sc_entities_v1.class_of
The entity’s class name (the name spawn takes), NUL-terminated, with the size handshake (*inout_size: capacity in; bytes written, or needed with SCO_TOO_MANY, out). SCO_NOT_FOUND: the entity isn’t streamed in. SCO_UNAVAILABLE: no “game.entities.class_of”. SCO_FAILED: the game faulted or the name isn’t a plausible class name. Read-only: no self; a failure’s reason is last_error(NULL, …). Implementation clears out[0] when capacity > 0 and initializes inout_size to 0 before failure checks.
Signature
Section titled “Signature”sco_result (*)(uint64_t, char *, uint32_t *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_entities_v1.class_of |
| Record ID | sc-entities-v1-class-of |
| Service | game.entities |
| Table | sc_entities_v1 |
| Version macro | SC_ENTITIES_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 24; 1.0 |
| Complete member extent (x64 bytes) | 24 |
| Table size (x64 bytes) | 96 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*class_of)(uint64_t entity_id, char* out, uint32_t* inout_size);
The entity’s class name (the name spawn takes), NUL-terminated, with the size handshake (*inout_size: capacity in; bytes written, or needed with SCO_TOO_MANY, out). SCO_NOT_FOUND: the entity isn’t streamed in. SCO_UNAVAILABLE: no “game.entities.class_of”. SCO_FAILED: the game faulted or the name isn’t a plausible class name. Read-only: no self; a failure’s reason is last_error(NULL, …). Implementation clears out[0] when capacity > 0 and initializes inout_size to 0 before failure checks.
Results and failures
Section titled “Results and failures”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 capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary. Host owns entity/watch tracking; IDs are session values. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere, alive returns 0); last_error any thread. Recursive reentrancy unspecified except unwatch in callback.
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 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.
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_entities.h(*class_of) |
| cpp | typed-wrapper | include/scosdk/game/entities.hppsco_result r = t_->class_of(id, s.data(), &size); |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Entities.csScoResult r = Storage.Sized((buf, size) => ((ScEntitiesV1*)t)->class_of(id, buf, size), out byte[] b); |
| lua | typed-wrapper | plugins/lua/sco_lua_game.cconst sco_result r = GAME_MEMBER(e, sc_entities_v1, class_of) ? e->class_of(id, name, &size) : SCO_UNAVAILABLE; |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_entities.c
- tests/test_app.cpp
- tests/test_lua.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.