TeamTalk 5 Java DLL  Version 5.14A
BearWare.ClientKeepAlive Struct Reference

Control timers for sending keep alive information to the server. More...

Public Attributes

int nConnectionLostMSec
 The duration before the TeamTalk instance should consider the client/server connection lost. More...
 
int nTcpKeepAliveIntervalMSec
 Client instance's interval between TeamTalkBase.DoPing() command. Read-only value. Will be half of BearWare.ServerProperties' nUserTimeout. More...
 
int nUdpKeepAliveIntervalMSec
 Client instance's interval between sending UDP keep alive packets. The UDP keep alive packets are used to ensure audio, video and desktop streams can be sent from the server to the client immediately. This value must be less than nConnectionLostMSec. More...
 
int nUdpKeepAliveRTXMSec
 Client instance's interval for retransmitting UDP keep alive packets. If server hasn't responded to UDP keep alive sent at interval nUdpKeepAliveIntervalMSec then a new UDP keep alive will be sent at the rate specified by nUdpKeepAliveRTXMSec. More...
 
int nUdpConnectRTXMSec
 Client instance's interval for retransmitting UDP connect packets. UDP connect packets are only sent when TeamTalkBase.Connect() is initially called. If the server doesn't respond to the client instance's initial UDP connect then a retransmission will be started at the rate of nUdpConnectRTXMSec. More...
 
int nUdpConnectTimeoutMSec
 The duration before the client instance should give up trying to connect to the server on UDP. When TeamTalkBase.Connect() manages to connect to the server's TCP port then the client will afterwards try to connect on server's UDP port. If the client cannot connect on UDP before the time specified by nUdpConnectTimeoutMSec then the client instance will report ClientEvent.CLIENTEVENT_CON_FAILED. More...
 

Detailed Description

Control timers for sending keep alive information to the server.

See also
TeamTalkBase.DoPing()

Definition at line 2899 of file TeamTalk.cs.

Member Data Documentation

◆ nConnectionLostMSec

int BearWare.ClientKeepAlive.nConnectionLostMSec

The duration before the TeamTalk instance should consider the client/server connection lost.

This value must be greater than nTcpKeepAliveIntervalMSec and nUdpKeepAliveIntervalMSec.

This timeout applies to both the TCP and UDP connection. I.e. nTcpServerSilenceSec or nUdpServerSilenceSec in BearWare.ClientStatistics should not exceed this value.

Definition at line 2911 of file TeamTalk.cs.

◆ nTcpKeepAliveIntervalMSec

int BearWare.ClientKeepAlive.nTcpKeepAliveIntervalMSec

Client instance's interval between TeamTalkBase.DoPing() command. Read-only value. Will be half of BearWare.ServerProperties' nUserTimeout.

Definition at line 2915 of file TeamTalk.cs.

◆ nUdpKeepAliveIntervalMSec

int BearWare.ClientKeepAlive.nUdpKeepAliveIntervalMSec

Client instance's interval between sending UDP keep alive packets. The UDP keep alive packets are used to ensure audio, video and desktop streams can be sent from the server to the client immediately. This value must be less than nConnectionLostMSec.

Definition at line 2921 of file TeamTalk.cs.

◆ nUdpKeepAliveRTXMSec

int BearWare.ClientKeepAlive.nUdpKeepAliveRTXMSec

Client instance's interval for retransmitting UDP keep alive packets. If server hasn't responded to UDP keep alive sent at interval nUdpKeepAliveIntervalMSec then a new UDP keep alive will be sent at the rate specified by nUdpKeepAliveRTXMSec.

Definition at line 2927 of file TeamTalk.cs.

◆ nUdpConnectRTXMSec

int BearWare.ClientKeepAlive.nUdpConnectRTXMSec

Client instance's interval for retransmitting UDP connect packets. UDP connect packets are only sent when TeamTalkBase.Connect() is initially called. If the server doesn't respond to the client instance's initial UDP connect then a retransmission will be started at the rate of nUdpConnectRTXMSec.

Definition at line 2934 of file TeamTalk.cs.

◆ nUdpConnectTimeoutMSec

int BearWare.ClientKeepAlive.nUdpConnectTimeoutMSec

The duration before the client instance should give up trying to connect to the server on UDP. When TeamTalkBase.Connect() manages to connect to the server's TCP port then the client will afterwards try to connect on server's UDP port. If the client cannot connect on UDP before the time specified by nUdpConnectTimeoutMSec then the client instance will report ClientEvent.CLIENTEVENT_CON_FAILED.

Definition at line 2942 of file TeamTalk.cs.