Nebula
Control plane

WorkerStats

What a worker reports about itself on every heartbeat.

generated from the sources
public struct WorkerStats

What a worker reports about itself on every heartbeat.

Fields

TickCount

public ulong TickCount;

TickMs

public float TickMs;

EntityCount

public uint EntityCount;

AuthoritativeCount

public uint AuthoritativeCount;

GhostCount

public uint GhostCount;

PlayerCount

public uint PlayerCount;

BotCount

public uint BotCount;

ServerDrivenCount

public uint ServerDrivenCount;

HasGlobalEntities

public bool HasGlobalEntities;

This worker holds at least one always-relevant entity. A gateway keeps a link to such a worker even when it subscribes no region there, because a global entity belongs in every client's set and nothing else would make the gateway ask for it.

HasFarEntities

public bool HasFarEntities;

This worker holds at least one entity with a far relevance radius (NetworkIdentity.FarRelevanceRadius, NEB-388). A gateway keeps a link to such a worker and sends it its foci, so the worker can tell which gateways its far entities reach; nothing nearer than the far radius would make the gateway dial it. Additive: older readers ignore it.

OldestDirtySeconds

public float OldestDirtySeconds;

NebulaPersistence.OldestDirtyAgeSeconds on this worker, or 0 when persistence is off. An additive field on the existing heartbeat message: older orchestrators simply do not read it.

ResidentBytes

public ulong ResidentBytes;

Resident memory of the worker process (working set / RSS) in bytes; 0 when it could not be read.

NativeAllocatedBytes

public ulong NativeAllocatedBytes;

Unity's native memory allocated (Profiler.GetTotalAllocatedMemoryLong) in bytes.

NativeReservedBytes

public ulong NativeReservedBytes;

Unity's native memory reserved (Profiler.GetTotalReservedMemoryLong) in bytes.

ManagedBytes

public ulong ManagedBytes;

The managed heap in use (GC.GetTotalMemory(false)) in bytes.

GcCount

public uint GcCount;

Gen-0 garbage collections since the process started (a total; the reader takes differences).

FrameAvgMs, FrameP90Ms, FrameMaxMs

public float FrameAvgMs, FrameP90Ms, FrameMaxMs;

Wall time per Unity frame over the worker's last profile window, in milliseconds: average, 90th percentile and worst. 0 until a window has completed, or from an older worker.

FrameSections

public string FrameSections;

That window's frame split as name=ms pairs separated by spaces, in ms per frame (physics, fixed, tick, update, late, idle). Empty from an older worker.

ProfileSections

public string ProfileSections;

That window's profiler sections (Nebula's and the game's) as name=ms pairs separated by spaces, in ms per tick. Empty from an older worker.

On this page