WelcomeMsg
Carries the welcome protocol message.
Nebula · Packages/com.1by3.nebula/Runtime/Protocol/Messages.cspublic struct WelcomeMsgCarries the welcome protocol message.
Fields
ClientId
public ulong ClientId;The client's session id: unique across every gateway of the mesh and stable for as long as the session lives, including across a reconnection through another gateway (see SessionToken).
TickRate
public byte TickRate;ServerTick
public uint ServerTick;Identity
public string Identity;The player's identity for this and every later session (PlayerIdentity).
Token
public string Token;Set when the client presented no token: the anonymous token the gateway issued for Identity. The client keeps it and presents it in its next HelloMsg to be the same player again. Empty when the client's own token was accepted.
SessionToken
public string SessionToken;A signed token naming this session (SessionTokens). The client keeps it for the life of the process and presents it in HelloMsg.Session when it reconnects, to any gateway of the mesh, to get the same ClientId and pawn back.
Reclaimed
public bool Reclaimed;True when the session was reclaimed from a token: the pawn, when the worker still holds it, is the same one.
NegotiatedVersion
public ushort NegotiatedVersion;The accepted protocol version from the client's HelloMsg. The gateway accepts protocol 18 only. Zero means the field was omitted; the client uses its announced version.
Methods
Write
public void Write(NetworkWriter w);Read
public static WelcomeMsg Read(NetworkReader r);