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namespace Unity.Netcode
{
/// <summary>
/// Metadata passed into the Receive handler for <see cref="INetworkMessage"/>.
/// </summary>
internal ref struct NetworkContext
{
/// <summary>
/// An opaque object used to represent the owner of the MessagingSystem that's receiving the message.
/// Outside of testing environments, the type of this variable will be <see cref="NetworkManager"/>
/// </summary>
public object SystemOwner;
/// <summary>
/// The originator of the message
/// </summary>
public ulong SenderId;
/// <summary>
/// The timestamp at which the message was received
/// </summary>
public float Timestamp;
/// <summary>
/// The header data that was sent with the message
/// </summary>
public MessageHeader Header;
/// <summary>
/// The actual serialized size of the header when packed into the buffer
/// </summary>
public int SerializedHeaderSize;
/// <summary>
/// The size of the message in the buffer, header excluded
/// </summary>
public uint MessageSize;
}
}