Network API¶
This page documents network classes and Engine connection operations. Network
transport is not an ActionRegistry category and does not define invented
network:* actions.
Engine integration¶
engine.connect(url) wires a PeerConnection to the shared Chronicle through
ConsensusCore; with useWebRTC: true, it uses HybridPeerManager. The
transport exchanges Automerge sync messages, not game command histories.
Use engine.disconnect() before compact(), resume(), or other operations
that require a detached document.
Classes¶
PeerConnection(url, engine?, options?): WebSocket client withconnect(),disconnect(),sendToPeer(),broadcast(), peer IDs, and reconnect buffering.HybridPeerManager(options): WebSocket/WebRTC upgrade manager withconnect(),disconnect(),sendToPeer(),broadcast(),upgradeToWebRTC(peerId), and peer inspection methods.WebRTCConnection(remotePeerId, config?): one encoded DataChannel with offer/answer/ICE methods,send,close, and connection state.MessageCodec(config?): JSON or MessagePack encode/decode with optional compression. Encryption framing is reserved and currently unimplemented.UniversalRelayServer(options?): stateless relay withstart(),stop(), room routing, health endpoints, and rate limiting.AuthoritativeServer(engine, options?): server-owned Engine and JSONdescribe/dispatch/historyprotocol.RoomAuthoritativeServerextends this model with room Engines.
All listed network classes are deep imports under network/; they are not
re-exported by core/index.ts.