Protocol
MsgId
Wire message ids.
generated from the sources
Enum in namespace
Nebula · Packages/com.1by3.nebula/Runtime/Protocol/Messages.cspublic enum MsgId : byteWire message ids. One byte header on every packet. The same entity message shapes are used on all three links (client-gateway, gateway-worker, worker-worker); only the id tells the receiver which role sent it.
Members
| Name | Value | Description |
|---|---|---|
Hello | 1 | |
Welcome | 2 | |
Ping | 3 | |
Pong | 4 | |
EntitySpawn | 10 | |
EntityDespawn | 11 | |
EntityVars | 12 | |
EntityRpc | 13 | |
WorldState | 14 | |
OwnerState | 15 | |
ContainerOwnership | 16 | |
EntityState | 17 | Per-behaviour sync chunks (NetworkTransform/NetworkAnimator) for one entity and tick. |
Batch | 18 | Gateway -> client: several reliable messages in one packet: [count:ushort]{[len:ushort][message]}. A big mesh produces hundreds of small reliable messages a second (an RPC per shot, a vars update per hit); one packet each was most of a client's packet rate. |
ClientInput | 20 | |
ServerRpc | 21 | |
SpawnPlayer | 30 | |
DespawnPlayer | 31 | |
GhostSpawn | 40 | |
GhostState | 41 | |
GhostVars | 42 | |
GhostDespawn | 43 | |
AuthorityTransfer | 44 | |
ForwardInput | 45 | |
AuthorityRpc | 46 | |
GhostSyncState | 47 |