# getLatentEventHandles (Client)

> Lists the latent events this client is still sending to the server.

- **Platform**: MY Multiplayer (MYMP)
- **Kind**: Lua Function
- **Side**: Client
- **Category**: Events
- **URL**: https://wiki.mymp.gg/en/getLatentEventHandles-client
- **Counterpart**: Also exists on the server, with its own implementation: [getLatentEventHandles (Server)](https://wiki.mymp.gg/en/getLatentEventHandles-server.md)

## Syntax

```lua
table getLatentEventHandles()
```

## Returns

A table of the handles, oldest first. Every resource's are included; a finished transfer leaves the list.

## Example

```lua
triggerLatentServerEvent("onPlayerSaveDrawing", 20000, localPlayer, { strokes = {} })

local handles = getLatentEventHandles()
local lastHandle = handles[#handles]
```

## See also

- [getLatentEventStatus (Client)](https://wiki.mymp.gg/en/getLatentEventStatus-client.md): Tells how a latent event this client is sending to the server is going.
- [cancelLatentEvent (Client)](https://wiki.mymp.gg/en/cancelLatentEvent-client.md): Stops a latent event this client is sending to the server. The server drops what it had received and the event is not triggered.
- [triggerLatentServerEvent (Client)](https://wiki.mymp.gg/en/triggerLatentServerEvent.md): Sends an event to the server bit by bit, in the background, at no more than bandwidth bytes a second. Meant for large data that must not hold up the rest of the traffic.
