pub fn broadcast_chunk_update<P>(&self, chunk: ChunkPosition, packet: P, neq: Option<Entity>)
    where
        P: Packet + 'static,
    {
        self.broadcaster.broadcast_chunk_update(chunk, packet, neq);
    }
/// Broadcasts a packet to all players who
/// are able to see a given chunk.
///
/// The packet is sent lazily in a separate system.
///
/// If `neq` is set to an entity, the packet
/// will not be sent to that player.
///
/// This function runs in linear time with
/// regard to the number of players able to see
/// the chunk.
Broadcasts a packet to all players who
are able to see a given chunk.

The packet is sent lazily in a separate system.

If `neq` is set to an entity, the packet
will not be sent to that player.

This function runs in linear time with
regard to the number of players able to see
the chunk.
Broadcasts a packet to all players who are able to see a given chunk . The packet is sent lazily in a separate system . If ` neq ` is set to an entity the packet will not be sent to that player . This function runs in linear time with regard to the number of players able to see the chunk .
pub fn broadcast_chunk_update<P>(&self, chunk: ChunkPosition, packet: P, neq: Option<Entity>)
    where
        P: Packet + 'static,
    {
        self.broadcaster.broadcast_chunk_update(chunk, packet, neq);
    }
pub fn broadcast_chunk_update < P > ( & self , chunk : ChunkPosition , packet : P , neq : Option < Entity > ) where P : Packet + ' static , { self . broadcaster . broadcast_chunk_update ( chunk , packet , neq ) ; }
Broadcasts a packet to all players who
are able to see a given chunk.
Broadcasts a packet to all players who are able to see a given chunk .
&self
chunk
ChunkPosition
packet
P
neq
Option<Entity>
&self
chunk
ChunkPosition
packet
P
neq
Option<Entity>