@driftengine/network 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (49) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +125 -0
  4. package/dist/authority.d.ts +170 -0
  5. package/dist/authority.js +235 -0
  6. package/dist/fingerprint.d.ts +64 -0
  7. package/dist/fingerprint.js +108 -0
  8. package/dist/fixture.d.ts +32 -0
  9. package/dist/fixture.js +136 -0
  10. package/dist/index.d.ts +45 -0
  11. package/dist/index.js +32 -0
  12. package/dist/inputLog.d.ts +117 -0
  13. package/dist/inputLog.js +232 -0
  14. package/dist/lockstep.d.ts +181 -0
  15. package/dist/lockstep.js +291 -0
  16. package/dist/loopback.d.ts +115 -0
  17. package/dist/loopback.js +207 -0
  18. package/dist/rewind.d.ts +206 -0
  19. package/dist/rewind.js +212 -0
  20. package/dist/scriptSession.d.ts +77 -0
  21. package/dist/scriptSession.js +81 -0
  22. package/dist/simNumber.d.ts +103 -0
  23. package/dist/simNumber.js +156 -0
  24. package/dist/snapshotter.d.ts +43 -0
  25. package/dist/snapshotter.js +81 -0
  26. package/dist/transport.d.ts +63 -0
  27. package/dist/transport.js +40 -0
  28. package/dist/webrtc.d.ts +74 -0
  29. package/dist/webrtc.js +108 -0
  30. package/dist/websocket.d.ts +70 -0
  31. package/dist/websocket.js +105 -0
  32. package/dist/wire.d.ts +94 -0
  33. package/dist/wire.js +238 -0
  34. package/package.json +61 -0
  35. package/src/authority.ts +340 -0
  36. package/src/fingerprint.ts +143 -0
  37. package/src/fixture.ts +188 -0
  38. package/src/index.ts +95 -0
  39. package/src/inputLog.ts +262 -0
  40. package/src/lockstep.ts +374 -0
  41. package/src/loopback.ts +250 -0
  42. package/src/rewind.ts +337 -0
  43. package/src/scriptSession.ts +137 -0
  44. package/src/simNumber.ts +176 -0
  45. package/src/snapshotter.ts +98 -0
  46. package/src/transport.ts +69 -0
  47. package/src/webrtc.ts +141 -0
  48. package/src/websocket.ts +140 -0
  49. package/src/wire.ts +269 -0
package/LICENSE ADDED
@@ -0,0 +1,202 @@
1
+
2
+ Apache License
3
+ Version 2.0, January 2004
4
+ http://www.apache.org/licenses/
5
+
6
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
7
+
8
+ 1. Definitions.
9
+
10
+ "License" shall mean the terms and conditions for use, reproduction,
11
+ and distribution as defined by Sections 1 through 9 of this document.
12
+
13
+ "Licensor" shall mean the copyright owner or entity authorized by
14
+ the copyright owner that is granting the License.
15
+
16
+ "Legal Entity" shall mean the union of the acting entity and all
17
+ other entities that control, are controlled by, or are under common
18
+ control with that entity. For the purposes of this definition,
19
+ "control" means (i) the power, direct or indirect, to cause the
20
+ direction or management of such entity, whether by contract or
21
+ otherwise, or (ii) ownership of fifty percent (50%) or more of the
22
+ outstanding shares, or (iii) beneficial ownership of such entity.
23
+
24
+ "You" (or "Your") shall mean an individual or Legal Entity
25
+ exercising permissions granted by this License.
26
+
27
+ "Source" form shall mean the preferred form for making modifications,
28
+ including but not limited to software source code, documentation
29
+ source, and configuration files.
30
+
31
+ "Object" form shall mean any form resulting from mechanical
32
+ transformation or translation of a Source form, including but
33
+ not limited to compiled object code, generated documentation,
34
+ and conversions to other media types.
35
+
36
+ "Work" shall mean the work of authorship, whether in Source or
37
+ Object form, made available under the License, as indicated by a
38
+ copyright notice that is included in or attached to the work
39
+ (an example is provided in the Appendix below).
40
+
41
+ "Derivative Works" shall mean any work, whether in Source or Object
42
+ form, that is based on (or derived from) the Work and for which the
43
+ editorial revisions, annotations, elaborations, or other modifications
44
+ represent, as a whole, an original work of authorship. For the purposes
45
+ of this License, Derivative Works shall not include works that remain
46
+ separable from, or merely link (or bind by name) to the interfaces of,
47
+ the Work and Derivative Works thereof.
48
+
49
+ "Contribution" shall mean any work of authorship, including
50
+ the original version of the Work and any modifications or additions
51
+ to that Work or Derivative Works thereof, that is intentionally
52
+ submitted to Licensor for inclusion in the Work by the copyright owner
53
+ or by an individual or Legal Entity authorized to submit on behalf of
54
+ the copyright owner. For the purposes of this definition, "submitted"
55
+ means any form of electronic, verbal, or written communication sent
56
+ to the Licensor or its representatives, including but not limited to
57
+ communication on electronic mailing lists, source code control systems,
58
+ and issue tracking systems that are managed by, or on behalf of, the
59
+ Licensor for the purpose of discussing and improving the Work, but
60
+ excluding communication that is conspicuously marked or otherwise
61
+ designated in writing by the copyright owner as "Not a Contribution."
62
+
63
+ "Contributor" shall mean Licensor and any individual or Legal Entity
64
+ on behalf of whom a Contribution has been received by Licensor and
65
+ subsequently incorporated within the Work.
66
+
67
+ 2. Grant of Copyright License. Subject to the terms and conditions of
68
+ this License, each Contributor hereby grants to You a perpetual,
69
+ worldwide, non-exclusive, no-charge, royalty-free, irrevocable
70
+ copyright license to reproduce, prepare Derivative Works of,
71
+ publicly display, publicly perform, sublicense, and distribute the
72
+ Work and such Derivative Works in Source or Object form.
73
+
74
+ 3. Grant of Patent License. Subject to the terms and conditions of
75
+ this License, each Contributor hereby grants to You a perpetual,
76
+ worldwide, non-exclusive, no-charge, royalty-free, irrevocable
77
+ (except as stated in this section) patent license to make, have made,
78
+ use, offer to sell, sell, import, and otherwise transfer the Work,
79
+ where such license applies only to those patent claims licensable
80
+ by such Contributor that are necessarily infringed by their
81
+ Contribution(s) alone or by combination of their Contribution(s)
82
+ with the Work to which such Contribution(s) was submitted. If You
83
+ institute patent litigation against any entity (including a
84
+ cross-claim or counterclaim in a lawsuit) alleging that the Work
85
+ or a Contribution incorporated within the Work constitutes direct
86
+ or contributory patent infringement, then any patent licenses
87
+ granted to You under this License for that Work shall terminate
88
+ as of the date such litigation is filed.
89
+
90
+ 4. Redistribution. You may reproduce and distribute copies of the
91
+ Work or Derivative Works thereof in any medium, with or without
92
+ modifications, and in Source or Object form, provided that You
93
+ meet the following conditions:
94
+
95
+ (a) You must give any other recipients of the Work or
96
+ Derivative Works a copy of this License; and
97
+
98
+ (b) You must cause any modified files to carry prominent notices
99
+ stating that You changed the files; and
100
+
101
+ (c) You must retain, in the Source form of any Derivative Works
102
+ that You distribute, all copyright, patent, trademark, and
103
+ attribution notices from the Source form of the Work,
104
+ excluding those notices that do not pertain to any part of
105
+ the Derivative Works; and
106
+
107
+ (d) If the Work includes a "NOTICE" text file as part of its
108
+ distribution, then any Derivative Works that You distribute must
109
+ include a readable copy of the attribution notices contained
110
+ within such NOTICE file, excluding those notices that do not
111
+ pertain to any part of the Derivative Works, in at least one
112
+ of the following places: within a NOTICE text file distributed
113
+ as part of the Derivative Works; within the Source form or
114
+ documentation, if provided along with the Derivative Works; or,
115
+ within a display generated by the Derivative Works, if and
116
+ wherever such third-party notices normally appear. The contents
117
+ of the NOTICE file are for informational purposes only and
118
+ do not modify the License. You may add Your own attribution
119
+ notices within Derivative Works that You distribute, alongside
120
+ or as an addendum to the NOTICE text from the Work, provided
121
+ that such additional attribution notices cannot be construed
122
+ as modifying the License.
123
+
124
+ You may add Your own copyright statement to Your modifications and
125
+ may provide additional or different license terms and conditions
126
+ for use, reproduction, or distribution of Your modifications, or
127
+ for any such Derivative Works as a whole, provided Your use,
128
+ reproduction, and distribution of the Work otherwise complies with
129
+ the conditions stated in this License.
130
+
131
+ 5. Submission of Contributions. Unless You explicitly state otherwise,
132
+ any Contribution intentionally submitted for inclusion in the Work
133
+ by You to the Licensor shall be under the terms and conditions of
134
+ this License, without any additional terms or conditions.
135
+ Notwithstanding the above, nothing herein shall supersede or modify
136
+ the terms of any separate license agreement you may have executed
137
+ with Licensor regarding such Contributions.
138
+
139
+ 6. Trademarks. This License does not grant permission to use the trade
140
+ names, trademarks, service marks, or product names of the Licensor,
141
+ except as required for reasonable and customary use in describing the
142
+ origin of the Work and reproducing the content of the NOTICE file.
143
+
144
+ 7. Disclaimer of Warranty. Unless required by applicable law or
145
+ agreed to in writing, Licensor provides the Work (and each
146
+ Contributor provides its Contributions) on an "AS IS" BASIS,
147
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
148
+ implied, including, without limitation, any warranties or conditions
149
+ of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
150
+ PARTICULAR PURPOSE. You are solely responsible for determining the
151
+ appropriateness of using or redistributing the Work and assume any
152
+ risks associated with Your exercise of permissions under this License.
153
+
154
+ 8. Limitation of Liability. In no event and under no legal theory,
155
+ whether in tort (including negligence), contract, or otherwise,
156
+ unless required by applicable law (such as deliberate and grossly
157
+ negligent acts) or agreed to in writing, shall any Contributor be
158
+ liable to You for damages, including any direct, indirect, special,
159
+ incidental, or consequential damages of any character arising as a
160
+ result of this License or out of the use or inability to use the
161
+ Work (including but not limited to damages for loss of goodwill,
162
+ work stoppage, computer failure or malfunction, or any and all
163
+ other commercial damages or losses), even if such Contributor
164
+ has been advised of the possibility of such damages.
165
+
166
+ 9. Accepting Warranty or Additional Liability. While redistributing
167
+ the Work or Derivative Works thereof, You may choose to offer,
168
+ and charge a fee for, acceptance of support, warranty, indemnity,
169
+ or other liability obligations and/or rights consistent with this
170
+ License. However, in accepting such obligations, You may act only
171
+ on Your own behalf and on Your sole responsibility, not on behalf
172
+ of any other Contributor, and only if You agree to indemnify,
173
+ defend, and hold each Contributor harmless for any liability
174
+ incurred by, or claims asserted against, such Contributor by reason
175
+ of your accepting any such warranty or additional liability.
176
+
177
+ END OF TERMS AND CONDITIONS
178
+
179
+ APPENDIX: How to apply the Apache License to your work.
180
+
181
+ To apply the Apache License to your work, attach the following
182
+ boilerplate notice, with the fields enclosed by brackets "[]"
183
+ replaced with your own identifying information. (Don't include
184
+ the brackets!) The text should be enclosed in the appropriate
185
+ comment syntax for the file format. We also recommend that a
186
+ file or class name and description of purpose be included on the
187
+ same "printed page" as the copyright notice for easier
188
+ identification within third-party archives.
189
+
190
+ Copyright 2026 Drift Technologies
191
+
192
+ Licensed under the Apache License, Version 2.0 (the "License");
193
+ you may not use this file except in compliance with the License.
194
+ You may obtain a copy of the License at
195
+
196
+ http://www.apache.org/licenses/LICENSE-2.0
197
+
198
+ Unless required by applicable law or agreed to in writing, software
199
+ distributed under the License is distributed on an "AS IS" BASIS,
200
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
201
+ See the License for the specific language governing permissions and
202
+ limitations under the License.
package/NOTICE ADDED
@@ -0,0 +1,9 @@
1
+ DriftEngine
2
+ Copyright 2026 Drift Technologies
3
+
4
+ This product includes software developed at Drift Technologies
5
+ (https://github.com/drftrun/driftengine).
6
+
7
+ Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
8
+ requires this NOTICE to be reproduced in any derivative work you distribute,
9
+ in the source, the documentation, or a display generated by the work.
package/README.md ADDED
@@ -0,0 +1,125 @@
1
+ # @driftengine/network
2
+
3
+ A transport seam, rewind and replay, and the two networking models built on them.
4
+
5
+ **Cost: 2.4 KB gzipped standalone.** Measured by `scripts/size-gate.test.mjs`, which fails if it
6
+ drifts more than 3% — the number comes from the same floors that gate asserts, so a README quoting
7
+ a stale one is a red suite rather than a thing somebody notices.
8
+
9
+ **Standalone, and the raw figure is the claim.** 6,901 bytes raw against core's 2.79 MB: no
10
+ renderer is in this package's module graph. `boundaries.test.mjs` already makes the argument about
11
+ `@driftengine/physics` — _"a deterministic simulation with no renderer in its module graph, which is
12
+ what an authoritative host runs"_ — and this is the second package it applies to. It imports
13
+ `@driftengine/entities` at runtime and nothing else.
14
+
15
+ ## What is in it
16
+
17
+ | | |
18
+ | ----------------------------------- | ----------------------------------------------------------------------------------------------------------------- |
19
+ | `RewindLoop` | Rewind to a tick, replay to now. Both models sit on this one |
20
+ | `InputLog` | Every participant's input, over a window that is explicit rather than a modulo |
21
+ | `Snapshotter` | The state seam. `worldSnapshotter`, `randomSnapshotter`, `combineSnapshotters` |
22
+ | `Transport` | The seam a caller supplies. `LoopbackTransport` with an impairment model, `WebSocketTransport`, `WebRtcTransport` |
23
+ | `LockstepSession` | Peers exchange inputs; a wrong guess is unwound; a divergence halts and names its tick |
24
+ | `AuthorityHost`, `PredictingClient` | One world is the truth; a client predicts its own player and corrects |
25
+ | `StateInterpolator` | Remote bodies drawn between two states the authority sent |
26
+ | `Fingerprint` | A hash of state, so a desync has a tick number |
27
+ | `Sim` | Opt-in 48.16 fixed point, for a consumer who would rather not depend on an argument about IEEE 754 |
28
+
29
+ ## The one idea
30
+
31
+ **Prediction and rollback are the same operation.** A lockstep peer that guessed a remote input and
32
+ then learned the real one has to unwind the ticks it computed from the guess. A predicting client
33
+ whose authority disagrees has to unwind the ticks it computed from a world that was wrong. Both are:
34
+ put the state back to tick _T_, correct what was wrong about _T_, and step forward to where we were.
35
+
36
+ So there is one `RewindLoop` and both models sit on it, rather than two implementations of one
37
+ mechanism.
38
+
39
+ ```ts
40
+ const rewind = new RewindLoop({
41
+ step: mySimulation, // (dt, tick) => void — the loop's own signature
42
+ snapshotter: combineSnapshotters([worldSnapshotter(world), randomSnapshotter(rng)]),
43
+ inputs: new InputLog({ participants: 2, depth: 32, inputBytes: 2 }),
44
+ fixedDt: 1 / 60,
45
+ depth: 8, // 133 ms of rewind at 60 Hz
46
+ });
47
+
48
+ startLoop({
49
+ simulate: (dt, tick) => rewind.advance(dt, tick),
50
+ render,
51
+ });
52
+
53
+ // A packet arrives, possibly for a tick that has already run.
54
+ rewind.supply(participant, tick, payload); // false when it is beyond the window
55
+ ```
56
+
57
+ ## What it does not know
58
+
59
+ **It does not know what an input is.** A payload is a fixed number of bytes a consumer encodes.
60
+ `AGENTS.md` states the rule — engine APIs never take another game's noun — and this is the place
61
+ most netcode gives it up. The size being fixed is what buys the allocation story: one array for the
62
+ session, so neither recording an input nor reading one back during a replay allocates anything.
63
+
64
+ **It does not know what your state is.** `Snapshotter<S>` is generic over its own slot type, so a
65
+ rewind needs no serialization at all — a snapshot never leaves the process. `worldSnapshotter` is
66
+ one implementation, over `@driftengine/entities`; a simulation whose state is four typed arrays
67
+ writes another in thirty lines.
68
+
69
+ **It does not decide fairness.** `rewindTo` is public so lag compensation is implementable, and lag
70
+ compensation is not implemented: an authority rewinding the world to a shooter's view of the past is
71
+ a policy about who wins a disputed shot, and that belongs to a game.
72
+
73
+ ## Two things that are easy to get wrong, and are handled here
74
+
75
+ **A snapshot is taken before the step, not after.** `advance(dt, T)` saves and then steps, so slot
76
+ _T_ holds the world as tick _T_ began — which is what a rewind to _T_ wants, because _T_'s input is
77
+ about to be applied. Saving afterwards makes every rewind land one tick late, and the symptom is a
78
+ world that drifts slowly rather than one that breaks.
79
+
80
+ **A late input and a late state are different corrections.** A late _input_ means the ticks since
81
+ were computed from a wrong input: `supply` records it and the next `advance` replays. A late _state_
82
+ means they were computed from a wrong world: `reconcileSnapshot` overwrites that tick's state,
83
+ re-saves it, and replays the local inputs over the top — which is what makes a correction converge
84
+ instead of erasing what the player did.
85
+
86
+ ## A rewind snapshot is not a save file
87
+
88
+ `serializeWorld` in `@driftengine/entities` writes a scene: schemas for migration, values keyed by
89
+ stable field id, and entities _created_ on load. Every one of those is wrong for a rewind, which
90
+ needs the handles it had — an input recorded against entity 4,194,307 must still mean that entity —
91
+ and needs to cost nothing per tick. `WorldSnapshot` is the other artefact, and `world.ts` carries
92
+ the table comparing them.
93
+
94
+ ## Two things a lossy link taught the design
95
+
96
+ **An input message carries a run of consecutive ticks.** An input is only useful for the tick it
97
+ names, so asking for a lost one and waiting a round trip delivers it after that tick has gone. Every
98
+ packet carries the last four inputs, and a test at 15% loss is what turned that from a nicety into a
99
+ requirement — the control, with one input per packet, does not converge.
100
+
101
+ **A fingerprint is only comparable at a confirmed tick.** The newest tick is speculative: each peer
102
+ has predicted inputs the other already knows, so their live worlds differ constantly and correctly.
103
+ Comparing them halted a healthy session at tick 32 during development.
104
+
105
+ **And a third, which cost a consumer a session on a perfect link.** Three windows move independently
106
+ and a session lives inside all of them. `redundancy` says how far back every packet reaches;
107
+ `RewindLoop`'s `depth` says how far back a correction can reach; and the session retains inputs down
108
+ to the oldest tick that rewind window covers, forgetting everything below it every tick. So on any
109
+ session whose redundancy reaches further back than its rewind depth, the oldest word of every packet
110
+ names a tick the log has already been told to forget — which is not a fault, and must not be read as
111
+ one. A copy of a tick this world already applied cannot change it and cannot be evidence of a
112
+ divergence, whatever the log can still say about it; an input for a tick this world _never_ had and
113
+ can no longer apply is fatal, and still halts. Redundancy larger than the rewind depth is a fine
114
+ thing to ask for, and the two numbers do not have to be chosen together.
115
+
116
+ ## Determinism
117
+
118
+ A rewind is only as good as the simulation's reproducibility. `scripts/determinism.mjs` is the gate:
119
+ the arithmetic a simulation may use is what IEEE 754 fixes exactly, and the twenty-two functions
120
+ ECMAScript declines to specify are refused inside the declared simulation set. `packages/network` is
121
+ in that set, and `packages/core/src/math/exact.ts` supplies the transcendentals it may still need.
122
+
123
+ **`scripts/exactness-cross.mjs` is how a cross-machine claim becomes a measurement.** It prints what
124
+ this machine computes — golden bits, a seeded stream, and both arms of the conformance fixture — in
125
+ a form another machine's output can be diffed against.
@@ -0,0 +1,170 @@
1
+ /**
2
+ * One machine's state is the truth, and everybody else predicts and corrects.
3
+ *
4
+ * **The correction is a rewind**, which is why this file is short. A client that mispredicted has
5
+ * computed some ticks from a world that was wrong; putting the authority's world back at that tick
6
+ * and replaying the local inputs over it is exactly `reconcileSnapshot`. There is no second
7
+ * mechanism here, only a different reason for reaching the same one.
8
+ *
9
+ * ---
10
+ *
11
+ * ## What crosses, and who decides
12
+ *
13
+ * A `Replicator` is supplied by the consumer. This package cannot know which of a game's fields are
14
+ * authoritative, which are cosmetic, or how to pack them — and an engine that did would be a
15
+ * particular game's engine. What it does own is *when*: the host publishes on a cadence, and the
16
+ * client applies at the tick the message names.
17
+ *
18
+ * ## Prediction is for the local participant only
19
+ *
20
+ * A client predicts *its own* entity from its own inputs, immediately, because the whole point is
21
+ * that a player's controls feel attached to their hands. It does **not** extrapolate other players
22
+ * forward. Extrapolation is a choice between showing a stale position and showing a wrong one, and
23
+ * which is worse depends on the game: a wrong position in a shooter decides a hit, and a stale one
24
+ * in a racing game is a car in the wrong place on a corner. So remote bodies are *interpolated*
25
+ * between two states the authority actually sent — `StateInterpolator` below — and anything more
26
+ * aggressive is a consumer's to write.
27
+ *
28
+ * ## What is not here
29
+ *
30
+ * **Lag compensation.** An authority rewinding the world to a shooter's view of the past, so their
31
+ * shot hits what was on their screen, is a real technique and a policy about who wins a disputed
32
+ * shot. `RewindLoop.rewindTo` is public so it can be built; choosing it for every game is not this
33
+ * package's business.
34
+ *
35
+ * **Interest management.** A world large enough that a client should not receive all of it needs
36
+ * spatial partitioning of replication state. Reversed by a consumer measuring replication bandwidth
37
+ * as their constraint.
38
+ */
39
+ import type { InputLog } from './inputLog.ts';
40
+ import type { RewindLoop } from './rewind.ts';
41
+ import { type PeerId, type Transport } from './transport.ts';
42
+ /**
43
+ * What a consumer packs and unpacks.
44
+ *
45
+ * `encode` answers -1 when the state does not fit, for the reason the wire encoders do: the caller
46
+ * is a frame loop and `AGENTS.md` forbids throwing in one.
47
+ */
48
+ export interface Replicator {
49
+ encode(into: Uint8Array, tick: number): number;
50
+ apply(from: Uint8Array, tick: number): void;
51
+ }
52
+ export interface AuthorityOptions<S> {
53
+ readonly transport: Transport;
54
+ readonly loop: RewindLoop<S>;
55
+ readonly inputs: InputLog;
56
+ readonly replicator: Replicator;
57
+ /**
58
+ * How often the authoritative state is published, in ticks.
59
+ *
60
+ * **Three at 60 Hz is twenty a second**, which is what most shipped netcode settles near: often
61
+ * enough that a correction is small, rare enough that the bandwidth is a fraction of what a
62
+ * per-tick broadcast costs. A consumer whose state is tiny can publish every tick and one whose
63
+ * world is large should publish less and send deltas.
64
+ */
65
+ readonly stateEvery?: number;
66
+ /** Room for one encoded state. 8 KB by default; a state that does not fit is a state to delta. */
67
+ readonly maxStateBytes?: number;
68
+ }
69
+ /** The machine whose world is the truth. */
70
+ export declare class AuthorityHost<S> {
71
+ private readonly transport;
72
+ private readonly loop;
73
+ private readonly inputs;
74
+ private readonly replicator;
75
+ private readonly stateEvery;
76
+ private readonly outgoing;
77
+ private readonly decoded;
78
+ private published;
79
+ constructor(options: AuthorityOptions<S>);
80
+ /** How many state messages have gone out. For a consumer measuring what replication costs. */
81
+ get publishedStates(): number;
82
+ poll(): void;
83
+ /**
84
+ * Take a tick, then publish if this is a publishing tick.
