TeamTalk 5 Java DLL Version 5.22A

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Public Attributes | List of all members
BearWare.ClientKeepAlive Struct Reference
Client/Server Connectivity

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.
int | nTcpKeepAliveIntervalMSec
| Client instance's interval between TeamTalkBase.DoPing() command. Read-only value. Will be half of BearWare.ServerProperties' `nUserTimeout`.
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`.
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`.
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`.
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 BearWare.ClientEvent.CLIENTEVENT_CON_FAILED.

## Detailed Description

Control timers for sending keep alive information to the server.

See also
  TeamTalkBase.DoPing()

Definition at line 2891 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 2903 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 2907 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 2913 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 2919 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 2926 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 BearWare.ClientEvent.CLIENTEVENT_CON_FAILED.

Definition at line 2934 of file TeamTalk.cs.