net.ClientIncomingBunchFrameTimeLimitMS
net.ClientIncomingBunchFrameTimeLimitMS
#Overview
name: net.ClientIncomingBunchFrameTimeLimitMS
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Time in milliseconds to limit client incoming bunch processing to. If 0, no limit. As long as we\'re below the limit, will start processing another bunch. A single bunch that takes a while to process can overshoot the limit. After the limit is hit, remaining bunches in a packet are queued, and the IpNetDriver will not process any more packets in the current frame.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/NetDriver.cpp:306
Scope (from outer to inner):
file
namespace UE::Net::Private
Source code excerpt:
static FAutoConsoleVariableRef CVarClientIncomingBunchFrameTimeLimitMS(
TEXT("net.ClientIncomingBunchFrameTimeLimitMS"),
ClientIncomingBunchFrameTimeLimitMS,
TEXT("Time in milliseconds to limit client incoming bunch processing to. If 0, no limit. As long as we're below the limit, will start processing another bunch. A single bunch that takes a while to process can overshoot the limit. ")
TEXT("After the limit is hit, remaining bunches in a packet are queued, and the IpNetDriver will not process any more packets in the current frame."));
int32 SerializeNewActorOverrideLevel = 1;
static FAutoConsoleVariableRef CVarNetSerializeNewActorOverrideLevel(
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/NetDriver.h:2176
Scope: file
Source code excerpt:
ENGINE_API virtual bool IsEncryptionRequired() const;
/** Returns the value of cvar net.ClientIncomingBunchFrameTimeLimitMS on clients, or 0 otherwise. 0 = no limit. */
ENGINE_API float GetIncomingBunchFrameProcessingTimeLimit() const;
/** Returns true if the cvar net.ClientIncomingBunchFrameTimeLimitMS is set and the limit was exceeded */
ENGINE_API bool HasExceededIncomingBunchFrameProcessingTime() const;
/** Called internally by channels to track processing time for net.ClientIncomingBunchFrameTimeLimitMS and HasExceededIncomingBunchFrameProcessingTime() */
void AddBunchProcessingFrameTimeMS(float Milliseconds) { IncomingBunchProcessingElapsedFrameTimeMS += Milliseconds; }
/** Called internally by channels to track how many hit net.QueuedBunchTimeFailsafeSeconds */
void AddQueuedBunchFailsafeChannel() { ++QueuedBunchFailsafeNumChannels; }
protected: