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UdpNotification

All game-server messages delivered over the UDP proxy as GraphQL payloads. Subscribe to udpNotifications before or with sending mutations so responses and GenericErrorResponse (correlate via sequenceNumber) are not missed. NOTE: the ActorUpdateResponse and VoxelUpdateResponse members are LEGACY and never emitted (applied updates arrive as your own *Notification self-echo; failures as GenericErrorResponse) — they remain in the union for backward compatibility and will be removed in a future major version.

union UdpNotification = ActorUpdateResponse | ActorUpdateNotification | VoxelUpdateResponse | VoxelUpdateNotification | ClientAudioNotification | ClientTextNotification | ClientEventNotification | ServerEventNotification | SingleActorMessageNotification | ChannelMessageNotification | GenericErrorResponse | RealtimeConnectionEvent

Possible types

UdpNotification.ActorUpdateResponse object

LEGACY — never emitted. The game server retired the dedicated actor-update response opcode (129); an applied update now arrives as your own ActorUpdateNotification (the sender is included in the chunk fan-out) and failures arrive as GenericErrorResponse. This type remains in the UdpNotification union for backward compatibility only — do not select it in new code; it will be removed in a future major version.

UdpNotification.ActorUpdateNotification object

Notification received when an actor (player or NPC) state is updated by another client or the server. Received via the udpNotifications subscription.

UdpNotification.VoxelUpdateResponse object

LEGACY — never emitted. The game server retired the dedicated voxel-update response opcode (132); an applied update now arrives as your own VoxelUpdateNotification (the sender is included in the chunk fan-out) and failures arrive as GenericErrorResponse. This type remains in the UdpNotification union for backward compatibility only — do not select it in new code; it will be removed in a future major version.

UdpNotification.VoxelUpdateNotification object

Notification received when a voxel (block) is updated by another client or the server. Received via the udpNotifications subscription.

UdpNotification.ClientAudioNotification object

Notification received when another client sends an audio packet (voice chat). Received via the udpNotifications subscription.

UdpNotification.ClientTextNotification object

Notification received when another client sends a text message (chat). Received via the udpNotifications subscription.

UdpNotification.ClientEventNotification object

Notification received when another client sends a custom event. Received via the udpNotifications subscription.

UdpNotification.ServerEventNotification object

Notification received when the server sends a custom event. Received via the udpNotifications subscription.

UdpNotification.SingleActorMessageNotification object

Notification received when another actor sends you a direct actor-to-actor message (SINGLE_ACTOR_MESSAGE). Delivered only to the targeted actor via the udpNotifications subscription.

UdpNotification.ChannelMessageNotification object

Notification received when a message is published to a channel you are a member of. Delivered over the udpNotifications subscription to every active channel member.

UdpNotification.GenericErrorResponse object

Asynchronous error from the UDP game server for a previously sent datagram (e.g. a send* mutation). Delivered as a member of the udpNotifications union, NOT as a GraphQL error on the mutation (which only reports whether the datagram was accepted for sending). Match it to the originating send via sequenceNumber and read errorCode for the reason. Note: not every failure produces one — some auth failures are dropped silently (see UdpErrorCode).

UdpNotification.RealtimeConnectionEvent object

Realtime lifecycle/error event delivered on the udpNotifications subscription when a session cannot be opened or correctly scoped. It is a control frame — it carries no appId, so it is never dropped by the per-app fan-out filter — and it is terminal: the subscription completes immediately after emitting it, so the client must fix the cause and resubscribe. Branch on code; use retryable to decide whether retrying can succeed. A healthy subscription never emits this type; it yields game-server notifications/responses instead.

Returned By

udpNotifications subscription