@3dsource/angular-unreal-module 0.0.143 → 0.0.145
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package/package.json
CHANGED
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@@ -94,7 +94,6 @@ declare class UnrealSceneComponent {
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94
94
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private readonly commandsSender;
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95
95
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private readonly videoService;
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96
96
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private readonly webRtcPlayerService;
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97
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-
private readonly signallingService;
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98
97
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private readonly destroyRef;
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99
98
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private readonly unrealConfig;
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100
99
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private autoHighResolution;
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@@ -872,12 +871,6 @@ declare class InputService extends SubService {
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872
871
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private isKeyCodeBrowserKey;
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873
872
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private getKeyCode;
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874
873
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private registerKeyboardEvents;
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875
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-
/**
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876
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* Keys that must never reach the Unreal stream from the viewport — Backspace
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877
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* (browser back navigation), Enter and Delete — regardless of dev mode. An
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878
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* HTML input keeps them so text entry still works; only the viewport ignores
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879
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* them. Applied independently of the configurable key filter.
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880
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*/
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private isIgnoredViewportKey;
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private startListenKeys;
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static ɵfac: i0.ɵɵFactoryDeclaration<InputService, never>;
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@@ -1398,6 +1391,17 @@ declare class WebRtcPlayerService extends SubService {
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1398
1391
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* Closes existing PeerConnection and DataChannel, resets negotiation state.
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1399
1392
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*/
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1400
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closePC(): void;
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1394
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+
/**
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1395
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* Single source of truth for tearing down the remote connection: closes the
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1396
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* signaling WebSocket and then the PeerConnection/DataChannel.
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1397
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*
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1398
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* Called by the `destroyRemoteConnections$` effect and, as a
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1399
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* lifecycle-independent safeguard, by `UnrealSceneComponent.onDestroy` (the
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1400
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* route-scoped effects may already be torn down on navigation). Both close
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1401
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* steps are idempotent, so invoking this twice in one teardown is a harmless
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1402
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* no-op.
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1403
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*/
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1404
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releaseRemoteConnections(reason: DisconnectReasonType): void;
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canSend(): boolean | null;
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send(data: ArrayBuffer): void;
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/**
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