breaking: NetworkManager.serverTickRate renamed to sendRate because that's what it is

This commit is contained in:
vis2k 2022-10-31 09:15:19 +01:00
parent 723da0cecc
commit 68ab1816bb

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@ -37,8 +37,11 @@ public class NetworkManager : MonoBehaviour
public bool autoConnectClientBuild;
/// <summary>Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.</summary>
[Tooltip("Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
public int serverTickRate = 30;
[Tooltip("Server & Client send rate per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
[FormerlySerializedAs("serverTickRate")]
public int sendRate = 30;
[Obsolete("NetworkManager.serverTickRate was renamed to sendRate because that's what it configures for both server & client now.")]
public int serverTickRate => sendRate;
// tick rate is in Hz.
// convert to interval in seconds for convenience where needed.
@ -254,7 +257,7 @@ public static bool IsSceneActive(string scene)
// => all exposed settings should be applied at all times if NM exists.
void ApplyConfiguration()
{
NetworkServer.tickRate = serverTickRate;
NetworkServer.tickRate = sendRate;
}
// full server setup code, without spawning objects yet
@ -661,7 +664,7 @@ public virtual void OnApplicationQuit()
public virtual void ConfigureHeadlessFrameRate()
{
#if UNITY_SERVER
Application.targetFrameRate = serverTickRate;
Application.targetFrameRate = sendRate;
// Debug.Log($"Server Tick Rate set to {Application.targetFrameRate} Hz.");
#endif
}