react-websocket 3.3.0 → 3.6.0

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@@ -0,0 +1,379 @@
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+ //#region src/types.d.ts
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+ /**
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+ * Where to connect: a URL, or a function that returns one (sync or async).
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+ *
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+ * A function is called before **every** connection attempt, including reconnects,
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+ * so it can put a fresh auth token in the URL. If it throws or rejects, that counts
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+ * as a failed attempt and is retried with backoff.
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+ *
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+ * @example
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+ * ```ts
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+ * createWebSocket(async () => `wss://api.example.com/live?token=${await getToken()}`);
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+ * ```
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+ */
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+ type UrlSource = string | (() => string | Promise<string>);
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+ /**
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+ * Connection state.
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+ *
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+ * - `idle`: not connected and not trying to be. Nobody is using the client yet, or everyone stopped.
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+ * - `connecting`: the first attempt is in progress.
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+ * - `open`: connected. `send()` goes out immediately.
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+ * - `reconnecting`: the connection dropped (or an attempt failed) and a retry is scheduled or in progress.
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+ * - `closed`: stopped for good, by `close()` or after giving up on reconnecting.
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+ * It stays closed until `connect()` or `reconnect()` is called, or every hook unmounts.
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+ */
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+ type Status = 'idle' | 'connecting' | 'open' | 'reconnecting' | 'closed';
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+ /** The client's state as seen by React. A new object is created on every change. */
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+ interface Snapshot<In> {
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+ /** Connection state. */
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+ readonly status: Status;
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+ /** Most recent message (after `parse`/`json` and `schema`), kept across reconnects. */
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+ readonly lastMessage: In | undefined;
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+ /** Consecutive failed attempts since the last successful open. `0` while open. */
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+ readonly attempt: number;
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+ }
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+ /** Details of a closed connection, from the browser's `CloseEvent`. */
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+ interface CloseInfo {
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+ /** Close code: `1000` is a normal close, `1006` an abnormal one (e.g. network loss), `4000`–`4999` are yours. */
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+ readonly code: number;
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+ /** Close reason sent by the side that closed the connection. Often empty. */
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+ readonly reason: string;
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+ /** Whether the closing handshake completed. */
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+ readonly wasClean: boolean;
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+ }
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+ /** Per-message options for `send()`. */
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+ interface SendOptions {
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+ /**
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+ * Drop the message instead of queueing it when the socket isn't open. For data that
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+ * is stale by the time a reconnect finishes, such as player input or cursor positions.
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+ * @default false
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+ */
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+ volatile?: boolean;
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+ /**
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+ * Keep only the newest queued message with this key. Sending again with the same key
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+ * while disconnected replaces the earlier one, which moves to the back of the queue
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+ * (or of the `priority` messages, for a priority one).
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+ * For state where only the latest value matters, such as "my position is now (x, y)".
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+ */
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+ key?: string;
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+ /**
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+ * Queue this message ahead of every message queued without `priority`, after earlier
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+ * priority messages. For control messages that must not wait behind a backlog, such as
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+ * cancel, interrupt or a token refresh. Messages sent from `open` listeners still go first.
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+ *
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+ * It only matters while the socket isn't open: once a message is handed to the browser,
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+ * nothing can overtake it. To keep that buffer short, send bulky streams with `maxBuffered`.
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+ * @default false
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+ */
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+ priority?: boolean;
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+ /**
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+ * Drop the message instead of sending it while more than this many bytes are already
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+ * waiting in the browser's send buffer (`socket.bufferedAmount`). For high-rate streams on
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+ * a slow link, such as audio frames or per-tick input, where a late message is worse than
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+ * none. `send()` returns `false`, and `onDrop` isn't called.
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+ *
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+ * Only checked while the socket is open: a message queued while disconnected is sent on
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+ * open regardless. `bufferedAmount` includes what you sent earlier in the same task, so set
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+ * it well above one burst of messages.
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+ *
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+ * @example
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+ * ```ts
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+ * voice.send(frame, { volatile: true, maxBuffered: 64 * 1024 });
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+ * ```
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+ */
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+ maxBuffered?: number;
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+ /**
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+ * Called if the message is dropped from the queue without being sent: replaced by a
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+ * newer message with the same `key`, or evicted by `queue.limit`. Not called when the
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+ * queue is cleared because the client closed or gave up, or when `send()` drops the
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+ * message right away (`volatile` while not open, or `maxBuffered`) and returns `false`.
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+ */
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+ onDrop?: () => void;
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+ }
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+ /**
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+ * Reported via the `error` event (and `onError`) when an incoming message can't be
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+ * decoded by `parse`/`json` or fails `schema` validation. The message is not delivered.
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+ *
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+ * @example
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+ * ```ts
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+ * onError(error) {
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+ * if (error instanceof MessageError) report(error.data, error.issues);
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+ * }
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+ * ```
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+ */
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+ declare class MessageError extends Error {
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+ /** The raw `event.data` that failed. */
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+ readonly data: unknown;
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+ /** Schema validation issues, when the message failed `schema`. */
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+ readonly issues: ReadonlyArray<{
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+ readonly message: string;
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+ }> | undefined;
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+ constructor(message: string, data: unknown, options?: {
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+ cause?: unknown;
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+ issues?: ReadonlyArray<{
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+ readonly message: string;
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+ }>;
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+ });
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+ }
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+ /** Events emitted by a client. Subscribe with `client.on(type, listener)` or `useWebSocketEvent`. */
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+ interface EventMap<In> {
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+ /**
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+ * The socket opened (initially or after a reconnect). Listeners run before queued
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+ * messages are sent, so a handshake sent from here goes out first.
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+ */
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+ open: (event: Event) => void;
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+ /** A message arrived and passed `parse` and `schema`. */
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+ message: (message: In, event: MessageEvent) => void;
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+ /** A socket closed, whether it will be retried or not. */
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+ close: (close: CloseInfo) => void;
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+ /**
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+ * A socket error `Event`, a {@link MessageError} for an undecodable or invalid message,
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+ * or the `Error` thrown by the `WebSocket` constructor or a `url` function.
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+ */
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+ error: (error: Event | MessageError | Error) => void;
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+ }
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+ /**
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+ * A WebSocket connection that reconnects, queues, decodes and can be shared.
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+ * Create one with `createWebSocket()`.
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+ *
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+ * The connection is reference-counted: it opens when the first hook mounts (or
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+ * `ready` is read) and closes one tick after the last hook unmounts. Calling
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+ * `connect()` keeps it open regardless, until `close()`.
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+ *
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+ * @typeParam In - Type of incoming messages.
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+ * @typeParam Out - Type accepted by `send()`.
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+ */
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+ interface WebSocketClient<In = unknown, Out = unknown> {
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+ /** The URL (or URL function) the client was created with. */
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+ readonly url: UrlSource;
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+ /**
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+ * A promise that resolves once the socket has opened. Reading it starts an idle client.
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+ *
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+ * It stays resolved through automatic reconnects, so `use(client.ready)` shows a
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+ * Suspense fallback only for the first connection, never on a network blip; use
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+ * `status` to show reconnects. It rejects when the client gives up reconnecting, when
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+ * `close()` is called, and during a server render. After that, `connect()` or
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+ * `reconnect()` make it a new pending promise.
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+ *
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+ * It is safe to pass to React 19's `use()`: the same promise is returned until its state
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+ * changes, and it carries `status`/`value`/`reason` so `use()` doesn't suspend when it is
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+ * already settled.
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+ */
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+ readonly ready: Promise<void>;
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+ /** The current underlying `WebSocket`, if any. An escape hatch; prefer the client's methods. */
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+ readonly socket: WebSocket | null;
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+ /** Subscribe to snapshot changes. Compatible with `useSyncExternalStore`. Returns an unsubscribe function. */
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+ subscribe(listener: () => void): () => void;
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+ /** The current {@link Snapshot}. Returns the same object until something changes. */
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+ getSnapshot(): Snapshot<In>;
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+ /**
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+ * Listen to an event. Returns an unsubscribe function. Listener errors are re-thrown
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+ * asynchronously, so one failing listener doesn't break the others.
