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    Class CommonNetworkParametersExtensions

    Extensions for NetworkConfigParameter.

    Inheritance
    object
    CommonNetworkParametersExtensions
    Inherited Members
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    Namespace: Unity.Networking.Transport
    Assembly: Unity.Networking.Transport.dll
    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, int, int, int, int, int, int, int, int, int)

    Sets the NetworkConfigParameter in the settings.

    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
    NetworkSettings 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 heartbeatTimeoutMS to a positive non-zero value.

    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 disconnectTimeoutMS mechanism from kicking when nothing happens on a connection. A value of 0 will disable heartbeats.

    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 disconnectTimeoutMS but greater than heartbeatTimeoutMS. A value of 0 will disable this functionality.

    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 ScheduleUpdate(JobHandle) calls. Useful when debugging to avoid connection timeouts.

    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 ScheduleUpdate(JobHandle), even if that's not actually the case. Only useful for testing scenarios, where deterministic behavior is more important than correctness.

    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
    NetworkSettings

    Settings structure with modified values.

    WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int, int, int, int)

    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, int maxMessageSize = 1400)
    Parameters
    Type Name Description
    NetworkSettings 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 heartbeatTimeoutMS to a positive non-zero value.

    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 disconnectTimeoutMS mechanism from kicking when nothing happens on a connection. A value of 0 will disable heartbeats.

    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 disconnectTimeoutMS but greater than heartbeatTimeoutMS. A value of 0 will disable this functionality.

    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 ScheduleUpdate(JobHandle) calls. Useful when debugging to avoid connection timeouts.

    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 ScheduleUpdate(JobHandle), even if that's not actually the case. Only useful for testing scenarios, where deterministic behavior is more important than correctness.

    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
    NetworkSettings

    Settings structure with modified values.

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