85
+ *
86
+ * **The state is encoded *after* the step**, so it describes the world at the end of `tick`, and
87
+ * a client applying it reconciles at `tick + 1`. Publishing before the step would send the world
88
+ * as it was when the tick began, which is the state the client already had.
89
+ */
90
+ advance(dt: number, tick: number): void;
91
+ }
92
+ export interface ClientOptions<S> {
93
+ readonly transport: Transport;
94
+ readonly loop: RewindLoop<S>;
95
+ readonly inputs: InputLog;
96
+ readonly replicator: Replicator;
97
+ readonly self: PeerId;
98
+ /** Predict the local participant. Off means wait for the authority, which is the control. */
99
+ readonly predict?: boolean;
100
+ /** Recent inputs carried in every packet, for the reason `LockstepSession` documents. */
101
+ readonly redundancy?: number;
102
+ }
103
+ /** A machine that predicts its own player and corrects toward the authority. */
104
+ export declare class PredictingClient<S> {
105
+ readonly self: PeerId;
106
+ private readonly transport;
107
+ private readonly loop;
108
+ private readonly inputs;
109
+ private readonly replicator;
110
+ private readonly predict;
111
+ private readonly redundancy;
112
+ private readonly recent;
113
+ private readonly outgoing;
114
+ private readonly decoded;
115
+ private recentFrom;
116
+ private recentCount;
117
+ private correctionsValue;
118
+ private lastAppliedState;
119
+ constructor(options: ClientOptions<S>);
120
+ /** How many authoritative states have been applied. Each one is a rewind. */
121
+ get corrections(): number;
122
+ /**
123
+ * Send this input and, when predicting, apply it locally on the same tick.
124
+ *
125
+ * **No input delay**, unlike lockstep. A delay there buys exactness for everybody; here the
126
+ * authority is the source of truth anyway, so delaying the local input would add latency to the
127
+ * player's own controls and buy nothing.
128
+ */
129
+ submit(tick: number, payload: Uint8Array): void;
130
+ poll(): void;
131
+ advance(dt: number, tick: number): void;
132
+ private remember;
133
+ }
134
+ /**
135
+ * Two authoritative states and where between them to draw.
136
+ *
137
+ * **Rendering at a delay is what stops a remote body teleporting.** States arrive every few ticks
138
+ * and unevenly; drawing the newest one puts a body wherever the last packet said, which on a jittery
139
+ * link is a stutter. Drawing *between* the two most recent, a fixed distance behind the newest, costs
140
+ * that distance in latency and buys smooth motion — and the latency is honest, because the position
141
+ * shown is one the authority actually published rather than one guessed forward.
142
+ *
143
+ * This owns the timing and none of the content: `sample` answers which two payloads and how far
144
+ * between, and the consumer decodes and blends. It cannot do otherwise, since the payload's shape is
145
+ * the consumer's.
146
+ */
147
+ export declare class StateInterpolator {
148
+ readonly delayTicks: number;
149
+ private readonly ticks;
150
+ private readonly payloads;
151
+ private readonly lengths;
152
+ private count;
153
+ private cursor;
154
+ constructor(capacity?: number, maxBytes?: number, delayTicks?: number);
155
+ /** Keep a state. The bytes are copied, because the transport reuses its buffer. */
156
+ push(tick: number, payload: Uint8Array): void;
157
+ /**
158
+ * The two states to blend at `renderTick`, and how far between them, or null.
159
+ *
160
+ * `alpha` is clamped to [0, 1]: past the newest state it holds there rather than extrapolating,
161
+ * which is the same choice `TickTrace.sample` makes at the end of a recording and for the same
162
+ * reason — a character who has finished should look like they finished.
163
+ */
164
+ sample(renderTick: number): {
165
+ from: Uint8Array;
166
+ to: Uint8Array;
167
+ alpha: number;
168
+ } | null;
169
+ private slice;
170
+ }