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+ */
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+ on<K extends keyof EventMap<In>>(type: K, listener: EventMap<In>[K]): () => void;
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+ /**
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+ * Send a message (encoded with `serialize`/`json` if configured). If the socket isn't
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+ * open, the message is queued and sent on open (see the `queue` option), unless
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+ * `options.volatile` is set.
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+ * @returns `true` if it was sent immediately, `false` if it was queued or dropped
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+ * (`volatile` while not open, or `maxBuffered` while open).
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+ *
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+ * @example
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+ * ```ts
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+ * game.send({ type: 'input', dx, dy }, { volatile: true }); // never replayed after a reconnect
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+ * game.send({ type: 'position', x, y }, { key: 'position' }); // only the newest is queued
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+ * game.send({ type: 'leave' }, { priority: true }); // ahead of everything already queued
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+ * ```
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+ */
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+ send(message: Out, options?: SendOptions): boolean;
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+ /**
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+ * Start connecting, and keep the connection open even when no hook is using the
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+ * client, until `close()` is called. Does nothing if already connecting or open.
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+ */
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+ connect(): void;
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+ /**
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+ * Close the connection and stop reconnecting. The status becomes `closed` and the
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+ * send queue is cleared. Mounted hooks stay mounted; call `connect()` or `reconnect()`
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+ * to start again.
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+ * @param code - Close code. @default 1000
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+ */
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+ close(code?: number, reason?: string): void;
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+ /**
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+ * Drop the current socket (if any) and connect again immediately, resetting the
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+ * backoff. Also restarts a `closed` client.
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+ */
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+ reconnect(): void;
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+ /**
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+ * Hold the connection open until the returned function is called. This is what the
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+ * hooks use; call it yourself to integrate with non-React code.
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+ * @returns A release function (safe to call more than once).
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+ */
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+ acquire(): () => void;
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+ }
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+ //#endregion
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+ //#region src/latency.d.ts
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+ /** Latest latency measurements. A new object is created on every change. */
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+ interface Latency {
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+ /** Round-trip time in ms: the median of recent pings. `undefined` until the first pong. */
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+ readonly rtt: number | undefined;
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+ /**
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+ * Estimated server clock minus local clock, in ms. Add it to `Date.now()` for server time.
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+ * `undefined` until a pong carries `time`.
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+ */
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+ readonly offset: number | undefined;
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+ }
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+ /** Round-trip time and server clock offset for one client. Create with {@link createWebSocketLatency}. */
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+ interface WebSocketLatency {
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+ /** The client being measured. Hooks reading the latency keep it connected. */
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+ readonly client: WebSocketClient<any, any>;
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+ /** The current {@link Latency}. Returns the same object until it changes. */
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+ getSnapshot(): Latency;
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+ /** Called whenever a measurement changes. Compatible with `useSyncExternalStore`. */
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+ subscribe(listener: () => void): () => void;
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+ /** The estimated server time: `Date.now() + offset`, or `Date.now()` before any estimate. */
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+ serverNow(): number;
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+ /** Ping now instead of waiting for the next interval. Does nothing unless the socket is open. */
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+ ping(): void;
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+ /** Stop pinging and listening. Only needed for instances created dynamically. */
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+ dispose(): void;
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+ }
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+ //#endregion
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+ //#region src/timeline.d.ts
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+ /** A server snapshot, as returned by the `snapshot` option. */
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+ export interface TimelineSnapshot<S> {
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+ /** Server time the state is for, in ms. Must increase from one snapshot to the next. */
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+ readonly time: number;
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+ /** The authoritative state at `time`. */
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+ readonly state: S;
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+ /**
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+ * `seq` of the last input from this client that the server applied before taking the
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+ * snapshot. Inputs up to it are confirmed and no longer predicted. Omit it to keep the
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+ * previous one.
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+ */
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+ readonly ack?: number;
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+ }
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+ /** Client-side prediction for your own inputs. See {@link WebSocketTimelineOptions.input}. */
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+ export interface TimelineInputOptions<S, I, Out> {
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+ /**
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+ * Build the message for an input, tagged with its `seq`. Annotate `input`: that's what
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+ * `timeline.input()` accepts. Sent with `volatile`, so inputs are never replayed late.
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+ */
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+ send: (input: I, seq: number) => Out;
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+ /**
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+ * Apply one input to a state, exactly as the server does. Must be pure: return a new state
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+ * instead of changing `state`, which is a snapshot from the server.
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+ */
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+ predict: (state: S, input: I) => S;
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+ /**
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+ * Drop an input instead of sending it while more than this many bytes are already waiting in
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+ * the browser's send buffer (see `SendOptions.maxBuffered`). For input sent every tick on a
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+ * slow link. A dropped input isn't predicted.
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+ */
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+ maxBuffered?: number;
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+ }
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+ /** Options for {@link createWebSocketTimeline}. */
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+ export interface WebSocketTimelineOptions<S, I, In, Out> {
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+ /** Recognize a snapshot. Return `undefined` (or `null`) for any other message. */
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+ snapshot: (message: In) => TimelineSnapshot<S> | null | undefined;
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+ /**
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+ * Blend two states. `t` runs from 0 (`from`) to 1 (`to`), and above 1 only when
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+ * extrapolating. Without it, `at()` steps from one snapshot to the next.
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+ */
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+ interpolate?: (from: S, to: S, t: number) => S;
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+ /**
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+ * How far behind the newest snapshot to render, in ms: enough to cover the snapshot
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+ * interval plus jitter, so there are usually two snapshots to blend between. A function is
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+ * read on every call, for a delay that adapts.
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+ * @default 100
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+ */
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+ delay?: number | (() => number);
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+ /**
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+ * How far past the newest snapshot `at()` may extrapolate when the next one is late, in ms.
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+ * Needs `interpolate`. `0` holds the newest state instead.
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+ * @default 0
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+ */
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+ extrapolate?: number;
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+ /**
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+ * How many snapshots to keep (at least 2).
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+ * @default 30
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+ */
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+ buffer?: number;
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+ /**
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+ * Take the server clock from `createWebSocketLatency` on the same client. Its pongs must use
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+ * the same clock as snapshot `time`. Without it, or before the first pong with a time, the
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+ * server clock is estimated from when snapshots arrive.
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+ */
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+ latency?: Pick<WebSocketLatency, 'getSnapshot' | 'serverNow'>;
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+ /** Send inputs tagged with a sequence number, and predict their effect until the server confirms them. */
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+ input?: TimelineInputOptions<S, I, Out>;
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+ }
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+ /** Server snapshots on a timeline, with your own inputs predicted on top. Create with {@link createWebSocketTimeline}. */
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+ export interface WebSocketTimeline<S, I> {
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+ /** The client whose snapshots this timeline keeps. */
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+ readonly client: WebSocketClient<any, any>;
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+ /**
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+ * The state at `time` (by default `renderTime()`), interpolated between the snapshots around
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+ * it. For what the server moves, such as other players. `undefined` before any snapshot.
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+ */
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+ at(time?: number): S | undefined;
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+ /**
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+ * The newest snapshot with your unconfirmed inputs replayed on top. For what your inputs
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+ * move, such as your own player. Cached, so it's cheap to call every frame.
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+ */
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+ predicted(): S | undefined;
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+ /**
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+ * Send an input and predict it. Returns its `seq`, or `undefined` if it couldn't be sent
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+ * (the socket isn't open, or `maxBuffered` dropped it), in which case it isn't predicted.
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+ */
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+ input(input: I): number | undefined;
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+ /** The newest snapshot, as `snapshot` returned it. */
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+ latest(): TimelineSnapshot<S> | undefined;
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+ /**
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+ * The server time `at()` renders by default: the newest snapshot's time, give or take, minus
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+ * `delay`. It never goes backward until the timeline starts over. `undefined` before any snapshot.
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+ */
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+ renderTime(): number | undefined;
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+ /** How many inputs were sent but not confirmed yet. */
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+ pending(): number;
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+ /**
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+ * Called after each new snapshot and on `reset()`. Compatible with `useSyncExternalStore` for
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+ * `latest` and `pending`, but not for `at`, `predicted` or `renderTime`, which change with time.
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+ */
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+ subscribe(listener: () => void): () => void;
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+ /** Forget all snapshots and pending inputs now. `seq` keeps counting. */
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+ reset(): void;
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+ /** Stop listening. Only needed for timelines created dynamically. */
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+ dispose(): void;
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+ }
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+ /**
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+ * Keep server snapshots on a timeline for multiplayer games: render what the server moves
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+ * slightly in the past, interpolated between snapshots, and what your inputs move right away,
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+ * predicted and corrected when the server confirms them.
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+ *
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+ * Read it once per frame (in `requestAnimationFrame` or React Three Fiber's `useFrame`): `at()`
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+ * for everyone else, `predicted()` for you. It listens from creation, starts over on reconnect,
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+ * and doesn't open the connection by itself.
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+ *
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+ * @example
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+ * ```ts
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+ * import { createWebSocketTimeline } from 'react-websocket/timeline';
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+ *
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+ * export const timeline = createWebSocketTimeline(game, {
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+ * snapshot: m => (m.type === 'snapshot' ? { time: m.time, ack: m.ack, state: m.world } : undefined),
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+ * interpolate: (from, to, t) => lerpWorld(from, to, t),
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+ * latency,
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+ * input: {
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+ * send: (input: Move, seq) => ({ type: 'input', seq, ...input }),
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+ * predict: (world, input) => move(world, me, input)
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+ * }
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+ * });
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+ *
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+ * // Every frame:
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+ * draw(timeline.at(), timeline.predicted());
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+ * // On a key press:
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+ * timeline.input({ dx: 1, dy: 0 });
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+ * ```
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+ */
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+ export declare function createWebSocketTimeline<In, const Out, S, I = never>(client: WebSocketClient<In, Out>, options: WebSocketTimelineOptions<S, I, NoInfer<In>, NoInfer<Out>>): WebSocketTimeline<S, I>;
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+ //#endregion
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+ //# sourceMappingURL=timeline.d.cts.map
@@ -0,0 +1,140 @@
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+ import { WebSocketClient, WebSocketLatency } from "./core.js";
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+ //#region src/timeline.d.ts
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+ /** A server snapshot, as returned by the `snapshot` option. */
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+ export interface TimelineSnapshot<S> {
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+ /** Server time the state is for, in ms. Must increase from one snapshot to the next. */
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+ readonly time: number;
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+ /** The authoritative state at `time`. */
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+ readonly state: S;
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+ /**
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+ * `seq` of the last input from this client that the server applied before taking the
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+ * snapshot. Inputs up to it are confirmed and no longer predicted. Omit it to keep the
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+ * previous one.
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+ */
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+ readonly ack?: number;
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+ }
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+ /** Client-side prediction for your own inputs. See {@link WebSocketTimelineOptions.input}. */
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+ export interface TimelineInputOptions<S, I, Out> {
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+ /**
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+ * Build the message for an input, tagged with its `seq`. Annotate `input`: that's what
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+ * `timeline.input()` accepts. Sent with `volatile`, so inputs are never replayed late.
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+ */
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+ send: (input: I, seq: number) => Out;
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+ /**
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+ * Apply one input to a state, exactly as the server does. Must be pure: return a new state
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+ * instead of changing `state`, which is a snapshot from the server.
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+ */
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+ predict: (state: S, input: I) => S;
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+ /**
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+ * Drop an input instead of sending it while more than this many bytes are already waiting in
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+ * the browser's send buffer (see `SendOptions.maxBuffered`). For input sent every tick on a
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+ * slow link. A dropped input isn't predicted.
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+ */
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+ maxBuffered?: number;
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+ }
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+ /** Options for {@link createWebSocketTimeline}. */
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+ export interface WebSocketTimelineOptions<S, I, In, Out> {
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+ /** Recognize a snapshot. Return `undefined` (or `null`) for any other message. */
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+ snapshot: (message: In) => TimelineSnapshot<S> | null | undefined;
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+ /**
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+ * Blend two states. `t` runs from 0 (`from`) to 1 (`to`), and above 1 only when
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+ * extrapolating. Without it, `at()` steps from one snapshot to the next.
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+ */
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+ interpolate?: (from: S, to: S, t: number) => S;
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+ /**
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+ * How far behind the newest snapshot to render, in ms: enough to cover the snapshot
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+ * interval plus jitter, so there are usually two snapshots to blend between. A function is
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+ * read on every call, for a delay that adapts.
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+ * @default 100
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+ */
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+ delay?: number | (() => number);
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+ /**
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+ * How far past the newest snapshot `at()` may extrapolate when the next one is late, in ms.
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+ * Needs `interpolate`. `0` holds the newest state instead.
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+ * @default 0
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+ */
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+ extrapolate?: number;
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+ /**
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+ * How many snapshots to keep (at least 2).
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+ * @default 30
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+ */
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+ buffer?: number;
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+ /**
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+ * Take the server clock from `createWebSocketLatency` on the same client. Its pongs must use
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+ * the same clock as snapshot `time`. Without it, or before the first pong with a time, the
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+ * server clock is estimated from when snapshots arrive.
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+ */
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+ latency?: Pick<WebSocketLatency, 'getSnapshot' | 'serverNow'>;
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+ /** Send inputs tagged with a sequence number, and predict their effect until the server confirms them. */
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+ input?: TimelineInputOptions<S, I, Out>;
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+ }
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+ /** Server snapshots on a timeline, with your own inputs predicted on top. Create with {@link createWebSocketTimeline}. */
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+ export interface WebSocketTimeline<S, I> {
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+ /** The client whose snapshots this timeline keeps. */
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+ readonly client: WebSocketClient<any, any>;
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+ /**
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+ * The state at `time` (by default `renderTime()`), interpolated between the snapshots around
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+ * it. For what the server moves, such as other players. `undefined` before any snapshot.
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+ */
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+ at(time?: number): S | undefined;
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+ /**
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+ * The newest snapshot with your unconfirmed inputs replayed on top. For what your inputs
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+ * move, such as your own player. Cached, so it's cheap to call every frame.
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+ */
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+ predicted(): S | undefined;
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+ /**
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+ * Send an input and predict it. Returns its `seq`, or `undefined` if it couldn't be sent
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+ * (the socket isn't open, or `maxBuffered` dropped it), in which case it isn't predicted.
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+ */
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+ input(input: I): number | undefined;
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+ /** The newest snapshot, as `snapshot` returned it. */
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+ latest(): TimelineSnapshot<S> | undefined;
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+ /**
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+ * The server time `at()` renders by default: the newest snapshot's time, give or take, minus
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+ * `delay`. It never goes backward until the timeline starts over. `undefined` before any snapshot.
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+ */
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+ renderTime(): number | undefined;
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+ /** How many inputs were sent but not confirmed yet. */
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+ pending(): number;
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+ /**
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+ * Called after each new snapshot and on `reset()`. Compatible with `useSyncExternalStore` for
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+ * `latest` and `pending`, but not for `at`, `predicted` or `renderTime`, which change with time.
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+ */
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+ subscribe(listener: () => void): () => void;
104
+ /** Forget all snapshots and pending inputs now. `seq` keeps counting. */
105
+ reset(): void;
106
+ /** Stop listening. Only needed for timelines created dynamically. */
107
+ dispose(): void;
108
+ }
109
+ /**
110
+ * Keep server snapshots on a timeline for multiplayer games: render what the server moves
111
+ * slightly in the past, interpolated between snapshots, and what your inputs move right away,
112
+ * predicted and corrected when the server confirms them.
113
+ *
114
+ * Read it once per frame (in `requestAnimationFrame` or React Three Fiber's `useFrame`): `at()`
115
+ * for everyone else, `predicted()` for you. It listens from creation, starts over on reconnect,
116
+ * and doesn't open the connection by itself.
117
+ *
118
+ * @example
119
+ * ```ts
120
+ * import { createWebSocketTimeline } from 'react-websocket/timeline';
121
+ *
122
+ * export const timeline = createWebSocketTimeline(game, {
123
+ * snapshot: m => (m.type === 'snapshot' ? { time: m.time, ack: m.ack, state: m.world } : undefined),
124
+ * interpolate: (from, to, t) => lerpWorld(from, to, t),
125
+ * latency,
126
+ * input: {
127
+ * send: (input: Move, seq) => ({ type: 'input', seq, ...input }),
128
+ * predict: (world, input) => move(world, me, input)
129
+ * }
130
+ * });
131
+ *
132
+ * // Every frame:
133
+ * draw(timeline.at(), timeline.predicted());
134
+ * // On a key press:
135
+ * timeline.input({ dx: 1, dy: 0 });
136
+ * ```
137
+ */
138
+ export declare function createWebSocketTimeline<In, const Out, S, I = never>(client: WebSocketClient<In, Out>, options: WebSocketTimelineOptions<S, I, NoInfer<In>, NoInfer<Out>>): WebSocketTimeline<S, I>;
139
+ //#endregion
140
+ //# sourceMappingURL=timeline.d.ts.map
@@ -0,0 +1,161 @@
1
+ //#region src/timeline.ts
2
+ const MAX_PENDING = 1e3;
3
+ /**
4
+ * Keep server snapshots on a timeline for multiplayer games: render what the server moves
5
+ * slightly in the past, interpolated between snapshots, and what your inputs move right away,
6
+ * predicted and corrected when the server confirms them.
7
+ *
8
+ * Read it once per frame (in `requestAnimationFrame` or React Three Fiber's `useFrame`): `at()`
9
+ * for everyone else, `predicted()` for you. It listens from creation, starts over on reconnect,
10
+ * and doesn't open the connection by itself.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { createWebSocketTimeline } from 'react-websocket/timeline';
15
+ *
16
+ * export const timeline = createWebSocketTimeline(game, {
17
+ * snapshot: m => (m.type === 'snapshot' ? { time: m.time, ack: m.ack, state: m.world } : undefined),
18
+ * interpolate: (from, to, t) => lerpWorld(from, to, t),
19
+ * latency,
20
+ * input: {
21
+ * send: (input: Move, seq) => ({ type: 'input', seq, ...input }),
22
+ * predict: (world, input) => move(world, me, input)
23
+ * }
24
+ * });
25
+ *
26
+ * // Every frame:
27
+ * draw(timeline.at(), timeline.predicted());
28
+ * // On a key press:
29
+ * timeline.input({ dx: 1, dy: 0 });
30
+ * ```
31
+ */
32
+ function createWebSocketTimeline(client, options) {
33
+ const { interpolate, latency, input: inputs } = options;
34
+ const delay = options.delay ?? 100;
35
+ const extrapolate = options.extrapolate ?? 0;
36
+ const keep = Math.max(2, options.buffer ?? 30);
37
+ const listeners = /* @__PURE__ */ new Set();
38
+ let buffer = [];
39
+ let arrival = -Infinity;
40
+ let rendered = -Infinity;
41
+ let stale = false;
42
+ let seq = 0;
43
+ let pending = [];
44
+ let prediction;
45
+ let folded = -1;
46
+ function notify() {
47
+ for (const listener of [...listeners]) listener();
48
+ }
49
+ function clear() {
50
+ buffer = [];
51
+ arrival = rendered = -Infinity;
52
+ stale = false;
53
+ }
54
+ function receive(snapshot) {
55
+ if (stale) clear();
