

Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. This information includes values of packet loss due to network and peer overflow conditions.

Keep-alive packets are regularly delivered from peers and contain statistical information. (3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. (2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well). From a client's perspective, the only other player is the server, and only the server has 'real' knowledge of each client and. network view converged slowly, with many changes needing to be absorbed and propagated. Ping (client B) won't work because all other clients appear to any one client as the host, because its not a peer-to-peer network structure. If no reply is received within a timeout period, an ordinary. (1) A disconnection request was received. Not in a client-server networking architecture like Unity or photon, no. Disconnection can happen for the following reasons: When a timeout occurs error returns Request timeout. Unity Multiplayer defines conditions under which a connection is considered as disconnected. Sets UnityWebRequest to attempt to abort after the number of seconds in timeout have passed. Unit (PMCU), and accessing synchrophasor data through the use of. Defines the timeout in milliseconds before a connection is considered to have been disconnected. Reclose Supervision Logic (Following Open Interval Time-Out).
