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Class LatentPacketService

Allows you to perform latent transfers to clients. Latent transfers mean sending data (triggering lua events) while limiting the data rate. This is useful when sending large amounts of data on limited bandwidth.

Inheritance
object
LatentPacketService
Inherited Members
object.Equals(object)
object.Equals(object, object)
object.GetHashCode()
object.GetType()
object.MemberwiseClone()
object.ReferenceEquals(object, object)
object.ToString()
Namespace: SlipeServer.Server.Services
Assembly: SlipeServer.Server.dll
Syntax
public class LatentPacketService

Constructors

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LatentPacketService(MtaServer, RootElement, Configuration)

Declaration
public LatentPacketService(MtaServer server, RootElement root, Configuration configuration)
Parameters
Type Name Description
MtaServer server
RootElement root
Configuration configuration

Methods

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EnqueueLatentPacket(IEnumerable<Player>, PacketId, byte[], ushort, int, PacketPriority, PacketReliability)

Declaration
public void EnqueueLatentPacket(IEnumerable<Player> players, PacketId packetId, byte[] data, ushort resourceNetId, int rate = 50000, PacketPriority priority = PacketPriority.Medium, PacketReliability reliability = PacketReliability.Unreliable)
Parameters
Type Name Description
IEnumerable<Player> players
PacketId packetId
byte[] data
ushort resourceNetId
int rate
PacketPriority priority
PacketReliability reliability
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EnqueueLatentPacket(IEnumerable<Player>, Packet, ushort, int)

Declaration
public void EnqueueLatentPacket(IEnumerable<Player> players, Packet packet, ushort resourceNetId, int rate = 50000)
Parameters
Type Name Description
IEnumerable<Player> players
Packet packet
ushort resourceNetId
int rate
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