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Module types

Module types 

Source

Structs§

EntityState
Envelope
Every on-wire payload is wrapped for versioning and codec uniformity.
Hello
Session handshake after transport connect.
Snapshot
Full state on region enter or reconnect.
TickDelta
Server → client AOI-filtered entity updates for one sim tick.
Transform
Velocity2D
Welcome
WorldCoord
World position (x, y, z, w, t)t reserved at 0.

Enums§

AuthCredential
How the client authenticates to the game gateway. Uses default serde enum encoding (postcard-compatible; not internally tagged).
ClientMessage
Intent
Client → server gameplay input (reliable, sequenced per entity).
ServerMessage

Type Aliases§

EntityId
Seq
SessionId
Tick