Files
UnrealEngineUWP/Engine/Config/ConfigRedirects.ini
lorry li 0980390e94 Migrate retry system total timeout for http request, by adding total timeout feature in http request;
Deprecate HttpTimeout config, use HttpActivityTimeout or HttpTotalTimeout instead;
Deprecate HttpSendTimeout config, only use HttpActivityTimeout;
Make HttpActivityTimeout work on all platforms, not only CurlHttp;
Added corresponding http tests;
Now because timeout migrated, enable new flow by default in retry system to have non-game thread support.

#jira UE-197485, UE-202201
[REVIEW] [at]michael.atchison [at]michael.kirzinger [at]rafa.lecina
#rb michael.atchison, Michael.Kirzinger
#tests Tested through WebTests project on all platforms, also tried the game on PC.

[CL 30817277 by lorry li in ue5-main branch]
2024-01-23 16:08:08 -05:00

66 lines
3.1 KiB
INI

;; This file contains a list of remaps/redirects for config file Sections and Keys, so Epic can make changes
;; to the Engine without breaking licensee .ini files.
;;
;; The config system will remap the names on load, so any saving will use the new names, but with .ini files
;; often being checked into source control, and ini saving can be differential against sections in other files,
;; it's safest to have a human fixup the ini files.
;;
;; To that end, any remaps that happen will be Warnings in C# utilites, C++ console commands, and in the Editor Message Log.
;;
;; The main intention of this file is to allow Epic to change section/key names without breaking licensee config files. So,
;; it's not expected that licensees would need to modify this file - instead, licensees can fix up their config files directly
;; instead of modifying a config file like this one.
;;
;; However, if a licensee can't fix the ini file because saved user settings need to be redirected (and can't be fixed easily)
;; a project can have a <ProjectDir>/Config/ConfigRedirects.ini file that will be read.
;;
;; This first section contains a list of section names to be remapped. All other sections are the name of a section that contains
;; one of more keys to remap/redirect, followed up the old and new name of the keys to remap
[SectionNameRemap]
;OldSection=NewSection
; Fix for TextureLODSettings defaults not allowing DeviceProfile parent settings from working (with TextureLODGroups)
/Script/Engine.TextureLODSettings=GlobalDefaults DeviceProfile
;; This will look in sections named [Staging] and remap WhitelistConfigFiles to AllowedConfigFiles, etc
[Staging]
WhitelistConfigFiles=AllowedConfigFiles
BlacklistConfigFiles=DisallowedConfigFiles
WhitelistDirectories=AllowedDirectories
BlacklistLocalizationTargets=DisallowedLocalizationTargets
[/Script/UnrealEd.ProjectPackagingSettings]
IniKeyBlacklist=IniKeyDenylist
IniSectionBlacklist=IniSectionDenylist
[/Script/Engine.RPCDoSDetectionConfig]
RPCBlockWhitelist=RPCBlockAllowlist
[LwsWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[WinHttpWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[OnlineServices.EOS]
EncryptionKey=ClientEncryptionKey
[EOSVoiceChat]
EncryptionKey=ClientEncryptionKey
[/Script/OnlineSubsystemEOS.EOSSettings]
EncryptionKey=ClientEncryptionKey
[HTTP]
; The legacy behavior uses HttpTimeout as HttpActivityTimeout, it actually should use HttpActivityTimeout instead.
; Now the value of HttpTimeout will be read into HttpActivityTimeout just to keep existing behavior.
; If it's really an requirement to actually have total timeout for the http request, use HttpTotalTimeout instead.
; By default HttpTotalTimeout should be 0, means no time out for the entire http request
HttpTimeout=HttpActivityTimeout
; Use HttpActivityTimeout instead for checking any activity on the establish connection
HttpReceiveTimeout=HttpActivityTimeout
; The legacy behavior doesn't make use of HttpSendTimeout at all, and there is no such support on some platforms.
; HttpActivityTimeout should be enough to decide if there is still any ongoing activity
HttpSendTimeout=HttpActivityTimeout