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NetworkServer clean up
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@ -33,42 +33,30 @@ public static class NetworkServer
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/// <summary>active checks if the server has been started</summary>
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/// <summary>active checks if the server has been started</summary>
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public static bool active { get; internal set; }
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public static bool active { get; internal set; }
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/// <summary>
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/// <summary>batch messages and send them out in LateUpdate (or after batchInterval)</summary>
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/// batching is still optional until we improve mirror's update order.
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// still optional until we improve mirror's update order.
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/// right now it increases latency because:
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// right now it increases latency because:
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/// enabling batching flushes all state updates in same frame, but
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// enabling batching flushes all state updates in same frame, but
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/// transport processes incoming messages afterwards so server would
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// transport processes incoming messages afterwards so server would
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/// batch them until next frame's flush
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// batch them until next frame's flush
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/// => disable it for super fast paced games
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// => disable it for super fast paced games
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/// => enable it for high scale / cpu heavy games
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// => enable it for high scale / cpu heavy games
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/// </summary>
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public static bool batching;
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public static bool batching;
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/// <summary>
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/// <summary>interval in seconds used for batching. 0 means send in every LateUpdate.</summary>
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/// batching from server to client.
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/// fewer transport calls give us significantly better performance/scale.
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/// if batch interval is 0, then we only batch until the Update() call.
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/// </summary>
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public static float batchInterval = 0;
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public static float batchInterval = 0;
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// interest management component (optional)
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// interest management component (optional)
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// by default, everyone observes everyone
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// by default, everyone observes everyone
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public static InterestManagement aoi;
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public static InterestManagement aoi;
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/// <summary>
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/// <summary>Automatically disconnect inactive connections after a timeout. Can be changed at runtime.</summary>
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/// Should the server disconnect remote connections that have gone silent for more than Server Idle Timeout?
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/// <para>This value is initially set from NetworkManager in SetupServer and can be changed at runtime</para>
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/// </summary>
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public static bool disconnectInactiveConnections;
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public static bool disconnectInactiveConnections;
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/// <summary>
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/// <summary>Timeout in seconds to disconnect inactive connections. Can be changed at runtime.</summary>
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/// Timeout in seconds since last message from a client after which server will auto-disconnect.
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// By default, clients send at least a Ping message every 2 seconds.
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/// <para>This value is initially set from NetworkManager in SetupServer and can be changed at runtime</para>
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// The Host client is immune from idle timeout disconnection.
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/// <para>By default, clients send at least a Ping message every 2 seconds.</para>
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public static float disconnectInactiveTimeout = 60;
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/// <para>The Host client is immune from idle timeout disconnection.</para>
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/// <para>Default value is 60 seconds.</para>
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/// </summary>
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public static float disconnectInactiveTimeout = 60f;
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// OnConnected / OnDisconnected used to be NetworkMessages that were
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// OnConnected / OnDisconnected used to be NetworkMessages that were
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// invoked. this introduced a bug where external clients could send
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// invoked. this introduced a bug where external clients could send
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