1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _GLOBAL_CONFIG_H
#define _GLOBAL_CONFIG_H
class GlobalConfig {
public:
GlobalConfig();
static void Instantiate();
static void Deallocate();
/**
* @brief network loss factor
*
* Network loss factor, a higher factor will reconfigure the protocol
* to resend data more frequently, i.e. waste bandwidth to reduce lag
*/
int networkLossFactor;
/**
* @brief initial network timeout
*
* Network timeout in seconds, effective before the game has started
*/
int initialNetworkTimeout;
/**
* @brief network timeout
*
* Network timeout in seconds, effective after the game has started
*/
int networkTimeout;
/**
* @brief reconnect timeout
*
* Network timeout in seconds after which a player is allowed to reconnect
* with a different IP.
*/
int reconnectTimeout;
/**
* @brief MTU
*
* Maximum size of network packets to send
*/
unsigned mtu;
/**
* @brief linkBandwidth
*
* Maximum outgoing bandwidth from server in bytes, per user
*/
int linkOutgoingBandwidth;
/**
* @brief linkIncomingSustainedBandwidth
*
* Maximum incoming sustained bandwidth to server in bytes, per user
*/
int linkIncomingSustainedBandwidth;
/**
* @brief linkIncomingPeakBandwidth
*
* Maximum peak incoming bandwidth to server in bytes, per user
*/
int linkIncomingPeakBandwidth;
/**
* @brief linkIncomingMaxPacketRate
*
* Maximum number of incoming packets to server, per user and second
*/
int linkIncomingMaxPacketRate;
/**
* @brief linkIncomingMaxWaitingPackets
*
* Maximum number of queued incoming packets to server, per user
*/
int linkIncomingMaxWaitingPackets;
/**
* @brief useNetMessageSmoothingBuffer
*
* Whether client should try to keep a small buffer of unconsumed
* messages for smoothing network jitter at the cost of increased
* latency (running further behind the server)
*/
bool useNetMessageSmoothingBuffer;
/**
* @brief luaWritableConfigFile
*
* Allows Lua to write to springsettings/springrc file
*/
bool luaWritableConfigFile;
/**
* @brief teamHighlight
*
* Team highlighting for teams that are uncontrolled or have connection
* problems.
*/
int teamHighlight;
};
extern GlobalConfig* globalConfig;
#endif // _GLOBAL_CONFIG_H
|