struct NetFlags

in global :: Sandbox

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public static NetFlags Unreliable

Message will be sent unreliably. It may not arrive and it may be received out of order. But chances are that it will arrive on time and everything will be fine. This is good for sending position updates, or spawning effects. This is the fastest way to send a message. It is also the cheapest.

public static NetFlags Reliable

Message will be sent reliably. Multiple attempts will be made until the recipient has received it. Use this for things like chat messages, or important events. This is the slowest way to send a message. It is also the most expensive.

public static NetFlags SendImmediate

Message will not be grouped up with other messages, and will be sent immediately. This is most useful for things like streaming voice data, where packets need to stream in real-time, rather than arriving with a bunch of other packets.

public static NetFlags DiscardOnDelay

Message will be dropped if it can't be sent quickly. Only applicable to unreliable messages.

public static NetFlags HostOnly

Only the host may call this action

public static NetFlags OwnerOnly

Only the owner may call this action

public static NetFlags UnreliableNoDelay

Message will be sent unreliably, not grouped up with other messages and will be dropped if it can't be sent quickly.

public uint value__

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public Type GetType( )

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public TypeCode GetTypeCode( )

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public string ToString( IFormatProvider provider )

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public string ToString( string format )

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public string ToString( )

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public int CompareTo( object target )

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public int GetHashCode( )

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public bool Equals( object obj )

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public string ToString( string format, IFormatProvider provider )

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public bool HasFlag( Enum flag )

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