Glossary

One line per term. The linked page is the one that covers it in full.

A

TermMeaning
AlarmA named timer on a room that survives hibernation and a server stop. It wakes the room when it fires.
AnchorIn a spatial-grid collection, the record whose id equals the client id. Its position decides what that client sees.
AsleepSee Hibernate.
AwakeA room that is currently running. An awake room bills room-hours, an asleep one bills nothing.

B

TermMeaning
BotA scripted client session opened by irtio simulate or spawnBots. It uses the same client SDK a browser does.

C

TermMeaning
CapThe plan or project ceiling on a billed meter. At the cap, new work is refused or an alert is raised, depending on the plan.
ClientOne connected player session, identified by a client id. Use this word for the connection, and player for the person.
CollectionOne named group in the schema, declared as an entity or a singleton. Visibility and ownership are decided per collection.
CorrectionA frame telling an owner the server overrode its write. It overwrites the fields the server changed and leaves the rest alone.

D

TermMeaning
DeltaOne frame carrying the fields that changed since the previous one, plus the adds and removes.
DeploymentOne deployed version of a project, produced by irtio deploy. Old deployments are kept, because old snapshots need their schema to decode.

E

TermMeaning
EntityA collection of many instances, each under an id you choose and each with an owner. Declared with entity(fields, options?).
Event modemode: 'event'. The room has no loop and runs handlers as they arrive. It hibernates after idleMs of silence.

F

TermMeaning
FlushSending the owned writes batched since the last one. It happens once per animation frame, capped at writeIntervalMs (50 ms by default), or on room.flush().

H

TermMeaning
HibernateTo save a room’s whole state and stop it. The next join restores the state and resumes at the tick the room stopped on.

I

TermMeaning
IdentityA stable anonymous player id that survives reconnects, hibernation and closing the tab. Turned on with identity: true.
InstanceOne record in an entity collection, stored under its id, with exactly one owner.
Intent fieldA field a client writes to say what it is trying to do, such as a direction. The server turns it into force in tick.
Interest managementSending a client only the records near it, using visibility: 'spatial-grid'. Records enter and leave as ordinary adds and removes.
InterpolationDrawing non-owned entities at now - interpDelayMs, blending between the two authoritative values either side. This is what room.render does.
InvariantA built-in check irtio simulate runs against the bytes on the wire, such as bandwidth or correction-storm. A violation exits 1.

L

TermMeaning
LeaderboardA named board of integer scores per project, written only from your room code.

M

TermMeaning
MispredictionA correction that disagrees with what the client predicted for that same server tick. Reported in world units.

O

TermMeaning
OwnerThe one party whose writes to an instance are accepted, either a connected client or the server. The server’s owner id is the empty string.

P

TermMeaning
PlayerThe person. Use client when talking about the connection.
Player storageA per-player key-value store that outlives any one room, read and written from your room code.
PredictionRunning a local copy of the room’s physics ahead of the server so a player’s own body answers input immediately.
PresenceThe built-in clients collection, ordered by join. You read it as room.clients.
ProjectThe unit that holds room types, deployments and usage.
Project keyThe public id in your schema’s project option. Safe in client code and in a public repository. It is not a secret and not an API key.

Q

TermMeaning
Quick matchA queue that answers with a room code, so two strangers end up in the same room without sharing one.

R

TermMeaning
ReconciliationRebasing the client’s local physics world onto the server’s values and re-stepping it, once per authoritative tick.
Relay roomA room that runs no code of yours. It gives you presence, a room code and a raw message channel, and holds no state beyond the presence list.
RoleA label a client joins as, declared in the schema’s roles list. A role is a visibility filter and a value to check in a handler, not access control on its own.
RoomOne live server-side session of your game, with its own state, its own id and its own lifecycle.
Room busroom.bus, the direct route from one of your rooms to another. Scoped to your project.
Room codeThe room id, as it appears in a shareable link. A code with no prefix means the default room type.
Room-hourOne hour of one room being awake. This is the main billed meter, and a hibernated room accrues none.
Room typeA named room definition in a project, with its own schema, tick rate, memory budget and retention window.
RPCA typed call from a client to a room handler that decides what actually happened, and replies. A throw inside one rejects the caller’s promise.

S

TermMeaning
SaveA numbered generation of a room’s state written by room.save(), restorable later with irtio rooms restore.
ScenarioA file that scripts bots and asserts against the server’s own recorded timeline, run with irtio simulate.
SchemaThe single typed description of everything a room shares. Both halves of your game import it, and the wire format comes from it.
ShardOne of the servers a project runs on. Every project starts on shard 0, and a room lives on one shard for its whole life.
Simulated playerA real client session testRoom joins inside your test process, on a fake clock and with no sockets.
SingletonA collection with exactly one instance and no id. Read and write its fields directly.
Size classSmall, Medium or Large, derived from a room type’s declared memoryMb. It decides the rate that room’s hours are billed at.
SnapshotThe room’s whole state, written when it hibernates and read back on the next join. Unlike a save, you do not ask for one.
Spatial gridvisibility: 'spatial-grid'. The world is divided into square cells, and a client receives the records in the block of cells around its anchor.

T

TermMeaning
TickOne server simulation step. Writes and RPCs that arrived since the last one are already applied when tick runs.
Tick rateTicks per second in tick mode. An integer from 1 to 240, 20 by default, set as tickRate in irtio/room.ts.

V

TermMeaning
ValidateThe room function that accepts, clamps or rejects an owner’s write before anyone else sees it. Return next, prev, or a corrected object.
VisibilityThe per-collection option deciding who receives it. 'all', 'role' or 'spatial-grid'.

W

TermMeaning
World builderThe shared module both halves import for prediction, exporting gravity, setup, bodies and intents. By convention it is irtio/world.ts.

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