ClientTextPacketInput
Input for sending a text message (chat) to the UDP game server. The text will be broadcast to nearby players in the same chunk.
input ClientTextPacketInput {
appId: BigInt!
chunk: ChunkCoordinatesInput!
uuid: String!
text: String!
distance: Int
decayRate: Int
sequenceNumber: Int
}
Fields
ClientTextPacketInput.appId ● BigInt! non-null scalar
The ID of the app where the text message is being sent from.
ClientTextPacketInput.chunk ● ChunkCoordinatesInput! non-null input
The chunk coordinates where the text message source is located.
ClientTextPacketInput.uuid ● String! non-null scalar
A unique identifier for the text source (typically the player UUID). Must be exactly 32 bytes when encoded as UTF-8.
ClientTextPacketInput.text ● String! non-null scalar
The text message content, encoded as UTF-8. This will be displayed to nearby players.
ClientTextPacketInput.distance ● Int scalar
Chunk replication distance (0-8). Defaults to 8 for text packets. Clamped to 0-8.
ClientTextPacketInput.decayRate ● Int scalar
Decay algorithm for replication: 0 = none, 1 = exponential, 2 = linear 50%, 3 = linear 25%, 4 = linear 10%, 5 = linear 5%. Defaults to 0 (none) for text packets.
ClientTextPacketInput.sequenceNumber ● Int scalar
Client-assigned correlation id for this datagram: a uint8 (0-255) that wraps at gameClientBootstrap.sequenceNumberModulo (256); defaults to 0 if omitted. For CORRELATION ONLY — it is NOT an idempotency key and the server does not dedupe replays. Echoed on any GenericErrorResponse for this send, delivered on the udpNotifications subscription.
Member Of
sendTextPacket mutation