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ClientMessage

Enum ClientMessage 

Source
pub enum ClientMessage {
    Authenticate {
        app_id: String,
        sdk_version: Option<String>,
        platform: Option<String>,
        game_data_format: Option<GameDataEncoding>,
    },
    JoinRoom {
        game_name: String,
        room_code: Option<String>,
        player_name: String,
        max_players: Option<u8>,
        supports_authority: Option<bool>,
        relay_transport: Option<RelayTransport>,
    },
    LeaveRoom,
    GameData {
        data: Value,
    },
    AuthorityRequest {
        become_authority: bool,
    },
    PlayerReady,
    ProvideConnectionInfo {
        connection_info: ConnectionInfo,
    },
    Ping,
    Reconnect {
        player_id: PlayerId,
        room_id: RoomId,
        auth_token: String,
    },
    JoinAsSpectator {
        game_name: String,
        room_code: String,
        spectator_name: String,
    },
    LeaveSpectator,
}
Expand description

Message types sent from client to server.

Variants§

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Authenticate

Authenticate with App ID (MUST be first message). App ID is a public identifier (not a secret!) that identifies the game application.

Fields

§app_id: String

Public App ID (safe to embed in game builds, e.g., “mb_app_abc123…”).

§sdk_version: Option<String>

SDK version for debugging and analytics.

§platform: Option<String>

Platform information (e.g., “unity”, “godot”, “unreal”).

§game_data_format: Option<GameDataEncoding>

Preferred game data encoding (defaults to JSON text frames).

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JoinRoom

Join or create a room for a specific game.

Fields

§game_name: String
§room_code: Option<String>
§player_name: String
§max_players: Option<u8>
§supports_authority: Option<bool>
§relay_transport: Option<RelayTransport>

Preferred relay transport protocol (TCP, UDP, or Auto). If not specified, defaults to Auto.

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LeaveRoom

Leave the current room.

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GameData

Send game data to other players in the room.

Fields

§data: Value
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AuthorityRequest

Request to become or connect to authoritative server.

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§become_authority: bool
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PlayerReady

Signal readiness to start the game in lobby.

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ProvideConnectionInfo

Provide connection info for P2P establishment.

Fields

§connection_info: ConnectionInfo
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Ping

Heartbeat to maintain connection.

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Reconnect

Reconnect to a room after disconnection.

Fields

§player_id: PlayerId
§room_id: RoomId
§auth_token: String

Authentication token generated on initial join.

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JoinAsSpectator

Join a room as a spectator (read-only observer).

Fields

§game_name: String
§room_code: String
§spectator_name: String
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LeaveSpectator

Leave spectator mode.

Trait Implementations§

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impl Clone for ClientMessage

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fn clone(&self) -> ClientMessage

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ClientMessage

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for ClientMessage

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for ClientMessage

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn borrow_mut(&mut self) -> &mut T

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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