EffectRequest
Inherits CrowdControlBlock
Public Member Functions
string
Returns the string to display as the originator of the request.
string
Returns the portable (latin alphabet) string to display as the originator of the request.
EffectRequest
Creates a follow-up request based on this request. Returns a new EffectRequest instance that is a follow-up to 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). This field is only read for effects that require a quantity.
uint
Repeat
The number of times to repeat the effect. This field specifies the number of times to send an effect and can be applied to non-quantity effects. This field can be combined with the Quantity field (e.g. apply "give 5 hearts" 3 times).
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. Effects that return true here must perform their own state checking.
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.
SITimeSpanRange?
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.
