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namespace Unity.Netcode
{
/// <summary>
/// This is the header data that's serialized to the network when sending an <see cref="INetworkMessage"/>
/// </summary>
internal struct MessageHeader : INetworkSerializeByMemcpy
{
/// <summary>
/// The byte representation of the message type. This is automatically assigned to each message
/// by the MessagingSystem. This value is deterministic only so long as the list of messages remains
/// unchanged - if new messages are added or messages are removed, MessageType assignments may be
/// calculated differently.
/// </summary>
public uint MessageType;
/// <summary>
/// The total size of the message, NOT including the header.
/// Stored as a uint to avoid zig-zag encoding, but capped at int.MaxValue.
/// </summary>
public uint MessageSize;
}
}