The keepalive timer causes TCP/IP to send a keepalive packet on the data connection when the connection is idle for the length of time specified in the DATAKEEPALIVE statement. Keepalive packets prevent the data connection from timing out as a result of long periods of inactivity.

Mar 04, 2008 · As you are saying - essentially keeping the translation alive, not the connection - udp timeout is of no use when talking about the protocol. If he has a firewall / nat timeout problem he should really solve it in his firewall instead of sending keep alives in his code. To specify the interval of time between each retransmission of a keepalive packet, configure the KeepAliveInterval value. To do this, follow the procedure above, but type KeepAliveInterval for the value name, and in the Value Data field, type the number of seconds to wait between each retransmission. Keep Alive This parameter (in milliseconds) controls how often TCP attempts to verify that an idle connection is still intact by sending a KEEPALIVE packet. The default is 30000 milliseconds. Keep Alive Interval This parameter (in milliseconds) determines the interval separating KEEPALIVE retransmissions until a response is received. The The broker must disconnect a client that does not send a a message or a PINGREQ packet in one and a half times the keep alive interval. Likewise, the client is expected to close the connection if it does not receive a response from the broker in a reasonable amount of time. Keep Alive Flow. Let’s take a closer look at the keep alive messages.

Keep Alive This parameter (in milliseconds) controls how often TCP attempts to verify that an idle connection is still intact by sending a KEEPALIVE packet. The default is 30000 milliseconds. Keep Alive Interval This parameter (in milliseconds) determines the interval separating KEEPALIVE retransmissions until a response is received. The

Apr 25, 2012 · You can turn on keepalive from c#, but the TCP-defaults implemented in .Net (from rfc) are to send something like a packet every 10 seconds starting after 2 hours. The mechanisms are almost exactly the same as sending your own message, only difference is the packets contains minimum of data - return contains only header, so it might be chopped

Basically, in spigot your players have 25 seconds from entering the play state to reply to keepalive packets, the problem is is that the server and client is generally doing a lot in that timeframe, e.g. processing chunks sent to the client, scoreboards, any plugins that use the login event it all adds up pretty fast on slower connections

When a connection have not received packets for a certain period of time (default 2 hours), it should send KEEP-ALIVE packets. My question is, who will start sending KEEP-Alive packets, the client, Jan 24, 2013 · A keep-alive of "1" ("send a keep alive packet every 1 minute") will make a TCP session appear to be "active" (not idle), and will prevent idle tcp session disconnects on any networking equipment between your client and your Terminal Server (F5 network load balancing devices, firewalls, routers, switches, etc).