Method WithNetworkConfigParameters
WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int, int, int, int)
Sets the Network
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, int maxMessageSize = 1400)
Parameters
Type | Name | Description |
---|---|---|
Network |
settings | Settings to modify. |
int | connectTimeoutMS | Time between connection attempts. |
int | 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. |
int | 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 |
int | heartbeatTimeoutMS | Time after which if nothing from a peer is received, a heartbeat message will be sent
to keep the connection alive. Prevents the |
int | 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
|
int | maxFrameTimeMS | Maximum amount of time a single frame can advance timeout values. In this scenario, a
frame is defined as the time between two Schedule |
int | 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 Schedule |
int | 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. |
int | 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. |
int | maxMessageSize | Maximum size of a packet that can be sent by the transport. Note that this size includes any headers that could be added by the transport (e.g. headers for DTLS or pipelines), which means the actual maximum message size that can be sent by a user is slightly less than this value. |
Returns
Type | Description |
---|---|
Network |
Settings structure with modified values. |
WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int, int, int)
Sets the Network
Declaration
public static ref NetworkSettings WithNetworkConfigParameters(this ref NetworkSettings settings, int connectTimeoutMS, int maxConnectAttempts, int disconnectTimeoutMS, int heartbeatTimeoutMS, int reconnectionTimeoutMS, int maxFrameTimeMS, int fixedFrameTimeMS, int receiveQueueCapacity, int sendQueueCapacity)
Parameters
Type | Name | Description |
---|---|---|
Network |
settings | Settings to modify. |
int | connectTimeoutMS | Time between connection attempts. |
int | 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. |
int | 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 |
int | heartbeatTimeoutMS | Time after which if nothing from a peer is received, a heartbeat message will be sent
to keep the connection alive. Prevents the |
int | 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
|
int | maxFrameTimeMS | Maximum amount of time a single frame can advance timeout values. In this scenario, a
frame is defined as the time between two Schedule |
int | 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 Schedule |
int | 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. |
int | 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 |
---|---|
Network |
Settings structure with modified values. |