Nebula
Orchestrator

CostWeights

How much simulating a container costs a worker, from what is inside it.

generated from the sources
[Serializable]
public struct CostWeights

How much simulating a container costs a worker, from what is inside it. Players are the expensive ones (an input stream, prediction, interest management), bots less so, server-driven entities less again; every container costs Base merely by being leased (its geometry, its scene entities, its ghosts). Ghosts are not counted: they are a consequence of the neighbours' load, not the container's own.

Fields

Base

public float Base;

Player

public float Player;

Bot

public float Bot;

ServerDriven

public float ServerDriven;

Other

public float Other;

Properties

Default

public static CostWeights Default { get; }

Methods

Of

public float Of(in ContainerLoad load);

What this container costs. When the worker reported a per-entity cost sum (ContainerLoad.HasEntityCost) that sum is used: it is these same category weights with each entity's own multiplier applied (NebulaCost), so a world that sets no weights gets exactly the number the head count below gives. Otherwise the heads are counted here, as they always were.

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