// Copyright Epic Games, Inc. All Rights Reserved. #pragma once namespace UE { namespace Interchange { namespace Config { // Server side timeout for connection with the client constexpr double AcceptTimeout_s = 3.0; // Client side timeout for connection with the server constexpr double ConnectTimeout_s = 3.0; // Maximum time we accept to wait when a command is sent. // If the command is not sent by this delay, the operation is considered as failed constexpr double SendCommandTimeout_s = 1.0; // When true, a Terminate command is sent to the processor and we wait for // TerminateTimeout_s seconds for it to close, before a hard TerminateProc. // When false, the process is directly closed with a TerminateProc. constexpr bool CloseProcessByCommand = true; // Maximum time we accept to wait for the process to close after a Terminate // command has been sent. constexpr double TerminateTimeout_s = 1.0; // Delay between successive checks for a new task, and validation of the connection constexpr double IdleLoopDelay = 0.1; // Delay between successive validation of the connection constexpr double ProcessingLoopDelay = 0.5; }; } //ns Interchange }//ns UE