Photon Fusion
2.1.3
Main network configuration class. More...
Public Types | |
| enum | ReliableDataTransfers |
| Flag for allowed Reliable Data transfer modes. More... | |
Public Member Functions | |
| NetworkConfiguration | Init () |
| Initializes and creates a copy of this NetworkProjectConfig. | |
| void | SanityCheck () |
Public Attributes | |
| double | ConnectionShutdownTime = 1 |
| Default delay between connection changes status to Shutdown (disconnected/invalid), and it actually being released (freeing all references to that particular connection). | |
| double | ConnectionTimeout = 10 |
| Max allowed time in seconds that the local peer can run without receiving any update from a remote peer. If a client does not receive any update from the server within this period, it will disconnect itself. If a server does not receive any update from a remote client within this period, it will disconnect that particular client. | |
| int | GameChannelSendCount = NetConfig.DefaultGameSendCount |
| Maximum number of Game-channel (unreliable state replication) packets the server sends to each connection per network send. Acts as the outbound bandiwdth cap for state data: raising it lets the server drain a backlogged send queue faster - helpful in situations with lots of state or lots of objects. | |
| int | GameReliableChannelSendCount = NetConfig.DefaultGameReliableSendCount |
| Maximum number of reliable-channel packets the server sends to each connection per network send. This channel carries reliable traffic such as reliable RPCs and reliable data transfers; raising the count drains a reliable backlog faster at the cost of more packets and bandwidth each send. | |
| ReliableDataTransfers | ReliableDataTransferModes |
| Current ReliableDataTransferModes mode. | |
Properties | |
| int | ConnectAttempts [get] |
| Max number of connection attempts that a Client will run when trying to connect to a remote Server. | |
| double | ConnectInterval [get] |
| Interval in seconds between each connection attempt from a Client. | |
| double | ConnectionDefaultRtt [get] |
| Default assumed RTT in seconds for new connections (before actual RTT has been determined). The real RTT is calculated over time once the connection is established. | |
| double | ConnectionPingInterval [get] |
| Interval in seconds between PING messages sent to a remote connection, in order to keep that connection alive. | |
| int | SocketRecvBufferSize [get] |
| Size in Kilobytes of the underlying socket receive buffer. | |
| int | SocketSendBufferSize [get] |
| Size in Kilobytes of the underlying socket send buffer. | |
Main network configuration class.
| NetworkConfiguration Init | ( | ) |
Initializes and creates a copy of this NetworkProjectConfig.
| int GameChannelSendCount = NetConfig.DefaultGameSendCount |
Maximum number of Game-channel (unreliable state replication) packets the server sends to each connection per network send. Acts as the outbound bandiwdth cap for state data: raising it lets the server drain a backlogged send queue faster - helpful in situations with lots of state or lots of objects.
Clamped to a maximum value of NetConfig.MaxChannelSendCount
Only the authoritative server (dedicated server or host) applies this value; clients and all shared-mode peers (including the relay) ignore it and keep the default. It can only be raised above the baseline, never lowered below it. Defaults to NetConfig.DefaultGameSendCount.
Changing this setting might result in higher bandwidth usage, which will effect costs, it is always recommanded to optimize the amount of state your application requires before adjusting this value
| int GameReliableChannelSendCount = NetConfig.DefaultGameReliableSendCount |
Maximum number of reliable-channel packets the server sends to each connection per network send. This channel carries reliable traffic such as reliable RPCs and reliable data transfers; raising the count drains a reliable backlog faster at the cost of more packets and bandwidth each send.
Clamped to a maximum value of NetConfig.MaxChannelSendCount
Only the authoritative server (dedicated server or host) applies this value; clients and all shared-mode peers (including the relay) ignore it and keep the default. It can only be raised above the baseline, never lowered below it. Defaults to NetConfig.DefaultGameSendCount..
Changing this setting might result in higher bandwidth usage, which will effect costs, it is always recommanded to optimize your network usage before adjusting this value
|
get |
Interval in seconds between PING messages sent to a remote connection, in order to keep that connection alive.
Currently unused.