Network #

Online session metrics: RTT, input delay frames, and rollback depth.

getNetworkRTT #

getNetworkRTT()

Returns the current network round-trip time (RTT) in milliseconds (latency between local client and remote peer).

  • Returns: number — RTT in milliseconds.
local rtt = getNetworkRTT()
1

getDelayFrames #

getDelayFrames()

Returns delay frames applied by netcode for synchronization under latency. Higher values mean more input delay.

  • Returns: number — Current delay frames.

Demo:

local delay = getDelayFrames()
print("Netcode delay frames:", delay)
1
2

getRollbackFrames #

getRollbackFrames()

Returns rollback frames used by netcode (how many frames the game may rewind). Higher values mean more aggressive rollback.

  • Returns: number — Current rollback frames.

Demo:

local rb = getRollbackFrames()
print("Rollback frames:", rb)
1
2

getGameFrameCount #

getGameFrameCount()

Returns the engine combat frame counter. Increments once per game simulation frame during a round; resets when a new round starts. Use for frame-accurate combo recording and timing (e.g. getGameFrameCount() - startFrame).

  • Returns: number — Current frame count.
local start = getGameFrameCount()
-- record input changes ...
local elapsed = getGameFrameCount() - start
print("Frames elapsed:", elapsed)
1
2
3
4