Class GameNetworkManager
Handles game-specific networking management (cheat detection, bandwidth management, etc.).
Inheritance
System.Object
GameNetworkManager
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class GameNetworkManager : Info
Properties
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AdjustedNetSpeed
Current adjusted net speed - Used for dynamically managing netspeed for listen servers
Declaration
public int AdjustedNetSpeed { get; set; }
Property Value
Type |
Description |
System.Int32 |
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BadPingThreshold
The point we determine the server is either delaying packets or has bad upstream
Declaration
public int BadPingThreshold { get; set; }
Property Value
Type |
Description |
System.Int32 |
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bHasStandbyCheatTriggered
Declaration
public bool bHasStandbyCheatTriggered { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsStandbyCheckingEnabled
Declaration
public bool bIsStandbyCheckingEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMovementTimeDiscrepancyDetection
Declaration
public bool bMovementTimeDiscrepancyDetection { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMovementTimeDiscrepancyForceCorrectionsDuringResolution
Declaration
public bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMovementTimeDiscrepancyResolution
Declaration
public bool bMovementTimeDiscrepancyResolution { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseDistanceBasedRelevancy
Declaration
public bool bUseDistanceBasedRelevancy { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CLIENTADJUSTUPDATECOST
CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update.
Declaration
public float CLIENTADJUSTUPDATECOST { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientAuthorativePosition
Declaration
public bool ClientAuthorativePosition { get; set; }
Property Value
Type |
Description |
System.Boolean |
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ClientErrorUpdateRateLimit
Minimum delay between the server sending error corrections to a client, in seconds.
Declaration
public float ClientErrorUpdateRateLimit { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientNetSendMoveDeltaTime
Declaration
public float ClientNetSendMoveDeltaTime { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientNetSendMoveDeltaTimeStationary
ClientNetSendMoveDeltaTimeStationary is used when players are determined to not be moving or changing their view. See ClientNetSendMoveDeltaTime for more info.
Declaration
public float ClientNetSendMoveDeltaTimeStationary { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientNetSendMoveDeltaTimeThrottled
ClientNetSendMoveDeltaTimeThrottled is used in place of ClientNetSendMoveDeltaTime when player count is high or net speed is low. See ClientNetSendMoveDeltaTime for more info.
Declaration
public float ClientNetSendMoveDeltaTimeThrottled { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientNetSendMoveThrottleAtNetSpeed
When player net speed (CurrentNetSpeed, based on ConfiguredInternetSpeed or ConfiguredLanSpeed) is less than or equal to this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.
Declaration
public int ClientNetSendMoveThrottleAtNetSpeed { get; set; }
Property Value
Type |
Description |
System.Int32 |
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ClientNetSendMoveThrottleOverPlayerCount
When player count is greater than this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.
Declaration
public int ClientNetSendMoveThrottleOverPlayerCount { get; set; }
Property Value
Type |
Description |
System.Int32 |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static GameNetworkManager DefaultObject { get; }
Property Value
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JoinInProgressStandbyWaitTime
The amount of time to wait before checking a connection for standby issues
Declaration
public float JoinInProgressStandbyWaitTime { get; set; }
Property Value
Type |
Description |
System.Single |
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LastNetSpeedUpdateTime
Last time netspeed was updated for server (by client entering or leaving)
Declaration
public float LastNetSpeedUpdateTime { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxClientForcedUpdateDuration
MaxClientForcedUpdateDuration is the maximum time duration over which the server will force updates, after MAXCLIENTUPDATEINTERVAL is initially exceeded.
Declaration
public float MaxClientForcedUpdateDuration { get; set; }
Property Value
Type |
Description |
System.Single |
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MAXCLIENTUPDATEINTERVAL
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.
Declaration
public float MAXCLIENTUPDATEINTERVAL { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxDynamicBandwidth
Maximum bandwidth dynamically set per connection
Declaration
public int MaxDynamicBandwidth { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxMoveDeltaTime
MaxMoveDeltaTime is the default maximum time delta of CharacterMovement ServerMoves. Should be less than or equal to MAXCLIENTUPDATEINTERVAL, otherwise server will interfere by forcing position updates.
Declaration
public float MaxMoveDeltaTime { get; set; }
Property Value
Type |
Description |
System.Single |
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MAXNEARZEROVELOCITYSQUARED
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
Declaration
public float MAXNEARZEROVELOCITYSQUARED { get; set; }
Property Value
Type |
Description |
System.Single |
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MAXPOSITIONERRORSQUARED
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
Declaration
public float MAXPOSITIONERRORSQUARED { get; set; }
Property Value
Type |
Description |
System.Single |
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MinDynamicBandwidth
Minimum bandwidth dynamically set per connection
Declaration
public int MinDynamicBandwidth { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MovementTimeDiscrepancyDriftAllowance
Accepted drift in clocks between client and server as a percent per second allowed.
Declaration
public float MovementTimeDiscrepancyDriftAllowance { get; set; }
Property Value
Type |
Description |
System.Single |
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MovementTimeDiscrepancyMaxTimeMargin
Maximum time client can be ahead before triggering movement time discrepancy detection/resolution (if enabled).
Declaration
public float MovementTimeDiscrepancyMaxTimeMargin { get; set; }
Property Value
Type |
Description |
System.Single |
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MovementTimeDiscrepancyMinTimeMargin
Maximum time client can be behind.
Declaration
public float MovementTimeDiscrepancyMinTimeMargin { get; set; }
Property Value
Type |
Description |
System.Single |
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MovementTimeDiscrepancyResolutionRate
During time discrepancy resolution, we "pay back" the time discrepancy at this rate for future moves until total error is zero.
Declaration
public float MovementTimeDiscrepancyResolutionRate { get; set; }
Property Value
Type |
Description |
System.Single |
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MoveRepSize
Average size of replicated move packet (ServerMove() packet size) from player
Declaration
public float MoveRepSize { get; set; }
Property Value
Type |
Description |
System.Single |
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PercentForBadPing
The percentage of clients with bad ping before triggering the standby code
Declaration
public float PercentForBadPing { get; set; }
Property Value
Type |
Description |
System.Single |
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PercentMissingForRxStandby
The percentage of clients missing RX data before triggering the standby code
Declaration
public float PercentMissingForRxStandby { get; set; }
Property Value
Type |
Description |
System.Single |
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PercentMissingForTxStandby
The percentage of clients missing TX data before triggering the standby code
Declaration
public float PercentMissingForTxStandby { get; set; }
Property Value
Type |
Description |
System.Single |
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StandbyRxCheatTime
The amount of time without packets before triggering the cheat code
Declaration
public float StandbyRxCheatTime { get; set; }
Property Value
Type |
Description |
System.Single |
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StandbyTxCheatTime
The amount of time without packets before triggering the cheat code
Declaration
public float StandbyTxCheatTime { get; set; }
Property Value
Type |
Description |
System.Single |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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TotalNetBandwidth
Total available bandwidth for listen server, split dynamically across net connections
Declaration
public int TotalNetBandwidth { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static GameNetworkManager New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to GameNetworkManager)
Convert from IntPtr to UObject
Declaration
public static implicit operator GameNetworkManager(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns