namespace Unity.Networking.Transport { /// /// The interface for NetworkParameters /// public interface INetworkParameter { } /// /// Default NetworkParameter Constants. /// public struct NetworkParameterConstants { /// The default size of the event queue. public const int InitialEventQueueSize = 100; public const int InvalidConnectionId = -1; /// /// The default size of the DataStreamWriter. This value can be overridden using the . /// public const int DriverDataStreamSize = 64 * 1024; /// The default connection timeout value. This value can be overridden using the public const int ConnectTimeoutMS = 1000; /// The default max connection attempts value. This value can be overridden using the public const int MaxConnectAttempts = 60; /// The default disconnect timeout attempts value. This value can be overridden using the public const int DisconnectTimeoutMS = 30 * 1000; public const int MTU = 1400; } /// /// The NetworkDataStreamParameter is used to set a fixed data stream size. /// /// The will grow on demand if the size is set to zero. public struct NetworkDataStreamParameter : INetworkParameter { /// Size of the default public int size; } /// /// The NetworkConfigParameter is used to set specific parameters that the driver uses. /// public struct NetworkConfigParameter : INetworkParameter { /// A timeout in milliseconds indicating how long we will wait until we send a new connection attempt. public int connectTimeoutMS; /// The maximum amount of connection attempts we will try before disconnecting. public int maxConnectAttempts; /// A timeout in milliseconds indicating how long we will wait for a socket event, before we disconnect the socket. /// The connection needs to receive data from the connected endpoint within this timeout. public int disconnectTimeoutMS; /// The maximum amount of time a single frame can advance timeout values. /// The main use for this parameter is to not get disconnects at frame spikes when both endpoints lives in the same process. public int maxFrameTimeMS; /// A fixed amount of time to use for an interval between ScheduleUpdate. This is used instead of a clock. /// The main use for this parameter is tests where determinism is more important than correctness. public int fixedFrameTimeMS; } }