com.unity.netcode.gameobjects@1.0.0-pre.9
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.9] - 2022-05-10 ### Fixed - Fixed Hosting again after failing to host now works correctly (#1938) - Fixed NetworkManager to cleanup connected client lists after stopping (#1945) - Fixed NetworkHide followed by NetworkShow on the same frame works correctly (#1940)
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@@ -53,9 +53,21 @@ namespace Unity.Netcode
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public uint TickRate = 30;
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/// <summary>
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/// The amount of seconds to wait for handshake to complete before timing out a client
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/// The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected.
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///
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/// If the timeout is reached before approval is completed the client will be disconnected.
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/// </summary>
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[Tooltip("The amount of seconds to wait for the handshake to complete before the client times out")]
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/// <remarks>
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/// The period begins after the <see cref="NetworkEvent.Connect"/> is received on the server.
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/// The period ends once the server finishes processing a <see cref="ConnectionRequestMessage"/> from the client.
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///
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/// This setting is independent of any Transport-level timeouts that may be in effect. It covers the time between
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/// the connection being established on the Transport layer, the client sending a
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/// <see cref="ConnectionRequestMessage"/>, and the server processing that message through <see cref="ConnectionApproval"/>.
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///
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/// This setting is server-side only.
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/// </remarks>
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[Tooltip("The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected")]
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public int ClientConnectionBufferTimeout = 10;
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/// <summary>
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