namespace
Network
The low-level networking seam — send and poll datagrams, serialize and apply entity state, and read ownership and role. Multiplayer is normally a compile-time property of the ECS, not glue you thread by hand: mark fields @Sync and models @Owned and the compiler generates the replication. These Network.* primitives are what that sugar lowers to, for when you drive the transport yourself. Offline they collapse to single-player defaults.
Network.send(peer, buf, len) -> voidPut a datagram on the wire.Network.poll(buf, cap) -> intRead an inbound datagram.Network.serialize(entity, buf) -> intSerialize an entity's synced state.Network.apply(entity, buf) -> intApply serialized state to an entity.Network.owner(entity) -> intThe peer that owns an entity.Network.set_owner(entity, peer) -> voidAssign ownership of an entity.Network.is_server() -> boolIs this peer the server?Network.is_owner(entity) -> boolDoes this peer own the entity?Network.local_id() -> intThis peer's own id.