定义将连接视为已断开之前的超时值(以毫秒为单位)。默认值 = 2000。
Unity Multiplayer 定义将连接视为已断开的条件。出现连接断开的原因如下:\
(1) 已收到断开连接请求。\
(2) 连接在超过 DisconnectTimeout 的时间内完全未收到任何流量(请注意,活动连接会定期收到保持活动状态的数据包,因此,在这种情况下,“无流量”意味着不仅没有用户流量,也没有任何保持活动状态的流量)。\
(3) 流程控制确定每次发送数据包之间的时间长于 DisconnectTimeout。对等方会定期传递保持活动状态的数据包,其中包含统计信息。此信息包含由于网络或对等方溢出情况而丢失的数据包的值。设置 NetworkDropThreshold 和 OverflowDropThreshold,为可降低数据包频率的流程控制定义阈值。当发送下一个数据包之前的时间长于 DisconnectTimeout 时,连接将被视为已断开,并收到断开连接事件。
using UnityEngine; using UnityEngine.Networking;
public class ExampleScript : MonoBehaviour { void Start() { ConnectionConfig myConfig = new ConnectionConfig(); myConfig.DisconnectTimeout = 5000; //5 seconds } }
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