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proof_engine/netcode/
mod.rs

1//! # Netcode Subsystem
2//!
3//! Game engine networking: world state snapshots with delta compression,
4//! reliable/unreliable transport with fragmentation and bandwidth control,
5//! and state synchronization with client-side prediction and server reconciliation.
6
7pub mod snapshot;
8pub mod transport;
9pub mod sync;
10
11pub use snapshot::{
12    SnapshotId, EntitySnapshot, ComponentData, WorldSnapshot,
13    SnapshotDelta, EntityDelta, ComponentDelta, SnapshotRingBuffer,
14    RelevancyFilter, RelevancyEntry, RelevancyRegion,
15};
16
17pub use transport::{
18    PacketHeader, PacketType, ReliableChannel, UnreliableChannel,
19    PacketFragmenter, FragmentHeader, ReassemblyBuffer,
20    BandwidthThrottle, ConnectionState, ConnectionStateMachine,
21    TransportConfig, TransportStats,
22};
23
24pub use sync::{
25    InterpolationBuffer, InterpolationSample, PredictionEntry,
26    ClientPrediction, AuthorityModel, AuthorityMode,
27    ReplicatedProperty, PropertyFlags, DirtyTracker,
28    SpawnEvent, DespawnEvent, SpawnDespawnReplicator,
29    ClockSync, ClockSyncSample, SyncState,
30};