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Introduction
Quick start
Gallery
Tutorials
From your laptop to live
Your first multiplayer game
A 3D game with three.js
Bring your own engine
How-to guides
Writing a game
three.js and other engines
Playing alone, together, saved games
In your own Node app
Hosting it
Reference
Browser libraries
Limits
Protocol
Server API (generated)
hub
Classes
RoomHub
Session
Interfaces
Conn
HubStats
Limits
LiveStats
PlayerView
RoomsSnapshot
SavePort
SnapRoom
Spec
Who
Variables
CLOSE
DEFAULT_LIMITS
PROTOCOL
SHAPE
SNAPSHOT_FORMAT
Functions
applyPatch
badPath
changedOnly
cleanName
joinPatch
parseSpec
plain
sizeDelta
node
Classes
GuestPasses
Heartbeat
Tickets
Interfaces
Identity
SocketOptions
Variables
WS_OPTIONS
Functions
attach
clientAddress
connOf
fileSaves
gameHash
memorySaves
parseOrigins
sameSite
socketEvents
remote
Interfaces
Deployment
Remote
RemoteOptions
RemoteServerOptions
Functions
bootScript
createRemote
createRemoteServer
originAllowed
serve
Interfaces
GameServer
GameServerOptions
Functions
createGameServer
playPage
threeGlobal
Explanation
How it works
Performance
When to use tickcli
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gameHash
gameHash
(
bytes
):
string
Parameters
Section titled “Parameters”
bytes
Section titled “bytes”
string
|
Uint8Array
<
ArrayBufferLike
>
Returns
Section titled “Returns”
string