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modules.connected_users

Snapshot of every person on the world: the published presence roster, one record per person, resynced from __presence.revision() / __presence.roster() on a half-second loop and before every read. Exposes connectedUsers.localUser, connectedUsers.list(), connectedUsers.agents(), and per-user lookup keyed by user identity.

Each connectedUser carries identity, displayName, isLocal, data (the per-player runtime_data store bound to their identity), entity (their avatar, resolved on access), engines (the engines they're connected through) and agents (the agents working for them). onConnect / onDisconnect fire as people join or leave the roster; onLocalConnect fires once the local person's record is established.

Used by the spawners (player_spawner / camera_spawner) to resolve "which player is the LOCAL one" through the scene registry — identities are internal and never appear in a 3D-world query, so the registry is the only source.