Make everything in NetConfig static instead of constant so mods can change it
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@@ -56,6 +56,7 @@ defaultLib["TraitorEvent"] = CreateStatic("Barotrauma.TraitorEvent", true)
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defaultLib["EventSet"] = CreateStatic("Barotrauma.EventSet", true)
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defaultLib["EventManagerSettings"] = CreateStatic("Barotrauma.EventManagerSettings", true)
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defaultLib["NetConfig"] = CreateStatic("Barotrauma.Networking.NetConfig")
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defaultLib["Inventory"] = CreateStatic("Barotrauma.Inventory", true)
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defaultLib["CharacterInventory"] = CreateStatic("Barotrauma.CharacterInventory", true)
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defaultLib["ItemInventory"] = CreateStatic("Barotrauma.ItemInventory", true)
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@@ -379,6 +379,7 @@ RegisterBarotrauma("MalfunctionEvent")
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RegisterBarotrauma("EventSet")
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RegisterBarotrauma("EventPrefab")
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RegisterBarotrauma("Networking.NetConfig")
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RegisterBarotrauma("Networking.IWriteMessage")
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RegisterBarotrauma("Networking.IReadMessage")
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RegisterBarotrauma("Networking.NetEntityEvent")
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@@ -5,59 +5,59 @@ namespace Barotrauma.Networking
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{
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static class NetConfig
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{
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public const int DefaultPort = 27015;
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public const int DefaultQueryPort = 27016;
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public static int DefaultPort = 27015;
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public static int DefaultQueryPort = 27016;
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public const int MaxPlayers = 256;
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public static int MaxPlayers = 256;
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public const int ServerNameMaxLength = 60;
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public const int ServerMessageMaxLength = 2000;
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public static int ServerNameMaxLength = 60;
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public static int ServerMessageMaxLength = 2000;
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public const float MaxPhysicsBodyVelocity = 64.0f;
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public const float MaxPhysicsBodyAngularVelocity = 16.0f;
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public const float MaxHealthUpdateInterval = 2.0f;
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public const float MaxHealthUpdateIntervalDead = 10.0f;
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public static float MaxHealthUpdateInterval = 2.0f;
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public static float MaxHealthUpdateIntervalDead = 10.0f;
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public const float HighPrioCharacterPositionUpdateDistance = 1000.0f;
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public const float LowPrioCharacterPositionUpdateDistance = 10000.0f;
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public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
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public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
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public static float HighPrioCharacterPositionUpdateDistance = 1000.0f;
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public static float LowPrioCharacterPositionUpdateDistance = 10000.0f;
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public static float HighPrioCharacterPositionUpdateInterval = 0.0f;
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public static float LowPrioCharacterPositionUpdateInterval = 1.0f;
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//this should be higher than LowPrioCharacterPositionUpdateInterval,
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//otherwise the clients may freeze characters even though the server hasn't actually stopped sending position updates
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public const float FreezeCharacterIfPositionDataMissingDelay = 2.0f;
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public const float DisableCharacterIfPositionDataMissingDelay = 3.5f;
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public static float FreezeCharacterIfPositionDataMissingDelay = 2.0f;
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public static float DisableCharacterIfPositionDataMissingDelay = 3.5f;
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public const float DeleteDisconnectedTime = 20.0f;
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public static float DeleteDisconnectedTime = 20.0f;
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public const float ItemConditionUpdateInterval = 0.15f;
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public const float LevelObjectUpdateInterval = 0.5f;
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public const float HullUpdateInterval = 0.5f;
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public const float SparseHullUpdateInterval = 5.0f;
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public const float HullUpdateDistance = 20000.0f;
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public static float ItemConditionUpdateInterval = 0.15f;
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public static float LevelObjectUpdateInterval = 0.5f;
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public static float HullUpdateInterval = 0.5f;
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public static float SparseHullUpdateInterval = 5.0f;
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public static float HullUpdateDistance = 20000.0f;
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public const int MaxEventPacketsPerUpdate = 4;
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public static int MaxEventPacketsPerUpdate = 4;
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/// <summary>
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/// How long the server waits for the clients to get in sync after the round has started before kicking them
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/// </summary>
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public const float RoundStartSyncDuration = 60.0f;
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public static float RoundStartSyncDuration = 60.0f;
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/// <summary>
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/// How long the server keeps events that everyone currently synced has received
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/// </summary>
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public const float EventRemovalTime = 15.0f;
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public static float EventRemovalTime = 15.0f;
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/// <summary>
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/// If a client hasn't received an event that has been succesfully sent to someone within this time, they get kicked
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/// </summary>
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public const float OldReceivedEventKickTime = 10.0f;
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public static float OldReceivedEventKickTime = 10.0f;
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/// <summary>
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/// If a client hasn't received an event after this time, they get kicked
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/// </summary>
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public const float OldEventKickTime = 30.0f;
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public static float OldEventKickTime = 30.0f;
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/// <summary>
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/// Interpolates the positional error of a physics body towards zero.
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