Description
Segment
Method
Importancy
Missing details
Improvement request
The docs for TriggerLatentClientEvent
should be updated to explain the behaviour of the bps
parameter when -1
is used for the targetPlayer
. It's been uncertain in the past whether the rate is to get the event sent to all clients (so it maintains that rate across all clients) or if that rate is per-player
For example, if there were 10 clients connected to the server, and bps
was set to 100
, then would that event data be sent at 1000
bytes per second (100
per player) or would it be sent at 100
bytes per second (10
per player). In this example scenario, it would make sense for the latter to be the effect. I can't remember what the actual logic is here, as it's been too long since I touched latent client events.
It would also be nice if some guidelines were given on ideal bps
values to avoid issues with big data, and some further documentation on the downsides of using small values since obviously the smaller the rate the longer it'll take for the data to reach all clients (or the server).
And lastly, the docs should better define what "a large amount of data" is so people can better understand when to use the latent event triggers.
Area(s)
FXServer, OneSync, Natives
Additional information
No response