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| int | TargetFPS [get, set] |
| | Target screen refresh rate for the Engine. Setting the number lower allows more time for the processor to perform background Engine tasks. Set the value to 0 for no upper limit. Default is 60 FPS.
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| double | SamplingTimeForCPS [get, set] |
| | Total number of seconds between Cycles Per Second (CPS) calculation. Default is 1.5 seconds.
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| long | SamplingTimeForCPSTicks [get] |
| | Total number of system ticks between each CPS sampling.
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| double | TimeBetweenKeyboardEvents = 0.03 [get, set] |
| | Minimum time (in seconds) allowed between Keyboard events. Use this to prevent flooding the system with too many events at once (holding down a key, etc). Default is 0.03 seconds (30 milliseconds).
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| double | TimeBetweenGamepadEvents = 0.03 [get, set] |
| | Minimum time (in seconds) allowed between Gamepad events. Use this to prevent flooding the system with too many events at once (holding down a button, etc). Default is 0.03 seconds (30 milliseconds).
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| double | TimeBetweenMouseEvents = 0.03 [get, set] |
| | Minimum time (in seconds) allowed between Mouse events. Use this to prevent flooding the system with too many events at once (holding down a button, dragging, etc). Default is 0.03 seconds (30 milliseconds).
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| EngineLoggingMode | LoggingMode = EngineLoggingMode.Asynchronous [get, set] |
| | Controls whether engine logging operations are performed synchronously or asynchronously.
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| int | LoggingQueueCapacity [get, set] |
| | Maximum number of queued log events when LoggingMode is EngineLoggingMode.Asynchronous. When full, log events are dropped (fire-and-forget). Default is 8192.
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| bool | FlushAsyncLogsOnShutdown = true [get, set] |
| | If true, the engine will attempt to flush queued async log events during shutdown. Default is true.
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| List< StateFileMount >? | StateFiles [get, set] |
| | Optional collection of serialized EngineStates to mount at initialization.
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Settings used by the engine when cycling.
| EngineLoggingMode Gondwana.Configuration.EngineConfiguration.LoggingMode = EngineLoggingMode.Asynchronous |
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getset |
Controls whether engine logging operations are performed synchronously or asynchronously.
When set to EngineLoggingMode.Asynchronous, log entries are enqueued and processed on a background thread as a fire-and-forget operation. This avoids blocking the engine's main loop but may drop log records if the queue is saturated.
When set to EngineLoggingMode.Synchronous, log entries are written immediately on the calling thread. This guarantees ordering and delivery but may negatively impact engine performance, especially when logging to the console.
The logging execution mode. The default value is EngineLoggingMode.Asynchronous.