/**
 * Transport adapter over a `WebSocket`.
 *
 * **Not** the right choice for game state — WebSocket runs over TCP, which
 * means head-of-line blocking under packet loss. Use {@link WebRTCDataChannelTransport}
 * for game state. WebSocket is appropriate for lobby/matchmaking, chat, replay
 * uploads, and other use cases where ordering and reliability matter more
 * than tail latency.
 *
 * Duck-typed against the standard browser `WebSocket` interface so tests can
 * pass a mock. The expected interface:
 *   - `binaryType` (writable; we set it to `'arraybuffer'`)
 *   - `addEventListener(type, handler)` for `'message'`, `'close'`, `'error'`, `'open'`
 *   - `send(ArrayBufferView | ArrayBuffer)`
 *   - `close()`
 *   - `readyState`
 *
 * Either pass an already-constructed WebSocket via `socket`, or pass a `url`
 * and let the adapter construct one (browser only — `WebSocket` must be available).
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class WebSocketTransport extends Transport {
    /**
     * @param {{ socket?: WebSocket, url?: string }} options
     */
    constructor({ socket, url }?: {
        socket?: WebSocket;
        url?: string;
    });
    /** @type {WebSocket} */
    socket: WebSocket;
    /**
     * Resolve when the socket is OPEN. If already open, resolves immediately.
     * Useful when constructed with a `url` and the caller wants to await readiness.
     *
     * Rejects on either `'error'` or `'close'` — some failure modes (server
     * rejects the handshake with a clean close, network drops mid-handshake)
     * fire `'close'` without `'error'`; listening on only one would hang the
     * promise forever.
     *
     * @returns {Promise<void>}
     */
    connect(): Promise<void>;
    #private;
}
import { Transport } from "../Transport.js";
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