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NetworkingConfiguration Fields

[This is preliminary documentation and is subject to change.]

The NetworkingConfiguration type exposes the following members.

Fields
  NameDescription
Public fieldAddress
The address to connect to
Public fieldAllowPassthroughMessages
Wheter or not to allow any type of passthrough messages
Public fieldChannels
Channels used by the NetworkedTransport
Public fieldClientConnectionBufferTimeout
The amount of seconds to wait for handshake to complete before timing out a client
Public fieldConnectionApproval
Wheter or not to use connection approval
Public fieldConnectionApprovalCallback
The callback to invoke when a connection has to be decided if it should get approved
Public fieldConnectionData
The data to send during connection which can be used to decide on if a client should get accepted
Public fieldEnableEncryption
Wheter or not to enable encryption
Public fieldEnableSceneSwitching
Wheter or not to enable scene switching
Public fieldEncryptedChannels
Set of channels that will have all message contents encrypted when used
Public fieldEventTickrate
The amount of times per second internal frame events will occur, examples include SyncedVar send checking.
Public fieldHandleObjectSpawning
Wheter or not to make the library handle object spawning
Public fieldMaxConnections
The max amount of Clients that can connect.
Public fieldMaxReceiveEventsPerTickRate
The max amount of messages to process per ReceiveTickrate. This is to prevent flooding.
Public fieldMessageBufferSize
The size of the receive message buffer. This is the max message size.
Public fieldMessageTypes
Registered MessageTypes
Public fieldPassthroughMessageTypes
List of MessageTypes that can be passed through by Server. MessageTypes in this list should thus not be trusted to as great of an extent as normal messages.
Public fieldPort
The port for the NetworkTransport to use
Public fieldProtocolVersion
The protocol version. Different versions doesn't talk to each other.
Public fieldReceiveTickrate
Amount of times per second the receive queue is emptied and all messages inside are processed.
Public fieldRegisteredScenes
A list of SceneNames that can be used during networked games.
Public fieldRSAPrivateKey
Private RSA XML key to use for signing key exchange
Public fieldRSAPublicKey
Public RSA XML key to use for signing key exchange
Public fieldSecondsHistory
The amount of seconds to keep a lag compensation position history
Public fieldSendTickrate
The amount of times per second every pending message will be sent away.
Public fieldSignKeyExchange
Wheter or not to enable signed diffie hellman key exchange.
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