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| int | KeepAliveInBackground = 60000 |
| | Defines for how long the Fallback Thread should keep the connection, before it may time out as usual. More...
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◆ RealtimeFallbackThread()
| bool Photon.Realtime.ConnectionHandler.RealtimeFallbackThread |
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A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See KeepAliveInBackground.
◆ StartFallbackSendAckThread()
| void Photon.Realtime.ConnectionHandler.StartFallbackSendAckThread |
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◆ StopFallbackSendAckThread()
| void Photon.Realtime.ConnectionHandler.StopFallbackSendAckThread |
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◆ KeepAliveInBackground
| int Photon.Realtime.ConnectionHandler.KeepAliveInBackground = 60000 |
Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.
We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up.
◆ Client
Photon client to log information and statistics from.
◆ CountSendAcksOnly
| int Photon.Realtime.ConnectionHandler.CountSendAcksOnly |
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get |
Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.
◆ FallbackThreadRunning
| bool Photon.Realtime.ConnectionHandler.FallbackThreadRunning |
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get |
The documentation for this class was generated from the following file: