Nebula
Protocol

EntitySyncMsg

One entity's sync chunks for one tick (see SyncStateCodec).

generated from the sources
public struct EntitySyncMsg

One entity's sync chunks for one tick (see SyncStateCodec). Sent as EntityState (worker -> gateway -> clients) and GhostSyncState (worker -> worker). Reliable tells the gateway which channel to re-emit it on; the container reference lets world-space chunks be resolved in the same frame as the pose entry for that tick even when the two packets arrive out of order.

Fields

NetId

public ulong NetId;

Epoch

public uint Epoch;

Tick

public uint Tick;

Container

public ContainerRef Container;

Reliable

public bool Reliable;

Chunks

public byte[] Chunks;

AudienceGeneration

public uint AudienceGeneration;

Worker to gateway: the entity's audience generation when these chunks were written (EntitySpawnMsg.AudienceGeneration). A gateway forwards a restricted chunk only once it holds member sets at least this new, so a chunk written after a client left an audience cannot reach that client in a sequenced packet that overtook the reliable SyncAudienceMsg. Trailing and optional (protocol 20); written only when non-zero, and never sent to a client.

Properties

Delivery

public Delivery Delivery { get; }

Methods

Write

public void Write(NetworkWriter w, MsgId id);

Read

public static EntitySyncMsg Read(NetworkReader r);

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