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shoehive

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WebSocket-based multiplayer game framework for real-time, event-driven gameplay

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import { Player } from '../core/Player'; /** * Player events. * * You can use these events to listen for changes in the player state, or to trigger actions based on player events. */ export declare const PLAYER_EVENTS: { readonly CONNECTED: "player:connected"; readonly DISCONNECTED: "player:disconnected"; readonly RECONNECTED: "player:reconnected"; readonly REMOVED: "player:removed"; readonly STATE_UPDATED: "player:state:updated"; readonly ATTRIBUTE_CHANGED: "player:attribute:changed"; readonly ATTRIBUTES_CHANGED: "player:attributes:changed"; readonly AUTHENTICATION_FAILED: "player:authentication:failed"; readonly AUTHENTICATION_SUCCEEDED: "player:authentication:succeeded"; }; /** * These are the payload structures for native Player events. * * You can use these payloads to listen for changes in the player state, or to trigger actions based on player events. */ export interface DefaultPlayerEventPayloadMap { [PLAYER_EVENTS.CONNECTED]: { player: Player; }; [PLAYER_EVENTS.DISCONNECTED]: { player: Player; }; [PLAYER_EVENTS.RECONNECTED]: { player: Player; }; [PLAYER_EVENTS.REMOVED]: { player: Player; }; [PLAYER_EVENTS.STATE_UPDATED]: { player: Player; }; [PLAYER_EVENTS.ATTRIBUTE_CHANGED]: { player: Player; key: string; value: unknown; }; [PLAYER_EVENTS.ATTRIBUTES_CHANGED]: { player: Player; changedKeys: string[]; attributes: Record<string, unknown>; }; [PLAYER_EVENTS.AUTHENTICATION_FAILED]: { player: Player; reason: string; }; [PLAYER_EVENTS.AUTHENTICATION_SUCCEEDED]: { player: Player; }; }