VRay SDK for C++
Loading...
Searching...
No Matches
VRay::ServerOptions Struct Reference

Public Types

enum  AssetCacheLimit { CACHE_NO_LIMIT = 0 , CACHE_HOUR_LIMIT = 1 , CACHE_GB_LIMIT = 2 }
 

Public Member Functions

 ServerOptions (const ServerOptions &options)=default
 
 ServerOptions (ServerOptions &&options)=default
 
ServerOptionsoperator= (const ServerOptions &options)=default
 
ServerOptionsoperator= (ServerOptions &&options)=default
 
void swap (ServerOptions &options)
 

Public Attributes

union {
   struct {
      bool   changeCurrentDirectory: 1
 Change the current folder to remoteScenePath, default: false.
 
      bool   keepSceneInMemory: 1
 Do not write a temporary vrscene-file, keep the scene data in memory only, default: false.
 
      bool   noRenderLicensePreCheck: 1
 Do not check if RenderNode license is available when creating the server (it's always checked when rendering is started), default: false.
 
      bool   overwriteLocalCacheSettings: 1
 True to override any local cache settings on the render servers with the value from the client machine. Default: false.
 
      bool   runAsLiveLink: 1
 True to use the underlying renderer as a dr/live-link interface. Default: false.
 
   } 
 
   int   flags
 
}; 
 
union {
   struct {
      bool   dr2AsDispatcher: 1
 Whether the instance will act as a Dedicated Dispatcher.
 
      bool   dr2DisableUdp: 1
 Whether UDP discovery should be disabled.
 
      bool   dr2ListenOnIpv4: 1
 Whether to listen on IPv4 local sockets.
 
      bool   dr2ListenOnIpv6: 1
 Whether to listen on IPv6 local sockets.
 
      bool   dr2PipelinedUpstream: 1
 Whether to use pipelining. Note pipelining will be disabled internally (even if requested), if a proxy is configured or is discovered between the client and a remote server.
 
      bool   dr2RunLocalRenderServer: 1
 (Dispatcher only) Whether the dispatcher should run a local render server
 
      bool   dr2SecureConnection: 1
 Whether SSL/TSL should be enabled for connections from/to this dispatcher/server.
 
   } 
 
   int   dr2Flags
 
}; 
 
enum VRay::ServerOptions::AssetCacheLimit cachedAssetsLimitType
 
float cachedAssetsLimitValue
 Value for the cache limit (hours or GB).
 
int dr2ConnectTimeout
 Initial connection timeout in seconds.
 
std::string dr2HttpProxy
 server:port connection parameter for http connections via proxy
 
int dr2UpstreamChannels
 Number of upstream connections, which the client side will use, when pipelining is not enabled.
 
int dr2WorkerThreadsPerServer
 Number of worker threads per each server instance we start.
 
std::string includePaths
 Semicolon separated list of file system paths to the folders containing scene include files.
 
int numThreads
 Number of threads to use for rendering (leave at 0 for all available).
 
std::string pluginLibraryPath
 Alternative path to folder containing V-Ray plugins.
 
int portNumber
 Which port to accept connections on (leave at 0 for default - 20207 (DR1) or 20209 (DR2))
 
std::string remoteScenePath
 The folder in which the received vrscene-file will be written, default is the temp folder.
 

The documentation for this struct was generated from the following file: