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
    
    LatentPacketService
   
  
  
  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
  
  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
  
  
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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