@bountyboard/arcade-sdk 1.0.0

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+ {"version":3,"sources":["../src/protocol.ts","../src/core.ts","../src/inert.ts","../src/index.ts"],"sourcesContent":["/**\n * Wire-protocol constants for the bb-arcade postMessage protocol. The protocol\n * version is deliberately decoupled from the npm package's semver: every\n * message carries `v: VERSION`, and the host accepts all messages of the same\n * major protocol. Bump VERSION only for a breaking wire change (which also\n * means a new /arcade-sdk/v2.js URL).\n */\nexport const VERSION = 1;\n\n/** `source` field on every message the game/SDK posts to the embedding page. */\nexport const SDK_MESSAGE_SOURCE = 'bb-arcade';\n\n/** `source` field on every message the Bounty Board host posts to the game. */\nexport const HOST_MESSAGE_SOURCE = 'bb-arcade-host';\n","/**\n * Bounty Board Arcade SDK core — a faithful, typed port of the original\n * public/arcade-sdk.js IIFE. The whole SDK is one factory so every piece of\n * state (blocked flag, pending requests, ad config, host config) lives in one\n * closure per instance, exactly like the original script. Behavior parity with\n * the shipped v1 script is the hard requirement here; the v1 behavior test\n * suite (src/__tests__/arcade-sdk.test.ts at the repo root) runs against the\n * generated artifact and must pass unchanged.\n */\nimport { HOST_MESSAGE_SOURCE, SDK_MESSAGE_SOURCE, VERSION } from './protocol';\nimport type {\n BBArcadeConfig,\n BBArcadeError,\n BBArcadeErrorCode,\n BBArcadeLockToHostOptions,\n BBArcadePlayer,\n BBArcadeRewardedAdOptions,\n BBArcadeRewardedAdResult,\n BBArcadeRewardedBreakOptions,\n BBArcadeSDK,\n} from './types';\n\n// Canonical production home, used for the site-lock \"play the original\" link.\nconst BOUNTY_BOARD_URL = 'https://www.bountyboard.gg/arcade';\nconst ADSENSE_CLIENT_ID = 'ca-pub-7727110228190547';\nconst AD_PLACEMENT_SRC =\n 'https://pagead2.googlesyndication.com/pagead/js/adsbygoogle.js?client=' + ADSENSE_CLIENT_ID;\nconst AD_PLACEMENT_SCRIPT_ID = 'bb-arcade-h5-ads';\nconst DEFAULT_AD_LOAD_TIMEOUT_MS = 6000;\nconst SAVE_TIMEOUT_MS = 15000;\n// How long init() waits for the host's config reply before resolving anyway.\n// Standalone play resolves immediately (there is no host to answer), so this\n// grace only delays games embedded somewhere that isn't a Bounty Board host.\nconst INIT_CONFIG_GRACE_MS = 1500;\n\n// Allowed by default: bountyboard.gg (and any *.bountyboard.gg subdomain),\n// Bounty Board's fixed staging alias, and localhost/127.0.0.1 for local\n// development — i.e. every environment Bounty Board itself serves the game\n// from. The staging alias is a single PINNED Bounty Board deployment, so\n// hardcoding that one host is safe; we still deliberately DON'T trust shared\n// or dynamic preview domains broadly (e.g. *.vercel.app) — a per-deploy\n// preview host or your own site must be added via the `allow` option.\n// This list gates BOTH the sitelock AND which parent origin may send the host\n// config (player identity / rewarded-ads), so a missing environment here\n// silently breaks the whole SDK handshake there, not just the sitelock.\nconst DEFAULT_ALLOW = [\n 'bountyboard.gg',\n 'bountyboard-staging.vercel.app',\n 'localhost',\n '127.0.0.1',\n];\n\n// Public half of the sitelock attestation keypair (ECDSA P-256, SPKI). The\n// matching private key lives ONLY in Bounty Board server env\n// (ARCADE_SITELOCK_PRIVATE_KEY); a re-hosting site can neither sign a fresh\n// attestation nor replay a captured one (the sender-origin check below).\nconst SITELOCK_PUBLIC_KEY_B64 =\n 'MFkwEwYHKoZIzj0CAQYIKoZIzj0DAQcDQgAE6WC8fJweDpfKRcZW9Q9eOLxPXmFCO8R8lY1kfZbuAQt65E0CTu2rM80XfW3nYrSAqO+Eev8gxrGS0bAnNaMDGg==';\n/** Attestations older/newer than this are stale (replay window). */\nconst SITELOCK_MAX_SKEW_MS = 5 * 60 * 1000;\n\n/**\n * Google H5 ads globals the SDK shims/loads on demand. A standalone shape\n * (not `extends Window`) so host apps that augment Window themselves (e.g.\n * test files declaring `adBreak?: jest.Mock`) can't create a conflicting\n * interface under a shared tsconfig.\n */\ntype AdsWindow = {\n adsbygoogle?: unknown[];\n adBreak?: (placement: Record<string, unknown>) => void;\n adConfig?: (settings: Record<string, unknown>) => void;\n};\n\ninterface HostAttestation {\n origin: string;\n ts: number;\n sig: string;\n}\n\n/** The identifying fields every rewarded-ad result/lifecycle event carries. */\ninterface AdResultBase {\n placement: string;\n reward: string;\n adBreakId: string;\n size?: 'small' | 'medium' | 'large';\n}\n\ninterface PendingEntry {\n resolve: (value: unknown) => void;\n reject: (err: BBArcadeError) => void;\n timer: ReturnType<typeof setTimeout>;\n}\n\ninterface NormalizedRewardedOptions {\n placement: string;\n reward: string;\n adBreakId: string;\n size: '' | 'small' | 'medium' | 'large';\n adChannel: string;\n testMode: boolean;\n loadTimeoutMs: number;\n beforeReward?: (showAd: () => void) => void;\n adViewed?: (result: BBArcadeRewardedAdResult) => void;\n adDismissed?: (result: BBArcadeRewardedAdResult) => void;\n adBreakDone?: (placementInfo: unknown) => void;\n onReward?: (result: BBArcadeRewardedAdResult) => void;\n onDismissed?: (result: BBArcadeRewardedAdResult) => void;\n onDone?: (result: BBArcadeRewardedAdResult) => void;\n onError?: (result: BBArcadeRewardedAdResult) => void;\n onUnavailable?: (result: BBArcadeRewardedAdResult) => void;\n}\n\nfunction sdkError(code: BBArcadeErrorCode): BBArcadeError {\n const err = new Error(code) as BBArcadeError;\n err.code = code;\n return err;\n}\n\nfunction b64ToBytes(b64: string): Uint8Array {\n const bin = atob(b64);\n const bytes = new Uint8Array(bin.length);\n for (let i = 0; i < bin.length; i++) bytes[i] = bin.charCodeAt(i);\n return bytes;\n}\n\nfunction cleanText(value: unknown, fallback?: string, max?: number): string {\n if (typeof value !== 'string') return fallback || '';\n return value.replace(/[^\\w:.-]+/g, '_').slice(0, max || 80) || fallback || '';\n}\n\nfunction toBoolean(value: unknown): boolean {\n return value === true || value === 'true' || value === '1';\n}\n\nfunction cleanRewardedSize(value: unknown): '' | 'small' | 'medium' | 'large' {\n return value === 'small' || value === 'medium' || value === 'large' ? value : '';\n}\n\nfunction safeCall<T>(fn: ((arg: T) => void) | undefined, arg?: T): void {\n if (typeof fn !== 'function') return;\n try {\n fn(arg as T);\n } catch (err) {\n setTimeout(function () {\n throw err;\n }, 0);\n }\n}\n\n// Normalize an allow-list entry to a bare hostname, so a game author can pass a\n// plain host (\"mygame.com\"), a full URL (\"https://mygame.com/play\"), or a\n// host:port and still match against the embedder's hostname.\nfunction toAllowedHost(value: unknown): string {\n const raw = String(value).toLowerCase().trim();\n if (!raw) return '';\n try {\n return new URL(raw.indexOf('//') === -1 ? 'https://' + raw : raw).hostname;\n } catch (err) {\n return raw;\n }\n}\n\nfunction hostnameAllowed(origin: unknown, allowHosts: string[]): boolean {\n if (!origin || origin === 'null' || typeof origin !