@arcadible/sdk 1.3.1 → 1.4.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +5 -5
- package/dist/bus/protocol.js +6 -5
- package/dist/client.d.ts +6 -5
- package/dist/client.js +4 -4
- package/dist/lifecycle/client.d.ts +2 -2
- package/dist/lifecycle/client.js +37 -33
- package/dist/lifecycle/rules.d.ts +4 -4
- package/dist/lifecycle/rules.js +13 -14
- package/dist/lifecycle/server.d.ts +3 -3
- package/dist/lifecycle/server.js +8 -7
- package/dist/saves/client.d.ts +18 -7
- package/dist/saves/rules.js +4 -4
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +2 -2
package/README.md
CHANGED
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@@ -35,13 +35,13 @@ The package is for a game with a build step, such as a Vite project. A game with
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```js
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import { arcadible } from "@arcadible/sdk";
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await arcadible.
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await arcadible.initStart(); // first thing in your game's code
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arcadible.initProgress(0.5);
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// … load, build the scene, and draw the first frame …
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await arcadible.
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await arcadible.initComplete();
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```
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Call `
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Call `initStart()` first thing in your game's code, report how far along you are with `initProgress()`, from 0 to 1, if you can measure it, and call `initComplete()` once your first frame is drawn. Arcadible shows your splash and the progress until then, and `initComplete()` resolves once the loading screen has faded into your game.
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## Save and load
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@@ -54,9 +54,9 @@ const progress = saved ? JSON.parse(saved) : { level: 1 };
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await arcadible.saves.write("progress", JSON.stringify(progress));
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```
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-
A save is a name holding one string.
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A save is a name holding one string. Read your saves once as your game starts, keep the state in your game, and write at checkpoints. Every call returns a promise, and one that fails rejects with an `ArcadibleError`, whose `code` says what to do. `arcadible.saves.where` says who can read the saves back: every version of the game, only this build, or only until the page closes.
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Off Arcadible, such as on your dev server, the package still works, with the same rules and limits: there's no loading screen, so `
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Off Arcadible, such as on your dev server, the package still works, with the same rules and limits: there's no loading screen, so `initComplete()` resolves at once, saves are kept in the game's own browser storage, `arcadible.saves.where` is `"build"`, and `arcadible.build` is `null`.
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## Learn more
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package/dist/bus/protocol.js
CHANGED
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@@ -1,6 +1,6 @@
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// The bus's rules, shared by both ends so they can't drift apart: the
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// handshake, the message shapes, the error codes, and the limits on what
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// crosses it
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// crosses it. It knows nothing of any module.
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// [declare]
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// The bus's own version: the handshake and the message shapes. New modules,
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// names, and fields are additions within it.
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@@ -15,9 +15,9 @@ export const REQUEST_TIMEOUT = 10_000;
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// included, whatever framed it. Who may frame a build is decided outside the
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// game, where it can change: on Arcadible by each build's `frame-ancestors`,
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// which the browser enforces before the game runs, and elsewhere by whoever
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// serves it. So the host is never trusted with anything of value
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//
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//
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// serves it. So the host is never trusted with anything of value. Only
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// `null` is refused: a `file://` page or a sandboxed frame, which can't be
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// told apart.
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export function isHostOrigin(origin, origins) {
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return origins
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? origins.includes(origin)
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@@ -29,7 +29,7 @@ export const MAX_IN_FLIGHT = 64;
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// The largest message either side sends: room for a whole 1 MB save, or
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// every save at once (a game's are 1 MB together), and the rest of the
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// message. The page refuses a larger request, and never sends a larger
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// answer or event
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// answer or event.
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export const MAX_MESSAGE = 1024 * 1024 + 64 * 1024;
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// [declare]
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// Every code a call can fail with. Worth retrying: `busy`, `timeout`, and
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@@ -40,6 +40,7 @@ export const Codes = {
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Busy: "busy",
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Full: "full",
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Invalid: "invalid",
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// only `readSync`, `listSync`, and `infoSync` throw it, before `ready`.
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NotReady: "not_ready",
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Timeout: "timeout",
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TooLarge: "too_large",
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package/dist/client.d.ts
CHANGED
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@@ -24,22 +24,23 @@ export interface Arcadible {
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/** Saves that carry over between the game's versions. */
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readonly saves: Saves;
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/**
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*
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* await, and Arcadible shows the game's loading screen until
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* Starts the game's initialization: call it first, before anything you
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* await, and Arcadible shows the game's loading screen until
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* `initComplete()`.
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* It resolves as `ready` does, once the SDK and the saves are ready.
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*/
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-
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initStart(): Promise<Ready>;
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/**
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* How far along the initialization is, from 0 to 1, measured however the
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* game likes. Optional; a lower value than the last is ignored.
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*/
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initProgress(fraction: number): void;
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/**
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*
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* Completes the initialization, once the game's first frame is drawn:
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* Arcadible takes its loading screen down, and this resolves once the
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* game is visible.
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*/
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initComplete(): Promise<void>;
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}
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export type ClientOptions = {
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window?: Window;
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package/dist/client.js
CHANGED
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@@ -47,15 +47,15 @@ export function createClient(options = {}) {
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return settled ? settled.build : undefined;
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},
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saves,
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-
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-
lifecycle.
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initStart() {
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lifecycle.start();
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return ready;
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},
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initProgress(fraction) {
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lifecycle.progress(fraction);
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},
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-
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return lifecycle.
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initComplete() {
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return lifecycle.complete();
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},
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};
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}
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@@ -1,7 +1,7 @@
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import type { Bus } from "../bus/client.js";
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export type Lifecycle = {
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-
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start(): void;
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progress(fraction: unknown): void;
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complete(): Promise<void>;
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};
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export declare function createLifecycle(bus: Bus, win: Window | undefined): Lifecycle;
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package/dist/lifecycle/client.js
CHANGED
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@@ -1,18 +1,18 @@
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// The game's side of its initialization: `
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// `
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//
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//
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//
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// The game's side of its initialization: `initStart`, `initProgress`, and
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// `initComplete` on `arcadible`. The page keeps its loading screen only for
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// a game that started before its own `load`, which this side reports, once,
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// as it happens, so the page decides without a timer. Calls after that do
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// nothing, and the console says why once.
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import { isObject, log } from "../bus/protocol.js";
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import {
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import { COMPLETE_TIMEOUT, fractionOf, Names } from "./rules.js";
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// [function]
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export function createLifecycle(bus, win) {
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//
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// keep. `false` once `load` passed without a
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let
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// started before the game's `load`: the loading screen is the page's to
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// keep. `false` once `load` passed without a start.
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let started = null;
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let loaded = false;
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let last = -1;
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let
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let completed = null;
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let warnedLate = false;
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let warnedValue = false;
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const framed = Boolean(win && win.parent !== win);
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if (warnedLate || !framed)
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return;
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warnedLate = true;
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log("warn", `${call} came after the page loaded, so Arcadible's loading screen was already down. Call
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log("warn", `${call} came after the page loaded, so Arcadible's loading screen was already down. Call initStart() as your code starts, before anything you await or schedule for later.`);
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};
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const onLoad = function () {
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if (loaded)
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return;
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loaded = true;
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if (
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bus.emit(Names.Loaded, {
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if (started === null)
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started = false;
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bus.emit(Names.Loaded, { started });
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};
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const
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if (
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if (!
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const start = function (call) {
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if (started !== null) {
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if (!started)
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late(call);
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return;
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}
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if (loaded) {
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started = false;
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late(call);
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return;
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}
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bus.emit(Names.
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started = true;
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bus.emit(Names.Start);
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};
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// [start]
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// the game's own `load` is the frame's on the page: a game that
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// then keeps the loading screen. A script that runs after it (added by
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// the game's own `load` is the frame's on the page: a game that started
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// by then keeps the loading screen. A script that runs after it (added by
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// code, late) reports at once.
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if (win && typeof win.addEventListener === "function") {
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if (win.document?.readyState === "complete")
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win.addEventListener("load", onLoad, { once: true });
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}
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return {
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-
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start() {
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start("initStart");
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},
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progress(fraction) {
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const value = fractionOf(fraction);
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}
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return;
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}
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if (!
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start("initProgress");
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if (!started || completed || value <= last)
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return;
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last = value;
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bus.emit(Names.Progress, { fraction: value });
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},
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if (
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return
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complete() {
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if (completed)
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return completed;
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start("initComplete");
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// a page without a loading screen, an older one, or none standing
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// alone, answers `unsupported`: the game is visible already.
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-
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? bus
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completed = started
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? bus
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.request(Names.Complete, {}, isObject, {
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timeout: COMPLETE_TIMEOUT,
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})
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.then(() => undefined, () => undefined)
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: Promise.resolve();
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return
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return completed;
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},
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};
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}
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export declare const Names: {
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readonly
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readonly Start: "lifecycle.initStart";
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readonly Progress: "lifecycle.initProgress";
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readonly Loaded: "lifecycle.loaded";
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readonly
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readonly Complete: "lifecycle.initComplete";
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};
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export declare const INIT_SINCE = "1.
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export declare const
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export declare const INIT_SINCE = "1.4.0";
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export declare const COMPLETE_TIMEOUT = 60000;
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export declare function reportsInit(client: unknown): boolean;
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export declare function fractionOf(value: unknown): number | null;
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package/dist/lifecycle/rules.js
CHANGED
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// The game's initialization on the bus, shared by both ends: the messages'
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// names, and the first SDK that sends them
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//
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// `arcadible` itself.
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// names, and the first SDK that sends them. On the bus they're
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// `lifecycle`'s; games call them on `arcadible` itself.
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// [declare]
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export const Names = {
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// the game
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// the game started its initialization: an event.
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Start: "lifecycle.initStart",
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// how far along it is, `{ fraction }`, from 0 to 1: an event.
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Progress: "lifecycle.initProgress",
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// the game's own `load`, `{
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// the game's own `load`, `{ started }`: whether it started before it. An
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// event, sent once, so the page decides without a timer.
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Loaded: "lifecycle.loaded",
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// its first frame is drawn: a request, answered once the game is visible.
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Complete: "lifecycle.initComplete",
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};
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// The first SDK that sends them. An older one
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// The first SDK that sends them. An older one doesn't, so the page takes its
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// loading screen down at `load`, without waiting to hear.
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export const INIT_SINCE = "1.
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// How long `
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// the loading screen's minimum and fade, and a device held the wrong
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// for a while. Past it, the game goes on as if visible.
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export const
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export const INIT_SINCE = "1.4.0";
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// How long `initComplete()` waits for the page to say the game is visible:
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// past the loading screen's minimum and fade, and a device held the wrong
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// way for a while. Past it, the game goes on as if visible.
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export const COMPLETE_TIMEOUT = 60_000;
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// [function]
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// a version's numbers, `1.
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// a version's numbers, `1.4.0-beta.1` as [1, 4, 0], or null.
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function numbers(version) {
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const match = /^(\d+)\.(\d+)\.(\d+)/u.exec(version);
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return match ? [Number(match[1]), Number(match[2]), Number(match[3])] : null;
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@@ -1,8 +1,8 @@
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1
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import type { Module } from "../bus/server.js";
|
|
2
2
|
export type LifecycleHost = {
|
|
3
|
-
|
|
3
|
+
start(): void;
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|
4
4
|
progress(fraction: number): void;
|
|
5
|
-
loaded(
|
|
6
|
-
|
|
5
|
+
loaded(started: boolean): void;
|
|
6
|
+
complete(): Promise<void>;
|
|
7
7
|
};
|
|
8
8
|
export declare function lifecycleServer(host: LifecycleHost): () => Module;
|
package/dist/lifecycle/server.js
CHANGED
|
@@ -1,7 +1,8 @@
|
|
|
1
1
|
// The page's side of the game's initialization: it passes what the game
|
|
2
|
-
// reports to the page's loading screen, and answers `
|
|
3
|
-
// says the game is visible. A page without a loading screen leaves it
|
|
4
|
-
// so `
|
|
2
|
+
// reports to the page's loading screen, and answers `initComplete` once the
|
|
3
|
+
// page says the game is visible. A page without a loading screen leaves it
|
|
4
|
+
// out, so `initComplete` gets `unsupported`, which a game takes as visible
|
|
5
|
+
// at once.
|
|
5
6
|
// [import]
|
|
6
7
|
import { isObject } from "../bus/protocol.js";
|
|
7
8
|
import { fractionOf, Names } from "./rules.js";
|
|
@@ -9,23 +10,23 @@ import { fractionOf, Names } from "./rules.js";
|
|
|
9
10
|
export function lifecycleServer(host) {
|
|
10
11
|
return () => ({
|
|
11
12
|
handlers: {
|
|
12
|
-
[Names.
|
|
13
|
+
[Names.Complete]: {
|
|
13
14
|
parallel: true,
|
|
14
15
|
run: async () => {
|
|
15
|
-
await host.
|
|
16
|
+
await host.complete();
|
|
16
17
|
return {};
|
|
17
18
|
},
|
|
18
19
|
},
|
|
19
20
|
},
|
|
20
21
|
events: {
|
|
21
|
-
[Names.
|
|
22
|
+
[Names.Start]: () => host.start(),
|
|
22
23
|
[Names.Progress]: (data) => {
|
|
23
24
|
const fraction = isObject(data) ? fractionOf(data["fraction"]) : null;
|
|
24
25
|
if (fraction !== null)
|
|
25
26
|
host.progress(fraction);
|
|
26
27
|
},
|
|
27
28
|
[Names.Loaded]: (data) => {
|
|
28
|
-
host.loaded(isObject(data) && data["
|
|
29
|
+
host.loaded(isObject(data) && data["started"] === true);
|
|
29
30
|
},
|
|
30
31
|
},
|
|
31
32
|
});
|
package/dist/saves/client.d.ts
CHANGED
|
@@ -12,17 +12,28 @@ export interface Saves {
|
|
|
12
12
|
info(name: string): Promise<SaveInfo | null>;
|
|
13
13
|
/** Removes the save, if there is one. */
|
|
14
14
|
remove(name: string): Promise<void>;
|
|
15
|
-
/**
|
|
15
|
+
/**
|
|
16
|
+
* The save's string from memory, once `ready` has settled; before it,
|
|
17
|
+
* throws `not_ready`. Prefer `await read(name)`: read once as the game
|
|
18
|
+
* starts, and keep the state in the game.
|
|
19
|
+
*/
|
|
16
20
|
readSync(name: string): string | null;
|
|
17
|
-
/**
|
|
21
|
+
/**
|
|
22
|
+
* The names of the game's saves from memory, sorted, once `ready` has
|
|
23
|
+
* settled. Prefer `await list()`.
|
|
24
|
+
*/
|
|
18
25
|
listSync(): string[];
|
|
19
|
-
/**
|
|
26
|
+
/**
|
|
27
|
+
* Which version wrote the save, and when, from memory, once `ready` has
|
|
28
|
+
* settled. Prefer `await info(name)`.
|
|
29
|
+
*/
|
|
20
30
|
infoSync(name: string): SaveInfo | null;
|
|
21
31
|
/**
|
|
22
|
-
* Who can read the saves back, once `
|
|
23
|
-
* version of the game), `"build"` (only this
|
|
24
|
-
* until the page closes). `undefined` until
|
|
25
|
-
* be added: treat one you don't know as
|
|
32
|
+
* Who can read the saves back, once `initStart()` or `ready` has
|
|
33
|
+
* settled: `"game"` (every version of the game), `"build"` (only this
|
|
34
|
+
* build), or `"memory"` (only until the page closes). `undefined` until
|
|
35
|
+
* it's known. Other values may be added: treat one you don't know as
|
|
36
|
+
* `"game"`.
|
|
26
37
|
*/
|
|
27
38
|
readonly where: Where | undefined;
|
|
28
39
|
}
|
package/dist/saves/rules.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
// Saves' rules, shared by the game's side and the page's so they can't drift
|
|
2
|
-
// apart: the shapes, the limits, and their checks
|
|
2
|
+
// apart: the shapes, the limits, and their checks.
|
|
3
3
|
// [import]
|
|
4
4
|
import { ArcadibleError, Codes, isNumber, isObject, isStringOrNull, utf8Size, } from "../bus/protocol.js";
|
|
5
5
|
// [declare]
|
|
6
|
-
// Saves' limits, the same everywhere
|
|
6
|
+
// Saves' limits, the same everywhere.
|
|
7
7
|
export const MAX_SAVES = 32;
|
|
8
8
|
// Every save's document together, in UTF-8 bytes.
|
|
9
9
|
export const MAX_TOTAL = 1024 * 1024;
|
|
@@ -48,8 +48,8 @@ export function checkWrite(saves, name, data) {
|
|
|
48
48
|
return null;
|
|
49
49
|
}
|
|
50
50
|
// [function]
|
|
51
|
-
// What the page sends of a save, checked for only what a game relies on
|
|
52
|
-
//
|
|
51
|
+
// What the page sends of a save, checked for only what a game relies on,
|
|
52
|
+
// since the host is never trusted: extra fields pass.
|
|
53
53
|
export function isSaveMeta(value) {
|
|
54
54
|
return (isObject(value) &&
|
|
55
55
|
isStringOrNull(value["version"]) &&
|
package/dist/version.d.ts
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
export declare const VERSION = "1.
|
|
1
|
+
export declare const VERSION = "1.4.1";
|
package/dist/version.js
CHANGED
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"author": "Offst, Inc.",
|
|
3
|
-
"description": "The Arcadible SDK: saves that carry over between
|
|
3
|
+
"description": "The Arcadible SDK: Arcadible's loading screen for a game's initialization, and saves that carry over between its versions.",
|
|
4
4
|
"devDependencies": {
|
|
5
5
|
"@playwright/test": "1.63.0",
|
|
6
6
|
"@types/node": "^25.0.3",
|
|
@@ -43,5 +43,5 @@
|
|
|
43
43
|
],
|
|
44
44
|
"type": "module",
|
|
45
45
|
"types": "./dist/index.d.ts",
|
|
46
|
-
"version": "1.
|
|
46
|
+
"version": "1.4.1"
|
|
47
47
|
}
|