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docs: NetworkConfig.ClientConnectionBufferTimeout [skip ci]#1927

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JesseOlmer merged 3 commits intodevelopfrom
docs/clientconnectiontimeout
May 5, 2022
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docs: NetworkConfig.ClientConnectionBufferTimeout [skip ci]#1927
JesseOlmer merged 3 commits intodevelopfrom
docs/clientconnectiontimeout

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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.

Note that in documenting this, I discovered that connection approval timeout appears bugged/inoperable on the client-side and has been that way for a very long time. Will file a follow-up issue.

Changelog

  • Docs: Updated ClientConnectionBufferTimeout documentation to be more helpful about its uses and caveats.

Testing and Documentation

  • No tests have been added.
  • Includes edits to existing public API documentation.

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.
/// <summary>
/// The amount of seconds to wait for handshake to complete before timing out a client
/// 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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Suggested change
///
/// This could happen if for example you're calling external services to authenticate your users and those services timeout.

For users that never worked on connected games, this could help.

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This isn't the appropriate type of comment to add to a Summary section. I'll add some similar flavor to Remarks

/// The period begins after the <see cref="NetworkEvent.Connect"/> is received on the server.
/// The period ends once the server finishes processing a <see cref="ConnectionRequestMessage"/> from the client.
///
/// This setting is independent of any Transport-level timeouts that may be in effect.
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Suggested change
/// This setting is independent of any Transport-level timeouts that may be in effect.
/// This setting is independent of any Transport-level timeouts that may be in effect. To calculate the overall connection timeout for a player connecting to a server, add transport + buffer timeout.

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In the new draft there are already 3-4 other references to the Transport timeout so I don't feel this explicit calculation one is necessary. It's also not necessarily accurate depending on Transport implementations.

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How about something like "a player's total connection timeout would be influenced by both transport side (if any) and network manager side timeouts". It'd just help give the big picture to users, right now we're showing this as if they were two tech in silos.

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added some nitpicking, looks good otherwise

Jesse Olmer added 2 commits May 5, 2022 08:14
Add more context and detail to the time period affected by this setting.
@JesseOlmer JesseOlmer merged commit 5240ad2 into develop May 5, 2022
@JesseOlmer JesseOlmer deleted the docs/clientconnectiontimeout branch May 5, 2022 15:39
ashwinimurt pushed a commit that referenced this pull request May 5, 2022
…ns [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.
ashwinimurt pushed a commit that referenced this pull request May 5, 2022
…ns [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.
0xFA11 added a commit that referenced this pull request May 5, 2022
* chore: Separate trunk tests and trigger weekly (#1926)

* chore: Separate trunk tests and trigger weekly

* Rename to weekly

* Turn off badges trigger dependencies on trunk

* Run Code Coverage on validation_editor 2020.3

* fix: Fix code coverage config name in nightly trigger (#1933)

* 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.

* chore: update `CODEOWNERS` (#1935)

Co-authored-by: Jesse Olmer <jesseo@unity3d.com>
Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
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2 participants