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Version 2.11.0
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ICombatSnapshot interface

Polled snapshot of the local player’s combat state plus a ring buffer of recently observed events. Mirrors the polled half of the original mixed combat surface; the event stream lives on ICombatEvents and per-entity lookups live on ICombatLookup. All reads are safe from the Unity main thread.

public interface ICombatSnapshot
name description
IsAvailable { get; } True once the wire tap has seen the first SyncToMeDeltaInfo after entering world.
LocalBuffs { get; } Active buffs on the local player.
LocalCooldowns { get; } Local player’s current skill cooldowns. Empty out of combat / pre-login.
LocalEntityId { get; } Local player’s entity UUID. None until first SyncToMeDeltaInfo.
RecentEvents { get; } Ring buffer of recent events (capacity 500).
ServerNow { get; } The same interpolated server clock as ServerNowMs exposed as a wall-clock DateTimeOffset in the server time domain (server epoch mapped onto local monotonic time, so it advances smoothly between the ~5 s SyncServerTime anchors). Reads the Unix epoch (1970) until the first server-time observation, matching the ServerNowMs == 0 “no server time yet” contract.
ServerNowMs { get; } Latest server epoch (ms) seen on the SyncServerTime notify. Zero until first observation.