Lite |
The LiteNetManager type exposes the following members.
| Name | Description | |
|---|---|---|
| _headPeer | ||
| _peersLock | ||
| _udpSocketv4 | ||
| AllowPeerAddressChange | Allows peer change it's ip (lte to wifi, wifi to lte, etc). Use only on server | |
| AutoRecycle | Automatically recycle NetPacketReader after OnReceive event | |
| BroadcastReceiveEnabled | Allows receive broadcast packets | |
| DisconnectOnUnreachable | Disconnect peers if HostUnreachable or NetworkUnreachable spawned (old behaviour 0.9.x was true) | |
| DisconnectTimeout | If NetManager doesn't receive any packet from remote peer during this time (in milliseconds) then connection will be closed (including library internal keepalive packets) | |
| DontRoute | UDP Only Socket Option Normally IP sockets send packets of data through routers and gateways until they reach the final destination. If the DontRoute flag is set to True, then data will be delivered on the local subnet only. | |
| EnableStatistics | Toggles the collection of network statistics for the instance and all known peers | |
| IPv6Enabled | IPv6 support | |
| IPv6Support | ||
| MaxConnectAttempts | Maximum connection attempts before client stops and call disconnect event. | |
| MaxFragmentsCount | Max fragmented packets size for reliable channels - that equals to data of size fragments count * (MTU-reliable header size) | |
| MaxPacketPerManualReceive | Maximum packets that can be received per one ManualReceive (PollEvents when started using StartInManualMode) 0 - infinite - but this can cause some big delays there is too many incoming packets | |
| MtuDiscovery | Automatically discovery mtu starting from. Use at own risk because some routers can break MTU detection and connection in result | |
| MtuOverride | Override MTU for all new peers registered in this NetManager, will ignores MTU Discovery! | |
| NatPunchEnabled | Enable nat punch messages | |
| PacketPoolSize | Maximum packet pool size (increase if you have tons of packets sending) | |
| PingInterval | Interval for latency detection and checking connection (in milliseconds) | |
| ReceivePollingTime | Poll timeout in microseconds. Increasing can slightly increase performance in cost of slow NetManager.Stop(Socket.Close) | |
| ReconnectDelay | Delay between initial connection attempts (in milliseconds) | |
| ReuseAddress | Enables socket option "ReuseAddress" for specific purposes | |
| SimulateLatency | Simulate latency by holding packets for random time. (Works only in DEBUG builds or when SIMULATE_NETWORK is defined) | |
| SimulatePacketLoss | Simulate packet loss by dropping random amount of packets. (Works only in DEBUG builds or when SIMULATE_NETWORK is defined) | |
| SimulationMaxLatency | Maximum simulated round-trip latency (in milliseconds). Actual latency applied per direction is half of this value. | |
| SimulationMinLatency | Minimum simulated round-trip latency (in milliseconds). Actual latency applied per direction is half of this value. | |
| SimulationPacketLossChance | Chance of packet loss when simulation enabled. value in percents (1 - 100). | |
| Statistics | Statistics of all connections | |
| UnconnectedMessagesEnabled | Enable messages receiving without connection. (with SendUnconnectedMessage method) | |
| UnsyncedDeliveryEvent | If true - delivery event will be called from "receive" thread immediately otherwise on PollEvents call | |
| UnsyncedEvents | Events automatically will be called without PollEvents method from another thread | |
| UnsyncedReceiveEvent | If true - receive event will be called from "receive" thread immediately otherwise on PollEvents call | |
| UpdateTime | Library logic update and send period in milliseconds Lowest values in Windows doesn't change much because of Thread.Sleep precision To more frequent sends (or sends tied to your game logic) use TriggerUpdate | |
| UseNativeSockets | Experimental feature mostly for servers. Only for Windows/Linux use direct socket calls for send/receive to drastically increase speed and reduce GC pressure |