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Relaxation of the Disconnection Threshold
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@@ -4,7 +4,7 @@ namespace Empostor.Api.Config
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{
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public const string Section = "Timeout";
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public int SpawnTimeout { get; set; } = 2500;
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public int SpawnTimeout { get; set; } = 5000;
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public int ConnectionTimeout { get; set; } = 2500;
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}
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@@ -118,7 +118,7 @@ namespace Empostor.Server.Net.State
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writer.WritePacked(components.Count);
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foreach (var component in components)
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{
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writer.WritePacked(obj.NetId);
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writer.WritePacked(component.NetId);
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writer.StartMessage(1);
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await component.SerializeAsync(writer, true);
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writer.EndMessage();
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@@ -30,7 +30,7 @@
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"PacketSizeLimit": 1203
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},
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"Timeout": {
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"SpawnTimeout": 2500,
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"SpawnTimeout": 5000,
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"ConnectionTimeout": 2500
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},
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"Compatibility": {
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@@ -9,7 +9,7 @@ namespace Next.Hazel.Udp;
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partial class UdpConnection
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{
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internal ConcurrentDictionary<ushort, PingPacket> activePingPackets = new();
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private int keepAliveInterval = 1500;
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private int keepAliveInterval = 1000;
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/// <summary>
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/// The timer creating keepalive pulses.
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@@ -35,7 +35,7 @@ partial class UdpConnection
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/// connection will be marked as disconnected and the <see cref="Connection.Disconnected">Disconnected</see> event
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/// will be invoked.
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/// </remarks>
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public volatile int DisconnectTimeout = 5000;
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public volatile int DisconnectTimeout = 7500;
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/// <summary>
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/// Holds the last ID allocated.
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@@ -61,7 +61,7 @@ partial class UdpConnection
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/// A compounding multiplier to back off resend timeout.
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/// Applied to ping before first timeout when ResendTimeout == 0.
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/// </summary>
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public volatile float ResendPingMultiplier = 2;
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public volatile float ResendPingMultiplier = 1.2f;
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/// <summary>
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/// The starting timeout, in miliseconds, at which data will be resent.
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