Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Method group is Obsolete

ConnectionConfig.ConnectTimeout

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Obsolete public uint ConnectTimeout;

Description

Timeout in ms which library will wait before it will send another connection request.

using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : NetworkBehaviour { int m_MyHostId; int m_PeerId;

void Init() { ConnectionConfig myConfig = new ConnectionConfig(); myConfig.AddChannel(QosType.Unreliable); myConfig.AddChannel(QosType.UnreliableFragmented); myConfig.ConnectTimeout = 1000; myConfig.MaxConnectionAttempt = 5;

HostTopology myTopology = new HostTopology(myConfig, 10); //up to 10 connection allowed m_MyHostId = NetworkTransport.AddHost(myTopology, 9999); }

public void Connect() { byte error = (byte)NetworkError.Ok; m_PeerId = NetworkTransport.Connect(m_MyHostId, "127.0.0.1", 9999, 0, out error); }

void Update() { byte error = (byte)NetworkError.Ok; if ((NetworkError)error != NetworkError.Ok) { Debug.LogError("Network error is occurred: " + (NetworkError)error); } else { int recHostId; int connectionId; int channelId; byte[] recBuffer = new byte[1024]; int bufferSize = 1024; int dataSize; bool done = false; while (!done) { NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error); switch (recData) { case NetworkEventType.Nothing: //1 break; case NetworkEventType.ConnectEvent: //2 Debug.Assert(connectionId == m_PeerId, "success"); done = false; break; case NetworkEventType.DataEvent: //3 break; case NetworkEventType.DisconnectEvent: //4 Debug.Assert(connectionId == m_PeerId, "fail"); done = false; break; } } } } }

Did you find this page useful? Please give it a rating: