game.spatial
Methods and entrypoints for game.spatial.
sc_game_spatial_v1
Section titled “sc_game_spatial_v1”Source: sc_game_spatial.h,
provider,
shared portable logic,
layout/C route,
synthetic fixture.
Separate 1.0 table; teleport.spatial remains frozen. Native C and raw C++ only;
C# and Lua unsupported. This is bounded observation, not a global memory dump,
exhaustive streamed-zone scanner or unloaded-destination catalogue. Player ancestry
is copied each tick; explicit ID observations and full-pose queries can add complete
readable chains. The strict provider refuses skipped, mirrored, truncated, cyclic
or unreadable ancestry; at most 16 frames per game-read chain, 256 admitted IDs,
64 output records per page. IDs are revalidated before metadata/pose calls;
unstreaming/reparenting invalidates the observation set. Copied metadata is a
historical observation within its epoch, not continuous engine liveness.
Root is not system: no grounded star-system classifier exists in the available
reads. root_id describes only confirmed outermost ancestry; system_id is 0 and
SC_GAME_ZONE_SYSTEM_UNKNOWN is always set. Do not use it as relocation authorization
or infer system identity from a name. That part of G3 remains safely unavailable.
No game pointers, memory bytes, player/account identifiers, assets or global scan.
Epochs expire at tick refresh, set changes, invalidation and stop; consumers restart
paging after refusal and never persist epoch validity across sessions. Synchronous,
no callbacks, no ownership mutation or inputs retained. Native service-table fault
containment is not certified. Not verified on Windows or in game.