@genex-ai/multiplayer 0.17.9 → 0.17.10
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.
- package/PROTOCOL.md +1 -0
- package/README.md +1 -1
- package/dist/authority/fast-webtransport.js +2 -2
- package/dist/authority/index.d.ts +57 -1
- package/dist/authority/index.js +16 -4
- package/dist/bridge-authority.global.js +8 -8
- package/dist/bridge-authority.js +4 -4
- package/dist/bridge.js +3 -3
- package/dist/{chunk-TEHGMFAG.js → chunk-42R7NREA.js} +1 -1
- package/dist/{chunk-WEMRRIHH.js → chunk-7J3YWPCA.js} +1 -1
- package/dist/{chunk-ZDGSUR6E.js → chunk-HHETHPGL.js} +2 -2
- package/dist/{chunk-DJ2XYETS.js → chunk-NSQQCLMA.js} +2 -2
- package/dist/{chunk-MQYARUGU.js → chunk-SQC6WTMF.js} +75 -11
- package/dist/index.js +3 -3
- package/dist/protocol.d.ts +1 -1
- package/dist/protocol.js +1 -1
- package/package.json +1 -1
package/PROTOCOL.md
CHANGED
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@@ -633,6 +633,7 @@ The TypeScript client session is `connectAuthority` (`src/authority/session.ts`)
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- An authority client sends `protocol: 4` (`AUTHORITY_PROTOCOL_VERSION`). Authority rooms accept `AUTHORITY_WINDOW` = `[4, 4]`; anything else is refused with **426** before a room is found or created. A relay room refuses 4 the same way (§2), so neither kind of client can land in the other kind of room.
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- Authority rooms are served by their own cluster, never by a relay. The embed layer supplies its URLs next to the relay URLs (`colyseus.authorityUrls`; in local test mode, a loopback `genex_authority_url` on a loopback page, with a fixed local credential in place of a token), and the same cluster by region (`colyseus.authorityRegions`, below).
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- *Regions.* `colyseus.authorityRegions` is a list of `{ region, urls[] }`; each region is its own matchmaking pool, because the server filters rooms by the region a join entered through (the server-owned `region` option, §17.2). A client reads it leniently: an entry without a non-empty name or without a non-empty url string is dropped, and a repeated name keeps its first entry. When no entry is usable, every `authorityUrls` entry is a region of its own (an older stand, local test mode). With one region the client joins through its first url. With several, it MUST probe as §3.1 does, a preference and never a gate: 3 samples per region, sample n going to the region's url n modulo its url count; a sample is failed when it has not answered after 4000 ms, which is also the ceiling of the whole probe, and once any sample has answered the others get 1000 ms more. A url's latency is its best answered sample (a finite number of ms, at least 0). Regions are tried in this order: those with an answer, nearest first (a tie keeps list order), each entered through its best url (the first on a tie); then the silent ones in list order, through their first url. A dead path moves to the next region at once: no answer at all, a gateway's 502 or 504, or Cloudflare's 520 to 526 and 530. Anything but those and 503 (with 4213, a process shutting down, which a sibling answers on the next try) is the server's answer and final. A join refused 503 twice in a row on one region moves to the next region at once; any other 503 waits the capacity schedule's next step on the same region, and the join gives up with the last refusal when the schedule is spent. An explicit `url` (an invite: the inviter's session url) skips the probe, so a party plays in its leader's region. `netcode-bench/conformance/authority/authority-regions.json` pins every rule; the TypeScript, Unreal, Unity and Rust clients pass it exactly. The Godot client joins its first url (labelled in CI).
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- *Finding players.* Because each region is its own pool, a client that only ever entered its nearest region would leave two players in different regions alone, each in an empty room. So a pool join (the `joinOrCreate` of the next bullet: not a join by code, a private create, a rejoin or an explicit `url`) first asks for a room that already exists, and opens one only when no region in reach has one. A room a join can still enter has a player in it, so this is where the players are. The regions asked are the answered ones whose latency (the probe's best sample) is at most `maxPingMs`, nearest first; the default is 350 ms, and anything but a finite number of ms, at least 0, is the default. Fewer than two such regions is no search, since the join-or-create finds its own region's room itself. Each is asked with Colyseus's `join`, carrying the options the `joinOrCreate` would: seated, the player is in that region; refused, the next region is asked when the refusal is one of *Regions*' dead paths or capacity answers (Colyseus's own answer for no matching room is 521, one of them), and any other refusal is the server's answer about the player or the game, which ends the join with no room opened. When no region asked has a room, the join goes on as *Regions* says: `joinOrCreate`, nearest region first. A game may turn the search off (the rule `nearest`; any other value is `players`, the default), and a player may pin one region by its name: then that region alone is joined and created in, through its best url, and a name the list does not have is no pin. A join by code ignores a pin: its room is where it is. Nothing here is sent to a server or changes one: a client that searches plays with clients that do not. `authority-regions.json` pins the regions asked, where the room is then opened and what each refused ask does (`searches`, `searchRefusals`); the TypeScript, Unreal, Unity and Rust clients pass it exactly. The Godot client joins its first url and looks for no one.
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- A client joins with `joinOrCreate('authority', { gameId, embedToken, name, protocol: 4 })`, or names a pool or a private room (§17.2 *Choosing a room*). The token rules of §3.2 apply. A preview (staging) token joins the game's staging module, in rooms apart from the live game's (§3.4). A join lands in a room running the module the game currently ships: once a newer module has a room, new joins go there, while rooms on the older one keep their players until they empty.
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- Appending a schema field, adding a message or adding an optional key is not a bump; the §2 bump rules apply to this section with `AUTHORITY_PROTOCOL_VERSION` in place of `PROTOCOL_VERSION`.
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package/README.md
CHANGED
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@@ -638,7 +638,7 @@ import * as genexEmbed from '@genex-ai/embed-sdk';
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await genexEmbed.waitForPlayer();
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const s = await connectAuthority({
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urls: genexEmbed.getAuthorityUrls(), // the authority cluster, NOT getColyseusUrls()
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regions: genexEmbed.getAuthorityRegions(), // its regions: the nearest
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regions: genexEmbed.getAuthorityRegions(), // its regions: a room with players in reach, else the nearest (PROTOCOL.md §17.1)
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room: 'my-game',
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auth: () => genexEmbed.getColyseusAuth(),
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});
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@@ -6,10 +6,10 @@ import {
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openWebTransportFastSocket,
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webTransportFastOpener,
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webTransportOptions
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} from "../chunk-
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} from "../chunk-HHETHPGL.js";
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import "../chunk-OD6NRSX2.js";
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import "../chunk-2NGXXQDS.js";
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import "../chunk-
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import "../chunk-7J3YWPCA.js";
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export {
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FAST_WT_HASHES_MAX,
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FAST_WT_HASH_HEX_DIGITS,
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@@ -1020,6 +1020,7 @@ declare const AuthorityJoinMethod: {
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readonly JoinOrCreate: "joinOrCreate";
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readonly Create: "create";
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readonly JoinById: "joinById";
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readonly Join: "join";
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};
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type AuthorityJoinMethod = (typeof AuthorityJoinMethod)[keyof typeof AuthorityJoinMethod];
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/** Why a client refuses a target before anything reaches the network. */
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@@ -2143,6 +2144,33 @@ type CapacityAttempt = {
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};
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/** Refusals (503) in a row on one region before the next attempt goes to the next-best region. */
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declare const AUTHORITY_REFUSALS_PER_REGION = 2;
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/** How far a join looks for players by default, as a probe's round trip in ms (§17.1 *Finding players*):
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* far enough that a player in one region reaches the others. */
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declare const AUTHORITY_MAX_PING_MS = 350;
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/** How a pool join picks its region (§17.1 *Finding players*). */
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declare const RegionRule: {
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/** A room with players in any region in reach, nearest first; else a new room in the nearest region. */
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readonly Players: "players";
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/** The nearest region alone, whoever is elsewhere. */
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readonly Nearest: "nearest";
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};
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type RegionRule = (typeof RegionRule)[keyof typeof RegionRule];
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/** What a game or its player chose about regions; every field is read leniently. */
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type AuthoritySearchOptions = {
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/** Default {@link RegionRule.Players}; anything but `nearest` is that. */
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rule?: unknown;
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/** The farthest region asked for players, as a probe's round trip in ms. Default
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* {@link AUTHORITY_MAX_PING_MS}; anything but a finite number ≥ 0 is the default. */
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maxPingMs?: unknown;
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/** The one region to play in, by name (a player's own choice): no other is joined or created in. A
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* name the cluster does not have is no choice. */
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region?: unknown;
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};
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/** Where a pool join goes: the regions asked for an existing room, then where one is opened. */
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type AuthoritySearchPlan = {
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search: AuthorityRegionPick[];
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create: AuthorityRegionPick[];
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};
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/** The regions a client uses, read leniently from `colyseus.authorityRegions`, else one per flat url. */
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declare function normalizeAuthorityRegions(regions: unknown, urls: unknown): AuthorityRegion[];
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/** The url each probe sample of a region goes to: sample n to url n modulo the url count. */
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@@ -2150,6 +2178,11 @@ declare function regionProbePlan(urls: readonly string[], samples: number): stri
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/** The order regions are tried in, from each url's best sample (`best[region][url]`; anything but a
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* finite number ≥ 0 is no answer). */
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declare function rankAuthorityRegions(regions: readonly AuthorityRegion[], best: readonly (readonly unknown[] | undefined)[]): AuthorityRegionPick[];
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/** Where a pool join goes (§17.1 *Finding players*), from each url's best sample: the answered regions
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* no farther than the limit are asked for an existing room, nearest first, and the room is opened in
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* the ranked order. Fewer than two regions in reach is no search (the join-or-create finds its own
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* region's room), as is the rule `nearest`. A pinned region is the only one joined. */
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declare function planAuthoritySearch(regions: readonly AuthorityRegion[], best: readonly (readonly unknown[] | undefined)[], options?: AuthoritySearchOptions): AuthoritySearchPlan;
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/** Every attempt of a join that every server refuses 503, over `regionCount` ranked regions and the
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* capacity schedule `delays`: a prefix of it is the walk of a join that is seated. */
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declare function capacityWalk(regionCount: number, delays: readonly number[]): CapacityAttempt[];
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@@ -2165,9 +2198,23 @@ declare const RefusalKind: {
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type RefusalKind = (typeof RefusalKind)[keyof typeof RefusalKind];
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/** What a join refused with `code` does next; no number at all is a network that failed. */
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declare function refusalKind(code: unknown): RefusalKind;
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/** What a refused ask for an existing room does next (§17.1 *Finding players*). */
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declare const SearchRefusal: {
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/** No room here (Colyseus's 521, no room matches the criteria), a dead path, a full or draining
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* region: the next region is asked. */
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readonly Next: "next";
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/** The server's answer about this player or game, which every region would repeat. */
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readonly Final: "final";
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};
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type SearchRefusal = (typeof SearchRefusal)[keyof typeof SearchRefusal];
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/** What an ask refused with `code` does next; no number at all is a network that failed. */
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declare function searchRefusalKind(code: unknown): SearchRefusal;
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/** Probes every region (relay-select.ts's tolerant samples, one url per sample) and answers the order
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* to try them in. One region is not probed; none answers []. Never rejects on a probe. */
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declare function selectAuthorityRegions(regions: readonly AuthorityRegion[], options?: RelaySelectOptions): Promise<AuthorityRegionPick[]>;
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/** {@link selectAuthorityRegions} for a pool join: the same probe, answering where to look for players
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* and where to open a room. One region is not probed. Never rejects on a probe. */
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declare function selectAuthoritySearch(regions: readonly AuthorityRegion[], search?: AuthoritySearchOptions, options?: RelaySelectOptions): Promise<AuthoritySearchPlan>;
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/** The rejoin's schedule and windows, ms. */
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declare const REJOIN: {
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/** Override: connect to THIS exact url, skipping latency selection: an invitee passes the inviter's
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* `session.url` and lands in the inviter's region (a party plays in its leader's region). */
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url?: string;
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/** How a pool join picks its region (§17.1 *Finding players*). Default `players`: the regions in reach
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* are asked for a room that already has players, nearest first, and a room is opened in the nearest
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* one only when none has. `nearest` joins the nearest region whoever is elsewhere. */
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regionRule?: RegionRule;
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/** The farthest region asked for players, as a probe's round trip in ms. Default 350. */
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maxPingMs?: number;
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/** The one region to play in, by its name in `regions` (a player's own choice): no other is joined
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* or created in. A name the cluster does not have is ignored. A join by code still finds its room. */
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region?: string;
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/** One latency sample of a url (relay-select.ts `RelayProbe`). Default: one Colyseus ping. For tests
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* and benches; a game leaves it unset. */
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probe?: RelayProbe;
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*/
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declare function joinPrivateAuthority(code: string, opts: AuthorityConnectOptions): Promise<AuthoritySession>;
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export { AUTHORITY_REFUSALS_PER_REGION, AuthorityBody, AuthorityCloseCode, type AuthorityConnectOptions, AuthorityContactRule, type AuthorityDraining, AuthorityEntity, type AuthorityEntityView, AuthorityInput, AuthorityJoinMethod, type AuthorityJoinPlan, AuthorityJoint, AuthorityLimits, AuthorityPhysicsEntity, AuthorityPhysicsRoomState, type AuthorityPhysicsStatus, AuthorityPlayer, type AuthorityPlayerView, type AuthorityPrediction, type AuthorityPredictionStatus, type AuthorityRegion, type AuthorityRegionPick, type AuthorityRejoined, type AuthorityRejoining, AuthorityRoomLimits, AuthorityRoomState, type AuthorityRoomTarget, type AuthoritySeatPass, AuthoritySeatRule, type AuthoritySession, AuthorityShape, type AuthorityStep, AuthorityTargetRefusal, type AuthorityTelemetry, CONVEYOR_RATE, type Carried, type CarryReport, type CastHit, ContactBody, ContactDrawing, type ContactEnv, ContactEvent, ContactKind, type ContactPassOptions, ContactPolicy, type ContactReport, type ContactWorld, type ContactWorldSpec, type ConveyorBody, DEFAULT_SEAT_DRAWING, DEFAULT_TICK_HZ, type DeclaredContacts, type DrawnPose, EntityData, type EntityIndex, type EntityOut, type EventOut, FAST_OFFER_WAIT_MS, type FaceFilter, FastFallbackReason, type FastLineAnnouncer, type FastLineObservation, FastNotAsked, type FastSeatStatus, FastSocketOpener, FastTransport, FirstpersonWorld, FirstpersonWorldSpec, type Frame, GuestGlobal, HEAD_LANDING_SPEED, HeadHold, type HeadSlabs, type HeadsContext, type HeldSeat, HullBody, HullOps, INPUT_REPEAT_MAX_MS, INPUT_REPEAT_RUN_MS, INPUT_REPEAT_STEADY, INPUT_TICK_MOD, INPUT_TICK_SLACK_S, type InitOut, InputData, InputRepeat, type InputThrottle, InputUse, Json, type KinematicSupport, LeaveReason, Lift, type LiftBodyPose, type LiftCollider, type LiftPose, type LiftSeat, LiftSolidsCache, type LiftTick, LiftVec, LiftsPolicy, MAX_PROJECTILE_G, MAX_PROJECTILE_TICK, MAX_TICK_HZ, MOTION_VIEW_TAG, PHYSICS_ONLY_TICK_HZ, type PairContact, type PairOutcome, PhysAnswerRow, PhysBodyRow, type PhysCommand, PhysEvRow, type PhysicsAdmission, PhysicsCeiling, PhysicsErrorCode, type PhysicsPredictionStatus, type PhysicsTickIndex, type Plane, PlayerInfo, type PolicyBody, PosedSolid, PosedWorld, PredictBodyRule, PredictCore, PredictKinematicRule, PredictStatus, type PredictedBody, type PredictedField, PresetName, type ProjectileLaunch, type ProjectilePrediction, type ProjectileState, type PropBody, type PropNudge, type PropSeat, PropSlide, REJOIN, RIDE_CHAIN_MAX, type ReconcilerAckHold, RefusalKind, type RejoinInput, type RejoinStep, RejoinStop, RejoinWay, RemoteInput, RemotePredict, ResolvedModuleConfig, type Ride, type RiderPose, SEAT_DRAWINGS, SHOVE_EASE_DONE, STALL_PREDICT_MS, STEADY_BUCKETS, SUCCESSOR_OPEN_MS, type SeatChange, type SeatClock, type SeatDrawing, type SeatLifts, type SeatMotion, type SeatOffset, type SeatPass, type SeatPose, type SeatRate, type SeatRepeats, type SeatStep, SeatWorld, type SeatWorldLifts, type SeatWorldOptions, ShotWorldCount, SlideWay, type SolidGrid, StandRule, THROTTLE_DILATION, THROTTLE_LOW_INPUTS, THROTTLE_SEAT_LEAD, TICK_RATES, TickHz, type TickIn, type TickInput, type TickOut, TickOutFault, type TickSolids, TopRule, UNSTICK_SOLIDS, type V3, type WireResult, WorldCost, WorldCostMeter, type WorldCostReport, capacityWalk, carryOnLift, carrySlot, carryTick, castWorld, comesBackAfter, compileContactWorld, connectAuthority, consumedUse, contactOf, contactPair, contactPass, contactPassOf, contactRuleOf, conveyorNudges, conveyorUnder, createPrivateAuthority, declaredContacts, farApart, fastLineAnnouncer, feedWithPayback, forgiveRepeats, frameOf, hasStand, headHold, headOffset, headSlab, headSlabs, headStands, impartSlot, impartTick, inLiftFrame, inputThrottle, inputTickField, inputTickLag, inputTickSlack, insideFace, insideWorld, isProjectile, joinPrivateAuthority, liftBodyKey, liftBodyPose, liftBodySpawn, liftCollider, liftDrawnAt, liftPose, liftPoses, liftPosesAt, liftStartsOf, liftTopAt, liftUnder, matchKeyOf, mayStand, nextCodeRegion, normalizeAuthorityRegions, pcos, planAuthorityJoin, planSuccessorJoin, posedFor, posedSolids, projectileAt, propSlideNudges, psin, psincos, rankAuthorityRegions, reconcileThrough, reconcilerAck, reconcilerAckHold, refusalKind, regionProbePlan, rejoinStep, repeatMaxTicks, repeatRunTicks, repeatStarved, repeatsSeat, rideSlot, rideStep, rideTick, ridesOn, rodeBy, roomAlong, sameHeldInput, sanitizeInput, seatClock, seatLeadClock, seatLiftsOf, seatOffset, seatRepeats, seatTauMs, seatTouchShare, seatUnderProp, selectAuthorityRegions, selectMatchWorld, serverTick, shoveEase, spinStep, stateThrough, stepOnLifts, steppedThrough, surfaceUp, tagsOf, throttleState, throttleSteps, tickInstant, tickSolids, topRuleOf, udpLine, unstickBody, validMatchKey, validRoomCode, validSuccessorOf, validateInitOut, validateTickOut, viewOnLift, webSocketLine, worldCost, yieldShares };
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export { AUTHORITY_MAX_PING_MS, AUTHORITY_REFUSALS_PER_REGION, AuthorityBody, AuthorityCloseCode, type AuthorityConnectOptions, AuthorityContactRule, type AuthorityDraining, AuthorityEntity, type AuthorityEntityView, AuthorityInput, AuthorityJoinMethod, type AuthorityJoinPlan, AuthorityJoint, AuthorityLimits, AuthorityPhysicsEntity, AuthorityPhysicsRoomState, type AuthorityPhysicsStatus, AuthorityPlayer, type AuthorityPlayerView, type AuthorityPrediction, type AuthorityPredictionStatus, type AuthorityRegion, type AuthorityRegionPick, type AuthorityRejoined, type AuthorityRejoining, AuthorityRoomLimits, AuthorityRoomState, type AuthorityRoomTarget, type AuthoritySearchOptions, type AuthoritySearchPlan, type AuthoritySeatPass, AuthoritySeatRule, type AuthoritySession, AuthorityShape, type AuthorityStep, AuthorityTargetRefusal, type AuthorityTelemetry, CONVEYOR_RATE, type Carried, type CarryReport, type CastHit, ContactBody, ContactDrawing, type ContactEnv, ContactEvent, ContactKind, type ContactPassOptions, ContactPolicy, type ContactReport, type ContactWorld, type ContactWorldSpec, type ConveyorBody, DEFAULT_SEAT_DRAWING, DEFAULT_TICK_HZ, type DeclaredContacts, type DrawnPose, EntityData, type EntityIndex, type EntityOut, type EventOut, FAST_OFFER_WAIT_MS, type FaceFilter, FastFallbackReason, type FastLineAnnouncer, type FastLineObservation, FastNotAsked, type FastSeatStatus, FastSocketOpener, FastTransport, FirstpersonWorld, FirstpersonWorldSpec, type Frame, GuestGlobal, HEAD_LANDING_SPEED, HeadHold, type HeadSlabs, type HeadsContext, type HeldSeat, HullBody, HullOps, INPUT_REPEAT_MAX_MS, INPUT_REPEAT_RUN_MS, INPUT_REPEAT_STEADY, INPUT_TICK_MOD, INPUT_TICK_SLACK_S, type InitOut, InputData, InputRepeat, type InputThrottle, InputUse, Json, type KinematicSupport, LeaveReason, Lift, type LiftBodyPose, type LiftCollider, type LiftPose, type LiftSeat, LiftSolidsCache, type LiftTick, LiftVec, LiftsPolicy, MAX_PROJECTILE_G, MAX_PROJECTILE_TICK, MAX_TICK_HZ, MOTION_VIEW_TAG, PHYSICS_ONLY_TICK_HZ, type PairContact, type PairOutcome, PhysAnswerRow, PhysBodyRow, type PhysCommand, PhysEvRow, type PhysicsAdmission, PhysicsCeiling, PhysicsErrorCode, type PhysicsPredictionStatus, type PhysicsTickIndex, type Plane, PlayerInfo, type PolicyBody, PosedSolid, PosedWorld, PredictBodyRule, PredictCore, PredictKinematicRule, PredictStatus, type PredictedBody, type PredictedField, PresetName, type ProjectileLaunch, type ProjectilePrediction, type ProjectileState, type PropBody, type PropNudge, type PropSeat, PropSlide, REJOIN, RIDE_CHAIN_MAX, type ReconcilerAckHold, RefusalKind, RegionRule, type RejoinInput, type RejoinStep, RejoinStop, RejoinWay, RemoteInput, RemotePredict, ResolvedModuleConfig, type Ride, type RiderPose, SEAT_DRAWINGS, SHOVE_EASE_DONE, STALL_PREDICT_MS, STEADY_BUCKETS, SUCCESSOR_OPEN_MS, SearchRefusal, type SeatChange, type SeatClock, type SeatDrawing, type SeatLifts, type SeatMotion, type SeatOffset, type SeatPass, type SeatPose, type SeatRate, type SeatRepeats, type SeatStep, SeatWorld, type SeatWorldLifts, type SeatWorldOptions, ShotWorldCount, SlideWay, type SolidGrid, StandRule, THROTTLE_DILATION, THROTTLE_LOW_INPUTS, THROTTLE_SEAT_LEAD, TICK_RATES, TickHz, type TickIn, type TickInput, type TickOut, TickOutFault, type TickSolids, TopRule, UNSTICK_SOLIDS, type V3, type WireResult, WorldCost, WorldCostMeter, type WorldCostReport, capacityWalk, carryOnLift, carrySlot, carryTick, castWorld, comesBackAfter, compileContactWorld, connectAuthority, consumedUse, contactOf, contactPair, contactPass, contactPassOf, contactRuleOf, conveyorNudges, conveyorUnder, createPrivateAuthority, declaredContacts, farApart, fastLineAnnouncer, feedWithPayback, forgiveRepeats, frameOf, hasStand, headHold, headOffset, headSlab, headSlabs, headStands, impartSlot, impartTick, inLiftFrame, inputThrottle, inputTickField, inputTickLag, inputTickSlack, insideFace, insideWorld, isProjectile, joinPrivateAuthority, liftBodyKey, liftBodyPose, liftBodySpawn, liftCollider, liftDrawnAt, liftPose, liftPoses, liftPosesAt, liftStartsOf, liftTopAt, liftUnder, matchKeyOf, mayStand, nextCodeRegion, normalizeAuthorityRegions, pcos, planAuthorityJoin, planAuthoritySearch, planSuccessorJoin, posedFor, posedSolids, projectileAt, propSlideNudges, psin, psincos, rankAuthorityRegions, reconcileThrough, reconcilerAck, reconcilerAckHold, refusalKind, regionProbePlan, rejoinStep, repeatMaxTicks, repeatRunTicks, repeatStarved, repeatsSeat, rideSlot, rideStep, rideTick, ridesOn, rodeBy, roomAlong, sameHeldInput, sanitizeInput, searchRefusalKind, seatClock, seatLeadClock, seatLiftsOf, seatOffset, seatRepeats, seatTauMs, seatTouchShare, seatUnderProp, selectAuthorityRegions, selectAuthoritySearch, selectMatchWorld, serverTick, shoveEase, spinStep, stateThrough, stepOnLifts, steppedThrough, surfaceUp, tagsOf, throttleState, throttleSteps, tickInstant, tickSolids, topRuleOf, udpLine, unstickBody, validMatchKey, validRoomCode, validSuccessorOf, validateInitOut, validateTickOut, viewOnLift, webSocketLine, worldCost, yieldShares };
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package/dist/authority/index.js
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claimToAxis
