Skip to main content

sendVoxelUpdate

Send a single voxel (block) update for spatial replication to nearby chunks. Requires a bearer game token; opens a UDP proxy session automatically if none exists. Returns Boolean! that is true only when the datagram was ACCEPTED FOR SENDING to the game server — NOT confirmation that the world applied the change. There is NO separate per-request success response: the change fans out to nearby clients (the sender included) as a VoxelUpdateNotification carrying the same sequenceNumber (VoxelUpdateResponse is legacy and is never emitted). Failures arrive ASYNCHRONOUSLY as a GenericErrorResponse; both are correlated by the request sequenceNumber (correlation only — not an idempotency key; the server does not dedupe replays). Throws FORBIDDEN synchronously, before anything is sent, without the voxel edit permission updateVoxel checks for the chunk (app access, the tier's update_voxel_data, and update_voxel_data on the most specific grid covering the chunk), and for a chunk only the app's world grid covers while the app's wilderness is closed (App.wildernessWritesOpen false).

sendVoxelUpdate(
input: VoxelUpdateRequestInput!
): Boolean!

Arguments​

sendVoxelUpdate.input ● VoxelUpdateRequestInput! non-null input​

The voxel update to send: target appId, chunk coordinates, 32-byte uuid, voxel coordinates within the chunk, voxelType, base64 voxelState, and optional distance/decayRate/sequenceNumber. See VoxelUpdateRequestInput.

Type​

Boolean scalar​

The Boolean scalar type represents true or false.