== 'string') return false;\n let host: string;\n try {\n host = new URL(origin).hostname.toLowerCase();\n } catch (err) {\n return false;\n }\n for (let i = 0; i < allowHosts.length; i++) {\n const allowed = allowHosts[i];\n // exact host, or a subdomain of an allowed host (\".allowed\")\n if (host === allowed || host.slice(-(allowed.length + 1)) === '.' + allowed) return true;\n }\n return false;\n}\n\n/**\n * Verify a host attestation: shape, freshness, the LOAD-BEARING sender\n * check (the postMessage carrying it must come from the origin it attests —\n * event.origin is browser-authenticated, so a stolen attestation replayed\n * from another site fails here), then the ECDSA signature over\n * \"<origin>:<ts>\". Resolves boolean; never throws.\n */\nfunction verifyHostAttestation(att: unknown, senderOrigin: string): Promise<boolean> {\n const a = att as HostAttestation | null | undefined;\n if (!a || typeof a.origin !== 'string' || typeof a.ts !== 'number' || typeof a.sig !== 'string')\n return Promise.resolve(false);\n if (a.origin !== senderOrigin) return Promise.resolve(false);\n if (Math.abs(Date.now() - a.ts) > SITELOCK_MAX_SKEW_MS) return Promise.resolve(false);\n try {\n return window.crypto.subtle\n .importKey(\n 'spki',\n b64ToBytes(SITELOCK_PUBLIC_KEY_B64),\n { name: 'ECDSA', namedCurve: 'P-256' },\n false,\n ['verify']\n )\n .then(function (key) {\n return window.crypto.subtle.verify(\n { name: 'ECDSA', hash: 'SHA-256' },\n key,\n b64ToBytes(a.sig),\n new TextEncoder().encode(a.origin + ':' + a.ts)\n );\n })\n .then(\n function (ok) {\n return ok === true;\n },\n function () {\n return false;\n }\n );\n } catch (err) {\n return Promise.resolve(false);\n }\n}\n\n// Normalize the host-sent player identity. Only a non-empty string name\n// counts; the avatar is a plain URL string or null. Anything malformed\n// collapses to null so games can rely on the { name, avatarUrl } shape.\nfunction sanitizePlayer(value: unknown): BBArcadePlayer | null {\n if (!value || typeof value !== 'object') return null;\n const raw = value as { name?: unknown; avatarUrl?: unknown };\n const name = typeof raw.name === 'string' ? raw.name.trim().slice(0, 120) : '';\n if (!name) return null;\n const avatarUrl =\n typeof raw.avatarUrl === 'string' && raw.avatarUrl.trim() ? raw.avatarUrl : null;\n return { name: name, avatarUrl: avatarUrl };\n}\n\n/**\n * Build one SDK instance. Attaches this instance's `message` listeners to\n * `window` immediately (the host pushes its config at load time, so listener\n * timing is part of the protocol). Browser-only — the module entry substitutes\n * an inert stub when `window` is undefined (SSR-safety for bundled games).\n */\nexport function createBBArcade(): BBArcadeSDK {\n let adPlacementLoad: Promise<AdsWindow['adBreak'] | null> | null = null;\n let adPreloadConfigured = false;\n let rewardedBreakActive = false;\n let rewardedBreakSequence = 0;\n\n function isLocalAdHost(): boolean {\n try {\n const protocol = window.location && window.location.protocol;\n const host = window.location && window.location.hostname;\n return (\n protocol === 'file:' ||\n host === 'localhost' ||\n host === '127.0.0.1' ||\n host === '::1' ||\n host === '[::1]'\n );\n } catch (err) {\n return false;\n }\n }\n\n const localAdHost = isLocalAdHost();\n const config = {\n rewardedAds: {\n enabled: true,\n adChannel: '',\n testMode: localAdHost,\n loadTimeoutMs: DEFAULT_AD_LOAD_TIMEOUT_MS,\n preload: false,\n },\n };\n const hostConfig = {\n rewardedAds: {\n received: false,\n enabled: localAdHost,\n adChannel: '',\n testMode: localAdHost,\n preload: false,\n },\n };\n // True once ANY valid host config message has arrived — this (not the\n // rewarded-ads sub-flag) is what resolves the init()/getPlayer() handshake.\n let hostConfigReceived = false;\n // The logged-in player's display identity from the host config:\n // { name, avatarUrl } or null for guests. Display name + avatar ONLY — the\n // host never sends ids, emails, or roles.\n let hostPlayer: BBArcadePlayer | null = null;\n\n // Set once lockToHost() decides the game is running somewhere it shouldn't.\n // After that the SDK goes silent so a scraped copy can't keep posting.\n let blocked = false;\n\n const pending: Record<string, PendingEntry> = {};\n let seq = 0;\n\n // The game can be embedded by any Bounty Board environment (prod, staging,\n // previews), so target '*' — the payload carries nothing sensitive and the\n // parent page validates the message's source window + origin itself.\n function post(type: string, score?: number, extra?: object): void {\n if (blocked) return;\n const message: Record<string, unknown> = { source: SDK_MESSAGE_SOURCE, v: VERSION, type: type };\n if (typeof score === 'number' && isFinite(score)) message.score = Math.floor(score);\n if (extra && typeof extra === 'object') {\n const fields = extra as Record<string, unknown>;\n for (const key in fields) {\n if (Object.prototype.hasOwnProperty.call(fields, key) && fields[key] !== undefined) {\n message[key] = fields[key];\n }\n }\n }\n try {\n window.parent.postMessage(message, '*');\n } catch (err) {\n /* not embedded — standalone play is fine */\n }\n }\n\n function isEmbedded(): boolean {\n try {\n return window.parent != null && window.parent !== window;\n } catch (err) {\n return true; // touching a cross-origin parent threw → we are embedded\n }\n }\n\n // ── Request/response over postMessage (cloud save, experiments, host) ──────\n // Cloud saves only work for Bounty-Board-hosted build uploads: those run in a\n // sandbox with no localStorage/IndexedDB, so saves go through the embedding\n // page (which holds the player's login). save/load return a Promise; the\n // parent posts back a result for the matching requestId. Rejections are Error\n // objects that also carry a machine-readable `code` property.\n function request(type: string, payload?: unknown): Promise<unknown> {\n return new Promise(function (resolve, reject) {\n if (blocked) return reject(sdkError('error'));\n // Standalone play (no embedding page): nothing will ever answer, so fail\n // fast instead of hanging until the timeout.\n if (!isEmbedded()) return reject(sdkError('unsupported'));\n const requestId = type + '_' + ++seq + '_' + Date.now();\n const timer = setTimeout(function () {\n if (pending[requestId]) {\n delete pending[requestId];\n reject(sdkError('error'));\n }\n }, SAVE_TIMEOUT_MS);\n pending[requestId] = { resolve: resolve, reject: reject, timer: timer };\n try {\n window.parent.postMessage(\n {\n source: SDK_MESSAGE_SOURCE,\n v: VERSION,\n type: type,\n requestId: requestId,\n payload: payload,\n },\n '*'\n );\n } catch (err) {\n clearTimeout(timer);\n delete pending[requestId];\n reject(sdkError('error'));\n }\n });\n }\n\n window.addEventListener('message', function (event: MessageEvent) {\n // Replies come from the embedding page only; ignore anything else (e.g. a\n // co-resident ad/nested frame, or a null-source synthetic event) so it\n // can't resolve a pending request with a forged payload. Mirrors the\n // host-config listener's source check below.\n if (event.source !== window.parent) return;\n const data = event.data as\n | {\n source?: string;\n type?: string;\n requestId?: string;\n ok?: boolean;\n code?: BBArcadeErrorCode;\n data?: unknown;\n attestation?: unknown;\n variant?: unknown;\n }\n | null\n | undefined;\n if (!data || data.source !== SDK_MESSAGE_SOURCE) return;\n // Any '<type>_result' with a pending requestId is a legitimate reply: the\n // sender is already proven to be the embedding host (source check above)\n // and requestIds are per-request — so enumerating reply types here would\n // only create a synchronized-edit hazard with the host (a forgotten entry\n // = that request silently timing out after 15s).\n if (typeof data.type !== 'string' || !data.type.endsWith('_result')) return;\n const entry = pending[data.requestId as string];\n if (!entry) return;\n clearTimeout(entry.timer);\n delete pending[data.requestId as string];\n // The browser-authenticated sender origin is authoritative. Never trust a\n // parent-supplied origin string: an arbitrary embedder could claim to be\n // bountyboard.gg and enable host-only SDK features.\n if (data.type === 'host_result') return entry.resolve({ origin: event.origin });\n if (data.type === 'host_attest_result')\n // Keep the browser-authenticated sender origin alongside the claimed\n // attestation — the verifier requires them to MATCH.\n return entry.resolve({ origin: event.origin, attestation: data.attestation || null });\n if (data.type === 'experiment_result')\n return entry.resolve(typeof data.variant === 'string' ? data.variant : null);\n // Generic ok/code convention (save_result, load_result, mp_ticket_result,\n // and any future reply type): resolve the carried data — load()'s \"no\n // save yet\" stays null, save()'s bare ack stays undefined.\n if (data.ok)\n entry.resolve(\n data.type === 'load_result' ? (data.data != null ? data.data : null) : data.data\n );\n else entry.reject(sdkError(data.code || 'error'));\n });\n\n // ── Site lock (anti scrape-and-reupload) ───────────────────────────────────\n\n // The origin of the page that embeds this game, read from the browser (which\n // the embedding page can't forge). Returns null when it can't be determined\n // synchronously (opaque-origin builds with no referrer) — callers fall back to\n // the host handshake then.\n function embeddingOriginSync(): string | null {\n try {\n if (window.top === window.self) return window.location.origin; // not embedded\n } catch (err) {\n /* cross-origin top → we are embedded; keep probing */\n }\n try {\n const ancestors = window.location.ancestorOrigins;\n if (ancestors && ancestors.length && ancestors[0] && ancestors[0] !== 'null')\n return ancestors[0]; // the immediate embedder\n } catch (err) {\n /* not supported (Firefox) → fall through to referrer */\n }\n if (document.referrer) {\n try {\n return new URL(document.referrer).origin;\n } catch (err) {\n /* unparseable referrer */\n }\n }\n return null;\n }\n\n function blockHost(options: BBArcadeLockToHostOptions): void {\n if (blocked) return;\n blocked = true;\n if (typeof options.onBlocked === 'function') {\n try {\n options.onBlocked();\n } catch (err) {\n /* the game's own handler threw — nothing more we can do */\n }\n return;\n }\n if (options.redirect) {\n try {\n (window.top as Window).location.href = options.redirect; // escape the framing if allowed\n return;\n } catch (err) {\n try {\n window.location.href = options.redirect;\n return;\n } catch (err2) {\n /* navigation blocked (sandbox) → fall through to the splash */\n }\n }\n }\n try {\n // Link the splash out to Bounty Board so a player who lands on a scraped\n // copy can reach the real game. target=\"_blank\" works even from a\n // sandboxed re-host iframe that can't navigate its top; the canonical\n // production URL is intentional (a copy blocked anywhere points home).\n document.documentElement.innerHTML =\n '<div style=\"position:fixed;inset:0;display:flex;flex-direction:column;align-items:center;justify-content:center;gap:14px;' +\n 'font-family:system-ui,-apple-system,sans-serif;background:#1a1206;color:#fff;text-align:center;padding:24px;\">' +\n '<div style=\"font-size:18px;font-weight:700;\">This game isn\\'t available here</div>' +\n '<a href=\"' +\n BOUNTY_BOARD_URL +\n '\" target=\"_blank\" rel=\"noopener\" ' +\n 'style=\"display:inline-block;background:#f5b942;color:#1a1206;font-weight:700;font-size:14px;' +\n 'text-decoration:none;padding:10px 20px;border-radius:999px;\">Play the original on Bounty Board</a>' +\n '</div>';\n } catch (err) {\n /* document not writable — the silent `blocked` flag still stops SDK posts */\n }\n }\n\n /** The original best-effort check (browser signals + host handshake). */\n function lockToHostBestEffort(options: BBArcadeLockToHostOptions, allow: string[]): void {\n const origin = embeddingOriginSync();\n if (origin != null) {\n if (!hostnameAllowed(origin, allow)) blockHost(options);\n return; // conclusive without the parent\n }\n // Opaque-origin build with no referrer: ask the parent where we're hosted.\n request('host').then(\n function (res) {\n const r = res as { origin?: string } | null;\n if (!hostnameAllowed(r && r.origin, allow)) blockHost(options);\n },\n function () {\n blockHost(options); // no Bounty Board parent answered\n }\n );\n }\n\n function lockToHost(options?: BBArcadeLockToHostOptions): void {\n const opts = options || {};\n const allow = DEFAULT_ALLOW.slice();\n if (opts.allow && opts.allow.length) {\n for (let i = 0; i < opts.allow.length; i++) {\n const host = toAllowedHost(opts.allow[i]);\n if (host) allow.push(host);\n }\n }\n // Signed mode ({ signed: true }): demand a server-signed origin\n // attestation from the parent and verify it cryptographically. Graceful\n // degradation is deliberate and narrow: no crypto.subtle (insecure dev\n // context) or an honest \"not configured\" reply falls back to the\n // best-effort check; a PRESENT attestation that fails verification, or no\n // parent answering at all, blocks.\n if (opts.signed) {\n if (!(window.crypto && window.crypto.subtle)) {\n lockToHostBestEffort(opts, allow);\n return;\n }\n request('host_attest').then(\n function (res) {\n const r = res as { origin: string; attestation: HostAttestation | null } | null;\n if (!r || !r.attestation) {\n lockToHostBestEffort(opts, allow); // host has no signing key yet\n return;\n }\n verifyHostAttestation(r.attestation, r.origin).then(function (ok) {\n if (!ok || !hostnameAllowed(r.attestation && r.attestation.origin, allow))\n blockHost(opts);\n });\n },\n function () {\n blockHost(opts); // no Bounty Board parent answered\n }\n );\n return;\n }\n lockToHostBestEffort(opts, allow);\n }\n\n // ── Rewarded ads (Google H5 placement API, host-gated) ─────────────────────\n\n function nextAdBreakId(): string {\n rewardedBreakSequence += 1;\n return [\n 'bbad',\n Date.now().toString(36),\n rewardedBreakSequence.toString(36),\n Math.random().toString(36).slice(2, 10),\n ].join('_');\n }\n\n function configure(nextConfig?: BBArcadeConfig): void {\n if (!nextConfig || typeof nextConfig !== 'object') return;\n const rewardedAds = nextConfig.rewardedAds;\n if (!rewardedAds || typeof rewardedAds !== 'object') return;\n\n if (rewardedAds.enabled !== undefined) {\n config.rewardedAds.enabled = rewardedAds.enabled !== false;\n }\n if (rewardedAds.adChannel !== undefined) {\n config.rewardedAds.adChannel = cleanText(rewardedAds.adChannel);\n }\n if (rewardedAds.testMode !== undefined) {\n config.rewardedAds.testMode = toBoolean(rewardedAds.testMode);\n }\n if (rewardedAds.preload !== undefined) {\n config.rewardedAds.preload = toBoolean(rewardedAds.preload);\n }\n if (\n typeof rewardedAds.loadTimeoutMs === 'number' &&\n isFinite(rewardedAds.loadTimeoutMs) &&\n rewardedAds.loadTimeoutMs > 0\n ) {\n config.rewardedAds.loadTimeoutMs = Math.min(15000, Math.floor(rewardedAds.loadTimeoutMs));\n }\n if (config.rewardedAds.preload) preloadRewardedAds();\n }\n\n // init() promises waiting on the host's config message (the real handshake:\n // the host re-sends its config whenever the game posts init/ready, so a\n // late-loading SDK can't miss the load-time push).\n let configWaiters: Array<() => void> = [];\n\n function notifyConfigReceived(): void {\n const waiters = configWaiters;\n configWaiters = [];\n for (let i = 0; i < waiters.length; i++) safeCall(waiters[i]);\n }\n\n function applyHostConfig(message: unknown): void {\n if (!message || typeof message !== 'object') return;\n const msg = message as {\n source?: string;\n type?: string;\n player?: unknown;\n rewardedAds?: {\n enabled?: unknown;\n adChannel?: unknown;\n testMode?: unknown;\n preload?: unknown;\n };\n };\n if (msg.source !== HOST_MESSAGE_SOURCE || msg.type !== 'config') return;\n\n hostConfigReceived = true;\n\n // Player display identity (name + avatar only; null for guests). Only\n // applied when the key is present, so an older host that doesn't send it\n // can't clear a value a newer message already delivered.\n if (msg.player !== undefined) {\n hostPlayer = sanitizePlayer(msg.player);\n }\n\n const rewardedAds = msg.rewardedAds;\n if (rewardedAds && typeof rewardedAds === 'object') {\n hostConfig.rewardedAds.received = true;\n if (rewardedAds.enabled !== undefined) {\n hostConfig.rewardedAds.enabled = toBoolean(rewardedAds.enabled);\n }\n if (rewardedAds.adChannel !== undefined) {\n hostConfig.rewardedAds.adChannel = cleanText(rewardedAds.adChannel);\n }\n if (rewardedAds.testMode !== undefined) {\n hostConfig.rewardedAds.testMode = toBoolean(rewardedAds.testMode);\n }\n if (rewardedAds.preload !== undefined) {\n hostConfig.rewardedAds.preload = toBoolean(rewardedAds.preload);\n }\n\n if (\n hostConfig.rewardedAds.enabled &&\n (hostConfig.rewardedAds.preload || config.rewardedAds.preload)\n ) {\n preloadRewardedAds();\n }\n }\n\n notifyConfigReceived();\n }\n\n function areRewardedAdsEnabled(): boolean {\n return config.rewardedAds.enabled !== false && hostConfig.rewardedAds.enabled === true;\n }\n\n function installAdPlacementShim(): void {\n const w = window as unknown as AdsWindow;\n w.adsbygoogle = w.adsbygoogle || [];\n if (typeof w.adBreak !== 'function') {\n w.adBreak = function (placement) {\n (w.adsbygoogle as unknown[]).push(placement);\n };\n }\n if (typeof w.adConfig !== 'function') {\n w.adConfig = function (settings) {\n (w.adsbygoogle as unknown[]).push(settings);\n };\n }\n }\n\n function ensureAdPlacement(\n options: NormalizedRewardedOptions\n ): Promise<AdsWindow['adBreak'] | null> {\n if (typeof document === 'undefined') return Promise.resolve(null);\n installAdPlacementShim();\n const w = window as unknown as AdsWindow;\n if (typeof w.adBreak !== 'function') return Promise.resolve(null);\n if (adPlacementLoad) return adPlacementLoad;\n\n adPlacementLoad = new Promise(function (resolve) {\n let script = document.getElementById(AD_PLACEMENT_SCRIPT_ID);\n if (!script) {\n const el = document.createElement('script');\n el.id = AD_PLACEMENT_SCRIPT_ID;\n el.async = true;\n el.src = AD_PLACEMENT_SRC;\n el.crossOrigin = 'anonymous';\n el.setAttribute('data-ad-client', ADSENSE_CLIENT_ID);\n if (options.adChannel) el.setAttribute('data-ad-channel', options.adChannel);\n if (options.testMode) el.setAttribute('data-adbreak-test', 'on');\n (document.head || document.documentElement).appendChild(el);\n script = el;\n }\n resolve(w.adBreak);\n });\n\n return adPlacementLoad;\n }\n\n function requestAdPreload(): void {\n const w = window as unknown as AdsWindow;\n if (adPreloadConfigured || typeof w.adConfig !== 'function') return;\n adPreloadConfigured = true;\n try {\n w.adConfig({ preloadAdBreaks: 'on' });\n } catch (err) {\n // Preloading is best-effort; the rewarded placement can still report\n // availability through adBreakDone.\n }\n }\n\n function normalizeRewardedOptions(\n options?: BBArcadeRewardedAdOptions\n ): NormalizedRewardedOptions {\n const opts = options && typeof options === 'object' ? options : {};\n const hostHasConfig = hostConfig.rewardedAds.received;\n return {\n placement: cleanText(opts.placement || opts.name, 'rewarded'),\n reward: cleanText(opts.reward, 'reward'),\n adBreakId: cleanText(opts.adBreakId, nextAdBreakId(), 128),\n size: cleanRewardedSize(opts.size),\n adChannel: cleanText(\n hostHasConfig\n ? hostConfig.rewardedAds.adChannel\n : opts.adChannel || config.rewardedAds.adChannel\n ),\n testMode: hostHasConfig\n ? hostConfig.rewardedAds.testMode\n : opts.testMode !== undefined\n ? toBoolean(opts.testMode)\n : config.rewardedAds.testMode || hostConfig.rewardedAds.testMode,\n loadTimeoutMs:\n typeof opts.loadTimeoutMs === 'number' && isFinite(opts.loadTimeoutMs)\n ? Math.min(15000, Math.max(1, Math.floor(opts.loadTimeoutMs)))\n : config.rewardedAds.loadTimeoutMs,\n beforeReward: opts.beforeReward,\n adViewed: opts.adViewed,\n adDismissed: opts.adDismissed,\n adBreakDone: opts.adBreakDone,\n onReward: opts.onReward,\n onDismissed: opts.onDismissed,\n onDone: opts.onDone,\n onError: opts.onError,\n onUnavailable: opts.onUnavailable,\n };\n }\n\n function rewardedAd(rawOptions?: BBArcadeRewardedAdOptions): Promise<BBArcadeRewardedAdResult> {\n const options = normalizeRewardedOptions(rawOptions);\n const base: AdResultBase = {\n placement: options.placement,\n reward: options.reward,\n adBreakId: options.adBreakId,\n };\n if (options.size) base.size = options.size;\n\n post('rewarded_ad', undefined, Object.assign({ event: 'requested' }, base));\n if (!areRewardedAdsEnabled()) {\n const disabled: BBArcadeRewardedAdResult = Object.assign(\n { status: 'unavailable' as const, error: 'host_disabled' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'unavailable' }, disabled));\n safeCall(options.onUnavailable, disabled);\n safeCall(options.onDone, disabled);\n return Promise.resolve(disabled);\n }\n\n return ensureAdPlacement(options).then(function (adBreak) {\n if (typeof adBreak !== 'function') {\n const unavailable: BBArcadeRewardedAdResult = Object.assign(\n { status: 'unavailable' as const, error: 'ad_break_unavailable' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'unavailable' }, unavailable));\n safeCall(options.onUnavailable, unavailable);\n safeCall(options.onDone, unavailable);\n return unavailable;\n }\n requestAdPreload();\n\n return new Promise<BBArcadeRewardedAdResult>(function (resolve) {\n let resolved = false;\n let status: BBArcadeRewardedAdResult['status'] = 'unavailable';\n let rewardOffered = false;\n const waitTimer = setTimeout(function () {\n if (rewardOffered || resolved) return;\n const timeout: BBArcadeRewardedAdResult = Object.assign(\n { status: 'unavailable' as const, error: 'ad_break_timeout' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'unavailable' }, timeout));\n safeCall(options.onUnavailable, timeout);\n done(timeout);\n }, options.loadTimeoutMs);\n\n function done(result?: Partial<BBArcadeRewardedAdResult>): void {\n if (resolved) return;\n resolved = true;\n clearTimeout(waitTimer);\n const finalResult = Object.assign(\n { status: 'unavailable' as BBArcadeRewardedAdResult['status'] },\n base,\n result || {}\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'done' }, finalResult));\n safeCall(options.onDone, finalResult);\n resolve(finalResult);\n }\n\n function startAd(showAdFn: () => void): void {\n // A late beforeReward (ad becomes ready after the load timeout already\n // resolved the placement 'unavailable') must not still show an ad — the\n // game has moved on, so it would be an unrewarded, involuntary impression.\n if (resolved) return;\n rewardOffered = true;\n clearTimeout(waitTimer);\n status = 'ready';\n let shown = false;\n function show(): void {\n if (shown) return;\n shown = true;\n post('rewarded_ad', undefined, Object.assign({ event: 'started' }, base));\n try {\n showAdFn();\n } catch (err) {\n const showError: BBArcadeRewardedAdResult = Object.assign(\n { status: 'error' as const, error: 'show_ad_error' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'error' }, showError));\n safeCall(options.onError, showError);\n done(showError);\n }\n }\n\n post('rewarded_ad', undefined, Object.assign({ event: 'ready' }, base));\n try {\n if (typeof options.beforeReward === 'function') options.beforeReward(show);\n else show();\n } catch (err) {\n const beforeError: BBArcadeRewardedAdResult = Object.assign(\n { status: 'error' as const, error: 'before_reward_error' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'error' }, beforeError));\n safeCall(options.onError, beforeError);\n done(beforeError);\n }\n }\n\n try {\n adBreak({\n type: 'reward',\n name: options.placement,\n size: options.size || undefined,\n beforeReward: startAd,\n adViewed: function () {\n status = 'viewed';\n const viewed: BBArcadeRewardedAdResult = Object.assign({ status: status }, base);\n post('rewarded_ad', undefined, Object.assign({ event: 'viewed' }, viewed));\n safeCall(options.adViewed, viewed);\n safeCall(options.onReward, viewed);\n },\n adDismissed: function () {\n if (status !== 'viewed') status = 'dismissed';\n const dismissed: BBArcadeRewardedAdResult = Object.assign({ status: status }, base);\n post('rewarded_ad', undefined, Object.assign({ event: 'dismissed' }, dismissed));\n safeCall(options.adDismissed, dismissed);\n safeCall(options.onDismissed, dismissed);\n },\n adBreakDone: function (placementInfo: unknown) {\n const result: Partial<BBArcadeRewardedAdResult> =\n rewardOffered || status !== 'unavailable'\n ? { status: status }\n : { status: 'unavailable', error: 'no_rewarded_ad' };\n if (placementInfo && typeof placementInfo === 'object') {\n result.breakStatus = cleanText(\n (placementInfo as { breakStatus?: unknown }).breakStatus\n );\n }\n if (result.status === 'unavailable') {\n post(\n 'rewarded_ad',\n undefined,\n Object.assign({ event: 'unavailable' }, base, result)\n );\n safeCall(\n options.onUnavailable,\n Object.assign({ status: 'unavailable' as const }, base, result)\n );\n }\n safeCall(options.adBreakDone, placementInfo);\n done(result);\n },\n });\n } catch (err) {\n const error: BBArcadeRewardedAdResult = Object.assign(\n { status: 'error' as const, error: 'ad_break_error' },\n base\n );\n post('rewarded_ad', undefined, Object.assign({ event: 'error' }, error));\n safeCall(options.onError, error);\n done(error);\n }\n });\n });\n }\n\n function preloadRewardedAds(rawOptions?: BBArcadeRewardedAdOptions): Promise<boolean> {\n const options = normalizeRewardedOptions(rawOptions);\n if (!areRewardedAdsEnabled()) return Promise.resolve(false);\n return ensureAdPlacement(options).then(function (adBreak) {\n if (typeof adBreak !== 'function') return false;\n requestAdPreload();\n return true;\n });\n }\n\n function whenHostConfig(graceMs: number): Promise<void> {\n if (hostConfigReceived || !isEmbedded()) return Promise.resolve();\n return new Promise(function (resolve) {\n const timer = setTimeout(resolve, graceMs);\n configWaiters.push(function () {\n clearTimeout(timer);\n resolve();\n });\n });\n }\n\n // The player's display identity, delivered with the host's config message.\n // Waits on the same handshake (and grace) as init(), so it resolves null —\n // never hangs — for guests, standalone play, or when no host ever answers.\n function getPlayer(): Promise<BBArcadePlayer | null> {\n if (blocked) return Promise.resolve(null);\n return whenHostConfig(INIT_CONFIG_GRACE_MS).then(function () {\n // Hand out a copy so a game can't mutate the SDK's own record.\n return hostPlayer ? { name: hostPlayer.name, avatarUrl: hostPlayer.avatarUrl } : null;\n });\n }\n\n function init(options?: BBArcadeConfig): Promise<void> {\n configure(options);\n // Announce to the host. A Bounty Board host replies to init/ready with its\n // config message, which resolves this promise — so config delivery doesn't\n // depend on the host's load-time push racing the SDK attaching a listener.\n post('init');\n return whenHostConfig(INIT_CONFIG_GRACE_MS);\n }\n\n function ready(): void {\n post('ready');\n }\n\n function normalizeRewardedBreakInput(\n optionsOrOnStart?: BBArcadeRewardedBreakOptions | (() => void)\n ): BBArcadeRewardedBreakOptions {\n if (typeof optionsOrOnStart === 'function') return { onStart: optionsOrOnStart };\n return optionsOrOnStart && typeof optionsOrOnStart === 'object' ? optionsOrOnStart : {};\n }\n\n function rewardedBreak(\n optionsOrOnStart?: BBArcadeRewardedBreakOptions | (() => void)\n ): Promise<boolean> {\n const rawOptions = normalizeRewardedBreakInput(optionsOrOnStart);\n const normalized = normalizeRewardedOptions(rawOptions);\n const base: AdResultBase = {\n adBreakId: normalized.adBreakId,\n placement: normalized.placement,\n reward: normalized.reward,\n };\n if (normalized.size) base.size = normalized.size;\n\n if (rewardedBreakActive) {\n post(\n 'rewarded_ad',\n undefined,\n Object.assign(\n { event: 'unavailable', status: 'unavailable', error: 'ad_in_progress' },\n base\n )\n );\n return Promise.resolve(false);\n }\n\n rewardedBreakActive = true;\n let startCalled = false;\n return rewardedAd(\n Object.assign({}, rawOptions, {\n beforeReward: function (showAd: () => void) {\n if (startCalled) return;\n startCalled = true;\n safeCall(rawOptions.onStart);\n showAd();\n },\n })\n ).then(\n function (result) {\n rewardedBreakActive = false;\n return Boolean(result && result.status === 'viewed');\n },\n function () {\n rewardedBreakActive = false;\n return false;\n }\n );\n }\n\n window.addEventListener('message', function (event: MessageEvent) {\n // Host config must come from the embedding page itself — a null/other\n // source (nested frame, synthetic event) must not be able to flip flags.\n if (event.source !== window.parent) return;\n if (!hostnameAllowed(event.origin, DEFAULT_ALLOW)) return;\n applyHostConfig(event.data);\n });\n\n const sdk: BBArcadeSDK = {\n lockToHost: lockToHost,\n init: init,\n configure: configure,\n preloadRewardedAds: preloadRewardedAds,\n preloadRewardedAd: preloadRewardedAds,\n ready: ready,\n gameLoadingFinished: ready,\n gameplayStart: function () {\n post('gameplay_start');\n },\n gameplayStop: function () {\n post('gameplay_stop');\n },\n submitScore: function (score, opts) {\n post('score', score, opts && opts.mode === 'daily' ? { mode: 'daily' } : undefined);\n },\n gameOver: function (score, opts) {\n post('gameover', score, opts && opts.mode === 'daily' ? { mode: 'daily' } : undefined);\n },\n xrSessionStart: function () {\n post('xr_session_start');\n },\n xrSessionEnd: function () {\n post('xr_session_end');\n },\n rewardedAd: rewardedAd,\n showRewardedAd: rewardedAd,\n rewardedBreak: rewardedBreak,\n save: function (blob) {\n return request('save', String(blob)) as Promise<void>;\n },\n load: function () {\n return request('load') as Promise<string | null>;\n },\n getPlayer: getPlayer,\n getVariant: function (key, variants) {\n const sorted = Array.isArray(variants) ? variants.slice().sort() : [];\n const fallback = sorted.length > 0 ? sorted[0] : null;\n if (typeof key !== 'string' || !key || sorted.length < 2) {\n return Promise.resolve(fallback);\n }\n return request('experiment', { key: key, variants: sorted }).then(\n function (variant) {\n return typeof variant === 'string' ? variant : fallback;\n },\n function () {\n return fallback;\n }\n );\n },\n version: VERSION,\n };\n\n // Internal, non-public hook used by the multiplayer module to ride the same\n // request/response transport (mp_ticket). Hidden behind a symbol-free\n // underscore name and excluded from BBArcadeSDK so it never becomes API.\n (sdk as BBArcadeSDK & { _request?: typeof request })._request = request;\n\n return sdk;\n}\n","/**\n * Inert BBArcade used when the module is evaluated without a `window` (SSR,\n * tests, bundler prerender). Mirrors the real SDK's standalone semantics:\n * fire-and-forget calls no-op, save/load reject fast with 'unsupported',\n * getPlayer resolves null, getVariant resolves its alphabetical control.\n */\nimport { VERSION } from './protocol';\nimport type {\n BBArcadeError,\n BBArcadeErrorCode,\n BBArcadeRewardedAdResult,\n BBArcadeSDK,\n} from './types';\n\nfunction sdkError(code: BBArcadeErrorCode): BBArcadeError {\n const err = new Error(code) as BBArcadeError;\n err.code = code;\n return err;\n}\n\nexport function createInertBBArcade(): BBArcadeSDK {\n const noop = () => {};\n const unavailable = (): Promise<BBArcadeRewardedAdResult> =>\n Promise.resolve({\n status: 'unavailable',\n error: 'ad_break_unavailable',\n placement: 'rewarded',\n reward: 'reward',\n adBreakId: 'bbad_inert',\n });\n return {\n lockToHost: noop,\n init: () => Promise.resolve(),\n configure: noop,\n preloadRewardedAds: () => Promise.resolve(false),\n preloadRewardedAd: () => Promise.resolve(false),\n ready: noop,\n gameLoadingFinished: noop,\n gameplayStart: noop,\n gameplayStop: noop,\n submitScore: noop,\n gameOver: noop,\n xrSessionStart: noop,\n xrSessionEnd: noop,\n rewardedAd: unavailable,\n showRewardedAd: unavailable,\n rewardedBreak: () => Promise.resolve(false),\n save: () => Promise.reject(sdkError('unsupported')),\n load: () => Promise.reject(sdkError('unsupported')),\n getPlayer: () => Promise.resolve(null),\n getVariant: (key, variants) => {\n const sorted = Array.isArray(variants) ? variants.slice().sort() : [];\n return Promise.resolve(sorted.length > 0 ? sorted[0] : null);\n },\n version: VERSION,\n };\n}\n","/**\n * @bountyboard/arcade-sdk — module entry.\n *\n * import { BBArcade } from '@bountyboard/arcade-sdk';\n *\n * Importing attaches the SDK's postMessage listeners immediately (the Bounty\n * Board host pushes its config at load time, so listener timing matters) but\n * does NOT install a window.BBArcade global — that's the script-tag build\n * (https://www.bountyboard.gg/arcade-sdk/v1.js, or the './global' subpath).\n * Evaluated without a window (SSR/prerender) it exports an inert instance with\n * standalone semantics, so importing is always safe.\n */\nimport { createBBArcade } from './core';\nimport { createInertBBArcade } from './inert';\nimport type { BBArcadeSDK } from './types';\n\nexport const BBArcade: BBArcadeSDK =\n typeof window === 'undefined' ? createInertBBArcade() : createBBArcade();\n\nexport default BBArcade;\n\nexport { VERSION as PROTOCOL_VERSION } from './protocol';\nexport type {\n BBArcadeConfig,\n BBArcadeError,\n BBArcadeErrorCode,\n BBArcadeLockToHostOptions,\n BBArcadePlayer,\n BBArcadeRewardedAdOptions,\n BBArcadeRewardedAdResult,\n BBArcadeRewardedAdStatus,\n BBArcadeRewardedAdsConfig,\n BBArcadeRewardedBreakOptions,\n BBArcadeSDK,\n} from 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@@ -0,0 +1,342 @@
1
+ /**
2
+ * Type definitions for the Bounty Board Arcade SDK — v1.
3
+ *
4
+ * Pairs with the script served at https://www.bountyboard.gg/arcade-sdk/v1.js
5
+ * (canonical; /arcade-sdk.js serves the same file as the latest-v1 alias).
6
+ *
7
+ * Usage: download this file next to your game sources and reference it, e.g.
8
+ * /// <reference path="./arcade-sdk.d.ts" />
9
+ * or add it to your tsconfig `include`. It declares the global `BBArcade`
10
+ * object the script tag installs — there is no module to import. (Prefer the
11
+ * npm package `@bountyboard/arcade-sdk` when your game has a build step.)
12
+ *
13
+ * @generated from packages/arcade-sdk/src/types.ts — do not edit directly.
14
+ */
15
+
16
+ /** Machine-readable failure code carried by every SDK rejection (`err.code`). */
17
+ type BBArcadeErrorCode =
18
+ /** Nothing will answer: standalone play, or not a Bounty-Board-hosted build. */
19
+ | 'unsupported'
20
+ /** The player isn't logged in to Bounty Board. */
21
+ | 'unauthenticated'
22
+ /** The save blob is over the per-save byte cap (~1MB). */
23
+ | 'too_large'
24
+ /** The host refused the request (bad payload, unknown game, etc.). */
25
+ | 'rejected'
26
+ /** Transport/server failure or timeout. */
27
+ | 'error';
28
+
29
+ /** Rejection reason for save()/load(): a real Error that also carries `code`. */
30
+ interface BBArcadeError extends Error {
31
+ code: BBArcadeErrorCode;
32
+ }
33
+
34
+ /** Rewarded-ads settings accepted by init()/configure(). */
35
+ interface BBArcadeRewardedAdsConfig {
36
+ /** Master switch for the game's own rewarded-ad calls (default true). Ads still only run when the Bounty Board host enables them for your game. */
37
+ enabled?: boolean;
38
+ /** Legacy AdSense channel label. Ignored on Bounty Board (revenue is attributed by page URL). */
39
+ adChannel?: string;
40
+ /** Force Google's test-ads mode. Defaults to true on localhost/file:, and the Bounty Board host sets it per environment. */
41
+ testMode?: boolean;
42
+ /** Warm up the H5 ads library immediately so the first placement is less likely to be unavailable. */
43
+ preload?: boolean;
44
+ /** How long a rewarded placement waits for an ad before resolving 'unavailable', in ms (default 6000, max 15000). */
45
+ loadTimeoutMs?: number;
46
+ }
47
+
48
+ /** Options bag for init() and configure(). */
49
+ interface BBArcadeConfig {
50
+ rewardedAds?: BBArcadeRewardedAdsConfig;
51
+ }
52
+
53
+ /**
54
+ * The logged-in player's public display identity, as delivered by the Bounty
55
+ * Board host. Display name + avatar ONLY — the host never sends ids, emails,
56
+ * or roles.
57
+ */
58
+ interface BBArcadePlayer {
59
+ /** Display name for in-game UI (e.g. "Good luck, Grant!"). */
60
+ name: string;
61
+ /** Avatar image URL, or null when the player has no avatar. */
62
+ avatarUrl: string | null;
63
+ }
64
+
65
+ /** Options for lockToHost(). */
66
+ interface BBArcadeLockToHostOptions {
67
+ /**
68
+ * Extra hostnames to permit (your own domain, a staging or preview host).
69
+ * Matches the host and its subdomains; added to the bountyboard.gg +
70
+ * localhost defaults. Plain hosts, host:port, or full URLs all work.
71
+ */
72
+ allow?: string[];
73
+ /**
74
+ * Demand a cryptographically signed origin attestation from the host and
75
+ * verify it with the SDK's embedded public key (hardens the check beyond
76
+ * the best-effort browser signals). Falls back to best-effort when the host
77
+ * reports no signing key or the browser lacks Web Crypto; a present-but-
78
+ * invalid attestation — or no host answering at all — blocks.
79
+ */
80
+ signed?: boolean;
81
+ /** Called instead of the default block screen so you can render your own. */
82
+ onBlocked?: () => void;
83
+ /** URL to send the player to when blocked (best effort; a sandboxed build may not be allowed to navigate). */
84
+ redirect?: string;
85
+ }
86
+
87
+ /** Outcome of a rewarded placement. */
88
+ type BBArcadeRewardedAdStatus = 'viewed' | 'dismissed' | 'ready' | 'unavailable' | 'error';
89
+
90
+ /** Resolution value of rewardedAd()/showRewardedAd(). */
91
+ interface BBArcadeRewardedAdResult {
92
+ /** 'viewed' is the only status that should grant the reward. */
93
+ status: BBArcadeRewardedAdStatus;
94
+ /** Sanitized placement name the ad ran under. */
95
+ placement: string;
96
+ /** Sanitized reward label. */
97
+ reward: string;
98
+ /** Unique id for this ad break (for your own logging/dedup). */
99
+ adBreakId: string;
100
+ /** Present when a size was requested. */
101
+ size?: 'small' | 'medium' | 'large';
102
+ /**
103
+ * Failure detail when status is 'unavailable' or 'error', e.g.
104
+ * 'host_disabled' | 'ad_break_unavailable' | 'ad_break_timeout' |
105
+ * 'no_rewarded_ad' | 'ad_in_progress' | 'show_ad_error' |
106
+ * 'before_reward_error' | 'ad_break_error'.
107
+ */
108
+ error?: string;
109
+ /** Google's H5 breakStatus string, when the placement reported one. */
110
+ breakStatus?: string;
111
+ }
112
+
113
+ /** Options for rewardedAd()/showRewardedAd() (all optional). */
114
+ interface BBArcadeRewardedAdOptions {
115
+ /** Placement name for analytics, e.g. 'revive' (alias: name). */
116
+ placement?: string;
117
+ /** Alias for placement. */
118
+ name?: string;
119
+ /** Reward label for analytics, e.g. 'extra_life'. */
120
+ reward?: string;
121
+ /** Supply your own ad-break id instead of the generated one. */
122
+ adBreakId?: string;
123
+ /** Requested ad size. */
124
+ size?: 'small' | 'medium' | 'large';
125
+ /** Legacy AdSense channel label. Ignored on Bounty Board. */
126
+ adChannel?: string;
127
+ /** Force Google's test-ads mode (the Bounty Board host's setting wins when present). */
128
+ testMode?: boolean;
129
+ /** Per-call override of how long to wait for an ad, in ms (max 15000). */
130
+ loadTimeoutMs?: number;
131
+ /**
132
+ * Called when an ad is ready. Pause your game, then call showAd() to run it.
133
+ * When omitted, the ad shows immediately.
134
+ */
135
+ beforeReward?: (showAd: () => void) => void;
136
+ /** The player watched the ad to completion — grant the reward. */
137
+ adViewed?: (result: BBArcadeRewardedAdResult) => void;
138
+ /** The player closed the ad early (or after viewing; check status). */
139
+ adDismissed?: (result: BBArcadeRewardedAdResult) => void;
140
+ /** Google's raw adBreakDone callback, with its placementInfo. */
141
+ adBreakDone?: (placementInfo: unknown) => void;
142
+ /** Alias of adViewed. */
143
+ onReward?: (result: BBArcadeRewardedAdResult) => void;
144
+ /** Alias of adDismissed. */
145
+ onDismissed?: (result: BBArcadeRewardedAdResult) => void;
146
+ /** Always called once with the final result (any status). */
147
+ onDone?: (result: BBArcadeRewardedAdResult) => void;
148
+ /** Called when the placement fails with status 'error'. */
149
+ onError?: (result: BBArcadeRewardedAdResult) => void;
150
+ /** Called when no ad could be shown (status 'unavailable'). */
151
+ onUnavailable?: (result: BBArcadeRewardedAdResult) => void;
152
+ }
153
+
154
+ /** Options for rewardedBreak(): everything rewardedAd() takes, plus onStart. */
155
+ interface BBArcadeRewardedBreakOptions extends BBArcadeRewardedAdOptions {
156
+ /** Called once right before the ad shows — pause gameplay/audio here. */
157
+ onStart?: () => void;
158
+ }
159
+
160
+ /** A player in a multiplayer room — display identity only, plus the room-scoped id. */
161
+ interface BBArcadeMpPlayer {
162
+ /** Room-scoped player id (stable for the connection, never a Bounty Board account id). */
163
+ id: string;
164
+ name: string;
165
+ avatarUrl: string | null;
166
+ }
167
+
168
+ /** One player's final standing in a finished multiplayer match. */
169
+ interface BBArcadeMpResult {
170
+ playerId: string;
171
+ name: string;
172
+ placement: number;
173
+ score: number;
174
+ outcome: 'win' | 'loss' | 'draw';
175
+ }
176
+
177
+ /** Options for multiplayer joinRoom(). */
178
+ interface BBArcadeMpJoinOptions {
179
+ /** Join an existing room by its share code. */
180
+ code?: string;
181
+ /** Create a new room (a share code is generated for you). */
182
+ create?: boolean;
183
+ /**
184
+ * Local development only: connect straight to a room server (e.g. wrangler
185
+ * dev with DEV_ALLOW_UNSIGNED=1) instead of asking the Bounty Board host for
186
+ * a ticket. Both must be provided together.
187
+ */
188
+ roomUrl?: string;
189
+ ticket?: string;
190
+ }
191
+
192
+ /** Events a multiplayer room emits. */
193
+ interface BBArcadeMpRoomEvents {
194
+ /** Authoritative state snapshot (already filtered to what YOU may see). */
195
+ snapshot: { tick: number; state: unknown };
196
+ playerJoin: { player: BBArcadeMpPlayer };
197
+ playerLeave: { playerId: string };
198
+ /** Game-defined server event (tag happened, round started, ...). */
199
+ event: unknown;
200
+ /** The match finished; results were reported by the server, not by clients. */
201
+ end: { results: BBArcadeMpResult[] };
202
+ error: { code: string };
203
+ /** Connection dropped. reconnecting: true means the SDK is retrying. */
204
+ close: { reconnecting: boolean };
205
+ }
206
+
207
+ /** A live connection to an authoritative multiplayer room. */
208
+ interface BBArcadeMpRoom {
209
+ /** The share code friends use to join this room. */
210
+ code: string;
211
+ /** Your room-scoped player id. */
212
+ playerId: string;
213
+ /** Players currently in the room (kept up to date). */
214
+ players: BBArcadeMpPlayer[];
215
+ /** Latest authoritative state snapshot (as filtered for you). */
216
+ state: unknown;
217
+ /** Send an INPUT to the server (never authoritative state — the server simulates). */
218
+ send(input: unknown): void;
219
+ /** Subscribe to a room event; returns an unsubscribe function. */
220
+ on<K extends keyof BBArcadeMpRoomEvents>(
221
+ event: K,
222
+ handler: (data: BBArcadeMpRoomEvents[K]) => void
223
+ ): () => void;
224
+ /** Leave the room and close the connection (no reconnect). */
225
+ leave(): void;
226
+ }
227
+
228
+ /** The multiplayer module (BBArcade.multiplayer in script-tag builds). */
229
+ interface BBArcadeMultiplayer {
230
+ /**
231
+ * Create or join an authoritative multiplayer room. Resolves once the room
232
+ * server accepted the signed ticket and sent the welcome state. Rejects with
233
+ * a BBArcadeError ('unsupported' off Bounty Board, 'unauthenticated' /
234
+ * 'rejected' / 'error' from the ticket handshake).
235
+ */
236
+ joinRoom(options?: BBArcadeMpJoinOptions): Promise<BBArcadeMpRoom>;
237
+ }
238
+
239
+ /**
240
+ * The Bounty Board Arcade SDK surface (window.BBArcade for script-tag builds,
241
+ * the `BBArcade` export of @bountyboard/arcade-sdk for module builds).
242
+ *
243
+ * Every method is optional to call and safe standalone: off Bounty Board the
244
+ * fire-and-forget signals no-op, and save()/load() reject fast with code
245
+ * 'unsupported' instead of hanging.
246
+ */
247
+ interface BBArcadeSDK {
248
+ /**
249
+ * Refuse to run unless embedded on a Bounty Board host (anti
250
+ * scrape-and-reupload deterrent — not DRM). Call once, early, before boot.
251
+ */
252
+ lockToHost(options?: BBArcadeLockToHostOptions): void;
253
+ /**
254
+ * Configure optional SDK modules and announce the game to the host. Resolves
255
+ * once the host answers with its config, or after a short grace (~1.5s) when
256
+ * nothing answers — so it never blocks your boot and awaiting is optional.
257
+ */
258
+ init(options?: BBArcadeConfig): Promise<void>;
259
+ /** Apply the same options as init() without the host handshake. */
260
+ configure(options?: BBArcadeConfig): void;
261
+ /** Warm up Google's H5 ads library. Resolves true when the placement API is available. */
262
+ preloadRewardedAds(options?: BBArcadeRewardedAdOptions): Promise<boolean>;
263
+ /** Alias of preloadRewardedAds. */
264
+ preloadRewardedAd(options?: BBArcadeRewardedAdOptions): Promise<boolean>;
265
+ /** Signal that the game finished loading and the player can start. */
266
+ ready(): void;
267
+ /** Poki-style alias of ready(). */
268
+ gameLoadingFinished(): void;
269
+ /** Signal that active gameplay started (run begins or resumes). */
270
+ gameplayStart(): void;
271
+ /** Signal that active gameplay stopped (death, pause menu, ad break). */
272
+ gameplayStop(): void;
273
+ /**
274
+ * Report the player's current integer score. Call freely; the host throttles.
275
+ * Pass { mode: 'daily' } when the run is your shared-seed Daily so the Today
276
+ * board can mark it.
277
+ */
278
+ submitScore(score: number, opts?: { mode?: 'daily' }): void;
279
+ /** Report the final integer score on game over (feeds the leaderboards). */
280
+ gameOver(score: number, opts?: { mode?: 'daily' }): void;
281
+ /** Signal that an immersive WebXR session started (keeps playtime counting). */
282
+ xrSessionStart(): void;
283
+ /** Signal that the immersive WebXR session ended. */
284
+ xrSessionEnd(): void;
285
+ /**
286
+ * Show a rewarded ad via Google's H5 placement API. Resolves with the full
287
+ * result object; only status 'viewed' should grant the reward. Prefer
288
+ * rewardedBreak() unless you need the low-level callbacks.
289
+ */
290
+ rewardedAd(options?: BBArcadeRewardedAdOptions): Promise<BBArcadeRewardedAdResult>;
291
+ /** Alias of rewardedAd. */
292
+ showRewardedAd(options?: BBArcadeRewardedAdOptions): Promise<BBArcadeRewardedAdResult>;
293
+ /**
294
+ * Developer-standard rewarded break. Show your own "Watch ad for reward" UI
295
+ * first; resolves true only when the ad was actually viewed. Accepts an
296
+ * options bag or a bare onStart callback.
297
+ */
298
+ rewardedBreak(optionsOrOnStart?: BBArcadeRewardedBreakOptions | (() => void)): Promise<boolean>;
299
+ /**
300
+ * Save the player's progress (a string blob, ~1MB max) to their Bounty Board
301
+ * account. Requires a Bounty-Board-hosted build upload and a logged-in
302
+ * player; rejects with a BBArcadeError otherwise (code 'unsupported' /
303
+ * 'unauthenticated' / 'too_large' / 'rejected' / 'error').
304
+ */
305
+ save(blob: string): Promise<void>;
306
+ /**
307
+ * Load the player's saved blob. Resolves with the string, or null when there
308
+ * is no save yet. Rejects like save() ('unauthenticated' when logged out).
309
+ */
310
+ load(): Promise<string | null>;
311
+ /**
312
+ * The logged-in player's display identity for in-game UI. Resolves
313
+ * { name, avatarUrl } once the host's config handshake completes (or after
314
+ * a short grace when nothing answers), and null for guests, standalone
315
+ * play, or off Bounty Board — always handle the null case. Privacy:
316
+ * display name + avatar only, never ids, emails, or roles.
317
+ */
318
+ getPlayer(): Promise<BBArcadePlayer | null>;
319
+ /**
320
+ * Deterministic A/B variant for this player (even split; stable per
321
+ * player+game+key). Resolves the alphabetically-first variant as the
322
+ * fallback/control on standalone play or any host error. Assignments show
323
+ * up split-by-variant in studio analytics.
324
+ */
325
+ getVariant(key: string, variants: string[]): Promise<string | null>;
326
+ /**
327
+ * Multiplayer rooms. Present in the script-tag build; module consumers
328
+ * import { joinRoom } from '@bountyboard/arcade-sdk/multiplayer' instead
329
+ * (keeps the core import lean).
330
+ */
331
+ multiplayer?: BBArcadeMultiplayer;
332
+ /** SDK protocol version (matches the `v` field on every message). */
333
+ version: number;
334
+ }
335
+
336
+ interface Window {
337
+ /** Present after the arcade-sdk script tag has loaded. */
338
+ BBArcade?: BBArcadeSDK;
339
+ }
340
+
341
+ /** The global SDK object (available after the script tag loads). */
342
+ declare const BBArcade: BBArcadeSDK;