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    Class NetworkSettings

    Network settings container.

    Inheritance
    System.Object
    SettingsBase
    NetworkSettings
    Namespace: FlaxEditor.Content.Settings
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    public sealed class NetworkSettings : SettingsBase

    Constructors

    NetworkSettings()

    Initializes a new instance of the NetworkSettings.

    Declaration
    public NetworkSettings()

    Fields

    Address

    Address of the server (server/host always runs on localhost). Only IPv4 is supported.

    Declaration
    [EditorOrder(1000)]
    [EditorDisplay("Transport", null)]
    public string Address
    Field Value
    System.String

    MaxClients

    Maximum amount of active network clients in a game session. Used by server or host to limit amount of players and spectators.

    Declaration
    [EditorOrder(0)]
    [EditorDisplay("General", null)]
    public int MaxClients
    Field Value
    System.Int32

    NetworkDriver

    The type of the network driver (implements INetworkDriver) that will be used to create, manage, send and receive messages over the network.

    Declaration
    [EditorOrder(1100)]
    [EditorDisplay("Transport", null)]
    [TypeReference]
    [CustomEditorAlias("FlaxEditor.CustomEditors.Editors.TypeNameEditor")]
    public string NetworkDriver
    Field Value
    System.String

    NetworkFPS

    The target amount of the network system updates per second. Higher values provide better network synchronization (eg. 60 for shooters), lower values reduce network usage and performance impact (eg. 30 for strategy games). Can be used to tweak networking performance impact on game. Cannot be higher that UpdateFPS (from Time Settings). Use 0 to run every game update.

    Declaration
    [EditorOrder(100)]
    [Limit(0F, 1000F, 1F)]
    [EditorDisplay("General", "Network FPS")]
    public float NetworkFPS
    Field Value
    System.Single

    Port

    The port for the network peer.

    Declaration
    [EditorOrder(1010)]
    [EditorDisplay("Transport", null)]
    public ushort Port
    Field Value
    System.UInt16

    ProtocolVersion

    Network protocol version of the game. Network clients and server can use only the same protocol version (verified upon client joining).

    Declaration
    [EditorOrder(10)]
    [EditorDisplay("General", null)]
    public uint ProtocolVersion
    Field Value
    System.UInt32

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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