Optional
initialValues: ReadonlySet<T>Optional
isUnreliable: booleanOptional
meta: Many<Readonly
classClass name of the packet, used for debugging purposes.
Readonly
signalClears the value of the property for players that pass the predicate. Should only be used on the server.
The predicate to filter players
Clears the value of the property. This will clear the perPlayer map and fire the signal to all players. Should only be used on the server.
Clears the value of the property for a list of players. Should only be used on the server.
The list of players to clear the value for
Cleans up any resources used by the packet.
Returns the current value of the property.
Optional
player: PlayerThe player to get the value for. Does nothing on the client.
The current value of the property
Observes the property for changes. Unlike changed, this will fire the handler immediately if the value is already set. Else, it will wait for the value to be set and then fire the handler.
The handler to call when the property changes
A connection that can be disconnected to stop observing the property
Sets the value of the property for all players. Should only be used on the server.
Sets the value of the property for players that pass the predicate. Should only be used on the server.
The predicate to filter players
The new value of the property
Sets the value of the property for a specific player.
The player to set the value for
The new value of the property
Sets the value of the property for a list of players. Should only be used on the server.
The list of players to set the value for
The new value of the property
ExactSetPropertyPacket synchronizes a set using diff-based updates, where update checks are based on membership of set values.