raknet. send Synchronous
RakNet.SendRakNet.sendraknet.Send
Submit an outgoing RakNet packet using data you already know is valid for the game’s protocol. Manual sends pass through your outgoing packet callbacks before entering the native queue.
Luau
raknet.send(
data: PacketData | PacketOptions | RakNetPacket,
priority: number?,
reliability: number?,
channel: number?
) -> ()Parameters
| Parameter | Type | Description |
|---|---|---|
data | PacketData | PacketOptions | RakNetPacket | Nonempty string, buffer, dense byte array, PacketOptions table with Data, or live RakNetPacket. |
priority | number? | Optional priority 0–3; defaults to 2. |
reliability | number? | Optional reliability 0–7; defaults to 3. |
channel | number? | Optional ordering channel 0–31; defaults to 0. |
Argument fields
Luau
PacketData = string | buffer | {number}Luau
PacketOptions = {
Data: PacketData, Priority: number?, Reliability: number?, OrderingChannel: number?,
SystemIdentifier: (string | number)?, Broadcast: boolean?, ForceReceiptNumber: number?
}Luau
RakNetPacket = {
Data: buffer, AsArray: {number}, AsBuffer: buffer, AsString: string,
Size: number, PacketId: number, ID: number, Id: number, PacketID: number, Priority: number,
Reliability: number, OrderingChannel: number,
SystemIdentifier: string, Broadcast: boolean, ForceReceiptNumber: number
}Returns
()No value.
Usage notes
The RakNet library must be enabled in Environment settings and connected to an active game generation.
The payload is limited to 4 MiB. A connected peer is required; an invalid or empty payload raises an error.
A PacketOptions table supplies its own Data, Priority, Reliability, OrderingChannel, SystemIdentifier, Broadcast, and ForceReceiptNumber fields; positional settings are ignored in that form.
Availability
RakNet is disabled by default. RakNet and raknet are removed when the setting is off; retained references can still call is_enabled().
Example
Luau
local function sendKnownPacket(validPayload)
assert(raknet.is_enabled(), "RakNet is unavailable")
raknet.send(validPayload, 2, 3, 0)
end
-- Call sendKnownPacket only with a packet encoded for this game's protocol.