Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Classes/IpNetDriver.h |
Include |
#include "IpNetDriver.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine)
class UIpNetDriver : public UNetDriver
Name | Description | ||
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uint32: 1 |
AllowPlayerPortUnreach |
Does the game allow clients to remain after receiving ICMP port unreachable errors (handles flakey connections) |
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uint32: 1 |
LogPortUnreach |
Should port unreachable messages be logged |
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MaxPortCountToTry |
Number of ports which will be tried if current one is not available for binding (i.e. if told to bind to port N, will try from N to N+MaxPortCountToTry inclusive) |
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float |
PauseReceiveEnd |
If pausing socket receives, the time at which this should end |
Name | Description | |
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UIpNetDriver ( |
Base constructor |
Name | Description | ||
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FUniqueSocke... |
CreateAndBindSocket ( |
Creates, initializes and binds a socket using the given bind address information. |
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FUniqueSocke... |
CreateSocketForProtocol ( |
Creates a socket set up for communication using the given protocol. |
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int |
GetClientPort() |
Returns the port number to use when a client is creating a socket. |
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float |
GetResolutionTimeoutValue() |
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UIpConnectio... |
GetServerConnection() |
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FSocket *... |
GetSocket() |
Returns the current FSocket to be used with this NetDriver. |
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HandlePauseReceiveCommand ( |
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HandleSocketsCommand ( |
Exec command handlers |
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SetSocketAndLocalAddress ( |
Set the current NetDriver's socket to the given socket and takes ownership of it (the driver will handle destroying it). |
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SetSocketAndLocalAddress ( |
Set the current NetDriver's socket to the given socket. |
|
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TestSuddenPortChange ( |
Tests a scenario where a connected client suddenly starts sending traffic on a different port (can happen due to a rare router bug. |
Name | Description | ||
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ISocketSubsy... |
GetSocketSubsystem() |
Get the socket subsytem appropriate for this net driver |
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InitBase ( |
Common initialization between server and client connection setup |
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InitConnect ( |
Initialize the net driver in client mode |
|
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InitListen ( |
Initialize the network driver in server mode (listener) |
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IsAvailable() |
Returns true if this net driver is valid for the current configuration. |
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IsNetResourceValid() |
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LowLevelDestroy() |
Close socket and Free the memory the OS allocated for this socket |
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LowLevelGetNetworkNumber() |
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LowLevelSend ( |
Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. |
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TickDispatch ( |
Handle time update: read and process packets |
Name | Description | ||
---|---|---|---|
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Exec ( |
Handle exec commands |
Name |
Description |
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FOnNetworkProcessingCausingSlowFrame |
Callback for platform handling when networking is taking a long time in a single frame (by default over 1 second). |
Name |
Description |
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OnNetworkProcessingCausingSlowFrame |
For backwards compatibility with the engine stateless connect code |
Name | Description | ||
---|---|---|---|
|
FSocket * |
Socket |
Socket access is now controlled through the getter/setter combo: GetSocket and SetSocketAndLocalAddress |
Name | Description | ||
---|---|---|---|
|
FSocket *... |
CreateSocket() |
Socket creation is now restricted to subclasses and done through CreateSocketForProtocol or CreateAndBindSocket |
|
UNetConnecti... |
ProcessConnectionlessPacket ( |
ProcessConnectionlessPacket has a new API, and will become private soon. |