Expand description
Transport-independent realtime netcode primitives.
This crate provides client/server tick estimation, bounded redundant input history, cumulative acknowledgements, replay-safe out-of-order input reception, client prediction reconciliation, adaptive remote-state interpolation, and predicted-entity matching. It deliberately does not open sockets, create tasks, simulate game rules, or interpolate application state itself.
Structs§
- Entity
Match - Successful mapping from temporary entity identity to authoritative identity.
- Input
Ack - Cumulative server acknowledgement returned to one input sender.
- Input
Frame - One game-specific input assigned to an authoritative simulation Tick.
- Input
Packet - Transport-neutral client input packet.
- Input
Receive Report - Server-side result after validating and de-duplicating one input packet.
- Input
Receiver - Server-side packet validator and out-of-order de-duplicator for one client stream.
- Input
Receiver Config - Bounds for server-side input validation and reordering.
- Input
Sender - Client-side bounded input history and redundant packet builder.
- Input
Sender Config - Bounds for client-side unacknowledged input history.
- Interpolation
Buffer - Tick-ordered remote state buffer with adaptive jitter delay.
- Interpolation
Config - Remote-state buffer and adaptive interpolation-delay parameters.
- Interpolation
Sample - Two buffered states and interpolation factor selected for rendering.
- Interpolation
Stats - Current interpolation timing statistics.
- Predicted
Entity - One locally spawned entity waiting for authoritative identity.
- Predicted
Entity Config - Bounds for unmatched locally predicted entities.
- Predicted
Entity Matcher - Bounded predicted-spawn registry for one client simulation.
- Prediction
Buffer - Bounded client input/state history for server reconciliation.
- Prediction
Config - Bounds for client prediction history and authoritative replay work.
- Prediction
Frame - One locally simulated input and the predicted state after it committed.
- Prediction
Key - Client-generated stable key used to match a predicted spawn with its authoritative entity.
- Prediction
KeyGenerator - Monotonic prediction-key allocator.
- Reconciliation
Report - Result of restoring an authoritative state and replaying unconfirmed inputs.
- Sequence
Window - Bounded, cumulative acknowledgement window safe for out-of-order delivery.
- Tick
Sync Config - Client-side Tick estimation limits.
- Tick
Sync Report - Updated estimates returned after accepting one Tick sample.
- Tick
Sync Request - Client probe echoed by a Tick synchronization response.
- Tick
Sync Response - Authoritative server response used to construct a
TickSyncSample. - Tick
Sync Sample - One client observation of an authoritative server Tick.
- Tick
Synchronizer - Client-side estimator for authoritative server Tick position.
Enums§
- Interpolation
Insert - Result of inserting one remote state.
- Netcode
Error - Configuration, timing, or input validation failure.
- Sequence
Disposition - Result of observing one sequence in a
SequenceWindow.
Type Aliases§
- Netcode
Result - Result returned by netcode primitives.