multiplayer-game

作者: rivet-dev

構建多人遊戲的實用模式:配對系統、滴答循環、即時狀態、興趣管理與驗證。包含10種遊戲類型(大逃殺、競技場、IO風格、開放世界、派對、2D/3D物理、排位賽、回合制、放置類)的入門程式碼與架構模式,附帶角色拓撲、生命週期圖表及網路程式碼策略。涵蓋伺服器模擬基礎:固定即時循環與動作驅動更新、物理引擎選擇(Rapier 2D/3D),以及空間...

npx skills add https://github.com/rivet-dev/skills --skill multiplayer-game

Multiplayer Game

IMPORTANT: Before doing anything, you MUST read BASE_SKILL.md in this skill's directory. It contains essential guidance on debugging, error handling, state management, deployment, and project setup. Those rules and patterns apply to all RivetKit work. Everything below assumes you have already read and understood it.

Working Examples

If you need a reference implementation, read the raw working example code in these templates:

Patterns for building multiplayer games with RivetKit, intended as a practical checklist you can adapt per genre.

Starter Code

Start with one of the working examples on GitHub and adapt it to your game. Do not start from scratch for matchmaking and lifecycle flows.

Game ClassificationStarter CodeCommon Examples
Battle RoyaleGitHubFortnite, Apex Legends, PUBG, Warzone
ArenaGitHubCall of Duty TDM/FFA, Halo Slayer, Counter-Strike casual, VALORANT unrated, Overwatch Quick Play, Rocket League
IO StyleGitHubAgar.io, Slither.io, surviv.io
Open WorldGitHubMinecraft survival servers, Rust-like worlds, MMO zone/chunk worlds
PartyGitHubFall Guys private lobbies, custom game rooms, social party sessions
Physics 2DGitHubTop-down physics brawlers, 2D arena games, platform fighters
Physics 3DGitHubPhysics sandbox sessions, 3D arena games, movement playgrounds
RankedGitHubChess ladders, competitive card games, duel arena ranked queues
Turn-BasedGitHubChess correspondence, Words With Friends, async board games
IdleGitHubCookie Clicker, Idle Miner Tycoon, Adventure Capitalist

Server Simulation

Game Loop And Tick Rates

PatternUse WhenImplementation Guidance
Fixed realtime loopBattle Royale, Arena, IO Style, Open World, RankedRun in run with sleep(tickMs) and exit on c.aborted.
Action-driven updatesParty, Turn-BasedMutate and broadcast only on actions/events rather than scheduled ticks.
Coarse offline progressionAny mode with idle progressionUse c.schedule.after(...) with coarse windows (for example 5 to 15 minutes) and apply catch-up from elapsed wall clock time.

Physics

Start with custom kinematic logic for simple games. Switch to a full physics engine when you need joints, stacked bodies, high collision density, or complex shapes (rotated polygons, capsules, convex hulls, triangle meshes).

Pick one engine per simulation. Keep frontend-only libs out of backend simulation paths and treat server state as authoritative.

DimensionPrimary EngineFallback EnginesExample Code
2D@dimforge/rapier2dplanck-js, matter-jsGitHub
3D@dimforge/rapier3dcannon-es, ammo.jsGitHub

Spatial Indexing

For non-physics spatial queries, use a dedicated index instead of naive O(n^2) checks:

Index TypeRecommendation
AABB indexFor AOI, visibility, and non-collider entities, use rbush for dynamic sets or flatbush for static-ish sets.
Point indexFor nearest-neighbor or within-radius queries, use d3-quadtree.

Networking & State Sync

Netcode

ModelWhen To UseImplementation
Hybrid (client movement, server combat)Shooters, action sports, ranked duelsClient owns movement and sends capped-rate position updates. Server validates for anti-cheat. Combat (projectiles, hits, damage) is fully server-authoritative.
Server-authoritative with interpolationIO Style, persistent worldsClient sends input commands. Server simulates on fixed ticks and publishes authoritative snapshots. Client interpolates between snapshots.
Server-authoritative (basic logic)Turn-based, event-drivenServer validates and applies discrete actions (turns, phase transitions, votes). Client displays confirmed state.

Realtime Data Model

  • Snapshots and diffs: Publish state as events. Send a full snapshot on join/resync, then per-tick diffs for regular updates.
  • Batch per tick: Keep events small and typed. Batch high-frequency updates per tick.
  • Avoid UI framework state for game updates: Use requestAnimationFrame or a Canvas/Three.js loop for simulation, not React state. Reserve UI framework state for menus, HUD, and forms.
  • Broadcast vs per-connection: Use c.broadcast(...) for shared updates and conn.send(...) for private/per-player data.

Shared Simulation Logic

Shared simulation logic runs on both the client and the server. For example, an applyInput(state, input, dt) function that integrates velocity and clamps to world bounds can run on the client for prediction and on the server for validation.

  • Hybrid modes: Client runs shared movement as primary authority, server runs it for anti-cheat validation.
  • Server-authoritative modes: Client uses shared logic for interpolation and prediction only.
  • Keep it pure: Movement integration, input transforms, collision helpers, and constants only.
  • Put shared code in src/shared/: Keep deterministic helpers in src/shared/sim/* with no side effects.

Interest Management

Control what each client receives to reduce bandwidth and prevent information leaks.

Per-Player Replication Filters

  • Filter by relevance: Send each client only state relevant to that player (proximity, line-of-sight, team, or game phase).
  • Shooters and action games: Limit replication by proximity and optional field-of-view checks.
  • Server-side only: Clients should never receive data they should not see.

Sharded Worlds

  • Partition large worlds: Use chunk actors keyed by worldId:chunkX:chunkY.
  • Subscribe to nearby chunks: Clients connect only to nearby partitions (for example a 3x3 chunk window).
  • Use sparingly: Only when the world is large and state-heavy (sandbox builders, MMOs), not as a default for small matches.

Backend Infrastructure

Persistence

  • In-memory state: Best for realtime game state that changes every tick (player positions, inputs, match phase, scores).
  • SQLite (rivetkit/db): Better for large or table-like state that needs queries, indexes, or long-term persistence (tiles, inventory, matchmaking pools). Serialize DB work through a queue since multiple actions can hit the same actor concurrently.

Matchmaking Patterns

Common building blocks used across the architecture patterns below.

Actor Topology

PrimitiveUse WhenTypical Ownership
matchmaker["main"] + match[matchId]Session-based multiplayer (battle royale, arena, ranked, party, turn-based)Matchmaker owns discovery/assignment. Match owns lifecycle and gameplay state.
chunk[worldId,chunkX,chunkY]Large continuous worlds that need shardingEach chunk owns local players, chunk state, and local simulation.
world[playerId]Per-player progression loops (idle/solo world state)Per-player resources, buildings, timers, and progression.
player[username]Canonical profile/rating reused across matchesDurable player stats (for example rating and win/loss).
leaderboard["main"]Shared rankings across many matches/playersGlobal ordered score rows and top lists.

Queueing Strategy

  • Multiple players can hit the matchmaker at the same time, so actions like find/create, queue/unqueue, and close need to be serialized through actor queues to avoid races.
  • Match-local actions (gameplay, scoring) do not need queueing unless they write back to the matchmaker.

Security And Anti-Cheat

Start with this baseline, then harden further for competitive or high-risk environments.

Baseline Checklist

  • Identity: Use c.conn.id as the authoritative transport identity. Treat playerId/username in params as untrusted input and bind through server-issued assignment/join tickets.
  • Authorization: Validate the caller is allowed to mutate the target entity (room membership, turn ownership, host-only actions).
  • Input validation: Clamp sizes/lengths, validate enums, and validate usernames (length, allowed chars, avoid unbounded Unicode).
  • Rate limiting: Per-connection rate limits for spammy actions (chat, join/leave, fire, movement updates).
  • State integrity: Server recomputes derived state (scores, win conditions, placements). Never allow client-authoritative changes to inventory/currency/leaderboard totals.

Movement Validation

For any mode with client-authoritative movement (hybrid flows), clients may send position/rotation updates for smoothness, but the server must:

  • Enforce max delta per update (speed cap) based on elapsed time.
  • Reject or clamp teleports.
  • Enforce world bounds (and basic collision if applicable).
  • Rate limit update frequency (for example 20Hz max).

Architecture Patterns

Each game type below starts with a quick summary table, then details actors and lifecycle.

