This is used to send the specified packet
via UDP.
Performance note: blocking send operations
perform better than non blocking operations. Most noticeable performance
differences occur when sending large packets or when sending a large
number of packets.
In UDP mode UM_PER_CLIENT and UM_PER_CLIENT_PER_OPERATION
packets must be formatted in a specific way, see “Unreliable (UDP)”
for more information on UDP modes.
int Instance: This is the instance that the command should
use.
long long int Packet: This is the packet that the command should use.
int ClientID: This is the client ID of the client to send
to. This can be ignored in client and broadcast state and can be set
to anything.
bool Keep_packet: This specifies whether or not the specified
packet should be cleared after it is sent (false) or if it should be
left unchanged (true).
bool Block_until_sent: If this parameter is true the command will block
until the packet has been sent. If this parameter is false the command
will return immediately and if the packet has not yet been sent it will
be sent later.
0 if the packet was sent successfully
straight away.
1 if the packet has not been sent but
will be sent later.
-1 if an error occurred. In server state (mnStartServer) clients are automatically dropped and in client state (mnConnect) the client automatically disconnects if an error occurs. This is done using mnDisconnectClient.
DBP
C++