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} from "../chunk-TSYEWPVO.js";
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import {
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AUTHORITY_MAX_PING_MS,
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AUTHORITY_REFUSALS_PER_REGION,
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AuthorityBody,
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AuthorityEntity,
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RULED_SLEW,
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RULED_SNAP_TICKS,
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RefusalKind,
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RegionRule,
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RejoinStop,
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RejoinWay,
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SEAT_DRAWINGS,
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STALL_PREDICT_MS,
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STEADY_BUCKETS,
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SUCCESSOR_OPEN_MS,
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SearchRefusal,
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SeatContacts,
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SeatWorld,
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SlideWay,
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parsePhysDesc,
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physDescText,
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physicsBudgetMs,
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planAuthoritySearch,
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planSuccessorJoin,
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posedFor,
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posedSolids,
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sameBodyState,
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sameHeldInput,
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searchRefusalKind,
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seatClock,
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seatLeadClock,
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seatLiftsOf,
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seatTouchShare,
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seatUnderProp,
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selectAuthorityRegions,
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selectAuthoritySearch,
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selfTestPredictCore,
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separateAround,
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separateDrawn,
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wireRowOfState,
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writeWireRow,
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yieldShares
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} from "../chunk-
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} from "../chunk-SQC6WTMF.js";
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AcceptKind,
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validRoomCode,
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} from "../chunk-
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} from "../chunk-HHETHPGL.js";
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LeaveReason,
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MODULE_CONTRACT,
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AUTHORITY_ROOM_ENDED_TEXT,
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AuthorityCloseCode,
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authorityCloseCodeOf
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} from "../chunk-7J3YWPCA.js";
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// src/authority/world-cost.ts
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var WorldCost = {
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return { ...meter, solids: solids.length, steps, opsPerStep, accepted: opsPerStep <= WorldCost.MAX_OPS_PER_STEP };
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export {
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AUTHORITY_MAX_PING_MS,
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RegionRule,
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physicsWorldDesc,
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planAuthorityJoin,
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planAuthoritySearch,
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sameBodyState,
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sameHeldInput,
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sanitizeInput,
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searchRefusalKind,
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seatTouchShare,
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selectAuthorityRegions,
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selectAuthoritySearch,
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selectMatchWorld,
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separateAround,
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