Version: 2020.3
言語: 日本語
Method group is Obsolete

ConnectionConfig.ConnectTimeout

マニュアルに切り替える
Obsolete public uint ConnectTimeout ;

説明

他の場所へ接続するリクエストを送信する前にライブラリが待機する時間(単位はミリ秒)

using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : MonoBehaviour { 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; } } } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961