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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * Send a logical payload through a callback, splitting into fragment * packets if it exceeds the channel's single-packet capacity. * * Layout of each emitted fragment packet (before the Channel adds its * 8-byte header): * * uint8 FRAGMENT_PACKET_TYPE * uint16 message_id (little-endian) * uint8 chunk_index * uint8 total_chunks * bytes chunk_payload * * The chunk_payload bytes are slices of the original logical payload, * concatenated in chunk_index order they reconstruct the original * payload byte-for-byte. The logical payload's own packet-type byte is * the first byte of chunk 0 and is preserved by the reassembly. * * Single-packet messages (payload <= MAX_CHANNEL_PAYLOAD_BYTES) are sent * as-is with NO fragmentation header — the receiver dispatches them * normally via the FIRST byte. Fragmentation overhead only applies when * the payload genuinely doesn't fit. * * @param {Uint8Array} payload * @param {number} payload_length * @param {number} message_id sender-assigned, unique per logical message * @param {number} fragment_packet_type packet-type byte for fragment packets * @param {Uint8Array} scratch reusable scratch buffer; must be >= MAX_CHANNEL_PAYLOAD_BYTES * @param {function(Uint8Array, number): void} send_fn * invoked once per emitted packet — single send for non-fragmented case, * N sends for fragmented case */ export function send_fragmented(payload: Uint8Array, payload_length: number, message_id: number, fragment_packet_type: number, scratch: Uint8Array, send_fn: (arg0: Uint8Array, arg1: number) => void): void; /** * Re-emit a single fragment chunk for a previously-sent fragmented * message. Used by the NACK retransmit path: the sender's * {@link FragmentRetention} keeps the source bytes so any chunk can be * deterministically rebuilt. * * The wire layout matches what {@link send_fragmented} would have * produced for the same `(message_id, chunk_index, total_chunks)` — * receivers can't tell a retransmit from an original. * * @param {Uint8Array} payload retained source bytes * @param {number} payload_length * @param {number} message_id * @param {number} chunk_index must be < derived total_chunks; silently ignored otherwise * @param {number} fragment_packet_type * @param {Uint8Array} scratch reusable scratch; must be >= MAX_CHANNEL_PAYLOAD_BYTES * @param {function(Uint8Array, number): void} send_fn */ export function resend_fragment_chunk(payload: Uint8Array, payload_length: number, message_id: number, chunk_index: number, fragment_packet_type: number, scratch: Uint8Array, send_fn: (arg0: Uint8Array, arg1: number) => void): void; //# sourceMappingURL=fragment_send.d.ts.map