Struct NetworkConfigParameter
Configuration structure for a Network
Implements
Inherited Members
Namespace: Unity.Networking.Transport
Assembly: solution.dll
Syntax
public struct NetworkConfigParameter : INetworkParameter
Fields
Name | Description |
---|---|
connect |
Time between connection attempts. |
disconnect |
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 heartbeat |
fixed |
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 |
heartbeat |
Time after which if nothing from a peer is received, a heartbeat message will be sent
to keep the connection alive. Prevents the disconnect |
max |
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. |
max |
Maximum amount of time a single frame can advance timeout values. In this scenario, a
frame is defined as the time between two Schedule |
max |
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. To find out what the size of these headers is, use
Max |
receive |
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. |
reconnection |
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
disconnect |
send |
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. |
Methods
Name | Description |
---|---|
Validate() | Checks if the values for all fields are valid. This method will be automatically called
when adding parameters to the Network |