56
+ const newest = buffer.at(-1);
57
+ if (newest && snapshot.time <= newest.snapshot.time) return;
58
+ buffer.push({
59
+ snapshot,
60
+ arrived: performance.now()
61
+ });
62
+ if (buffer.length > keep) buffer.shift();
63
+ arrival = -Infinity;
64
+ for (const entry of buffer) arrival = Math.max(arrival, entry.snapshot.time - entry.arrived);
65
+ const { ack } = snapshot;
66
+ if (ack != null) pending = pending.filter((entry) => entry.seq > ack);
67
+ folded = -1;
68
+ notify();
69
+ }
70
+ function renderTime() {
71
+ if (!buffer.length) return;
72
+ const measured = latency?.getSnapshot();
73
+ const edge = measured?.offset !== void 0 && measured.rtt !== void 0 ? latency.serverNow() - measured.rtt / 2 : performance.now() + arrival;
74
+ rendered = Math.max(rendered, edge - (typeof delay === "function" ? delay() : delay));
75
+ return rendered;
76
+ }
77
+ function at(time) {
78
+ const n = buffer.length;
79
+ if (!n) return;
80
+ const t = time ?? renderTime();
81
+ const last = buffer[n - 1].snapshot;
82
+ if (t >= last.time) {
83
+ const previous = buffer[n - 2]?.snapshot;
84
+ if (!previous || !interpolate || !extrapolate || t === last.time) return last.state;
85
+ const capped = Math.min(t, last.time + extrapolate);
86
+ return interpolate(previous.state, last.state, (capped - previous.time) / (last.time - previous.time));
87
+ }
88
+ let i = n - 2;
89
+ while (i >= 0 && buffer[i].snapshot.time > t) i--;
90
+ if (i < 0) return buffer[0].snapshot.state;
91
+ const from = buffer[i].snapshot;
92
+ const to = buffer[i + 1].snapshot;
93
+ return !interpolate || t === from.time ? from.state : interpolate(from.state, to.state, (t - from.time) / (to.time - from.time));
94
+ }
95
+ function predicted() {
96
+ const newest = buffer.at(-1);
97
+ if (!newest) return;
98
+ if (folded < 0) {
99
+ prediction = newest.snapshot.state;
100
+ folded = 0;
101
+ }
102
+ while (folded < pending.length) {
103
+ prediction = inputs.predict(prediction, pending[folded].input);
104
+ folded++;
105
+ }
106
+ return prediction;
107
+ }
108
+ const offs = [client.on("open", () => {
109
+ pending = [];
110
+ folded = -1;
111
+ stale = true;
112
+ }), client.on("message", (message) => {
113
+ const snapshot = options.snapshot(message);
114
+ if (snapshot != null) receive(snapshot);
115
+ })];
116
+ return {
117
+ client,
118
+ at,
119
+ predicted,
120
+ input(value) {
121
+ const next = seq + 1;
122
+ const message = inputs.send(value, next);
123
+ if (!client.send(message, {
124
+ volatile: true,
125
+ maxBuffered: inputs.maxBuffered
126
+ })) return;
127
+ seq = next;
128
+ pending.push({
129
+ seq,
130
+ input: value
131
+ });
132
+ if (pending.length > MAX_PENDING) {
133
+ pending.shift();
134
+ folded = -1;
135
+ }
136
+ return seq;
137
+ },
138
+ latest: () => buffer.at(-1)?.snapshot,
139
+ renderTime,
140
+ pending: () => pending.length,
141
+ subscribe(listener) {
142
+ listeners.add(listener);
143
+ return () => {
144
+ listeners.delete(listener);
145
+ };
146
+ },
147
+ reset() {
148
+ clear();
149
+ pending = [];
150
+ folded = -1;
151
+ notify();
152
+ },
153
+ dispose() {
154
+ offs.forEach((off) => off());
155
+ }
156
+ };
157
+ }
158
+ //#endregion
159
+ export { createWebSocketTimeline };
160
+
161
+ //# sourceMappingURL=timeline.js.map