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UE3:MeshBeaconHost (UDK)
Object >> MeshBeacon >> MeshBeaconHost |
Contents
- 1 Properties
- 2 Structs
- 3 Delegates
- 4 Functions
- 4.1 Native functions
- 4.1.1 DestroyBeacon
- 4.1.2 AllPlayersConnected
- 4.1.3 CancelInProgressBandwidthTests
- 4.1.4 CancelPendingBandwidthTests
- 4.1.5 GetConnectionIndexForPlayer
- 4.1.6 HasInProgressBandwidthTest
- 4.1.7 HasPendingBandwidthTest
- 4.1.8 InitHostBeacon
- 4.1.9 RequestClientBandwidthTest
- 4.1.10 RequestClientCreateNewSession
- 4.1.11 TellClientsToTravel
- 4.2 Other instance functions
- 4.1 Native functions
- Package:
- IpDrv
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This class is used to handle connections from client mesh beacons in order to establish a mesh network.
Properties
bAllowBandwidthTesting
Type: bool
Modifiers: private
TRUE if new bandwidth test requests should be handled. Set to false to ignore any pending and new requests.
Default value: True
ClientConnections
Type: array<ClientMeshBeaconConnection>
Modifiers: const
The object that is used to send/receive data with the remote host/client
ConnectionBacklog
Type: int
Modifiers: config
The number of connections to allow before refusing them
OwningPlayerId
Type: OnlineSubsystem.UniqueNetId
Modifiers: const
Net Id of player that is hosting this beacon
PendingPlayerConnections
Type: array<OnlineSubsystem.UniqueNetId>
Modifiers: private
List of players this beacon is waiting to establish connections to.
Structs
ClientConnectionBandwidthTestData
Modifiers: native
Stats stored for the current bandwidth test on a client connection
- MeshBeacon.EMeshBeaconBandwidthTestState CurrentState
- Current progress of bandwidth test. Only one client should be MB_BandwidthTestState_InProgress at a time.
- MeshBeacon.EMeshBeaconBandwidthTestType TestType
- Type of bandwidth test currently running
- int BytesTotalNeeded
- Total bytes needed to complete the test
- int BytesReceived
- Total bytes received by the client so far
- Object.double RequestTestStartTime
- Time when request was first sent to client to start the test
- Object.double TestStartTime
- Time when first response was received from client to being the test
- MeshBeacon.ConnectionBandwidthStats BandwidthStats
- Resulting stats from the bandwidth test
ClientMeshBeaconConnection
Modifiers: native
Holds the information for a client and whether they've timed out
- OnlineSubsystem.UniqueNetId PlayerNetId
- The unique id of the player for this connection
- float ElapsedHeartbeatTime
- How long it's been since the last heartbeat
- pointer{FSocket} Socket
- The socket this client is communicating on
- bool bConnectionAccepted
- True if the client connection has already been accepted for this player
- ClientConnectionBandwidthTestData BandwidthTest
- Bandwidth test being run for the client
- OnlineSubsystem.ENATType NatType
- The NAT of the client as reported by the client
- bool bCanHostVs
- TRUE if the client is able to host a vs match
- float GoodHostRatio
- Ratio of successful vs unsuccessful matches hosted by this client in the past
- array<MeshBeacon.ConnectionBandwidthStats> BandwidthHistory
- Previous bandwidth history reported by the client ordered from newest to oldest.
New bandwidth tests that occur on this host also get added to this history.
- int MinutesSinceLastTest
- Elapsed time in minutes since the last bandwidth test
Delegates
OnAllPendingPlayersConnected
Delegate called by the host mesh beacon when all players in the PendingPlayerConnections list get connections.
OnFinishedBandwidthTest
Delegate called by the host mesh beacon when bandwidth testing has completed for a client connection. This occurs when the test completes successfully or due to error/timeout.
Parameters:
- PlayerNetId - net id for player of client connection that finished the test
- TestType - test that completed based on enum of EMeshBeaconBandwidthTestType supported bandwidth test types
- TestResult - overall result from running the test
- BandwidthStats - statistics and timing information from running the test
OnReceivedClientConnectionRequest
Delegate called by the host mesh beacon after establishing a new client socket and receiving the data for a new connection request.
Parameters:
- NewClientConnection - client that sent the request for a new connection
OnReceivedClientCreateNewSessionResult
Delegate called by the host mesh beacon when it gets the results of a new game session creation on a client.
Parameters:
- bSucceeded - TRUE if the the new session was created on the client
- SessionName - the name of the session to create
- SearchClass - the search that should be with corresponding game settings when creating the session
- PlatformSpecificInfo - the platform specific binary data of the new session
OnStartedBandwidthTest
Delegate called by the host mesh beacon when bandwidth testing has started for a client connection. This occurs only when the client sends the start packet to initiate the test.
Parameters:
- PlayerNetId - net id for player of client connection that started the test
- TestType - test to run based on enum of EMeshBeaconBandwidthTestType supported bandwidth test types
Functions
Native functions
DestroyBeacon
Overrides: MeshBeacon.DestroyBeacon
Stops listening for clients and releases any allocated memory
AllPlayersConnected
Determine if the players all have connections on this host beacon
Parameters:
- Players - list of player ids we are searching for
Returns:
- TRUE if all players had connections
CancelInProgressBandwidthTests
Cancel any bandwidth tests that are already in progress.
CancelPendingBandwidthTests
Cancel any bandwidth tests that are pending.
GetConnectionIndexForPlayer
Determine if the given player has an active connection on this host beacon.
Parameters:
- PlayerNetId - player we are searching for
Returns:
- index within ClientConnections for the player's connection, -1 if not found
HasInProgressBandwidthTest
Determine if a client is currently running a bandwidth test.
Returns:
- TRUE if a client connection is currently running a bandwidth test
HasPendingBandwidthTest
Determine if a client is currently waiting/pending for a bandwidth test.
Returns:
- TRUE if a client connection is currently pending a bandwidth test
InitHostBeacon
Creates a listening host mesh beacon to accept new client connections.
Parameters:
- InOwningPlayerId - Net Id of player that is hosting this beacon
Returns:
- true if the beacon was created successfully, false otherwise
RequestClientBandwidthTest
Send a request to a client connection to initiate a new bandwidth test.
Parameters:
- PlayerNetId - player with an active connection to receive test request
- TestType - EMeshBeaconBandwidthTestType type of bandwidth test to request
- TestBufferSize - size of buffer in bytes to use for running the test
Returns:
- TRUE if the request was successfully sent to the client
RequestClientCreateNewSession
Sends a request to a specified client to create a new game session.
Parameters:
- PlayerNetId - net id of player for client connection to send request to
- SessionName - the name of the session to create
- SearchClass - the search that should be with corresponding game settings when creating the session
- Players - list of players to register on the newly created session
TellClientsToTravel
Tells all of the clients to go to a specific session (contained in platform specific info). Used to route all clients to one destination.
Parameters:
- SessionName - the name of the session to register
- SearchClass - the search that should be populated with the session
- PlatformSpecificInfo - the binary data to place in the platform specific areas
Other instance functions
AllowBandwidthTesting
Enable/disable future bandwidth test requests and current pending tests.
Parameters:
- bEnabled - true to allow bandwidth testing to be processed by the beacon
DebugRender
Render debug info about the client mesh beacon
Parameters:
- Canvas - canvas object to use for rendering debug info
- CurOptimalHostId - net id of player that should be highlighted as the current optimal host
DumpConnections
Logs the all the connected clients of this this beacon
SetPendingPlayerConnections
Set list of pending player ids we are waiting to connect with. Once all connections are established then the OnAllPendingPlayersConnected delegate is called.
Parameters:
- Players - list of player ids we are waiting to connect