Photon Server API Documentation v5.0RC1

Classes | Properties | List of all members
Photon.LoadBalancing.GameServer.GameServerSettings Class Reference

Classes

class  GSLimitSettings
 
class  GSMasterSettings
 
class  GSS2SSettings
 

Properties

static GameServerSettings Default = ApplicationBase.GetConfigSectionAndValidate<GameServerSettings>("Photon:GameServer") [get]
 
GSS2SSettings S2S = new GSS2SSettings() [get, set]
 
GSMasterSettings Master = new GSMasterSettings() [get, set]
 
GameHttpQueueSettings HttpQueueSettings = new GameHttpQueueSettings() [get, set]
 
GSLimitSettings Limits = new GSLimitSettings() [get, set]
 
bool EnableNamedPipe = false [get, set]
 
int LastTouchSecondsDisconnect = 0 [get, set]
 
int MaxEmptyRoomTTL = 60000 [get, set]
 
string ServerStateFile = "ServerState.txt" [get, set]
 
string WorkloadConfigFile = "Workload.config" [get, set]
 
string PredictionConfigFile = "Prediction.config" [get, set]
 
int PredictionStatsSaveIntervalSeconds = 60 [get, set]
 
float PredictionFactor = 1.0f [get, set]
 
int JoinErrorCountToReinitialize = 10 [get, set]
 
int InactivityTimeoutHours = 24 [get, set]
 
bool TokenCheckExpectedHostAndGame = true [get, set]
 
int RoomOptionsAndFlags = -1 [get, set]
 we use this and next setting to control what room option flags can be used by client. now server is able to control what flags can be set or reset by default this options do not have any influence More...
 
int RoomOptionsOrFlags [get, set]
 

Property Documentation

◆ Default

GameServerSettings Photon.LoadBalancing.GameServer.GameServerSettings.Default = ApplicationBase.GetConfigSectionAndValidate<GameServerSettings>("Photon:GameServer")
staticget

◆ EnableNamedPipe

bool Photon.LoadBalancing.GameServer.GameServerSettings.EnableNamedPipe = false
getset

◆ HttpQueueSettings

GameHttpQueueSettings Photon.LoadBalancing.GameServer.GameServerSettings.HttpQueueSettings = new GameHttpQueueSettings()
getset

◆ InactivityTimeoutHours

int Photon.LoadBalancing.GameServer.GameServerSettings.InactivityTimeoutHours = 24
getset

◆ JoinErrorCountToReinitialize

int Photon.LoadBalancing.GameServer.GameServerSettings.JoinErrorCountToReinitialize = 10
getset

◆ LastTouchSecondsDisconnect

int Photon.LoadBalancing.GameServer.GameServerSettings.LastTouchSecondsDisconnect = 0
getset

◆ Limits

GSLimitSettings Photon.LoadBalancing.GameServer.GameServerSettings.Limits = new GSLimitSettings()
getset

◆ Master

GSMasterSettings Photon.LoadBalancing.GameServer.GameServerSettings.Master = new GSMasterSettings()
getset

◆ MaxEmptyRoomTTL

int Photon.LoadBalancing.GameServer.GameServerSettings.MaxEmptyRoomTTL = 60000
getset

◆ PredictionConfigFile

string Photon.LoadBalancing.GameServer.GameServerSettings.PredictionConfigFile = "Prediction.config"
getset

◆ PredictionFactor

float Photon.LoadBalancing.GameServer.GameServerSettings.PredictionFactor = 1.0f
getset

◆ PredictionStatsSaveIntervalSeconds

int Photon.LoadBalancing.GameServer.GameServerSettings.PredictionStatsSaveIntervalSeconds = 60
getset

◆ RoomOptionsAndFlags

int Photon.LoadBalancing.GameServer.GameServerSettings.RoomOptionsAndFlags = -1
getset

we use this and next setting to control what room option flags can be used by client. now server is able to control what flags can be set or reset by default this options do not have any influence

◆ RoomOptionsOrFlags

int Photon.LoadBalancing.GameServer.GameServerSettings.RoomOptionsOrFlags
getset

◆ S2S

GSS2SSettings Photon.LoadBalancing.GameServer.GameServerSettings.S2S = new GSS2SSettings()
getset

◆ ServerStateFile

string Photon.LoadBalancing.GameServer.GameServerSettings.ServerStateFile = "ServerState.txt"
getset

◆ TokenCheckExpectedHostAndGame

bool Photon.LoadBalancing.GameServer.GameServerSettings.TokenCheckExpectedHostAndGame = true
getset

◆ WorkloadConfigFile

string Photon.LoadBalancing.GameServer.GameServerSettings.WorkloadConfigFile = "Workload.config"
getset