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fix: Telepathy V1.7 - receive timeout disabled by default; MirrorTransport now uses 30s instead of 5s timeout to avoid timing out during scene changes etc.
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@ -25,7 +25,10 @@ public abstract class Common
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// Default TCP receive time out can be huge (minutes).
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// Default TCP receive time out can be huge (minutes).
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// That's way too much for games, let's make it configurable.
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// That's way too much for games, let's make it configurable.
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// we need a timeout (in milliseconds)
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// we need a timeout (in milliseconds)
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public int ReceiveTimeout = 5000;
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// => '0' means disabled
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// => disabled by default because some people might use Telepathy
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// without Mirror and without sending pings, so timeouts are likely
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public int ReceiveTimeout = 0;
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// constructor
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// constructor
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protected Common(int MaxMessageSize)
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protected Common(int MaxMessageSize)
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@ -1,3 +1,7 @@
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V1.7 [2021-02-20]
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- ReceiveTimeout: disabled by default for cases where people use Telepathy by
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itself without pings etc.
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V1.6 [2021-02-10]
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V1.6 [2021-02-10]
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- configurable ReceiveTimeout to avoid TCPs high default timeout
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- configurable ReceiveTimeout to avoid TCPs high default timeout
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- Server/Client receive queue limit now disconnects instead of showing a
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- Server/Client receive queue limit now disconnects instead of showing a
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@ -24,8 +24,8 @@ public class TelepathyTransport : Transport
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[Tooltip("Send timeout in milliseconds.")]
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[Tooltip("Send timeout in milliseconds.")]
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public int SendTimeout = 5000;
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public int SendTimeout = 5000;
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[Tooltip("Receive timeout in milliseconds.")]
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[Tooltip("Receive timeout in milliseconds. High by default so users don't time out during scene changes.")]
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public int ReceiveTimeout = 5000;
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public int ReceiveTimeout = 30000;
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[Header("Server")]
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[Header("Server")]
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[Tooltip("Protect against allocation attacks by keeping the max message size small. Otherwise an attacker might send multiple fake packets with 2GB headers, causing the server to run out of memory after allocating multiple large packets.")]
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[Tooltip("Protect against allocation attacks by keeping the max message size small. Otherwise an attacker might send multiple fake packets with 2GB headers, causing the server to run out of memory after allocating multiple large packets.")]
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