Protocol
JoinHoldReason
Why a join is being held in JoinState.Starting.
generated from the sources
Enum in namespace
Nebula · Packages/com.1by3.nebula/Runtime/Protocol/Messages.cspublic enum JoinHoldReason : byteWhy a join is being held in JoinState.Starting. A reason, not an error: the gateway holds the client and places it as soon as the reason goes away, with no reconnect. See docs/scope-lifecycle.md.
Members
| Name | Value | Description |
|---|---|---|
None | 0 | The join is not held. |
WorldStarting | 1 | No worker holds an active lease yet: the mesh is booting one. |
ScopeNotReady | 2 | The scope the client named has not been activated, or has no container with a live owner yet. Whoever sent the player to the key is the one that activates it. |
ScopeRestoring | 3 | The scope is coming back from a retire and its persisted entities are still being restored. |
ScopeRetiring | 4 | The scope is retiring: it is checkpointing and emptying itself and admits nobody. |
AtCapacity | 5 | Every container the client could be placed in is at capacity and the game's admission hook asked for the client to wait rather than be refused (NebulaAdmission, docs/capacity-admission.md). This is the "docking queue" answer: the gateway keeps retrying and places the client as soon as room appears, with no reconnect. |
Recovering | 6 | The worker that held the player's pawn failed, and the gateway is placing the player again: the pawn comes back from its last checkpoint, or fresh when it has none. The player was in the world a moment ago, so say "getting you back in" rather than "starting the world". |