@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
40 lines • 1.54 kB
TypeScript
/**
* Highest `owner_peer_id` value the wire format can faithfully represent.
* Above this the +1 bias would alias into the "unowned" sentinel encoding.
* Documented here so callers can see the limit without spelunking the
* adapter internals.
*
* @type {number}
*/
export const MAX_OWNER_PEER_ID: number;
/**
* Save-game adapter for {@link NetworkIdentity}.
*
* Wire layout: `network_id_varint, owner_peer_id_uint16, replication_flags_uint8`.
*
* Note: this is for *save-game* persistence, not the per-tick replication
* stream. Network packets carry `network_id` inside individual `SimAction`
* payloads; the component itself doesn't go on the wire (the receiver creates
* a fresh NetworkIdentity locally).
*
* @author Alex Goldring
* @copyright Company Named Limited (c) 2025
*/
export class NetworkIdentitySerializationAdapter extends BinaryClassSerializationAdapter<any> {
constructor();
klass: typeof NetworkIdentity;
version: number;
/**
* @param {BinaryBuffer} buffer
* @param {NetworkIdentity} value
*/
serialize(buffer: BinaryBuffer, value: NetworkIdentity): void;
/**
* @param {BinaryBuffer} buffer
* @param {NetworkIdentity} value
*/
deserialize(buffer: BinaryBuffer, value: NetworkIdentity): void;
}
import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
import { NetworkIdentity } from "../components/NetworkIdentity.js";
//# sourceMappingURL=NetworkIdentitySerializationAdapter.d.ts.map