EffectRequest ​
A request for the client to apply an effect.
Kind: Class
Namespace: CrowdControl.Common
Inheritance: CrowdControlBlock → IEffectPackProcessable → IEquatable\<CrowdControlBlock\>
Public Constructors
Creates a new instance of the CrowdControl.Common.EffectRequest class.
Creates a new instance of the CrowdControl.Common.EffectRequest class.
Public Member Functions
string
string
EffectRequest
Creates a follow-up request based on this request.
Public Attributes
string
EffectID
The ID of the effect to which this request pertains.
Effect
Effect
The effect to which this request pertains.
uint
Quantity
The item-quantity of the requested effect (e.g. give 5 hearts).
uint
Repeat
The number of times to repeat the effect.
SITimeSpan
RepeatDelay
The amount of time to wait between repeat attempts.
ParameterResults
Parameters
The parameters for the effect, if any.
List
Viewers
The viewers who requested the effect.
SITimeSpan
Duration
The requested duration of the effect, if relevant.
UserRecord
Target
The target of the effect.
UserRecord
Origin
The origin channel of the effect.
uint
AttemptCount
The number of attempts it took to fulfill the request.
SITimeSpan
AttemptDuration
The amount of time it took to fulfill the request.
DateTimeOffset
AttemptInitialTime
Timestamp of the initial attempt at fulfilling the request.
bool
Free
true if the effect was ordered for free; otherwise, false.
bool
IgnoreStateChecks
True to ignore IsReady and GetGameState checks.
bool
SkipPipelineDelay
true to skip this effect's pipeline delay and immediately schedule the next effect; otherwise, false.
bool
Queued
true if the effect is queued; otherwise, false.
Dictionary
Arguments
Additional parameter data associated with the effect request.
bool
Priority
true if the effect is prioritized; otherwise, false. Setting this to true marks the effect as high priority.
bool
Anonymous
true if the effect was ordered anonymously; otherwise, false.
long
Cost
The actual cost (in coins) paid by the viewer(s).
SITimeSpan?
ResponseTimeout
The maximum time to wait for a response from the game for asynchronous connector types (TCP/WebSocket/etc).
string
ErrorOverride
An error message to display in place of standard messages in case of failures.
IEffectSourceDetails
SourceDetails
Metadata about the originating source of the request.
Properties
Guid?
FollowUpTo
[get, ]
The ID of the request to which this is a follow-up.
uint?
FollowUpIndex
[get, ]
Incremented every time the request is copied as a follow-up.
bool
LocalTest
[get, set]
true if this request is a locally-generated test; otherwise, false.
bool
Admin
[get, set]
true if the effect was ordered by a staff member; otherwise, false. Setting this to true bypasses most scheduling and marks the effect as high priority.
bool
IgnoreMaxQueueLength
[get, set]
true if the request should ignore the maximum queue length; otherwise, false.
uint?
RetryMaxAttempts
[get, set]
The maximum number of times to retry a failed effect attempt.
SITimeSpan?
RetryMaxTime
[get, set]
The maximum amount of time to retry a failed effect.
NonNumericRange
RetryInterval
[get, set]
The minimum and maximum intervals to wait between retries of a failed effect.
bool
AggressiveRetry
[get, set]
true if the effect is to be scheduled aggressively; otherwise, false.
string
DisplayViewer
[get, ]
The string to display as the originator of the request.
string
DisplayViewerPortable
[get, ]
The portable (latin alphabet) string to display as the originator of the request.
