Struct NetworkConfigParameter
Configuration structure for a NetworkDriver, containing general parameters.
Implements
Inherited Members
Namespace: Unity.Networking.Transport
Assembly: solution.dll
Syntax
public struct NetworkConfigParameter : INetworkParameter
Fields
Name | Description |
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connectTimeoutMS | Time between connection attempts. |
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 heartbeatTimeoutMS to a positive non-zero value. |
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. |
heartbeatTimeoutMS | Time after which if nothing from a peer is received, a heartbeat message will be sent to keep the connection alive. Prevents the disconnectTimeoutMS mechanism from kicking when nothing happens on a connection. A value of 0 will disable heartbeats. |
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. |
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. |
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. To find out what the size of these headers is, use MaxHeaderSize(NetworkPipeline). It is possible to send messages larger than that by sending them through a pipeline with a FragmentationPipelineStage. These headers do not include those added by the OS network stack (like UDP or IP). |
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. |
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 disconnectTimeoutMS but greater than heartbeatTimeoutMS. A value of 0 will disable this functionality. |
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. |
Methods
Name | Description |
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Validate() | Checks if the values for all fields are valid. This method will be automatically called when adding parameters to the NetworkSettings. |