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PresenceState

Struct PresenceState 

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pub struct PresenceState { /* private fields */ }
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All travelers currently present in the world.

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impl PresenceState

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pub fn new() -> Self

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pub fn count(&self) -> usize

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pub fn is_empty(&self) -> bool

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pub fn join(&mut self, id: u32, name: impl Into<String>, color: [f32; 4])

A traveler joined (or re-announced). Idempotent.

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pub fn leave(&mut self, id: u32)

A traveler left.

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pub fn restyle( &mut self, id: u32, name: Option<String>, color: Option<[f32; 4]>, )

Upgrade a traveler’s look once their identity resolves (e.g. a Passport descriptor arrived): each Some replaces the placeholder. No-op for unknown ids.

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pub fn set_avatar(&mut self, id: u32, avatar: Option<AvatarSpec>)

Attach a traveler’s portable avatar (from their Passport descriptor).

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pub fn pose(&mut self, id: u32, sample: PoseSample)

Record a pose for a traveler (auto-joins with a default look if unknown).

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pub fn entities(&self, now_ms: u64, foot_lift: f32) -> Vec<Instance>

Every traveler as a drawable Instance, interpolated at now_ms. foot_lift raises a centered capsule so its feet meet the ground (match the player).

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pub fn poses(&self, now_ms: u64, foot_lift: f32) -> Vec<TravelerPose>

Every traveler’s interpolated pose at now_ms — what the skinned character path consumes; Self::entities is the flat capsule view.

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impl Default for PresenceState

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fn default() -> Self

Returns the “default value” for a type. Read more

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