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pub.dev · #5308 most downloaded on pub.dev
Replicated state for dashwire. Property schema, snapshots, relevancy, spawning, RPCs, and rooms.
Last release 1 months ago
16 Aug 2026
Too new to tell
only 2 release windows
Nearly every release is documented
notes for 3 of 3 stable releases
Nothing withdrawn
no release was ever pulled
2 months old
3 releases · first in 2026
One column per month.
Replica.snapshotTick , the server tick of the newest snapshot that carried a replica's state. A predictor reconciling against replicated state pins it
Replica.snapshotTick, the server tick of the newest snapshot that carried a replica's state. A predictor reconciling against replicated state pins it to this tick rather than to the input ack, which runs every tick while snapshots are budget-packed and can be deferred or dropped.ReplicationClient.inputLeadTicks exposes the adaptive send-ahead lead, so a caller passing an explicit tick to sendInput can pace from it instead of stranding the buffer-depth control loop.Predictor<I,S> , a generic client-side prediction engine with input-replay reconciliation (advance per tick, roll back to an authoritative state and r
Predictor<I,S>, a generic client-side prediction engine with input-replay reconciliation (advance per tick, roll back to an authoritative state and replay the not-yet-applied inputs).LagCompensation<K,V>, a server-side per-tick history that rewinds tracked entities to the client-rendered tick (interpolated, capped) for lag-compensated hit resolution.ReplicationHost.priorityScale, a per-connection snapshot-priority multiplier (the distance-falloff generalization); the priority accumulator is now per connection so scaling stays starvation-fair.ReplicationClient.sendInput with a redundant unreliable tail that self-heals dropped packets, ReplicationHost.consumeInput/Room.input for authoritative per-tick consumption with hold-last on a miss, and server-driven send-ahead pacing from a per-connection buffer-depth ack. The substrate for client prediction and input-replay reconciliation.ReplicationClient.inputTargetDepth tunes the server-side input buffer depth the send-ahead lead converges to (2 default; 1 trades jitter headroom for a tick less input latency).onLeave sent on its closed connection.Wire primitives: ByteWriter / ByteReader (little-endian, varints, f32, length-prefixed strings), 32-bit fnv1a32 name hash.
ByteWriter/ByteReader (little-endian, varints, f32, length-prefixed strings), 32-bit fnv1a32 name hash.Channel/NetMessage/WireConnection, LoopbackConnection, WebSocket transport (native and web), and a latency/jitter/loss/duplication SimulatorConnection.ByteBudget accounting.NetClock server-tick sync and a fixed-timestep TickLoop.Replica/rep<T>/rpc with write and read permission axes and per-field replication modes.package:dashwire_replication/server.dart), plus RoomStore snapshot/hydrate.TransformReplica, a pose-carrying replica base for shared game schemas.Your coding agent can read these notes before it upgrades. Set up the MCP server →