High-level ECS manager providing clean server-side API.
Serializes and deserializes game state for network transmission.
static GameStateSnapshot createDeltaUpdate(ecs::wrapper::ECSWorld &world, uint32_t serverTick, const GameStateSnapshot &lastSnapshot)
Create a delta update (changed entities only)
static EntitySnapshot serializeEntity(ecs::wrapper::ECSWorld &world, uint32_t entityId)
Serialize entity to network format.
static GameStateSnapshot createFullSnapshot(ecs::wrapper::ECSWorld &world, uint32_t serverTick)
Create a full game state snapshot.
Serialized entity state for network transmission.
Complete game state at a given tick.
std::vector< EntitySnapshot > entities
uint32_t activePlayerCount