Class SceneEntity
Scene instance entity representing a currently loaded scene on a scene server.
public class SceneEntity : IVersionedEntity
- Inheritance
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SceneEntity
- Implements
- Inherited Members
Properties
CharacterCount
Number of characters currently in this scene.
public int CharacterCount { get; set; }
Property Value
CharacterID
Character ID of the player than opened this scene if it's instanced.
public long CharacterID { get; set; }
Property Value
Difficulty
Difficulty this instance was opened at, as an index into the dungeon's own difficulty list. 0 is the first entry a dungeon declares.
public int Difficulty { get; set; }
Property Value
Remarks
Stored per instance rather than per dungeon because the same dungeon runs at several difficulties at once, and the ruleset has to survive the round trip through the queue: the scene server that eventually loads this row is not the one that enqueued it and has nothing else to read the choice from. Every dungeon declares its own list, so this is meaningful only alongside SceneName.
ID
Primary key.
public long ID { get; set; }
Property Value
IsPrivate
True when the owning party has hidden this instance from the dungeon finder's list.
public bool IsPrivate { get; set; }
Property Value
Remarks
A lock on the front door, not on the instance: a private instance is still enterable by the party that owns it, it simply stops being offered to everyone else. Public by default, because a finder whose list is empty by default is not a finder.
PartyID
Party that owns this instance, or 0 when it was opened by an ungrouped character.
public long PartyID { get; set; }
Property Value
Remarks
The durable answer to "whose dungeon is this". CharacterID records only who happened to open it, and that character can leave the party, log out, or be dropped from it — after which the remaining members could no longer resolve their own instance and would silently open a second one, splitting the group. Membership is looked up through this column so the instance survives any change to who created it.
SceneHandle
Scene handle assigned by the scene server.
public int SceneHandle { get; set; }
Property Value
Remarks
Diagnostic only. A scene-manager handle is assigned from a per-process counter, so it is meaningful solely inside the process that allocated it — two scene servers running the same build routinely produce the same value for different scenes. Anything that needs to identify a scene instance from outside its host uses ID.
SceneName
Scene name (e.g. the Unity scene asset name).
public string SceneName { get; set; }
Property Value
SceneServerID
Scene server instance ID that hosts this scene.
public long SceneServerID { get; set; }
Property Value
SceneStatus
Current status of the scene (e.g. loading, running, unloading).
public int SceneStatus { get; set; }
Property Value
SceneType
Scene type (over-world vs instanced).
public int SceneType { get; set; }
Property Value
TimeCreated
Row creation timestamp (UTC).
public DateTime TimeCreated { get; set; }
Property Value
Version
Concurrency version for optimistic locking.
public long Version { get; set; }
Property Value
WorldServerID
World server ID this scene belongs to.
public long WorldServerID { get; set; }