/**
 * Roles a session can occupy. The orchestrator it wires up underneath is
 * uniquely determined by the role.
 *
 *   - `'client'`  → {@link ServerAuthoritativeClient }: predicts locally
 *                   when an input sampler is registered; reconciles to
 *                   server-authoritative state arriving via AUTH_STATE.
 *                   With no input sampler, a client is a pure spectator
 *                   — it receives the action stream, smooths via
 *                   interpolation, and never predicts or rewinds. This
 *                   is the default role and covers both "playing" and
 *                   "spectating" use cases.
 *   - `'host'`    → {@link ServerAuthoritativeServer }: simulation
 *                   authority for one or more clients; runs the optional
 *                   server-side input buffer (`simulation_delay_ticks`).
 */
export type NetworkSessionRole = string;
/**
 * Roles a session can occupy. The orchestrator it wires up underneath is
 * uniquely determined by the role.
 *
 *   - `'client'`  → {@link ServerAuthoritativeClient}: predicts locally
 *                   when an input sampler is registered; reconciles to
 *                   server-authoritative state arriving via AUTH_STATE.
 *                   With no input sampler, a client is a pure spectator
 *                   — it receives the action stream, smooths via
 *                   interpolation, and never predicts or rewinds. This
 *                   is the default role and covers both "playing" and
 *                   "spectating" use cases.
 *   - `'host'`    → {@link ServerAuthoritativeServer}: simulation
 *                   authority for one or more clients; runs the optional
 *                   server-side input buffer (`simulation_delay_ticks`).
 *
 * @readonly @enum {string}
 */
export const NetworkSessionRole: Readonly<{
    Client: "client";
    Host: "host";
}>;
/**
 * High-level networking facade. Wraps the orchestrator + state machinery
 * into one config + lifecycle surface. The lower-level orchestrators
 * remain reachable through `session.server` / `session.client` /
 * `session.peer` for callers that need to override defaults post-hoc.
 *
 * Replication is component-driven: attaching a {@link NetworkIdentity}
 * to an entity registers it with the session via an `EntityObserver`.
 * Mutation is event-driven: callers fire
 * `dataset.sendEvent(entity, "net_mutate_component", payload)`.
 *
 * Per-tick driving is a single `session.tick(dt_seconds)`. The session
 * runs fixed-timestep stepping, client time dilation, server-side input
 * buffer, AUTH_STATE dispatch, time-dilation feedback, and interpolated
 * rendering for remote-owned entities.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class NetworkSession {
    /**
     * @param {{
     *   entity_manager: EntityManager,
     *   transport?: object,
     *   transport_factory?: (() => object),
     *   role?: 'client'|'host',
     *   local_peer_id?: number,
     *   simulation_delay_ticks?: number,
     *   tick_rate_hz?: number,
     *   binary_registry?: BinarySerializationRegistry,
     *   scope_filter?: object,
     *   time_dilation?: TimeDilation,
     *   adaptive_render_delay?: AdaptiveRenderDelay,
     *   server_resume_grace_ms?: number,
     *   reconnect?: {
     *     enabled?: boolean,
     *     max_attempts?: number,
     *     base_delay_ms?: number,
     *     max_delay_ms?: number,
     *     exponential_factor?: number,
     *     total_timeout_ms?: number,
     *     accept_state_resync?: boolean,
     *   },
     * }} options
     *
     * - `transport` is not connected at construction — call {@link connect}
     *   with an explicit remote peer id after {@link start}.
     * - `transport_factory` (client role): zero-arg function that returns
     *   a fresh `Transport` on each reconnect attempt. Required for
     *   automatic reconnect; without it, transport-level disconnects fall
     *   straight through to `onConnectionPermanentlyLost`.
     * - `role` defaults to `'client'`. See {@link NetworkSessionRole}.
     * - `local_peer_id` defaults to 0 for host, 1 for client. Must be
     *   unique across peers.
     * - `simulation_delay_ticks` is honored only under `role: 'host'`.
     *   Default 4. See {@link ServerAuthoritativeServer}.
     * - `tick_rate_hz` defaults to 60.
     * - `scope_filter` defaults to {@link OwnerAwareScope} on the host.
     * - `server_resume_grace_ms` (host role): how long peer state is
     *   retained after a transport drop before being freed. Default 30s.
     * - `reconnect` (client role): policy for the reconnect ladder. See
     *   {@link DEFAULT_RECONNECT_POLICY}. Set `enabled: false` to opt
     *   out entirely.
