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sc_entities_v1.alive

1 when the entity is streamed in, else 0 (also when the capability isn’t ready or off the game thread).

int (*)(uint64_t)

Service index

Property Value
Symbol sc_entities_v1.alive
Record ID sc-entities-v1-alive
Service game.entities
Table sc_entities_v1
Version macro SC_ENTITIES_VERSION_1_1
Packed table version 65537
Since / availability size >= 16; 1.0
Complete member extent (x64 bytes) 16
Table size (x64 bytes) 96

Header source

int (*alive)(uint64_t entity_id);
1 when the entity is streamed in, else 0 (also when the capability isn’t ready or off the game thread).

Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE (alive: 0); invalid/released self: BAD_ARG. Additional failures/output state unspecified unless described in the buffer contract.

Absent table: query_service NOT_FOUND

Caller buffers; no allocation crosses boundary. Host owns entity/watch tracking; IDs are session values. Internal allocation unspecified.

Game thread only (WRONG_THREAD elsewhere, alive returns 0); last_error any thread. Recursive reentrancy unspecified except unwatch in callback.

unspecified

unspecified

No in-flight cancellation entrypoint; owned entities removed and watches ended on ordinary unload/non-retained crash cleanup, except kept entities. Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls.

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_entities.h
(*alive)
cpp typed-wrapper include/scosdk/game/entities.hpp
bool Alive(uint64_t id) const noexcept { return t_ && Covers(t_->size, offsetof(sc_entities_v1, alive)) && t_->alive && t_->alive(id) != 0; }
csharp typed-wrapper sdk/csharp/Sco.Sdk/Game/Entities.cs
public bool Alive(ulong id) => Covers(8) && _t->alive != null && _t->alive(id) != 0;
lua typed-wrapper plugins/lua/sco_lua_game.c
const int alive = GAME_MEMBER(e, sc_entities_v1, alive) ? e->alive(id) : 0;

None identified in the catalogue; this is not proof none can exist.

ABI pins prove layout, not semantic behavior or a live game session.