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