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    Struct CommandSendSystem<TCommandDataSerializer, TCommandData>

    Helper struct for implementing systems to send commands. This is generally used by code-gen and should only be used directly in special cases.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public struct CommandSendSystem<TCommandDataSerializer, TCommandData> where TCommandDataSerializer : unmanaged, ICommandDataSerializer<TCommandData> where TCommandData : unmanaged, ICommandData
    Type Parameters
    Name Description
    TCommandDataSerializer

    Unmanaged CommandDataSerializer of type ICommandDataSerializer.

    TCommandData

    Unmanaged CommandData of type ICommandData.

    Fields

    Name Description
    k_InputBufferSendSize

    The maximum number of inputs sent in each command packet. Resending the last 3 commands adds some redundancy, minimizing the effect of packet loss (unless that packet loss is sustained).

    k_MaxCommandSerializedPayloadBytes

    The maximum serialized size of an individual Command payload, including command headers, and including the above k_InputBufferSendSize delta-compressed redundancy.

    Properties

    Name Description
    Query

    The query to use when scheduling the processing job.

    Methods

    Name Description
    InitJobData(ref SystemState)

    Initialize the internal state of a processing job, should be called from OnUpdate of an ISystem.

    ShouldRunCommandJob(ref SystemState)

    Utility method to check if the processing job needs to run, used as an early-out in OnUpdate of an ISystem.

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