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VoxelUpdateRequestInput

Input for sending a voxel update request to the UDP game server. This updates a single voxel (block) in a specific chunk. Voxel coordinates are relative to the chunk.

input VoxelUpdateRequestInput {
appId: BigInt!
chunk: ChunkCoordinatesInput!
uuid: String!
voxel: VoxelCoordinatesInput!
voxelType: Int!
voxelState: String!
distance: Int
decayRate: Int
sequenceNumber: Int
}

Fields

VoxelUpdateRequestInput.appId ● BigInt! non-null scalar

The ID of the app where the voxel is located.

VoxelUpdateRequestInput.chunk ● ChunkCoordinatesInput! non-null input

The chunk coordinates containing the voxel. A chunk is a 16x16x16 voxel cube.

VoxelUpdateRequestInput.uuid ● String! non-null scalar

A unique identifier for this voxel update. Must be exactly 32 bytes when encoded as UTF-8.

VoxelUpdateRequestInput.voxel ● VoxelCoordinatesInput! non-null input

The voxel coordinates within the chunk. Values must be between -32768 and 32767 (int16 range).

VoxelUpdateRequestInput.voxelType ● Int! non-null scalar

The new voxel type ID. This determines the appearance and properties of the voxel.

VoxelUpdateRequestInput.voxelState ● String! non-null scalar

The voxel state data, base64-encoded.

VoxelUpdateRequestInput.distance ● Int scalar

Chunk replication distance (0-8). Defaults to 8 for voxel updates. Clamped to 0-8.

VoxelUpdateRequestInput.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 voxel updates.

VoxelUpdateRequestInput.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

sendVoxelUpdate mutation