Members
authorityreadonly
Who owns the part of the simulation this client does not.
Defaults to a LocalAuthority over this session's own world, which is the
single-player case and not a placeholder for one. Passing something else is
how a remote authority arrives — there is deliberately no flag and no
branch, so the local path is the one every host exercises by default and
cannot rot unnoticed.
canFlyreadonly
Trusted host capability. Local solo worlds grant flight to their owner.
catalogreadonly
The star catalog. A host that has the packed asset passes it; a test that
does not gets SOL_ONLY_CATALOG and a galaxy that is entirely procedural
outside the Solar System.
cutscenesreadonly
The scenes the director can play. The shipped ones by default; a test hands the director a script of its own here rather than registering it in a module constant.
nowreadonly
Injected so nothing here reaches for a host clock.
onWorldReplacedreadonly
Called after the world is replaced, so a host can drop derived state.
There is exactly one question here — "what becomes stale when the world changes?" — and a host answers it in one place. Spread over three methods and answered differently in each, the client reset the origin and the scene and forgot the starfield and the terrain, so loading a save taken four light years away kept the old stars: the re-survey is gated on having moved, and from the cache's point of view nothing had.
poolSizereadonly
renderreadonly
The host's render side, as much of it as it has.
What is not supplied, renderHost answers headlessly — so a test names
the two members it is about and the harness sees a whole port. A nested
object rather than members beside world: nothing in it can shadow the
getter this module exists to protect.
seedreadonly
storereadonly
systemreadonly
workersreadonly
Where worker tasks run. null means no pool at all — generation falls back
to the main thread, which is a degraded but working game.