Table of Contents

Struct PartyAddEntry

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

One party roster row on the wire: everything about a member EXCEPT which party they are in.

public struct PartyAddEntry
Inherited Members

Remarks

The party identity lives on the message, not on the row. A roster payload describes exactly one party, so repeating its id against every member spent eight or nine bytes per row to restate a value the reader already had. Carrying it once on PartyAddMultipleBroadcast — and once on the single-member PartyAddBroadcast — says the same thing without paying per member.

Fields

CharacterID

Character ID of the member being added.

public long CharacterID

Field Value

long

HealthPCT

The member's health fraction, quantised to 0..255.

public byte HealthPCT

Field Value

byte

Remarks

The same quantisation, and for the same reason, as HealthPCT: a party bar is a few dozen pixels wide, so a four-byte float carried three bytes of precision nothing rendered — and the live updates that overwrite this value seconds later were already sending one byte. Convert with FractionToByte(float) and ByteToFraction(byte).

Rank

Rank of the member within the party.

public PartyRank Rank

Field Value

PartyRank