sc_actors_v1.local_player
Your player: *out_actor_id, the id the game’s client player record names your actor by (the id the game resolves to your actor), and *out_entity_id, your entity’s id (the same as spawn.entities’ local_player_id; use it with teleport.spatial and spawn.entities). Both 0 on failure. Either pointer may be NULL to skip it, not both. SCO_NOT_FOUND: you haven’t spawned yet. Read-only: no self; a failure’s reason is last_error(NULL, …).
Signature
Section titled “Signature”sco_result (*)(uint64_t *, uint64_t *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_actors_v1.local_player |
| Record ID | sc-actors-v1-local-player |
| Service | game.actors |
| Table | sc_actors_v1 |
| Version macro | SC_ACTORS_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 16; 1.0 |
| Complete member extent (x64 bytes) | 16 |
| Table size (x64 bytes) | 56 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*local_player)(uint64_t* out_actor_id, uint64_t* out_entity_id);
Your player: *out_actor_id, the id the game’s client player record names your actor by (the id the game resolves to your actor), and *out_entity_id, your entity’s id (the same as spawn.entities’ local_player_id; use it with teleport.spatial and spawn.entities). Both 0 on failure. Either pointer may be NULL to skip it, not both. SCO_NOT_FOUND: you haven’t spawned yet. Read-only: no self; a failure’s reason is last_error(NULL, …).
Results and failures
Section titled “Results and failures”Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE; invalid/released self: BAD_ARG. See method detail for game failures. Additional failures/output state unspecified unless described in the buffer contract.
Absent capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary. Host owns NPC tracking; entity IDs are session values. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere); last_error any thread. Recursive reentrancy unspecified.
Callback context
Section titled “Callback context”unspecified
Reentrancy
Section titled “Reentrancy”unspecified
Cleanup and cancellation
Section titled “Cleanup and cancellation”No in-flight cancellation entrypoint; owned NPCs removed on ordinary unload/non-retained crash cleanup; despawn starts deferred removal. Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls.
Language mappings
Section titled “Language mappings”Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.
| Language | Catalogue status | Source evidence / wrapper tokens |
|---|---|---|
| c | direct | include/sc_actors.h(*local_player) |
| cpp | typed-wrapper | include/scosdk/game/actors.hppreturn t_ && Covers(t_->size, offsetof(sc_actors_v1, local_player)) && t_->local_player ? t_->local_player(&actorId, &entityId) : SCO_UNAVAILABLE; |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Actors.csScoResult r = !Covers(8) || _t->local_player == null ? ScoResult.Unavailable : _t->local_player(&a, &e); |
| lua | typed-wrapper | plugins/lua/sco_lua_game.cconst sco_result r = GAME_MEMBER(a, sc_actors_v1, local_player) ? a->local_player(&actor, &entity) : SCO_UNAVAILABLE; |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_actors.c
- tests/test_app.cpp
- tests/test_lua.cpp
- tests/test_sdk.cpp
- tests/test_language_routes.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tests/test_language_routes.c
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
ABI pins prove layout, not semantic behavior or a live game session.