示例#1
0
 /// <summary>
 /// Sets the emulation properties in <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 /// <remarks>
 /// The method can't update the saved values in the persistent <see cref="uLink.NetworkPrefs.resourcePath"/> file,
 /// because that assumes the file is editable (i.e. the running project isn't built) and would require file I/O permission.
 /// Calling this will only update the values in memory.
 /// </remarks>
 public void SetPrefs()
 {
     NetworkPrefs.Set("Network.emulation.maxBandwidth", _maxBandwidth);
     NetworkPrefs.Set("Network.emulation.chanceOfLoss", _chanceOfLoss);
     NetworkPrefs.Set("Network.emulation.chanceOfDuplicates", _chanceOfDuplicates);
     NetworkPrefs.Set("Network.emulation.minLatency", _minLatency);
     NetworkPrefs.Set("Network.emulation.maxLatency", _maxLatency);
 }
示例#2
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 /// <summary>
 /// Gets the emulation properties from <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 public void GetPrefs()
 {
     _maxBandwidth       = NetworkPrefs.Get("Network.emulation.maxBandwidth", _maxBandwidth);
     _chanceOfLoss       = NetworkPrefs.Get("Network.emulation.chanceOfLoss", _chanceOfLoss);
     _chanceOfDuplicates = NetworkPrefs.Get("Network.emulation.chanceOfDuplicates", _chanceOfDuplicates);
     _minLatency         = NetworkPrefs.Get("Network.emulation.minLatency", _minLatency);
     _maxLatency         = NetworkPrefs.Get("Network.emulation.maxLatency", _maxLatency);
     _Apply();
 }
示例#3
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 /// <summary>
 /// Save preferences for master server in PlayerPrefs.
 /// </summary>
 public static void SetPrefs()
 {
     NetworkPrefs.Set("MasterServer.comment", comment);
     NetworkPrefs.Set("MasterServer.dedicatedServer", dedicatedServer);
     NetworkPrefs.Set("MasterServer.gameLevel", gameLevel);
     NetworkPrefs.Set("MasterServer.gameMode", gameMode);
     NetworkPrefs.Set("MasterServer.gameName", gameName);
     NetworkPrefs.Set("MasterServer.gameType", gameType);
     NetworkPrefs.Set("MasterServer.ipAddress", ipAddress);
     NetworkPrefs.Set("MasterServer.password", password);
     NetworkPrefs.Set("MasterServer.port", port);
     NetworkPrefs.Set("MasterServer.updateRate", updateRate);
 }
示例#4
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 /// <summary>
 /// Load preferences for master server from the previously stored PlayerPrefs.
 /// </summary>
 public static void GetPrefs()
 {
     comment         = NetworkPrefs.Get("MasterServer.comment", String.Empty);
     dedicatedServer = NetworkPrefs.Get("MasterServer.dedicatedServer", false);
     gameLevel       = NetworkPrefs.Get("MasterServer.gameLevel", String.Empty);
     gameMode        = NetworkPrefs.Get("MasterServer.gameMode", String.Empty);
     gameName        = NetworkPrefs.Get("MasterServer.gameName", String.Empty);
     gameType        = NetworkPrefs.Get("MasterServer.gameType", String.Empty);
     ipAddress       = NetworkPrefs.Get("MasterServer.ipAddress", ipAddress);
     password        = NetworkPrefs.Get("MasterServer.password", String.Empty);
     port            = NetworkPrefs.Get("MasterServer.port", 23466);
     updateRate      = NetworkPrefs.Get("MasterServer.updateRate", 0.05f);
 }
示例#5
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 /// <summary>
 /// Sets the NetworkConfig properties in <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 /// <remarks>
 /// The method can't update the saved values in the persistent <see cref="uLink.NetworkPrefs.resourcePath"/> file,
 /// because that assumes the file is editable (i.e. the running project isn't built) and would require file I/O permission.
 /// Calling this will only update the values in memory.
 /// </remarks>
 public void SetPrefs()
 {
     NetworkPrefs.Set("Network.config.localIP", _localIP);
     NetworkPrefs.Set("Network.config.sendBufferSize", _sendBufferSize);
     NetworkPrefs.Set("Network.config.receiveBufferSize", _receiveBufferSize);
     NetworkPrefs.Set("Network.config.maximumTransmissionUnit", _maximumTransmissionUnit);
     NetworkPrefs.Set("Network.config.timeBetweenPings", _timeBetweenPings);
     NetworkPrefs.Set("Network.config.timeoutDelay", _timeoutDelay);
     NetworkPrefs.Set("Network.config.handshakeRetriesMaxCount", _handshakeRetriesMaxCount);
     NetworkPrefs.Set("Network.config.handshakeRetryDelay", _handshakeRetryDelay);
     NetworkPrefs.Set("Network.config.batchSendAtEndOfFrame", batchSendAtEndOfFrame);
     NetworkPrefs.Set("Network.config.allowInternalUnconnectedMessages", allowInternalUnconnectedMessages);
 }
示例#6
0
 /// <summary>
 /// Gets the NetworkConfig properties from <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 public void GetPrefs()
 {
     _localIP                          = NetworkPrefs.Get("Network.config.localIP", _localIP);
     _sendBufferSize                   = NetworkPrefs.Get("Network.config.sendBufferSize", _sendBufferSize);
     _receiveBufferSize                = NetworkPrefs.Get("Network.config.receiveBufferSize", _receiveBufferSize);
     _maximumTransmissionUnit          = NetworkPrefs.Get("Network.config.maximumTransmissionUnit", _maximumTransmissionUnit);
     _timeBetweenPings                 = NetworkPrefs.Get("Network.config.timeBetweenPings", _timeBetweenPings);
     _timeoutDelay                     = NetworkPrefs.Get("Network.config.timeoutDelay", _timeoutDelay);
     _handshakeRetriesMaxCount         = NetworkPrefs.Get("Network.config.handshakeRetriesMaxCount", _handshakeRetriesMaxCount);
     _handshakeRetryDelay              = NetworkPrefs.Get("Network.config.handshakeRetryDelay", _handshakeRetryDelay);
     batchSendAtEndOfFrame             = NetworkPrefs.Get("Network.config.batchSendAtEndOfFrame", batchSendAtEndOfFrame);
     _allowInternalUnconnectedMessages = NetworkPrefs.Get("Network.config.allowInternalUnconnectedMessages", allowInternalUnconnectedMessages);
     _allowConnectionToSelf            = NetworkPrefs.Get("Network.config.allowConnectionToSelf", allowConnectionToSelf);
     _Apply();
 }
 /// <summary>
 /// Sets the persistent NetworkTime properties in <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 /// <remarks>
 /// The method can't update the saved values in the persistent <see cref="uLink.NetworkPrefs.resourcePath"/> file,
 /// because that assumes the file is editable (i.e. the running project isn't built) and would require file I/O permission.
 /// Calling this will only update the values in memory.
 /// </remarks>
 public static void SetPrefs()
 {
     NetworkPrefs.Set("NetworkTime.timeMeasurementFunction", (int)NetTime.timeMeasurementFunction);
 }
 /// <summary>
 /// Gets the persistent NetworkTime properties from <see cref="uLink.NetworkPrefs"/>.
 /// </summary>
 public static void GetPrefs()
 {
     timeMeasurementFunction = (NetworkTimeMeasurementFunction)NetworkPrefs.Get("NetworkTime.timeMeasurementFunction", (int)NetworkTimeMeasurementFunction.Stopwatch);
 }