Files
UnrealEngineUWP/Engine/Source/Runtime/EngineSettings/Classes/GameNetworkManagerSettings.h
Max Preussner 3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00

61 lines
2.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#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;
};