EntitySyncMsg
One entity's sync chunks for one tick (see SyncStateCodec).
Nebula · Packages/com.1by3.nebula/Runtime/Protocol/Messages.cspublic struct EntitySyncMsgOne 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);