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NetworkConfig Class

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

The configuration object used to start server, client and hosts
Inheritance Hierarchy
SystemObject
  MLAPI.ConfigurationNetworkConfig

Namespace:  MLAPI.Configuration
Assembly:  MLAPI (in MLAPI.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
[SerializableAttribute]
public class NetworkConfig
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The NetworkConfig type exposes the following members.

Constructors
  NameDescription
Public methodNetworkConfig
Initializes a new instance of the NetworkConfig class
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Methods
  NameDescription
Public methodCompareConfig
Compares a SHA256 hash with the current NetworkingConfiguration instances hash
Public methodEquals (Inherited from Object.)
Protected methodFinalize (Inherited from Object.)
Public methodFromBase64
Sets the NetworkConfig data with that from a base64 encoded version
Public methodGetConfig
Gets a SHA256 hash of parts of the NetworkingConfiguration instance
Public methodGetHashCode (Inherited from Object.)
Public methodGetType (Inherited from Object.)
Protected methodMemberwiseClone (Inherited from Object.)
Public methodToBase64
Returns a base64 encoded version of the config
Public methodToString (Inherited from Object.)
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Fields
  NameDescription
Public fieldAttributeMessageMode
Decides how many bytes to use for Attribute messaging. Leave this to 2 bytes unless you are facing hash collisions
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 fieldConnectAddress
The address to connect to
Public fieldConnectionApproval
Wheter or not to use connection approval
Public fieldConnectionData
The data to send during connection which can be used to decide on if a client should get accepted
Public fieldConnectPort
The port for the NetworkTransport to use when connecting
Public fieldEnableEncryption
Wheter or not to enable encryption
Public fieldEnableSceneSwitching
Wheter or not to enable scene switching
Public fieldEnableTimeResync
If your logic uses the NetwokrTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
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 fieldNetworkedPrefabs
A list of spawnable prefabs
Public fieldNetworkTransport
The transport hosts the sever uses
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 fieldRelayAddress
Only used if the transport is MLPAI-Relay
Public fieldRelayEnabled
Wheter or not to use the relay
Public fieldRelayPort
Only used if the transport is MLPAI-Relay
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.
Public fieldTransport
The transport to be used
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See Also