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MeshCoordinator

Struct MeshCoordinator 

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pub struct MeshCoordinator { /* private fields */ }
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The socket-free P2P mesh coordinator: peer-set management + pose fan-out + feeding received poses into PresenceState. Tier-1 presence, no server.

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impl MeshCoordinator

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pub fn new(me: PeerId) -> Self

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pub fn id(&self) -> PeerId

This peer’s own id.

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pub fn set_id(&mut self, id: PeerId)

Adopt a server-assigned id (a rendezvous welcome{id}), replacing the provisional self-picked one. The rendezvous sends welcome before peers, so this lands before any peer connection exists.

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pub fn peer_count(&self) -> usize

Number of connected peers (excludes self).

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pub fn is_full(&self) -> bool

Whether the mesh is at capacity — a world should upgrade to a relay past this.

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pub fn send_pose( &self, tx: &mut dyn MeshTransport, pos: [f32; 3], rot: [f32; 4], vel: [f32; 3], anim: u8, ts: u32, )

Broadcast the local player’s pose to all peers. ts is the sender’s clock.

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pub fn pump( &mut self, tx: &mut dyn MeshTransport, presence: &mut PresenceState, now_ms: u64, )

Pump the transport once: apply connect/disconnect events and decode inbound peer poses into presence. Poses are stamped with the local now_ms (like the relay client) so interpolation uses one clock and cross-peer skew is a non-issue.

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