@crowdedkingdoms/crowdyjs 8.4.0 → 8.4.1

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@@ -133,7 +133,7 @@ export type ActorUpdateRequestInput = {
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  /** A unique identifier for the actor. Must be exactly 32 bytes when encoded as UTF-8. This is typically a client-generated UUID. */
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  uuid: Scalars['String']['input'];
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  };
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- /** Response from the UDP game server for an actor update request. Received via the udpNotifications subscription. */
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+ /** LEGACY never emitted. The game server retired the dedicated actor-update response opcode (129); an applied update now arrives as your own ActorUpdateNotification (the sender is included in the chunk fan-out) and failures arrive as GenericErrorResponse. This type remains in the UdpNotification union for backward compatibility only — do not select it in new code; it will be removed in a future major version. */
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  export type ActorUpdateResponse = {
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  __typename?: 'ActorUpdateResponse';
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  /** The ID of the app where the actor update was processed. */
@@ -5782,7 +5782,7 @@ export declare enum UdpErrorCode {
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  /** This client has no authenticated session on the server. Complete the UDP token handshake (or open the UDP proxy) before sending spatial messages. */
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  UserNotAuthenticated = "USER_NOT_AUTHENTICATED"
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  }
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- /** All game-server messages delivered over the UDP proxy as GraphQL payloads. Subscribe to udpNotifications before or with sending mutations so responses and GenericErrorResponse (correlate via sequenceNumber) are not missed. */
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+ /** All game-server messages delivered over the UDP proxy as GraphQL payloads. Subscribe to udpNotifications before or with sending mutations so responses and GenericErrorResponse (correlate via sequenceNumber) are not missed. NOTE: the ActorUpdateResponse and VoxelUpdateResponse members are LEGACY and never emitted (applied updates arrive as your own *Notification self-echo; failures as GenericErrorResponse) — they remain in the union for backward compatibility and will be removed in a future major version. */
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  export type UdpNotification = ActorUpdateNotification | ActorUpdateResponse | ChannelMessageNotification | ClientAudioNotification | ClientEventNotification | ClientTextNotification | GenericErrorResponse | RealtimeConnectionEvent | ServerEventNotification | SingleActorMessageNotification | VoxelUpdateNotification | VoxelUpdateResponse;
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  /** UDP proxy session for the game token on the request. Returned by udpProxyConnectionStatus and connectUdpProxy. Binary UDP layouts are documented in database/client-wire-formats.md. */
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  export type UdpProxyConnectionStatus = {
@@ -6417,7 +6417,7 @@ export type VoxelUpdateRequestInput = {
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  /** The new voxel type ID. This determines the appearance and properties of the voxel. */
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  voxelType: Scalars['Int']['input'];
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  };
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- /** Response from the UDP game server for a voxel update request. Received via the udpNotifications subscription. */
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+ /** LEGACY never emitted. The game server retired the dedicated voxel-update response opcode (132); an applied update now arrives as your own VoxelUpdateNotification (the sender is included in the chunk fan-out) and failures arrive as GenericErrorResponse. This type remains in the UdpNotification union for backward compatibility only — do not select it in new code; it will be removed in a future major version. */
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  export type VoxelUpdateResponse = {
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  __typename?: 'VoxelUpdateResponse';
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  /** The ID of the app where the voxel update was processed. */