Expand description
Protocol-level primitive types.
Structs§
- Client
Id - A unique identifier for a connected client session. Assigned by the transport layer on connection, released on disconnect.
- Component
Kind - A component type identifier. Used by the Encoder to determine how to serialize/deserialize a specific component’s fields.
- Input
Command - Aggregated user input for a single simulation tick.
- LocalId
- The ECS’s internal entity handle. Opaque to the network layer.
In Phase 1 (Bevy), this wraps
bevy_ecs::entity::Entity. - Network
Id - A globally unique entity identifier used in all network communication. Assigned by the server. Immutable for the lifetime of the entity.
- Network
IdAllocator - Authoritative allocator for
NetworkIds. - Sector
Id - A globally unique sector/room identifier.
- Ship
Stats - Basic vitals for any ship entity.
- Transform
- Standard transform component used for replication (
ComponentKind1). - Weapon
Id - Unique identifier for a weapon type.
Enums§
- AIState
- NPC Drone behavior state Machine.
- Allocator
Error - OreType
- Material types extracted from asteroids.
- Projectile
Type - Projectile delivery classification.
- Respawn
Location - Definitive respawn target semantics.
- Ship
Class - Ship classification for rendering and stat selection.