Nebula
Protocol

MsgId

Wire message ids.

generated from the sources
public enum MsgId : byte

Wire 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

NameValueDescription
Hello1
Welcome2
Ping3
Pong4
EntitySpawn10
EntityDespawn11
EntityVars12
EntityRpc13
WorldState14
OwnerState15
ContainerOwnership16
EntityState17Per-behaviour sync chunks (NetworkTransform/NetworkAnimator) for one entity and tick.
Batch18Gateway -> 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.
ClientInput20
ServerRpc21
SpawnPlayer30
DespawnPlayer31
GhostSpawn40
GhostState41
GhostVars42
GhostDespawn43
AuthorityTransfer44
ForwardInput45
AuthorityRpc46
GhostSyncState47

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