import { TimeManagerOptions, TimeSnapshot, TimeState } from '@rpgjs/common'; export declare class ClientTimeManager { private snapshot; private listeners; /** * Server clock minus client clock, in milliseconds, measured when a snapshot is received. * The snapshot is anchored on the clock of the server: without this offset, a client clock that is * 1 second off shifts the displayed time by `scale / 60` game minutes. */ private clockOffset; configure(_options?: TimeManagerOptions): void; acceptSnapshot(snapshot: TimeSnapshot | null, options?: { measureClock?: boolean; }): void; patchSnapshot(patch: Partial): void; state(now?: number): TimeState | null; onChange(callback: (state: TimeState | null) => void): () => void; private emit; }