docs: add a note regarding the attemptTimeout option

Added as a side effect of #370
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CosminPerRam 2024-05-11 19:05:26 +03:00
parent 9bd3caab7b
commit a4886eaff4
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@ -50,7 +50,7 @@ Confused on how this works, or you want to see more? Checkout the [examples](/ex
| **port** | number | Game port | Connection port or query port for the game server. Some games utilize a separate "query" port. If specifying the game port does not seem to work as expected, passing in this query port may work instead. |
| **maxRetries** | number | 1 | Number of retries to query server in case of failure. Note that this amount multiplies with the number of attempts. |
| **socketTimeout** | number | 2000 | Milliseconds to wait for a single packet. Beware that increasing this will cause many queries to take longer even if the server is online. |
| **attemptTimeout** | number | 10000 | Milliseconds allowed for an entire query attempt. This timeout is not commonly hit, as the socketTimeout typically fires first. |
| **attemptTimeout** | number | 10000 | Milliseconds allowed for an entire query attempt (including `socketTimeout`, beware that if this value is smaller (or even equal) to the socket one, the query will always fail). |
| **givenPortOnly** | boolean | false | Only attempt to query server on given port. It will ignore the game's default port. |
| **ipFamily** | number | 0 | IP family/version returned when looking up hostnames via DNS, can be 0 (IPv4 and IPv6), 4 (IPv4 only) or 6 (IPv6 only). |
| **debug** | boolean | false | Enables massive amounts of debug logging to stdout. |