Struct NetworkSnapshotAck
Client and Server Component. One per NetworkId entity, stores SnapshotAck and Ping info for a client.
Inherited Members
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public struct NetworkSnapshotAck : IComponentData, IQueryTypeParameter
Fields
Name | Description |
---|---|
Deviation |
The round trip time average deviation from the Estimated |
Estimated |
The calculated exponential smoothing average connection round trip time. |
Last |
The local time stamp at which the connection has received the last message. Used to calculate the elapsed "processing" time and reported to the remote peer to correctly update the round trip time. |
Last |
The last remote time stamp received by the connection. The remote time is sent back (via command for the client or in the snapshot for the server) and used to calculate the round trip time for the connection. |
Last |
The field has a different meaning on the client vs on the server: Client: it is the last received ghost snapshot from the server. Server: record the last command tick that has been received. Used to discard either out of order or late commands. |
Last |
The last snapshot (tick) received from the remote peer. For the client, it respresent the last received snapshot received from the server. For the server, it is the last acknowledge packet that has been received by client. |
Num |
Server-only, the number of ghost prefabs loaded by remote client. On the client is not used and it is always 0. |
Received |
Client-only, a bitmask that indicates which of the last 32 snapshots has been received from the server. On the server it is always 0. |
Remote |
The reported interpolation delay reported by the client (in number of ticks). |
Server |
How late the commands are received by server. Is a negative fixedPoint Q24:8 number that measure how many ticks behind the server
was when he received the command, and it used as feedback by the Network |
Methods
Name | Description |
---|---|
Is |
Return true if the snapshot for tick |