Files
UnrealEngineUWP/Engine/Source/Runtime/EngineSettings/Classes/GameNetworkManagerSettings.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

64 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "GameNetworkManagerSettings.generated.h"
/**
* Holds the settings for the AGameNetworkManager class.
*/
UCLASS(config=Game)
class ENGINESETTINGS_API UGameNetworkManagerSettings
: public UObject
{
GENERATED_UCLASS_BODY()
/** Minimum bandwidth dynamically set per connection. */
UPROPERTY(globalconfig, EditAnywhere, Category=Bandwidth)
int32 MinDynamicBandwidth;
/** Maximum bandwidth dynamically set per connection. */
UPROPERTY(globalconfig, EditAnywhere, Category=Bandwidth)
int32 MaxDynamicBandwidth;
/** Total available bandwidth for listen server, split dynamically across net connections. */
UPROPERTY(globalconfig, EditAnywhere, Category=Bandwidth)
int32 TotalNetBandwidth;
/** The point we determine the server is either delaying packets or has bad upstream. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
int32 BadPingThreshold;
/** Used to determine if checking for standby cheats should occur. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
uint32 bIsStandbyCheckingEnabled:1;
/** The amount of time without packets before triggering the cheat code. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float StandbyRxCheatTime;
/** The amount of time without packets before triggering the cheat code. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float StandbyTxCheatTime;
/** The percentage of clients missing RX data before triggering the standby code. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float PercentMissingForRxStandby;
/** The percentage of clients missing TX data before triggering the standby code. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float PercentMissingForTxStandby;
/** The percentage of clients with bad ping before triggering the standby code. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float PercentForBadPing;
/** The amount of time to wait before checking a connection for standby issues. */
UPROPERTY(config, EditAnywhere, Category=StandbyCheats)
float JoinInProgressStandbyWaitTime;
};