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PresenceClient

Struct PresenceClient 

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pub struct PresenceClient { /* private fields */ }
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Handle to the presence relay connection.

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impl PresenceClient

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pub fn connect( relay: String, world_id: String, passport: String, spawn: Option<String>, ) -> Self

Connect to a single relay for world_id. Convenience over [connect_any].

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pub fn connect_any( relays: Vec<String>, world_id: String, passport: String, spawn: Option<String>, ) -> Self

Connect to the first reachable relay in relays (primary first, then fallbacks — no single relay is a point of failure). Non-blocking: the socket runs on a background thread; if none is reachable, the world degrades to solo.

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pub fn is_connected(&self) -> bool

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pub fn drain( &self, presence: &mut PresenceState, now_ms: u64, ) -> Vec<TravelerHello>

Apply all received traveler events to the presence set (stamping arrival time now_ms so interpolation shares the world clock). Returns the identities announced this drain, so the caller can fetch their descriptors and upgrade their look from the placeholder.

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pub fn send_pose(&self, pos: Vec3, rot: Quat, vel: Vec3, anim: u8)

Send the local player’s pose (dropped if the outbound queue is full).

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pub fn send_voice(&self, frame: Vec<u8>)

Send one voice frame (raw PCM16 payload, presence-wire §6). Dropped if the queue is full — voice is realtime; late frames are worthless.

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pub fn drain_voice(&self) -> Vec<(u32, Vec<u8>)>

Voice frames received since the last call, as (speaker id, PCM16).

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