PacketType
Identifies the type of a network packet.
Definition PacketType.hpp:10
@ VOICE_FRAME
Client <-> Server: Opus voice frame for proximity chat.
Definition PacketType.hpp:72
@ PONG
Server -> Client: latency measurement reply (echoes timestamp).
Definition PacketType.hpp:16
@ PARTICLE_SPAWN
Server -> All clients: replicated particle/VFX event.
Definition PacketType.hpp:14
@ ASSIGN_CLIENT_ID
Server -> Client: assign the connecting client its entity ID.
Definition PacketType.hpp:12
@ SHOT_DEBUG_REPORT
Server -> single shooter: lag-comp shot debug snapshot.
Definition PacketType.hpp:41
@ UPDATE_REGISTRY_DELTA
Server -> Client: delta against a previously-received full snapshot.
Definition PacketType.hpp:29
@ LOBBY_STATE
Server -> single Client: full lobby snapshot on join. Format: [count:u32][LobbyPlayer*count].
Definition PacketType.hpp:67
@ VOICE_STATE
Client <-> Server: push-to-talk state hint for HUD indicators.
Definition PacketType.hpp:73
@ JOIN_LOBBY
Client -> Server: request to join the lobby (carries player name).
Definition PacketType.hpp:62
@ SHOT_INTENT
Client -> Server: animation-state assertion for a single shot.
Definition PacketType.hpp:60
@ JOIN_FAILED
Server -> Client: lobby join failed (carries error message).
Definition PacketType.hpp:63
@ UPDATE_REGISTRY
Server -> Client: full ECS registry state snapshot.
Definition PacketType.hpp:13
@ START_MATCH
Client -> Server: host requests match start.
Definition PacketType.hpp:69
@ PLAYER_UNREADY
Client -> Server: player cancels ready status.
Definition PacketType.hpp:65
@ TEXT_CHAT
Client <-> Server: bounded UTF-8 all-chat message.
Definition PacketType.hpp:71
@ HOST_READY
Client -> Server: host signals ready to start match.
Definition PacketType.hpp:68
@ LOBBY_UPDATE
Server -> All clients: lobby state update (player list, match start countdown).
Definition PacketType.hpp:66
@ KILL_EVENT
Server -> All clients: player kill notification.
Definition PacketType.hpp:18
@ INPUT
Client -> Server: player input snapshot.
Definition PacketType.hpp:11
@ PLAYER_READY
Client -> Server: player signals ready for match start.
Definition PacketType.hpp:64
@ PHYSICS_DIAG_RECORDING
Client -> Server: start/stop authoritative physics CSV recording.
Definition PacketType.hpp:74
@ PING
Client -> Server: latency measurement (carries uint64_t timestamp).
Definition PacketType.hpp:15
@ MATCH_STATE
Server -> All clients: match phase transition update.
Definition PacketType.hpp:17
@ LOCAL_SERVER_DISCOVERY_REQUEST
client broadcasts to server, which responds with response below
Definition PacketType.hpp:76
@ LOCAL_SERVER_DISCOVERY_RESPONSE
Definition PacketType.hpp:77