Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:MasterServerUplink (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE2:EHeartbeatType (UT2003))
Object >> Actor >> Info >> MasterServerLink >> MasterServerUplink |
Contents
- Package:
- IpDrv
- This class in other games:
- UE2Runtime, U2, UT2004
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Properties[edit]
bReconnectPending[edit]
Type: bool
DoLANBroadcast[edit]
Type: bool
Modifiers: globalconfig
DoUplink[edit]
Type: bool
Modifiers: globalconfig
Default value: True
GamespyQueryLink[edit]
Type: UdpLink
GameStats[edit]
Type: MasterServerGameStats
MatchID[edit]
Type: int
Modifiers: const
ReconnectTime[edit]
Type: float
SendStats[edit]
Type: bool
Modifiers: globalconfig
Default value: True
ServerBehindNAT[edit]
Type: bool
Modifiers: globalconfig
ServerState[edit]
Type: GameInfo.ServerResponseLine
UplinkToGamespy[edit]
Type: bool
Modifiers: globalconfig
Default value: True
Enums[edit]
EHeartbeatType[edit]
- HB_QueryInterface
- HB_GamePort
- HB_GamespyQueryPort
EMasterToServer[edit]
- MTS_ClientChallenge
- MTS_ClientAuthFailed
- MTS_Shutdown
- MTS_MatchID
- MTS_MD5Update
- MTS_UpdateOption
- MTS_CheckOption
EServerToMaster[edit]
- STM_ClientResponse
- STM_GameState
- STM_Stats
- STM_ClientDisconnectFailed
- STM_MD5Version
- STM_CheckOptionReply
Structs[edit]
MD5UpdateData[edit]
Modifiers: native, export
Functions[edit]
Native functions[edit]
LogStatLine[edit]
Reconnect[edit]
native function Reconnect ()
Events[edit]
BeginPlay[edit]
event BeginPlay ()
Overrides: Actor.BeginPlay
ConnectionFailed[edit]
event ConnectionFailed (bool bShouldReconnect)
Refresh[edit]
event Refresh ()
Tick[edit]
simulated event Tick (float Delta)
Overrides: MasterServerLink.Tick