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eventRest
...messages: any[]Optional
reasonDescription: any[]Checks if a sync check is active and enabled. Active means there's a current sync check being recorded
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options: Partial<IJoinServerOptions>Optional
options: { Optional
automaticallyOptional
enableOptional
randomizeExecute an async function while applying some temporary state changes
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exclude: PacketTargetOptional
force: booleanSends a packet in a synchronized way to the server or clients
When ran as a server, clientSide() is called and the packet data is sent to all the clients.
When ran as a client, the packet is sent to the server. The server is expected to call this method, which in turn sends the packet back to the client. When the client receives the packet, this method a second time and clientSide() is called.
The packet
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clientSide: NullaryFunction<T>The method to run for the client or server.
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checkId: booleanWhen true, this packet will not be sent to the server/client if the same packet is already being processed. When false, this packet will not be sent if any packet is already being processed. Useful when dealing with methods that could end up sending multiple packets while a packet is already being processed.
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wait: number | trueWhen true, the client will keep track of what packets it sent to the server. If the client calls this method again before the server responds, it will not send a duplicate packet. It will wait for the server to send the packet back before allowing another one to be sent. When true, it will keep track of duplicate packets based on the packet type. When it's a number, it will keep track of duplicate packets based on the packet type + the number.
Helper method for updating sync checks multiplayer.updateSyncChecks("normal") multiplayer.updateSyncChecks("verbose")
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Disconnects from multiplayer Callable from a server or client If a client is in a game, disconnectAndResetGameState should be called
Returns
True when it disconnected. False is there was nothing to disconnect