     */
    constructor({ entity_manager, transport, transport_factory, role, local_peer_id, simulation_delay_ticks, tick_rate_hz, binary_registry, scope_filter, time_dilation, adaptive_render_delay, server_resume_grace_ms, reconnect, }?: {
        entity_manager: EntityManager;
        transport?: object;
        transport_factory?: (() => object);
        role?: 'client' | 'host';
        local_peer_id?: number;
        simulation_delay_ticks?: number;
        tick_rate_hz?: number;
        binary_registry?: BinarySerializationRegistry;
        scope_filter?: object;
        time_dilation?: TimeDilation;
        adaptive_render_delay?: AdaptiveRenderDelay;
        server_resume_grace_ms?: number;
        reconnect?: {
            enabled?: boolean;
            max_attempts?: number;
            base_delay_ms?: number;
            max_delay_ms?: number;
            exponential_factor?: number;
            total_timeout_ms?: number;
            accept_state_resync?: boolean;
        };
    });
    /**
     * Set after `#render_interpolated_entities` writes interp values into
     * live components; cleared by `normalize_if_dirty`. Drives the
     * canonical-form invariant: live is canonical when this is false,
     * polluted (smooth) when true.
     * @private @type {boolean}
     */
    private render_dirty;
    /**
     * Server-issued session token (raw UUID v1 bytes). Set on first
     * INITIAL_SYNC arrival; refreshed on every Tier-3 resync. Sent in
     * `RESUME_HELLO` to claim continuity with a prior session record.
     * Observable to game code for diagnostics; not auth-grade.
     * @type {UUID|null}
     */
    session_token: UUID | null;
    /**
     * Host: a connected peer's transport reported a disconnect (the peer
     * has entered the grace window). Args: `(peer_id, reason)`.
     * @type {Signal}
     */
    onPeerLost: Signal;
    /**
     * Host: a peer has been permanently freed — either via
     * `drop_peer()`, a grace-window timeout, or a peer-initiated
     * DISCONNECT. Args: `(peer_id, reason)`.
     * @type {Signal}
     */
    onPeerPermanentlyDropped: Signal;
    /**
     * Client: the transport has reported a disconnect, and the
     * reconnect ladder has started. Args: `(reason)`.
     * @type {Signal}
     */
    onConnectionLost: Signal;
    /**
     * Client: about to rebuild the transport and dial the host. Args:
     * `(attempt_number)`.
     * @type {Signal}
     */
    onReconnectAttempt: Signal;
    /**
     * Client: reconnect succeeded. Args: `({ state_resynced: boolean })` —
     * `state_resynced` is `true` if we fell through to Tier-3 (server
     * had purged our state and re-sent INITIAL_SYNC), `false` for the
     * happy Tier-2 path where the action stream just resumed.
     * @type {Signal}
     */
    onReconnected: Signal;
    /**
     * Client: the reconnect ladder is exhausted, or the host explicitly
     * kicked us with a DISCONNECT packet, or `reconnect.enabled` is
     * false and the link dropped. Args: `(reason)`.
     * @type {Signal}
     */
    onConnectionPermanentlyLost: Signal;
    /**
     * @readonly
     * @type {EntityManager}
     */
    readonly entity_manager: EntityManager;
    /**
     * @readonly
     * @type {EntityComponentDataset}
     */
    readonly world: EntityComponentDataset;
    /**
     * @readonly
     * @type {NetworkSessionRole|string}
     */
    readonly role: NetworkSessionRole | string;
    /**
     * @readonly
     * @type {number}
     */
    readonly tick_period_ms: number;
    /**
     * @readonly
     * @type {number}
     */
    readonly simulation_delay_ticks: number;
    /**
     * @readonly
     * @type {number}
     */
    readonly local_peer_id: number;
    /**
     * @readonly
     * @type {BinarySerializationRegistry}
     */
    readonly binary_registry: BinarySerializationRegistry;
    /**
     * Register a component class for network replication.
     *
     * The component must have a {@link BinaryClassSerializationAdapter}
     * registered for its `typeName` in the session's `binary_registry`
     * before {@link start} is called — that adapter handles the wire
     * format and rewind capture.
     *
     * `interpolator` is optional. When omitted, the component's state
     * snaps on each received update (no sub-tick smoothing). When
     * provided, it must extend {@link BinaryInterpolationAdapter} with
     * `kind = InterpolationKind.Linear` — Discrete and Cubic are
     * reserved for future support and currently throw.
     *
     * The order of `replicate()` calls must match across all peers in
     * the session: AUTH_STATE payload layout iterates components in
     * insertion order.
     *
     * @param {Function} ComponentClass
     * @param {BinaryInterpolationAdapter} [interpolator]
     */
    replicate(ComponentClass: Function, interpolator?: BinaryInterpolationAdapter): void;
    /**
     * Register a user-defined {@link SimAction} subclass with the
     * session. The action's `type_id` is assigned by the underlying
     * registry when {@link start} runs. Calling code constructs
     * instances directly (`new MyAction(...)`) and dispatches via
     * {@link send} or returns them from the input sampler.
     *
     * @param {Function} SimActionClass class extending SimAction
     */
    defineAction(SimActionClass: Function): void;
    /**
     * Install a per-tick input sampler (client role only). The sampler
     * is called once per local sim tick at predict time and must return
     * an array of {@link SimAction} instances representing the local
     * peer's inputs for that frame. The session executes them locally
     * (predict), records their serialized bytes for replay, and forwards
     * them over the action stream.
