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Function sendDataTo

Extensions/Multiplayer/messageManager.ts:244–274  ·  view source on GitHub ↗
(
      peerIds: string[],
      messageName: string,
      data: object
    )

Source from the content-addressed store, hash-verified

242 * Takes into account the simulation of network latency and packet loss.
243 */
244 const sendDataTo = (
245 peerIds: string[],
246 messageName: string,
247 data: object
248 ): void => {
249 if (
250 SIMULATE_NETWORK_PACKET_LOSS_CHANCE > 0 &&
251 Math.random() < SIMULATE_NETWORK_PACKET_LOSS_CHANCE
252 ) {
253 return;
254 }
255
256 if (
257 SIMULATE_NETWORK_RANDOM_SLOW_PACKET_CHANCE > 0 &&
258 Math.random() < SIMULATE_NETWORK_RANDOM_SLOW_PACKET_CHANCE
259 ) {
260 setTimeout(() => {
261 gdjs.multiplayerPeerJsHelper.sendDataTo(peerIds, messageName, data);
262 }, SIMULATE_NETWORK_RANDOM_LATENCY_MS);
263 return;
264 }
265
266 if (SIMULATE_NETWORK_LATENCY_MS > 0) {
267 setTimeout(() => {
268 gdjs.multiplayerPeerJsHelper.sendDataTo(peerIds, messageName, data);
269 }, SIMULATE_NETWORK_LATENCY_MS);
270 return;
271 }
272
273 gdjs.multiplayerPeerJsHelper.sendDataTo(peerIds, messageName, data);
274 };
275
276 const findClosestInstanceWithoutNetworkId = (
277 instances: gdjs.RuntimeObject[],

Calls 1

randomMethod · 0.45

Tested by

no test coverage detected