.m_ping.m_nSmoothedPing;
	if ( nPingMS < 0 )
		return 200*1000; // no estimate, just be conservative
	if ( nPingMS < 1 )
		return 500; // less than 1ms.  Make sure we don't blow up, though, since they are asking for microsecond resolution.  We should just keep our pings with microsecond resolution!
	return nPingMS*1000;
}
inline SteamNetworkingMicroseconds GetUsecPingWithFallback( CSteamNetworkConnectionBase *pConnection )
{
	int nPingMS = pConnection->m_statsEndToEnd.m_ping.m_nSmoothedPing;
	if ( nPingMS < 0 )
		return 200*1000;  
	if ( nPingMS < 1 )
		return 500;  
	return nPingMS*1000;
}