$#K SNetResetLatencyMeasurements

This function has two effects.  First, it clears the peak latency that has been measured since the beginning of the game, as returned by SNetGetNetworkLatency() with SNET_LMT_PEAK.  Second, it causes all players in the game to be immediately polled for a new current latency, as returned by SNetGetNetworkLatency() with SNET_LMT_CURRENT.

It can be useful to call SNetResetLatencyMeasurements() after a player drops out of a game, especially if the game bases its speed or number of turns per second on the measured latency of the current players.

BOOL SNetResetLatencyMeasurements ();

Parameters

None.

Return Value

This function returns TRUE for success or FALSE for failure.