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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * 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