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Module netcode

Module netcode 

Source
Expand description

§Netcode Subsystem

Game engine networking: world state snapshots with delta compression, reliable/unreliable transport with fragmentation and bandwidth control, and state synchronization with client-side prediction and server reconciliation.

Re-exports§

pub use snapshot::SnapshotId;
pub use snapshot::EntitySnapshot;
pub use snapshot::ComponentData;
pub use snapshot::WorldSnapshot;
pub use snapshot::SnapshotDelta;
pub use snapshot::EntityDelta;
pub use snapshot::ComponentDelta;
pub use snapshot::SnapshotRingBuffer;
pub use snapshot::RelevancyFilter;
pub use snapshot::RelevancyEntry;
pub use snapshot::RelevancyRegion;
pub use transport::PacketHeader;
pub use transport::PacketType;
pub use transport::ReliableChannel;
pub use transport::UnreliableChannel;
pub use transport::PacketFragmenter;
pub use transport::FragmentHeader;
pub use transport::ReassemblyBuffer;
pub use transport::BandwidthThrottle;
pub use transport::ConnectionState;
pub use transport::ConnectionStateMachine;
pub use transport::TransportConfig;
pub use transport::TransportStats;
pub use sync::InterpolationBuffer;
pub use sync::InterpolationSample;
pub use sync::PredictionEntry;
pub use sync::ClientPrediction;
pub use sync::AuthorityModel;
pub use sync::AuthorityMode;
pub use sync::ReplicatedProperty;
pub use sync::PropertyFlags;
pub use sync::DirtyTracker;
pub use sync::SpawnEvent;
pub use sync::DespawnEvent;
pub use sync::SpawnDespawnReplicator;
pub use sync::ClockSync;
pub use sync::ClockSyncSample;
pub use sync::SyncState;

Modules§

snapshot
World state snapshots with delta compression and relevancy filtering.
sync
State synchronization: interpolation, prediction, authority, replication, and clock sync.
transport
Network transport layer: reliable/unreliable channels, fragmentation, bandwidth throttling, and connection state machine.