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Jesse Olmerashwinimurt
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docs: NetworkConfig.ClientConnectionBufferTimeout xmldoc clarifications [skip ci] (#1927)
Add more detail to where in the process the setting takes effect, how it relates to transport-level timeouts and indicates that it's a server-side setting only.
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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs

Lines changed: 5 additions & 2 deletions
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@@ -61,9 +61,12 @@ public class NetworkConfig
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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.
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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.</remarks>
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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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