     *
     * The sampler is NOT called during reconciliation replay — the
     * recorded bytes are deserialized and re-executed instead, so the
     * action set faithfully reproduces what the user originally
     * sampled at that frame.
     *
     * Return `[]` (or `null`) for ticks with no inputs.
     *
     * @param {(frame: number) => Array<SimAction>|null} sampler_fn
     */
    defineInputSampler(sampler_fn: (frame: number) => Array<SimAction> | null): void;
    /**
     * Wire the session to the engine. After this, the EntityObserver
     * is active, the right orchestrator is constructed, and a
     * {@link NetworkSystem} is attached. Subsequent {@link replicate}
     * / {@link defineAction} / {@link defineInputSampler} calls throw.
     *
     * Pre-condition: every component class passed to {@link replicate}
     * must already have a `BinaryClassSerializationAdapter` registered
     * in the session's binary_registry.
     */
    start(): Promise<void>;
    /**
     * Connect to a remote peer. Host can connect many peers (one per
     * client); client typically connects one (the server). Called both
     * for first-time connects and reconnect attempts — the session
     * detects which based on whether a `session_token` is cached
     * (client) or whether the peer is in the grace window (host).
     *
     * @param {number} remote_peer_id
     * @param {object} transport
     */
    connect(remote_peer_id: number, transport: object): void;
    /**
     * Host-only: forcibly free a peer's state, regardless of whether
     * they are actively connected, in the grace window, or already
     * unknown. Fires `onPeerPermanentlyDropped(peer_id, reason)`.
     * Sends a DISCONNECT packet if the peer is still actively
     * connected so the remote can short-circuit its reconnect attempts.
     *
     * Policy for *when* to drop (high server load, anti-cheat, admin
     * kick, etc.) is the caller's; the session provides the mechanism.
     *
     * @param {number} peer_id
     * @param {string} [reason]
     */
    drop_peer(peer_id: number, reason?: string): void;
    /**
     * Client-only: voluntarily disconnect from the server. Sends a
     * DISCONNECT packet so the host can free state immediately and
     * skip the grace window. Disables reconnect for this session.
     *
     * @param {string} [reason]
     */
    disconnect(reason?: string): void;
    /**
     * Tear down. Idempotent — safe to call from cleanup paths.
     */
    stop(): void;
    /**
     * Fixed-timestep accumulator-driven step. Catch-up bounded by
     * `MAX_FIXED_STEPS_PER_TICK`. Under `role: 'client'` the local frame
     * advances at `1 / dilation_factor` per fixed step.
     *
     * @param {number} dt_seconds elapsed wall seconds since the previous call
     */
    tick(dt_seconds: number): void;
    /**
     * Undo render-time interpolation on remote-owned components by
     * restoring each from its latest InterpolationLog entry. Idempotent
     * via the `render_dirty` flag — cheap when false.
     *
     * Called from `tick()` (top), `executor.before_execute` (per-action
     * applies, including transport-delivered action stream), and
     * `client.onBeforeReconcile` (before the rewind walk).
     *
     * @private
     */
    private normalize_if_dirty;
    /**
     * Dispatch one user-defined action. Equivalent to
     * `peer.executor.execute(action, this.local_peer_id)` but exposed
     * at the session level so callers don't need a reference to the
     * executor or to know the local peer id.
     *
     * @param {SimAction} action_instance
     */
    send(action_instance: SimAction): void;
    /**
     * @returns {ServerAuthoritativeServer|null}
     */
    get server(): ServerAuthoritativeServer;
    /**
     * @returns {ServerAuthoritativeClient|null}
     */
    get client(): ServerAuthoritativeClient;
    /**
     * @returns {NetworkPeer|null}
     */
    get peer(): NetworkPeer;
    /**
     * @returns {InterpolationLog|null}
     */
    get interpolation_log(): InterpolationLog;
    /**
     * @returns {AdaptiveRenderDelay}
     */
    get adaptive_render_delay(): AdaptiveRenderDelay;
    /**
     * @returns {TimeDilation}
     */
    get time_dilation(): TimeDilation;
    /**
     * Most recent locally-completed sim frame.
     */
    get current_frame(): number;
    #private;
}
import { UUID } from "../ecs/guid/UUID.js";
import Signal from "../../core/events/signal/Signal.js";
import { BinarySerializationRegistry } from "../ecs/storage/binary/BinarySerializationRegistry.js";
import { BinaryInterpolationAdapter } from "../interpolation/BinaryInterpolationAdapter.js";
import { SimAction } from "./sim/SimAction.js";
import { ServerAuthoritativeServer } from "./orchestrator/ServerAuthoritativeServer.js";
import { ServerAuthoritativeClient } from "./orchestrator/ServerAuthoritativeClient.js";
import { NetworkPeer } from "./orchestrator/NetworkPeer.js";
import { InterpolationLog } from "../interpolation/InterpolationLog.js";
import { AdaptiveRenderDelay } from "./time/AdaptiveRenderDelay.js";
import { TimeDilation } from "./time/TimeDilation.js";
//# sourceMappingURL=NetworkSession.d.ts.map