<para>This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration.</para>
<para>Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33.
Network clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent.
Servers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as "acks") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet.</para>
<para>Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32.
Messages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size.</para>
<para>Adds a new channel to the configuration and returns the unique id of that channel.
Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.</para>
</summary>
<paramname="value">Add new channel to configuration.</param>
<returns>
<para>Channel id, user can use this id to send message via this channel.</para>
<para>Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms.
AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot.
Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent.</para>
<para>The list of channels belonging to the current configuration.
Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).</para>
<para>Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000.
Unity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons:
(1) A disconnection request was received.
(2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well).
(3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received.</para>
<para>Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500.
Under fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes.</para>
<para>Gets or sets the bandwidth in bytes per second that can be used by Unity Multiplayer. No traffic over this limit is allowed. Unity Multiplayer may internally reduce the bandwidth it uses due to flow control. The default value is 1.5MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay.</para>
<para>Allows you to combine multiple channels into a single group, so those channels share a common receiving order.</para>
</summary>
<paramname="channelIndices">The list of channel indices which should be grouped together. The list can include both reliable and unreliable channels.</param>
<para>Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10.
Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para>
<para>Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100.
Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para>
<para>Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10.</para>
<para>Defines maximum number of messages that can be held in the queue for sending. Default value = 128.
This buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable.</para>
<para>Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10.
When Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows.</para>
<para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.
To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:
(1) Packets lost due to network conditions.
(2) Packets lost because the receiver does not have free space in its incoming buffers.
Like OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.
Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para>
<para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.
To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:
(1) Packets lost due to network conditions.
(2) Packets lost because the receiver does not have free space in its incoming buffers.
Like NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.
Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para>
<para>Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500.
Note that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping.</para>
<para>Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500.
The ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well.</para>
<para>Defines the maximum wait time in milliseconds before the "not acknowledged" message is re-sent. Default value = 1200.
It does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent.</para>
<para>Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms.</para>
<para>Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb).</para>
<para>When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only).</para>
<para>WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes.
WebSocket message fragments are called "frames". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow.</para>
<para>Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout.</para>
<para>Defines the callback delegate which you can use to get a notification when the host (defined by hostID) has a network event. The callback is called for all event types except Networking.NetworkEventType.Nothing.
<para>Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages.</para>
<para>Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default).</para>
<para>Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server.</para>
</summary>
<paramname="config">Connection config for special connection.</param>
<returns>
<para>Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect.</para>
<para>The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match.</para>
<para>A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen).</para>
</summary>
<paramname="success">Indicates if the request succeeded.</param>
<paramname="extendedInfo">A text description of the failure if success is false.</param>
<para>Use this function to create a new match. The client which calls this function becomes the host of the match.</para>
</summary>
<paramname="matchName">The text string describing the name for this match.</param>
<paramname="matchSize">When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel.</param>
<paramname="matchAdvertise">A bool indicating if this match should be available in NetworkMatch.ListMatches results.</param>
<paramname="matchPassword">A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password.</param>
<paramname="publicClientAddress">The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker.</param>
<paramname="privateClientAddress">The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
<paramname="eloScoreForMatch">The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself.</para>
</summary>
<paramname="success">Indicates if the request succeeded.</param>
<paramname="extendedInfo">If success is false, this will contain a text string indicating the reason.</param>
<paramname="responseData">The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend.</param>
<para>This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.</para>
</summary>
<paramname="netId">The NetworkID of the match to terminate.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback to be called when the request completes.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>A function to allow an individual client to be dropped from a match.</para>
</summary>
<paramname="netId">The NetworkID of the match the client to drop belongs to.</param>
<paramname="dropNodeId">The NodeID of the client to drop inside the specified match.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback to invoke when the request completes.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>The function used to tell MatchMaker the current client wishes to join a specific match.</para>
</summary>
<paramname="netId">The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches.</param>
<paramname="matchPassword">The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request.</param>
<paramname="publicClientAddress">The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
<paramname="privateClientAddress">The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
<paramname="eloScoreForClient">The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback to be invoked when this call completes.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>The function to list ongoing matches in the MatchMaker.</para>
