pub struct NetworkSettings {
pub callbacks: ErasedNetworkCallbacks,
pub tokio_handle: Option<Handle>,
pub max_connections: usize,
pub max_players: usize,
pub address: SocketAddr,
pub connection_mode: ConnectionMode,
pub incoming_byte_limit: usize,
pub outgoing_byte_limit: usize,
}Expand description
Settings for NetworkPlugin. Note that mutations to these fields have no
effect after the plugin is built.
Fields§
§callbacks: ErasedNetworkCallbacks§tokio_handle: Option<Handle>The [Handle] to the tokio runtime the server will use. If None is
provided, the server will create its own tokio runtime at startup.
§Default Value
None
max_connections: usizeThe maximum number of simultaneous initial connections to the server.
This only considers the connections before the play state where the client is spawned into the world..
§Default Value
The default value is left unspecified and may change in future versions.
max_players: usize§Default Value
20
address: SocketAddrThe socket address the server will be bound to.
§Default Value
0.0.0.0:25565, which will listen on every available network interface.
connection_mode: ConnectionModeThe connection mode. This determines if client authentication and encryption should take place and if the server should get the player data from a proxy.
NOTE: Mutations to this field have no effect if
§Default Value
incoming_byte_limit: usizeThe maximum capacity (in bytes) of the buffer used to hold incoming packet data.
A larger capacity reduces the chance that a client needs to be disconnected due to a full buffer, but increases potential memory usage.
§Default Value
The default value is left unspecified and may change in future versions.
outgoing_byte_limit: usizeThe maximum capacity (in bytes) of the buffer used to hold outgoing packet data.
A larger capacity reduces the chance that a client needs to be disconnected due to a full buffer, but increases potential memory usage.
§Default Value
The default value is left unspecified and may change in future versions.
Trait Implementations§
Source§impl Clone for NetworkSettings
impl Clone for NetworkSettings
Source§fn clone(&self) -> NetworkSettings
fn clone(&self) -> NetworkSettings
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for NetworkSettings
impl Component for NetworkSettings
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>],
while immutable components will instead have [Component<Mutability = Immutable>]. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
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fn clone_behavior() -> ComponentCloneBehavior
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
on_add [ComponentHook] for this [Component] if one is defined.§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning.
When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for NetworkSettings
impl Default for NetworkSettings
impl Resource for NetworkSettings
Auto Trait Implementations§
impl Freeze for NetworkSettings
impl !RefUnwindSafe for NetworkSettings
impl Send for NetworkSettings
impl Sync for NetworkSettings
impl Unpin for NetworkSettings
impl UnsafeUnpin for NetworkSettings
impl !UnwindSafe for NetworkSettings
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