Class CommonNetworkParametersExtensions
Extensions for NetworkConfigParameter.
Inherited Members
Namespace: Unity.Networking.Transport
Syntax
public static class CommonNetworkParametersExtensions
Methods
GetNetworkConfigParameters(ref NetworkSettings)
Gets the NetworkConfigParameter in the settings.
Declaration
public static NetworkConfigParameter GetNetworkConfigParameters(this ref NetworkSettings settings)
Parameters
Type | Name | Description |
---|---|---|
NetworkSettings | settings | Settings to get parameters from. |
Returns
Type | Description |
---|---|
NetworkConfigParameter | Structure containing the network parameters. |
WithNetworkConfigParameters(ref NetworkSettings, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
Sets the NetworkConfigParameter in the settings.
Declaration
public static ref NetworkSettings WithNetworkConfigParameters(this ref NetworkSettings settings, int connectTimeoutMS = 1000, int maxConnectAttempts = 60, int disconnectTimeoutMS = 30000, int heartbeatTimeoutMS = 500, int reconnectionTimeoutMS = 2000, int maxFrameTimeMS = 0, int fixedFrameTimeMS = 0, int receiveQueueCapacity = 512, int sendQueueCapacity = 512)
Parameters
Type | Name | Description |
---|---|---|
NetworkSettings | settings | Settings to modify. |
Int32 | connectTimeoutMS | Time between connection attempts. |
Int32 | maxConnectAttempts | Maximum number of connection attempts to try. If no answer is received from the server after this number of attempts, a Disconnect event is generated for the connection. |
Int32 | disconnectTimeoutMS | Inactivity timeout for a connection. If nothing is received on a connection for this
amount of time, it is disconnected (a Disconnect event
will be generated). To prevent this from happenning when the game session is simply
quiet, set |
Int32 | heartbeatTimeoutMS | Time after which if nothing from a peer is received, a heartbeat message will be sent
to keep the connection alive. Prevents the |
Int32 | reconnectionTimeoutMS | Time after which to attempt to re-establish a connection if nothing is received from the
peer. This is used to re-establish connections for example when a peer's IP address
changes (e.g. mobile roaming scenarios). To be effective, should be less than
|
Int32 | maxFrameTimeMS | Maximum amount of time a single frame can advance timeout values. In this scenario, a frame is defined as the time between two ScheduleUpdate(JobHandle) calls. Useful when debugging to avoid connection timeouts. |
Int32 | fixedFrameTimeMS | Fixes a fixed amount of time to be used each frame for the purpose of timeout calculations. For example, setting this value to 1000 will have the driver consider that 1 second passed between each call to ScheduleUpdate(JobHandle), even if that's not actually the case. Only useful for testing scenarios, where deterministic behavior is more important than correctness. |
Int32 | receiveQueueCapacity | Capacity of the receive queue. This should be the maximum number of packets expected to be received in a single update (each frame). The best value for this will depend heavily on the game type, but generally should be a multiple of the maximum number of players. The only impact of increasing this value is increased memory usage, with an expected ~1400 bytes of memory being used per unit of capacity. The queue is shared across all connections, so servers should set this higher than clients. |
Int32 | sendQueueCapacity | Capacity of the send queue. This should be the maximum number of packets expected to be send in a single update (each frame). The best value will depend heavily on the game type, but generally should be a multiple of the maximum number of players. The only impact of increasing this value is increased memory usage, with an expected ~1400 bytes of memory being used per unity of capacity. The queue is shared across all connections, so servers should set this higher than clients. |
Returns
Type | Description |
---|---|
NetworkSettings | Settings structure with modified values. |