Table of Contents

Struct LobbyPlayerState<TPayload>

Namespace
Wyn.Lobby
Assembly
Wyn.Lobby.Runtime.dll

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

TPayload

Game-specific player data. Must be unmanaged (no references) and implement INetworkSerializable.

Implements
INetworkSerializable
Inherited Members

Fields

ClientId

public ulong ClientId

Field Value

ulong

IsReady

public bool IsReady

Field Value

bool

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

other LobbyPlayerState<TPayload>

Returns

bool

GetHashCode()

public override int GetHashCode()

Returns

int

NetworkSerialize<T>(BufferSerializer<T>)

public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter

Parameters

serializer BufferSerializer<T>

Type Parameters

T