Battle Royale

TopicSummary
MatchmakingImmediate routing to the fullest non-started lobby (oldest tie-break); players wait in lobby until capacity, then the match starts.
NetcodeHybrid. Client owns movement, camera, and local prediction. Server owns zone state, projectiles, hit resolution, eliminations, loot, and final placement.
Tick Rate10 ticks/sec (100ms) with a fixed loop for zone progression and lifecycle checks.
PhysicsClient owns movement with server anti-cheat validation; projectiles, hits, and damage are server-authoritative. Use @dimforge/rapier3d for 3D or @dimforge/rapier2d for top-down 2D.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Finds or creates lobbies, tracks pending reservations, and maintains occupancy.

  • Actions

    • findMatch
    • pendingPlayerConnected
    • updateMatch
    • closeMatch
  • Queues

    • findMatch
    • pendingPlayerConnected
    • updateMatch
    • closeMatch
  • State

    • SQLite
    • matches
    • pending_players
    • player_count includes connected and pending players
  • Key: match[matchId]

  • Responsibility: Runs lobby/live/finished phases, owns player state, zone progression, and eliminations.

  • Actions

    • connect
    • Movement and combat actions
  • Queues

    • None
  • State

    • JSON
    • phase
    • players
    • zone
    • eliminations
    • snapshot data

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: findMatch()
	alt no open lobby
		MM->>M: create(matchId)
	end
	MM-->>C: {matchId, playerId}
	C->>M: connect(playerId)
	M->>MM: pendingPlayerConnected(matchId, playerId)
	MM-->>M: accepted
	Note over M: lobby countdown -> live
	M-->>C: snapshot + shoot events
	M->>MM: closeMatch(matchId)

Arena

TopicSummary
MatchmakingMode-based fixed-capacity queues (duo, squad, ffa) that build only full matches and pre-assign teams (except FFA).
NetcodeHybrid. Client owns movement plus prediction and smoothing. Server owns team or FFA assignment, projectiles, hit resolution, phase transitions, and scoring.
Tick Rate20 ticks/sec (50ms) with a tighter loop for live team and FFA snapshots.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/entities.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Runs mode queues, builds full matches, assigns teams, and publishes assignments.

  • Actions

    • queueForMatch
    • unqueueForMatch
    • matchCompleted
  • Queues

    • queueForMatch
    • unqueueForMatch
    • matchCompleted
  • State

    • SQLite
    • player_pool
    • matches
    • assignments keyed by connection and player
  • Key: match[matchId]

  • Responsibility: Runs match phases and in-match player/team state for score and win conditions.

  • Actions

    • connect
    • Gameplay actions
  • Queues

    • None
  • State

    • JSON
    • phase
    • players
    • team assignments
    • score and win state

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: queueForMatch(mode)
	Note over MM: enqueue in player_pool
	Note over MM: fill when capacity reached
	MM->>M: create(matchId, assignments)
	Note over MM: persist assignments
	MM-->>C: assignmentReady
	C->>M: connect(playerId)
	Note over M: waiting -> live when all players connect
	M->>MM: matchCompleted(matchId)

IO Style

TopicSummary
MatchmakingOpen-lobby routing to the fullest room below capacity; room counts are heartbeated and new lobbies are auto-created when needed.
NetcodeServer-authoritative with interpolation. Client sends input intents and interpolates. Server owns movement, bounds, room membership, and canonical snapshots.
Tick Rate10 ticks/sec (100ms) with lightweight periodic room snapshots.
PhysicsLow to medium intensity; server-authoritative kinematic movement, escalating to a physics engine only when collisions get complex.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Routes players into the fullest open lobby and tracks reservations and occupancy.

  • Actions

    • findLobby
    • pendingPlayerConnected
    • updateMatch
    • closeMatch
  • Queues

    • findLobby
    • pendingPlayerConnected
    • updateMatch
    • closeMatch
  • State

    • SQLite
    • matches
    • pending_players
    • Occupancy includes pending reservations
  • Key: match[matchId]

  • Responsibility: Runs per-match movement simulation and broadcasts snapshots.

  • Actions

    • connect
    • setInput
  • Queues

    • None
  • State

    • JSON
    • players
    • inputs
    • movement state
    • snapshot cache

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: findLobby()
	alt no open lobby
		MM->>M: create(matchId)
	end
	MM-->>C: {matchId, playerId}
	C->>M: connect(playerId)
	M->>MM: pendingPlayerConnected(matchId, playerId)
	MM-->>M: accepted
	Note over M: fixed tick simulation
	M-->>C: snapshot events
	M->>MM: closeMatch(matchId)

Open World

TopicSummary
MatchmakingClient-driven chunk routing from world coordinates, with nearby chunk windows preloaded via adjacent chunk connections.
NetcodeHybrid for sandbox (client movement with validation) or server-authoritative for MMO-like flows. Server owns chunk routing, persistence, and canonical world state.
Tick Rate10 ticks/sec per chunk actor (100ms), so load scales with active chunks.
PhysicsMedium to high at scale; chunk-local simulation can be server-authoritative (MMO-like) or client movement with server validation (sandbox-like).

Actors

  • Key: chunk[worldId,chunkX,chunkY]
  • Responsibility: Owns chunk-local players, blocks, movement tick, and chunk membership.
  • Actions
    • connect
    • enterChunk
    • addPlayer
    • setInput
    • leaveChunk
    • removePlayer
  • Queues
    • None
  • State
    • JSON
    • connections
    • players
    • blocks scoped to one chunk key

Lifecycle

sequenceDiagram
	participant C as Client
	participant CH as chunk

	Note over C: resolve chunk keys from world position
	loop each visible chunk
		C->>CH: connect(worldId, chunkX, chunkY, playerId)
		Note over CH: store connection metadata
	end
	C->>CH: enterChunk/addPlayer
	loop movement updates
		C->>CH: setInput(...)
		CH-->>C: snapshot
	end
	C->>CH: leaveChunk/removePlayer or disconnect
	Note over CH: remove membership and metadata

Party

TopicSummary
MatchmakingHost-created private party flow using party codes and explicit joins.
NetcodeServer-authoritative (basic logic). Server owns membership, host permissions, and phase transitions.
Tick RateNo continuous tick; updates are event-driven (join, start, finish).
PhysicsLow intensity for lobby-first flows; usually no dedicated physics or indexing unless you add realtime mini-games.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Handles party create/join flow, validates join tickets, and tracks party size.

  • Actions

    • createParty
    • joinParty
    • verifyJoin
    • updatePartySize
    • closeParty
  • Queues

    • createParty
    • joinParty
    • verifyJoin
    • updatePartySize
    • closeParty
  • State

    • SQLite
    • parties
    • join_tickets for party lookup and join validation
  • Key: match[matchId]

  • Responsibility: Owns party members, host role, ready flags, and phase transitions.

  • Actions

    • connect
    • startGame
    • finishGame
  • Queues

    • None
  • State

    • JSON
    • members
    • host
    • ready state
    • phase
    • party events

Lifecycle

Host Flow

sequenceDiagram
	participant H as Host Client
	participant MM as matchmaker
	participant M as match

	H->>MM: createParty()
	MM-->>H: {matchId, partyCode, playerId, joinToken}
	H->>M: connect(playerId, joinToken)
	M->>MM: verifyJoin(...)
	MM-->>M: allowed
	M->>MM: updatePartySize(playerCount)
	H->>M: startGame() / finishGame()
	M->>MM: closeParty(matchId)

Joiner Flow

sequenceDiagram
	participant J as Joiner Client
	participant MM as matchmaker
	participant M as match

	J->>MM: joinParty(partyCode)
	MM-->>J: {matchId, playerId, joinToken}
	J->>M: connect(playerId, joinToken)
	M->>MM: verifyJoin(...)
	MM-->>M: allowed / denied
	M->>MM: updatePartySize(playerCount)

Ranked

TopicSummary
MatchmakingELO-based queue pairing with a widening search window as wait time increases.
NetcodeHybrid. Client owns movement with local prediction and interpolation. Server owns projectiles, hit resolution, match results, and rating updates.
Tick Rate20 ticks/sec (50ms) with fixed live ticks for deterministic pacing and broadcast cadence.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/hit resolution.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Runs rating-based queueing, pairing, assignment persistence, and completion fanout.

  • Actions

    • queueForMatch
    • unqueueForMatch
    • matchCompleted
  • Queues

    • queueForMatch
    • unqueueForMatch
    • matchCompleted
  • State

    • SQLite
    • player_pool
    • matches
    • assignments with rating window and connection scoping
  • Key: match[matchId]

  • Responsibility: Runs ranked match phase, score, and winner reporting.

