feat(scripting/net): Unreliable network events #2841
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Goal of this PR
There are certain scenarios where resource developers may want to send frequent data that is not state-critical (i.e., can be lost). Currently, all script-transmitted data is treated as reliable (ACK, resends, etc.), which can introduce a noticeable hit on general server performance when used for data that should not get sent as reliable.
How is this PR achieving the goal
TriggerUnreliableClientEvent
andTriggerUnreliableServerEvent
emitUnreliableNet
,TriggerUnreliableClientEvent
andTriggerUnreliableServerEvent
Player.TriggerUnreliableEvent
,TriggerUnreliableClientEvent
andTriggerUnreliableServerEvent
Player.TriggerUnreliableEvent
,Events.TriggerUnreliableAllClientsEvent
,Events.TriggerUnreliableClientEvent
, andEvents.TriggerUnreliableServerEvent
Implementation has been tested on all available ScRTs and should not introduce any breaking changes (
*__INTERNAL
natives are already declared as internal functions).This PR applies to the following area(s)
FiveM, Server, Natives, ScRT: Lua, ScRT: C#, ScRT: JS
Successfully tested on
Game builds: Not applicable
Platforms: Windows, Linux
Checklist
Fixes issues
/