@anysync/game-live
v1.0.0
Published
The live game link: races the WebRTC data channel against the WebSocket relay (via @anysync/game-net) and exposes one fast game channel to a game module. Never TURN.
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@anysync/game-live — the live game link
Races the peer-to-peer WebRTC data channel ("direct", STUN-only) against the
signaling WebSocket relay ("ws") using @anysync/game-net, and hands a game
module one channel { send, on, which } that always uses the faster open path.
TURN is never used (it adds a server hop a game cannot afford). The app injects
thin send/subscribe adapters for the two real transports; deliver(name, str)
feeds inbound frames back per-transport so ping/pong RTT stays accurate.
