ActorUpdateRequestInput
Input for sending an actor update request to the UDP game server. This updates the state of an actor (player character or NPC) in a specific chunk.
input ActorUpdateRequestInput {
appId: BigInt!
chunk: ChunkCoordinatesInput!
uuid: String!
state: String!
distance: Int
decayRate: Int
sequenceNumber: Int
}
Fields
ActorUpdateRequestInput.appId ● BigInt! non-null scalar
The ID of the app where the actor is located.
ActorUpdateRequestInput.chunk ● ChunkCoordinatesInput! non-null input
The chunk coordinates where the actor is located. A chunk is a 16x16x16 voxel cube.
ActorUpdateRequestInput.uuid ● String! non-null scalar
A unique identifier for the actor. Must be exactly 32 bytes when encoded as UTF-8. This is typically a client-generated UUID.
ActorUpdateRequestInput.state ● String! non-null scalar
The actor state data, base64-encoded. May be an empty string for registration-only updates (no state payload).
ActorUpdateRequestInput.distance ● Int scalar
Chunk replication distance (0-8). Defaults to 8 for actor updates. Clamped to 0-8.
ActorUpdateRequestInput.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 1 (exponential) for actor updates.
ActorUpdateRequestInput.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 the matching response and on any GenericErrorResponse for this send, both delivered on the udpNotifications subscription.
Member Of
sendActorUpdate mutation