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()
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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)
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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)
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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)
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