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UE2:MasterServerUplink (UE2Runtime)
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| Object >> Actor >> Info >> MasterServerLink >> MasterServerUplink |
Contents |
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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[edit] Properties
[edit] bReconnectPending
Type: bool
[edit] DoLANBroadcast
Type: bool
Modifiers: globalconfig
[edit] DoUplink
Type: bool
Modifiers: globalconfig
Default value: True
[edit] GamespyQueryLink
Type: UdpLink
[edit] GameStats
Type: MasterServerGameStats
[edit] MatchID
Type: int
Modifiers: const
[edit] ReconnectTime
Type: float
[edit] SendStats
Type: bool
Modifiers: globalconfig
Default value: True
[edit] ServerBehindNAT
Type: bool
Modifiers: globalconfig
[edit] ServerState
Type: Info.ServerResponseLine
[edit] UplinkToGamespy
Type: bool
Modifiers: globalconfig
Default value: True
[edit] Enums
[edit] EHeartbeatType
- HB_QueryInterface
- HB_GamePort
- HB_GamespyQueryPort
[edit] EMasterToServer
- MTS_ClientChallenge
- MTS_ClientAuthFailed
- MTS_Shutdown
- MTS_MatchID
- MTS_MD5Update
[edit] EServerToMaster
- STM_ClientResponse
- STM_GameState
- STM_Stats
- STM_ClientDisconnectFailed
- STM_MD5Version
[edit] Structs
[edit] MD5UpdateData
Modifiers: native, export
[edit] Functions
[edit] Native functions
[edit] LogStatLine
[edit] Reconnect
native function Reconnect ()
[edit] Events
[edit] BeginPlay
event BeginPlay ()
Overrides: Actor.BeginPlay
[edit] ConnectionFailed
event ConnectionFailed (bool bShouldReconnect)
[edit] Refresh
event Refresh ()
[edit] Tick
simulated event Tick (float Delta)
Overrides: MasterServerLink.Tick
