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fix(deps): update couch-kit - #51

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Jul 28, 2026
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fix(deps): update couch-kit#51
renovate[bot] merged 1 commit into
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renovate/couch-kit

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This PR contains the following updates:

Package Change Age Confidence
@couch-kit/cli (source) ^0.3.9^0.3.10 age confidence
@couch-kit/client (source) ^0.13.0^0.14.0 age confidence
@couch-kit/core (source) ^0.9.3^0.10.0 age confidence
@couch-kit/host (source) ^1.7.15^1.7.16 age confidence

Release Notes

faluciano/react-native-couch-kit (@​couch-kit/cli)

v0.3.10

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Patch Changes
faluciano/react-native-couch-kit (@​couch-kit/client)

v0.14.0

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Minor Changes
  • #​164 a157126 Thanks @​faluciano! - Send a projected state update as one relay frame instead of one per player

    A game with a project function sends every player their own view, which meant
    one WebSocket frame per player for every state change. Relays bill and
    rate-limit per inbound frame, so a four-player table paid four messages for one
    update and spent four of the display's 30-per-second budget.

    GameRuntimeTransport gains an optional sendMany(entries). When a transport
    implements it, the runtime hands over the whole projected batch at once;
    transports that do not — the LAN WebSocket path — keep receiving one send per
    connection and are unaffected.

    RelayDisplayHost implements it with a new DATA_MULTI envelope carrying a
    peer-id-to-payload map, which the relay unpacks into ordinary DATA frames.
    Phones need no update — nothing on the client side can tell a batched update
    from a unicast one. If the combined frame would exceed the relay's 256KB
    ceiling, the display falls back to individual frames rather than send something
    the relay would drop.

    Relays must be updated before displays: both bundled implementations
    (services/relay, services/relay-worker) understand DATA_MULTI, and an
    older relay answers it with MALFORMED. The type is host-only — a phone sending
    it is rejected, so it cannot be used to reach another phone directly.

  • #​164 a157126 Thanks @​faluciano! - Back the time-sync ping off to 30s once the clock estimate settles

    useGameClient's clock sync pinged every 5 seconds for the life of the
    connection. It now starts there and doubles to a 30-second ceiling
    (MAX_SYNC_INTERVAL), resetting to the fast interval whenever a new socket is
    established, including after a reconnect.

    The first few pings are what converge the offset; the clock difference they
    measure does not drift on a human timescale, so the fast interval stops earning
    its cost within about a minute. On a relay transport it is not free: each ping
    is a message in and a PONG back out, and pings are the only traffic an idle
    table generates at all. A four-player lobby went from 5,760 relay messages an
    hour to under 1,000 while sitting untouched.

    rtt and getServerTime() are unchanged in accuracy — both are updated by the
    same PONG handling as before, just less often once settled. Games needing the
    old cadence can dispatch their own pings; the constants
    (DEFAULT_SYNC_INTERVAL, MAX_SYNC_INTERVAL, SYNC_BACKOFF_FACTOR) are
    exported from @couch-kit/core.

Patch Changes
faluciano/react-native-couch-kit (@​couch-kit/core)

v0.10.0

Compare Source

Minor Changes
  • #​164 a157126 Thanks @​faluciano! - Back the time-sync ping off to 30s once the clock estimate settles

    useGameClient's clock sync pinged every 5 seconds for the life of the
    connection. It now starts there and doubles to a 30-second ceiling
    (MAX_SYNC_INTERVAL), resetting to the fast interval whenever a new socket is
    established, including after a reconnect.

    The first few pings are what converge the offset; the clock difference they
    measure does not drift on a human timescale, so the fast interval stops earning
    its cost within about a minute. On a relay transport it is not free: each ping
    is a message in and a PONG back out, and pings are the only traffic an idle
    table generates at all. A four-player lobby went from 5,760 relay messages an
    hour to under 1,000 while sitting untouched.

    rtt and getServerTime() are unchanged in accuracy — both are updated by the
    same PONG handling as before, just less often once settled. Games needing the
    old cadence can dispatch their own pings; the constants
    (DEFAULT_SYNC_INTERVAL, MAX_SYNC_INTERVAL, SYNC_BACKOFF_FACTOR) are
    exported from @couch-kit/core.

faluciano/react-native-couch-kit (@​couch-kit/host)

v1.7.16

Compare Source

Patch Changes

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This PR was generated by Mend Renovate. View the repository job log.

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renovate Bot enabled auto-merge (squash) July 28, 2026 03:54
@renovate
renovate Bot merged commit 3e3c1e7 into main Jul 28, 2026
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renovate Bot deleted the renovate/couch-kit branch July 28, 2026 03:59
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