Glossary
Protocol And Transport
Protocol — Shared registry of components, resources, messages, requests, and channels. Both sides must build the same protocol.
ProtocolId — Deterministic hash of the protocol. A mismatch rejects the handshake.
Channel — Named lane for messages with reliability/ordering settings.
Transport — Network layer below naia. Shipped features are WebRTC, UDP, and local in-process transport.
WebRTC — Encrypted data-channel transport used by naia for native and Wasm clients.
RTT — Round-trip time.
Jitter — Variation in packet delay.
Replication
Entity — A world object registered with naia for replication.
Component — Replicated data attached to an entity.
Property<T> — Change-detection wrapper for replicated component fields.
Replicated resource — Singleton value replicated through a hidden one-component entity.
Delta compression — Sending changed fields instead of full component state.
Static entity — Entity that sends one full snapshot on scope entry and does not diff-track after that.
Room — Coarse interest group. A user and entity must share a room before the entity can replicate to that user.
UserScope — Per-user visibility filter applied after rooms.
ScopeExit — Despawn-or-persist behavior when an entity leaves a user’s scope.
Authority
Server-owned — Ordinary server-spawned replicated state; clients observe but do not directly write.
Client-authoritative entity — Opt-in entity created/owned by a client and replicated to the server.
Publicity — Client-owned entity state: Private, Public, or Delegated.
Authority delegation — Server-owned entity/resource mode where a client may temporarily hold write authority.
Granted / Denied / Available — Client-visible authority states for delegated objects.
Time And Prediction
Tick — Simulation heartbeat.
TickBuffered — Channel mode that stamps messages with the client tick and delivers them at the matching server tick.
Confirmed entity — Server-replicated entity used as the authoritative local copy in prediction.
Predicted entity — Client-local duplicate that runs ahead using local input.
local_duplicate() — Helper that creates a local predicted copy of a
replicated entity.
Rollback — Reset to confirmed state at a past tick, then replay buffered inputs.
Historian — Server-side rolling snapshot buffer used for lag compensation.
Bandwidth And Serialization
Bandwidth budget — Target outbound bytes per second for a connection.
Priority accumulator — Per-entity/per-user priority state used to decide what fits in the current budget.
Token bucket — Budget mechanism that accumulates send capacity over time.
Bit-packing — Serializing at bit granularity instead of byte granularity.
zstd — Optional packet compression algorithm with dictionary support.