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RoomSession

Defined in: packages/engine/src/gameplay/replication/client.ts:97

What the client holds of its place in the room between messages.

Property Type Description
clock RoomClock The room’s clock as its answers to her pings measure it.
correctionMetres number -
corrections number Corrections since the loop last read them, and the largest gap among them in metres.
edits boolean Whether the room takes a devtools edit, as its welcome said; false until the welcome.
hero Entity | null That hero in this world.
heroId string | null The client’s own hero by the id the room’s dump keys her under; null until the welcome.
moves Move[] The last keptMoves moves, a ring the move numbered n stands in at n % keptMoves: made once and written in place.
roomFacing object -
roomFacing.armed boolean False from the start of a turn until the steer is centred again, so one push turns her once and not again for what a reversal has left.
roomFacing.rotation Quaternion -
roomFacing.side TurnSide -
roomFacing.target Quaternion Where a turn on the spot is heading.
roomFacing.turnSeconds number Seconds the turn takes end to end; the view paces its clip to this.
roomFacing.turnSecondsLeft number Seconds of it left. Above zero the steer is ignored: the feet are coming round and nothing else may move them.
roomJump object -
roomJump.airSeconds number -
roomJump.fallSpeed number -
roomJump.grounded boolean -
roomPosition Vector3 -
roomSequence number The last move the room applied, from its last acknowledgement, and where it left her and how she moved there, on the ground or in the air: from the welcome, then from each delta that changed them. A delta carries only what changed, so a hero the room holds still is not re-sent, and these are what every acknowledgement is checked against.
roomVelocity Vector3 -
sequence number The number of the latest move begun; 0 before the first.
snapshotSeconds number Frame seconds since the last message landed, which the loop counts: how far the streamed entities are drawn toward it.
stepsIntoMove number Steps run of that move; 0 once it is whole.
stretchSeconds number Seconds the streamed entities take to reach that message: the clock’s interpolation delay as it landed, held to the next, so an answer that changes the delay moves nobody back.
walkCredit WalkCredit The walks she may send, counted as the room counts them.