</summary>
<paramname="startPageNumber">The current page to list in the return results.</param>
<paramname="resultPageSize">The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback.</param>
<paramname="matchNameFilter">The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set.</param>
<paramname="filterOutPrivateMatchesFromResults">Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected).</param>
<paramname="eloScoreTarget">The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback invoked when this call completes on the MatchMaker.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>This function allows the caller to change attributes on a match in progress.</para>
</summary>
<paramname="networkId">The NetworkID of the match to set attributes on.</param>
<paramname="isListed">A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete.</param>
<paramname="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
<paramname="callback">The callback invoked after the call has completed, indicating if it was successful or not.</param>
<returns>
<para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
<para>This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically.</para>
</summary>
<paramname="programAppID">Deprecated, see description.</param>
To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions.</para>
<para>Create dedicated connection to Relay server.</para>
</summary>
<paramname="hostId">Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).</param>
<paramname="address">IPv4 address of the relay.</param>
<paramname="port">Port of the relay.</param>
<paramname="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId.</param>
<paramname="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<paramname="node">Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId.</param>
<para>Create a connection to another peer in the Relay group.</para>
</summary>
<paramname="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param>
<paramname="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param>
<paramname="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param>
<paramname="exceptionConnectionId">Set to 0 in the case of a default connection.</param>
<paramname="relaySlotId">ID of the remote peer in relay.</param>
<paramname="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param>
<paramname="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<paramname="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</param>
<paramname="bucketSizeFactor">Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.</param>
<paramname="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param>
<returns>
<para>A unique connection identifier on success (otherwise zero).</para>
<para>Create a connection to another peer in the Relay group.</para>
</summary>
<paramname="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param>
<paramname="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param>
<paramname="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param>
<paramname="exceptionConnectionId">Set to 0 in the case of a default connection.</param>
<paramname="relaySlotId">ID of the remote peer in relay.</param>
<paramname="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param>
<paramname="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<paramname="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</param>
<paramname="bucketSizeFactor">Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec.</param>
<paramname="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param>
<returns>
<para>A unique connection identifier on success (otherwise zero).</para>
<para>Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout.</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">The connection ID of the connection you want to close.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<para>The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object.</para>
</summary>
<paramname="go">Target GameObject to get assetId for.</param>
<returns>
<para>The assetId of the game object's prefab.</para>
<para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender.</para>
</summary>
<paramname="hostId">ID of the broadcast receiver.</param>
<paramname="address">IPv4 address of broadcast sender.</param>
<paramname="port">Port of broadcast sender.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender.</para>
</summary>
<paramname="hostId">ID of broadcast receiver.</param>
<paramname="buffer">Message buffer provided by caller.</param>
<paramname="bufferSize">Buffer size.</param>
<paramname="receivedSize">Received size (if received size > bufferSize, corresponding error will be set).</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<para>Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set.</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of connection.</param>
<paramname="address">IP address.</param>
<paramname="port">Port.</param>
<paramname="network">Relay network guid.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<para>Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted.</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Currently-allowed bandwidth in bytes per second.</para>
<para>Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection.</para>
<para>Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Messages count sending from start for connection.</para>
<para>Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Packets count sent for connection from it start.</para>
<para>Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call).</para>
</summary>
<returns>
<para>Total payload and protocol system headers (in bytes) sent from start for all hosts.</para>
<para>Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Total user payload and protocol system headers (in bytes) sent from start for connection.</para>
<para>Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).</para>
</summary>
<paramname="hostId">ID of the host.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Total user payload and protocol system headers (in bytes) sent from start for the host.</para>
<para>Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
</summary>
<paramname="hostId">Host ID associated with this connection.</param>
<paramname="connectionId">ID of the connection.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<returns>
<para>Total payload (in bytes) sent from start for connection.</para>
<para>This method allows you to specify that notifications callbacks should be called when Unity's networking can send more messages than defined in notificationLevel.</para>
</summary>
<paramname="hostId">Host ID.</param>
<paramname="connectionId">Connection ID.</param>
<paramname="notificationLevel">Defines how many free slots in the incoming queue should be available before [GlobalConfig.ConnectionReadyForSend] callback is triggered.</param>
<paramname="error">Error code.</param>
<returns>
<para>Result, if false error will show error code.</para>
<para>Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped.</para>
</summary>
<paramname="hostId">Host ID associated with this broadcast.</param>
<paramname="key">Key part of the credentials associated with this broadcast.</param>
<paramname="version">Version part of the credentials associated with this broadcast.</param>
<paramname="subversion">Subversion part of the credentials associated with this broadcast.</param>
<paramname="error">Error (can be cast to Networking.NetworkError for more information).</param>
<para>A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para>
<para>An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para>
<para>Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send.</para>
<para>Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate).</para>
<para>Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework).</para>