  • Actions

    • connect
    • Gameplay actions
  • Queues

    • None
  • State

    • JSON
    • phase
    • players
    • score
    • winner
    • completion payload
  • Key: player[username]

  • Responsibility: Stores canonical player MMR and win/loss profile.

  • Actions

    • initialize
    • getRating
    • applyMatchResult
  • Queues

    • None
  • State

    • JSON
    • rating
    • wins
    • losses
    • match counters
  • Key: leaderboard["main"]

  • Responsibility: Stores and serves top-ranked players.

  • Actions

    • updatePlayer
  • Queues

    • None
  • State

    • SQLite
    • Leaderboard score rows
    • Top-list ordering

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant P as player
	participant M as match
	participant LB as leaderboard

	C->>MM: queueForMatch(username)
	MM->>P: initialize/getRating
	P-->>MM: rating
	Note over MM: store queue row + retry pairing
	MM->>M: create(matchId, assigned players)
	MM-->>C: assignmentReady
	C->>M: connect(username)
	M->>MM: matchCompleted(...)
	MM->>P: applyMatchResult(...)
	MM->>LB: updatePlayer(...)
	Note over MM: remove matches + assignments rows

Turn-Based

TopicSummary
MatchmakingAsync private-invite and public-queue pairing in the same pattern.
NetcodeServer-authoritative (basic logic). Client can draft moves before submit. Server owns turn ownership, committed move log, turn order, and completion state.
Tick RateNo continuous tick; move submission and turn transitions drive updates.
PhysicsVery low intensity; no realtime physics loop, just discrete rules validation. Indexing is optional and mostly for board or query convenience at scale.

Actors

  • Key: matchmaker["main"]

  • Responsibility: Handles private invite and public queue pairing for async matches.

  • Actions

    • createGame
    • joinByCode
    • queueForMatch
    • unqueueForMatch
    • closeMatch
  • Queues

    • createGame
    • joinByCode
    • queueForMatch
    • unqueueForMatch
    • closeMatch
  • State

    • SQLite
    • matches
    • player_pool
    • assignments for invite and queue mapping
  • Key: match[matchId]

  • Responsibility: Owns board state, turn order, move validation, and final result.

  • Actions

    • connect
    • makeMove
  • Queues

    • None
  • State

    • JSON
    • board
    • turns
    • players
    • connection presence
    • result

Lifecycle

Public Queue

sequenceDiagram
	participant A as Client A
	participant B as Client B
	participant MM as matchmaker
	participant M as match

	A->>MM: queueForMatch()
	B->>MM: queueForMatch()
	Note over MM: pair first two queued players
	MM->>M: create(matchId) + seed X/O players
	MM-->>A: assignment/match info
	MM-->>B: assignment/match info
	A->>M: connect(playerId)
	B->>M: connect(playerId)
	A->>M: makeMove()
	B->>M: makeMove()
	opt all players disconnected for timeout
		Note over M: destroy after idle timeout
	end
	M->>MM: closeMatch(matchId)

Private Invite

sequenceDiagram
	participant A as Client A
	participant B as Client B
	participant MM as matchmaker
	participant M as match

	A->>MM: createGame()
	MM-->>A: {matchId, playerId, inviteCode}
	B->>MM: joinByCode(inviteCode)
	MM->>M: create(matchId) + seed X/O players
	MM-->>A: assignment/match info
	MM-->>B: assignment/match info
	A->>M: connect(playerId)
	B->>M: connect(playerId)
	A->>M: makeMove()
	B->>M: makeMove()
	M->>MM: closeMatch(matchId)

Idle

TopicSummary
MatchmakingNo matchmaker; each player uses a direct per-player actor and a shared leaderboard actor.
NetcodeServer-authoritative (basic logic). Client owns UI and build intent. Server owns resources, production rates, building validation, and leaderboard totals.
Tick RateNo continuous tick; use c.schedule.after(...) for coarse intervals and compute offline catch-up from elapsed wall time.
PhysicsNone for standard idle loops; transitions are discrete (build, collect, upgrade) and do not need spatial indexing.

Actors

  • Key: world[playerId]

  • Responsibility: Owns one player's progression, buildings, production scheduling, and state updates.

