/**
 * Highest `owner_peer_id` value the wire format can faithfully represent.
 * Above this the +1 bias would alias into the "unowned" sentinel encoding.
 * Documented here so callers can see the limit without spelunking the
 * adapter internals.
 *
 * @type {number}
 */
export const MAX_OWNER_PEER_ID: number;
/**
 * Save-game adapter for {@link NetworkIdentity}.
 *
 * Wire layout: `network_id_varint, owner_peer_id_uint16, replication_flags_uint8`.
 *
 * Note: this is for *save-game* persistence, not the per-tick replication
 * stream. Network packets carry `network_id` inside individual `SimAction`
 * payloads; the component itself doesn't go on the wire (the receiver creates
 * a fresh NetworkIdentity locally).
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2025
 */
export class NetworkIdentitySerializationAdapter extends BinaryClassSerializationAdapter<any> {
    constructor();
    klass: typeof NetworkIdentity;
    version: number;
    /**
     * @param {BinaryBuffer} buffer
     * @param {NetworkIdentity} value
     */
    serialize(buffer: BinaryBuffer, value: NetworkIdentity): void;
    /**
     * @param {BinaryBuffer} buffer
     * @param {NetworkIdentity} value
     */
    deserialize(buffer: BinaryBuffer, value: NetworkIdentity): void;
}
import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
import { NetworkIdentity } from "../components/NetworkIdentity.js";
//# sourceMappingURL=NetworkIdentitySerializationAdapter.d.ts.map