Struct LobbyPlayerState<TPayload>
Generic network-serializable player state for lobby synchronization. TPayload allows each game to define its own player data (e.g., character selection, team, etc.)
public struct LobbyPlayerState<TPayload> : INetworkSerializable, IEquatable<LobbyPlayerState<TPayload>> where TPayload : unmanaged, INetworkSerializable, IEquatable<TPayload>
Type Parameters
TPayloadGame-specific player data. Must be unmanaged (no references) and implement INetworkSerializable.
- Implements
-
INetworkSerializableIEquatable<LobbyPlayerState<TPayload>>
- Inherited Members
Fields
ClientId
public ulong ClientId
Field Value
IsReady
public bool IsReady
Field Value
Payload
public TPayload Payload
Field Value
- TPayload
PlayerName
public FixedString64Bytes PlayerName
Field Value
- FixedString64Bytes
Methods
Equals(LobbyPlayerState<TPayload>)
public bool Equals(LobbyPlayerState<TPayload> other)
Parameters
otherLobbyPlayerState<TPayload>
Returns
GetHashCode()
public override int GetHashCode()
Returns
NetworkSerialize<T>(BufferSerializer<T>)
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
Parameters
serializerBufferSerializer<T>
Type Parameters
T