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@NateTheGreatt NateTheGreatt commented Jul 6, 2023

remaining:

  • RPCs
  • network actions
  • fix up XR
  • rework matrix network interface
  • spawnables as a non-host peer
  • authority transfers
  • script replicators

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🚀 Deployed on https://deploy-preview-646--thirdroom.netlify.app

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Looking great so far!

rigVelocity: float_t[3]
}

struct AvatarXRModeUpdate {
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Can we explain what this struct is used for in this document? Is it an RPC?

const type = schema[key];
const value = object[key];
const write = BinaryToWriteFunction[type];
write(v, value as never);
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Why are you casting to never here?

import { Codec } from "./Codec";

export enum NetworkMessage {
// old
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Can we remove the old messages before we merge?

let b = 0;

const position = node.position;
changeMask |= writePropIfChanged(v, position, 0) ? 1 << b++ : b++ && 0;
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Can this use your new mutationEncoder?

@@ -1,28 +1,28 @@
import { addComponent } from "bitecs";
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How much of this file do we still need? Can we get rid of it now?

addChild(container, rig);

quat.fromEuler(rig.quaternion, 0, 180, 0);
const avatarFactory = (ctx: GameContext) => {
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This looks great! Good proof that using the replicator API internally cleaned some things up.

registerMatrixNetworkInterface(matrixNetworkInterface);

await enterWorld(mainThread, session.userId);
// await enterWorld(mainThread, session.userId, hostId);
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Can we remove this now?

@@ -1,31 +1,23 @@
// import { describe, it } from "vitest";
import { ok, strictEqual } from "assert";
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What happens with these network tests after we've removed the old network messages? Is this no longer needed?

return createBall(ctx, module, physics, 2, emissiveMaterial, ballAudioData, kinematic);
},
});
module.replicators = {
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We should come up with a better way of registering replicators on load/enter world for our own internal code.

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3 participants