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Unreal Engine - Toggle "Lag" Action
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/* | |
* Call to toggle lag settings, eg via binding input actions. | |
* Useful for testing client side prediction, server reconciliation, server side rewind, ... | |
* | |
* 1) If lag and loss settings are set, reset | |
* 2) If lag setting is set, set loss setting | |
* 3) Else set lag setting | |
*/ | |
void ToggleLag() | |
{ | |
if (GetWorld() == nullptr || GetWorld()->GetNetDriver() == nullptr) return; | |
auto PacketSimulationSettings = GetWorld()->GetNetDriver()->PacketSimulationSettings; | |
if (PacketSimulationSettings.PktLag != 0 && PacketSimulationSettings.PktLoss != 0) | |
{ | |
UE_LOGFMT(LogTemp, Warning, "|Network| Resetting packet simulation settings"); | |
PacketSimulationSettings.ResetSettings(); | |
} | |
else if (PacketSimulationSettings.PktLag != 0) | |
{ | |
UE_LOGFMT(LogTemp, Warning, "|Network| Applying packet loss"); | |
PacketSimulationSettings.PktLoss = 10; | |
} | |
else | |
{ | |
UE_LOGFMT(LogTemp, Warning, "|Network| Applying packet lag"); | |
PacketSimulationSettings.PktLag = 500; | |
} | |
PacketSimulationSettings.ValidateSettings(); | |
GetWorld()->GetNetDriver()->SetPacketSimulationSettings(PacketSimulationSettings); | |
UE_LOGFMT(LogTemp, Warning, "|Network| Lag({0}), Loss({1})", | |
GetWorld()->GetNetDriver()->PacketSimulationSettings.PktLag, | |
GetWorld()->GetNetDriver()->PacketSimulationSettings.PktLoss); | |
} |
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