  • Actions

    • initialize
    • build
    • collectProduction
  • Queues

    • None
  • State

    • JSON
    • Per-player buildings
    • resources
    • timers
    • progression state
  • Key: leaderboard["main"]

  • Responsibility: Stores global scores and serves leaderboard updates.

  • Actions

    • updateScore
  • Queues

    • updateScore
  • State

    • SQLite
    • scores table keyed by player
    • Current leaderboard totals

Lifecycle

sequenceDiagram
	participant C as Client
	participant W as world
	participant LB as leaderboard

	C->>W: getOrCreate(playerId) + initialize()
	Note over W: seed state + schedule collection
	W-->>C: stateUpdate
	loop gameplay loop
		C->>W: build() / collectProduction()
		W->>LB: updateScore(...)
	Note over LB: upsert scores
	LB-->>C: leaderboardUpdate
	W-->>C: stateUpdate
	end

Reference Map

Actors

Cli

Clients

Cookbook

Deploy

General

Self Hosting

來自 rivet-dev 的更多技能

rivetkit-actors
rivet-dev
使用 Rivet Actors 構建有狀態後端:高效能、長生命週期、記憶體內、持久化的程序。當您超越 HTTP、資料庫或佇列的極限時使用。…
official
agent-browser
rivet-dev
自動化瀏覽器操作,用於網頁測試、表單填寫、螢幕截圖與資料擷取。當使用者需要瀏覽網站、與網頁互動時使用。
official
rivetkit
rivet-dev
為AI代理、多人應用程式及工作流程自動化提供長效、具狀態的運算。Actor是持久化的記憶體處理程序,能在無需資料庫往返的情況下跨請求維持狀態,並自動從零擴展至數百萬個並行實例。內建透過WebSocket與事件的即時通訊、用於有序訊息處理的持久佇列,以及用於結構化資料查詢的SQLite。透過Rivet Cloud或自託管方式,狀態可在重啟或崩潰後持續保留...
official
rivetkit-actors
rivet-dev
使用 Rivet Actors 構建有狀態後端:高效能、長生命週期、記憶體內、持久化的程序。當您超越 HTTP、資料庫或佇列的限制時使用。…
official
rivetkit-client-javascript
rivet-dev
用於連接 Rivet Actors 的 JavaScript 客戶端,支援無狀態與有狀態連線。相容瀏覽器、Node.js 和 Bun 環境,可透過環境變數或明確設定自動偵測端點。提供兩種互動模式:獨立請求的無狀態動作呼叫,以及具即時事件訂閱功能的有狀態連線。包含低階 HTTP 與 WebSocket 存取,適用於實作 onRequest 或 onWebSocket 處理器的 Actors。提供複合陣列式...
official
rivetkit-client-react
rivet-dev
用於連接Rivet Actors的React客戶端,提供鉤子與即時狀態管理。透過createRivetKit()建立類型化鉤子,並使用useActor()搭配鍵值與可選參數連接Actor實例。使用useEvent()訂閱Actor事件,並透過connStatus與error狀態監控連線生命週期。使用createClient()進行無狀態一次性呼叫、Actor發現方法(get、getOrCreate、create、getForId),以及低階HTTP/WebSocket存取。支援複合陣列鍵值...
official
rivetkit-client-swift
rivet-dev
用於連接 Rivet Actors 的 Swift 客戶端,支援無狀態與有狀態連線模式。提供無狀態動作呼叫及持久化 WebSocket 連線,並透過 AsyncStream 實現即時事件串流。支援 0 至 5 個位置引數的型別化動作呼叫,以及針對更多引數的原始 JSON 回退方案。透過狀態變更、錯誤、開啟與關閉串流,實現連線生命週期監控。支援低階 HTTP 與 WebSocket 存取,適用於自訂 onRequest 及...
official
rivetkit-client-swiftui
rivet-dev
用於連接Rivet Actors的SwiftUI客戶端函式庫,具備反應式綁定與事件串流功能。提供@Actor屬性包裝器,支援get-or-create語義與連線生命週期管理,以及用於環境設定與事件訂閱的視圖修飾器。支援型別化非同步動作、fire-and-forget發送,以及0–5個型別化參數的AsyncStream事件訂閱。包含連線狀態追蹤、透過ActorError的錯誤處理,以及用於階層式Actor的複合鍵支援...
official