Skip to content

sc_entities_v1.watch

Calls fn(ctx, what, id, class) on the game thread for every entity of type that streams in or out (what: SC_ENTITY_STREAMED_IN, SC_ENTITY_STREAMED_OUT or both ORed), until unwatch or until your plugin unloads. out_watch_id = the watch’s id (never 0). type: an entity class name (“AEGS_Avenger_Titan”), matched exactly and case-sensitively, or a class prefix ending in one ‘’ (“AEGS_”). The host matches the type before calling you, so you pay only for what you asked about. Refused with SCO_BAD_ARG, and a reason: NULL, empty, a lone “”, a ‘’ that isn’t last (“AB”, “**”), more than SC_ENTITIES_MAX_TYPE_LEN characters, anything but printable ASCII or ‘?’, a what with no known bit, a null self, fn or out_watch_id. SCO_TOO_MANY: SC_ENTITIES_MAX_WATCHES exist. SCO_UNAVAILABLE: no “game.entities.watch” on this build, or while the hooks are unconfirmed; see docs/game-services.md. Events reach fn a tick after they happen, in order; if a plugin can’t keep up, the oldest are dropped.

sco_result (*)(sco_plugin *, uint32_t, const char *, sc_entity_watch_fn, void *, uint64_t *)

Service index

Property Value
Symbol sc_entities_v1.watch
Record ID sc-entities-v1-watch
Service game.entities
Table sc_entities_v1
Version macro SC_ENTITIES_VERSION_1_1
Packed table version 65537
Since / availability size >= 64; 1.0
Complete member extent (x64 bytes) 64
Table size (x64 bytes) 96

Header source

sco_result (*watch)(sco_plugin* self, uint32_t what, const char* type, sc_entity_watch_fn fn, void* ctx, uint64_t* out_watch_id);
Calls fn(ctx, what, id, class) on the game thread for every entity of type that streams in or out (what: SC_ENTITY_STREAMED_IN, SC_ENTITY_STREAMED_OUT or both ORed), until unwatch or until your plugin unloads. out_watch_id = the watch’s id (never 0). type: an entity class name (“AEGS_Avenger_Titan”), matched exactly and case-sensitively, or a class prefix ending in one ‘’ (“AEGS_”). The host matches the type before calling you, so you pay only for what you asked about. Refused with SCO_BAD_ARG, and a reason: NULL, empty, a lone “”, a ‘’ that isn’t last (“AB”, “**”), more than SC_ENTITIES_MAX_TYPE_LEN characters, anything but printable ASCII or ‘?’, a what with no known bit, a null self, fn or out_watch_id. SCO_TOO_MANY: SC_ENTITIES_MAX_WATCHES exist. SCO_UNAVAILABLE: no “game.entities.watch” on this build, or while the hooks are unconfirmed; see docs/game-services.md. Events reach fn a tick after they happen, in order; if a plugin can’t keep up, the oldest are dropped.

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

Filter copied; fn/ctx borrowed until unwatch/unload. Callback class_name borrowed for call only; streamed-out ID already gone.

Game thread only; callback runs game thread and may call unwatch/unload; other reentrancy unspecified.

callback runs game thread and may call unwatch/unload

callback runs game thread and may call unwatch/unload

unwatch/ordinary unload/non-retained crash cleanup ends delivery; callback may unwatch itself or unload without further events. Oldest queued events dropped under overflow (256 held per watch). Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls. Fault quarantine stops guarded delivery without removing the retained watch.

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
(*watch)
cpp typed-wrapper include/scosdk/game/entities.hpp
return t_ && Covers(t_->size, offsetof(sc_entities_v1, watch)) && t_->watch ? t_->watch(self_, what, type, fn, ctx, &watchId) : SCO_UNAVAILABLE;
csharp typed-wrapper sdk/csharp/Sco.Sdk/Game/Entities.cs
r = _t->watch(Self, what, c, fn, ctx, &w);
lua unsupported sdk/docs/lua.md
Read-only: a Lua plugin owns no entities, so there is no spawn, despawn, move or watch.
plugins/lua/sco_lua_game.c
{ “alive”, L_ent_alive }, { “class_of”, L_ent_class_of }, { “get_transform”, L_ent_get_transform },

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

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