Live multiplayer/network HUD state updated during gameplay.
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#include <NetClient.h>
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uint32_t | rttMs = 0 |
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uint32_t | rttVarianceMs = 0 |
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uint32_t | lossPermille = 0 |
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uint32_t | lastSnapshotTick = 0 |
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uint32_t | lastCorrectionTick = 0 |
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uint32_t | snapshotAgeMs = 0 |
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uint32_t | gameplaySilenceMs = 0 |
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bool | predictionActive = false |
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bool | recoveryActive = false |
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uint32_t | correctionCount = 0 |
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uint32_t | mismatchCount = 0 |
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uint32_t | lastCorrectionDeltaQ = 0 |
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uint32_t | maxPendingInputDepth = 0 |
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Live multiplayer/network HUD state updated during gameplay.
The documentation for this struct was generated from the following file: