@caisual/cli 0.5.0 → 0.11.0

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Files changed (2) hide show
  1. package/dist/caisual.mjs +1714 -379
  2. package/package.json +3 -1
package/dist/caisual.mjs CHANGED
@@ -1,10 +1,8 @@
1
1
  #!/usr/bin/env node
2
2
 
3
- // src/caisual.ts
4
- import { createHash as createHash3 } from "node:crypto";
5
- import { createReadStream, promises as fs3 } from "node:fs";
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- import { tmpdir } from "node:os";
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- import { basename, extname as extname2, join as join3, resolve as resolve2 } from "node:path";
3
+ // src/i18n.ts
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+ import { promises as fs2 } from "node:fs";
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+ import { join as join2, sep } from "node:path";
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6
 
9
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  // ../contracts/src/slug.ts
10
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  var NOMI_RISERVATI = [
@@ -49,10 +47,63 @@ function isReservedSlug(value) {
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  return RISERVATI.has(value);
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  }
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+ // ../contracts/src/i18n.ts
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+ function normalizeLanguage(value) {
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+ if (typeof value !== "string" || value.length > 128) return null;
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+ try {
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+ return Intl.getCanonicalLocales(value)[0] ?? null;
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+ } catch {
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+ return null;
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+ }
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+ }
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+ function manifestLanguages(manifest) {
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+ return manifest.languages?.length ? [...manifest.languages] : [manifest.language ?? "en"];
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+ }
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+ function languageFallbacks(language, defaultLanguage = "en") {
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+ const result = [];
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+ let tag = normalizeLanguage(language);
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+ while (tag) {
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+ result.push(tag);
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+ const parts = tag.split("-");
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+ parts.pop();
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+ if (parts.at(-1)?.length === 1) parts.pop();
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+ tag = parts.join("-");
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+ }
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+ result.push(normalizeLanguage(defaultLanguage) ?? defaultLanguage);
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+ return [...new Set(result)];
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+ }
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+ function isTextDictionary(value) {
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+ return typeof value === "object" && value !== null && !Array.isArray(value) && Object.values(value).every((text) => typeof text === "string");
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+ }
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+ async function loadGameTexts(language, defaultLanguage, read) {
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+ const dictionaries2 = await Promise.all(languageFallbacks(language, defaultLanguage).map(async (tag) => {
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+ try {
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+ const value = await read(tag);
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+ return isTextDictionary(value) ? value : {};
83
+ } catch {
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+ return {};
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+ }
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+ }));
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+ return Object.assign(/* @__PURE__ */ Object.create(null), ...dictionaries2.reverse());
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+ }
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+
52
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  // ../contracts/src/manifest.ts
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+ function risolviModalita(manifest, mode) {
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+ const scelta = mode === null ? void 0 : manifest.modes.find((voce) => voce.id === mode);
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+ if (mode !== null && scelta === void 0) throw new Error("The selected game mode does not exist.");
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+ return { players: { ...scelta?.players ?? manifest.players }, lobby: scelta?.lobby ?? manifest.lobby };
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+ }
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+ function richiedeServer(manifest) {
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+ return manifest.modes.some((mode) => mode.execution === "room");
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+ }
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+ function modalitaLocale(manifest, mode) {
100
+ return mode !== null && manifest.modes.some((voce) => voce.id === mode && voce.execution === "local");
101
+ }
53
102
  var TETTO_GIOCATORI = 24;
54
103
  var RITARDO_SPETTATORI_MS = 3e3;
104
+ var MASSIMO_CLASSIFICHE = 32;
55
105
  var CAMPI = /* @__PURE__ */ new Set([
106
+ "overlay",
56
107
  "manifest",
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108
  "id",
58
109
  "name",
@@ -60,6 +111,7 @@ var CAMPI = /* @__PURE__ */ new Set([
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111
  "cover",
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  "screenshots",
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  "tags",
114
+ "languages",
63
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  "language",
64
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  "platform",
65
117
  "orientation",
@@ -72,6 +124,7 @@ var CAMPI = /* @__PURE__ */ new Set([
72
124
  "lobby",
73
125
  "persistent",
74
126
  "spectators",
127
+ "boards",
75
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  "roles",
76
129
  "teams",
77
130
  "voice",
@@ -86,6 +139,7 @@ var PERFORMANCE = /* @__PURE__ */ new Set(["light", "medium", "heavy"]);
86
139
  var TAG = /^[a-z0-9-]+$/;
87
140
  var ID_INTERNO = /^[a-z0-9]+(?:-[a-z0-9]+)*$/;
88
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  var CAMPO_MATCHMAKING = /^[a-z0-9][a-z0-9-]{0,31}$/;
142
+ var ID_CLASSIFICA = /^[a-z0-9][a-z0-9_-]{0,31}$/;
89
143
  function oggetto(value) {
90
144
  if (typeof value !== "object" || value === null || Array.isArray(value)) return null;
91
145
  return value;
@@ -122,6 +176,35 @@ function stringaDefault(dati, campo, valoreDefault, errori) {
122
176
  }
123
177
  return value;
124
178
  }
179
+ function testoFacoltativo(value, key, max, path, errors) {
180
+ if (value[key] === void 0) return void 0;
181
+ const check2 = (text2, field2) => {
182
+ if (typeof text2 !== "string" || text2.trim().length === 0 || text2.trim().length > max || /[\r\n\u0000-\u001f]/.test(text2)) {
183
+ errors.push(`${field2}: must contain 1-${max} characters on one line.`);
184
+ return void 0;
185
+ }
186
+ return text2.trim();
187
+ };
188
+ const text = value[key], field = `${path}.${key}`;
189
+ if (typeof text === "string") return check2(text, field);
190
+ const translations = oggetto(text);
191
+ if (!translations || Object.keys(translations).length === 0) {
192
+ errors.push(`${field}: must be a string or a non-empty language-to-text object.`);
193
+ return void 0;
194
+ }
195
+ const result = {};
196
+ for (const [raw, text2] of Object.entries(translations)) {
197
+ const tag = normalizeLanguage(raw);
198
+ if (!tag) {
199
+ errors.push(`${field}.${raw}: must be a BCP 47 language tag.`);
200
+ continue;
201
+ }
202
+ if (Object.hasOwn(result, tag)) errors.push(`${field}.${raw}: duplicate language.`);
203
+ const checked = check2(text2, `${field}.${raw}`);
204
+ if (checked !== void 0) result[tag] = checked;
205
+ }
206
+ return result;
207
+ }
125
208
  function validaManifest(valore) {
126
209
  const errori = [];
127
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  const dati = oggetto(valore);
@@ -175,10 +258,24 @@ function validaManifest(valore) {
175
258
  }
176
259
  }
177
260
  }
178
- const language = stringaDefault(dati, "language", "en", errori);
179
- if (!/^[A-Za-z]{2,8}(?:-[A-Za-z0-9]{1,8})*$/.test(language)) {
261
+ const legacyLanguage = stringaDefault(dati, "language", "en", errori);
262
+ if (!/^[A-Za-z]{2,8}(?:-[A-Za-z0-9]{1,8})*$/.test(legacyLanguage)) {
180
263
  errori.push("language: must be a BCP 47 language tag such as en, it, or pt-BR.");
181
264
  }
265
+ const languages = [];
266
+ if (dati.languages === void 0) languages.push(normalizeLanguage(legacyLanguage) ?? legacyLanguage);
267
+ else if (!Array.isArray(dati.languages) || dati.languages.length === 0) {
268
+ errori.push("languages: must be a non-empty array of BCP 47 language tags.");
269
+ } else for (const [index, raw] of dati.languages.entries()) {
270
+ const tag = normalizeLanguage(raw);
271
+ if (!tag) errori.push(`languages[${index}]: must be a BCP 47 language tag.`);
272
+ else if (languages.includes(tag)) errori.push(`languages[${index}]: duplicate language ${tag}.`);
273
+ else languages.push(tag);
274
+ }
275
+ const language = languages[0] ?? legacyLanguage;
276
+ if (dati.language !== void 0 && dati.languages !== void 0 && legacyLanguage.toLowerCase() !== language.toLowerCase()) {
277
+ errori.push("language: must match the first entry in languages when both are present.");
278
+ }
182
279
  let platform = "both";
183
280
  if (dati.platform === void 0) errori.push("platform: is required.");
184
281
  else if (typeof dati.platform !== "string" || !PLATFORM.has(dati.platform)) {
@@ -283,7 +380,7 @@ function validaManifest(valore) {
283
380
  else persistent = dati.persistent;
284
381
  }
285
382
  let spectators = { delayMs: RITARDO_SPETTATORI_MS };
286
- if (dati.spectators === false) spectators = null;
383
+ if (dati.spectators === false || dati.spectators === null) spectators = null;
287
384
  else if (dati.spectators !== void 0 && dati.spectators !== true) {
288
385
  const value = oggetto(dati.spectators);
289
386
  if (value === null) {
@@ -297,6 +394,60 @@ function validaManifest(valore) {
297
394
  } else spectators = { delayMs: value.delayMs };
298
395
  }
299
396
  }
397
+ let overlay = null;
398
+ if (dati.overlay !== void 0 && dati.overlay !== null) {
399
+ const value = oggetto(dati.overlay);
400
+ if (value === null) errori.push("overlay: must be an object or null.");
401
+ else {
402
+ for (const key of Object.keys(value)) if (!["version", "accent"].includes(key)) errori.push(`overlay.${key}: unknown field.`);
403
+ if (value.version !== 1) errori.push("overlay.version: must be exactly 1.");
404
+ if (value.accent !== void 0 && (typeof value.accent !== "string" || !/^#[0-9a-fA-F]{6}$/.test(value.accent))) {
405
+ errori.push("overlay.accent: must be a six-digit hexadecimal color, such as #336699.");
406
+ }
407
+ overlay = { version: 1, ...typeof value.accent === "string" ? { accent: value.accent } : {} };
408
+ }
409
+ }
410
+ const boards = {};
411
+ if (dati.boards !== void 0) {
412
+ const value = oggetto(dati.boards);
413
+ if (value === null) errori.push("boards: must be an object of board ids.");
414
+ else {
415
+ if (Object.keys(value).length > MASSIMO_CLASSIFICHE) {
416
+ errori.push(`boards: at most ${MASSIMO_CLASSIFICHE} boards.`);
417
+ }
418
+ for (const [id2, raw] of Object.entries(value)) {
419
+ let valido = true;
420
+ if (!ID_CLASSIFICA.test(id2)) {
421
+ errori.push(`boards.${id2}: invalid board id.`);
422
+ valido = false;
423
+ }
424
+ const board = oggetto(raw);
425
+ if (board === null) {
426
+ errori.push(`boards.${id2}.source: must be "client" or "server".`);
427
+ continue;
428
+ }
429
+ for (const campo of Object.keys(board)) {
430
+ if (!["source", "label", "periods"].includes(campo)) errori.push(`boards.${id2}.${campo}: unknown field.`);
431
+ }
432
+ if (board.source !== "client" && board.source !== "server") {
433
+ errori.push(`boards.${id2}.source: must be "client" or "server".`);
434
+ valido = false;
435
+ }
436
+ const label = testoFacoltativo(board, "label", 48, `boards.${id2}`, errori);
437
+ let periods = ["all-time"];
438
+ if (board.periods !== void 0) {
439
+ if (!Array.isArray(board.periods) || board.periods.length < 1 || board.periods.length > 2 || board.periods.some((period) => period !== "daily" && period !== "all-time") || new Set(board.periods).size !== board.periods.length) {
440
+ errori.push(`boards.${id2}.periods: must contain daily, all-time, or both without duplicates.`);
441
+ } else periods = [...board.periods];
442
+ }
443
+ if (valido) Object.defineProperty(boards, id2, { value: {
444
+ source: board.source,
445
+ periods,
446
+ ...label === void 0 ? {} : { label }
447
+ }, enumerable: true, configurable: true, writable: true });
448
+ }
449
+ }
450
+ }
300
451
  const roles = [];
301
452
  if (dati.roles !== void 0) {
302
453
  if (!Array.isArray(dati.roles)) errori.push("roles: must be an array.");
@@ -309,7 +460,7 @@ function validaManifest(valore) {
309
460
  continue;
310
461
  }
311
462
  for (const campo of Object.keys(value)) {
312
- if (!["id", "min", "max"].includes(campo)) errori.push(`roles[${indice}].${campo}: unknown field.`);
463
+ if (!["id", "min", "max", "label"].includes(campo)) errori.push(`roles[${indice}].${campo}: unknown field.`);
313
464
  }
314
465
  const idRuolo = value.id;
315
466
  const min = value.min;
@@ -334,7 +485,13 @@ function validaManifest(valore) {
334
485
  errori.push(`roles[${indice}].max: must be greater than or equal to min.`);
335
486
  valido = false;
336
487
  }
337
- if (valido) roles.push(max === void 0 ? { id: idRuolo, min } : { id: idRuolo, min, max });
488
+ const label = testoFacoltativo(value, "label", 32, `roles[${indice}]`, errori);
489
+ if (valido) roles.push({
490
+ id: idRuolo,
491
+ min,
492
+ ...max === void 0 ? {} : { max },
493
+ ...label === void 0 ? {} : { label }
494
+ });
338
495
  }
339
496
  }
340
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  }
@@ -372,7 +529,7 @@ function validaManifest(valore) {
372
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  continue;
373
530
  }
374
531
  for (const campo of Object.keys(value)) {
375
- if (campo !== "id" && campo !== "matchmaking") errori.push(`modes[${indice}].${campo}: unknown field.`);
532
+ if (!["id", "players", "lobby", "matchmaking", "execution", "label", "instructions"].includes(campo)) errori.push(`modes[${indice}].${campo}: unknown field.`);
376
533
  }
377
534
  if (typeof value.id !== "string" || value.id.length > 32 || !ID_INTERNO.test(value.id)) {
378
535
  errori.push(`modes[${indice}].id: must be 1-32 lowercase letters, digits, or internal hyphens.`);
@@ -383,8 +540,44 @@ function validaManifest(valore) {
383
540
  continue;
384
541
  }
385
542
  ids.add(value.id);
543
+ const modo = { id: value.id };
544
+ for (const [key2, max] of [["label", 48], ["instructions", 160]]) {
545
+ const text = testoFacoltativo(value, key2, max, `modes[${indice}]`, errori);
546
+ if (text !== void 0) modo[key2] = text;
547
+ }
548
+ if (value.execution !== void 0) {
549
+ if (value.execution !== "local" && value.execution !== "room") errori.push(`modes[${indice}].execution: must be local or room.`);
550
+ else modo.execution = value.execution;
551
+ }
552
+ if (overlay !== null && modo.execution === void 0) errori.push(`modes[${indice}].execution: is required with the standard overlay.`);
553
+ if (value.players !== void 0) {
554
+ const campo = `modes[${indice}].players`;
555
+ const range = oggetto(value.players);
556
+ if (range === null) errori.push(`${campo}: must be an object with min and max.`);
557
+ else {
558
+ for (const key2 of Object.keys(range)) {
559
+ if (key2 !== "min" && key2 !== "max") errori.push(`${campo}.${key2}: unknown field.`);
560
+ }
561
+ if (!interoTra(range.min, 1, TETTO_GIOCATORI)) errori.push(`${campo}.min: must be an integer from 1 to ${TETTO_GIOCATORI}.`);
562
+ if (!interoTra(range.max, 1, TETTO_GIOCATORI)) errori.push(`${campo}.max: must be an integer from 1 to ${TETTO_GIOCATORI}.`);
563
+ if (interoTra(range.min, 1, TETTO_GIOCATORI) && interoTra(range.max, 1, TETTO_GIOCATORI)) {
564
+ if (range.min > range.max) errori.push(`${campo}.max: must be greater than or equal to min.`);
565
+ else modo.players = { min: range.min, max: range.max };
566
+ }
567
+ }
568
+ }
569
+ if (value.lobby !== void 0) {
570
+ if (typeof value.lobby !== "boolean") errori.push(`modes[${indice}].lobby: must be a boolean.`);
571
+ else modo.lobby = value.lobby;
572
+ }
573
+ if (modo.execution === "local") {
574
+ const range = modo.players ?? players;
575
+ if (range.min !== 1 || range.max !== 1) errori.push(`modes[${indice}].players: local execution requires min and max to be 1.`);
576
+ if (modo.lobby ?? lobby) errori.push(`modes[${indice}].lobby: local execution requires false.`);
577
+ if (value.matchmaking !== void 0) errori.push(`modes[${indice}].matchmaking: local execution cannot use matchmaking.`);
578
+ }
386
579
  if (value.matchmaking === void 0) {
387
- modes.push({ id: value.id });
580
+ modes.push(modo);
388
581
  continue;
389
582
  }
390
583
  const matchmaking = oggetto(value.matchmaking);
@@ -393,7 +586,7 @@ function validaManifest(valore) {
393
586
  continue;
394
587
  }
395
588
  for (const campo of Object.keys(matchmaking)) {
396
- if (campo !== "key" && campo !== "timeoutMs") {
589
+ if (!["key", "timeoutMs", "defaults"].includes(campo)) {
397
590
  errori.push(`modes[${indice}].matchmaking.${campo}: unknown field.`);
398
591
  }
399
592
  }
@@ -415,22 +608,40 @@ function validaManifest(valore) {
415
608
  errori.push(`modes[${indice}].matchmaking.timeoutMs: must be an integer from 1000 to 300000.`);
416
609
  valido = false;
417
610
  }
418
- if (valido) modes.push({ id: value.id, matchmaking: {
611
+ let defaults;
612
+ if (matchmaking.defaults !== void 0) {
613
+ const values = oggetto(matchmaking.defaults);
614
+ if (values === null || Object.keys(values).length !== key.length || key.some((field) => !Object.hasOwn(values, field))) {
615
+ errori.push(`modes[${indice}].matchmaking.defaults: must contain exactly the declared key fields.`);
616
+ } else {
617
+ defaults = {};
618
+ for (const [field, value2] of Object.entries(values)) {
619
+ if (!(typeof value2 === "string" && value2.length >= 1 && value2.length <= 64 && /^[A-Za-z0-9_.:-]+$/.test(value2)) && !Number.isSafeInteger(value2)) {
620
+ errori.push(`modes[${indice}].matchmaking.defaults.${field}: must be a string of 1-64 characters or a safe integer.`);
621
+ } else Object.defineProperty(defaults, field, { value: value2, enumerable: true });
622
+ }
623
+ }
624
+ }
625
+ if (valido) modes.push({ ...modo, matchmaking: {
626
+ ...defaults === void 0 ? {} : { defaults },
419
627
  key,
420
628
  timeoutMs: matchmaking.timeoutMs
421
629
  } });
422
630
  }
423
631
  }
424
632
  }
633
+ if (overlay !== null && modes.length === 0) errori.push("modes: at least one explicit mode is required with the standard overlay.");
425
634
  if (errori.length > 0) return { ok: false, errori };
426
635
  return { ok: true, manifest: {
427
636
  manifest: 1,
637
+ overlay,
428
638
  id,
429
639
  name,
430
640
  description,
431
641
  cover,
432
642
  screenshots,
433
643
  tags,
644
+ languages,
434
645
  language,
435
646
  platform,
436
647
  orientation,
@@ -443,6 +654,7 @@ function validaManifest(valore) {
443
654
  lobby,
444
655
  persistent,
445
656
  spectators,
657
+ boards,
446
658
  roles,
447
659
  teams,
448
660
  voice,
@@ -544,11 +756,46 @@ function validaServerJs(sorgente) {
544
756
  return errori.length === 0 ? { ok: true } : { ok: false, errori };
545
757
  }
546
758
 
547
- // ../../docs/publish.md
548
- var publish_default = '# Publish a game on Caisual\n\nCaisual hosts browser games supplied as folders. Each publish creates an immutable version and moves the game\'s stable link to that version.\nThe publishing flow supports both single-player and multiplayer games and does not require changes in the Caisual dashboard. Player identity, rooms, cloud saves, leaderboards, and the daily challenge come from the game kit, documented in [kit.md](./kit.md).\n\n## Game folder\n\nUse this structure:\n\n```text\nmy-game/\n caisual.json\n server.js # optional, required only for multiplayer rooms\n client/\n index.html\n ...\n```\n\n`caisual.json` and `client/index.html` are required. Put every file used by the game under `client/`.\n\nRun `npx @caisual/cli init my-game` to create a minimal single-player folder. Run `npx @caisual/cli init --multiplayer my-game` to include a four-player lobby, a relay server, and a room client example.\n\n## caisual.json\n\nThe file must contain one JSON object. Unknown fields are rejected. This is a complete single-player example:\n\n```json\n{\n "manifest": 1,\n "id": "my-game",\n "name": "My Game",\n "description": "A short description of the game.",\n "cover": "cover.png",\n "screenshots": ["screenshots/level-one.png"],\n "tags": ["puzzle"],\n "language": "en",\n "platform": "both",\n "orientation": "landscape",\n "input": ["keyboard", "mouse", "touch"],\n "visibility": "public",\n "network": [],\n "isolated": false,\n "requires": { "webgl2": false, "webgpu": false, "wasm": false, "threads": false, "memoryMb": null, "performance": "light" },\n "players": { "min": 1, "max": 1 },\n "lobby": false,\n "persistent": false,\n "spectators": true,\n "roles": [],\n "teams": null,\n "voice": "none",\n "modes": []\n}\n```\n\n- `manifest` is required and must be `1`.\n- `id` is required. Use 3 to 32 lowercase ASCII letters or digits, with single hyphens only between groups. The ID becomes the URL slug. Choose it carefully because it cannot be renamed or reused after deletion.\n- `name` is required and must contain 1 to 60 characters.\n- `description` is optional, defaults to an empty string, and can contain at most 500 characters.\n- `cover` is optional. Use a relative path inside `client/`, or `null`. Do not include a query, fragment, empty segment, or parent segment.\n- `screenshots` is optional and defaults to `[]`. It accepts up to 8 relative paths inside `client/`.\n- `tags` is optional and defaults to `[]`. It accepts up to 10 values. Each value uses 1 to 24 lowercase letters, digits, or hyphens.\n- `language` is optional and defaults to `en`. Use a BCP 47 language tag such as `en`, `it`, or `pt-BR`.\n- `platform` is required. Use `desktop` when the game needs a keyboard, mouse, large display, or desktop performance. Use `mobile` when it is designed only for touch and small screens. Use `both` only after checking that layout, performance, and controls work on both.\n- `orientation` is optional and defaults to `landscape`. Use `landscape` or `portrait` to describe the intended mobile layout. The device may not honor an orientation request.\n- `input` is optional and defaults to `[]`. Include every supported input from `keyboard`, `mouse`, `touch`, and `gamepad`. Do not claim an input until the game is usable with it.\n- `visibility` is optional and defaults to `public`. Use `public` for catalog eligibility or `unlisted` for access by direct link only.\n- `network` is optional and defaults to `[]`. List every external host contacted or loaded by the game, without scheme, port, path, query, or fragment, for example `api.example.com`. If an external host is missing, the browser blocks the request. Keep the array empty when the game uses only its own files and Caisual services.\n- `isolated` is optional and defaults to `false`. Use `true` only when the game requires shared memory or threaded WebAssembly. Every external host in `network` must then send headers compatible with cross-origin isolation.\n- `requires` is optional and defaults to `{ "webgl2": false, "webgpu": false, "wasm": false, "threads": false, "memoryMb": null, "performance": "light" }`. Declare the minimum capabilities the game truly needs to run. For example, a game with a WebGPU renderer and a WebGL2 fallback declares only `webgl2`. Set `threads` together with `isolated: true`. `memoryMb` accepts `null` or a multiple of 256 from 512 to 32768. Use `light`, `medium`, or `heavy` for the expected performance load.\n- `players` is optional and defaults to `{ "min": 1, "max": 1 }`. Both values are integers from 1 to 24 and `max` must be at least `min`. Set the range that a room needs before play can start.\n- `lobby` is optional and defaults to `false`. Use `true` when players must choose roles or teams, mark themselves ready, and wait for the host to start. With `false`, play starts when the first player enters and later players may join in progress.\n- `persistent` is optional and defaults to `false`. Use `true` when room members must be able to return with the same code after disconnecting, including while the game is already playing. Persistent rooms expire after 30 days without activity.\n- `spectators` is optional and defaults to `{ "delayMs": 3000 }`. Use `false` to disable watching, `true` for the default three-second delay, or `{ "delayMs": N }` to choose an integer delay from 0 to 30000 milliseconds.\n- `roles` is optional and defaults to `[]`. Each entry has an `id` of 1 to 32 lowercase letters, digits, or internal hyphens, a `min` integer from 0 to 24, and an optional `max` in the same range. Rooms enforce these capacities in the lobby.\n- `teams` is optional and defaults to `null`. An object has `min` and `max` integers from 2 to 24, with `max` at least `min`. Rooms balance players who do not choose a team.\n- `voice` is optional and defaults to `none`. Use `room` so everyone in the room can hear each other, `team` to restrict voice to teammates, or `proximity` when `server.js` sets the gain between player pairs. Use `none` to disable voice.\n- `modes` is optional and defaults to `[]`. A mode has a unique `id` using 1 to 32 lowercase letters, digits, or internal hyphens. It may have `matchmaking` with `key`, an array of 1 to 8 unique field names, and `timeoutMs`, an integer from 1,000 to 300,000. Each field name uses 1 to 32 lowercase letters, digits, or hyphens and starts with a letter or digit.\n\nThe CLI prints every manifest error in one run. Fix every listed field and rule before retrying.\n\nWhen `requires` is not at its default, the game page checks the player\'s browser and device. It reports that the game is compatible, may run slowly, or is missing a required capability. The Play button always remains active so the player can still try the game.\n\n## client/index.html\n\n`index.html` must be at the root of `client/`. Use relative URLs such as `./game.js` or `assets/sprite.png`. Do not use root-relative URLs such as `/game.js`, and do not use parent paths that leave the published `client/` tree.\n\nTo use player identity, saves, and leaderboards, import the kit from `/__caisual/kit/v1.js` as shown in [kit.md](./kit.md). The path `/__caisual/` is reserved: do not put game files under it.\n\nDo not register a service worker. The game runs in an iframe on its own origin inside `caisual.com`. Test it without assuming access to the parent page, parent cookies, or files outside `client/`.\n\nWhen `voice` is not `none`, the portal grants microphone access to the game iframe. The browser still asks the player for permission when the game calls `room.voice.join()`. Call it from a button click or another user gesture, not automatically when the page loads.\n\n## Multiplayer server\n\nAdd `server.js` beside `caisual.json` when the game uses rooms. It is the ESM entry point and must have an `export default`. It may import local files such as `./logic/ships.js`, including `.js`, `.ts`, and `.json` files, and npm packages installed in the game folder. The CLI bundles these imports into one file both when publishing and when starting `caisual dev`.\n\nA minimal relay server looks like this:\n\n```js\nimport { defineGame } from \'@caisual/kit/server\';\n\nexport default defineGame({\n onMessage(room, player, message) {\n room.broadcast(message);\n },\n});\n```\n\nThe file may define the optional room callbacks documented in [kit.md](./kit.md). Server code runs without Node.js APIs or network access. Dynamic `import()`, `require()`, and CommonJS exports are not supported. Use only pure JavaScript packages, such as a noise or vector library. A package that needs an HTTP client is not suitable. The `network` field in `caisual.json` controls only requests made by the browser client.\n\nThe bundled `server.js` may be at most 1,000,000 bytes. Room state must remain plain JSON and may be at most 256 KB when serialized. Each incoming player message may be at most 16 KB, and each connection may send at most 20 messages per second. Room save values may be at most 128 KB.\n\nPublish a multiplayer game with the same `npx @caisual/cli publish` command. When imports need bundling, the CLI prints `Bundling server.js (N KB).` The uploaded file is the bundle: the CLI validates it, declares its size and SHA-256 digest, and uploads it separately from browser files. The portal validates the stored bundle again before making the new game version current.\n\nIf the portal finds an invalid `server.js`, the command prints `The multiplayer server could not be published.` followed by diagnostic hints. The failed version is kept for diagnosis but never becomes current. If the game already has a working version, players continue to receive that version. Fix the reported problem and publish again to create a new version.\n\n## Test locally\n\nRun the local preview from the game folder before publishing:\n\n```sh\nnpx @caisual/cli dev\n```\n\nYou can pass a game folder and choose another port:\n\n```sh\nnpx @caisual/cli dev ./my-game --port 8790\n```\n\nThe command prints a portal URL and a game URL. Open the portal URL. It loads the game in an iframe with the same handshake used after publishing, so `c.connected` is `true`. Player identity, saves, leaderboards, daily data, invitations, and rooms all use local data. Each new browser tab gets a different guest identity, while reloading one tab keeps that tab\'s identity.\n\nWhen `server.js` exists, room data is stored as JSON under `.caisual-dev/` in the game folder. Without `server.js`, the game remains single player and attempts to create a room return `no_server`.\n\nPress Ctrl+C in the terminal to stop the preview. No account or publish key is required.\n\n## Limits\n\n- At most 2,000 files per version.\n- At most 50,000,000 bytes per file.\n- At most 200,000,000 bytes for all files in one version.\n- At most 1,000,000 bytes for `server.js`.\n- Dotfiles, dot-directories, and directories named `node_modules` are ignored.\n- Symbolic links and other non-regular files are rejected.\n\nReduce or split files that exceed the per-file limit. Remove generated files that the browser does not need.\n\n## Publish\n\nUse the key supplied by the creator. Set it in the environment so it does not enter shell history as a command-line flag:\n\n```sh\nexport CAISUAL_KEY=\'ck_...\'\nnpx @caisual/cli publish\n```\n\nRun the command from the game folder, or pass the folder path after `publish`. For local portal development only, set `CAISUAL_ORIGIN` to the local HTTP origin.\n\nThe CLI validates the folder, computes every file size and SHA-256 digest, creates a new version, uploads the files, completes the version, and prints the game URL. The stable URL is `https://caisual.com/g/<id>`.\n\nBefore contacting the portal, the CLI scans browser files for common WebGL2, WebGPU, WebAssembly, and shared-memory signatures. A possible mismatch is printed to stderr with a `Warning:` prefix and never blocks publishing. Correct an accurate warning by declaring the minimum matching `requires` field, and set `isolated: true` for shared memory. If the signature belongs to unused code, remove that code from the published client bundle.\n\nThe first games from a new creator are reviewed before they can appear in the public catalog. Their stable links still work while review is pending.\n\n## Update, unlist, or delete\n\nTo update a game, change its files without changing `id`, then run `npx @caisual/cli publish` again. This creates a new version and keeps the same stable game URL.\n\nTo remove a game from the catalog, set `visibility` to `unlisted` and publish, or change visibility from the dashboard. To delete a game, use the dashboard. Deletion is permanent and its ID cannot be reused.\n\n## Common errors\n\n- `CAISUAL_KEY is required`: export the creator\'s key in the same shell before publishing.\n- `The publish API key is not valid`: create a new key in the account dashboard if the old key expired or was revoked.\n- `caisual.json is not valid`: read every reported field and rule, fix all of them, then retry.\n- `client/index.html: file not found`: place `index.html` directly under `client/`, not in a nested build folder.\n- `referenced file not found`: make sure `cover` and every screenshot path match a file under `client/`, including letter case.\n- `file is larger than 50 MB`: compress, reduce, or split the asset and update its references.\n- `upload failed` or a temporary portal error: keep the files unchanged and retry the same publish command. The CLI retries temporary upload failures automatically.\n- `The multiplayer server could not be published`: read every diagnostic hint, fix `server.js`, and publish again. The failed version does not replace the current one.\n- An external browser request works locally but fails after publishing: add its host to `network` and publish a new version. Server code cannot make outbound network requests.\n- A threaded WebAssembly game fails to start: set `isolated` to `true` and verify that every declared external host supports cross-origin isolation.\n';
759
+ // ../contracts/src/overlay.ts
760
+ function validBoardDay(value) {
761
+ if (typeof value !== "string" || !/^\d{4}-\d{2}-\d{2}$/.test(value)) return false;
762
+ const at = Date.parse(`${value}T00:00:00Z`);
763
+ return Number.isFinite(at) && new Date(at).toISOString().slice(0, 10) === value;
764
+ }
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550
- // ../../docs/kit.md
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- var kit_default = "# Caisual game kit\n\nThe kit gives a published game a stable player identity, cloud saves, leaderboards, a daily challenge seed, and multiplayer rooms with server-owned state.\n\nThe kit is a single JavaScript module with no dependencies. It never touches the page: the game keeps its own rendering, input, and UI.\n\n## Load the kit\n\nEvery published game can import the kit from its own origin, without a bundler and without an npm install:\n\n```html\n<script type=\"module\">\n import { caisual } from '/__caisual/kit/v1.js';\n\n const c = await caisual.connect();\n console.log(c.player.name);\n</script>\n```\n\nGames built with a bundler can install the same module from npm:\n\n```sh\nnpm install @caisual/kit\n```\n\n```js\nimport { caisual } from '@caisual/kit';\n```\n\nBoth forms expose the same API. The module also sets `globalThis.caisual` for classic scripts that load it first.\n\nThe path `/__caisual/` is reserved on every game origin. Do not put game files under it.\n\n## Connect\n\n```js\nconst c = await caisual.connect();\n```\n\n`connect()` completes when the game is running inside caisual.com and has received its player identity, or after a short timeout when it is not. Calling it again returns the same promise.\n\n- `c.connected` is `true` inside caisual.com and `false` when the game runs on its own, for example from a local folder during development or when its files are copied elsewhere.\n- `c.player` is `{ id, name, guest }`. `id` is stable for the player across sessions and across every version of the game. `name` is the account username, or `\"Guest\"`. `guest` is `true` for players without an account. When a guest later signs in, saves and scores stay attached to the same `id`.\n- When not connected, `c.player` is `{ id: \"local\", name: \"Guest\", guest: true }`.\n\nDo not store the ticket or reimplement the handshake. The kit handles identity, renewal, and retries.\n\n## Daily challenge\n\n```js\nc.daily.day; // \"2026-09-04\", the current UTC day\nc.daily.seed; // unsigned 32-bit integer, identical for every player on that day\nconst r = c.daily.random(); // number in [0, 1), deterministic from the seed\n```\n\n`c.daily.random()` is a deterministic generator initialized from `c.daily.seed`. Every `connect()` starts the sequence from the beginning, so two players who call it the same number of times get the same values. Use it to build the level of the day.\n\n`c.time.now()` returns milliseconds aligned with the portal clock. Prefer it to `Date.now()` for anything that must agree with the current day.\n\nWhen not connected, `day` comes from the local clock and `seed` from the local hostname, so a game copied elsewhere still runs.\n\n## Saves\n\nEach player has up to 32 saves per game. A save is any JSON value up to 256 KB when serialized.\n\n```js\nawait c.save.set('slot1', { level: 3, coins: 120 }); // -> { key, bytes, updatedAt }\nconst data = await c.save.get('slot1'); // -> the value, or null\nawait c.save.remove('slot1');\nconst saves = await c.save.list(); // -> [{ key, bytes, updatedAt }]\n```\n\n- Keys use 1 to 32 characters: lowercase letters, digits, `_` or `-`, starting with a letter or digit.\n- `updatedAt` is a millisecond timestamp.\n- Saves are per player and per game. Another game cannot read them.\n- When not connected, saves go to the browser's local storage on the game origin.\n\nErrors reject the promise with an `Error` whose `code` is one of `invalid_request`, `not_found`, `save_limit`, `payload_too_large`, `rate_limited`, `invalid_ticket`, `internal_error`, or `offline`.\n\n## Leaderboards\n\nA leaderboard is identified by a board id chosen by the game. Scores are non-negative integers and higher is better. Each player keeps one entry per board, and one per board per day for daily boards: the best score is kept.\n\n```js\nconst result = await c.board.submit('main', 1234);\n// -> { accepted: true, best: 1234, rank: 7, day: null }\n\nconst daily = await c.board.submit('main', 1234, { daily: true });\n// -> { accepted: true, best: 1234, rank: 7, day: \"2026-09-04\" }\n\nconst top = await c.board.top('main', { daily: true, limit: 10 });\n// -> { day: \"2026-09-04\", entries: [{ rank, name, score, guest, me }], me: { rank, score } | null }\n```\n\n- Board ids use the same format as save keys.\n- `submit` never rejects because of connectivity. When the game is not connected it resolves `{ accepted: false, reason: \"offline\" }`.\n- `best` is the score kept for this player after the submission, which can be higher than the submitted one.\n- `rank` counts players with a strictly higher score. Ties are ordered by who reached the score first.\n- Accounts and guests are ranked separately. `top()` returns account players by default; pass `guests: true` to list guests instead. `me` always refers to the current player within their own category, even beyond `limit`.\n- `limit` is 1 to 100 and defaults to 10.\n- Scores submitted from the browser are recorded as unverified. A room server can submit verified scores.\n\n## Device\n\n`c.device` contains the browser and device report collected while `connect()` runs:\n\n```ts\ninterface DeviceReport {\n webgl2: boolean;\n webgpu: boolean;\n wasm: boolean;\n threads: boolean;\n isolated: boolean;\n gpu: 'hardware' | 'software' | 'none';\n memoryMb: number | null;\n cores: number | null;\n mobile: boolean;\n tier: 'low' | 'mid' | 'high';\n}\n```\n\nUse capability fields to choose a renderer, then use `tier` to reduce pixel ratio and quality on smaller devices:\n\n```js\nconst renderer = c.device.webgpu\n ? createWebGpuRenderer()\n : createWebGl2Renderer();\n\nconst pixelRatio = c.device.tier === 'high' ? devicePixelRatio : 1;\nconst quality = c.device.tier === 'low' ? 'low' : 'high';\nrenderer.configure({ pixelRatio, quality });\n```\n\nThe probe takes at most 1.5 seconds. `memoryMb` and `cores` are `null` when the browser does not expose them. The report stays in the browser and is not saved or sent to Caisual.\n\n## Rooms\n\nA room brings players into the same running game. Creating and joining require a published `server.js`; single-player games can ignore `c.room`.\n\n```js\nconst c = await caisual.connect();\n\nc.room.invited; // invitation code from the game page, or null\n\nconst room = await c.room.create({ mode: null });\n// Or join the invitation that opened the game:\nconst invitedRoom = await c.room.join();\n// Or enter a code supplied by the player:\nconst codedRoom = await c.room.join('ABC234');\n\nroom.code;\nroom.seed; // unsigned 32-bit integer fixed for this room\nroom.invite(); // { code: \"ABC234\", url: \"https://caisual.com/r/ABC234\" }\n```\n\nPass a mode id from the manifest to `create({ mode })`, or `null` when the game has no modes. `join()` uses `c.room.invited`; without an invitation, pass the six-character code explicitly. Show the URL returned by `invite()` in a share button or copy action.\n\n### Crew\n\nThe kit automatically reports the player's current room to the Caisual portal, so the player's friends can join with one click. The game does not need to send or handle anything for this. There is no `c.crew` API in this version.\n\n### Matchmaking\n\nUse `c.room.match()` to find players who requested the same mode and key. The key must contain exactly the fields declared by that mode's `matchmaking.key` in `caisual.json`.\n\n```js\nconst room = await c.room.match({\n mode: 'daily',\n key: { day: c.daily.day, stage: 3 },\n onWaiting({ players, min, max }) {\n showQueue(`${players}/${max} players, ${min} required`);\n },\n});\n```\n\nA room opens as soon as the queue reaches `players.max`. When `matchmaking.timeoutMs` expires, it also opens if at least `players.min` players are waiting. Otherwise the promise rejects with `no_match`, and the game should offer the player another option. A new search first tries to fill a matching room that is already open and can still accept players.\n\nPass an `AbortSignal` as `signal` to let the player cancel a search. Cancellation rejects with `cancelled`. For lobbies with players who may not know each other, have the game start automatically after everyone is ready:\n\n```js\nroom.onPlayers((players) => {\n if (players.every((player) => player.ready) && room.you === room.host) room.start();\n});\n```\n\nRoom status is one of:\n\n- `lobby`: players are joining and choosing their setup.\n- `countdown`: the lobby has accepted `start()` and play begins at the announced server time.\n- `playing`: the game server is running the match.\n- `ended`: the match or connection has ended. `room.result` contains the result last reported by the room. A definitive connection closure uses `{ closed: 4003 }`, `{ closed: 4004 }`, `{ closed: 4005 }`, or `{ closed: 4006 }`.\n\nThe current lobby data is available directly:\n\n```js\nroom.players; // [{ id, name, guest, role, team, ready, connected }]\nroom.you; // this player's id\nroom.host; // the current host's id, or null\n\nroom.ready(true);\nroom.setRole('captain');\nroom.setTeam(1);\n\nif (room.you === room.host) room.start();\n```\n\n`ready`, role, team, and `start()` are lobby actions. Starting requires the host, every connected player to be ready, and the player, role, and team minimums from the manifest. Calling `start()` begins a three-second countdown. A role or team change clears that player's ready state. The built-in `spectator` role is still a player slot for setups such as a shared screen with phone controllers. Use `watch()` for someone who only observes and does not occupy a player slot.\n\nThe server owns room state. Read it and react to updates, but do not assign to it or mutate nested values from the browser:\n\n```js\ndraw(room.state);\n\nconst stopState = room.onState((state, tick, serverTime) => {\n draw(state);\n});\n\nconst stopPlayers = room.onPlayers((players) => updateLobby(players));\nconst stopStatus = room.onStatus((status, result, at) => showStatus(status, result, at));\n\nstopState();\nstopPlayers();\nstopStatus();\n```\n\n`room.tick` identifies the latest state. The kit applies structural updates in order and requests a full state automatically if an update does not match the current tick. `room.serverTime()` returns milliseconds aligned with the room clock and is kept current by a ping every five seconds.\n\nSend JSON input to `onMessage` in the server definition, and receive JSON sent or broadcast by the server:\n\n```js\nroom.send({ type: 'fire', target: 3 });\n\nconst stopMessages = room.onMessage((message) => {\n showEvent(message);\n});\n```\n\nThe kit numbers outgoing inputs in increasing order. It automatically reconnects temporary failures with delays of 1, 2, 4, then 8 seconds, for at most the room's 60-second grace period. Each attempt gets a fresh room token. A successful reconnect replaces local state with a full server state. Inputs sent while reconnecting throw an error with `code: \"offline\"`.\n\nCall `room.leave()` for an intentional departure. The kit does not reconnect after leaving, being kicked, the room ending, the published version closing, or the same player opening the room in another tab.\n\nRoom creation, joining, and matchmaking reject with an `Error` carrying a stable `code`. Common codes are `invalid_request`, `no_server`, `no_match`, `cancelled`, `room_not_found`, `room_full`, `room_playing`, `room_ended`, `rate_limited`, `invalid_ticket`, `internal_error`, and `offline`. `no_server` means the published game has no multiplayer server. When `c.connected` is `false`, `create`, `join`, and `match` reject with `offline`.\n\nEvery `onState`, `onPlayers`, `onStatus`, and `onMessage` call returns a function that removes that listener.\n\n### Spectators\n\nUse `c.room.watch(code)` to observe a room without joining it as a player:\n\n```js\nconst view = await c.room.watch('ABC234');\n\ndraw(view.state);\nview.onState((state) => draw(state));\nview.onPlayers((players) => updateRoster(players));\nview.onStatus((status, result) => showStatus(status, result));\nview.onMessage((message) => showEvent(message));\n\nview.leave();\n```\n\nThe returned `Spectate` object exposes `state`, `tick`, `seed`, `status`, `players`, `host`, `code`, `result`, `delayMs`, the four listeners shown above, `serverTime()`, and `leave()`. It receives the room's public state, snapshots and updates, player list, status, and messages broadcast by `server.js`. The kit repairs a missed update automatically and reconnects temporary failures for the same 60-second grace period used by players.\n\nPublic room events are delayed by `delayMs`, which defaults to 3000 milliseconds. A game can set `\"spectators\": { \"delayMs\": N }` in `caisual.json`, where `N` is from 0 to 30000, or set `\"spectators\": false` to disable watching.\n\nA spectator has no `you`, `invite()`, `send()`, or voice API. Watching does not add anyone to `room.players`, does not affect roles, teams, player minimums, the host, or room lifetime, and is not visible to `server.js`. `watch()` can reject with `room_not_found`, `room_ended`, `spectators_disabled`, `spectators_full`, `rate_limited`, `offline`, or `invalid_request`.\n\n## Voice\n\nEvery room has a `room.voice` object. Voice is disabled by default and is enabled with the manifest's `voice` field. A game should offer an explicit control because `join()` must be called from a click or another user gesture so the browser can start audio and, when publishing, request microphone permission.\n\n```js\nconst micButton = document.querySelector('#mic');\nconst voiceList = document.querySelector('#voice-list');\n\nfunction renderVoice(peers = room.voice.peers) {\n voiceList.replaceChildren(...peers.map((peer) => {\n const item = document.createElement('li');\n const player = room.players.find((entry) => entry.id === peer.id);\n item.textContent = `${player?.name ?? peer.id}: ${\n peer.speaking ? 'speaking' : peer.muted ? 'muted' : 'quiet'\n }`;\n return item;\n }));\n micButton.textContent = room.voice.state === 'off'\n ? 'Join voice'\n : !room.voice.mic ? 'Listening' : room.voice.muted ? 'Unmute' : 'Mute';\n}\n\nmicButton.addEventListener('click', async () => {\n if (room.voice.state === 'off') await room.voice.join();\n else if (room.voice.mic) room.voice.mute(!room.voice.muted);\n renderVoice();\n});\n\nroom.voice.onPeers(renderVoice);\nroom.voice.onState(() => renderVoice());\nrenderVoice();\n```\n\n`room.voice.mode` is `none`, `room`, `team`, or `proximity`. In `room` mode, every participant in voice can hear every other participant. In `team` mode, players hear only their team. In `proximity` mode, the room server controls the gain between participants. Call `room.voice.join({ mic: false })` to listen without opening or publishing a microphone. Spectators join in listening mode when they call `join()` without options. A spectator that calls `join({ mic: true })` receives the `spectator` error.\n\n`room.voice.state` is `off`, `joining`, `on`, or `reconnecting`. `room.voice.mic` is `true` while the local player is publishing. `room.voice.muted` and `room.voice.speaking` describe the local microphone. `room.voice.peers` contains the other voice participants as `{ id, mic, muted, speaking, volume, gain }`. A listening participant has `mic: false`, `muted: true`, and `speaking: false`. `volume` is the local setting and `gain` is the value from the room server. Use `room.voice.setVolume(playerId, volume)` with a value from 0 to 1 to change only local playback.\n\n`room.voice.onPeers(listener)` runs when participants, microphone state, mute state, speaking state, volume, or gain changes. `room.voice.onState(listener)` reports connection state changes. Both return a function that removes the listener.\n\nCall `room.voice.leave()` to stop publishing or listening without leaving the room. `room.voice.mute()` requires an active published microphone and otherwise throws `not_publishing`. `room.leave()` and the end of the room stop voice automatically.\n\n`join()` rejects with an `Error` carrying one of these stable codes: `voice_disabled`, `permission_denied`, `unsupported`, `spectator`, `offline`, or `voice_error`. Voice can reconnect after a temporary room or media connection failure. The state becomes `reconnecting` while the kit retries.\n\n## Server\n\nPut `server.js` next to `caisual.json` and publish it with the game. See [publish.md](./publish.md#multiplayer-server) for the file rules, validation, and publishing flow.\n\n```js\nimport { defineGame } from '@caisual/kit/server';\n\nexport default defineGame({\n tickRate: 20, // 0 runs only in response to events\n onCreate(room) {},\n onStart(room) {},\n onJoin(room, player) {},\n onLeave(room, player, reason) {}, // \"left\", \"timeout\", or \"kicked\"\n onMessage(room, player, message) {},\n onTick(room, deltaSeconds) {},\n onEnd(room) {},\n});\n```\n\nAll callbacks are optional. A player is `{ id, name, guest, role, team, connected }`. The room object provides:\n\n```js\nroom.id;\nroom.seed;\nroom.mode;\nroom.status;\nroom.tick;\nroom.tickRate;\nroom.result;\nroom.state;\nroom.players;\nroom.host;\n\nroom.broadcast(message);\nroom.send(playerOrId, message);\nroom.kick(playerOrId);\nroom.setRole(playerOrId, role);\nroom.setTeam(playerOrId, team);\nroom.end(result);\n\nawait room.save('round', value);\nawait room.load('round');\nawait room.shared.get('ship_abc');\nawait room.shared.set('ship_abc', value);\nawait room.shared.delete('ship_abc');\nawait room.shared.list('ship_');\nawait room.shared.increment('visits', 1);\nroom.schedule(milliseconds, 'methodName', payload);\nroom.board.submit(playerOrId, 'main', score, { daily: true });\n\nroom.daily.day;\nroom.daily.seed;\nroom.time.now();\n\nroom.voice.mode;\nroom.voice.setGain(listener, speaker, 0.25);\nroom.voice.setProximity(playerA, playerB, 0.5);\n```\n\nSet `room.state` in `onCreate`, then mutate it only in server callbacks. It must remain plain JSON and may be at most 256 KB when serialized. `broadcast` sends a JSON message to everyone; `send` targets one player. `end` records a JSON result and ends the room. Room saves use keys with the same format as player save keys and values up to 128 KB. `schedule` names a method on the definition so it can run even after a quiet room resumes. Scores submitted through `room.board` are verified.\n\nThe browser can change its role or team only while the room is in `lobby`. During a match, the server decides when a player changes role or team with `room.setRole` and `room.setTeam`. Both methods accept a player object or id and immediately update `room.players` for every client.\n\n```js\nonMessage(room, player, message) {\n if (message?.swap === 'captain') {\n room.setRole(player, 'captain');\n }\n},\n```\n\n`room.daily.seed` is shared by every room for the game on the current UTC day. `room.seed` is fixed for one room and is identical on the server and clients, so rooms created on the same day can generate different maps.\n\n### Shared game store\n\n`room.shared` is a server-only JSON key/value store shared by every room of the same game. It is useful when one room must leave data for another room, while `room.save` remains private to one room.\n\nThe following server leaves a ship when a room ends, then loads every previously left ship when another room is created. The room id suffix is used because shared-store keys follow the save-key format.\n\n```js\nexport default defineGame({\n tickRate: 0,\n\n async onCreate(room) {\n const keys = await room.shared.list('ship_');\n room.state = {\n ships: await Promise.all(keys.map((key) => room.shared.get(key))),\n };\n },\n\n async onEnd(room) {\n const roomSuffix = room.id.split('.')[1];\n await room.shared.set('ship_' + roomSuffix, {\n position: room.state.position,\n cargo: room.state.cargo,\n });\n },\n});\n```\n\nThe five methods are asynchronous:\n\n```js\nconst value = await room.shared.get(key); // JSON value, or null\nawait room.shared.set(key, value); // last writer wins\nawait room.shared.delete(key);\nconst keys = await room.shared.list(prefix); // sorted, up to 1024\nconst total = await room.shared.increment(key, 1); // atomic, defaults to 1\n```\n\nKeys contain 1 to 32 lowercase letters, numbers, underscores, or hyphens. Values may be up to 64 KB when serialized, and each game may keep up to 1024 keys. Each room may perform up to 120 shared-store operations per minute. `increment` treats a missing key as zero and rejects unless the existing value, amount, and result are safe integers.\n\nUse the store in `onCreate`, `onStart`, `onEnd`, `onMessage`, or a `schedule` handler. Do not call it on every tick: each call waits for a remote operation, and the CPU budget uses elapsed wall-clock time. Browser clients cannot access this store. Send only the data they need with `room.broadcast` or `room.send`.\n\nFailures reject with an `Error` carrying `store_invalid_key`, `store_too_large`, `store_full`, `store_not_integer`, `store_unavailable`, or `store_rate_limited` in `code`.\n\n`room.voice.setGain(listener, speaker, gain)` controls how much one listener hears one speaker. It is directional, limited to the range from 0 to 1, and rounded to two decimal places. For example, the following setup lets the captain hear everyone while each crew member hears only the captain:\n\n```js\nconst captain = room.players.find((player) => player.role === 'captain');\nconst crew = room.players.filter((player) => player.id !== captain.id);\n\nfor (const speaker of room.players) {\n room.voice.setGain(captain, speaker, 1);\n}\nfor (const listener of crew) {\n for (const speaker of room.players) {\n room.voice.setGain(listener, speaker, speaker.id === captain.id ? 1 : 0);\n }\n}\n```\n\n`room.voice.setProximity(a, b, gain)` is the symmetric shortcut for setting both directions. Both methods work in `room`, `team`, and `proximity` modes, and do nothing in `none`. In `team` mode, gains remain inside the team and cannot make a player hear another team.\n\nFor position-based audio, update the symmetric gain between players from server-owned positions:\n\n```js\nexport default defineGame({\n tickRate: 20,\n onTick(room) {\n for (const a of room.players) {\n for (const b of room.players) {\n if (a.id >= b.id) continue;\n const pa = room.state.positions[a.id];\n const pb = room.state.positions[b.id];\n const distance = Math.hypot(pa.x - pb.x, pa.y - pb.y);\n room.voice.setProximity(a, b, Math.max(0, 1 - distance / 20));\n }\n }\n },\n});\n```\n\n### Sleeping and cost\n\nPrefer `tickRate: 0` for turn based and party games. A room with a tick loop sleeps automatically after 30 seconds without player input or state changes and wakes on the next game message or player joining. Automatic ping and resync messages do not count as player input. A match with no player input for 10 minutes ends with `{ error: 'idle' }`. Timers set with `schedule` and the countdown keep working while the room sleeps.\n\n### CPU budget\n\nEvery `onTick` and `onMessage` call is measured. Twenty consecutive calls above 100 ms end the room with `{ error: 'cpu_budget' }`. If the average over 50 ticks is above 20 ms, the effective `tickRate` is halved, down to a minimum of 5, and clients receive an `error` message with code `tick_rate_reduced`.\n\n`room.tickRate` starts at the definition's `tickRate` and always reports the current effective frequency. `deltaSeconds` follows that frequency, so a fixed-step simulation must accumulate `deltaSeconds` instead of counting ticks. Measurement uses elapsed wall-clock time, so a slow `await` inside a callback also counts. `room.result` is `null` until the room ends, then contains the final game or automatic error result and is available inside `onEnd`.\n\n### Persistent rooms\n\nSet `\"persistent\": true` in `caisual.json` for a room that must survive long breaks. It does not use the normal inactivity ending rule and does not end when every player disconnects. Players remain members until they call `room.leave()` or the server removes them with `room.kick()`. They can use the same room code to return while the game is already playing. The code remains valid while the room lives, and absent members remain in `room.players` with `connected: false`.\n\nA persistent room ends when the server calls `room.end()`, after 30 days without player input, entry, or a state change with `{ error: 'expired' }`, or after five minutes without any members. Consider storing `room.code` with `c.save.set()` and offering a Resume action. A persistent room incurs cost only while it is awake.\n\n## Limits\n\n- 120 requests per minute per player. Beyond that the kit rejects with `rate_limited`; wait and retry.\n- Saves: 32 keys per player per game, 256 KB per value.\n- Scores: safe integers from 0 upward.\n- Room state: 256 KB of plain JSON.\n- Room messages: 16 KB each and 20 messages per second per connection.\n- Spectators: 100 per room, with a configured delay from 0 to 30 seconds.\n- Voice supports audio only and one voice channel per room.\n- Voice control messages: 64 KB each and 30 operations per 10 seconds per connection. Voice traffic is not counted against the room's message limits.\n- Room save values: 128 KB each.\n- Shared game store: 64 KB per JSON value, 1024 keys per game, and 120 operations per minute per room.\n\n## Development\n\nRun `npx @caisual/cli dev` from the game folder, then open the printed portal URL. The preview supplies the normal handshake, so `c.connected` is `true` and the game receives a local guest identity. Saves, leaderboards, daily data, invitations, and rooms work locally. Opening the portal URL in more browser tabs creates more local players, which makes multiplayer testing possible without publishing.\n\nWhen building the client with a bundler, remember that `client/` is served as-is. Configure Vite, esbuild, or another bundler to write into that folder, for example `vite build --outDir client`, and use relative paths such as `base: './'`.\n\nKeep loading the kit from the `<script type=\"module\">` shown at the beginning of this guide, using `/__caisual/kit/v1.js`.\n\nIf the game has `server.js`, room state is handled locally and stored under `.caisual-dev/` in the game folder. If it has no `server.js`, room creation rejects with `no_server` and the single-player APIs still work.\n\nOpening `client/index.html` from a plain static server still uses standalone mode: `c.connected` is `false`, saves use local storage, `submit` returns `accepted: false`, leaderboards are empty, the daily seed is local, and room creation and joining reject with `offline`. The rest of the game logic does not need a different code path.\n\nAfter publishing with `npx @caisual/cli publish`, open the game from its caisual.com page: `c.connected` becomes `true` and every call goes to the portal.\n\n## Manifest\n\nNo manifest field is required for identity, saves, leaderboards, or the daily challenge. For rooms, set `players` to the supported range and use `lobby`, `persistent`, `spectators`, `roles`, `teams`, and `modes` to describe the setup and lifetime. Set `voice` to `room`, `team`, or `proximity` to enable the corresponding voice mode, or omit it for `none`. A single-player game can keep `players` at `{ \"min\": 1, \"max\": 1 }`, `lobby` at `false`, and omit `server.js`. See [publish.md](./publish.md#caisualjson) for every field and the publishing steps.\n";
766
+ // ../contracts/src/overlay-boards.ts
767
+ function overlayBoardError(manifest, board, params) {
768
+ const configuration = manifest.boards[board];
769
+ if (!manifest.overlay || !configuration || !/^[a-z0-9][a-z0-9_-]{0,31}$/.test(board)) return "The board is not available.";
770
+ const allowed = ["day", "daily", "guests", "limit"];
771
+ for (const key of params.keys()) if (!allowed.includes(key) || params.getAll(key).length !== 1) return "The board query is invalid.";
772
+ if (["daily", "guests"].some((key) => params.has(key) && params.get(key) !== "1")) return "daily and guests must be 1 when present.";
773
+ if (params.has("day") && !validBoardDay(params.get("day"))) return "day must be a real UTC date in YYYY-MM-DD format.";
774
+ const limit = params.get("limit");
775
+ if (limit !== null && (!/^\d+$/.test(limit) || Number(limit) < 1 || Number(limit) > 100)) return "limit must be an integer from 1 to 100.";
776
+ const period = params.has("day") || params.has("daily") ? "daily" : "all-time";
777
+ if (!(configuration.periods ?? ["all-time"]).includes(period)) return "This board does not offer that period.";
778
+ return null;
779
+ }
780
+ function overlayReadOrigin(origin, site, expected) {
781
+ if (origin !== null && origin !== expected) return false;
782
+ return site === null || site === "same-origin" || site === "none";
783
+ }
784
+
785
+ // ../contracts/src/player.ts
786
+ var GUEST_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
787
+ function guestName(id) {
788
+ let hash = 2166136261;
789
+ for (let index = 0; index < id.length; index++) {
790
+ hash = Math.imul(hash ^ id.charCodeAt(index), 16777619) >>> 0;
791
+ }
792
+ let suffix = "";
793
+ for (let index = 0; index < 4; index++) {
794
+ suffix += GUEST_ALPHABET[hash % GUEST_ALPHABET.length];
795
+ hash = Math.floor(hash / GUEST_ALPHABET.length);
796
+ }
797
+ return `Guest-${suffix}`;
798
+ }
552
799
 
553
800
  // src/bundle.ts
554
801
  import { promises as fs } from "node:fs";
@@ -661,11 +908,78 @@ ${bundledValidation.errori.map((error) => `- ${error}`).join("\n")}`
661
908
  return { source: output, bundled: true };
662
909
  }
663
910
 
911
+ // src/i18n.ts
912
+ var defaultWarn = (message) => process.stderr.write(`Warning: ${message}
913
+ `);
914
+ function warnLegacyLanguage(value, warn = defaultWarn) {
915
+ if (typeof value === "object" && value !== null && "language" in value && !("languages" in value)) {
916
+ warn('language is deprecated; use languages: ["' + String(value.language) + '"]. The first language is the default.');
917
+ }
918
+ }
919
+ async function readLocalDictionary(clientRoot, language) {
920
+ const root = await fs2.realpath(clientRoot);
921
+ const path = await fs2.realpath(join2(root, "i18n", `${language}.json`));
922
+ if (!path.startsWith(`${root}${sep}`)) throw new Error("The dictionary must be inside client/.");
923
+ return JSON.parse(await fs2.readFile(path, "utf8"));
924
+ }
925
+ async function checkGameTexts(clientRoot, manifest, warn = defaultWarn) {
926
+ const folder = join2(clientRoot, "i18n");
927
+ const stat = await fs2.lstat(folder).catch((error) => {
928
+ if (error.code === "ENOENT") return null;
929
+ throw error;
930
+ });
931
+ if (!stat) return;
932
+ const defaultLanguage = normalizeLanguage(manifestLanguages(manifest)[0]) ?? manifestLanguages(manifest)[0];
933
+ const entries = stat.isDirectory() ? await fs2.readdir(folder, { withFileTypes: true }) : [];
934
+ if (!entries.some((entry) => entry.isFile() && entry.name === `${defaultLanguage}.json`)) {
935
+ throw new CliError(2, `client/i18n/${defaultLanguage}.json: the default language file is required when client/i18n exists.`);
936
+ }
937
+ const dictionaries2 = /* @__PURE__ */ new Map();
938
+ for (const entry of entries.sort((a, b) => a.name.localeCompare(b.name))) {
939
+ if (entry.name.startsWith(".")) continue;
940
+ const language = entry.name.slice(0, -5);
941
+ if (!entry.isFile() || !entry.name.endsWith(".json") || normalizeLanguage(language) !== language) {
942
+ warn(`client/i18n/${entry.name}: use a canonical BCP 47 filename such as en.json or pt-BR.json.`);
943
+ continue;
944
+ }
945
+ try {
946
+ const value = await readLocalDictionary(clientRoot, language);
947
+ if (!isTextDictionary(value)) {
948
+ warn(`client/i18n/${entry.name}: expected a flat object with string values; this dictionary will be ignored.`);
949
+ continue;
950
+ }
951
+ dictionaries2.set(language, value);
952
+ } catch {
953
+ warn(`client/i18n/${entry.name}: invalid or unreadable JSON; this dictionary will be ignored.`);
954
+ }
955
+ }
956
+ const keys = new Set([...dictionaries2.values()].flatMap((dictionary) => Object.keys(dictionary)));
957
+ for (const [language, dictionary] of dictionaries2) {
958
+ const missing = [...keys].filter((key) => !Object.hasOwn(dictionary, key)).sort();
959
+ if (missing.length) warn(`client/i18n/${language}.json: missing keys: ${missing.join(", ")}.`);
960
+ }
961
+ for (const language of manifestLanguages(manifest)) {
962
+ if (!dictionaries2.has(language)) warn(`client/i18n/${language}.json: no usable dictionary for a declared language; the fallback will be used.`);
963
+ }
964
+ }
965
+
966
+ // src/caisual.ts
967
+ import { createHash as createHash3 } from "node:crypto";
968
+ import { createReadStream, promises as fs4 } from "node:fs";
969
+ import { tmpdir } from "node:os";
970
+ import { basename as basename2, extname as extname2, join as join4, resolve as resolve2 } from "node:path";
971
+
972
+ // ../../docs/publish.md
973
+ var publish_default = '# Publish a game on Caisual\n\nCaisual hosts browser games supplied as folders. Each publish creates an immutable version and moves the game\'s stable link to that version.\nThe publishing flow supports both single-player and multiplayer games and does not require changes in the Caisual dashboard. Player identity, rooms, cloud saves, leaderboards, and the daily challenge come from the game kit, documented in [kit.md](./kit.md).\n\nA game published with `"overlay": { "version": 1 }` is a standard game: it runs full screen and Caisual draws the menu, the lobby, invitations, friends, matchmaking, spectators, leaderboards, voice, the end of a match and Play again on top of it. Write the field, the HUD and the settings; declare the rest in the manifest. See [Sessions and the standard overlay](./kit.md#sessions-and-the-standard-overlay).\n\n## Game folder\n\nUse this structure:\n\n```text\nmy-game/\n caisual.json\n server.js # optional, required only for multiplayer rooms\n client/\n index.html\n i18n/\n en.json\n it.json\n ...\n```\n\n`caisual.json` and `client/index.html` are required. Put every file used by the game under `client/`.\n\nRun `npx @caisual/cli init my-game` to create a minimal single-player folder with the standard overlay and one local mode. Run `npx @caisual/cli init --multiplayer my-game` to add a room mode with matchmaking and a `server.js`. Both templates include `client/i18n/en.json` used by the example client through `const t = await c.text()`. They are full screen and use `c.session` and `c.overlay`; neither draws a menu or a lobby of its own.\n\nThe whole CLI is:\n\n```text\ncaisual init [--multiplayer] [folder]\ncaisual dev [folder] [--port 8790]\ncaisual check [folder] [--json]\ncaisual publish [folder]\ncaisual unlist [folder|id]\ncaisual relist [folder|id]\ncaisual delete [folder|id] --yes\ncaisual skill\ncaisual --help\ncaisual --version\n```\n\n`caisual check [folder] [--json]` runs every local check used by publish: the manifest, game texts, client files, the `server.js` bundle, the cover, and screenshots. It needs no key and uploads nothing. With `--json` it prints a report for tools and agents. It exits with code 2 when the report has errors.\n\n`caisual skill` writes this guide and [kit.md](./kit.md) into `.claude/skills/caisual/SKILL.md` in the current folder and adds a `## Caisual` section to `AGENTS.md`, so an agent working in that repository reads the rules before it starts.\n\n## caisual.json\n\nThe file must contain one JSON object. Unknown fields are rejected. This is a complete single-player example:\n\n```json\n{\n "manifest": 1,\n "id": "my-game",\n "name": "My Game",\n "description": "A short description of the game.",\n "cover": "cover.png",\n "screenshots": ["screenshots/level-one.png"],\n "tags": ["puzzle"],\n "languages": ["en", "it"],\n "platform": "both",\n "overlay": { "version": 1, "accent": "#397e83" },\n "orientation": "landscape",\n "input": ["keyboard", "mouse", "touch"],\n "visibility": "public",\n "network": [],\n "isolated": false,\n "requires": { "webgl2": false, "webgpu": false, "wasm": false, "threads": false, "memoryMb": null, "performance": "light" },\n "players": { "min": 1, "max": 1 },\n "lobby": false,\n "persistent": false,\n "spectators": true,\n "boards": { "main": { "source": "client", "label": "Best run", "periods": ["daily", "all-time"] } },\n "roles": [],\n "teams": null,\n "voice": "none",\n "modes": [\n { "id": "solo", "execution": "local", "label": "Solo", "instructions": "One run against the clock." }\n ]\n}\n```\n\n- `manifest` is required and must be `1`.\n- `overlay` is optional and defaults to absent. Set `{ "version": 1 }` to publish a standard game and get the whole overlay. `accent` is optional and must be a six-digit `#RRGGBB` colour; no other CSS is accepted. A game without `overlay` keeps its historical flow and draws its own menus, and nothing in this guide changes for it.\n- `id` is required. Use 3 to 32 lowercase ASCII letters or digits, with single hyphens only between groups. The ID becomes the URL slug. Choose it carefully because it cannot be renamed or reused after deletion.\n- `name` is required and must contain 1 to 60 characters.\n- `description` is optional, defaults to an empty string, and can contain at most 500 characters.\n- `cover` is optional. Use a relative path inside `client/`, or `null`. Do not include a query, fragment, empty segment, or parent segment.\n- `screenshots` is optional and defaults to `[]`. It accepts up to 8 relative paths inside `client/`.\n- `tags` is optional and defaults to `[]`. It accepts up to 10 values. Each value uses 1 to 24 lowercase letters, digits, or hyphens.\n- `languages` is optional and defaults to `["en"]`. Use a non-empty array of distinct BCP 47 tags such as `["it", "en", "pt-BR"]`. The first language is the default. Tags are normalized to canonical casing. The catalog and standard menu show the available languages. The old `language: "it"` remains accepted as an alias for `languages: ["it"]`, with a CLI deprecation warning. If both fields are supplied, `language` must match the first entry in `languages`.\n- `platform` is required. Use `desktop` when the game needs a keyboard, mouse, large display, or desktop performance. Use `mobile` when it is designed only for touch and small screens. Use `both` only after checking that layout, performance, and controls work on both.\n- `orientation` is optional and defaults to `landscape`. Use `landscape` or `portrait` to describe the intended mobile layout. The device may not honor an orientation request.\n- `input` is optional and defaults to `[]`. Include every supported input from `keyboard`, `mouse`, `touch`, and `gamepad`. Do not claim an input until the game is usable with it.\n- `visibility` is optional and defaults to `public`. Use `public` for catalog eligibility or `unlisted` for access by direct link only.\n- `network` is optional and defaults to `[]`. List every external host contacted or loaded by the game, without scheme, port, path, query, or fragment, for example `api.example.com`. If an external host is missing, the browser blocks the request. Keep the array empty when the game uses only its own files and Caisual services.\n- `isolated` is optional and defaults to `false`. Use `true` only when the game requires shared memory or threaded WebAssembly. Every external host in `network` must then send headers compatible with cross-origin isolation.\n- `requires` is optional and defaults to `{ "webgl2": false, "webgpu": false, "wasm": false, "threads": false, "memoryMb": null, "performance": "light" }`. Declare the minimum capabilities the game truly needs to run. For example, a game with a WebGPU renderer and a WebGL2 fallback declares only `webgl2`. Set `threads` together with `isolated: true`. `memoryMb` accepts `null` or a multiple of 256 from 512 to 32768. Use `light`, `medium`, or `heavy` for the expected performance load.\n- `players` is optional and defaults to `{ "min": 1, "max": 1 }`. Both values are integers from 1 to 24 and `max` must be at least `min`. Set the range that a room needs before play can start.\n- `lobby` is optional and defaults to `false`. Use `true` when players must choose roles or teams, mark themselves ready, and wait for the host to start. With `false`, play starts when the first player enters and later players may join in progress.\n- `persistent` is optional and defaults to `false`. Use `true` when room members must be able to return with the same code after disconnecting, including while the game is already playing. Persistent rooms expire after 30 days without activity.\n- `spectators` is optional and defaults to `{ "delayMs": 3000 }`. Use `false` to disable watching, `true` for the default three-second delay, or `{ "delayMs": N }` to choose an integer delay from 0 to 30000 milliseconds.\n- `boards` is optional and defaults to `{}`. Each key is a leaderboard id. Use `{ "source": "server" }` to accept only `room.board.submit`, or `{ "source": "client" }` to allow browser submissions. Boards not listed use `client`. A manifest may list up to 32 boards. `label` is optional text or a language-to-text object, 1 to 48 characters on one line per translation, and names the board in the overlay; without it the overlay shows the id. `periods` is optional and defaults to `["all-time"]`: list `daily`, `all-time` or both, without duplicates. `all-time` means the best score with no day attached, not a sum of days. `periods` only chooses what the overlay offers; it does not change what the score APIs accept.\n- `roles` is optional and defaults to `[]`. Each entry has an `id` of 1 to 32 lowercase letters, digits, or internal hyphens, a `min` integer from 0 to 24, and an optional `max` in the same range. Rooms enforce these capacities in the lobby. `label` is optional text or a language-to-text object, 1 to 32 characters on one line per translation, and names the role in the overlay lobby; without it the overlay shows the id.\n- `teams` is optional and defaults to `null`. An object has `min` and `max` integers from 2 to 24, with `max` at least `min`. Rooms balance players who do not choose a team.\n- `voice` is optional and defaults to `none`. Use `room` so everyone in the room can hear each other, `team` to restrict voice to teammates, or `proximity` when `server.js` sets the gain between player pairs. Use `none` to disable voice.\n- `modes` is optional and defaults to `[]`. A mode has a unique `id` using 1 to 32 lowercase letters, digits, or internal hyphens. It may have `matchmaking` with `key`, an array of 1 to 8 unique field names, and `timeoutMs`, an integer from 1,000 to 300,000. Each field name uses 1 to 32 lowercase letters, digits, or hyphens and starts with a letter or digit. A mode may also define `players: { min, max }` (both integers from 1 to 24, max at least min) and `lobby` (boolean). Each supplied field replaces its root counterpart for creation, joining and matchmaking, including filling an open room; omitted fields inherit the root value. `players` is replaced as a whole, not merged. `mode: null` uses the root configuration. Roles, teams, voice and persistence remain game-wide. Catalog labels consider the resolved modes, or the root range when there are no modes: Single player, Multiplayer, or Solo + Multiplayer.\n- A standard game declares at least one mode, and every mode of a standard game needs `execution`: `local` for a run inside the browser, `room` for a room. A `local` mode resolves to exactly one player with `lobby` false and no matchmaking; it is not a room of one, and the create and match APIs refuse it. A `room` mode requires `server.js`, checked by the CLI and again when the version is published.\n- `label` is optional text or a language-to-text object, 1 to 48 characters on one line per translation, and names the mode in the standard menu; without it the menu shows the id. `instructions` is optional text or a language-to-text object, 1 to 160 characters on one line per translation, and adds a line under the label. Both are text, never HTML, and resolve to the player\'s language with the fallback described below.\n- `matchmaking.defaults` is required when the overlay is expected to start a search on its own. It holds exactly the fields listed in `key`, with safe integers or strings of 1 to 64 characters from letters, digits, `_ . : -`. Without it a search must come from the game\'s own `c.room.match()` call.\n\nThe CLI prints every manifest error in one run. Fix every listed field and rule before retrying.\n\n`requires` is also available to the game itself through `c.device` in the kit, so the game can show its own warning or pick a lighter renderer. The portal does not gate the Play link on it.\n\n## Game translations\n\nUse this convention for every new game, including games with only one language:\n\n1. Put the supported languages in `languages`, with the default first.\n2. Put game UI strings in `client/i18n/<lang>.json`, with canonical filenames such as `en.json`, `it.json` and `pt-BR.json`. Dictionaries are flat objects with identical keys and string values, including placeholders such as `{n}`.\n3. Call `const t = await c.text()` after `caisual.connect()` and before `c.session.ready()`. Render with `t(\'score\', { n: 3 })`. Use `c.player.language` when formatting dates or numbers.\n4. Translate the mode labels and instructions in the manifest. Role and leaderboard labels support the same objects. `name`, `description` and `tags` are not localized fields.\n\nFor example, a mode can contain:\n\n```json\n{\n "id": "solo",\n "execution": "local",\n "label": { "en": "Solo", "it": "Da solo" },\n "instructions": { "en": "Light up three lights.", "it": "Accendi tre luci." }\n}\n```\n\nA dictionary at `client/i18n/en.json` can contain:\n\n```json\n{ "score": "Lights: {n} / 3", "done": "All lit up!" }\n```\n\nSee [Game language and strings](./kit.md#game-language-and-strings) for a complete manifest, two dictionaries and a working client.\n\nThe kit makes one request to the game\'s own origin. The kit first resolves the player\'s ordered preferences against declared game languages, using exact tags, parent tags, then the game\'s default. `c.player.language` is that declared game language; `c.player.uiLanguage` is the overlay\'s locale. Caisual resolves each text key from the selected game language, its parent language tags, then the manifest\'s default language, then the key itself. For `pt-BR` with English as default, that is `pt-BR`, `pt`, `en`, key. The same chain selects localized manifest text from `uiLanguage` in the overlay; a missing label falls back to its id and missing instructions are omitted. A string continues to appear as written. Translation objects must be non-empty, contain valid language tags and satisfy the original text limits for every value. Empty strings are allowed in game dictionaries, but not in manifest labels or instructions.\n\n`caisual dev` at startup and `caisual publish` before any upload check `client/i18n/`. No folder is required for an existing game. If the folder exists, the default language file must exist as a regular file or the command fails. All other dictionary issues produce warnings: invalid JSON, non-string values, non-canonical filenames, missing dictionaries for declared languages, and differing keys. Missing-key warnings compare the union of keys across every usable file, including keys absent from the default. Invalid dictionaries are ignored at runtime. Fix the warnings before sharing the game; they do not block development or publication. Restart dev after changing the manifest to reload its language list and repeat the checks.\n\nChanging `language: "it"` to `languages: ["it"]` preserves the default and existing behavior. Adding `"en"` declares support; it does not create translations. Add `client/i18n/en.json` and translate the manifest text too. Games and manifests without this convention remain valid.\n\n## client/index.html\n\n`index.html` must be at the root of `client/`. Use relative URLs such as `./game.js` or `assets/sprite.png`. Do not use root-relative URLs such as `/game.js`, and do not use parent paths that leave the published `client/` tree.\n\nTo use player identity, saves, and leaderboards, import the kit from `/__caisual/kit/v1.js` as shown in [kit.md](./kit.md). The path `/__caisual/` is reserved: do not put game files under it.\n\nA standard game fills the window: `html`, `body` and the game surface are 100% of the viewport, with no maximum width, no header, no footer and no editorial frame, and the document must not scroll at 1366x768 or at 390x844 with safe areas applied. Aim for the playable field to cover at least 70% of the visible area on desktop and 60% on mobile; a board with a fixed aspect ratio uses the geometric exception described in [kit.md](./kit.md#full-screen).\n\nCaisual draws its own controls on top: a pill in the top-right corner, about 44 pixels tall and wider when it carries an invitation, and a compact bar at the end of a match. Exit lives in that pill. The exact positions arrive in the game as `reservedRects` on `c.overlay.onChange`, in CSS pixels of the game viewport, so place the game\'s own HUD outside them rather than guessing a corner. While a panel is open `inputBlocked` is `true`: release held keys and stop reading input, but keep simulating, because a panel never pauses a room.\n\nA game published without `overlay` keeps the historical control instead: a small round Exit button over the top-right corner, 36 pixels, inside the safe area. Keep that corner free of controls.\n\nDo not register a service worker. The game runs in an iframe on its own origin inside `caisual.com`. Test it without assuming access to the parent page, parent cookies, or files outside `client/`.\n\nWhen `voice` is not `none`, the portal grants microphone access to the game iframe. The browser still asks the player for permission when the game calls `room.voice.join()`. Call it from a button click or another user gesture, not automatically when the page loads.\n\n## Multiplayer server\n\nAdd `server.js` beside `caisual.json` when the game uses rooms. It is the ESM entry point and must have an `export default`. It may import local files such as `./logic/ships.js`, including `.js`, `.ts`, and `.json` files, and npm packages installed in the game folder. The CLI bundles these imports into one file both when publishing and when starting `caisual dev`.\n\nA minimal relay server looks like this:\n\n```js\nimport { defineGame } from \'@caisual/kit/server\';\n\nexport default defineGame({\n tickRate: 0,\n onMessage(room, player, message) {\n room.broadcast(message);\n },\n});\n```\n\n`tickRate` is required and must be an integer from 0 to 60; `defineGame` throws without it. Use `0` for a server that runs only in response to events. Every callback is optional.\n\nThe file may define the optional room callbacks documented in [kit.md](./kit.md). Server code runs without Node.js APIs or network access. Dynamic `import()`, `require()`, and CommonJS exports are not supported. Use only pure JavaScript packages, such as a noise or vector library. A package that needs an HTTP client is not suitable. The `network` field in `caisual.json` controls only requests made by the browser client.\n\nThe bundled `server.js` may be at most 1,000,000 bytes. Room state must remain plain JSON and may be at most 256 KB when serialized. Each incoming game message may be at most 16 KB. Game messages are limited to 20 per second per connection. Excess messages are dropped; `room.onError` receives `rate_limited` at most once per second across both budgets. Protocol service messages, including ping, lobby actions, state requests and voice signaling, have a separate 20/s budget with the same drop policy. More than 100 attempts in each of three consecutive one-second windows in either budget closes the connection with 4008 `rate_limited`; the kit does not reconnect automatically after this abuse closure. Abuse windows start with the first message on the connection; a normal or empty window resets the sequence. Oversized game frames close with 4009 `message_too_large`. Room save values may be at most 128 KB.\n\nPublish a multiplayer game with the same `npx @caisual/cli publish` command. When imports need bundling, the CLI prints `Bundling server.js (N KB).` The uploaded file is the bundle: the CLI validates it, declares its size and SHA-256 digest, and uploads it separately from browser files. The portal validates the stored bundle again before making the new game version current.\n\nIf the portal finds an invalid `server.js`, the command prints `The multiplayer server could not be published.` followed by diagnostic hints. The failed version is kept for diagnosis but never becomes current. If the game already has a working version, players continue to receive that version. Fix the reported problem and publish again to create a new version.\n\n## Test locally\n\nRun the local preview from the game folder before publishing:\n\n```sh\nnpx @caisual/cli dev\n```\n\nYou can pass a game folder and choose another port:\n\n```sh\nnpx @caisual/cli dev ./my-game --port 8790 --day 2026-09-04\n```\n\nThe optional `--day YYYY-MM-DD` flag pins the UTC date for daily seeds and local daily leaderboards, including room scores. Invalid dates are usage errors; omitting the flag uses today in UTC. Scores persist by day in `.caisual-dev/`, so restarting with another date switches boards without erasing earlier scores. Saves, identities and rooms stay shared; queued room scores keep their submission day across restarts. Reload the game after restarting dev. Real clocks and timers are unchanged.\n\nThe command prints a portal URL and a game URL. Open the portal URL. It loads the game in an iframe with the same handshake used after publishing, so `c.connected` is `true`, and it mounts the same standard overlay when the manifest declares one. Player identity, saves, leaderboards, daily data, invitations, and rooms all use local data. Add `?lang=` with any game language to test the manifest resolution, including regional tags such as `pt-BR`. For `?lang=ja` with Japanese declared, `c.player.language` is `ja` and `c.player.uiLanguage` is `en`: the overlay supports en, it, es, fr, de and pt. Without the parameter, the game uses the browser\'s ordered preferences. Friends and parties are marked unavailable locally. Each new browser tab gets a different guest identity, while reloading one tab keeps that tab\'s identity.\n\nWhen `server.js` exists, room data is stored as JSON under `.caisual-dev/` in the game folder. Without `server.js`, the game remains single player and attempts to create a room return `no_server`.\n\nPress Ctrl+C in the terminal to stop the preview. No account or publish key is required.\n\n## Limits\n\n- At most 2,000 files per version.\n- At most 50,000,000 bytes per file.\n- At most 200,000,000 bytes for all files in one version.\n- At most 1,000,000 bytes for `server.js`.\n- At most 60 versions per publishing key in any 24-hour window. Beyond that the portal answers `publish_rate_limit`.\n- Dotfiles, dot-directories, and directories named `node_modules` are ignored.\n- Symbolic links and other non-regular files are rejected.\n\nReduce or split files that exceed the per-file limit. Remove generated files that the browser does not need.\n\n## Publish\n\nUse the key supplied by the creator. Set it in the environment so it does not enter shell history as a command-line flag:\n\n```sh\nnpx @caisual/cli check\nexport CAISUAL_KEY=\'ck_...\'\nnpx @caisual/cli publish\n```\n\nRun the command from the game folder, or pass the folder path after `publish`. For local portal development only, set `CAISUAL_ORIGIN` to the local HTTP origin.\n\nThe CLI validates the folder, computes every file size and SHA-256 digest, creates a new version, uploads the files, completes the version, and prints the game URL. The stable URL is `https://caisual.com/g/<id>`.\n\nBefore contacting the portal, the CLI scans browser files for common WebGL2, WebGPU, WebAssembly, and shared-memory signatures. A possible mismatch is printed to stderr with a `Warning:` prefix and never blocks publishing. Correct an accurate warning by declaring the minimum matching `requires` field, and set `isolated: true` for shared memory. If the signature belongs to unused code, remove that code from the published client bundle.\n\nThe first games from a new creator are reviewed before they can appear in the public catalog. Their stable links still work while review is pending.\n\n## Update, unlist, or delete\n\nTo update a game, change its files without changing `id`, then run `npx @caisual/cli publish` again. This creates a new version and keeps the same stable game URL.\n\nTo remove the current game from the catalog without publishing a new version, run:\n\n```sh\nCAISUAL_KEY=\'ck_...\' npx @caisual/cli unlist\n```\n\nRestore its public visibility with:\n\n```sh\nCAISUAL_KEY=\'ck_...\' npx @caisual/cli relist\n```\n\nDelete it permanently only when you are certain:\n\n```sh\nCAISUAL_KEY=\'ck_...\' npx @caisual/cli delete --yes\n```\n\nEach command reads the `id` from `caisual.json` in the current folder. You may instead pass a game folder or an ID directly, for example `npx @caisual/cli unlist ./my-game` or `npx @caisual/cli relist my-game`. The publishing key always comes from `CAISUAL_KEY`, never from a flag. Deletion has no interactive prompt, is permanent, removes the stored game files, and never frees the ID for reuse.\n\n## Common errors\n\n- `CAISUAL_KEY is required`: export the creator\'s key in the same shell before publishing or managing a game.\n- `The publish API key is not valid`: create a new key in the account dashboard if the old key expired or was revoked.\n- `game_not_found`: check that the game ID is correct and belongs to the creator represented by `CAISUAL_KEY`; deleted games return the same error.\n- `caisual.json is not valid`: read every reported field and rule, fix all of them, then retry.\n- `client/index.html: file not found`: place `index.html` directly under `client/`, not in a nested build folder.\n- `referenced file not found`: make sure `cover` and every screenshot path match a file under `client/`, including letter case.\n- `file is larger than 50 MB`: compress, reduce, or split the asset and update its references.\n- `upload failed` or a temporary portal error: keep the files unchanged and retry the same publish command. The CLI retries temporary upload failures automatically.\n- `publish_rate_limit`: this key has already created 60 versions in the last 24 hours. Wait until the oldest one leaves the window.\n- `burst_rate_limit`: too many publishing or management requests arrived at once. Wait briefly and retry.\n- `The multiplayer server could not be published`: read every diagnostic hint, fix `server.js`, and publish again. The failed version does not replace the current one.\n- An external browser request works locally but fails after publishing: add its host to `network` and publish a new version. Server code cannot make outbound network requests.\n- A threaded WebAssembly game fails to start: set `isolated` to `true` and verify that every declared external host supports cross-origin isolation.\n';
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+
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+ // ../../docs/kit.md
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+ var kit_default = '# Caisual game kit\n\nThe kit gives a published game a stable player identity, cloud saves, leaderboards, a daily challenge seed, and multiplayer rooms with server-owned state.\n\nThe kit is a single JavaScript module with no dependencies. It never touches the page: the game keeps its own rendering, input, and UI.\n\n## Load the kit\n\nEvery published game can import the kit from its own origin, without a bundler and without an npm install:\n\n```html\n<script type="module">\n import { caisual } from \'/__caisual/kit/v1.js\';\n\n const c = await caisual.connect();\n console.log(c.player.name);\n</script>\n```\n\nGames built with a bundler can install the same module from npm:\n\n```sh\nnpm install @caisual/kit\n```\n\n```js\nimport { caisual } from \'@caisual/kit\';\n```\n\nBoth forms expose the same API. The module also sets `globalThis.caisual` for classic scripts that load it first.\n\nThe path `/__caisual/` is reserved on every game origin. Do not put game files under it.\n\n## Connect\n\n```js\nconst c = await caisual.connect();\n```\n\n`connect()` completes when the game is running inside caisual.com and has received its player identity, or after a short timeout when it is not. Calling it again returns the same promise.\n\n- `c.connected` is `true` inside caisual.com and `false` when the game runs on its own, for example from a local folder during development or when its files are copied elsewhere.\n- `c.player` is `{ id, name, guest, language, uiLanguage }`. `id` is stable for the player across sessions and across every version of the game. `name` is the account username, or a stable `Guest-XXXX` name derived from the player id. The four-character suffix uses `ABCDEFGHJKLMNPQRSTUVWXYZ23456789`, excluding I, O, 0 and 1; it helps distinguish guests but is not a unique identifier. `guest` is `true` for players without an account. `language` selects game strings; `uiLanguage` is the overlay locale. When a guest later signs in, saves and scores stay attached to the same `id`.\n- When not connected, `c.player` has `id: "local"`, `name: "Guest"`, `guest: true`, plus both language fields. If the host answered, its language information is kept; without a handshake, `language` is the normalized `navigator.language` (or `en`) and `uiLanguage` is its overlay fallback.\n\nDo not store the ticket or reimplement the handshake. The kit handles identity, renewal, and retries.\n\n## Game language and strings\n\n`c.player.language` is the game\'s language; `c.player.uiLanguage` is the overlay\'s locale. Use the former for game strings and formatting, or the latter when intentionally aligning text with the overlay.\n\nThe kit resolves the player\'s explicit portal language choice, otherwise `navigator.languages` in order, against `manifest.languages`. For each preference it tries the exact tag and then its parent tags; if none of the preferences match, it uses the game\'s first declared language. The result is always a normalized declared tag. For example, `ja-JP` with `languages: ["en", "ja"]` selects `ja`, while `uiLanguage` is `en`. The overlay supports English, Italian, Spanish, French, German and Portuguese; it keeps regional tags in those families, such as `pt-BR`, and falls back to `en` for other languages. Games may declare languages outside these six.\n\nA localized portal URL counts as a language choice. The language selector remembers explicit choices, including English; without either, the browser\'s ordered preferences apply. The handshake keeps its legacy `language` field for existing kits, and also sends `uiLanguage`, `languagePreferences` and `gameLanguages`. The kit resolves the game language, including when player services fail after a successful handshake.\n\nWithout a handshake, no manifest is available: `language` is the raw preference from `navigator.language`, normalized as a BCP 47 tag, or `en` if invalid or unavailable. It is not restricted to declared game languages. `uiLanguage` uses the overlay fallback. In `caisual dev`, `?lang=ja` selects `ja` when the manifest declares it, while the overlay stays in English. Without `?lang=`, dev uses `navigator.languages` in order for the game.\n\nPut all game UI strings in flat JSON dictionaries named `client/i18n/<lang>.json`. Use canonical BCP 47 filenames, for example `en.json`, `it.json`, `pt.json`, `pt-BR.json`. Every value is a string; keys are identical across dictionaries. Text can contain named placeholders such as `{n}`.\n\nDeclare supported languages in `caisual.json`. The first is the default. This complete manifest supports a local game:\n\n```json\n{\n "manifest": 1,\n "id": "three-lights",\n "name": "Three Lights",\n "platform": "both",\n "languages": ["en", "it"],\n "overlay": { "version": 1 },\n "modes": [{\n "id": "solo",\n "execution": "local",\n "label": { "en": "Solo", "it": "Da solo" },\n "instructions": { "en": "Light up three lights.", "it": "Accendi tre luci." }\n }]\n}\n```\n\n`client/i18n/en.json`:\n\n```json\n{ "score": "Lights: {n} / 3", "light": "Light up", "done": "All lit up!" }\n```\n\n`client/i18n/it.json`:\n\n```json\n{ "score": "Luci: {n} / 3", "light": "Accendi", "done": "Tutte accese!" }\n```\n\nLoad once during setup, before `c.session.ready()`. The returned function is synchronous and can be used in every draw call:\n\n```html\n<!doctype html>\n<html>\n<head><meta charset="utf-8"><title>Three Lights</title></head>\n<body style="margin:0;min-height:100dvh;display:grid;place-content:center">\n <p id="score"></p>\n <button id="light" disabled></button>\n <script type="module">\n import { caisual } from \'/__caisual/kit/v1.js\';\n const c = await caisual.connect();\n const t = await c.text();\n document.documentElement.lang = c.player.language;\n const score = document.querySelector(\'#score\');\n const light = document.querySelector(\'#light\');\n let n = 0, blocked = false, active = !c.session.capabilities.overlay;\n function draw() {\n score.textContent = n === 3 ? t(\'done\') : t(\'score\', { n });\n light.textContent = t(\'light\');\n light.disabled = blocked || !active || n === 3;\n }\n c.overlay.onChange((view) => { blocked = view.inputBlocked; draw(); });\n c.session.onChange((session) => {\n if (session.kind === \'local\' && session.status === \'playing\') n = 0;\n active = !c.session.capabilities.overlay || (session.kind === \'local\' && session.status === \'playing\');\n draw();\n });\n light.onclick = () => {\n n += 1;\n if (n === 3 && c.session.current.kind === \'local\') c.session.finish();\n draw();\n };\n draw();\n c.session.ready();\n </script>\n</body>\n</html>\n```\n\n`c.text(): Promise<Text>` makes one request to the game\'s own origin, tied to the version currently open. Caisual and `caisual dev` read the matching files and merge them per key: `pt-BR` then `pt` then the manifest\'s default language. Longer tags fall back through their parent tags, such as `zh-Hant-TW`, `zh-Hant`, `zh`. The default file is tried once. If no file contains a key, `t` returns that key. Empty strings are valid translations.\n\nConcurrent and later `c.text()` calls share the same promise and translator for that connection. There are no dependencies, eager downloads, or per-call network requests. Missing files, invalid dictionaries and network failures do not prevent startup. If the Caisual text service is unavailable, for example on a plain static host outside Caisual, the translator returns keys; it does not probe other URLs. Use `caisual dev` to preview the complete convention.\n\n`t(\'score\', { n: 3 })` replaces named placeholders with strings or numbers. An omitted placeholder stays unchanged, such as `{n}`. The result is plain text, with no HTML processing, plural rules or automatic translation. Set `textContent` or draw it on the canvas; do not insert it as HTML. A new document gets the host\'s current language and a fresh translator.\n\nMode `label` and `instructions`, role `label`, and leaderboard `label` accept a string or a language-to-text object, and resolve from `uiLanguage` in the overlay using the same fallback chain. `name`, `description` and `tags` keep their existing forms. Existing single-string labels stay unchanged. See [manifest languages and validation](./publish.md#game-translations) for CLI checks and migration from `language`.\n\n## Sessions and the standard overlay\n\nA game that declares `overlay` in `caisual.json` is a standard game: it runs full screen and Caisual draws everything around it. The opening menu, the mode choice, the lobby with roles, teams and ready, invitations, friends and parties, matchmaking, spectators, leaderboards, voice, the end of a match and Play again belong to the platform. The game keeps the field, its own HUD and its own settings.\n\n```json\n{ "overlay": { "version": 1, "accent": "#397e83" } }\n```\n\nTwo objects appear on the connection. `c.session` says which session the game is in, `c.overlay` says when the platform is on top of it.\n\n```js\nconst c = await caisual.connect();\n\nconst stopSession = c.session.onChange((session) => {\n detachGameListeners();\n if (session.kind === \'idle\') return showAttractScene();\n if (session.kind === \'local\') return showLocalRun(session.mode, session.status);\n attachGameListeners(session.room, session.kind === \'watch\');\n draw(session.room.state);\n});\n\nconst stopOverlay = c.overlay.onChange(({ inputBlocked, reservedRects }) => {\n clearHeldKeys();\n setInputEnabled(!inputBlocked);\n placeHudOutside(reservedRects);\n});\n\nawait loadAssetsAndChosenView();\nc.session.ready();\n```\n\n### The session\n\n`c.session.current` reads the session at once. `onChange` repeats the current value immediately to every new listener, returns a function that removes it, and then reports attaches, detaches and the end of a local run. It never fires for a move or a roster change: those stay on the room listeners.\n\n- `{ kind: \'idle\' }`: no session. Show an attract scene, not a menu.\n- `{ kind: \'local\', id, mode, status }`: a run of a mode declared with `"execution": "local"`. `status` is `playing` or `ended`.\n- `{ kind: \'room\', id, room }`: `room` is the `Room` documented below, already attached.\n- `{ kind: \'watch\', id, room }`: `room` is a `Spectate`. Draw it read only.\n\n`id` changes on every attach, so a second local run is distinguishable from the first.\n\n`c.session.ready()` says the game has loaded its assets and installed its listeners. Call it once, at the end of setup: until then the overlay waits instead of starting a session under a game that is still downloading. It is idempotent.\n\n`c.session.finish()` ends a local run and returns to the standard menu with a Play again action. It applies only to `kind: \'local\'`: on a room it fails with `not_local` and on idle it does nothing. The result of an online match comes from the server, never from `finish()`.\n\n`c.session.capabilities` is `{ local, rooms, overlay, requestRole }`. Outside caisual.com `overlay` and `rooms` are `false` while `local` stays `true`, which is the signal to run the game\'s own offline fallback. No fake room is created.\n\nTwo front ends of the same game share one session. Switching view does not call `ready()` again and does not detach the room: the new renderer reads `c.session.current` and draws.\n\n### The overlay on top\n\n`c.overlay.onChange` repeats the current geometry immediately, then on every change:\n\n- `inputBlocked` is `true` while a panel is open. Release held keys and stop reading input, but keep simulating: opening a panel never pauses a room.\n- `reservedRects` is an array of up to eight `{ x, y, width, height }` rectangles in CSS pixels of the game viewport. Keep the game\'s own HUD out of them, and nothing else: never resize, move, or letterbox the field because of them. The overlay sits on top of the game and the game must not shift when a bar or a pill appears. The field under a closed overlay stays visible and clickable.\n\nThe complete `OverlayView` value is `{ inputBlocked, reservedRects, safeArea?: { top, right, bottom, left }, shortcutEnabled? }`.\n\nThe host measures `safeArea: { top, right, bottom, left }` in CSS pixels of the game viewport, accounting for the iframe\'s position, borders and scale. It updates after viewport changes, including rotation. Use these values for HUD margins: `env(safe-area-inset-*)` inside the iframe usually reads zero. The kit also sets `--caisual-safe-top`, `--caisual-safe-right`, `--caisual-safe-bottom` and `--caisual-safe-left` on the game document root:\n\n```css\n.hud {\n top: max(16px, var(--caisual-safe-top, 0px));\n left: max(16px, var(--caisual-safe-left, 0px));\n}\n```\n\n`safeArea` is optional for compatibility with older hosts; treat a missing value as four zeros. Older kits keep receiving their supported geometry fields. During the opening screen, `inputBlocked` is true from the first view, including before the first host measurement.\n\n\n`c.overlay.open(panel)` asks the platform to open one of `home`, `room`, `invite`, `friends`, `voice`, `boards`. It is a request, not a permission: it creates no room and grants nothing. Outside caisual.com it does nothing.\n\nShift+Tab from the field opens the menu and Escape closes it. Text fields inside the game keep their own shortcut.\n\n### What a standard game no longer builds\n\nRemove these and let the overlay do them:\n\n- a start menu with Create, Join or a code field;\n- invitation links, copy buttons and share sheets;\n- the lobby: roster, ready, role and team pickers, the Start button;\n- a matchmaking screen with its cancel button;\n- a friends or party list;\n- voice buttons;\n- a leaderboard screen;\n- an Exit or Back to Caisual button;\n- a Play again button after a match.\n\nThe game still draws its own result inside the field. `c.room.create`, `join`, `match` and `watch` stay available for a game that wants its own entry point: under a standard overlay the room they return becomes the current session and the standard controls follow it. Do not attach a second room controller from a second renderer.\n\n### Full screen\n\nA standard game fills the window. `html`, `body` and the game surface are 100% of the viewport: no maximum width, no header, no footer, no editorial frame, and no document scrolling at 1366x768 or 390x844, safe areas included. Only the HUD and compact controls sit over the scene.\n\nAim for the playable field to cover at least 70% of the visible area on desktop and 60% on mobile, counting only what shows or controls the game. A board with a fixed aspect ratio cannot always reach that: a square board on a 1366x768 window tops out near 56% before any HUD. That is the declared geometric exception: the board must then fill at least 90% of the largest rectangle that fits the area left free, and the HUD must have a stated ceiling, typically 48 to 64 pixels on desktop and about 160 pixels of controls on a phone.\n\n### Resume\n\nCaisual keeps one resume reference per game and per player, in a save key it owns. Leaving through the overlay with Leave for now stores the room code and detaches without giving up the seat; the standard menu then offers Resume, which rejoins from that code. Leave room removes the reference and gives up the seat, and so does a terminal room end. A `finished` room waiting for a rematch keeps its resume reference. A network drop keeps it.\n\nA game does not read or write that key, and does not build its own Resume button. A reference that is no longer valid returns the service error and the overlay explains it: it does not retry forever. Resume carries the room code, not a promise to reopen the same published version of the game.\n\n### Voice and leaderboards\n\nIn a standard game the overlay\'s voice panel carries Join, Leave, Mute, and the list of who is in the call, with the click the browser requires. A standard game does not draw its own voice buttons. The `room.voice` API below remains for games without the standard overlay and for server-side gain and proximity rules.\n\nLeaderboards are read by the overlay from the published manifest, using the boards and periods declared there. The overlay reads the official verified scores after a submission and offers Refresh: a game does not need a board screen. Scores are still submitted by the game or, better, by `server.js`.\n\n### Known gaps\n\nThree things are deliberately not in this version, and a game should not work around them:\n\n- resolving the original game version behind a persistent Resume;\n- inviting one friend straight into a room, as opposed to a party;\n- matchmaking for a whole group at once.\n\n## Daily challenge\n\n`day` and `seed` stay fixed for the lifetime of the connection, including across UTC midnight. A client score sent with `c.board.submit(..., { daily: true })` is assigned to the UTC day when the portal receives the request, so a submission after midnight belongs to the new day. Room server scores keep the day when `room.board.submit()` queued them, even if their later flush crosses midnight. This does not attach scores to the run\'s starting day.\n\n```js\nc.daily.day;\nc.daily.seed;\nconst random = c.daily.rng();\nconst r = random();\n```\n\n`day` is a UTC date such as `"2026-09-04"`, and `seed` is an unsigned 32-bit integer shared by all players of that game on that day. `c.daily.rng()` returns a fresh deterministic generator producing numbers in [0, 1). Call it at the start of each run, including Play again: two generators made from the same connection yield the same sequence independently.\n\n`c.daily.random()` remains available and is shared for the connection. It advances with every call; use `rng()` to restart. Repeated `caisual.connect()` calls return the same promise and do not reset either the connection or its shared generator.\n\n`c.time.now()` returns milliseconds aligned with the portal clock. Prefer it to `Date.now()` for anything that must agree with the current day.\n\nWhen not connected, `day` comes from the local clock and `seed` from the local hostname, so a game copied elsewhere still runs.\n\n## Saves\n\nEach player has up to 32 saves per game. A save is any JSON value up to 256 KB when serialized.\n\n```js\nawait c.save.set(\'slot1\', { level: 3, coins: 120 }); // -> { key, bytes, updatedAt }\nconst data = await c.save.get(\'slot1\'); // -> the value, or null\nawait c.save.remove(\'slot1\');\nconst saves = await c.save.list(); // -> [{ key, bytes, updatedAt }]\n```\n\n- Keys use 1 to 32 characters: lowercase letters, digits, `_` or `-`, starting with a letter or digit.\n- `updatedAt` is a millisecond timestamp.\n- Saves are per player and per game. Another game cannot read them.\n- When not connected, saves go to the browser\'s local storage on the game origin.\n\nErrors reject the promise with an `Error` whose `code` is one of `invalid_request`, `not_found`, `save_limit`, `payload_too_large`, `rate_limited`, `invalid_ticket`, `internal_error`, or `offline`.\n\n## Leaderboards\n\nA leaderboard is identified by a board id chosen by the game. Scores are non-negative integers and higher is better. Each player keeps one entry per board, and one per board per day for daily boards: the best score is kept.\n\n```js\nconst result = await c.board.submit(\'main\', 1234);\n// -> { accepted: true, best: 1234, rank: 7, day: null, verified: false }\n\nconst daily = await c.board.submit(\'main\', 1234, { daily: true });\n// -> { accepted: true, best: 1234, rank: 7, day: "2026-09-04", verified: false }\n\nconst top = await c.board.top(\'main\', { daily: true, limit: 10 });\n// -> { day: "2026-09-04", entries: [{ rank, name, score, guest, me, verified }], me: { rank, score, verified } | null }\n```\n\n- Board ids use the same format as save keys.\n- `submit` never rejects because of connectivity. When the game is not connected it resolves `{ accepted: false, reason: "offline" }`.\n- `best` is the score kept for this player after the submission, which can be higher than the submitted one.\n- `rank` counts players with a strictly higher score. Ties are ordered by who reached the score first.\n- Accounts and guests are ranked separately. `top()` returns account players by default; pass `guests: true` to list guests instead. `me` always refers to the current player within their own category, even beyond `limit`.\n- `limit` is 1 to 100 and defaults to 10.\n- Pass `day: "2026-09-06"` to `top()` to read exactly that UTC day, even after midnight. A day implies the daily filter. A date that is not a real `YYYY-MM-DD` is rejected.\n- `verified` is `true` when the kept score came from the room server. Browser scores cannot replace a verified score.\n- Add `"boards": { "main": { "source": "server" } }` to `caisual.json` for a server-only board. It accepts scores only from `room.board.submit` in `server.js`.\n- An omitted board has `source: "client"`. Browser submissions keep working for existing games.\n- A browser submission to a server-only board rejects with `board_server_only`.\n\n### Verified scores in a single-player game\n\nDeclare a `room` mode with `players: { "min": 1, "max": 1 }` and `lobby: false`, run the match in `server.js`, and submit the score with `room.board.submit`. The resulting score is `verified`.\n\n## Device\n\n`c.device` contains the browser and device report collected while `connect()` runs:\n\n```ts\ninterface DeviceReport {\n webgl2: boolean;\n webgpu: boolean;\n wasm: boolean;\n threads: boolean;\n isolated: boolean;\n gpu: \'hardware\' | \'software\' | \'none\';\n memoryMb: number | null;\n cores: number | null;\n mobile: boolean;\n tier: \'low\' | \'mid\' | \'high\';\n}\n```\n\nUse capability fields to choose a renderer, then use `tier` to reduce pixel ratio and quality on smaller devices:\n\n```js\nconst renderer = c.device.webgpu\n ? createWebGpuRenderer()\n : createWebGl2Renderer();\n\nconst pixelRatio = c.device.tier === \'high\' ? devicePixelRatio : 1;\nconst quality = c.device.tier === \'low\' ? \'low\' : \'high\';\nrenderer.configure({ pixelRatio, quality });\n```\n\nThe probe takes at most 1.5 seconds. `memoryMb` and `cores` are `null` when the browser does not expose them. The report stays in the browser and is not saved or sent to Caisual.\n\n### Two front ends, one game\n\nKeep one `client/index.html`, one game ID and one server. With `platform: "both"`, choose separate front ends in that entry without navigating or adding another iframe:\n```js\nimport { caisual } from \'/__caisual/kit/v1.js\';\nconst c = await caisual.connect();\nlet preference = null;\ntry { preference = localStorage.getItem(\'layout\'); } catch {}\nconst touch = preference === \'touch\' || (preference !== \'desktop\' && (c.device.mobile || matchMedia(\'(pointer: coarse)\').matches));\nconst screen = touch ? await import(\'./touch/main.js\') : await import(\'./desktop/main.js\');\nscreen.mount({ c, root: document.querySelector(\'#app\') });\n```\nOffer a manual layout choice, persist it when storage is available, and keep rules and room connections shared. Both front ends use relative asset paths inside `client/`.\n\n## Rooms\n\nA room brings players into the same running game. Creating and joining require a published `server.js`; single-player games can ignore `c.room`.\n\nIn a standard game the overlay creates, joins, matches and watches on the player\'s behalf, and hands the game the room through `c.session`. The calls below stay available, and their result becomes the current session. Read them for what the room object offers; do not rebuild the entry screens around them.\n\n```js\nconst c = await caisual.connect();\n\nc.room.invited; // invitation code from the game page, or null\n\nconst room = await c.room.create({ mode: null });\n// Or join the invitation that opened the game:\nconst invitedRoom = await c.room.join();\n// Or enter a code supplied by the player:\nconst codedRoom = await c.room.join(\'ABC234\');\n\nroom.code;\nroom.seed; // unsigned 32-bit integer fixed for this room\nroom.tickRate;\nroom.latency;\nroom.invite(); // { code: "ABC234", url: "https://caisual.com/r/ABC234" }\n```\n\nPass a mode id from the manifest to `create({ mode })`, or `null` to use the root configuration. Optional `players` and `lobby` on that mode replace the root values; joining keeps the configuration of the room being joined. `join()` uses `c.room.invited`; without an invitation, pass the six-character code explicitly. A standard game does not need `invite()`: the overlay owns the invitation panel and the copy action.\n\n### Crew\n\nThe kit automatically reports the player\'s current room to the Caisual portal, so the player\'s friends can join with one click. The game does not need to send or handle anything for this. There is no `c.crew` API in this version. In a standard game the friends and party list is a panel of the overlay, so there is nothing to draw either.\n\n### Matchmaking\n\nUse `c.room.match()` to find players who requested the same mode and key. The key must contain exactly the fields declared by that mode\'s `matchmaking.key` in `caisual.json`.\n\n```js\nconst room = await c.room.match({\n mode: \'daily\',\n key: { day: c.daily.day, stage: 3 },\n onWaiting({ players, min, max }) {\n showQueue(`${players}/${max} players, ${min} required`);\n },\n});\n```\n\nMatchmaking uses the selected mode\'s resolved `players` and `lobby`, and that mode\'s `matchmaking.timeoutMs`. A room opens as soon as the queue reaches the resolved `players.max`. When `matchmaking.timeoutMs` expires, it also opens if at least `players.min` players are waiting. Otherwise the promise rejects with `no_match`, and the game should offer the player another option. A new search first tries to fill a matching room that is already open and can still accept players.\n\nPass an `AbortSignal` as `signal` to let the player cancel a search. Cancellation rejects with `cancelled`. In a standard game the search screen, its Cancel button and the lobby that follows are the overlay\'s: declare `matchmaking.defaults` in the mode and the player can start a search from the standard menu without the game passing a key.\n\nRoom status is one of:\n\n- `lobby`: players are joining and choosing their setup.\n- `countdown`: the lobby has accepted `start()` and play begins at the announced server time.\n- `playing`: the game server is running the match.\n- `finished`: the match is over and the room is waiting for a rematch, with sockets open and `room.result` available.\n- `ended`: the match or connection has ended. `room.result` contains the result last reported by the room. A definitive connection closure uses `{ closed: 4003 }` when the player was kicked, `{ closed: 4004 }` when the room ended, `{ closed: 4005 }` when the published version closed, or `{ closed: 4006 }` when the same player opened the room in another tab.\n\nThe current lobby data is available directly:\n\n```js\nroom.players; // [{ id, name, guest, role, team, ready, connected }]\nroom.you; // this player\'s id\nroom.host; // the current host\'s id, or null\n\nroom.ready(true);\nroom.setRole(\'captain\');\nroom.setTeam(1);\n\nif (room.you === room.host) room.start();\n```\n\nIn a standard game the overlay calls these four for the player: read `room.players` to draw the field, not to build a roster panel. `ready`, role, team, and `start()` are lobby actions. Starting requires the host, every connected player to be ready, and the player, role, and team minimums from the manifest. Calling `start()` begins a three-second countdown. A role or team change clears that player\'s ready state. The built-in `spectator` role is still a player slot for setups such as a shared screen with phone controllers. Use `watch()` for someone who only observes and does not occupy a player slot.\n\n### Rematch in the same room\n\nThe server opts in per match with `room.end(result, { rematch: true })`. The room becomes `finished`, keeps its code, members, state and open connections, and exposes the result through `room.result` and `onStatus(\'finished\', result, at)`. Voice and spectator streams remain connected. `room.end(result)` or `{ rematch: false }` still ends the room permanently with status `ended` and close code 4004.\n\nEach connected player calls `room.restart()` once to become ready for the rematch. In `finished`, `room.players[].ready` means rematch readiness. Once every connected non-spectator player is ready and the mode\'s `players.min` is met, the host calls `room.restart()` again to confirm. The first host call only registers readiness. A host with the built-in `spectator` role does not register readiness and can confirm once the players are ready. Repeated non-host calls do nothing. Calling outside `finished` fails with `rematch_unavailable`; an early host confirmation reports `players_not_ready` through `room.onError`.\n\nThe standard overlay handles these calls with Play again, the readiness count and names, and Start rematch for the host. Games without the overlay can call `restart()` directly. No member is removed for declining. There is no automatic start after a departure: the current host must confirm.\n\nAt confirmation, the kit clears the result to `null` and all readiness flags, then calls optional `onRestart(room)` with status `lobby` when the mode has a lobby, or `playing` otherwise. **The kit does not reset `room.state`.** Reset match data in `onRestart`, keeping series scores or other data as needed. With a lobby, players choose their setup and get ready again before the normal countdown and `onStart`. Without a lobby, `onStart` follows `onRestart` immediately. Clients receive the new state and an `onStatus` transition with a null result. The room identity, seed and tick sequence are retained; `session.onChange` does not create a new session for a rematch. Listen to `room.onState` and `room.onStatus`.\n\nThe waiting rules are:\n\n- All pending `room.schedule` handlers are cancelled when the match finishes, including handlers already due in the same batch. Scheduling during `finished` has no effect. Schedule new work in `onRestart` or `onStart`. Tick callbacks stop immediately; game input during the wait is discarded, and queued continuous input is cleared on the client.\n- `onEnd` runs once for the completed match, with status `finished` and its result. A subsequent timeout only closes the room and does not call `onEnd` again. Restart does not resubmit or clear pending board scores: each submission is drained once from the existing score queue. The game must not submit the previous match\'s scores again in `onRestart`.\n- Disconnecting clears that member\'s readiness and transfers the host to the oldest connected member. Disconnected players do not count toward readiness or the minimum. The usual 60-second reconnection grace applies; persistent members keep their seats after it. Rejoining requires a new readiness call. Connection and departure callbacks continue during the wait.\n- New members may join by invitation during the wait, up to the resolved `players.max`, and start unready. A lobby mode therefore reopens admission while `finished`; without a lobby, admission continues as during play. Disconnected members still occupy seats until removed. Roles and teams retain their existing capacity rules.\n- `watch()` spectators do not vote or occupy seats and keep following the same delayed stream across matches. Members with role `spectator` occupy a seat but do not vote or count toward the rematch minimum.\n- The room closes with 4004 exactly two minutes after entering `finished` if no restart is confirmed, retaining the last result. Readiness, joins and pings do not extend this deadline. It also applies to persistent rooms and survives sleep or restoration; it does not depend on active ticks.\n\n`finished` is a new status, not a terminal connection state. Older room clients receive the unfamiliar status and keep their sockets open instead of taking their `ended` cleanup path; they have no `restart()` control, and older overlays may retain their previous screen. Use an updated kit for games opting into rematches, and explicitly handle `finished` in game status listeners.\n\nThe server owns room state. Read it and react to updates, but do not assign to it or mutate nested values from the browser:\n\n```js\ndraw(room.state);\n\nconst stopState = room.onState((state, tick, serverTime) => {\n draw(state);\n});\n\nconst stopPlayers = room.onPlayers((players) => updateLobby(players));\nconst stopStatus = room.onStatus((status, result, at) => showStatus(status, result, at));\n\nstopState();\nstopPlayers();\nstopStatus();\n```\n\n`room.tick` identifies the latest state. The kit applies structural updates in order for both tick-based and event-only servers. Full state is sent on entry, reconnection or resync when an update does not match the current tick; normal updates, including every hundredth tick, remain diffs. `room.serverTime()` returns milliseconds aligned with the room clock and is kept current by a ping every five seconds.\n\n`room.tickRate` is the current effective server frequency, including reductions caused by the CPU budget; zero means event-only. Updates arrive with state diffs and snapshots, including an empty diff when only the frequency changes. `room.latency` is the smoothed round-trip time in milliseconds, or `null` before the first pong and after a dropped connection until the next pong. Each pong uses 20% of the new RTT and 80% of the previous estimate, with the first sample used directly. Read the property when drawing network status; there is no `onLatency` listener. Spectators expose the same properties; their tick rate follows the delayed state stream.\n\nSend JSON input to `onMessage` in the server definition, and receive JSON sent or broadcast by the server:\n\n```js\nroom.send({ type: \'fire\', target: 3 });\n\nconst stopMessages = room.onMessage((message) => {\n showEvent(message);\n});\n```\n\nThe kit numbers outgoing inputs in increasing order. It automatically reconnects temporary failures with delays of 1, 2, 4, then 8 seconds, for at most the room\'s 60-second grace period. Each attempt gets a fresh room token. A successful reconnect replaces local state with a full server state. `room.send` calls while reconnecting throw an error with `code: "offline"`.\n\nUse `room.input(value)` for continuous controls, including calls from every animation frame:\n\n```js\nroom.input({ type: \'move\', x: axisX, y: axisY });\nroom.onError(({ code }) => {\n if (code === \'rate_limited\') showInputWarning();\n});\n```\n\n`input` copies and keeps only the latest JSON value in one slot. It coalesces updates and sends at most 20 times per second, or at the effective `room.tickRate` when that is lower and positive. With `tickRate: 0`, it still sends at most 20/s. It also waits for budget used by `send`. Values with the same JSON serialization are not resent on the same connection. Combine independent controls into that one value; there is no channel option. On the server it is an ordinary message passed unchanged to `onMessage`, exactly like `send`, with no extra envelope.\n\nDuring reconnection, `input` accepts updates without throwing `offline`. After the new welcome it sends only the latest value, even if it was sent on the previous connection. It never replays intermediate values or old commands. Use `send` for individual actions such as firing or confirming a turn; `send` still throws `offline` during reconnection. Invalid JSON input can throw `invalid_request`. Input stops after leaving, disconnecting intentionally or ending the room.\n\nGame messages are limited to 20 per second per connection. Excess messages are dropped; `room.onError` receives `rate_limited` at most once per second across both budgets. Protocol service messages, including ping, lobby actions, state requests and voice signaling, have a separate 20/s budget with the same drop policy. More than 100 attempts in each of three consecutive one-second windows in either budget closes the connection with 4008 `rate_limited`; the kit does not reconnect automatically after this abuse closure. Abuse windows start with the first message on the connection; a normal or empty window resets the sequence. Oversized game frames close with 4009 `message_too_large`, reported through `room.onError`; malformed frames use 4009 `bad_message`. Neither closure is retried automatically.\n\nCall `room.leave()` for an intentional departure. The kit does not reconnect after leaving, being kicked, the room ending, the published version closing, or the same player opening the room in another tab.\n\n`room.disconnect()` is the other departure: it stops the transport, the retries and voice without sending a leave, so the server keeps the seat under its own persistence and grace rules. It is not reversible on the same object; returning means entering again from the code. The overlay uses it for Leave for now, together with the resume reference.\n\nA room also exposes `room.mode`, `room.countdownAt`, `room.connection`, `room.metadata`, and the `onMetadata` and `onConnection` listeners. `connection` is one of `connecting`, `connected`, `reconnecting`, `disconnected`, `ended`, `closed`, or `replaced`, where `replaced` means the same player opened the room in another tab. Unlike `session.onChange` and `overlay.onChange`, these listeners do not repeat the current value: read the getter first.\n\n`room.onError(listener)` reports technical protocol errors of the room as `{ code, message }`; it is not the place where a game reads its own result.\n\n`room.onScoreQueued(listener)` and `room.queuedScores` cover scores submitted for this player by `server.js`. Each entry is `{ board, player, score, day, submittedAt }`, only the owner\'s connection receives it, and the last 32 are kept. It is a technical notice that the server accepted the score, not a receipt that it is already on the board: read the board back with `c.board.top()` for that.\n\n`await room.requestRole(\'scout\')` asks the server for a role change during a match. It works only while the room is playing, only for a role declared in the manifest, and only when `server.js` defines `onRoleRequest(room, player, role)`; the server approves by calling `room.setRole`. Without that callback nothing changes, and the capability shows as `false` in `c.session.capabilities`. It is not a shortcut for changing roles from the browser.\n\nRoom creation, joining, and matchmaking reject with an `Error` carrying a stable `code`. Common codes are `invalid_request`, `no_server`, `no_match`, `cancelled`, `room_not_found`, `room_full`, `room_playing`, `room_ended`, `rate_limited`, `invalid_ticket`, `internal_error`, and `offline`. `no_server` means the published game has no multiplayer server. When `c.connected` is `false`, `create`, `join`, and `match` reject with `offline`.\n\n- `invalid_role`: a requested role id is malformed or is not declared in the manifest. Request a declared role id.\n- `role_change_unavailable`: the room is disconnected, is not playing, or `server.js` has no `onRoleRequest`. Wait for a connected playing state and provide that callback before offering the action.\n- `role_change_refused`: `onRoleRequest` returned without assigning the requested role. Leave the current role in place, or have the server approve with `room.setRole`.\n- `version_closed`: the room connection ended because its published version closed. Reopen the current game version and enter a current room.\n\nEvery listener call on a room returns a function that removes that listener: `onState`, `onPlayers`, `onStatus`, `onMessage`, `onMetadata`, `onConnection`, `onError`, and `onScoreQueued`.\n\n### Spectators\n\nIn a standard game the overlay offers watching from the menu and the session arrives as `{ kind: \'watch\' }`. Use `c.room.watch(code)` to observe a room without joining it as a player:\n\n```js\nconst view = await c.room.watch(\'ABC234\');\n\ndraw(view.state);\nview.onState((state) => draw(state));\nview.onPlayers((players) => updateRoster(players));\nview.onStatus((status, result) => showStatus(status, result));\nview.onMessage((message) => showEvent(message));\n\nview.leave();\n```\n\nThe returned `Spectate` object exposes `state`, `tick`, `seed`, `status`, `players`, `host`, `code`, `result`, `delayMs`, the four listeners shown above, `serverTime()`, and `leave()`. It receives the room\'s public state, snapshots and updates, player list, status, and messages broadcast by `server.js`. The kit repairs a missed update automatically and reconnects temporary failures for the same 60-second grace period used by players.\n\nPublic room events are delayed by `delayMs`, which defaults to 3000 milliseconds. A game can set `"spectators": { "delayMs": N }` in `caisual.json`, where `N` is from 0 to 30000, or set `"spectators": false` to disable watching.\n\nA spectator has no `you`, `invite()`, `send()`, or voice API. Watching does not add anyone to `room.players`, does not affect roles, teams, player minimums, the host, or room lifetime, and is not visible to `server.js`. `watch()` can reject with `room_not_found`, `room_ended`, `spectators_disabled`, `spectators_full`, `rate_limited`, `offline`, or `invalid_request`.\n\n## Voice\n\nEvery room has a `room.voice` object. Voice is disabled by default and is enabled with the manifest\'s `voice` field.\n\nIn a standard game the overlay\'s voice panel carries Join, Leave, Mute, and the list of who is in the call, with the click the browser requires. A standard game does not draw its own voice buttons. The `room.voice` API below remains for games without the standard overlay and for server-side gain and proximity rules.\n\nA game with its own controls must offer an explicit one, because `join()` must be called from a click or another user gesture so the browser can start audio and, when publishing, request microphone permission.\n\n```js\nconst micButton = document.querySelector(\'#mic\');\nconst voiceList = document.querySelector(\'#voice-list\');\n\nfunction renderVoice(peers = room.voice.peers) {\n voiceList.replaceChildren(...peers.map((peer) => {\n const item = document.createElement(\'li\');\n const player = room.players.find((entry) => entry.id === peer.id);\n item.textContent = `${player?.name ?? peer.id}: ${\n peer.speaking ? \'speaking\' : peer.muted ? \'muted\' : \'quiet\'\n }`;\n return item;\n }));\n micButton.textContent = room.voice.state === \'off\'\n ? \'Join voice\'\n : !room.voice.mic ? \'Listening\' : room.voice.muted ? \'Unmute\' : \'Mute\';\n}\n\nmicButton.addEventListener(\'click\', async () => {\n if (room.voice.state === \'off\') await room.voice.join();\n else if (room.voice.mic) room.voice.mute(!room.voice.muted);\n renderVoice();\n});\n\nroom.voice.onPeers(renderVoice);\nroom.voice.onState(() => renderVoice());\nrenderVoice();\n```\n\n`room.voice.mode` is `none`, `room`, `team`, or `proximity`. In `room` mode, every participant in voice can hear every other participant. In `team` mode, players hear only their team. In `proximity` mode, the room server controls the gain between participants. Call `room.voice.join({ mic: false })` to listen without opening or publishing a microphone. Spectators join in listening mode when they call `join()` without options. A spectator that calls `join({ mic: true })` receives the `spectator` error.\n\nThe room server authorizes every voice track by team and gain. Listening that is no longer allowed is refused or closed.\n\n`room.voice.state` is `off`, `joining`, `on`, or `reconnecting`. `room.voice.mic` is `true` while the local player is publishing. `room.voice.muted` and `room.voice.speaking` describe the local microphone. `room.voice.peers` contains the other voice participants as `{ id, mic, muted, speaking, volume, gain }`. A listening participant has `mic: false`, `muted: true`, and `speaking: false`. `volume` is the local setting and `gain` is the value from the room server. Use `room.voice.setVolume(playerId, volume)` with a value from 0 to 1 to change only local playback.\n\n`room.voice.onPeers(listener)` runs when participants, microphone state, mute state, speaking state, volume, or gain changes. `room.voice.onState(listener)` reports connection state changes. Both return a function that removes the listener.\n\nCall `room.voice.leave()` to stop publishing or listening without leaving the room. `room.voice.mute()` requires an active published microphone and otherwise throws `not_publishing`. `room.leave()` and the end of the room stop voice automatically.\n\n`join()` rejects with an `Error` carrying one of these stable codes: `voice_disabled`, `permission_denied`, `unsupported`, `spectator`, `offline`, or `voice_error`. Voice can reconnect after a temporary room or media connection failure. The state becomes `reconnecting` while the kit retries.\n\n## Server\n\nPut `server.js` next to `caisual.json` and publish it with the game. See [publish.md](./publish.md#multiplayer-server) for the file rules, validation, and publishing flow.\n\n```js\nimport { defineGame } from \'@caisual/kit/server\';\n\nexport default defineGame({\n tickRate: 20, // required, an integer from 0 to 60; 0 runs only in response to events\n onCreate(room) {},\n onStart(room) {},\n onJoin(room, player) {},\n onConnection(room, player, connected) {},\n onLeave(room, player, reason) {}, // "left", "timeout", or "kicked"\n onRoleRequest(room, player, role) {}, // approve with room.setRole\n onMessage(room, player, message) {},\n onTick(room, deltaSeconds) {},\n onEnd(room) {},\n onRestart(room) {},\n});\n```\n\n`tickRate` is the only required field: `defineGame` throws a `TypeError` when it is missing or is not an integer from 0 to 60. All callbacks are optional. A player is `{ id, name, guest, role, team, connected }`.\n\n### Callback order\n\n- `onCreate` runs once when the room is first created, before any player joins.\n- `onJoin` runs when a player first enters the room, not when that same member reconnects. Without a lobby, the first player\'s `onJoin` is followed by `onStart`.\n- `onStart` runs when the room changes to `playing`. Without a lobby this is the first player entry. With a lobby it is after the host starts, the three-second countdown finishes, and the room still meets its minimums.\n- `onTick` runs for each active game tick when `tickRate` is greater than zero. `onMessage` runs for accepted client game messages, and `onRoleRequest` runs for an in-match role request when that callback exists. These events are processed serially, so their relative order is the order in which the room processes them.\n- `onConnection(room, player, connected)` runs with `false` when an existing member loses their connection and with `true` when that disconnected member returns. Both `player.connected` and `room.players` are already updated. It does not run for the first entry, a socket replacement while the member is still connected, or a permanent removal. Restoring a room reconciles actual connections: members saved as connected whose sockets are gone receive `false`, and their later return receives `true`. Surviving sockets receive no extra callback.\n- `onLeave` runs only when a player is removed with reason `left`, `timeout`, or `kicked`. A dropped connection calls `onConnection` during the grace period and does not call `onLeave`.\n- `onEnd` runs after the callback that requested `room.end`, with the final result and status `ended` or `finished`. Automatic room endings also use it, except closure of an already `finished` match, which must not run it twice.\n- `onRestart` runs on host confirmation of a rematch, after clearing readiness and the result and selecting the next status. With a lobby it prepares `lobby`; without one it prepares `playing` and is immediately followed by `onStart`. It is optional; `room.state` is preserved unless the game changes it.\n\nThere is no `onResume` callback. A sleeping room restores its saved state without calling one. When a scheduled time arrives, the room invokes the method named by `room.schedule`.\n\nFor a turn-based game, store the active player\'s id and pause that turn when the player disconnects. This also works with `tickRate: 0`, because callback state changes are published immediately:\n\n```js\nonConnection(room, player, connected) {\n if (room.state.turnPlayerId === player.id) {\n room.state.turnPaused = !connected;\n }\n},\nonMessage(room, player, message) {\n if (room.state.turnPaused || player.id !== room.state.turnPlayerId) return;\n applyTurn(room, player, message);\n},\n```\n\nIf turns have deadlines, save the remaining time when pausing and calculate a new deadline on return. Scheduled handlers must check whether the turn is still paused or current. Decide separately in `onLeave` how to handle a permanent departure. Secret redelivery remains a client responsibility through `room.onConnection`; see [Hidden information](#hidden-information).\n\nThe room object provides:\n\n```js\nroom.id;\nroom.seed;\nroom.mode;\nroom.status;\nroom.tick;\nroom.tickRate;\nroom.result;\nroom.state;\nroom.players;\nroom.host;\n\nroom.broadcast(message);\nroom.send(playerOrId, message);\nroom.kick(playerOrId);\nroom.setRole(playerOrId, role);\nroom.setTeam(playerOrId, team);\nroom.end(result);\nroom.end(result, { rematch: true });\n\nawait room.save(\'round\', value);\nawait room.load(\'round\');\nawait room.shared.get(\'ship_abc\');\nawait room.shared.set(\'ship_abc\', value);\nawait room.shared.delete(\'ship_abc\');\nawait room.shared.list(\'ship_\');\nawait room.shared.increment(\'visits\', 1);\nroom.schedule(milliseconds, \'methodName\', payload);\nroom.board.submit(playerOrId, \'main\', score, { daily: true });\n\nroom.daily.day;\nroom.daily.seed;\nroom.time.now();\n\nroom.voice.mode;\nroom.voice.setGain(listener, speaker, 0.25);\nroom.voice.setProximity(playerA, playerB, 0.5);\n```\n\nSet `room.state` in `onCreate`, then mutate it only in server callbacks. It must remain plain JSON and may be at most 256 KB when serialized. `broadcast` sends a JSON message to everyone; `send` targets one player. `end` records a JSON result and closes the room unless `{ rematch: true }` is passed. See [Rematch in the same room](#rematch-in-the-same-room) for readiness, callback order, timer cancellation and the waiting deadline. Room saves use keys with the same format as player save keys and values up to 128 KB. `schedule` names a method on the definition so it can run even after a quiet room resumes. Scores submitted through `room.board` are verified. The room fixes their UTC `day` and millisecond `submittedAt` when `submit` is called, so delayed writes and retries do not move them to another day. Older queued scores without these fields retain the write-time day. A daily run crossing midnight is scored on its submission day; games should define a deadline if they require the starting day.\n\n### Hidden information\n\nEverything in `room.state` reaches every player and every spectator. Never store cards in hand, secret roles, fog of war, or any other private value there.\n\nKeep secrets in room saves through `room.save` and `room.load`, which are server-only, or in module-level variables in `server.js`, keyed by room when needed. Deliver a secret to one player with `room.send(player, { type: \'hand\', cards })`. `onJoin` runs only on the player\'s first entry, not on reconnection, so the client requests its secrets for the current connection and every later reconnection:\n\n```js\nif (room.connection === \'connected\') room.send({ type: \'hand?\' });\nroom.onConnection((state) => {\n if (state === \'connected\') room.send({ type: \'hand?\' });\n});\n```\n\nThe server answers from `onMessage` with `room.send(player, { type: \'hand\', cards })`. The three-second delay of `c.room.watch` does not protect secrets. It only stops a player from watching an opponent\'s live screen in another tab.\n\nThe browser can change its role or team only while the room is in `lobby`. During a match, the server decides when a player changes role or team with `room.setRole` and `room.setTeam`. Both methods accept a player object or id and immediately update `room.players` for every client.\n\n```js\nonMessage(room, player, message) {\n if (message?.swap === \'captain\') {\n room.setRole(player, \'captain\');\n }\n},\n```\n\n`room.daily.seed` is shared by every room for the game on the current UTC day. `room.seed` is fixed for one room and is identical on the server and clients, so rooms created on the same day can generate different maps.\n\n### Shared game store\n\n`room.shared` is a server-only JSON key/value store shared by every room of the same game. It is useful when one room must leave data for another room, while `room.save` remains private to one room.\n\nThe following server leaves a ship when a room ends, then loads every previously left ship when another room is created. The room id suffix is used because shared-store keys follow the save-key format.\n\n```js\nexport default defineGame({\n tickRate: 0,\n\n async onCreate(room) {\n const keys = await room.shared.list(\'ship_\');\n room.state = {\n ships: await Promise.all(keys.map((key) => room.shared.get(key))),\n };\n },\n\n async onEnd(room) {\n const roomSuffix = room.id.split(\'.\')[1];\n await room.shared.set(\'ship_\' + roomSuffix, {\n position: room.state.position,\n cargo: room.state.cargo,\n });\n },\n});\n```\n\nThe five methods are asynchronous:\n\n```js\nconst value = await room.shared.get(key); // JSON value, or null\nawait room.shared.set(key, value); // last writer wins\nawait room.shared.delete(key);\nconst keys = await room.shared.list(prefix); // sorted, up to 1024\nconst total = await room.shared.increment(key, 1); // atomic, defaults to 1\n```\n\nKeys contain 1 to 32 lowercase letters, numbers, underscores, or hyphens. Values may be up to 64 KB when serialized, and each game may keep up to 1024 keys. Each room may perform up to 120 shared-store operations per minute. `increment` treats a missing key as zero and rejects unless the existing value, amount, and result are safe integers.\n\nUse the store in `onCreate`, `onStart`, `onEnd`, `onMessage`, or a `schedule` handler. Do not call it on every tick: each call waits for a remote operation, and the CPU budget uses elapsed wall-clock time. Browser clients cannot access this store. Send only the data they need with `room.broadcast` or `room.send`.\n\nFailures reject with an `Error` carrying `store_invalid_key`, `store_too_large`, `store_full`, `store_not_integer`, `store_unavailable`, or `store_rate_limited` in `code`.\n\n`room.voice.setGain(listener, speaker, gain)` controls how much one listener hears one speaker. It is directional, limited to the range from 0 to 1, and rounded to two decimal places. For example, the following setup lets the captain hear everyone while each crew member hears only the captain:\n\n```js\nconst captain = room.players.find((player) => player.role === \'captain\');\nconst crew = room.players.filter((player) => player.id !== captain.id);\n\nfor (const speaker of room.players) {\n room.voice.setGain(captain, speaker, 1);\n}\nfor (const listener of crew) {\n for (const speaker of room.players) {\n room.voice.setGain(listener, speaker, speaker.id === captain.id ? 1 : 0);\n }\n}\n```\n\n`room.voice.setProximity(a, b, gain)` is the symmetric shortcut for setting both directions. Both methods work in `room`, `team`, and `proximity` modes, and do nothing in `none`. In `team` mode, gains remain inside the team and cannot make a player hear another team.\n\nFor position-based audio, update the symmetric gain between players from server-owned positions:\n\n```js\nexport default defineGame({\n tickRate: 20,\n onTick(room) {\n for (const a of room.players) {\n for (const b of room.players) {\n if (a.id >= b.id) continue;\n const pa = room.state.positions[a.id];\n const pb = room.state.positions[b.id];\n const distance = Math.hypot(pa.x - pb.x, pa.y - pb.y);\n room.voice.setProximity(a, b, Math.max(0, 1 - distance / 20));\n }\n }\n },\n});\n```\n\n### Sleeping and cost\n\nPrefer `tickRate: 0` for turn based and party games. A room with a tick loop sleeps automatically after 30 seconds without player input or state changes and wakes on the next game message or player joining. Automatic ping and resync messages do not count as player input. A match with no player input for 10 minutes ends with `{ error: \'idle\' }`. Timers set with `schedule` and the countdown keep working while the room sleeps.\n\n### CPU budget\n\nEvery `onTick` and `onMessage` call is measured. Twenty consecutive calls above 100 ms end the room with `{ error: \'cpu_budget\' }`. If the average over 50 ticks is above 20 ms, the effective `tickRate` is halved, down to a minimum of 5, and clients receive an `error` message with code `tick_rate_reduced`. The optional `tickRate` field in `state` and `snapshot` protocol messages updates client `room.tickRate`; older clients ignore the added field. A frequency change sends a state diff even when its patch is empty.\n\n`room.tickRate` starts at the definition\'s `tickRate` and always reports the current effective frequency. `deltaSeconds` follows that frequency, so a fixed-step simulation must accumulate `deltaSeconds` instead of counting ticks. Measurement uses elapsed wall-clock time, so a slow `await` inside a callback also counts. `room.result` is `null` during a match, contains its result in `finished` or `ended` and inside `onEnd`, and returns to `null` before `onRestart`.\n\n### Persistent rooms\n\nSet `"persistent": true` in `caisual.json` for a room that must survive long breaks. It does not use the normal inactivity ending rule and does not end when every player disconnects. Players remain members until they call `room.leave()` or the server removes them with `room.kick()`. They can use the same room code to return while the game is already playing. The code remains valid while the room lives, and absent members remain in `room.players` with `connected: false`.\n\nA persistent room ends when the server calls `room.end(result)` without rematch, when its two-minute rematch wait expires, after 30 days without player input, entry, or a state change with `{ error: \'expired\' }`, or after five minutes without any members. Consider storing `room.code` with `c.save.set()` and offering a Resume action. A persistent room incurs cost only while it is awake.\n\n## Limits\n\n- 120 requests per minute per player. Beyond that the kit rejects with `rate_limited`; wait and retry.\n- Saves: 32 keys per player per game, 256 KB per value.\n- Scores: safe integers from 0 upward.\n- Room state: 256 KB of plain JSON.\n- Game messages: 16 KB each and 20/s per connection; excess messages are dropped with at most one `rate_limited` error per second. Service messages have a separate 20/s budget. More than 100 attempts/s in either budget for three consecutive one-second windows closes with 4008. Oversized frames close with 4009 `message_too_large`.\n- Spectators: 100 per room, with a configured delay from 0 to 30 seconds.\n- Voice supports audio only and one voice channel per room.\n- Voice control messages: 64 KB each and 30 operations per 10 seconds per connection. Voice signaling also uses the separate service-message budget; audio traffic does not consume either message budget.\n- Room save values: 128 KB each.\n- Shared game store: 64 KB per JSON value, 1024 keys per game, and 120 operations per minute per room.\n\n## Development\n\nRun `npx @caisual/cli dev` from the game folder, then open the printed portal URL. The preview supplies the normal handshake, so `c.connected` is `true` and the game receives a local guest identity. It also mounts the same standard overlay as the portal. `?lang=` chooses the game preference, resolved against the manifest; `c.player.uiLanguage` follows the overlay fallback. For example, `?lang=ja` gives `c.player.language === "ja"` when declared, with the overlay in English. Friends and parties are marked unavailable locally; everything else, including saves, leaderboards, daily data, invitations, and rooms, works on local data. Opening the portal URL in more browser tabs creates more local players, which makes multiplayer testing possible without publishing.\n\nUse `npx @caisual/cli dev --day 2026-09-04` to pin the UTC day used by client and room daily seeds and local daily leaderboards. The flag accepts only a real date in `YYYY-MM-DD` format; without it, dev uses today\'s UTC date. Real clocks and room timers keep running normally. Scores remain in `.caisual-dev/scores.json` under their assigned day: restarting with another `--day` selects that day\'s board, and returning to a previous day restores its scores. Saves, identities and rooms are shared across these dates; queued room scores keep their original day when flushed after a restart. Use `c.board.top(\'main\', { day: \'2026-09-04\', guests: true })` to inspect a specific local day. A changed flag takes effect after restarting dev and reloading the game.\n\nWhen building the client with a bundler, remember that `client/` is served as-is. Configure Vite, esbuild, or another bundler to write into that folder, for example `vite build --outDir client`, and use relative paths such as `base: \'./\'`.\n\nKeep loading the kit from the `<script type="module">` shown at the beginning of this guide, using `/__caisual/kit/v1.js`, when publishing on Caisual. That URL exists only in `caisual dev` and in the published game.\n\nIf the game has `server.js`, room state is handled locally and stored under `.caisual-dev/` in the game folder. If it has no `server.js`, room creation rejects with `no_server` and the single-player APIs still work.\n\nTo run from any other static server, install `@caisual/kit` from npm and import it with a bundler as `import { caisual } from \'@caisual/kit\'`. In that build standalone mode applies: `c.connected` is `false`, saves use local storage, `submit` returns `accepted: false`, leaderboards are empty, the daily seed is local, and room creation and joining reject with `offline`. The rest of the game logic does not need a different code path.\n\nAfter publishing with `npx @caisual/cli publish`, open the game from its caisual.com page: `c.connected` becomes `true` and every call goes to the portal.\n\n## Manifest\n\nDeclare `"overlay": { "version": 1 }` to get the standard overlay, with an optional `accent` colour. A standard game must declare at least one mode, and every mode needs `execution`, either `local` for a single-player run of exactly one player or `room` for a room backed by `server.js`. `label` names the mode in the standard menu and `instructions` adds one line under it. `roles[].label` and `boards[<id>].label` name roles and boards in the same UI, and `boards[<id>].periods` lists `daily`, `all-time` or both. A mode with matchmaking adds `matchmaking.defaults`, one value for every field of its `key`, so the overlay can start a search on its own.\n\n```json\n{\n "overlay": { "version": 1, "accent": "#397e83" },\n "players": { "min": 2, "max": 4 },\n "lobby": true,\n "boards": { "solo": { "source": "server", "label": "Best run", "periods": ["daily", "all-time"] } },\n "modes": [\n { "id": "practice", "execution": "local", "label": "Practice",\n "instructions": "One run against the clock.",\n "players": { "min": 1, "max": 1 }, "lobby": false },\n { "id": "duel", "execution": "room", "label": "Online",\n "matchmaking": { "key": ["pool"], "defaults": { "pool": "v1" }, "timeoutMs": 12000 } }\n ]\n}\n```\n\nA game without `overlay` keeps its historical flow and draws its own menus. Nothing else changes for it.\n\nNo manifest field is required for identity, saves, leaderboards, or the daily challenge. Use `boards` to make selected leaderboards server-only. A mode may override only `players: { min, max }` and `lobby`; omitted fields inherit the root configuration, and `mode: null` uses the root values. Matchmaking thresholds and room admission use this same resolution. For rooms, set `players` to the supported range and use `lobby`, `persistent`, `spectators`, `roles`, `teams`, and `modes` to describe the setup and lifetime. Set `voice` to `room`, `team`, or `proximity` to enable the corresponding voice mode, or omit it for `none`. A single-player game can keep `players` at `{ "min": 1, "max": 1 }`, `lobby` at `false`, and omit `server.js`. See [publish.md](./publish.md#caisualjson) for every field and the publishing steps.\n';
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  // src/dev.ts
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- import { createHash as createHash2, createHmac, randomBytes, timingSafeEqual } from "node:crypto";
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- import { promises as fs2 } from "node:fs";
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+ import { createHash as createHash2, createHmac, randomBytes, randomUUID as randomUUID2, timingSafeEqual } from "node:crypto";
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+ import { promises as fs3 } from "node:fs";
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  import { createServer } from "node:http";
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- import { extname, join as join2, relative as relative2, resolve, sep } from "node:path";
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+ import { basename, dirname as dirname2, extname, join as join3, relative as relative2, resolve, sep as sep2 } from "node:path";
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  // ../kit/dist/node.js
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@@ -707,8 +1021,63 @@ var NOMI_RISERVATI2 = [
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  "shipz"
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  ];
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  var RISERVATI2 = new Set(NOMI_RISERVATI2);
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+ function risolviModalita2(manifest, mode) {
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+ const scelta = mode === null ? void 0 : manifest.modes.find((voce) => voce.id === mode);
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+ if (mode !== null && scelta === void 0) throw new Error("The selected game mode does not exist.");
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+ return { players: { ...scelta?.players ?? manifest.players }, lobby: scelta?.lobby ?? manifest.lobby };
1028
+ }
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+ function modalitaLocale2(manifest, mode) {
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+ return mode !== null && manifest.modes.some((voce) => voce.id === mode && voce.execution === "local");
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+ }
710
1032
  var MASSIMO_SPETTATORI = 100;
711
1033
  var RITARDO_SPETTATORI_MS2 = 3e3;
1034
+ function validBoardDay2(value) {
1035
+ if (typeof value !== "string" || !/^\d{4}-\d{2}-\d{2}$/.test(value)) return false;
1036
+ const at = Date.parse(`${value}T00:00:00Z`);
1037
+ return Number.isFinite(at) && new Date(at).toISOString().slice(0, 10) === value;
1038
+ }
1039
+ var MESSAGGI_GIOCO_AL_SECONDO = 20;
1040
+ var MESSAGGI_SERVIZIO_AL_SECONDO = 20;
1041
+ var LimiteMessaggiStanza = class {
1042
+ connessioni = /* @__PURE__ */ new Map();
1043
+ delete(connessione) {
1044
+ this.connessioni.delete(connessione);
1045
+ }
1046
+ clear() {
1047
+ this.connessioni.clear();
1048
+ }
1049
+ controlla(connessione, gioco, ora) {
1050
+ let stato = this.connessioni.get(connessione);
1051
+ if (stato === void 0) {
1052
+ const budget2 = () => ({ accettati: [], finestra: ora, tentativi: 0, finestreAbusive: 0 });
1053
+ stato = { gioco: budget2(), servizio: budget2(), ultimoErrore: -Infinity };
1054
+ this.connessioni.set(connessione, stato);
1055
+ }
1056
+ const budget = gioco ? stato.gioco : stato.servizio;
1057
+ const limite = gioco ? MESSAGGI_GIOCO_AL_SECONDO : MESSAGGI_SERVIZIO_AL_SECONDO;
1058
+ if (ora - budget.finestra >= 1e3) {
1059
+ budget.finestreAbusive = ora - budget.finestra < 2e3 && budget.tentativi > limite * 5 ? budget.finestreAbusive + 1 : 0;
1060
+ budget.finestra += Math.floor((ora - budget.finestra) / 1e3) * 1e3;
1061
+ budget.tentativi = 0;
1062
+ }
1063
+ budget.tentativi = Math.min(budget.tentativi + 1, limite * 5 + 1);
1064
+ budget.accettati = budget.accettati.filter((at) => ora - at < 1e3);
1065
+ if (budget.accettati.length < limite) {
1066
+ budget.accettati.push(ora);
1067
+ return { accetta: true, avvisa: false, chiudi: false };
1068
+ }
1069
+ const avvisa = ora - stato.ultimoErrore >= 1e3;
1070
+ if (avvisa) stato.ultimoErrore = ora;
1071
+ return {
1072
+ accetta: false,
1073
+ avvisa,
1074
+ chiudi: budget.finestreAbusive >= 2 && budget.tentativi > limite * 5
1075
+ };
1076
+ }
1077
+ };
1078
+ function giornoUtc(ora) {
1079
+ return new Date(ora).toISOString().slice(0, 10);
1080
+ }
712
1081
  function isPlainObject(value) {
713
1082
  const prototype = Object.getPrototypeOf(value);
714
1083
  return prototype === Object.prototype || prototype === null;
@@ -790,7 +1159,7 @@ function creaDiff(prima, dopo) {
790
1159
  visitaDiff(prima, dopo, [], patch);
791
1160
  return patch;
792
1161
  }
793
- function giornoUtc(ora) {
1162
+ function giornoUtc2(ora) {
794
1163
  return new Date(ora).toISOString().slice(0, 10);
795
1164
  }
796
1165
  var COSTANTI_SHA256 = [
@@ -941,6 +1310,7 @@ var LIMITE_DEPOSITO = 64 * 1024;
941
1310
  var LIMITE_OPERAZIONI_DEPOSITO = 120;
942
1311
  var GRAZIA_MS = 6e4;
943
1312
  var STANZA_VUOTA_MS = 5 * 6e4;
1313
+ var ATTESA_RIVINCITA_MS = 2 * 6e4;
944
1314
  var COUNTDOWN_MS = 3e3;
945
1315
  var RIPOSO_TICK_MS = 3e4;
946
1316
  var INATTIVITA_MS = 10 * 6e4;
@@ -992,21 +1362,22 @@ var NucleoStanza = class _NucleoStanza {
992
1362
  this.manifest = manifest;
993
1363
  this.adattatore = adattatore;
994
1364
  this.dati = null;
995
- this.frequenza = /* @__PURE__ */ new Map();
1365
+ this.frequenza = new LimiteMessaggiStanza();
996
1366
  this.frequenzaDeposito = [];
997
1367
  this.kickRichiesti = /* @__PURE__ */ new Set();
998
1368
  this.voceGuadagniCambiati = /* @__PURE__ */ new Map();
999
1369
  this.fineRichiesta = null;
1000
1370
  this.applicandoAzioni = false;
1001
1371
  this.ultimoStatoOsservato = "";
1372
+ this.tickRateSincronizzato = null;
1002
1373
  this.voceDaPersistire = false;
1003
1374
  const nucleo = this;
1004
1375
  const daily = {
1005
1376
  get day() {
1006
- return giornoUtc(nucleo.adattatore.ora());
1377
+ return nucleo.giornata();
1007
1378
  },
1008
1379
  get seed() {
1009
- return seedGiornata(nucleo.manifest.id, giornoUtc(nucleo.adattatore.ora()));
1380
+ return seedGiornata(nucleo.manifest.id, nucleo.giornata());
1010
1381
  }
1011
1382
  };
1012
1383
  this.room = {
@@ -1060,8 +1431,8 @@ var NucleoStanza = class _NucleoStanza {
1060
1431
  setTeam(player, team) {
1061
1432
  nucleo.impostaSquadraDalServer(idGiocatore(player), team);
1062
1433
  },
1063
- end(result) {
1064
- nucleo.richiediFine(result);
1434
+ end(result, options) {
1435
+ nucleo.richiediFine(result, options?.rematch === true);
1065
1436
  },
1066
1437
  save(key, value) {
1067
1438
  return nucleo.salva(key, value);
@@ -1121,6 +1492,7 @@ var NucleoStanza = class _NucleoStanza {
1121
1492
  const salvato = await adattatore.storage.get(CHIAVE_NUCLEO);
1122
1493
  if (salvato !== void 0) {
1123
1494
  nucleo.dati = salvato;
1495
+ nucleo.tickRateSincronizzato = salvato.tickRate;
1124
1496
  const daAggiornare = salvato.ultimoInputAt === void 0 || salvato.ultimoCambioStatoAt === void 0;
1125
1497
  salvato.ultimoInputAt ??= adattatore.ora();
1126
1498
  salvato.ultimoCambioStatoAt ??= salvato.ultimoInputAt;
@@ -1148,9 +1520,8 @@ var NucleoStanza = class _NucleoStanza {
1148
1520
  }
1149
1521
  async crea(id, mode, _creator) {
1150
1522
  if (this.dati !== null) return false;
1151
- if (mode !== null && !this.manifest.modes.some((item) => item.id === mode)) {
1152
- throw new Error("The selected game mode does not exist.");
1153
- }
1523
+ risolviModalita2(this.manifest, mode);
1524
+ if (modalitaLocale2(this.manifest, mode)) throw new Error("Local modes cannot create rooms.");
1154
1525
  const ora = this.adattatore.ora();
1155
1526
  this.dati = {
1156
1527
  versione: 1,
@@ -1195,6 +1566,9 @@ var NucleoStanza = class _NucleoStanza {
1195
1566
  await this.persistiEProgramma();
1196
1567
  return true;
1197
1568
  }
1569
+ get configurazione() {
1570
+ return risolviModalita2(this.manifest, this.dati?.mode ?? null);
1571
+ }
1198
1572
  info(playerId) {
1199
1573
  if (this.dati === null) return null;
1200
1574
  return {
@@ -1203,7 +1577,7 @@ var NucleoStanza = class _NucleoStanza {
1203
1577
  players: this.manifest.persistent === true ? this.dati.giocatori.length : this.dati.giocatori.filter(
1204
1578
  (player) => player.connected || player.graziaFinoA !== null
1205
1579
  ).length,
1206
- max: this.manifest.players.max,
1580
+ max: this.configurazione.players.max,
1207
1581
  mode: this.dati.mode,
1208
1582
  member: playerId === void 0 ? false : this.dati.giocatori.some((player) => player.id === playerId)
1209
1583
  };
@@ -1222,15 +1596,34 @@ var NucleoStanza = class _NucleoStanza {
1222
1596
  );
1223
1597
  return player === void 0 ? null : copiaGiocatore(player);
1224
1598
  }
1599
+ puoAscoltare(listener, speakers) {
1600
+ const mode = this.manifest.voice ?? "none";
1601
+ if (mode === "none") return speakers.map(() => ({ ok: false, reason: "mode" }));
1602
+ const dati = this.richiediDati();
1603
+ const ascoltatore = dati.giocatori.find((player) => player.id === listener);
1604
+ return speakers.map((speakerId) => {
1605
+ const speaker = dati.giocatori.find((player) => player.id === speakerId);
1606
+ if (ascoltatore === void 0 || speaker === void 0 || listener === speakerId) {
1607
+ return { ok: false, reason: "unknown" };
1608
+ }
1609
+ if (mode === "team" && ascoltatore.role !== "spectator" && ascoltatore.team !== speaker.team) {
1610
+ return { ok: false, reason: "team" };
1611
+ }
1612
+ if ((dati.voceGuadagni?.[listener]?.[speakerId] ?? 1) <= 0) {
1613
+ return { ok: false, reason: "gain" };
1614
+ }
1615
+ return { ok: true };
1616
+ });
1617
+ }
1225
1618
  puoEntrare(identity) {
1226
1619
  if (this.dati === null) return { ok: false, code: "room_not_found" };
1227
1620
  if (this.dati.status === "ended") return { ok: false, code: "room_ended" };
1228
1621
  const esistente = this.dati.giocatori.find((player) => player.id === identity.id);
1229
1622
  if (esistente !== void 0) return { ok: true };
1230
- if (this.manifest.lobby && this.dati.status !== "lobby") {
1623
+ if (this.configurazione.lobby && !["lobby", "finished"].includes(this.dati.status)) {
1231
1624
  return { ok: false, code: "room_playing" };
1232
1625
  }
1233
- if (this.dati.giocatori.length >= this.manifest.players.max) {
1626
+ if (this.dati.giocatori.length >= this.configurazione.players.max) {
1234
1627
  return { ok: false, code: "room_full" };
1235
1628
  }
1236
1629
  return { ok: true };
@@ -1246,6 +1639,7 @@ var NucleoStanza = class _NucleoStanza {
1246
1639
  const ora = this.adattatore.ora();
1247
1640
  let player = dati.giocatori.find((item) => item.id === identity.id);
1248
1641
  const nuovo = player === void 0;
1642
+ const riconnesso = player !== void 0 && !player.connected;
1249
1643
  if (player === void 0) {
1250
1644
  player = {
1251
1645
  ...identity,
@@ -1261,6 +1655,7 @@ var NucleoStanza = class _NucleoStanza {
1261
1655
  dati.giocatori.push(player);
1262
1656
  } else {
1263
1657
  if (player.connected && player.connessione !== null && player.connessione !== connessione) {
1658
+ this.frequenza.delete(player.connessione);
1264
1659
  this.adattatore.chiudi(player.connessione, 4006, "replaced");
1265
1660
  }
1266
1661
  player.name = identity.name;
@@ -1273,7 +1668,7 @@ var NucleoStanza = class _NucleoStanza {
1273
1668
  dati.hostId ??= player.id;
1274
1669
  dati.vuotaDa = null;
1275
1670
  dati.ultimoInputAt = ora;
1276
- const primaConnessione = !this.manifest.lobby && dati.status === "lobby";
1671
+ const primaConnessione = !this.configurazione.lobby && dati.status === "lobby";
1277
1672
  if (primaConnessione) dati.status = "playing";
1278
1673
  if (nuovo) {
1279
1674
  await this.chiama(
@@ -1282,6 +1677,9 @@ var NucleoStanza = class _NucleoStanza {
1282
1677
  copiaGiocatore(player)
1283
1678
  );
1284
1679
  }
1680
+ if (riconnesso) {
1681
+ await this.chiama(this.definizione.onConnection, this.room, copiaGiocatore(player), true);
1682
+ }
1285
1683
  if (primaConnessione) {
1286
1684
  await this.chiama(this.definizione.onStart, this.room);
1287
1685
  this.inviaStatus(ora);
@@ -1304,14 +1702,16 @@ var NucleoStanza = class _NucleoStanza {
1304
1702
  player.connected = false;
1305
1703
  player.connessione = null;
1306
1704
  player.graziaFinoA = this.adattatore.ora() + GRAZIA_MS;
1307
- if (this.manifest.persistent === true && this.dati.status === "lobby") player.ready = false;
1705
+ if (this.dati.status === "finished" || this.manifest.persistent === true && this.dati.status === "lobby") player.ready = false;
1308
1706
  this.frequenza.delete(connessione);
1309
1707
  if (this.dati.hostId === player.id) this.assegnaHost();
1310
1708
  this.verificaCountdown();
1709
+ await this.chiama(this.definizione.onConnection, this.room, copiaGiocatore(player), false);
1710
+ await this.concludiEvento();
1311
1711
  this.inviaGiocatori();
1312
1712
  await this.persistiEProgramma();
1313
1713
  }
1314
- async ricevi(connessione, frame) {
1714
+ async ricevi(connessione, frame, limiteVerificato = false) {
1315
1715
  if (this.dati === null || this.dati.status === "ended") return;
1316
1716
  if (await this.terminaSeInattiva()) return;
1317
1717
  const player = this.dati.giocatori.find(
@@ -1319,17 +1719,10 @@ var NucleoStanza = class _NucleoStanza {
1319
1719
  );
1320
1720
  if (player === void 0) return;
1321
1721
  if (new TextEncoder().encode(frame).byteLength > LIMITE_FRAME) {
1322
- await this.chiudiConnessione(player, 4009, "bad_message");
1722
+ await this.chiudiConnessione(player, 4009, "message_too_large");
1323
1723
  return;
1324
1724
  }
1325
1725
  const ora = this.adattatore.ora();
1326
- const recenti = (this.frequenza.get(connessione) ?? []).filter((at) => ora - at < 1e3);
1327
- if (recenti.length >= 20) {
1328
- await this.chiudiConnessione(player, 4008, "rate_limited");
1329
- return;
1330
- }
1331
- recenti.push(ora);
1332
- this.frequenza.set(connessione, recenti);
1333
1726
  let message = null;
1334
1727
  try {
1335
1728
  message = record(JSON.parse(frame));
@@ -1339,6 +1732,14 @@ var NucleoStanza = class _NucleoStanza {
1339
1732
  await this.chiudiConnessione(player, 4009, "bad_message");
1340
1733
  return;
1341
1734
  }
1735
+ if (!limiteVerificato) {
1736
+ const limite = this.frequenza.controlla(connessione, message.t === "msg", ora);
1737
+ if (!limite.accetta) {
1738
+ if (limite.avvisa) this.inviaErrore(player, "rate_limited", "Too many room messages. Excess messages are dropped.");
1739
+ if (limite.chiudi) await this.chiudiConnessione(player, 4008, "rate_limited");
1740
+ return;
1741
+ }
1742
+ }
1342
1743
  if (message.t === "ping") {
1343
1744
  if (typeof message.c !== "number" || !Number.isFinite(message.c)) {
1344
1745
  await this.chiudiConnessione(player, 4009, "bad_message");
@@ -1361,6 +1762,10 @@ var NucleoStanza = class _NucleoStanza {
1361
1762
  await this.persistiEProgramma();
1362
1763
  return;
1363
1764
  }
1765
+ if (message.t === "restart") {
1766
+ await this.rivincita(player);
1767
+ return;
1768
+ }
1364
1769
  if (message.t === "ready") {
1365
1770
  if (typeof message.ready !== "boolean") return this.messaggioErrato(player);
1366
1771
  if (!this.inLobby(player)) return;
@@ -1379,6 +1784,26 @@ var NucleoStanza = class _NucleoStanza {
1379
1784
  await this.persistiEProgramma();
1380
1785
  return;
1381
1786
  }
1787
+ if (message.t === "request-role") {
1788
+ if (!Number.isSafeInteger(message.r) || message.r < 1 || typeof message.role !== "string") return this.messaggioErrato(player);
1789
+ let code = null;
1790
+ if (this.dati.status !== "playing" || this.definizione.onRoleRequest === void 0) code = "role_change_unavailable";
1791
+ else if (!this.manifest.roles.some((role) => role.id === message.role)) code = "invalid_role";
1792
+ else {
1793
+ this.dati.ultimoInputAt = ora;
1794
+ await this.chiama(this.definizione.onRoleRequest, this.room, copiaGiocatore(player), message.role);
1795
+ await this.concludiEvento();
1796
+ if (player.role !== message.role) code = "role_change_refused";
1797
+ }
1798
+ if (player.connected && player.connessione !== null) this.adattatore.invia(player.connessione, {
1799
+ t: "role-result",
1800
+ r: message.r,
1801
+ ok: code === null,
1802
+ code
1803
+ });
1804
+ await this.persistiEProgramma();
1805
+ return;
1806
+ }
1382
1807
  if (message.t === "team") {
1383
1808
  if (!Number.isInteger(message.team)) return this.messaggioErrato(player);
1384
1809
  if (!this.inLobby(player)) return;
@@ -1412,6 +1837,7 @@ var NucleoStanza = class _NucleoStanza {
1412
1837
  await this.persistiEProgramma();
1413
1838
  return;
1414
1839
  }
1840
+ if (this.dati.status === "finished") return;
1415
1841
  this.dati.ultimoInputAt = ora;
1416
1842
  await this.chiama(
1417
1843
  this.definizione.onMessage,
@@ -1447,23 +1873,8 @@ var NucleoStanza = class _NucleoStanza {
1447
1873
  this.inviaGuadagniCambiati();
1448
1874
  const stato = await this.verificaStato();
1449
1875
  if (stato === null || this.stanzaTerminata()) return;
1450
- const cambiato = stato.testo !== JSON.stringify(dati.statoSincronizzato);
1451
- if (dati.tick % 100 === 0) {
1452
- dati.state = stato.valore;
1453
- this.inviaSnapshotTutti();
1454
- } else if (cambiato) {
1455
- const base = dati.tickSincronizzato;
1456
- this.broadcast({
1457
- t: "state",
1458
- tick: dati.tick,
1459
- serverTime: this.adattatore.ora(),
1460
- base,
1461
- patch: creaDiff(dati.statoSincronizzato, stato.valore)
1462
- });
1463
- dati.state = stato.valore;
1464
- dati.statoSincronizzato = copiaJson(stato.valore);
1465
- dati.tickSincronizzato = dati.tick;
1466
- }
1876
+ dati.state = stato.valore;
1877
+ this.inviaDiff();
1467
1878
  if (dati.tick % 100 === 0 || this.voceDaPersistire) await this.persisti();
1468
1879
  await this.aggiornaProgrammazione();
1469
1880
  }
@@ -1497,7 +1908,11 @@ var NucleoStanza = class _NucleoStanza {
1497
1908
  if (dovuti.length > 0) {
1498
1909
  const ids = new Set(dovuti.map((timer) => timer.id));
1499
1910
  this.dati.timer = this.dati.timer.filter((timer) => !ids.has(timer.id));
1500
- for (const timer of dovuti) await this.eseguiTimer(timer);
1911
+ for (const timer of dovuti) {
1912
+ await this.eseguiTimer(timer);
1913
+ await this.applicaAzioni();
1914
+ if (this.dati.status === "finished" || this.stanzaTerminata()) break;
1915
+ }
1501
1916
  }
1502
1917
  await this.concludiEvento();
1503
1918
  if (!this.stanzaTerminata() && this.dati.giocatori.length === 0 && this.dati.vuotaDa !== null && this.dati.vuotaDa + STANZA_VUOTA_MS <= ora) {
@@ -1528,22 +1943,30 @@ var NucleoStanza = class _NucleoStanza {
1528
1943
  return esito;
1529
1944
  }
1530
1945
  async riconciliaConnessioni() {
1946
+ if (this.dati === null || this.dati.status === "ended") return;
1531
1947
  const dati = this.richiediDati();
1532
1948
  const attive = new Set(this.adattatore.connessioniAttive());
1533
1949
  const ora = this.adattatore.ora();
1534
- let cambiato = false;
1950
+ const disconnessi = [];
1535
1951
  for (const player of dati.giocatori) {
1536
1952
  if (player.connected && (player.connessione === null || !attive.has(player.connessione))) {
1537
1953
  player.connected = false;
1954
+ if (player.connessione !== null) this.frequenza.delete(player.connessione);
1538
1955
  player.connessione = null;
1539
1956
  player.graziaFinoA = ora + GRAZIA_MS;
1540
- if (this.manifest.persistent === true && dati.status === "lobby") player.ready = false;
1541
- cambiato = true;
1957
+ if (dati.status === "finished" || this.manifest.persistent === true && dati.status === "lobby") player.ready = false;
1958
+ disconnessi.push(player);
1542
1959
  }
1543
1960
  }
1544
- if (cambiato) {
1961
+ if (disconnessi.length > 0) {
1545
1962
  this.assegnaHost();
1546
- await this.persisti();
1963
+ this.verificaCountdown();
1964
+ for (const player of disconnessi) {
1965
+ await this.chiama(this.definizione.onConnection, this.room, copiaGiocatore(player), false);
1966
+ }
1967
+ await this.concludiEvento();
1968
+ this.inviaGiocatori();
1969
+ await this.persistiEProgramma();
1547
1970
  }
1548
1971
  }
1549
1972
  ruoloAutomatico() {
@@ -1592,10 +2015,15 @@ var NucleoStanza = class _NucleoStanza {
1592
2015
  if (ruolo?.max !== void 0 && occupati >= ruolo.max) {
1593
2016
  return { code: "role_full", message: "This role is full." };
1594
2017
  }
2018
+ const ruoloPrecedente = player.role;
2019
+ const squadraPrecedente = player.team;
1595
2020
  player.role = roleId;
1596
2021
  if (roleId === "spectator") player.team = null;
1597
2022
  else if (player.team === null) player.team = this.squadraAutomatica();
1598
2023
  if (this.richiediDati().status === "lobby") player.ready = false;
2024
+ if (player.role !== ruoloPrecedente || player.team !== squadraPrecedente) {
2025
+ this.rivediVoce();
2026
+ }
1599
2027
  this.inviaGiocatori();
1600
2028
  return null;
1601
2029
  }
@@ -1606,8 +2034,10 @@ var NucleoStanza = class _NucleoStanza {
1606
2034
  if (player.role === "spectator") {
1607
2035
  return { code: "spectator", message: "Spectators cannot join a team." };
1608
2036
  }
2037
+ const squadraPrecedente = player.team;
1609
2038
  player.team = team;
1610
2039
  if (this.richiediDati().status === "lobby") player.ready = false;
2040
+ if (player.team !== squadraPrecedente) this.rivediVoce();
1611
2041
  this.inviaGiocatori();
1612
2042
  return null;
1613
2043
  }
@@ -1631,7 +2061,7 @@ var NucleoStanza = class _NucleoStanza {
1631
2061
  erroreMinimi() {
1632
2062
  const connessi = this.richiediDati().giocatori.filter((player) => player.connected);
1633
2063
  const attivi = connessi.filter((player) => player.role !== "spectator");
1634
- if (attivi.length < this.manifest.players.min) {
2064
+ if (attivi.length < this.configurazione.players.min) {
1635
2065
  return { code: "not_enough_players", message: "The room does not have enough players." };
1636
2066
  }
1637
2067
  if (connessi.some((player) => !player.ready)) {
@@ -1650,6 +2080,43 @@ var NucleoStanza = class _NucleoStanza {
1650
2080
  }
1651
2081
  return null;
1652
2082
  }
2083
+ async rivincita(player) {
2084
+ const dati = this.richiediDati();
2085
+ if (dati.status !== "finished") {
2086
+ this.inviaErrore(player, "rematch_unavailable", "This room is not waiting for a rematch.");
2087
+ return;
2088
+ }
2089
+ if (player.role !== "spectator" && !player.ready) {
2090
+ player.ready = true;
2091
+ this.inviaGiocatori();
2092
+ await this.persistiEProgramma();
2093
+ return;
2094
+ }
2095
+ if (dati.hostId !== player.id) return;
2096
+ const attivi = dati.giocatori.filter((item) => item.connected && item.role !== "spectator");
2097
+ if (attivi.length < this.configurazione.players.min || attivi.some((item) => !item.ready)) {
2098
+ this.inviaErrore(player, "players_not_ready", "Enough connected players must be ready for the rematch.");
2099
+ return;
2100
+ }
2101
+ dati.status = this.configurazione.lobby ? "lobby" : "playing";
2102
+ dati.rivincitaFinoA = null;
2103
+ dati.result = null;
2104
+ dati.resultAt = null;
2105
+ dati.ultimoInputAt = this.adattatore.ora();
2106
+ for (const item of dati.giocatori) item.ready = false;
2107
+ await this.chiama(this.definizione.onRestart, this.room);
2108
+ await this.applicaAzioni();
2109
+ if (dati.status === "playing") {
2110
+ await this.chiama(this.definizione.onStart, this.room);
2111
+ }
2112
+ await this.concludiEvento();
2113
+ if (dati.status === "lobby" || dati.status === "playing") {
2114
+ this.inviaSnapshotTutti();
2115
+ this.inviaGiocatori();
2116
+ this.inviaStatus(this.adattatore.ora());
2117
+ }
2118
+ await this.persistiEProgramma();
2119
+ }
1653
2120
  async avviaCountdown(player) {
1654
2121
  const dati = this.richiediDati();
1655
2122
  if (dati.hostId !== player.id) {
@@ -1686,6 +2153,8 @@ var NucleoStanza = class _NucleoStanza {
1686
2153
  const indice = dati.giocatori.findIndex((item) => item.id === player.id);
1687
2154
  if (indice < 0) return;
1688
2155
  dati.giocatori.splice(indice, 1);
2156
+ if (player.connessione !== null) this.frequenza.delete(player.connessione);
2157
+ this.rivediVoce();
1689
2158
  this.pulisciGuadagni(player.id);
1690
2159
  if (dati.hostId === player.id) this.assegnaHost();
1691
2160
  if (dati.giocatori.length === 0) dati.vuotaDa = this.adattatore.ora();
@@ -1724,6 +2193,7 @@ var NucleoStanza = class _NucleoStanza {
1724
2193
  const json = analizzaJson(payload);
1725
2194
  if (!json.ok) throw new TypeError("Schedule payload must be valid JSON.");
1726
2195
  const dati = this.richiediDati();
2196
+ if (dati.status === "finished" || dati.status === "ended") return;
1727
2197
  dati.timer.push({
1728
2198
  id: dati.prossimoTimerId++,
1729
2199
  at: this.adattatore.ora() + milliseconds,
@@ -1731,8 +2201,11 @@ var NucleoStanza = class _NucleoStanza {
1731
2201
  payload: json.valore
1732
2202
  });
1733
2203
  }
2204
+ giornata(ora = this.adattatore.ora()) {
2205
+ return this.adattatore.giorno?.(ora) ?? giornoUtc2(ora);
2206
+ }
1734
2207
  accodaPunteggio(playerId, board, score, daily) {
1735
- if (!this.richiediDati().giocatori.some((player) => player.id === playerId)) {
2208
+ if (!this.richiediDati().giocatori.some((player2) => player2.id === playerId)) {
1736
2209
  throw new Error("Player not found.");
1737
2210
  }
1738
2211
  if (!CHIAVE.test(board)) {
@@ -1741,13 +2214,28 @@ var NucleoStanza = class _NucleoStanza {
1741
2214
  if (!Number.isSafeInteger(score) || score < 0) {
1742
2215
  throw new TypeError("Score must be a non-negative safe integer.");
1743
2216
  }
1744
- this.richiediDati().punteggi.push({ playerId, board, score, daily });
2217
+ const submittedAt = this.adattatore.ora();
2218
+ const day = daily ? this.giornata(submittedAt) : null;
2219
+ this.richiediDati().punteggi.push({
2220
+ playerId,
2221
+ board,
2222
+ score,
2223
+ daily,
2224
+ submittedAt,
2225
+ day
2226
+ });
2227
+ const player = this.richiediDati().giocatori.find((item) => item.id === playerId);
2228
+ if (player.connected && player.connessione !== null) this.adattatore.invia(player.connessione, {
2229
+ t: "score-queued",
2230
+ score: { player: playerId, board, score, day, submittedAt }
2231
+ });
1745
2232
  this.broadcast({ t: "flush" });
1746
2233
  }
1747
- richiediFine(result) {
2234
+ richiediFine(result, rematch = false) {
1748
2235
  const json = analizzaJson(result);
1749
2236
  if (!json.ok) throw new TypeError("Game result must be valid JSON.");
1750
- this.fineRichiesta = json.valore;
2237
+ if (this.dati?.status === "ended" || this.dati?.status === "finished" && rematch) return;
2238
+ this.fineRichiesta = { result: json.valore, rematch };
1751
2239
  }
1752
2240
  async salva(key, value) {
1753
2241
  if (!CHIAVE.test(key)) {
@@ -1914,24 +2402,50 @@ var NucleoStanza = class _NucleoStanza {
1914
2402
  id: dati.id,
1915
2403
  seed: seedStanza(dati.id),
1916
2404
  status: dati.status,
2405
+ result: dati.result,
1917
2406
  mode: dati.mode,
1918
2407
  tick: dati.tick,
1919
2408
  tickRate: dati.tickRate,
1920
2409
  serverTime: this.adattatore.ora(),
1921
- host: dati.hostId
2410
+ host: dati.hostId,
2411
+ countdownAt: dati.countdownAt,
2412
+ configuration: {
2413
+ players: { ...this.configurazione.players },
2414
+ lobby: this.configurazione.lobby,
2415
+ persistent: this.manifest.persistent === true,
2416
+ requestRole: this.definizione.onRoleRequest !== void 0
2417
+ }
1922
2418
  };
1923
2419
  }
1924
2420
  inviaGiocatori() {
1925
- this.broadcast({ t: "players", players: this.giocatoriProtocollo() });
2421
+ this.broadcast({ t: "players", players: this.giocatoriProtocollo(), host: this.richiediDati().hostId });
1926
2422
  }
1927
2423
  inviaStatus(at) {
1928
2424
  const dati = this.richiediDati();
1929
2425
  this.broadcast({
1930
2426
  t: "status",
1931
2427
  status: dati.status,
2428
+ host: dati.hostId,
2429
+ countdownAt: dati.countdownAt,
1932
2430
  at,
1933
- result: dati.status === "ended" ? dati.result : null
2431
+ result: dati.status === "ended" || dati.status === "finished" ? dati.result : null
2432
+ });
2433
+ }
2434
+ inviaDiff() {
2435
+ const dati = this.richiediDati();
2436
+ const patch = creaDiff(dati.statoSincronizzato, dati.state);
2437
+ if (patch.length === 0 && this.tickRateSincronizzato === dati.tickRate) return;
2438
+ this.tickRateSincronizzato = dati.tickRate;
2439
+ this.broadcast({
2440
+ t: "state",
2441
+ tick: dati.tick,
2442
+ tickRate: dati.tickRate,
2443
+ base: dati.tickSincronizzato,
2444
+ serverTime: this.adattatore.ora(),
2445
+ patch
1934
2446
  });
2447
+ dati.statoSincronizzato = copiaJson(dati.state);
2448
+ dati.tickSincronizzato = dati.tick;
1935
2449
  }
1936
2450
  inviaSnapshotTutti() {
1937
2451
  const dati = this.richiediDati();
@@ -1940,8 +2454,10 @@ var NucleoStanza = class _NucleoStanza {
1940
2454
  dati.state = stato.valore;
1941
2455
  dati.statoSincronizzato = copiaJson(stato.valore);
1942
2456
  dati.tickSincronizzato = dati.tick;
2457
+ this.tickRateSincronizzato = dati.tickRate;
1943
2458
  this.broadcast({
1944
2459
  t: "snapshot",
2460
+ tickRate: dati.tickRate,
1945
2461
  tick: dati.tick,
1946
2462
  serverTime: this.adattatore.ora(),
1947
2463
  state: stato.valore
@@ -1952,7 +2468,7 @@ var NucleoStanza = class _NucleoStanza {
1952
2468
  try {
1953
2469
  await callback(...args);
1954
2470
  } catch {
1955
- this.fineRichiesta = { error: "callback_error" };
2471
+ this.fineRichiesta = { result: { error: "callback_error" }, rematch: false };
1956
2472
  }
1957
2473
  }
1958
2474
  async applicaAzioni() {
@@ -1971,7 +2487,7 @@ var NucleoStanza = class _NucleoStanza {
1971
2487
  if (this.fineRichiesta !== null && this.dati.status !== "ended") {
1972
2488
  const result = this.fineRichiesta;
1973
2489
  this.fineRichiesta = null;
1974
- await this.terminaInterna(result);
2490
+ await this.terminaInterna(result.result, result.rematch);
1975
2491
  }
1976
2492
  } finally {
1977
2493
  this.applicandoAzioni = false;
@@ -1987,7 +2503,7 @@ var NucleoStanza = class _NucleoStanza {
1987
2503
  this.dati.state = stato.valore;
1988
2504
  if ((this.dati.tickRate === 0 || this.dati.status !== "playing") && stato.testo !== precedente) {
1989
2505
  this.dati.tick++;
1990
- this.inviaSnapshotTutti();
2506
+ this.inviaDiff();
1991
2507
  }
1992
2508
  }
1993
2509
  async verificaStato() {
@@ -2021,6 +2537,7 @@ var NucleoStanza = class _NucleoStanza {
2021
2537
  dati.voceGuadagni ??= {};
2022
2538
  const precedente = dati.voceGuadagni[playerId]?.[altroId] ?? 1;
2023
2539
  if (precedente === valore) return;
2540
+ if (precedente > 0 && valore === 0) this.rivediVoce();
2024
2541
  this.voceDaPersistire = true;
2025
2542
  if (valore === 1) {
2026
2543
  const riga = dati.voceGuadagni[playerId];
@@ -2038,6 +2555,9 @@ var NucleoStanza = class _NucleoStanza {
2038
2555
  this.voceGuadagniCambiati.set(playerId, cambi);
2039
2556
  return cambi;
2040
2557
  }
2558
+ rivediVoce() {
2559
+ if ((this.manifest.voice ?? "none") !== "none") this.adattatore.rivediVoce();
2560
+ }
2041
2561
  inviaGuadagniCambiati() {
2042
2562
  if (this.dati === null || this.voceGuadagniCambiati.size === 0) return;
2043
2563
  for (const [playerId, gains] of this.voceGuadagniCambiati) {
@@ -2066,33 +2586,42 @@ var NucleoStanza = class _NucleoStanza {
2066
2586
  dati.state = dati.statoSincronizzato;
2067
2587
  await this.terminaInterna({ error: code });
2068
2588
  }
2069
- async terminaInterna(result) {
2589
+ async terminaInterna(result, rematch = false) {
2070
2590
  const dati = this.richiediDati();
2071
2591
  if (dati.status === "ended") return;
2072
- dati.status = "ended";
2592
+ const giaFinita = dati.status === "finished";
2593
+ dati.status = rematch ? "finished" : "ended";
2594
+ dati.rivincitaFinoA = rematch ? this.adattatore.ora() + ATTESA_RIVINCITA_MS : null;
2595
+ dati.timer = [];
2596
+ if (rematch) for (const player of dati.giocatori) player.ready = false;
2073
2597
  dati.countdownAt = null;
2074
2598
  dati.result = result;
2075
2599
  dati.resultAt = this.adattatore.ora();
2076
2600
  try {
2077
- await this.definizione.onEnd?.(this.room);
2601
+ if (!giaFinita) await this.definizione.onEnd?.(this.room);
2078
2602
  } catch {
2079
2603
  if (record(result)?.error === void 0) dati.result = { error: "callback_error" };
2604
+ dati.status = "ended";
2605
+ dati.rivincitaFinoA = null;
2080
2606
  }
2081
2607
  const stato = analizzaJson(dati.state);
2082
2608
  if (!stato.ok || stato.bytes > LIMITE_STATO) {
2083
2609
  dati.state = dati.statoSincronizzato;
2084
2610
  dati.result = { error: stato.ok ? "state_too_large" : "state_invalid" };
2611
+ dati.status = "ended";
2612
+ dati.rivincitaFinoA = null;
2085
2613
  } else if (stato.testo !== JSON.stringify(dati.statoSincronizzato)) {
2086
2614
  dati.tick++;
2087
2615
  dati.state = stato.valore;
2088
- this.inviaSnapshotTutti();
2616
+ this.inviaDiff();
2089
2617
  }
2090
2618
  const fine = { result: dati.result, at: dati.resultAt };
2091
- dati.fineInCoda = fine;
2619
+ if (dati.status === "ended") dati.fineInCoda = fine;
2620
+ if (dati.status === "finished") this.inviaGiocatori();
2092
2621
  this.inviaStatus(dati.resultAt);
2093
2622
  this.broadcast({ t: "flush" });
2094
2623
  for (const player of dati.giocatori) {
2095
- if (player.connected && player.connessione !== null) {
2624
+ if (dati.status === "ended" && player.connected && player.connessione !== null) {
2096
2625
  this.adattatore.chiudi(player.connessione, 4004, "room_ended");
2097
2626
  player.connected = false;
2098
2627
  player.connessione = null;
@@ -2107,7 +2636,7 @@ var NucleoStanza = class _NucleoStanza {
2107
2636
  if (dati.durateCpu.length > 50) dati.durateCpu.shift();
2108
2637
  dati.cpuOltreCento = durata > 100 ? dati.cpuOltreCento + 1 : 0;
2109
2638
  if (dati.cpuOltreCento >= 20) {
2110
- this.fineRichiesta = { error: "cpu_budget" };
2639
+ this.fineRichiesta = { result: { error: "cpu_budget" }, rematch: false };
2111
2640
  return;
2112
2641
  }
2113
2642
  if (dati.durateCpu.length === 50) {
@@ -2138,6 +2667,11 @@ var NucleoStanza = class _NucleoStanza {
2138
2667
  return dati !== null && dati.status === "playing" && dati.tickRate > 0 && dati.giocatori.some((player) => player.connected) && this.adattatore.ora() - Math.max(dati.ultimoInputAt, dati.ultimoCambioStatoAt) < RIPOSO_TICK_MS;
2139
2668
  }
2140
2669
  async terminaSeInattiva() {
2670
+ if (this.dati?.status === "finished") {
2671
+ if (this.adattatore.ora() < (this.dati.rivincitaFinoA ?? 0)) return false;
2672
+ await this.terminaInterna(this.dati.result);
2673
+ return true;
2674
+ }
2141
2675
  if (this.manifest.persistent === true) {
2142
2676
  if (this.dati?.status === "ended" || this.dati === null || this.adattatore.ora() < Math.max(this.dati.ultimoInputAt, this.dati.ultimoCambioStatoAt) + SCADENZA_PERSISTENTE_MS) return false;
2143
2677
  await this.terminaInterna({ error: "expired" });
@@ -2157,6 +2691,7 @@ var NucleoStanza = class _NucleoStanza {
2157
2691
  this.serveTick() ? 1e3 / this.dati.tickRate : null
2158
2692
  );
2159
2693
  const prossime = [];
2694
+ if (this.dati.status === "finished") prossime.push(this.dati.rivincitaFinoA ?? this.adattatore.ora());
2160
2695
  if (this.manifest.persistent === true) {
2161
2696
  prossime.push(
2162
2697
  Math.max(this.dati.ultimoInputAt, this.dati.ultimoCambioStatoAt) + SCADENZA_PERSISTENTE_MS
@@ -2438,10 +2973,11 @@ var ArchivioNode = class _ArchivioNode {
2438
2973
  }
2439
2974
  };
2440
2975
  var AdattatoreNode = class {
2441
- constructor(storage, deposito, ritardoSpettatori) {
2976
+ constructor(storage, deposito, ritardoSpettatori, dailyDay) {
2442
2977
  this.storage = storage;
2443
2978
  this.deposito = deposito;
2444
2979
  this.ritardoSpettatori = ritardoSpettatori;
2980
+ this.dailyDay = dailyDay;
2445
2981
  this.connessioni = /* @__PURE__ */ new Map();
2446
2982
  this.spettatori = /* @__PURE__ */ new Map();
2447
2983
  this.timerSpettatori = /* @__PURE__ */ new Set();
@@ -2532,9 +3068,15 @@ var AdattatoreNode = class {
2532
3068
  ora() {
2533
3069
  return Date.now();
2534
3070
  }
3071
+ // La giornata di prova non deve spostare scadenze, timer o misure della connessione.
3072
+ giorno(ora) {
3073
+ return this.dailyDay ?? giornoUtc(ora);
3074
+ }
2535
3075
  misuraCpu() {
2536
3076
  return performance.now();
2537
3077
  }
3078
+ rivediVoce() {
3079
+ }
2538
3080
  programmaTick(intervalloMs) {
2539
3081
  if (this.tickIntervallo === intervalloMs) return;
2540
3082
  this.tickIntervallo = intervalloMs;
@@ -2598,7 +3140,7 @@ var StanzaNode = class {
2598
3140
  this.voceListeners = /* @__PURE__ */ new Map();
2599
3141
  this.voceFrequenza = /* @__PURE__ */ new Map();
2600
3142
  this.voceUltimaRichiesta = /* @__PURE__ */ new Map();
2601
- this.frameFrequenza = /* @__PURE__ */ new Map();
3143
+ this.frameFrequenza = new LimiteMessaggiStanza();
2602
3144
  this.connessioniGiocatori = /* @__PURE__ */ new Map();
2603
3145
  this.giocatoriConnessioni = /* @__PURE__ */ new Map();
2604
3146
  adattatore.collega({
@@ -2699,15 +3241,6 @@ var StanzaNode = class {
2699
3241
  const player = this.nucleo.giocatoreConnesso(connessione);
2700
3242
  if (player === null) return;
2701
3243
  const ora = Date.now();
2702
- const frames = (this.frameFrequenza.get(connessione) ?? []).filter((at) => ora - at < 1e3);
2703
- if (frames.length >= 20) {
2704
- this.adattatore.chiudi(connessione, 4008, "rate_limited");
2705
- this.rimuoviConnessione(connessione);
2706
- await this.nucleo.disconnetti(connessione);
2707
- return;
2708
- }
2709
- frames.push(ora);
2710
- this.frameFrequenza.set(connessione, frames);
2711
3244
  let value;
2712
3245
  try {
2713
3246
  value = JSON.parse(frame);
@@ -2716,17 +3249,31 @@ var StanzaNode = class {
2716
3249
  return;
2717
3250
  }
2718
3251
  const message = typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;
2719
- if (message?.t !== "voice") {
2720
- await this.nucleo.ricevi(connessione, frame);
2721
- this.riconciliaRoster();
2722
- return;
2723
- }
2724
- if (Buffer.byteLength(frame, "utf8") > 64 * 1024) {
2725
- this.adattatore.chiudi(connessione, 4009, "bad_message");
3252
+ if (Buffer.byteLength(frame, "utf8") > (message?.t === "voice" ? 64 : 16) * 1024) {
3253
+ this.adattatore.chiudi(connessione, 4009, "message_too_large");
2726
3254
  this.rimuoviConnessione(connessione);
2727
3255
  await this.nucleo.disconnetti(connessione);
2728
3256
  return;
2729
3257
  }
3258
+ const limite = this.frameFrequenza.controlla(connessione, message?.t === "msg", ora);
3259
+ if (!limite.accetta) {
3260
+ if (limite.avvisa) this.adattatore.invia(connessione, {
3261
+ t: "error",
3262
+ code: "rate_limited",
3263
+ message: "Too many room messages. Excess messages are dropped."
3264
+ });
3265
+ if (limite.chiudi) {
3266
+ this.adattatore.chiudi(connessione, 4008, "rate_limited");
3267
+ this.rimuoviConnessione(connessione);
3268
+ await this.nucleo.disconnetti(connessione);
3269
+ }
3270
+ return;
3271
+ }
3272
+ if (message?.t !== "voice") {
3273
+ await this.nucleo.ricevi(connessione, frame, true);
3274
+ this.riconciliaRoster();
3275
+ return;
3276
+ }
2730
3277
  await this.riceviVoce(connessione, player.id, player.role, message);
2731
3278
  }
2732
3279
  permessoSpettatore() {
@@ -2750,19 +3297,24 @@ var StanzaNode = class {
2750
3297
  }
2751
3298
  async riceviSpettatore(connessione, frame) {
2752
3299
  if (Buffer.byteLength(frame, "utf8") > 16 * 1024) {
2753
- this.adattatore.chiudiSpettatore(connessione, 4008, "rate_limited");
3300
+ this.adattatore.chiudiSpettatore(connessione, 4009, "message_too_large");
2754
3301
  this.frameFrequenza.delete(connessione);
2755
3302
  return;
2756
3303
  }
2757
3304
  const ora = Date.now();
2758
- const frames = (this.frameFrequenza.get(connessione) ?? []).filter((at) => ora - at < 1e3);
2759
- if (frames.length >= 20) {
2760
- this.adattatore.chiudiSpettatore(connessione, 4008, "rate_limited");
2761
- this.frameFrequenza.delete(connessione);
3305
+ const limite = this.frameFrequenza.controlla(connessione, false, ora);
3306
+ if (!limite.accetta) {
3307
+ if (limite.avvisa) this.adattatore.inviaSpettatoreSubito(connessione, JSON.stringify({
3308
+ t: "error",
3309
+ code: "rate_limited",
3310
+ message: "Too many room messages. Excess messages are dropped."
3311
+ }));
3312
+ if (limite.chiudi) {
3313
+ this.adattatore.chiudiSpettatore(connessione, 4008, "rate_limited");
3314
+ this.frameFrequenza.delete(connessione);
3315
+ }
2762
3316
  return;
2763
3317
  }
2764
- frames.push(ora);
2765
- this.frameFrequenza.set(connessione, frames);
2766
3318
  let message = null;
2767
3319
  try {
2768
3320
  const value = JSON.parse(frame);
@@ -2860,6 +3412,19 @@ var StanzaNode = class {
2860
3412
  }
2861
3413
  if (richiesta.op === "signal") {
2862
3414
  const destinazione = this.giocatoriConnessioni.get(richiesta.to);
3415
+ const autorizzazioni = [
3416
+ ...this.nucleo.puoAscoltare(richiesta.to, [playerId]),
3417
+ ...this.nucleo.puoAscoltare(playerId, [richiesta.to])
3418
+ ];
3419
+ if (autorizzazioni.some((esito) => !esito.ok)) {
3420
+ this.inviaErroreVoce(
3421
+ connessione,
3422
+ richiesta,
3423
+ "not_allowed",
3424
+ "The player is not allowed to hear this participant."
3425
+ );
3426
+ return;
3427
+ }
2863
3428
  if (destinazione !== void 0) {
2864
3429
  this.adattatore.invia(destinazione, {
2865
3430
  t: "voice",
@@ -2978,13 +3543,184 @@ var StanzaNode = class {
2978
3543
  }
2979
3544
  };
2980
3545
  async function createNodeRoom(definition, manifest, options = {}) {
3546
+ if (options.dailyDay !== void 0 && !validBoardDay2(options.dailyDay)) throw new TypeError("dailyDay must be a real UTC date in YYYY-MM-DD format.");
2981
3547
  const storage = await ArchivioNode.apri(options.storageFile ?? null);
2982
3548
  const ritardoSpettatori = manifest.spectators === null ? null : manifest.spectators?.delayMs ?? RITARDO_SPETTATORI_MS2;
2983
- const adattatore = new AdattatoreNode(storage, options.deposito ?? null, ritardoSpettatori);
3549
+ const adattatore = new AdattatoreNode(storage, options.deposito ?? null, ritardoSpettatori, options.dailyDay);
2984
3550
  const nucleo = await NucleoStanza.apri(definition, manifest, adattatore);
2985
3551
  return new StanzaNode(nucleo, adattatore, manifest);
2986
3552
  }
2987
3553
 
3554
+ // ../kit/dist/overlay.js
3555
+ var NOMI_RISERVATI3 = [
3556
+ "www",
3557
+ "api",
3558
+ "app",
3559
+ "play",
3560
+ "live",
3561
+ "multi",
3562
+ "cdn",
3563
+ "assets",
3564
+ "static",
3565
+ "mail",
3566
+ "mx",
3567
+ "ns1",
3568
+ "ns2",
3569
+ "autodiscover",
3570
+ "_dmarc",
3571
+ "admin",
3572
+ "login",
3573
+ "account",
3574
+ "auth",
3575
+ "pay",
3576
+ "secure",
3577
+ "support",
3578
+ "help",
3579
+ "blog",
3580
+ "status",
3581
+ "dev",
3582
+ "staging",
3583
+ "test",
3584
+ "caisual",
3585
+ "shipz"
3586
+ ];
3587
+ var RISERVATI3 = new Set(NOMI_RISERVATI3);
3588
+ var words = {
3589
+ gameLanguages: ["Game languages", "Lingue del gioco", "Idiomas del juego", "Langues du jeu", "Spielsprachen", "Idiomas do jogo"],
3590
+ loading: ["Loading game...", "Caricamento...", "Cargando...", "Chargement...", "Spiel wird geladen...", "Carregando..."],
3591
+ loadingSlow: ["This game is taking longer than expected. You can wait a little longer or try again.", "Il gioco ci sta mettendo pi\xF9 del previsto. Puoi aspettare ancora un po\u2019 o riprovare.", "El juego est\xE1 tardando m\xE1s de lo esperado. Puedes esperar un poco m\xE1s o volver a intentarlo.", "Le jeu met plus de temps que pr\xE9vu. Vous pouvez patienter encore un peu ou r\xE9essayer.", "Das Spiel braucht l\xE4nger als erwartet. Du kannst noch etwas warten oder es erneut versuchen.", "O jogo est\xE1 demorando mais do que o esperado. Voc\xEA pode esperar mais um pouco ou tentar novamente."],
3592
+ home: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],
3593
+ homeMenu: ["Menu", "Menu", "Men\xFA", "Menu", "Men\xFC", "Menu"],
3594
+ mode: ["Mode", "Modalit\xE0", "Modo", "Mode", "Modus", "Modo"],
3595
+ play: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],
3596
+ friendsPlay: ["Play with friends", "Gioca con amici", "Jugar con amigos", "Jouer entre amis", "Mit Freunden spielen", "Jogar com amigos"],
3597
+ find: ["Find players", "Trova giocatori", "Buscar jugadores", "Trouver des joueurs", "Spieler finden", "Buscar jogadores"],
3598
+ join: ["Join with code", "Entra con codice", "Entrar con c\xF3digo", "Rejoindre avec un code", "Mit Code beitreten", "Entrar com c\xF3digo"],
3599
+ joinInvite: ["Join this room", "Entra in questa stanza", "Entrar en est\xE1 sala", "Rejoindre cette salle", "Diesem Raum beitreten", "Entrar nest\xE1 sala"],
3600
+ watch: ["Watch a room", "Guarda una stanza", "Observar una sala", "Regarder une salle", "Raum ansehen", "Assistir a uma sala"],
3601
+ resume: ["Resume", "Riprendi", "Continuar", "Reprendre", "Fortsetzen", "Continuar"],
3602
+ room: ["Room", "Stanza", "Sala", "Salle", "Raum", "Sala"],
3603
+ code: ["Room code", "Codice stanza", "C\xF3digo de sala", "Code de salle", "Raumcode", "C\xF3digo da sala"],
3604
+ copy: ["Copy invite", "Copia invito", "Copiar invitaci\xF3n", "Copier le lien", "Einladung kopieren", "Copiar convite"],
3605
+ copied: ["Invite copied", "Invito copiato", "Invitacion copiada", "Lien copi\xE9", "Einladung kopiert", "Convite copiado"],
3606
+ copyFailed: ["Copy this link:", "Copia questo link:", "Copia este enlace:", "Copiez ce lien :", "Diesen Link kopieren:", "Copie este link:"],
3607
+ joining: ["Joining room...", "Ingresso nella stanza...", "Entrando en la sala...", "Connexion \xE0 la salle...", "Raum wird betreten...", "Entrando na sala..."],
3608
+ matching: ["Finding your people...", "Ricerca giocatori...", "Buscando jugadores...", "Recherche de joueurs...", "Spieler werden gesucht...", "Buscando jogadores..."],
3609
+ queue: ["{n} / {max} players", "{n} / {max} giocatori", "{n} / {max} jugadores", "{n} / {max} joueurs", "{n} / {max} Spieler", "{n} / {max} jogadores"],
3610
+ cancel: ["Cancel", "Annulla", "Cancelar", "Annuler", "Abbrechen", "Cancelar"],
3611
+ close: ["Close", "Chiudi", "Cerrar", "Fermer", "Schlie\xDFen", "Fechar"],
3612
+ back: ["Back", "Indietro", "Volver", "Retour", "Zur\xFCck", "Voltar"],
3613
+ ready: ["Ready", "Pronto", "Listo", "Pr\xEAt", "Bereit", "Pronto"],
3614
+ unready: ["Not ready", "Non pronto", "No listo", "Pas pr\xEAt", "Nicht bereit", "N\xE3o pronto"],
3615
+ start: ["Start", "Inizia", "Empezar", "Commencer", "Starten", "Come\xE7ar"],
3616
+ role: ["Role", "Ruolo", "Rol", "R\xF4le", "Rolle", "Fun\xE7\xE3o"],
3617
+ team: ["Team", "Squadra", "Equipo", "\xC9quipe", "Team", "Equipe"],
3618
+ host: ["Host", "Host", "Anfitrion", "H\xF4te", "Host", "Anfitri\xE3o"],
3619
+ you: ["You", "Tu", "T\xFA", "Vous", "Du", "Voc\xEA"],
3620
+ away: ["Away", "Assente", "Ausente", "Absent", "Abwesend", "Ausente"],
3621
+ needPlayers: ["Waiting for more players", "In attesa di giocatori", "Esperando m\xE1s jugadores", "En attente de joueurs", "Weitere Spieler fehlen", "Esperando mais jogadores"],
3622
+ needReady: ["Everyone needs to be ready", "Tutti devono essere pronti", "Todos deben estar listos", "Tout le monde doit \xEAtre pr\xEAt", "Alle m\xFCssen bereit sein", "Todos precisam estar prontos"],
3623
+ needRoles: ["Fill the required roles", "Completa i ruoli richiesti", "Completa los roles", "Compl\xE9tez les r\xF4les", "Ben\xF6tigte Rollen besetzen", "Complete as fun\xE7\xF5es"],
3624
+ needTeams: ["Choose the required teams", "Scegli le squadre richieste", "Elige los equipos", "Choisissez les \xE9quipes", "Teams auswahlen", "Escolha as equipes"],
3625
+ waitHost: ["Waiting for the host", "In attesa dell'host", "Esperando al anfitrion", "En attente de l\u2019h\xF4te", "Warten auf den Host", "Esperando o anfitri\xE3o"],
3626
+ starting: ["Starting in", "Si inizia tra", "Empieza en", "D\xE9but dans", "Start in", "Come\xE7a em"],
3627
+ playing: ["Playing", "In partita", "Jugando", "En jeu", "Im Spiel", "Jogando"],
3628
+ ended: ["Game finished", "Partita conclusa", "Partida terminada", "Partie termin\xE9e", "Spiel beendet", "Partida encerrada"],
3629
+ rematchReady: ["{n}/{max} ready", "{n}/{max} pronti", "{n}/{max} listos", "{n}/{max} pr\xEAts", "{n}/{max} bereit", "{n}/{max} prontos"],
3630
+ rematchStart: ["Start rematch", "Avvia rivincita", "Iniciar revancha", "Lancer la revanche", "Revanche starten", "Iniciar revanche"],
3631
+ again: ["Play again", "Gioca ancora", "Jugar de nuevo", "Rejouer", "Erneut spielen", "Jogar novamente"],
3632
+ newRoom: ["New room. Share the new invite.", "Nuova stanza. Condividi il nuovo invito.", "Nueva sala. Comparte la invitaci\xF3n.", "Nouvelle salle. Partagez le lien.", "Neuer Raum. Neue Einladung teilen.", "Nova sala. Compartilhe o convite."],
3633
+ watching: ["Watching", "In osservazione", "Observando", "Spectateur", "Zuschauen", "Assistindo"],
3634
+ delay: ["{n}s delay", "Ritardo {n}s", "Retraso de {n}s", "Retard de {n}s", "{n}s Verz\xF6gerung", "Atraso de {n}s"],
3635
+ exit: ["Exit", "Esci", "Salir", "Quitter", "Verlassen", "Sair"],
3636
+ leaveNow: ["Leave for now", "Esci per ora", "Salir por ahora", "Quitter pour le moment", "Vor\xFCbergehend verlassen", "Sair por enquanto"],
3637
+ leaveRoom: ["Leave room", "Lascia la stanza", "Abandonar sala", "Abandonner la salle", "Raum verlassen", "Deixar a sala"],
3638
+ leaveHint: ["Your room stays available for Resume.", "La stanza resta disponibile con Riprendi.", "Podr\xE1s volver a est\xE1 sala.", "Vous pourrez reprendre cette salle.", "Du kannst den Raum fortsetzen.", "Voc\xEA pode voltar a est\xE1 sala."],
3639
+ temporaryHint: ["The game continues. Rejoining may only be possible briefly.", "La partita continua. Il rientro pu\xF2 essere disponibile solo per poco.", "La partida continua. Volver puede ser posible solo por poco tiempo.", "La partie continue. Le retour peut \xEAtre limit\xE9.", "Das Spiel l\xE4uft weiter. R\xFCckkehr nur kurz m\xF6glich.", "A partida continua. O retorno pode ser limitado."],
3640
+ abandonHint: ["Leave room gives up your place.", "Lascia la stanza libera il tuo posto.", "Abandonar libera tu plaza.", "Abandonner lib\xE8re votre place.", "Raum verlassen gibt deinen Platz frei.", "Deixar a sala libera sua vaga."],
3641
+ reconnecting: ["Reconnecting...", "Riconnessione...", "Reconectando...", "Reconnexion...", "Verbindung wird erneuert...", "Reconectando..."],
3642
+ replaced: ["Opened in another tab", "Aperta in un\u2019altra scheda", "Abierta en otra pest\xE1na", "Ouverte dans un autre onglet", "In anderem Tab ge\xF6ffnet", "Aberta em outra aba"],
3643
+ error: ["Something went wrong. Try again.", "Qualcosa non va. Riprova.", "Algo sali\xF3 mal. Reintenta.", "Une erreur est survenue. R\xE9essayez.", "Etwas ist schiefgelaufen. Erneut versuchen.", "Algo deu errado. Tente novamente."],
3644
+ noRoom: ["This room is no longer available.", "Questa stanza non \xE8 pi\xF9 disponibile.", "Esta sala ya no est\xE1 disponible.", "Cette salle n'est plus disponible.", "Dieser Raum ist nicht mehr verf\xFCgbar.", "Esta sala n\xE3o est\xE1 mais disponivel."],
3645
+ full: ["This room is full.", "La stanza \xE8 piena.", "La sala est\xE1 llena.", "Cette salle est pleine.", "Dieser Raum ist voll.", "Esta sala est\xE1 cheia."],
3646
+ noMatch: ["No match this time. Try again.", "Nessun gruppo trovato. Riprova.", "No hay grupo. Reintenta.", "Aucun groupe trouv\xE9. R\xE9essayez.", "Keine Gruppe gefunden. Erneut versuchen.", "Nenhum grupo encontrado. Tente novamente."],
3647
+ invalidCode: ["Enter a six-character room code.", "Inserisci un codice di sei caratteri.", "Escribe un c\xF3digo de seis caracteres.", "Entrez un code de six caracteres.", "Sechsstelligen Raumcode eingeben.", "Digite um c\xF3digo de seis caracteres."],
3648
+ refused: ["The room did not accept that change.", "La stanza ha rifiutato la modifica.", "La sala rechaz\xF3 el cambio.", "La salle a refus\xE9 ce changement.", "Der Raum hat die \xC4nderung abgelehnt.", "A sala recusou a altera\xE7\xE3o."],
3649
+ unavailable: ["Unavailable right now", "Non disponibile ora", "No disponible ahora", "Indisponible pour le moment", "Derzeit nicht verf\xFCgbar", "Indisponivel agora"],
3650
+ offline: ["Connection unavailable. Try again.", "Connessione non disponibile. Riprova.", "Sin conexi\xF3n. Reintenta.", "Connexion indisponible. R\xE9essayez.", "Keine Verbindung. Erneut versuchen.", "Sem conex\xE3o. Tente novamente."],
3651
+ saveFailed: ["Keep the room code. Resume could not be saved.", "Conserva il codice. Riprendi non \xE8 stato salvato.", "Guarda el c\xF3digo. No se pudo guardar el regreso.", "Gardez le code. La reprise ne peut pas \xEAtre enregistr\xE9e.", "Raumcode aufbewahren. Fortsetzen nicht gespeichert.", "Guarde o c\xF3digo. O retorno n\xE3o foi salvo."],
3652
+ boards: ["Leaderboard", "Classifica", "Clasificaci\xF3n", "Classement", "Bestenliste", "Classifica\xE7\xE3o"],
3653
+ board: ["Board", "Classifica", "Tabla", "Classement", "Bestenliste", "Tabela"],
3654
+ daily: ["Daily", "Giornaliera", "Diaria", "Du jour", "T\xE4glich", "Di\xE1ria"],
3655
+ allTime: ["All time", "Di sempre", "Hist\xF3rica", "Tous les temps", "Gesamt", "Geral"],
3656
+ accounts: ["Accounts", "Account", "Cuentas", "Comptes", "Konten", "Contas"],
3657
+ guests: ["Guests", "Ospiti", "Invitados", "Invit\xE9s", "G\xE4ste", "Visitantes"],
3658
+ category: ["Category", "Categoria", "Categoria", "Cat\xE9gorie", "Kategorie", "Categoria"],
3659
+ period: ["Period", "Periodo", "Per\xEDodo", "P\xE9riode", "Zeitraum", "Per\xEDodo"],
3660
+ rank: ["Rank", "Posizione", "Puesto", "Rang", "Platz", "Posicao"],
3661
+ score: ["Score", "Punteggio", "Puntos", "Score", "Punkte", "Pontos"],
3662
+ verified: ["Verified", "Verificato", "Verificado", "V\xE9rifi\xE9", "Verifiziert", "Verificado"],
3663
+ own: ["Your best", "Il tuo record", "Tu record", "Votre record", "Dein Rekord", "Seu recorde"],
3664
+ empty: ["No scores yet", "Nessun punteggio", "A\xFAn no hay puntos", "Aucun score", "Noch keine Punkte", "Ainda sem pontos"],
3665
+ saving: ["Saving score...", "Salvataggio punteggio...", "Guardando puntos...", "Enregistrement du score...", "Punkte werden gespeichert...", "Salvando pontos..."],
3666
+ saved: ["Your best is on the board", "Il tuo record \xE8 in classifica", "Tu record est\xE1 en la tabla", "Votre record est au classement", "Dein Rekord ist eingetragen", "Seu recorde est\xE1 na tabela"],
3667
+ bestAlready: ["Your best is already on the board", "Il tuo record era gi\xE0 in classifica", "Tu record ya estaba en la tabla", "Votre record est d\xE9j\xE0 au classement", "Dein Rekord ist bereits eingetragen", "Seu recorde j\xE1 est\xE1 na tabela"],
3668
+ refresh: ["Refresh", "Aggiorna", "Actualizar", "Actualiser", "Aktualisieren", "Atualizar"],
3669
+ refreshHint: ["Score not visible yet. Refresh to check.", "Punteggio non ancora visibile. Aggiorna per controllare.", "Puntos a\xFAn no visibles. Actualiza.", "Score pas encore visible. Actualisez.", "Punkte noch nicht sichtbar. Aktualisieren.", "Pontos ainda n\xE3o visiveis. Atualize."],
3670
+ friends: ["Friends & party", "Amici e gruppo", "Amigos y grupo", "Amis et groupe", "Freunde & Gruppe", "Amigos e grupo"],
3671
+ localCrew: ["Friends and party are unavailable in local preview.", "Amici e gruppo non disponibili in anteprima locale.", "Amigos y grupo no disponibles en la vista local.", "Amis et groupe indisponibles en aper\xE7u local.", "Freunde und Gruppe in lokaler Vorschau nicht verf\xFCgbar.", "Amigos e grupo indispon\xEDveis na pr\xE9via local."],
3672
+ loginCrew: ["Sign in on Caisual to use friends and party.", "Accedi a Caisual per amici e gruppo.", "Inicia sesion para amigos y grupo.", "Connectez-vous pour utiliser amis et groupe.", "F\xFCr Freunde und Gruppe bei Caisual anmelden.", "Entre no Caisual para amigos e grupo."],
3673
+ online: ["Online", "Online", "En linea", "En ligne", "Online", "Online"],
3674
+ noFriends: ["No friends online", "Nessun amico online", "Sin amigos en linea", "Aucun ami en ligne", "Keine Freunde online", "Nenhum amigo online"],
3675
+ createParty: ["Create party", "Crea gruppo", "Crear grupo", "Cr\xE9er un groupe", "Gruppe erstellen", "Criar grupo"],
3676
+ inviteParty: ["Invite to party", "Invita nel gruppo", "Invitar al grupo", "Inviter au groupe", "In Gruppe einladen", "Convidar para o grupo"],
3677
+ leaveParty: ["Leave party", "Lascia gruppo", "Salir del grupo", "Quitter le groupe", "Gruppe verlassen", "Sair do grupo"],
3678
+ accept: ["Accept", "Accetta", "Aceptar", "Accepter", "Annehmen", "Aceitar"],
3679
+ decline: ["Decline", "Rifiuta", "Rechazar", "Refuser", "Ablehnen", "Recusar"],
3680
+ follow: ["Join them", "Raggiungi", "Unirse", "Rejoindre", "Beitreten", "Juntar-se"],
3681
+ voice: ["Voice", "Voce", "Voz", "Voix", "Sprache", "Voz"],
3682
+ voiceJoin: ["Join voice", "Entra in voce", "Unirse a voz", "Activer la voix", "Sprachchat beitreten", "Entrar na voz"],
3683
+ voiceLeave: ["Leave voice", "Esci dalla voce", "Salir de voz", "Quitter la voix", "Sprachchat verlassen", "Sair da voz"],
3684
+ voiceMute: ["Mute", "Disattiva microfono", "Silenciar", "Couper le micro", "Stummschalten", "Silenciar"],
3685
+ voiceUnmute: ["Unmute", "Attiva microfono", "Activar micr\xF3fono", "Activer le micro", "Mikrofon aktivieren", "Ativar microfone"],
3686
+ voiceOff: ["Voice off", "Voce disattivata", "Voz desactivada", "Voix d\xE9sactiv\xE9e", "Sprachchat aus", "Voz desativada"],
3687
+ voiceJoining: ["Joining voice...", "Connessione voce...", "Conectando voz...", "Connexion vocale...", "Sprachchat verbindet...", "Conectando voz..."],
3688
+ voiceOn: ["Voice connected", "Voce connessa", "Voz conectada", "Voix connect\xE9e", "Sprachchat verbunden", "Voz conectada"],
3689
+ voiceMuted: ["Muted", "Microfono disattivato", "Silenciado", "Micro coup\xE9", "Stumm", "Silenciado"],
3690
+ voiceMic: ["Mic on", "Microfono attivo", "Micr\xF3fono activo", "Micro actif", "Mikrofon an", "Microfone ativo"],
3691
+ voiceListening: ["Listening only", "Solo ascolto", "Solo escucha", "\xC9coute seule", "Nur zuh\xF6ren", "Somente ouvindo"],
3692
+ voiceSpeaking: ["Speaking", "Sta parlando", "Hablando", "Parle", "Spricht", "Falando"],
3693
+ voicePeers: ["Voice participants", "Partecipanti in voce", "Participantes de voz", "Participants vocaux", "Sprachteilnehmer", "Participantes de voz"],
3694
+ voiceEmpty: ["No one else in voice yet.", "Nessun altro in voce per ora.", "A\xFAn no hay nadie m\xE1s en voz.", "Personne d\u2019autre en voix pour le moment.", "Noch niemand im Sprachchat.", "Ningu\xE9m mais na voz ainda."],
3695
+ voiceVolume: ["Volume for {name}", "Volume di {name}", "Volumen de {name}", "Volume de {name}", "Lautst\xE4rke f\xFCr {name}", "Volume de {name}"],
3696
+ voiceUnavailable: ["Join a room with voice to use these controls.", "Entra in una stanza con voce per usare questi controlli.", "Entra en una sala con voz para usar estos controles.", "Rejoignez une salle vocale pour utiliser ces commandes.", "Diese Steuerung braucht einen Raum mit Sprachchat.", "Entre em uma sala com voz para usar estes controles."],
3697
+ voiceWatch: ["Voice is unavailable while watching.", "La voce non e' disponibile in osservazione.", "La voz no est\xE1 disponible al observar.", "La voix est indisponible en observation.", "Beim Zuschauen ist kein Sprachchat verf\xFCgbar.", "A voz n\xE3o est\xE1 dispon\xEDvel ao assistir."],
3698
+ voiceDenied: ["Microphone permission denied. Allow it in your browser, then try again.", "Permesso microfono negato. Consenti l'accesso nel browser e riprova.", "Permiso de micr\xF3fono denegado. Act\xEDvalo en el navegador e int\xE9ntalo de nuevo.", "Acc\xE8s au micro refus\xE9. Autorisez-le dans le navigateur, puis r\xE9essayez.", "Mikrofonzugriff verweigert. Im Browser erlauben und erneut versuchen.", "Permiss\xE3o do microfone negada. Permita no navegador e tente novamente."],
3699
+ voiceUnsupported: ["Voice is not supported in this browser.", "Questo browser non supporta la voce.", "Este navegador no admite voz.", "Ce navigateur ne prend pas en charge la voix.", "Dieser Browser unterst\xFCtzt keinen Sprachchat.", "Este navegador n\xE3o oferece suporte a voz."],
3700
+ voiceFailed: ["Voice could not connect. Try again.", "Connessione voce non riuscita. Riprova.", "No se pudo conectar la voz. Int\xE9ntalo de nuevo.", "Connexion vocale impossible. R\xE9essayez.", "Sprachverbindung fehlgeschlagen. Erneut versuchen.", "N\xE3o foi poss\xEDvel conectar a voz. Tente novamente."],
3701
+ voicePeerGone: ["This participant has left voice.", "Questo partecipante e' uscito dalla voce.", "Este participante sali\xF3 de voz.", "Ce participant a quitt\xE9 la voix.", "Diese Person hat den Sprachchat verlassen.", "Este participante saiu da voz."],
3702
+ shortcut: ["Shift+Tab shortcut", "Scorciatoia Shift+Tab", "Atajo Shift+Tab", "Raccourci Maj+Tab", "Umschalt+Tab-Kurzbefehl", "Atalho Shift+Tab"],
3703
+ menu: ["Caisual menu", "Menu Caisual", "Menu Caisual", "Menu Caisual", "Caisual-Menu", "Menu Caisual"],
3704
+ retry: ["Retry", "Riprova", "Reintentar", "R\xE9essayer", "Erneut versuchen", "Tentar novamente"]
3705
+ };
3706
+ var column = (index) => Object.fromEntries(Object.entries(words).map(([key, row]) => [key, row[index]]));
3707
+ var dictionaries = { en: column(0), it: column(1), es: column(2), fr: column(3), de: column(4), pt: column(5) };
3708
+ var styles = `
3709
+ .safe-area-probe{position:fixed;visibility:hidden;pointer-events:none;padding:env(safe-area-inset-top,0px) env(safe-area-inset-right,0px) env(safe-area-inset-bottom,0px) env(safe-area-inset-left,0px)}
3710
+ :host{all:initial;position:fixed;inset:0;z-index:10000;pointer-events:none;font:15px/1.45 system-ui,sans-serif;color:#f4f4f1;color-scheme:dark;--accent:#a8efc5}
3711
+ [data-layout],[data-surface],.sr{pointer-events:none}*{box-sizing:border-box}button,input,select{font:inherit}button,a,input,select{touch-action:manipulation}button,select,input{border:1px solid #ffffff30;background:#25292b;color:inherit;border-radius:12px;min-height:44px;padding:10px 14px}button{cursor:pointer}button:disabled{opacity:.45;cursor:default}button:hover:not(:disabled){background:#343b3a}button:focus-visible,a:focus-visible,input:focus-visible,select:focus-visible{outline:3px solid var(--accent);outline-offset:3px}a{color:var(--accent)}.primary{background:var(--accent);color:var(--accent-ink,#11221b);border-color:transparent;font-weight:700}.primary:hover:not(:disabled){filter:brightness(1.1);background:var(--accent)}.quiet{background:transparent}label{display:grid;gap:6px;text-align:left}select,input{width:100%;min-width:0}h1,h2,p{margin:0}h1{font-size:clamp(26px,5vw,42px);line-height:1.1;letter-spacing:-.035em}h2{font-size:20px}small,.muted{color:#bdc5c1}.stack{display:grid;gap:16px}.row{display:flex;gap:8px;align-items:center;flex-wrap:wrap}.row>*{flex:0 1 auto}.row .grow,.grow{flex:1}.split{display:grid;grid-template-columns:1fr 1fr;gap:10px}.pill{position:absolute;top:max(10px,env(safe-area-inset-top));right:max(10px,env(safe-area-inset-right));display:flex;height:44px;border:1px solid #ffffff35;border-radius:24px;background:#171e20eF;box-shadow:0 4px 20px #0004;pointer-events:auto;overflow:hidden}.pill button{border:0;border-radius:0;padding:8px 13px;background:transparent}.pill button:focus-visible{outline-offset:-4px}.pill small{margin-left:8px}.backdrop{position:absolute;inset:0;background:#0b151ce8;backdrop-filter:blur(10px);pointer-events:auto;display:grid;place-items:center;padding:max(16px,env(safe-area-inset-top)) max(16px,env(safe-area-inset-right)) max(16px,env(safe-area-inset-bottom)) max(16px,env(safe-area-inset-left));overflow:auto}.backdrop.home{background-color:#142127;background-size:cover;background-position:center}.dialog{position:relative;width:min(100%,540px);max-height:100%;overflow:auto;overscroll-behavior:contain;background:#141b1df5;border:1px solid #ffffff25;border-radius:22px;padding:24px;box-shadow:0 20px 80px #0005}.dialog.wide{width:min(100%,700px)}.top{display:flex;align-items:center;gap:12px;margin-bottom:18px}.top h2{flex:1}.tabs{display:flex;gap:6px;flex-wrap:wrap;border-bottom:1px solid #ffffff25;padding-bottom:12px}.tabs button{min-height:36px;padding:6px 10px}.tabs [aria-current=true]{border-color:var(--accent)}.roster{list-style:none;padding:0;margin:0;display:grid;gap:8px;max-height:32dvh;overflow:auto}.roster li{display:flex;align-items:center;gap:8px;padding:10px;background:#ffffff08;border-radius:10px}.roster .name{flex:1;overflow-wrap:anywhere}.badge{border:1px solid #ffffff30;border-radius:6px;padding:2px 6px;font-size:12px}.code{font-size:24px;letter-spacing:.13em;font-variant-numeric:tabular-nums}.notice,.error{border-radius:10px;padding:10px;background:#a8efc514;overflow-wrap:anywhere}.error{background:#ff8b7720;color:#ffd2c9}.countdown{font-size:88px;line-height:1;text-align:center;font-variant-numeric:tabular-nums}.ended{position:absolute;bottom:max(12px,env(safe-area-inset-bottom));left:50%;transform:translateX(-50%);max-width:calc(100% - 24px);width:max-content;background:#171e20f5;pointer-events:auto;border:1px solid #ffffff30;border-radius:16px;padding:10px;display:flex;align-items:center;justify-content:center;gap:8px;flex-wrap:wrap}.ended [data-rematch-players]{max-width:100%;max-height:3.2em;overflow:auto;overflow-wrap:anywhere}.ended strong{padding:0 8px}.sr{position:absolute;width:1px;height:1px;overflow:hidden;clip-path:inset(50%);white-space:nowrap}.table-wrap{overflow:auto;max-height:38dvh}table{width:100%;border-collapse:collapse;text-align:left}th,td{padding:9px 6px;border-bottom:1px solid #ffffff20}td:nth-child(3){text-align:right}td small{display:block}.self{background:#ffffff0a}.checkbox{display:flex;align-items:center;gap:8px;font-size:13px}.checkbox input{width:18px;min-height:18px}.full{width:100%}
3712
+ [hidden]{display:none!important}.voice-peers{list-style:none;margin:0;padding:0;display:grid;gap:10px}.voice-peers li{border:1px solid #ffffff25;border-radius:12px;padding:12px;display:grid;gap:8px}.voice-peers [data-speaking=true]{border-color:var(--accent)}.voice-peers input{width:100%;accent-color:var(--accent);padding:0}.voice-peers label{font-size:13px}.pill .voice-toggle{width:44px;padding:8px}.voice-toggle[data-voice-state=on][data-muted=false]{color:var(--accent)}
3713
+ .boot{position:absolute;inset:0;z-index:2;isolation:isolate;display:grid;place-items:center;overflow:auto;overscroll-behavior:contain;padding:max(100px,env(safe-area-inset-top)) max(24px,env(safe-area-inset-right)) max(48px,env(safe-area-inset-bottom)) max(24px,env(safe-area-inset-left));background:#0b151c;opacity:1;transition:opacity .4s ease;pointer-events:auto;outline:none}
3714
+ .boot::before,.boot::after{content:"";position:fixed;inset:0;pointer-events:none;z-index:-1}.boot::before{background:radial-gradient(ellipse at 50% 38%,color-mix(in srgb,var(--accent),transparent 80%),transparent 65%)}.boot::after{background:radial-gradient(ellipse at 50% 38%,#0b151c20,#0b151cd9 85%),linear-gradient(#0b151c66,#0b151cbf)}
3715
+ .boot-cover{position:fixed;inset:0;z-index:-2;width:100%;height:100%;object-fit:cover;filter:blur(20px);transform:scale(1.08);opacity:.65;pointer-events:none}
3716
+ .boot-brand{position:absolute;top:max(28px,env(safe-area-inset-top));left:max(32px,env(safe-area-inset-left));display:flex;align-items:center;gap:10px;font-size:14px;font-weight:650;letter-spacing:.02em;color:#f4f4f1b3}.boot-brand span{display:grid;place-items:center;width:36px;height:36px;border:1px solid #ffffff25;border-radius:12px;background:#171e20af;box-shadow:0 4px 20px #0004;color:var(--boot-accent);font-size:20px;font-weight:800}
3717
+ .boot-content{width:min(100%,900px);text-align:center;display:grid;justify-items:center;gap:24px}.boot h1{max-width:16ch;font-size:clamp(44px,8vw,108px);font-weight:800;line-height:1.04;letter-spacing:-.05em;overflow-wrap:anywhere;text-wrap:balance;color:var(--boot-accent);text-shadow:0 20px 80px #0005}
3718
+ .boot-progress{width:112px;height:3px;border-radius:12px;background:#ffffff20;overflow:hidden;margin-top:12px}.boot-progress span{display:block;width:44%;height:100%;border-radius:inherit;background:var(--boot-accent);animation:boot-progress 1.8s ease-in-out infinite}.boot-status{max-width:42ch;min-height:3em;font-size:14px;line-height:1.5;color:#d3dad6;text-wrap:balance}.boot-recovery{min-height:44px}.boot-recovery .row{justify-content:center}.boot-leaving{opacity:0;pointer-events:none}
3719
+ @keyframes boot-progress{0%{transform:translateX(-110%)}100%{transform:translateX(340%)}}
3720
+ @media(max-width:480px){.dialog{padding:18px;border-radius:18px}.split{grid-template-columns:1fr 1fr;gap:8px}.tabs{gap:4px}.tabs button{font-size:13px;padding:6px 8px}.pill button:focus-visible{outline-offset:-4px}.pill small{display:none}.ended{gap:6px}.ended strong{font-size:13px}.ended button{padding:8px 10px;font-size:13px}.roster{max-height:28dvh}}
3721
+ @media(prefers-reduced-motion:reduce){*{scroll-behavior:auto}.boot{transition:none}.boot-progress span{animation:none;transform:translateX(65%)}}
3722
+ `;
3723
+
2988
3724
  // src/dev.ts
2989
3725
  var DURATA_BIGLIETTO = 120;
2990
3726
  var DURATA_INGRESSO = 60;
@@ -3000,11 +3736,23 @@ var VALORE_CHIAVE_MATCH = /^[A-Za-z0-9_.:-]+$/;
3000
3736
  var PREFISSO_DEPOSITO = /^[a-z0-9_-]{0,32}$/;
3001
3737
  var LIMITE_DEPOSITO2 = 64 * 1024;
3002
3738
  var MASSIMO_CHIAVI_DEPOSITO = 1024;
3739
+ var VERSIONE_STATO_DEV = 1;
3003
3740
  function erroreDeposito(code, message) {
3004
3741
  return Object.assign(new Error(message), { code });
3005
3742
  }
3006
3743
  var DepositoDev = class {
3744
+ constructor(salva) {
3745
+ this.salva = salva;
3746
+ }
3747
+ salva;
3007
3748
  valori = /* @__PURE__ */ new Map();
3749
+ carica(valori) {
3750
+ for (const [key, value] of valori) this.valori.set(key, structuredClone(value));
3751
+ }
3752
+ persisti() {
3753
+ const valori = [...this.valori.entries()].map(([key, value]) => ({ key, value: structuredClone(value) })).sort((left, right) => left.key.localeCompare(right.key));
3754
+ return this.salva(valori);
3755
+ }
3008
3756
  verificaChiave(key) {
3009
3757
  if (typeof key !== "string" || !CHIAVE_SAVE.test(key)) {
3010
3758
  throw erroreDeposito("store_invalid_key", "The shared store key is invalid.");
@@ -3030,10 +3778,12 @@ var DepositoDev = class {
3030
3778
  throw erroreDeposito("store_full", "The shared store is full.");
3031
3779
  }
3032
3780
  this.valori.set(key, JSON.parse(testo));
3781
+ await this.persisti();
3033
3782
  }
3034
3783
  async delete(key) {
3035
3784
  this.verificaChiave(key);
3036
3785
  this.valori.delete(key);
3786
+ await this.persisti();
3037
3787
  }
3038
3788
  async list(prefix = "") {
3039
3789
  if (typeof prefix !== "string" || !PREFISSO_DEPOSITO.test(prefix)) {
@@ -3055,6 +3805,7 @@ var DepositoDev = class {
3055
3805
  throw erroreDeposito("store_full", "The shared store is full.");
3056
3806
  }
3057
3807
  this.valori.set(key, result);
3808
+ await this.persisti();
3058
3809
  return result;
3059
3810
  }
3060
3811
  };
@@ -3073,8 +3824,36 @@ var DevHttpError = class extends Error {
3073
3824
  function object(value) {
3074
3825
  return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;
3075
3826
  }
3076
- function base64Url(value) {
3077
- return Buffer.from(value).toString("base64url");
3827
+ async function leggiJsonFacoltativo(path) {
3828
+ let testo;
3829
+ try {
3830
+ testo = await fs3.readFile(path, "utf8");
3831
+ } catch (cause) {
3832
+ if (cause.code === "ENOENT") return null;
3833
+ throw cause;
3834
+ }
3835
+ return JSON.parse(testo);
3836
+ }
3837
+ async function scriviFileAtomico(path, contenuto, mode) {
3838
+ await fs3.mkdir(dirname2(path), { recursive: true });
3839
+ const temporaneo = join3(
3840
+ dirname2(path),
3841
+ `.${basename(path)}.${process.pid}.${randomUUID2()}.tmp`
3842
+ );
3843
+ try {
3844
+ await fs3.writeFile(temporaneo, contenuto, { encoding: "utf8", mode });
3845
+ await fs3.rename(temporaneo, path);
3846
+ } catch (cause) {
3847
+ await fs3.rm(temporaneo, { force: true }).catch(() => void 0);
3848
+ throw cause;
3849
+ }
3850
+ }
3851
+ function scriviJsonAtomico(path, value) {
3852
+ return scriviFileAtomico(path, `${JSON.stringify(value, null, 2)}
3853
+ `);
3854
+ }
3855
+ function base64Url(value) {
3856
+ return Buffer.from(value).toString("base64url");
3078
3857
  }
3079
3858
  function signJwt(payload, secret) {
3080
3859
  const header = base64Url(JSON.stringify({ alg: "HS256", typ: "JWT" }));
@@ -3325,12 +4104,16 @@ function parentPage(input) {
3325
4104
  <title>Local preview: ${input.slug}</title>
3326
4105
  <style>
3327
4106
  html, body, iframe { width: 100%; height: 100%; margin: 0; border: 0; }
4107
+ html, body { overflow: hidden; }
4108
+ iframe { display: block; }
3328
4109
  body { background: #111; }
3329
4110
  </style>
3330
4111
  </head>
3331
4112
  <body>
3332
- <iframe id="game" title="${input.slug}" src="${input.gameOrigin}/" allow="${input.allow}"></iframe>
4113
+ <iframe id="game" title="${input.slug}" data-src="${input.gameOrigin}/" allow="${input.allow}"></iframe>
3333
4114
  <script type="module">
4115
+ import { creaPonteOspite, overlayConfiguration, mountOverlay, overlayLocale } from '/__caisual/overlay/v1.js';
4116
+ const manifest = ${JSON.stringify(input.manifest).replaceAll("<", "\\u003c")};
3334
4117
  const gameOrigin = ${JSON.stringify(input.gameOrigin)};
3335
4118
  const portalOrigin = ${JSON.stringify(input.portalOrigin)};
3336
4119
  const frame = document.getElementById('game');
@@ -3351,45 +4134,50 @@ function parentPage(input) {
3351
4134
  const invite = normalizedInvite && /^[ABCDEFGHJKLMNPQRSTUVWXYZ23456789]{6}$/.test(normalizedInvite)
3352
4135
  ? normalizedInvite
3353
4136
  : null;
3354
- let ready = false;
3355
- let timer = null;
3356
- const askReady = () => {
3357
- if (!ready) frame.contentWindow?.postMessage({ type: 'caisual:ready?' }, gameOrigin);
3358
- };
3359
- const listen = (event) => {
3360
- if (event.source !== frame.contentWindow || event.origin !== gameOrigin) return;
3361
- if (event.data?.type !== 'caisual:ready' || ready) return;
3362
- ready = true;
3363
- if (timer !== null) clearInterval(timer);
3364
- const channel = new MessageChannel();
3365
- channel.port1.onmessage = async (message) => {
3366
- if (message.data?.type !== 'caisual:ticket') return;
3367
- const aud = message.data.aud === 'live' ? 'live' : 'portal';
4137
+ const configuration = overlayConfiguration(manifest, manifest.cover ? gameOrigin + '/' + manifest.cover : null, invite);
4138
+ const choice = new URL(location.href).searchParams.get('lang');
4139
+ const languagePreferences = choice ? [choice] : (navigator.languages.length ? navigator.languages : [navigator.language]);
4140
+ const language = overlayLocale(languagePreferences[0]);
4141
+ document.documentElement.lang = language;
4142
+ const bridge = creaPonteOspite({
4143
+ finestra: window, frame, origineGioco: gameOrigin, origineLive: portalOrigin,
4144
+ invite, ticket: session.portal, language, languagePreferences,
4145
+ configuration,
4146
+ rinnova: async (aud) => { session = await getSession(); return session[aud]; },
4147
+ onRoom() {},
4148
+ });
4149
+ const overlay = mountOverlay({
4150
+ container: document.body, frame, bridge, configuration, player: session.player,
4151
+ language,
4152
+ exit: () => { location.href = '/?lang=' + encodeURIComponent(new URL(location.href).searchParams.get('lang') || navigator.language); },
4153
+ inviteUrl: (code) => portalOrigin + '/?invite=' + code + '&lang=' + encodeURIComponent(languagePreferences[0]),
4154
+ boards: async (query) => {
3368
4155
  session = await getSession();
3369
- channel.port1.postMessage({ type: 'caisual:ticket', aud, ticket: session[aud] });
3370
- };
3371
- channel.port1.start();
3372
- frame.contentWindow?.postMessage({
3373
- type: 'caisual:hello',
3374
- ticket: session.portal,
3375
- live: portalOrigin,
3376
- invite,
3377
- }, gameOrigin, [channel.port2]);
3378
- };
3379
- addEventListener('message', listen);
3380
- timer = setInterval(askReady, 500);
3381
- setTimeout(() => { if (timer !== null) clearInterval(timer); }, 10_000);
3382
- askReady();
4156
+ const params = new URLSearchParams({ limit: '25' });
4157
+ if (query.period === 'daily') params.set('daily', '1');
4158
+ if (query.day) params.set('day', query.day);
4159
+ if (query.guests) params.set('guests', '1');
4160
+ const response = await fetch('/api/overlay/' + manifest.id + '/boards/' + encodeURIComponent(query.board) + '?' + params,
4161
+ { headers: { Authorization: 'Bearer ' + session.portal }, cache: 'no-store' });
4162
+ if (!response.ok) throw new Error('The leaderboard is unavailable.');
4163
+ return response.json();
4164
+ },
4165
+ crew: { unavailable: 'local', getSnapshot: () => ({ connected: false, you: null, friends: [], party: null, invites: [], follow: null }),
4166
+ subscribe: () => () => {}, party: { create() {}, invite() {}, accept() {}, decline() {}, leave() {} }, follow() {} },
4167
+ });
4168
+ addEventListener('pagehide', () => { overlay?.dispose(); bridge.dispose(); }, { once: true });
4169
+ // Il gioco ha un'attesa limitata per il saluto: parte quando l'ospite puo' gia' rispondere.
4170
+ frame.src = frame.dataset.src;
3383
4171
  </script>
3384
4172
  </body>
3385
4173
  </html>
3386
4174
  `;
3387
4175
  }
3388
4176
  async function readGame(root) {
3389
- const manifestPath = join2(root, "caisual.json");
4177
+ const manifestPath = join3(root, "caisual.json");
3390
4178
  let parsed;
3391
4179
  try {
3392
- parsed = JSON.parse(await fs2.readFile(manifestPath, "utf8"));
4180
+ parsed = JSON.parse(await fs3.readFile(manifestPath, "utf8"));
3393
4181
  } catch {
3394
4182
  throw new Error("caisual.json: file not found, unreadable, or invalid JSON.");
3395
4183
  }
@@ -3398,26 +4186,28 @@ async function readGame(root) {
3398
4186
  throw new Error(`caisual.json is not valid:
3399
4187
  ${result.errori.map((error) => `- ${error}`).join("\n")}`);
3400
4188
  }
3401
- const clientRoot = await fs2.realpath(join2(root, "client")).catch(() => null);
4189
+ const clientRoot = await fs3.realpath(join3(root, "client")).catch(() => null);
3402
4190
  if (clientRoot === null) throw new Error("client/: folder not found.");
3403
- const stat = await fs2.stat(clientRoot);
4191
+ const stat = await fs3.stat(clientRoot);
3404
4192
  if (!stat.isDirectory()) throw new Error("client/: must be a folder.");
3405
- const index = await fs2.stat(join2(clientRoot, "index.html")).catch(() => null);
4193
+ const index = await fs3.stat(join3(clientRoot, "index.html")).catch(() => null);
3406
4194
  if (index === null || !index.isFile()) throw new Error("client/index.html: file not found.");
4195
+ warnLegacyLanguage(parsed);
4196
+ await checkGameTexts(clientRoot, result.manifest);
3407
4197
  return { manifest: result.manifest, clientRoot };
3408
4198
  }
3409
4199
  async function loadDefinition(root) {
3410
- const path = join2(root, "server.js");
4200
+ const path = join3(root, "server.js");
3411
4201
  let stat;
3412
4202
  try {
3413
- stat = await fs2.lstat(path);
4203
+ stat = await fs3.lstat(path);
3414
4204
  } catch (cause) {
3415
4205
  if (cause.code === "ENOENT") return null;
3416
4206
  throw new Error("server.js: file not readable.");
3417
4207
  }
3418
4208
  if (!stat.isFile()) throw new Error("server.js: file not readable.");
3419
4209
  const { source } = await bundleServer(root);
3420
- const kitUrl = `data:text/javascript;base64,${Buffer.from('// src/server/index.ts\nvar GAME_DEFINITION = /* @__PURE__ */ Symbol.for("@caisual/kit/game-definition");\nvar CALLBACKS = [\n "onCreate",\n "onStart",\n "onJoin",\n "onLeave",\n "onMessage",\n "onTick",\n "onEnd"\n];\nfunction isRecord(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value);\n}\nfunction defineGame(definition) {\n if (!isRecord(definition)) {\n throw new TypeError("Game definition must be an object.");\n }\n if (typeof definition.tickRate !== "number" || !Number.isInteger(definition.tickRate) || definition.tickRate < 0 || definition.tickRate > 60) {\n throw new TypeError("Game definition tickRate must be an integer from 0 to 60.");\n }\n for (const callback of CALLBACKS) {\n const value = definition[callback];\n if (value !== void 0 && typeof value !== "function") {\n throw new TypeError(`Game definition ${callback} must be a function.`);\n }\n }\n Object.defineProperty(definition, GAME_DEFINITION, {\n configurable: false,\n enumerable: false,\n value: true,\n writable: false\n });\n return definition;\n}\nexport {\n defineGame\n};\n').toString("base64")}`;
4210
+ const kitUrl = `data:text/javascript;base64,${Buffer.from('// src/server/index.ts\nvar GAME_DEFINITION = /* @__PURE__ */ Symbol.for("@caisual/kit/game-definition");\nvar CALLBACKS = [\n "onCreate",\n "onStart",\n "onRestart",\n "onJoin",\n "onConnection",\n "onLeave",\n "onMessage",\n "onRoleRequest",\n "onTick",\n "onEnd"\n];\nfunction isRecord(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value);\n}\nfunction defineGame(definition) {\n if (!isRecord(definition)) {\n throw new TypeError("Game definition must be an object.");\n }\n if (typeof definition.tickRate !== "number" || !Number.isInteger(definition.tickRate) || definition.tickRate < 0 || definition.tickRate > 60) {\n throw new TypeError("Game definition tickRate must be an integer from 0 to 60.");\n }\n for (const callback of CALLBACKS) {\n const value = definition[callback];\n if (value !== void 0 && typeof value !== "function") {\n throw new TypeError(`Game definition ${callback} must be a function.`);\n }\n }\n Object.defineProperty(definition, GAME_DEFINITION, {\n configurable: false,\n enumerable: false,\n value: true,\n writable: false\n });\n return definition;\n}\nexport {\n defineGame\n};\n').toString("base64")}`;
3421
4211
  const rewritten = source.replace(
3422
4212
  /(\bfrom\s*)(['"])@caisual\/kit\/server\2/g,
3423
4213
  (_match, prefix) => `${prefix}${JSON.stringify(kitUrl)}`
@@ -3428,31 +4218,204 @@ async function loadDefinition(root) {
3428
4218
  return loaded.default;
3429
4219
  }
3430
4220
  var DevService = class {
3431
- constructor(root, clientRoot, manifest, definition, port) {
4221
+ constructor(root, clientRoot, manifest, definition, port, day) {
3432
4222
  this.root = root;
3433
4223
  this.clientRoot = clientRoot;
3434
4224
  this.manifest = manifest;
3435
4225
  this.definition = definition;
3436
4226
  this.port = port;
4227
+ this.day = day;
4228
+ this.deposito = new DepositoDev((valori) => this.persistShared(valori));
3437
4229
  }
3438
4230
  root;
3439
4231
  clientRoot;
3440
4232
  manifest;
3441
4233
  definition;
3442
4234
  port;
3443
- secret = randomBytes(32);
4235
+ day;
4236
+ secret = Buffer.alloc(0);
3444
4237
  playersBySession = /* @__PURE__ */ new Map();
3445
4238
  playersById = /* @__PURE__ */ new Map();
3446
4239
  saves = /* @__PURE__ */ new Map();
3447
4240
  scores = /* @__PURE__ */ new Map();
3448
4241
  rooms = /* @__PURE__ */ new Map();
3449
- deposito = new DepositoDev();
4242
+ deposito;
4243
+ roomIndex = /* @__PURE__ */ new Map();
3450
4244
  roomByCode = /* @__PURE__ */ new Map();
4245
+ roomLoads = /* @__PURE__ */ new Map();
3451
4246
  matchQueues = /* @__PURE__ */ new Map();
3452
4247
  kitRequests = /* @__PURE__ */ new Map();
3453
4248
  liveRequests = /* @__PURE__ */ new Map();
3454
4249
  matchOperations = Promise.resolve();
3455
- playerNumber = 0;
4250
+ persistenceOperations = Promise.resolve();
4251
+ currentDay() {
4252
+ return this.day ?? utcDay();
4253
+ }
4254
+ async initialize() {
4255
+ await Promise.all([
4256
+ this.loadSecret(),
4257
+ this.loadRoomIndex(),
4258
+ this.loadSaves(),
4259
+ this.loadScores(),
4260
+ this.loadShared()
4261
+ ]);
4262
+ }
4263
+ statePath(name) {
4264
+ return join3(this.root, ".caisual-dev", name);
4265
+ }
4266
+ async loadSecret() {
4267
+ const path = this.statePath("secret");
4268
+ let encoded;
4269
+ try {
4270
+ encoded = (await fs3.readFile(path, "utf8")).trim();
4271
+ } catch (cause) {
4272
+ if (cause.code !== "ENOENT") throw cause;
4273
+ const secret2 = randomBytes(32);
4274
+ await scriviFileAtomico(path, `${secret2.toString("base64url")}
4275
+ `, 384);
4276
+ this.secret = secret2;
4277
+ return;
4278
+ }
4279
+ const secret = Buffer.from(encoded, "base64url");
4280
+ if (secret.byteLength !== 32 || secret.toString("base64url") !== encoded) {
4281
+ throw new Error("The local development secret is invalid.");
4282
+ }
4283
+ this.secret = secret;
4284
+ }
4285
+ async loadRoomIndex() {
4286
+ const value = await leggiJsonFacoltativo(this.statePath("rooms.json"));
4287
+ if (value === null) return;
4288
+ const file = object(value);
4289
+ if (file?.version !== VERSIONE_STATO_DEV || !Array.isArray(file.rooms)) {
4290
+ throw new Error("The local room index is invalid.");
4291
+ }
4292
+ for (const valueRoom of file.rooms) {
4293
+ const room = object(valueRoom);
4294
+ if (room === null || typeof room.roomId !== "string" || !/^g1-1\.[a-z0-9]{16}$/.test(room.roomId) || typeof room.code !== "string" || !FORMA_CODICE.test(room.code) || typeof room.game !== "string" || room.mode !== null && typeof room.mode !== "string" || this.roomIndex.has(room.roomId) || this.roomByCode.has(room.code)) {
4295
+ throw new Error("The local room index is invalid.");
4296
+ }
4297
+ const record2 = {
4298
+ roomId: room.roomId,
4299
+ code: room.code,
4300
+ game: room.game,
4301
+ mode: room.mode
4302
+ };
4303
+ this.roomIndex.set(record2.roomId, record2);
4304
+ this.roomByCode.set(record2.code, record2.roomId);
4305
+ }
4306
+ }
4307
+ async loadSaves() {
4308
+ const value = await leggiJsonFacoltativo(this.statePath("saves.json"));
4309
+ if (value === null) return;
4310
+ const file = object(value);
4311
+ if (file?.version !== VERSIONE_STATO_DEV || !Array.isArray(file.players)) {
4312
+ throw new Error("The local player saves are invalid.");
4313
+ }
4314
+ for (const valuePlayer of file.players) {
4315
+ const player = object(valuePlayer);
4316
+ if (player === null || typeof player.game !== "string" || typeof player.playerId !== "string" || !Array.isArray(player.saves)) {
4317
+ throw new Error("The local player saves are invalid.");
4318
+ }
4319
+ const id = `${player.game}\0${player.playerId}`;
4320
+ if (this.saves.has(id)) throw new Error("The local player saves are invalid.");
4321
+ const records = /* @__PURE__ */ new Map();
4322
+ for (const valueSave of player.saves) {
4323
+ const save = object(valueSave);
4324
+ if (save === null || typeof save.key !== "string" || !CHIAVE_SAVE.test(save.key) || !Number.isSafeInteger(save.bytes) || save.bytes < 0 || !Number.isSafeInteger(save.updatedAt) || save.updatedAt < 0 || !Object.hasOwn(save, "value") || records.has(save.key)) {
4325
+ throw new Error("The local player saves are invalid.");
4326
+ }
4327
+ records.set(save.key, {
4328
+ value: structuredClone(save.value),
4329
+ bytes: save.bytes,
4330
+ updatedAt: save.updatedAt
4331
+ });
4332
+ }
4333
+ this.saves.set(id, records);
4334
+ }
4335
+ }
4336
+ async loadScores() {
4337
+ const value = await leggiJsonFacoltativo(this.statePath("scores.json"));
4338
+ if (value === null) return;
4339
+ const file = object(value);
4340
+ if (file?.version !== VERSIONE_STATO_DEV || !Array.isArray(file.scores)) {
4341
+ throw new Error("The local scores are invalid.");
4342
+ }
4343
+ for (const valueScore of file.scores) {
4344
+ const score = object(valueScore);
4345
+ if (score === null || typeof score.playerId !== "string" || typeof score.game !== "string" || typeof score.board !== "string" || !CHIAVE_BOARD.test(score.board) || typeof score.name !== "string" || typeof score.guest !== "boolean" || typeof score.verified !== "boolean" || score.day !== null && !validBoardDay(score.day) || !Number.isSafeInteger(score.score) || score.score < 0 || !Number.isSafeInteger(score.createdAt) || score.createdAt < 0) {
4346
+ throw new Error("The local scores are invalid.");
4347
+ }
4348
+ const record2 = score;
4349
+ const key = this.scoreKey(record2.playerId, record2.game, record2.board, record2.day);
4350
+ if (this.scores.has(key)) throw new Error("The local scores are invalid.");
4351
+ this.scores.set(key, record2);
4352
+ }
4353
+ }
4354
+ async loadShared() {
4355
+ const value = await leggiJsonFacoltativo(this.statePath("shared.json"));
4356
+ if (value === null) return;
4357
+ const file = object(value);
4358
+ if (file?.version !== VERSIONE_STATO_DEV || !Array.isArray(file.values) || file.values.length > MASSIMO_CHIAVI_DEPOSITO) {
4359
+ throw new Error("The local shared store is invalid.");
4360
+ }
4361
+ const valori = /* @__PURE__ */ new Map();
4362
+ for (const valueEntry of file.values) {
4363
+ const entry = object(valueEntry);
4364
+ if (entry === null || typeof entry.key !== "string" || !CHIAVE_SAVE.test(entry.key) || !Object.hasOwn(entry, "value") || valori.has(entry.key)) {
4365
+ throw new Error("The local shared store is invalid.");
4366
+ }
4367
+ const serialized = JSON.stringify(entry.value);
4368
+ if (serialized === void 0 || Buffer.byteLength(serialized, "utf8") > LIMITE_DEPOSITO2) {
4369
+ throw new Error("The local shared store is invalid.");
4370
+ }
4371
+ valori.set(entry.key, JSON.parse(serialized));
4372
+ }
4373
+ this.deposito.carica([...valori.entries()]);
4374
+ }
4375
+ serializePersistence(operation) {
4376
+ const result = this.persistenceOperations.then(operation);
4377
+ this.persistenceOperations = result.then(() => void 0, () => void 0);
4378
+ return result;
4379
+ }
4380
+ persistRoomIndex() {
4381
+ return this.serializePersistence(async () => {
4382
+ const rooms = [...this.roomIndex.values()].sort((left, right) => left.roomId.localeCompare(right.roomId));
4383
+ await scriviJsonAtomico(this.statePath("rooms.json"), {
4384
+ version: VERSIONE_STATO_DEV,
4385
+ rooms
4386
+ });
4387
+ });
4388
+ }
4389
+ persistSaves() {
4390
+ return this.serializePersistence(async () => {
4391
+ const players = [...this.saves.entries()].map(([id, records]) => {
4392
+ const separator = id.indexOf("\0");
4393
+ return {
4394
+ game: id.slice(0, separator),
4395
+ playerId: id.slice(separator + 1),
4396
+ saves: [...records.entries()].map(([key, record2]) => ({ key, ...record2 })).sort((left, right) => left.key.localeCompare(right.key))
4397
+ };
4398
+ }).sort(
4399
+ (left, right) => left.game.localeCompare(right.game) || left.playerId.localeCompare(right.playerId)
4400
+ );
4401
+ await scriviJsonAtomico(this.statePath("saves.json"), {
4402
+ version: VERSIONE_STATO_DEV,
4403
+ players
4404
+ });
4405
+ });
4406
+ }
4407
+ persistScores() {
4408
+ return this.serializePersistence(() => scriviJsonAtomico(this.statePath("scores.json"), {
4409
+ version: VERSIONE_STATO_DEV,
4410
+ scores: [...this.scores.entries()].sort(([left], [right]) => left.localeCompare(right)).map(([, score]) => score)
4411
+ }));
4412
+ }
4413
+ persistShared(valori) {
4414
+ return this.serializePersistence(() => scriviJsonAtomico(this.statePath("shared.json"), {
4415
+ version: VERSIONE_STATO_DEV,
4416
+ values: valori
4417
+ }));
4418
+ }
3456
4419
  get portalOrigin() {
3457
4420
  return `http://localhost:${this.port}`;
3458
4421
  }
@@ -3483,7 +4446,7 @@ var DevService = class {
3483
4446
  this.rejectUpgrade(socket, 404, "room_not_found", "The room was not found.");
3484
4447
  return;
3485
4448
  }
3486
- const localRoom = this.rooms.get(match[1]);
4449
+ const localRoom = await this.loadLocalRoom(match[1]);
3487
4450
  if (localRoom === void 0) {
3488
4451
  this.rejectUpgrade(socket, 404, "room_not_found", "The room was not found.");
3489
4452
  return;
@@ -3645,8 +4608,10 @@ var DevService = class {
3645
4608
  for (const [playerId, expiresAt] of localRoom.pendingMatch) {
3646
4609
  if (expiresAt <= now) localRoom.pendingMatch.delete(playerId);
3647
4610
  }
3648
- const canEnter = info.status === "lobby" || !ticket.lobby;
3649
- if (!canEnter || info.players + localRoom.pendingMatch.size >= info.max) continue;
4611
+ if (info.mode !== ticket.mode) continue;
4612
+ const risolta = risolviModalita(this.manifest, info.mode);
4613
+ const canEnter = info.status === "lobby" || info.status === "playing" && !risolta.lobby;
4614
+ if (!canEnter || info.players + localRoom.pendingMatch.size >= risolta.players.max) continue;
3650
4615
  const permission = await localRoom.room.canJoin(playerFromTicket(ticket));
3651
4616
  if (!permission.ok) {
3652
4617
  if (permission.code === "room_not_found" || permission.code === "room_ended") {
@@ -3764,6 +4729,7 @@ var DevService = class {
3764
4729
  for (const waiting of queue.waiting) waiting.socket.close(1001, "server_shutdown");
3765
4730
  }
3766
4731
  this.matchQueues.clear();
4732
+ await this.persistenceOperations;
3767
4733
  await Promise.all([...this.rooms.values()].map((entry) => entry.room.close()));
3768
4734
  }
3769
4735
  async handleGame(request, response, url) {
@@ -3776,7 +4742,19 @@ var DevService = class {
3776
4742
  response.setHeader("Content-Type", "text/javascript; charset=utf-8");
3777
4743
  response.setHeader("Cache-Control", "no-store");
3778
4744
  response.setHeader("X-Content-Type-Options", "nosniff");
3779
- response.end(request.method === "HEAD" ? void 0 : '// Caisual game kit v0.5.0\n\n// ../contracts/src/slug.ts\nvar NOMI_RISERVATI = [\n "www",\n "api",\n "app",\n "play",\n "live",\n "multi",\n "cdn",\n "assets",\n "static",\n "mail",\n "mx",\n "ns1",\n "ns2",\n "autodiscover",\n "_dmarc",\n "admin",\n "login",\n "account",\n "auth",\n "pay",\n "secure",\n "support",\n "help",\n "blog",\n "status",\n "dev",\n "staging",\n "test",\n "caisual",\n "shipz"\n];\nvar RISERVATI = new Set(NOMI_RISERVATI);\n\n// ../contracts/src/device.ts\nfunction deviceTier(report) {\n if (report.gpu !== "hardware" || report.memoryMb !== null && report.memoryMb <= 2048) return "low";\n if (report.mobile || report.memoryMb !== null && report.memoryMb <= 4096 || report.cores !== null && report.cores <= 4) return "mid";\n return "high";\n}\nfunction perdiContesto(context) {\n try {\n context?.getExtension("WEBGL_lose_context")?.loseContext();\n } catch {\n }\n}\nfunction valoriSincroni(ambiente) {\n let navigator2;\n try {\n navigator2 = ambiente.navigator;\n } catch {\n navigator2 = void 0;\n }\n let memoryMb = null;\n try {\n const memory = navigator2?.deviceMemory;\n const converted = typeof memory === "number" ? memory * 1024 : NaN;\n if (Number.isFinite(converted)) memoryMb = converted;\n } catch {\n memoryMb = null;\n }\n let cores = null;\n try {\n const value = navigator2?.hardwareConcurrency;\n if (typeof value === "number" && Number.isFinite(value)) cores = value;\n } catch {\n cores = null;\n }\n let mobile = false;\n try {\n mobile = typeof navigator2?.userAgentData?.mobile === "boolean" ? navigator2.userAgentData.mobile : /Android|iPhone|iPad|iPod|Mobile/i.test(navigator2?.userAgent ?? "");\n } catch {\n mobile = false;\n }\n let isolated = false;\n try {\n isolated = ambiente.crossOriginIsolated === true;\n } catch {\n isolated = false;\n }\n return {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n isolated,\n gpu: "none",\n memoryMb,\n cores,\n mobile\n };\n}\nasync function probeDevice(globals, timeoutMs = 1500) {\n const ambiente = globals ?? globalThis;\n const report = valoriSincroni(ambiente);\n const webgl = Promise.resolve().then(() => {\n try {\n const canvas = ambiente.document?.createElement("canvas");\n if (canvas === void 0) return;\n const hardware = canvas.getContext("webgl2", { failIfMajorPerformanceCaveat: true });\n if (hardware !== null) {\n report.webgl2 = true;\n report.gpu = "hardware";\n perdiContesto(hardware);\n return;\n }\n const software = canvas.getContext("webgl2");\n if (software !== null) {\n report.webgl2 = true;\n report.gpu = "software";\n perdiContesto(software);\n }\n } catch {\n report.webgl2 = false;\n report.gpu = "none";\n }\n });\n const webgpu = Promise.resolve().then(async () => {\n let device;\n try {\n const gpu = ambiente.navigator?.gpu;\n if (gpu === void 0) return;\n const adapter = await gpu.requestAdapter();\n if (adapter === null) return;\n device = await adapter.requestDevice();\n report.webgpu = true;\n } catch {\n report.webgpu = false;\n } finally {\n try {\n device?.destroy?.();\n } catch {\n }\n }\n });\n const wasm = Promise.resolve().then(() => {\n try {\n report.wasm = ambiente.WebAssembly?.validate(\n new Uint8Array([0, 97, 115, 109, 1, 0, 0, 0])\n ) === true;\n } catch {\n report.wasm = false;\n }\n });\n const threads = Promise.resolve().then(() => {\n try {\n if (ambiente.WebAssembly === void 0) return;\n new ambiente.WebAssembly.Memory({ initial: 1, maximum: 1, shared: true });\n report.threads = true;\n } catch {\n report.threads = false;\n }\n });\n let timer;\n await Promise.race([\n Promise.all([webgl, webgpu, wasm, threads]),\n new Promise((resolve) => {\n timer = setTimeout(resolve, Math.max(0, timeoutMs));\n })\n ]);\n if (timer !== void 0) clearTimeout(timer);\n return { ...report, tier: deviceTier(report) };\n}\n\n// src/errors.ts\nfunction creaErrore(code, message) {\n return Object.assign(new Error(message), { name: "CaisualError", code });\n}\nfunction erroreOffline() {\n return creaErrore("offline", "Caisual services are unavailable.");\n}\nfunction codiceErrore(valore) {\n return typeof valore === "object" && valore !== null && "code" in valore ? valore.code : null;\n}\n\n// src/http.ts\nasync function leggiErrore(response) {\n let corpo = {};\n try {\n corpo = await response.json();\n } catch {\n }\n return creaErrore(\n typeof corpo.error?.code === "string" ? corpo.error.code : response.status === 401 ? "invalid_ticket" : "internal_error",\n typeof corpo.error?.message === "string" ? corpo.error.message : `The request failed with status ${response.status}.`\n );\n}\nfunction creaRichiedente(origin, prefix, fetcher, biglietto) {\n async function manda(path, metodo, ticket, corpo) {\n const headers = new Headers({ Authorization: `Bearer ${ticket}` });\n let body;\n if (corpo !== void 0) {\n headers.set("Content-Type", "application/json");\n try {\n body = JSON.stringify(corpo);\n } catch {\n throw creaErrore("invalid_request", "The value must be valid JSON.");\n }\n }\n try {\n return await fetcher(new URL(prefix + path, origin), {\n method: metodo,\n headers,\n body,\n credentials: "omit"\n });\n } catch {\n throw erroreOffline();\n }\n }\n return async function richiesta(path, metodo, corpo, forzaRinnovo = false) {\n let ticket;\n try {\n ticket = forzaRinnovo ? await biglietto.rinnova() : await biglietto.ottieni();\n } catch {\n throw erroreOffline();\n }\n let response = await manda(path, metodo, ticket, corpo);\n if (response.status === 401) {\n try {\n ticket = await biglietto.rinnova();\n } catch {\n throw erroreOffline();\n }\n response = await manda(path, metodo, ticket, corpo);\n }\n if (!response.ok) throw await leggiErrore(response);\n try {\n return await response.json();\n } catch {\n throw creaErrore("internal_error", "The service returned an invalid response.");\n }\n };\n}\n\n// src/api.ts\nfunction creaClienteApi(appOrigin, fetcher, biglietto) {\n const richiesta = creaRichiedente(appOrigin, "/api/kit", fetcher, biglietto);\n return {\n me: () => richiesta("/me", "GET"),\n saveSet: (key, value) => richiesta(`/saves/${encodeURIComponent(key)}`, "PUT", { value }),\n async saveGet(key) {\n try {\n return (await richiesta(`/saves/${encodeURIComponent(key)}`, "GET")).value;\n } catch (errore) {\n if (codiceErrore(errore) === "not_found") return null;\n throw errore;\n }\n },\n async saveRemove(key) {\n await richiesta(`/saves/${encodeURIComponent(key)}`, "DELETE");\n },\n async saveList() {\n return (await richiesta("/saves", "GET")).saves;\n },\n async boardSubmit(board, score, daily) {\n const risultato = await richiesta("/scores", "POST", { board, score, daily });\n return { accepted: true, best: risultato.best, rank: risultato.rank, day: risultato.day };\n },\n async boardTop(board, opzioni) {\n const query = new URLSearchParams();\n if (opzioni.daily) query.set("daily", "1");\n if (opzioni.limit !== void 0) query.set("limit", String(opzioni.limit));\n if (opzioni.guests) query.set("guests", "1");\n const suffisso = query.size === 0 ? "" : `?${query.toString()}`;\n const { day, entries, me } = await richiesta(\n `/scores/${encodeURIComponent(board)}${suffisso}`,\n "GET"\n );\n return { day, entries, me };\n }\n };\n}\n\n// src/daily.ts\nvar DIVISORE_UINT32 = 4294967296;\nfunction giornoUtc(ora) {\n return new Date(ora).toISOString().slice(0, 10);\n}\nasync function calcolaSeed(gioco, giorno, subtle) {\n const dati = new TextEncoder().encode(`caisual:${gioco}:${giorno}`);\n const digest = new Uint8Array(await subtle.digest("SHA-256", dati));\n return (digest[0] ?? 0) * 16777216 + ((digest[1] ?? 0) << 16) + ((digest[2] ?? 0) << 8) + (digest[3] ?? 0) >>> 0;\n}\nfunction creaMulberry32(seed) {\n let stato = seed >>> 0;\n return () => {\n stato = stato + 1831565813 >>> 0;\n let valore = stato;\n valore = Math.imul(valore ^ valore >>> 15, valore | 1);\n valore ^= valore + Math.imul(valore ^ valore >>> 7, valore | 61);\n return ((valore ^ valore >>> 14) >>> 0) / DIVISORE_UINT32;\n };\n}\n\n// src/handshake.ts\nfunction record(valore) {\n return typeof valore === "object" && valore !== null && !Array.isArray(valore) ? valore : null;\n}\nfunction eTipo(valore, tipo) {\n return record(valore)?.type === tipo;\n}\nfunction leggiOrigine(valore) {\n if (typeof valore !== "string") return null;\n try {\n const url = new URL(valore);\n return url.origin === valore && (url.protocol === "https:" || url.protocol === "http:") ? valore : null;\n } catch {\n return null;\n }\n}\nfunction attendiHandshake(finestra, appOrigin, timeoutMs = 3e3) {\n return new Promise((resolve) => {\n let concluso = false;\n const termina = (esito) => {\n if (concluso) return;\n concluso = true;\n finestra.removeEventListener("message", ascolta);\n finestra.clearTimeout(scadenza);\n resolve(esito);\n };\n const segnalaPronto = () => {\n finestra.parent.postMessage({ type: "caisual:ready" }, appOrigin);\n };\n const ascolta = (evento) => {\n if (evento.origin !== appOrigin || evento.source !== finestra.parent) return;\n if (eTipo(evento.data, "caisual:ready?")) {\n segnalaPronto();\n return;\n }\n if (!eTipo(evento.data, "caisual:hello")) return;\n const dati = record(evento.data);\n const porta = evento.ports[0];\n if (typeof dati?.ticket !== "string" || porta === void 0) return;\n porta.start();\n termina({\n ticket: dati.ticket,\n live: leggiOrigine(dati.live),\n invite: typeof dati.invite === "string" ? dati.invite : null,\n porta\n });\n };\n finestra.addEventListener("message", ascolta);\n const scadenza = finestra.setTimeout(() => termina(null), timeoutMs);\n segnalaPronto();\n });\n}\nfunction scadenzaJwt(ticket) {\n const parte = ticket.split(".")[1];\n if (parte === void 0) return null;\n const base64 = parte.replace(/-/g, "+").replace(/_/g, "/").padEnd(\n Math.ceil(parte.length / 4) * 4,\n "="\n );\n try {\n const payload = record(JSON.parse(globalThis.atob(base64)));\n return typeof payload?.exp === "number" && Number.isFinite(payload.exp) ? payload.exp * 1e3 : null;\n } catch {\n return null;\n }\n}\nfunction chiediBiglietto(porta, finestra, timeoutMs, aud) {\n return new Promise((resolve, reject) => {\n let concluso = false;\n const termina = (ticket) => {\n if (concluso) return;\n concluso = true;\n porta.removeEventListener("message", ascolta);\n finestra.clearTimeout(scadenza);\n if (ticket === null) reject(new Error("Ticket refresh timed out."));\n else resolve(ticket);\n };\n const ascolta = (evento) => {\n const dati = record(evento.data);\n const destinatario = dati?.aud === void 0 ? "portal" : dati.aud;\n if (dati?.type === "caisual:ticket" && destinatario === aud && typeof dati.ticket === "string") {\n termina(dati.ticket);\n }\n };\n porta.addEventListener("message", ascolta);\n const scadenza = finestra.setTimeout(() => termina(null), timeoutMs);\n try {\n porta.postMessage(aud === "live" ? { type: "caisual:ticket", aud: "live" } : { type: "caisual:ticket" });\n } catch {\n termina(null);\n }\n });\n}\nfunction creaGestoreBiglietto(ticketIniziale, porta, finestra, ora, timeoutMs = 3e3, aud = "portal") {\n let ticket = ticketIniziale;\n let rinnovo = null;\n const rinnova = () => {\n if (rinnovo !== null) return rinnovo;\n const richiesta = chiediBiglietto(porta, finestra, timeoutMs, aud).then((nuovo) => {\n ticket = nuovo;\n return nuovo;\n });\n const completa = richiesta.finally(() => {\n if (rinnovo === completa) rinnovo = null;\n });\n rinnovo = completa;\n return completa;\n };\n return {\n async ottieni() {\n if (ticket === null) return rinnova();\n const scadenza = scadenzaJwt(ticket);\n return scadenza !== null && scadenza - ora() < 3e4 ? rinnova() : ticket;\n },\n rinnova\n };\n}\n\n// src/voce/index.ts\nvar SOGLIA_AUDIO = 0.02;\nvar DURATA_PARLANTE = 300;\nvar INTERVALLO_AUDIO = 200;\nvar DURATA_ZERO = 3e3;\nvar TIMEOUT_CONNESSIONE = 1e4;\nvar RITARDI_RICONNESSIONE = [1e3, 2e3, 4e3];\nfunction limita(value) {\n return Number.isNaN(value) ? 1 : Math.min(1, Math.max(0, value));\n}\nfunction dipendenzeReali(input) {\n const globali = globalThis;\n const AudioContextClass = globali.AudioContext ?? globali.webkitAudioContext;\n if (typeof RTCPeerConnection === "undefined" || typeof MediaStream === "undefined" || AudioContextClass === void 0 || typeof navigator === "undefined" || navigator.mediaDevices?.getUserMedia === void 0 || typeof document === "undefined") return null;\n return {\n ...input,\n creaPeerConnection: (configuration) => new RTCPeerConnection(configuration),\n getUserMedia: (constraints) => navigator.mediaDevices.getUserMedia(constraints),\n creaAudioContext: () => new AudioContextClass(),\n creaAudioElement: () => document.createElement("audio"),\n creaMediaStream: (tracks) => new MediaStream(tracks)\n };\n}\nvar VoceClient = class {\n constructor(contesto, timer, dipendenze) {\n this.contesto = contesto;\n this.modeCorrente = "none";\n this.stateCorrente = "off";\n this.mutedCorrente = false;\n this.speakingCorrente = false;\n this.roster = [];\n this.gains = /* @__PURE__ */ new Map();\n this.volumi = /* @__PURE__ */ new Map();\n this.speakingPeers = /* @__PURE__ */ new Map();\n this.ultimoAudio = /* @__PURE__ */ new Map();\n this.zeroDa = /* @__PURE__ */ new Map();\n this.timerZero = /* @__PURE__ */ new Map();\n this.ascoltatoriPeers = /* @__PURE__ */ new Set();\n this.ascoltatoriState = /* @__PURE__ */ new Set();\n this.richieste = /* @__PURE__ */ new Map();\n this.riproduzioni = /* @__PURE__ */ new Map();\n this.sfuAttive = /* @__PURE__ */ new Map();\n this.midGiocatori = /* @__PURE__ */ new Map();\n this.mesh = /* @__PURE__ */ new Map();\n this.stream = null;\n this.tracciaMic = null;\n this.audioContext = null;\n this.analyser = null;\n this.peerSfu = null;\n this.sessioneSfu = null;\n this.connessioneSfuAttesa = false;\n this.trasporto = null;\n this.intervalloAudio = null;\n this.timerConnessione = null;\n this.cancellaAttesaConnessione = null;\n this.timerRiconnessione = null;\n this.ultimoAudioMic = Number.NEGATIVE_INFINITY;\n this.sequenzaRichieste = 0;\n this.generazione = 0;\n this.tentativoRiconnessione = 0;\n this.desiderata = false;\n this.micDesiderato = true;\n this.promessaIngresso = null;\n this.negoziazione = Promise.resolve();\n this.dipendenze = dipendenze ?? dipendenzeReali(timer);\n }\n get mode() {\n return this.modeCorrente;\n }\n get state() {\n return this.stateCorrente;\n }\n get mic() {\n return this.stateCorrente === "on" && this.tracciaMic !== null;\n }\n get muted() {\n return this.mutedCorrente;\n }\n get speaking() {\n return this.speakingCorrente;\n }\n get peers() {\n return this.copiaPeers();\n }\n async join(options = {}) {\n if (this.stateCorrente === "on") return;\n if (this.stateCorrente === "joining") {\n if (this.promessaIngresso !== null) await this.promessaIngresso;\n return;\n }\n if (this.stateCorrente === "reconnecting" && this.desiderata) return;\n const mic = this.scegliMic(options);\n this.verificaIngresso(mic);\n this.micDesiderato = mic;\n this.desiderata = true;\n this.tentativoRiconnessione = 0;\n this.aggiornaState("joining");\n const generazione = ++this.generazione;\n const promessa = this.completaIngresso(generazione);\n this.promessaIngresso = promessa;\n try {\n await promessa;\n } finally {\n if (this.promessaIngresso === promessa) this.promessaIngresso = null;\n }\n }\n async completaIngresso(generazione) {\n try {\n await this.entra(generazione);\n } catch (cause) {\n if (generazione !== this.generazione) return;\n this.desiderata = false;\n this.chiudiRisorse();\n this.aggiornaState("off");\n throw this.mappaErrore(cause);\n }\n }\n leave() {\n const deveFermare = this.desiderata || this.stateCorrente !== "off";\n this.desiderata = false;\n this.generazione++;\n this.fermaRiconnessione();\n if (deveFermare && this.contesto.connessa()) {\n void this.richiedi({ t: "voice", op: "stop" }).catch(() => void 0);\n }\n this.rifiutaRichieste(creaErrore("offline", "Voice has stopped."));\n this.chiudiRisorse();\n this.aggiornaState("off");\n }\n mute(muted = true) {\n if (this.stateCorrente !== "on" || this.tracciaMic === null) {\n throw creaErrore("not_publishing", "Join voice before changing mute.");\n }\n this.mutedCorrente = muted;\n this.tracciaMic.enabled = !muted;\n void this.richiedi({ t: "voice", op: "mute", muted }).catch(() => void 0);\n }\n setVolume(playerId, volume) {\n const valore = limita(volume);\n this.volumi.set(playerId, valore);\n this.aggiornaGuadagno(playerId);\n this.notificaPeers();\n }\n onPeers(listener) {\n this.ascoltatoriPeers.add(listener);\n return () => {\n this.ascoltatoriPeers.delete(listener);\n };\n }\n onState(listener) {\n this.ascoltatoriState.add(listener);\n return () => {\n this.ascoltatoriState.delete(listener);\n };\n }\n ricevi(message) {\n if ("r" in message) {\n const pending = this.richieste.get(message.r);\n if (pending !== void 0) {\n this.richieste.delete(message.r);\n if ("error" in message) {\n pending.reject(creaErrore(message.error.code, message.error.message));\n } else pending.resolve(message);\n }\n return;\n }\n if (message.op === "roster") {\n this.modeCorrente = message.mode;\n const publisher = new Set(message.peers.map((peer) => peer.id));\n this.roster = [\n ...message.peers.map((peer) => ({ ...peer, mic: true })),\n ...message.listeners.flatMap((id) => publisher.has(id) ? [] : [{ id, mic: false, muted: true }])\n ];\n for (const peer of this.roster) {\n if (peer.muted) this.speakingPeers.set(peer.id, false);\n }\n this.pulisciPeerAssenti();\n this.contesto.rosterPronto();\n this.notificaPeers();\n this.accodaRiconciliazione();\n return;\n }\n if (message.op === "gain") {\n for (const [playerId, gain] of Object.entries(message.gains)) {\n this.gains.set(playerId, limita(gain));\n this.aggiornaZero(playerId);\n this.aggiornaGuadagno(playerId);\n }\n this.notificaPeers();\n this.accodaRiconciliazione();\n return;\n }\n if (message.op === "signal") void this.riceviSegnale(message.from, message.data);\n }\n giocatoriCambiati() {\n const presenti = new Set(this.contesto.giocatori().map((player) => player.id));\n for (const playerId of this.gains.keys()) {\n if (presenti.has(playerId)) continue;\n this.gains.delete(playerId);\n this.zeroDa.delete(playerId);\n const timer = this.timerZero.get(playerId);\n if (timer !== void 0) this.dipendenze?.clearTimeout(timer);\n this.timerZero.delete(playerId);\n this.aggiornaGuadagno(playerId);\n }\n this.notificaPeers();\n this.accodaRiconciliazione();\n }\n socketDisconnesso() {\n this.sequenzaRichieste = 0;\n this.rifiutaRichieste(creaErrore("offline", "The room is reconnecting."));\n if (!this.desiderata) return;\n this.generazione++;\n this.chiudiRisorse();\n this.tentativoRiconnessione = 0;\n this.aggiornaState("reconnecting");\n }\n socketRiconnesso() {\n this.sequenzaRichieste = 0;\n if (this.desiderata && this.stateCorrente === "reconnecting") this.programmaRiconnessione();\n }\n termina() {\n this.desiderata = false;\n this.generazione++;\n this.fermaRiconnessione();\n this.rifiutaRichieste(creaErrore("offline", "The room connection ended."));\n this.chiudiRisorse();\n this.aggiornaState("off");\n }\n scegliMic(options) {\n if (options.mic !== void 0) return options.mic;\n const you = this.contesto.giocatori().find((player) => player.id === this.contesto.you());\n return you?.role !== "spectator";\n }\n verificaIngresso(mic = this.micDesiderato) {\n if (!this.contesto.connessa()) throw creaErrore("offline", "The room is not connected.");\n if (this.modeCorrente === "none") {\n throw creaErrore("voice_disabled", "Voice is disabled for this room.");\n }\n const you = this.contesto.giocatori().find((player) => player.id === this.contesto.you());\n if (you?.role === "spectator" && mic) {\n throw creaErrore("spectator", "Spectators cannot publish voice.");\n }\n if (this.dipendenze === null) {\n throw creaErrore("unsupported", "Voice is not supported in this browser.");\n }\n }\n async entra(generazione) {\n this.verificaIngresso();\n const dipendenze = this.richiediDipendenze();\n const audioContext = dipendenze.creaAudioContext();\n this.audioContext = audioContext;\n try {\n await audioContext.resume();\n } catch {\n }\n if (this.micDesiderato) {\n let stream;\n try {\n stream = await dipendenze.getUserMedia({ audio: true });\n } catch (cause) {\n if (this.permessoNegato(cause)) {\n throw creaErrore("permission_denied", "Microphone permission was denied.");\n }\n throw creaErrore("voice_error", "The microphone could not be opened.");\n }\n try {\n this.controllaGenerazione(generazione);\n } catch (cause) {\n for (const track of stream.getTracks()) track.stop();\n throw cause;\n }\n const mic = stream.getAudioTracks()[0];\n if (mic === void 0) throw creaErrore("voice_error", "The microphone has no audio track.");\n this.stream = stream;\n this.tracciaMic = mic;\n mic.enabled = !this.mutedCorrente;\n this.preparaAnalizzatore(stream);\n }\n const risposta = await this.richiedi({ t: "voice", op: "ice" });\n this.controllaGenerazione(generazione);\n if (risposta.op !== "ice") throw creaErrore("voice_error", "The voice service returned an invalid response.");\n this.modeCorrente = risposta.mode;\n if (risposta.mode === "none") throw creaErrore("voice_disabled", "Voice is disabled for this room.");\n this.trasporto = risposta.transport;\n if (risposta.transport === "sfu") {\n await this.entraSfu(risposta.iceServers, generazione);\n } else {\n await this.richiedi({ t: "voice", op: "publish", mic: this.micDesiderato });\n }\n if (this.micDesiderato && this.mutedCorrente) {\n await this.richiedi({ t: "voice", op: "mute", muted: true });\n }\n this.controllaGenerazione(generazione);\n this.tentativoRiconnessione = 0;\n this.aggiornaState("on");\n this.avviaMisuraAudio();\n for (const playerId of this.gains.keys()) this.aggiornaZero(playerId);\n this.accodaRiconciliazione();\n }\n async entraSfu(iceServers, generazione) {\n const pc = this.richiediDipendenze().creaPeerConnection({\n iceServers,\n bundlePolicy: "max-bundle"\n });\n this.peerSfu = pc;\n pc.ontrack = (event) => {\n const mid = event.transceiver.mid;\n const playerId = mid === null ? void 0 : this.midGiocatori.get(mid);\n if (playerId !== void 0) this.collegaTraccia(playerId, event.track, event.receiver);\n };\n this.osservaCaduta(pc);\n let risposta;\n if (this.micDesiderato) {\n const transceiver = pc.addTransceiver(this.richiediMic(), { direction: "sendonly" });\n const offer = await pc.createOffer();\n await pc.setLocalDescription(offer);\n this.controllaGenerazione(generazione);\n const mid = transceiver.mid;\n const sdp = pc.localDescription?.sdp;\n if (mid === null || sdp === void 0) {\n throw creaErrore("voice_error", "The voice connection could not create an offer.");\n }\n risposta = await this.richiedi({ t: "voice", op: "session", sdp, mid });\n } else {\n risposta = await this.richiedi({ t: "voice", op: "session" });\n }\n if (risposta.op !== "session") {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n this.sessioneSfu = risposta.session;\n if (this.micDesiderato) {\n if (risposta.sdp === null) {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n await pc.setRemoteDescription({ type: "answer", sdp: risposta.sdp });\n await this.attendiConnessione(pc, generazione);\n this.connessioneSfuAttesa = true;\n return;\n }\n if (risposta.sdp !== null) {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n if (this.publisherDesiderati().length > 0) {\n await this.riconciliaSfu();\n }\n }\n attendiConnessione(pc, generazione) {\n if (pc.connectionState === "connected") return Promise.resolve();\n const dipendenze = this.richiediDipendenze();\n return new Promise((resolve, reject) => {\n const pulisci = () => {\n pc.removeEventListener("connectionstatechange", cambiata);\n if (this.timerConnessione !== null) dipendenze.clearTimeout(this.timerConnessione);\n this.timerConnessione = null;\n this.cancellaAttesaConnessione = null;\n };\n const cambiata = () => {\n if (generazione !== this.generazione) {\n pulisci();\n reject(creaErrore("offline", "Voice was stopped."));\n } else if (pc.connectionState === "connected") {\n pulisci();\n resolve();\n } else if (pc.connectionState === "failed" || pc.connectionState === "closed") {\n pulisci();\n reject(creaErrore("voice_error", "The voice connection failed."));\n }\n };\n pc.addEventListener("connectionstatechange", cambiata);\n this.cancellaAttesaConnessione = () => {\n pulisci();\n reject(creaErrore("offline", "Voice was stopped."));\n };\n this.timerConnessione = dipendenze.setTimeout(() => {\n pulisci();\n reject(creaErrore("voice_error", "The voice connection timed out."));\n }, TIMEOUT_CONNESSIONE);\n });\n }\n accodaRiconciliazione() {\n if (this.stateCorrente !== "on") return;\n this.negoziazione = this.negoziazione.then(async () => {\n if (this.stateCorrente !== "on") return;\n if (this.trasporto === "sfu") await this.riconciliaSfu();\n else if (this.trasporto === "mesh") this.riconciliaMesh();\n }).catch(() => this.avviaRiconnessione());\n }\n async riconciliaSfu() {\n const sessione = this.sessioneSfu;\n const pc = this.peerSfu;\n if (sessione === null || pc === null) return;\n const desiderati = new Map(this.publisherDesiderati().map((peer) => [peer.id, peer]));\n const daChiudere = [];\n for (const [playerId, attiva] of this.sfuAttive) {\n const peer = desiderati.get(playerId);\n if (peer !== void 0 && peer.session === attiva.session && peer.track === attiva.track) continue;\n daChiudere.push(attiva);\n if (!this.riproduzioni.has(playerId)) attiva.receiver?.track.stop();\n this.sfuAttive.delete(playerId);\n this.midGiocatori.delete(attiva.mid);\n this.scollegaTraccia(playerId);\n }\n if (daChiudere.length > 0) {\n await this.richiedi({\n t: "voice",\n op: "close",\n session: sessione,\n mids: daChiudere.map((item) => item.mid)\n });\n }\n const nuove = [...desiderati.values()].filter((peer) => !this.sfuAttive.has(peer.id));\n if (nuove.length === 0) return;\n const risposta = await this.richiedi({\n t: "voice",\n op: "subscribe",\n session: sessione,\n tracks: nuove.map((peer) => ({ session: peer.session, track: peer.track }))\n });\n if (risposta.op !== "subscribe") {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n for (const risultato of risposta.tracks) {\n const peer = nuove.find(\n (item) => item.session === risultato.session && item.track === risultato.track\n );\n if (risultato?.mid === null || risultato?.mid === void 0 || risultato.error !== null || peer === void 0) continue;\n this.midGiocatori.set(risultato.mid, peer.id);\n this.sfuAttive.set(peer.id, {\n session: peer.session,\n track: peer.track,\n mid: risultato.mid,\n receiver: null\n });\n }\n await pc.setRemoteDescription({ type: "offer", sdp: risposta.sdp });\n const answer = await pc.createAnswer();\n await pc.setLocalDescription(answer);\n const sdp = pc.localDescription?.sdp;\n if (sdp === void 0) throw creaErrore("voice_error", "The voice answer is missing.");\n await this.richiedi({ t: "voice", op: "answer", session: sessione, sdp });\n if (!this.connessioneSfuAttesa) {\n await this.attendiConnessione(pc, this.generazione);\n this.connessioneSfuAttesa = true;\n }\n }\n riconciliaMesh() {\n const desiderati = new Map(this.peerDesiderati().map((peer) => [peer.id, peer]));\n for (const [playerId, item] of this.mesh) {\n if (desiderati.has(playerId)) continue;\n item.pc.close();\n this.mesh.delete(playerId);\n this.scollegaTraccia(playerId);\n }\n for (const peer of desiderati.values()) {\n if (!this.mesh.has(peer.id)) this.creaMesh(peer);\n }\n }\n creaMesh(peer) {\n const playerId = peer.id;\n const pc = this.richiediDipendenze().creaPeerConnection();\n const item = {\n pc,\n makingOffer: false,\n ignoreOffer: false,\n settingRemoteAnswer: false,\n polite: this.contesto.you() > playerId,\n receiver: null\n };\n this.mesh.set(playerId, item);\n pc.onicecandidate = (event) => {\n if (event.candidate === null) return;\n void this.inviaSegnale(playerId, { kind: "candidate", candidate: event.candidate.toJSON() });\n };\n if (!item.polite) pc.onnegotiationneeded = () => {\n void this.offriMesh(playerId, item);\n };\n pc.ontrack = (event) => {\n item.receiver = event.receiver;\n this.collegaTraccia(playerId, event.track, event.receiver);\n };\n this.osservaCaduta(pc);\n if (this.micDesiderato) {\n pc.addTransceiver(this.richiediMic(), {\n direction: peer.mic ? "sendrecv" : "sendonly"\n });\n } else {\n pc.addTransceiver("audio", { direction: "recvonly" });\n }\n }\n async offriMesh(playerId, item) {\n try {\n item.makingOffer = true;\n const offer = await item.pc.createOffer();\n await item.pc.setLocalDescription(offer);\n const sdp = item.pc.localDescription?.sdp;\n if (sdp !== void 0) await this.inviaSegnale(playerId, { kind: "offer", sdp });\n } finally {\n item.makingOffer = false;\n }\n }\n async riceviSegnale(from, data) {\n if (this.trasporto !== "mesh" || this.stateCorrente !== "on") return;\n const peer = this.peerDesiderati().find((item2) => item2.id === from);\n if (peer === void 0) return;\n if (!this.mesh.has(from)) this.creaMesh(peer);\n const item = this.mesh.get(from);\n if (item === void 0 || typeof data !== "object" || data === null || Array.isArray(data)) return;\n const segnale = data;\n try {\n if (segnale.kind === "candidate") {\n if (!item.ignoreOffer) await item.pc.addIceCandidate(segnale.candidate);\n return;\n }\n if (segnale.kind !== "offer" && segnale.kind !== "answer" || typeof segnale.sdp !== "string") return;\n const pronta = !item.makingOffer && (item.pc.signalingState === "stable" || item.settingRemoteAnswer);\n const collisione = segnale.kind === "offer" && !pronta;\n item.ignoreOffer = !item.polite && collisione;\n if (item.ignoreOffer) return;\n item.settingRemoteAnswer = segnale.kind === "answer";\n await item.pc.setRemoteDescription({ type: segnale.kind, sdp: segnale.sdp });\n item.settingRemoteAnswer = false;\n if (segnale.kind === "offer") {\n const answer = await item.pc.createAnswer();\n await item.pc.setLocalDescription(answer);\n const sdp = item.pc.localDescription?.sdp;\n if (sdp !== void 0) await this.inviaSegnale(from, { kind: "answer", sdp });\n }\n } catch {\n this.avviaRiconnessione();\n }\n }\n inviaSegnale(to, data) {\n return this.richiedi({ t: "voice", op: "signal", to, data });\n }\n peerDesiderati() {\n const you = this.contesto.you();\n const giocatori = this.contesto.giocatori();\n const player = giocatori.find((item) => item.id === you);\n return this.roster.filter((peer) => {\n if (peer.id === you) return false;\n if (!this.micDesiderato && !peer.mic) return false;\n if (this.modeCorrente === "team") {\n const altro = giocatori.find((item) => item.id === peer.id);\n if (player?.role !== "spectator" && altro?.team !== player?.team) return false;\n }\n return true;\n });\n }\n publisherDesiderati() {\n return this.peerDesiderati().filter(\n (peer) => {\n if (!peer.mic) return false;\n const zeroAt = this.zeroDa.get(peer.id);\n return zeroAt === void 0 || this.richiediDipendenze().ora() - zeroAt < DURATA_ZERO;\n }\n );\n }\n aggiornaZero(playerId) {\n const dipendenze = this.dipendenze;\n if (dipendenze === null) return;\n const precedente = this.timerZero.get(playerId);\n if (precedente !== void 0) dipendenze.clearTimeout(precedente);\n this.timerZero.delete(playerId);\n if ((this.gains.get(playerId) ?? 1) > 0) {\n this.zeroDa.delete(playerId);\n return;\n }\n if (!this.zeroDa.has(playerId)) this.zeroDa.set(playerId, dipendenze.ora());\n const trascorso = dipendenze.ora() - (this.zeroDa.get(playerId) ?? dipendenze.ora());\n const timer = dipendenze.setTimeout(() => {\n this.timerZero.delete(playerId);\n this.accodaRiconciliazione();\n }, Math.max(0, DURATA_ZERO - trascorso));\n this.timerZero.set(playerId, timer);\n }\n collegaTraccia(playerId, track, receiver) {\n this.scollegaTraccia(playerId);\n const dipendenze = this.richiediDipendenze();\n const media = dipendenze.creaMediaStream([track]);\n const source = this.richiediAudioContext().createMediaStreamSource(media);\n const gain = this.richiediAudioContext().createGain();\n source.connect(gain);\n gain.connect(this.richiediAudioContext().destination);\n let analyser = null;\n try {\n analyser = this.richiediAudioContext().createAnalyser();\n analyser.fftSize = 256;\n source.connect(analyser);\n } catch {\n analyser = null;\n }\n const audio = dipendenze.creaAudioElement();\n audio.srcObject = media;\n audio.muted = true;\n audio.playsInline = true;\n void audio.play().catch(() => void 0);\n this.riproduzioni.set(playerId, { source, gain, analyser, audio, track, receiver });\n const attiva = this.sfuAttive.get(playerId);\n if (attiva !== void 0) attiva.receiver = receiver;\n this.aggiornaGuadagno(playerId);\n }\n scollegaTraccia(playerId) {\n const riproduzione = this.riproduzioni.get(playerId);\n if (riproduzione === void 0) return;\n riproduzione.source.disconnect();\n riproduzione.gain.disconnect();\n riproduzione.analyser?.disconnect();\n riproduzione.track.stop();\n riproduzione.audio.pause();\n riproduzione.audio.srcObject = null;\n this.riproduzioni.delete(playerId);\n this.speakingPeers.delete(playerId);\n this.ultimoAudio.delete(playerId);\n }\n aggiornaGuadagno(playerId) {\n const riproduzione = this.riproduzioni.get(playerId);\n if (riproduzione !== void 0) {\n riproduzione.gain.gain.value = (this.volumi.get(playerId) ?? 1) * (this.gains.get(playerId) ?? 1);\n }\n }\n preparaAnalizzatore(stream) {\n const context = this.richiediAudioContext();\n const analyser = context.createAnalyser();\n analyser.fftSize = 256;\n context.createMediaStreamSource(stream).connect(analyser);\n this.analyser = analyser;\n }\n avviaMisuraAudio() {\n const dipendenze = this.richiediDipendenze();\n if (this.intervalloAudio !== null) dipendenze.clearInterval(this.intervalloAudio);\n this.intervalloAudio = dipendenze.setInterval(() => this.misuraAudio(), INTERVALLO_AUDIO);\n }\n misuraAudio() {\n const dipendenze = this.dipendenze;\n if (dipendenze === null) return;\n let sopraSoglia = false;\n if (this.analyser !== null) sopraSoglia = this.livelloAnalizzatore(this.analyser) > SOGLIA_AUDIO;\n if (sopraSoglia) this.ultimoAudioMic = dipendenze.ora();\n const parlando = !this.mutedCorrente && dipendenze.ora() - this.ultimoAudioMic <= DURATA_PARLANTE;\n if (parlando !== this.speakingCorrente) {\n this.speakingCorrente = parlando;\n this.notificaPeers();\n }\n let cambiato = false;\n for (const peer of this.copiaPeers()) {\n const riproduzione = this.riproduzioni.get(peer.id);\n if (this.livelloAnalizzatore(riproduzione?.analyser ?? null) > SOGLIA_AUDIO) {\n this.ultimoAudio.set(peer.id, dipendenze.ora());\n } else if (riproduzione?.analyser === null || riproduzione?.analyser === void 0) {\n const sources = riproduzione?.receiver?.getSynchronizationSources?.() ?? [];\n if (sources.some((source) => (source.audioLevel ?? 0) > SOGLIA_AUDIO)) {\n this.ultimoAudio.set(peer.id, dipendenze.ora());\n }\n }\n const speaking = !peer.muted && dipendenze.ora() - (this.ultimoAudio.get(peer.id) ?? 0) <= DURATA_PARLANTE;\n if ((this.speakingPeers.get(peer.id) ?? false) !== speaking) {\n this.speakingPeers.set(peer.id, speaking);\n cambiato = true;\n }\n }\n if (cambiato) this.notificaPeers();\n }\n livelloAnalizzatore(analyser) {\n const nodo = analyser;\n if (nodo?.getFloatTimeDomainData === void 0) return 0;\n const campioni = new Float32Array(nodo.fftSize);\n nodo.getFloatTimeDomainData(campioni);\n return Math.sqrt(campioni.reduce((somma, valore) => somma + valore * valore, 0) / Math.max(1, campioni.length));\n }\n copiaPeers() {\n const you = this.contesto.you();\n const giocatori = this.contesto.giocatori();\n const player = giocatori.find((item) => item.id === you);\n return this.roster.flatMap((peer) => {\n if (peer.id === you) return [];\n if (this.modeCorrente === "team") {\n const altro = giocatori.find((item) => item.id === peer.id);\n if (player?.role !== "spectator" && altro?.team !== player?.team) return [];\n }\n return [{\n id: peer.id,\n mic: peer.mic,\n muted: peer.muted,\n speaking: peer.mic && !peer.muted && (this.speakingPeers.get(peer.id) ?? false),\n volume: this.volumi.get(peer.id) ?? 1,\n gain: this.gains.get(peer.id) ?? 1\n }];\n });\n }\n pulisciPeerAssenti() {\n const presenti = new Set(this.roster.map((peer) => peer.id));\n for (const playerId of this.speakingPeers.keys()) {\n if (!presenti.has(playerId)) this.speakingPeers.delete(playerId);\n }\n for (const playerId of this.zeroDa.keys()) {\n if (presenti.has(playerId)) continue;\n this.zeroDa.delete(playerId);\n const timer = this.timerZero.get(playerId);\n if (timer !== void 0) this.dipendenze?.clearTimeout(timer);\n this.timerZero.delete(playerId);\n }\n }\n osservaCaduta(pc) {\n pc.addEventListener("connectionstatechange", () => {\n if (this.stateCorrente === "on" && (pc.connectionState === "failed" || pc.connectionState === "disconnected")) this.avviaRiconnessione();\n });\n }\n avviaRiconnessione() {\n if (!this.desiderata || this.stateCorrente === "reconnecting") return;\n this.generazione++;\n this.rifiutaRichieste(creaErrore("voice_error", "The voice connection was restarted."));\n this.chiudiRisorse();\n this.tentativoRiconnessione = 0;\n this.aggiornaState("reconnecting");\n this.programmaRiconnessione();\n }\n programmaRiconnessione() {\n if (!this.desiderata || !this.contesto.connessa() || this.timerRiconnessione !== null || this.stateCorrente !== "reconnecting") return;\n const ritardo = RITARDI_RICONNESSIONE[this.tentativoRiconnessione];\n if (ritardo === void 0) {\n this.desiderata = false;\n this.aggiornaState("off");\n return;\n }\n this.tentativoRiconnessione++;\n this.timerRiconnessione = this.richiediDipendenze().setTimeout(() => {\n this.timerRiconnessione = null;\n const generazione = ++this.generazione;\n void this.entra(generazione).catch(() => {\n if (generazione !== this.generazione || !this.desiderata) return;\n this.chiudiRisorse();\n this.aggiornaState("reconnecting");\n this.programmaRiconnessione();\n });\n }, ritardo);\n }\n fermaRiconnessione() {\n if (this.timerRiconnessione === null || this.dipendenze === null) return;\n this.dipendenze.clearTimeout(this.timerRiconnessione);\n this.timerRiconnessione = null;\n }\n chiudiRisorse() {\n const dipendenze = this.dipendenze;\n this.cancellaAttesaConnessione?.();\n this.cancellaAttesaConnessione = null;\n if (dipendenze !== null) {\n if (this.intervalloAudio !== null) dipendenze.clearInterval(this.intervalloAudio);\n if (this.timerConnessione !== null) dipendenze.clearTimeout(this.timerConnessione);\n for (const timer of this.timerZero.values()) dipendenze.clearTimeout(timer);\n }\n this.intervalloAudio = null;\n this.timerConnessione = null;\n this.timerZero.clear();\n for (const playerId of [...this.riproduzioni.keys()]) this.scollegaTraccia(playerId);\n this.peerSfu?.close();\n this.peerSfu = null;\n for (const item of this.mesh.values()) item.pc.close();\n this.mesh.clear();\n this.sfuAttive.clear();\n this.midGiocatori.clear();\n for (const track of this.stream?.getTracks() ?? []) track.stop();\n this.stream = null;\n this.tracciaMic = null;\n this.analyser = null;\n void this.audioContext?.close().catch(() => void 0);\n this.audioContext = null;\n this.sessioneSfu = null;\n this.connessioneSfuAttesa = false;\n this.trasporto = null;\n this.speakingCorrente = false;\n this.ultimoAudioMic = Number.NEGATIVE_INFINITY;\n this.speakingPeers.clear();\n this.ultimoAudio.clear();\n this.negoziazione = Promise.resolve();\n }\n richiedi(message) {\n if (!this.contesto.connessa()) return Promise.reject(creaErrore("offline", "The room is reconnecting."));\n const r = ++this.sequenzaRichieste;\n return new Promise((resolve, reject) => {\n this.richieste.set(r, { resolve, reject });\n try {\n this.contesto.invia({ ...message, r });\n } catch (cause) {\n this.richieste.delete(r);\n reject(cause);\n }\n });\n }\n rifiutaRichieste(reason) {\n for (const richiesta of this.richieste.values()) richiesta.reject(reason);\n this.richieste.clear();\n }\n aggiornaState(state) {\n if (state === this.stateCorrente) return;\n this.stateCorrente = state;\n for (const listener of this.ascoltatoriState) {\n try {\n listener(state);\n } catch {\n }\n }\n }\n notificaPeers() {\n const peers = this.copiaPeers();\n for (const listener of this.ascoltatoriPeers) {\n try {\n listener(peers);\n } catch {\n }\n }\n }\n controllaGenerazione(generazione) {\n if (generazione !== this.generazione || !this.desiderata) {\n throw creaErrore("offline", "Voice was stopped.");\n }\n }\n richiediDipendenze() {\n if (this.dipendenze === null) throw creaErrore("unsupported", "Voice is not supported.");\n return this.dipendenze;\n }\n richiediMic() {\n if (this.tracciaMic === null) throw creaErrore("voice_error", "The microphone is not ready.");\n return this.tracciaMic;\n }\n richiediAudioContext() {\n if (this.audioContext === null) throw creaErrore("voice_error", "Audio is not ready.");\n return this.audioContext;\n }\n permessoNegato(cause) {\n return typeof cause === "object" && cause !== null && "name" in cause && (cause.name === "NotAllowedError" || cause.name === "SecurityError");\n }\n mappaErrore(cause) {\n if (typeof cause === "object" && cause !== null && "code" in cause) {\n const code = cause.code;\n if (code === "voice_disabled" || code === "permission_denied" || code === "unsupported" || code === "spectator" || code === "offline" || code === "voice_error") return cause;\n return creaErrore("voice_error", "Voice could not be started.");\n }\n return creaErrore("voice_error", "Voice could not be started.");\n }\n};\n\n// src/stanza-client/index.ts\nvar APERTO = 1;\nvar RITARDI_RICONNESSIONE2 = [1e3, 2e3, 4e3, 8e3];\nvar GRAZIA_RICONNESSIONE = 6e4;\nvar INTERVALLO_PING = 5e3;\nvar RITARDO_FLUSH = 500;\nvar ATTESA_ROSTER = 2e3;\nvar CHIUSURE_DEFINITIVE = /* @__PURE__ */ new Set([4003, 4004, 4005, 4006]);\nvar CHIUSURE_DEFINITIVE_SPETTATORE = /* @__PURE__ */ new Set([4008, 4009]);\nfunction record2(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;\n}\nfunction ingressoValido(value) {\n const dati = record2(value);\n return dati !== null && typeof dati.roomId === "string" && typeof dati.code === "string" && typeof dati.join === "string" && typeof dati.url === "string";\n}\nfunction visioneValida(value) {\n const dati = record2(value);\n return dati !== null && typeof dati.roomId === "string" && typeof dati.code === "string" && typeof dati.watch === "string" && typeof dati.url === "string";\n}\nfunction rispostaMatchValida(value) {\n const dati = record2(value);\n const players = record2(dati?.players);\n return dati !== null && typeof dati.url === "string" && Number.isInteger(dati.timeoutMs) && dati.timeoutMs >= 1e3 && dati.timeoutMs <= 3e5 && players !== null && Number.isInteger(players.min) && Number.isInteger(players.max) && players.min >= 1 && players.max >= players.min;\n}\nfunction copiaJson(value) {\n return JSON.parse(JSON.stringify(value));\n}\nfunction applicaPatch(state, value) {\n let risultato = copiaJson(state);\n for (const operazione of value) {\n if (operazione.path.length === 0) {\n if (operazione.op !== "set") return { ok: false };\n risultato = copiaJson(operazione.value);\n continue;\n }\n let contenitore = risultato;\n const percorso = operazione.path;\n for (let indice = 0; indice < percorso.length - 1; indice++) {\n const parte = percorso[indice];\n if (Array.isArray(contenitore)) {\n if (typeof parte !== "number" || parte >= contenitore.length) return { ok: false };\n contenitore = contenitore[parte];\n } else {\n const oggetto = record2(contenitore);\n if (oggetto === null || typeof parte !== "string" || !Object.hasOwn(oggetto, parte)) {\n return { ok: false };\n }\n contenitore = oggetto[parte];\n }\n }\n const ultima = percorso.at(-1);\n if (Array.isArray(contenitore)) {\n if (operazione.op !== "set" || typeof ultima !== "number" || ultima >= contenitore.length) return { ok: false };\n contenitore[ultima] = copiaJson(operazione.value);\n } else {\n const oggetto = record2(contenitore);\n if (oggetto === null || typeof ultima !== "string") return { ok: false };\n if (operazione.op === "del") {\n if (!Object.hasOwn(oggetto, ultima)) return { ok: false };\n delete oggetto[ultima];\n } else {\n Object.defineProperty(oggetto, ultima, {\n configurable: true,\n enumerable: true,\n value: copiaJson(operazione.value),\n writable: true\n });\n }\n }\n }\n return { ok: true, state: risultato };\n}\nfunction creaApiLive(input) {\n const richiesta = creaRichiedente(input.liveOrigin, "", input.fetcher, input.biglietto);\n async function ingresso(path, body, rinnova = false) {\n const value = await richiesta(path, "POST", body, rinnova);\n if (!ingressoValido(value)) {\n throw creaErrore("internal_error", "The room service returned an invalid response.");\n }\n return value;\n }\n async function match(options) {\n const value = await richiesta("/match", "POST", {\n mode: options.mode,\n key: options.key\n });\n if (!rispostaMatchValida(value)) {\n throw creaErrore("internal_error", "The matchmaking service returned an invalid response.");\n }\n return value;\n }\n async function visione(body, rinnova = false) {\n const value = await richiesta("/rooms/watch", "POST", body, rinnova);\n if (!visioneValida(value)) {\n throw creaErrore("internal_error", "The room service returned an invalid response.");\n }\n return value;\n }\n return {\n create: (mode) => ingresso("/rooms", { mode }),\n joinCode: (code) => ingresso("/rooms/join", { code }),\n joinRoom: (roomId) => ingresso("/rooms/join", { roomId }, true),\n watchCode: (code) => visione({ code }),\n watchRoom: (roomId) => visione({ roomId }, true),\n match,\n flush: (roomId) => richiesta(\n `/rooms/${encodeURIComponent(roomId)}/flush`,\n "POST"\n )\n };\n}\nvar StanzaClient = class {\n constructor(roomId, codice, url, input, api, segnalaStanza, spettatore = false) {\n this.roomId = roomId;\n this.codice = codice;\n this.input = input;\n this.api = api;\n this.segnalaStanza = segnalaStanza;\n this.spettatore = spettatore;\n this.statoPubblico = null;\n this.statoSincronizzato = null;\n this.tickCorrente = 0;\n this.seedCorrente = 0;\n this.statusCorrente = "lobby";\n this.giocatoriCorrenti = [];\n this.youCorrente = "";\n this.hostCorrente = null;\n this.resultCorrente = null;\n this.delaySpettatore = 0;\n this.socket = null;\n this.seq = 0;\n this.scartoOrario = 0;\n this.timerPing = null;\n this.timerRiconnessione = null;\n this.timerFlush = null;\n this.flushInCorso = false;\n this.flushRichiesto = false;\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.resyncRichiesto = false;\n this.terminata = false;\n this.lasciata = false;\n this.prontaRisolta = false;\n this.welcomeRicevuto = false;\n this.rosterRicevuto = false;\n this.timerRoster = null;\n this.risolviPronta = () => void 0;\n this.rifiutaPronta = () => void 0;\n this.ascoltatoriStato = /* @__PURE__ */ new Set();\n this.ascoltatoriGiocatori = /* @__PURE__ */ new Set();\n this.ascoltatoriStatus = /* @__PURE__ */ new Set();\n this.ascoltatoriMessaggi = /* @__PURE__ */ new Set();\n this.promessaPronta = new Promise((resolve, reject) => {\n this.risolviPronta = resolve;\n this.rifiutaPronta = reject;\n });\n this.voice = new VoceClient({\n invia: (message) => this.invia(message),\n connessa: () => this.socket?.readyState === APERTO && this.welcomeRicevuto && !this.terminata && !this.lasciata,\n you: () => this.youCorrente,\n giocatori: () => this.copiaGiocatori(),\n rosterPronto: () => {\n this.rosterRicevuto = true;\n this.risolviProntaSePossibile();\n }\n }, input, input.voce);\n if (spettatore) this.rosterRicevuto = true;\n this.apri(url);\n }\n get state() {\n return this.statoPubblico;\n }\n get tick() {\n return this.tickCorrente;\n }\n get seed() {\n return this.seedCorrente;\n }\n get status() {\n return this.statusCorrente;\n }\n get players() {\n return this.copiaGiocatori();\n }\n get you() {\n return this.youCorrente;\n }\n get host() {\n return this.hostCorrente;\n }\n get code() {\n return this.codice;\n }\n get result() {\n return this.resultCorrente;\n }\n get delayMs() {\n return this.delaySpettatore;\n }\n pronta() {\n return this.promessaPronta;\n }\n invite() {\n return { code: this.codice, url: new URL(`/r/${this.codice}`, this.input.appOrigin).href };\n }\n onState(listener) {\n this.ascoltatoriStato.add(listener);\n return () => {\n this.ascoltatoriStato.delete(listener);\n };\n }\n onPlayers(listener) {\n this.ascoltatoriGiocatori.add(listener);\n return () => {\n this.ascoltatoriGiocatori.delete(listener);\n };\n }\n onStatus(listener) {\n this.ascoltatoriStatus.add(listener);\n return () => {\n this.ascoltatoriStatus.delete(listener);\n };\n }\n onMessage(listener) {\n this.ascoltatoriMessaggi.add(listener);\n return () => {\n this.ascoltatoriMessaggi.delete(listener);\n };\n }\n send(message) {\n const prossimo = this.seq + 1;\n this.invia({ t: "msg", seq: prossimo, m: message });\n this.seq = prossimo;\n }\n ready(ready) {\n this.invia({ t: "ready", ready });\n }\n setRole(role) {\n this.invia({ t: "role", role });\n }\n setTeam(team) {\n this.invia({ t: "team", team });\n }\n start() {\n this.invia({ t: "start" });\n }\n leave() {\n if (this.lasciata) return;\n if (!this.spettatore) this.voice.leave();\n this.lasciata = true;\n this.segnalaStanza(null);\n if (this.socket?.readyState === APERTO) {\n const socket = this.socket;\n this.invia({ t: "leave" });\n if (this.spettatore) socket.close(1e3);\n }\n this.termina(1e3);\n }\n serverTime() {\n return this.input.ora() + this.scartoOrario;\n }\n copiaGiocatori() {\n return this.giocatoriCorrenti.map((player) => ({ ...player }));\n }\n notifica(listeners, ...args) {\n for (const listener of listeners) {\n try {\n listener(...args);\n } catch {\n }\n }\n }\n invia(message) {\n if (this.socket?.readyState !== APERTO) {\n throw creaErrore("offline", "The room is reconnecting.");\n }\n let frame;\n try {\n frame = JSON.stringify(message);\n } catch {\n throw creaErrore("invalid_request", "Room messages must be valid JSON.");\n }\n this.socket.send(frame);\n }\n apri(url) {\n let socket;\n try {\n socket = this.input.apriSocket(url);\n } catch {\n this.programmaRiconnessione();\n return;\n }\n this.socket = socket;\n socket.addEventListener("open", () => {\n if (this.socket === socket) this.avviaPing();\n });\n socket.addEventListener("message", (evento) => {\n if (this.socket === socket && typeof evento.data === "string") this.ricevi(evento.data);\n });\n socket.addEventListener("close", (evento) => {\n if (this.socket === socket) this.chiuso(evento.code);\n });\n }\n avviaPing() {\n if (this.timerPing !== null) this.input.clearInterval(this.timerPing);\n this.timerPing = this.input.setInterval(() => {\n if (this.socket?.readyState !== APERTO) return;\n try {\n this.invia({ t: "ping", c: this.input.ora() });\n } catch {\n }\n }, INTERVALLO_PING);\n }\n fermaPing() {\n if (this.timerPing === null) return;\n this.input.clearInterval(this.timerPing);\n this.timerPing = null;\n }\n ricevi(frame) {\n let dati;\n try {\n const value = JSON.parse(frame);\n const oggetto = record2(value);\n if (oggetto === null || typeof oggetto.t !== "string") return;\n dati = oggetto;\n } catch {\n return;\n }\n try {\n if (dati.t === "watching") this.riceviWatching(dati);\n else if (dati.t === "welcome") this.riceviWelcome(dati);\n else if (dati.t === "players") this.riceviGiocatori(dati.players);\n else if (dati.t === "status") this.riceviStatus(dati);\n else if (dati.t === "state") this.riceviDiff(dati);\n else if (dati.t === "snapshot") this.riceviSnapshot(dati);\n else if (dati.t === "msg") this.notifica(this.ascoltatoriMessaggi, copiaJson(dati.m));\n else if (dati.t === "pong") this.riceviPong(dati);\n else if (dati.t === "flush") this.richiediFlush();\n else if (dati.t === "voice") this.voice.ricevi(dati);\n } catch {\n if (dati.t === "state" || dati.t === "snapshot") this.chiediResync();\n }\n }\n riceviWatching(dati) {\n const room = dati.room;\n if (!this.spettatore || room.id !== this.roomId) return;\n this.seedCorrente = room.seed;\n this.hostCorrente = room.host;\n this.statusCorrente = room.status;\n this.giocatoriCorrenti = dati.players.map((player) => ({ ...player }));\n this.delaySpettatore = dati.delayMs;\n this.aggiornaStato(dati.state, room.tick, room.serverTime);\n this.scartoOrario = room.serverTime - this.input.ora();\n this.resyncRichiesto = false;\n this.welcomeRicevuto = true;\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.notifica(\n this.ascoltatoriStatus,\n this.statusCorrente,\n this.resultCorrente,\n room.serverTime\n );\n this.risolviProntaSePossibile();\n }\n riceviWelcome(dati) {\n const room = dati.room;\n if (room.id !== this.roomId) return;\n this.youCorrente = dati.you;\n this.seedCorrente = room.seed;\n this.hostCorrente = room.host;\n this.statusCorrente = room.status;\n this.giocatoriCorrenti = dati.players.map((player) => ({ ...player }));\n this.aggiornaStato(dati.state, room.tick, room.serverTime);\n this.scartoOrario = room.serverTime - this.input.ora();\n this.resyncRichiesto = false;\n this.welcomeRicevuto = true;\n if (!this.rosterRicevuto && this.timerRoster === null) {\n this.timerRoster = this.input.setTimeout(() => {\n this.timerRoster = null;\n this.rosterRicevuto = true;\n this.risolviProntaSePossibile();\n }, ATTESA_ROSTER);\n }\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.voice.giocatoriCambiati();\n this.voice.socketRiconnesso();\n this.notifica(\n this.ascoltatoriStatus,\n this.statusCorrente,\n this.resultCorrente,\n room.serverTime\n );\n this.risolviProntaSePossibile();\n }\n riceviGiocatori(value) {\n this.giocatoriCorrenti = value.map((player) => ({ ...player }));\n if (!this.giocatoriCorrenti.some(\n (player) => player.id === this.hostCorrente && player.connected\n )) {\n this.hostCorrente = this.giocatoriCorrenti.find((player) => player.connected)?.id ?? null;\n }\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.voice.giocatoriCambiati();\n }\n riceviStatus(dati) {\n this.statusCorrente = dati.status;\n this.resultCorrente = copiaJson(dati.result);\n if (dati.status === "ended") {\n this.terminata = true;\n this.segnalaStanza(null);\n if (!this.spettatore) this.voice.termina();\n this.fermaPing();\n this.fermaRiconnessione();\n }\n this.notifica(this.ascoltatoriStatus, this.statusCorrente, this.resultCorrente, dati.at);\n }\n riceviDiff(dati) {\n if (dati.base !== this.tickCorrente) {\n this.chiediResync();\n return;\n }\n const risultato = applicaPatch(this.statoSincronizzato, dati.patch);\n if (!risultato.ok) {\n this.chiediResync();\n return;\n }\n this.resyncRichiesto = false;\n this.aggiornaStato(risultato.state, dati.tick, dati.serverTime);\n }\n riceviSnapshot(dati) {\n if (dati.tick < this.tickCorrente) return;\n this.resyncRichiesto = false;\n this.aggiornaStato(dati.state, dati.tick, dati.serverTime);\n }\n aggiornaStato(state, tick, serverTime) {\n this.statoSincronizzato = copiaJson(state);\n this.statoPubblico = copiaJson(state);\n this.tickCorrente = tick;\n this.notifica(this.ascoltatoriStato, this.statoPubblico, tick, serverTime);\n }\n chiediResync() {\n if (this.resyncRichiesto || this.socket?.readyState !== APERTO) return;\n this.resyncRichiesto = true;\n try {\n this.invia({ t: "resync" });\n } catch {\n this.resyncRichiesto = false;\n }\n }\n riceviPong(dati) {\n this.scartoOrario = dati.s - (dati.c + this.input.ora()) / 2;\n }\n chiuso(code) {\n this.socket = null;\n this.welcomeRicevuto = false;\n this.fermaPing();\n if (this.lasciata || this.terminata) return;\n if (CHIUSURE_DEFINITIVE.has(code) || this.spettatore && CHIUSURE_DEFINITIVE_SPETTATORE.has(code)) {\n this.termina(code);\n return;\n }\n if (!this.spettatore) this.voice.socketDisconnesso();\n this.programmaRiconnessione();\n }\n programmaRiconnessione() {\n if (this.terminata || this.lasciata || this.timerRiconnessione !== null) return;\n const indice = Math.min(this.ritardoIndice, RITARDI_RICONNESSIONE2.length - 1);\n const ritardo = RITARDI_RICONNESSIONE2[indice];\n if (this.tempoRiconnessione + ritardo > GRAZIA_RICONNESSIONE) {\n this.termina("timeout");\n return;\n }\n this.ritardoIndice++;\n this.tempoRiconnessione += ritardo;\n this.timerRiconnessione = this.input.setTimeout(() => {\n this.timerRiconnessione = null;\n void this.riconnetti();\n }, ritardo);\n }\n async riconnetti() {\n if (this.terminata || this.lasciata) return;\n try {\n const ingresso = this.spettatore ? await this.api.watchRoom(this.roomId) : await this.api.joinRoom(this.roomId);\n const codiceCambiato = this.codice !== ingresso.code;\n this.codice = ingresso.code;\n if (codiceCambiato && this.prontaRisolta && !this.terminata && !this.lasciata) {\n this.segnalaStanza({ code: this.codice });\n }\n this.apri(ingresso.url);\n } catch {\n this.programmaRiconnessione();\n }\n }\n fermaRiconnessione() {\n if (this.timerRiconnessione === null) return;\n this.input.clearTimeout(this.timerRiconnessione);\n this.timerRiconnessione = null;\n }\n termina(code) {\n const risultato = { closed: code };\n const cambiato = this.statusCorrente !== "ended" || JSON.stringify(this.resultCorrente) !== JSON.stringify(risultato);\n this.terminata = true;\n this.segnalaStanza(null);\n this.statusCorrente = "ended";\n this.resultCorrente = risultato;\n if (!this.spettatore) this.voice.termina();\n this.fermaPing();\n this.fermaRiconnessione();\n if (cambiato) this.notifica(this.ascoltatoriStatus, "ended", risultato, this.serverTime());\n if (!this.prontaRisolta) {\n this.prontaRisolta = true;\n const codici = {\n 4003: "kicked",\n 4004: "room_ended",\n 4005: "version_closed",\n 4006: "replaced",\n 4008: "rate_limited",\n 4009: "invalid_request"\n };\n const erroreCode = typeof code === "number" ? codici[code] ?? "offline" : "offline";\n this.rifiutaPronta(creaErrore(erroreCode, "The room connection ended."));\n }\n }\n risolviProntaSePossibile() {\n if (this.prontaRisolta || !this.welcomeRicevuto || !this.rosterRicevuto) return;\n if (this.timerRoster !== null) {\n this.input.clearTimeout(this.timerRoster);\n this.timerRoster = null;\n }\n this.prontaRisolta = true;\n if (!this.spettatore && !this.terminata && !this.lasciata) {\n this.segnalaStanza({ code: this.codice });\n }\n this.risolviPronta();\n }\n richiediFlush() {\n this.flushRichiesto = true;\n if (this.flushInCorso || this.timerFlush !== null) return;\n this.timerFlush = this.input.setTimeout(() => {\n this.timerFlush = null;\n void this.eseguiFlush();\n }, RITARDO_FLUSH);\n }\n async eseguiFlush() {\n if (this.flushInCorso || !this.flushRichiesto) return;\n this.flushInCorso = true;\n this.flushRichiesto = false;\n try {\n await this.api.flush(this.roomId);\n } catch {\n } finally {\n this.flushInCorso = false;\n if (this.flushRichiesto) this.richiediFlush();\n }\n }\n};\nfunction creaStanzeOffline(invited = null) {\n return {\n invited,\n async create() {\n throw erroreOffline();\n },\n async join() {\n throw erroreOffline();\n },\n async watch() {\n throw erroreOffline();\n },\n async match() {\n throw erroreOffline();\n }\n };\n}\nfunction creaGestoreStanze(input, invited) {\n const api = creaApiLive(input);\n let haSegnalato = false;\n let ultimoCodice = null;\n const segnalaStanza = (room) => {\n const codice = room?.code ?? null;\n if (haSegnalato && codice === ultimoCodice) return;\n haSegnalato = true;\n ultimoCodice = codice;\n input.segnalaStanza?.(room);\n };\n const collega = async (ingresso) => {\n const stanza = new StanzaClient(\n ingresso.roomId,\n ingresso.code,\n ingresso.url,\n input,\n api,\n segnalaStanza\n );\n await stanza.pronta();\n return stanza;\n };\n const guarda = async (ingresso) => {\n const stanza = new StanzaClient(\n ingresso.roomId,\n ingresso.code,\n ingresso.url,\n input,\n api,\n () => void 0,\n true\n );\n await stanza.pronta();\n return {\n get state() {\n return stanza.state;\n },\n get tick() {\n return stanza.tick;\n },\n get seed() {\n return stanza.seed;\n },\n get status() {\n return stanza.status;\n },\n get players() {\n return stanza.players;\n },\n get host() {\n return stanza.host;\n },\n get code() {\n return stanza.code;\n },\n get result() {\n return stanza.result;\n },\n get delayMs() {\n return stanza.delayMs;\n },\n onState: (listener) => stanza.onState(listener),\n onPlayers: (listener) => stanza.onPlayers(listener),\n onStatus: (listener) => stanza.onStatus(listener),\n onMessage: (listener) => stanza.onMessage(listener),\n leave: () => {\n stanza.leave();\n },\n serverTime: () => stanza.serverTime()\n };\n };\n const attendiMatch = (url, options) => new Promise((resolve, reject) => {\n let socket;\n let conclusa = false;\n const pulisci = () => {\n socket.removeEventListener("message", ricevi);\n socket.removeEventListener("close", chiuso);\n socket.removeEventListener("error", caduto);\n options.signal?.removeEventListener("abort", annulla);\n };\n const chiudi = () => {\n try {\n socket.close(1e3);\n } catch {\n }\n };\n const fallisci = (errore, chiudiSocket) => {\n if (conclusa) return;\n conclusa = true;\n pulisci();\n if (chiudiSocket) chiudi();\n reject(errore);\n };\n function annulla() {\n fallisci(\n creaErrore("cancelled", "The matchmaking search was cancelled."),\n true\n );\n }\n function chiuso() {\n fallisci(erroreOffline(), false);\n }\n function caduto() {\n fallisci(erroreOffline(), true);\n }\n function ricevi(evento) {\n let dati = null;\n try {\n dati = typeof evento.data === "string" ? record2(JSON.parse(evento.data)) : null;\n } catch {\n }\n if (dati === null || typeof dati.t !== "string") {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n if (dati.t === "waiting") {\n if (!Number.isInteger(dati.players) || !Number.isInteger(dati.min) || !Number.isInteger(dati.max)) {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n try {\n options.onWaiting?.({\n players: dati.players,\n min: dati.min,\n max: dati.max\n });\n } catch {\n }\n return;\n }\n if (dati.t === "matched") {\n if (!ingressoValido(dati)) {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n conclusa = true;\n pulisci();\n chiudi();\n resolve(dati);\n return;\n }\n if (dati.t === "no_match") {\n fallisci(creaErrore("no_match", "No match was found before the timeout."), true);\n return;\n }\n if (dati.t === "error") {\n fallisci(creaErrore(\n typeof dati.code === "string" ? dati.code : "internal_error",\n typeof dati.message === "string" ? dati.message : "The matchmaking service could not complete the search."\n ), true);\n return;\n }\n if (dati.t !== "pong") {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n }\n }\n try {\n socket = input.apriSocket(url);\n } catch {\n reject(erroreOffline());\n return;\n }\n socket.addEventListener("message", ricevi);\n socket.addEventListener("close", chiuso);\n socket.addEventListener("error", caduto);\n options.signal?.addEventListener("abort", annulla, { once: true });\n if (options.signal?.aborted === true) annulla();\n });\n return {\n invited,\n async create(options) {\n return collega(await api.create(options.mode));\n },\n async join(code) {\n const scelto = code ?? invited;\n if (scelto === null || scelto === void 0 || scelto.length === 0) {\n throw creaErrore("invalid_request", "A room invitation code is required.");\n }\n return collega(await api.joinCode(scelto));\n },\n async watch(code) {\n if (typeof code !== "string" || code.length === 0) {\n throw creaErrore("invalid_request", "A room invitation code is required.");\n }\n return guarda(await api.watchCode(code));\n },\n async match(options) {\n const annullata = () => options.signal?.aborted === true;\n if (annullata()) {\n throw creaErrore("cancelled", "The matchmaking search was cancelled.");\n }\n const risposta = await api.match(options);\n if (annullata()) {\n throw creaErrore("cancelled", "The matchmaking search was cancelled.");\n }\n return collega(await attendiMatch(risposta.url, options));\n }\n };\n}\n\n// src/standalone.ts\nvar PREFISSO = "caisual:save:";\nvar CHIAVE_VALIDA = /^[a-z0-9][a-z0-9_-]{0,31}$/;\nfunction verificaChiave(key) {\n if (!CHIAVE_VALIDA.test(key)) {\n throw creaErrore("invalid_request", "Save keys must use lowercase letters, numbers, underscores, or hyphens.");\n }\n}\nfunction leggiSalvataggio(testo) {\n if (testo === null) return null;\n try {\n return JSON.parse(testo);\n } catch {\n return null;\n }\n}\nfunction chiavi(archivio) {\n const risultato = [];\n for (let indice = 0; indice < archivio.length; indice++) {\n const key = archivio.key(indice);\n if (key?.startsWith(PREFISSO)) risultato.push(key.slice(PREFISSO.length));\n }\n return risultato;\n}\nfunction creaSave(archivio, ora) {\n const disponibile = () => {\n if (archivio === null) throw erroreOffline();\n return archivio;\n };\n return {\n async set(key, value) {\n verificaChiave(key);\n const locale = disponibile();\n const corpo = JSON.stringify({ value });\n const bytes = new TextEncoder().encode(corpo).byteLength;\n if (bytes > 262144) {\n throw creaErrore("payload_too_large", "The save is larger than 262144 bytes.");\n }\n if (locale.getItem(PREFISSO + key) === null && chiavi(locale).length >= 32) {\n throw creaErrore("save_limit", "A game can store at most 32 save keys.");\n }\n const voce = { value, bytes, updatedAt: ora() };\n locale.setItem(PREFISSO + key, JSON.stringify(voce));\n return { key, bytes, updatedAt: voce.updatedAt };\n },\n async get(key) {\n verificaChiave(key);\n return leggiSalvataggio(disponibile().getItem(PREFISSO + key))?.value ?? null;\n },\n async remove(key) {\n verificaChiave(key);\n disponibile().removeItem(PREFISSO + key);\n },\n async list() {\n const locale = disponibile();\n return chiavi(locale).flatMap((key) => {\n const voce = leggiSalvataggio(locale.getItem(PREFISSO + key));\n return voce === null ? [] : [{ key, bytes: voce.bytes, updatedAt: voce.updatedAt }];\n }).sort((a, b) => a.key.localeCompare(b.key));\n }\n };\n}\nasync function creaStandalone(input, invited = null) {\n const day = giornoUtc(input.ora());\n const seed = await calcolaSeed(input.hostname, day, input.subtle);\n return {\n connected: false,\n player: { id: "local", name: "Guest", guest: true },\n daily: { day, seed, random: creaMulberry32(seed) },\n time: { now: input.ora },\n save: creaSave(input.archivio, input.ora),\n board: {\n async submit() {\n return { accepted: false, reason: "offline" };\n },\n async top(_board, opzioni = {}) {\n return { day: opzioni.daily ? day : null, entries: [], me: null };\n }\n },\n room: creaStanzeOffline(invited)\n };\n}\n\n// src/kit.ts\nfunction leggiAppOrigin(documento) {\n const valore = documento?.querySelector(\'meta[name="caisual-app"]\')?.getAttribute("content");\n if (valore === null || valore === void 0) return null;\n try {\n const url = new URL(valore);\n return url.origin === valore && (url.protocol === "https:" || url.protocol === "http:") ? valore : null;\n } catch {\n return null;\n }\n}\nfunction archivioReale() {\n try {\n return typeof localStorage === "undefined" ? null : localStorage;\n } catch {\n return null;\n }\n}\nfunction dipendenzeReali2() {\n return {\n finestra: typeof window === "undefined" ? null : window,\n documento: typeof document === "undefined" ? null : document,\n fetcher: (input, init) => globalThis.fetch(input, init),\n archivio: archivioReale(),\n hostname: typeof location === "undefined" ? "" : location.hostname,\n subtle: globalThis.crypto.subtle,\n ora: Date.now,\n sonda: () => probeDevice()\n };\n}\nasync function connetti(input) {\n const appOrigin = leggiAppOrigin(input.documento);\n const senzaPadre = input.finestra === null || input.finestra.parent === input.finestra;\n if (appOrigin === null || senzaPadre) {\n return creaStandalone(input);\n }\n const handshake = await attendiHandshake(\n input.finestra,\n appOrigin,\n input.timeoutHandshake\n );\n if (handshake === null) return creaStandalone(input);\n const biglietto = creaGestoreBiglietto(\n handshake.ticket,\n handshake.porta,\n input.finestra,\n input.ora,\n input.timeoutRinnovo,\n "portal"\n );\n const api = creaClienteApi(appOrigin, input.fetcher, biglietto);\n const prima = input.ora();\n let me;\n try {\n me = await api.me();\n } catch {\n return creaStandalone(input, handshake.invite);\n }\n const dopo = input.ora();\n const scartoOrario = me.serverTime - (prima + dopo) / 2;\n const room = handshake.live === null ? creaStanzeOffline(handshake.invite) : creaGestoreStanze({\n appOrigin,\n liveOrigin: handshake.live,\n fetcher: input.fetcher,\n biglietto: creaGestoreBiglietto(\n null,\n handshake.porta,\n input.finestra,\n input.ora,\n input.timeoutRinnovo,\n "live"\n ),\n apriSocket(url) {\n if (input.apriSocket !== void 0) return input.apriSocket(url);\n if (typeof WebSocket === "undefined") throw erroreOffline();\n return new WebSocket(url);\n },\n ora: input.ora,\n setTimeout: (handler, timeout) => globalThis.setTimeout(handler, timeout),\n clearTimeout: (id) => globalThis.clearTimeout(id),\n setInterval: (handler, timeout) => globalThis.setInterval(handler, timeout),\n clearInterval: (id) => globalThis.clearInterval(id),\n voce: input.voce,\n segnalaStanza(room2) {\n try {\n handshake.porta.postMessage({ type: "caisual:room", room: room2 });\n } catch {\n }\n }\n }, handshake.invite);\n return {\n connected: true,\n player: me.player,\n daily: { day: me.day, seed: me.seed, random: creaMulberry32(me.seed) },\n time: { now: () => input.ora() + scartoOrario },\n save: {\n set: (key, value) => api.saveSet(key, value),\n get: (key) => api.saveGet(key),\n remove: (key) => api.saveRemove(key),\n list: () => api.saveList()\n },\n board: {\n async submit(board, score, opzioni = {}) {\n try {\n return await api.boardSubmit(board, score, opzioni.daily === true);\n } catch (errore) {\n if (typeof errore === "object" && errore !== null && "code" in errore && errore.code === "offline") return { accepted: false, reason: "offline" };\n throw errore;\n }\n },\n top: (board, opzioni = {}) => api.boardTop(board, opzioni)\n },\n room\n };\n}\nfunction dispositivoSconosciuto() {\n return {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n isolated: false,\n gpu: "none",\n memoryMb: null,\n cores: null,\n mobile: false,\n tier: "low"\n };\n}\nasync function attendiSonda(sonda) {\n let timer;\n try {\n return await Promise.race([\n Promise.resolve().then(sonda).catch(() => dispositivoSconosciuto()),\n new Promise((resolve) => {\n timer = globalThis.setTimeout(() => resolve(dispositivoSconosciuto()), 1500);\n })\n ]);\n } finally {\n if (timer !== void 0) globalThis.clearTimeout(timer);\n }\n}\nfunction creaKit(input = dipendenzeReali2()) {\n let promessa = null;\n return {\n connect() {\n promessa ?? (promessa = Promise.all([connetti(input), attendiSonda(input.sonda)]).then(([connessione, device]) => ({ ...connessione, device })));\n return promessa;\n }\n };\n}\n\n// src/index.ts\nvar caisual = creaKit();\nglobalThis.caisual = caisual;\nvar index_default = caisual;\nexport {\n caisual,\n index_default as default\n};\n');
4745
+ response.end(request.method === "HEAD" ? void 0 : '// Caisual game kit v0.10.0\n\n// ../contracts/src/slug.ts\nvar NOMI_RISERVATI = [\n "www",\n "api",\n "app",\n "play",\n "live",\n "multi",\n "cdn",\n "assets",\n "static",\n "mail",\n "mx",\n "ns1",\n "ns2",\n "autodiscover",\n "_dmarc",\n "admin",\n "login",\n "account",\n "auth",\n "pay",\n "secure",\n "support",\n "help",\n "blog",\n "status",\n "dev",\n "staging",\n "test",\n "caisual",\n "shipz"\n];\nvar RISERVATI = new Set(NOMI_RISERVATI);\nvar SLUG_NUOVO = /^[a-z0-9]+(?:-[a-z0-9]+)*$/;\nvar SLUG_STORICO = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/;\nfunction isValidSlug(value) {\n return value.length >= 3 && value.length <= 32 && SLUG_NUOVO.test(value) || SLUG_STORICO.test(value);\n}\nfunction isReservedSlug(value) {\n return RISERVATI.has(value);\n}\n\n// ../contracts/src/i18n.ts\nfunction normalizeLanguage(value) {\n if (typeof value !== "string" || value.length > 128) return null;\n try {\n return Intl.getCanonicalLocales(value)[0] ?? null;\n } catch {\n return null;\n }\n}\nfunction manifestLanguages(manifest) {\n return manifest.languages?.length ? [...manifest.languages] : [manifest.language ?? "en"];\n}\nfunction languageFallbacks(language, defaultLanguage = "en") {\n const result = [];\n let tag = normalizeLanguage(language);\n while (tag) {\n result.push(tag);\n const parts = tag.split("-");\n parts.pop();\n if (parts.at(-1)?.length === 1) parts.pop();\n tag = parts.join("-");\n }\n result.push(normalizeLanguage(defaultLanguage) ?? defaultLanguage);\n return [...new Set(result)];\n}\nfunction resolveGameLanguage(preferences, languages2 = []) {\n const declared = languages2.map(normalizeLanguage).filter((tag) => tag !== null);\n const preferred = preferences.map(normalizeLanguage).filter((tag) => tag !== null);\n if (!declared.length) return preferred[0] ?? "en";\n for (const preference of preferred) {\n for (const tag of languageFallbacks(preference, preference)) {\n if (declared.includes(tag)) return tag;\n }\n }\n return declared[0];\n}\nfunction isTextDictionary(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value) && Object.values(value).every((text) => typeof text === "string");\n}\n\n// ../contracts/src/manifest.ts\nfunction risolviModalita(manifest, mode) {\n const scelta = mode === null ? void 0 : manifest.modes.find((voce) => voce.id === mode);\n if (mode !== null && scelta === void 0) throw new Error("The selected game mode does not exist.");\n return { players: { ...scelta?.players ?? manifest.players }, lobby: scelta?.lobby ?? manifest.lobby };\n}\nfunction modalitaLocale(manifest, mode) {\n return mode !== null && manifest.modes.some((voce) => voce.id === mode && voce.execution === "local");\n}\nvar TETTO_GIOCATORI = 24;\nvar RITARDO_SPETTATORI_MS = 3e3;\nvar MASSIMO_CLASSIFICHE = 32;\nvar CAMPI = /* @__PURE__ */ new Set([\n "overlay",\n "manifest",\n "id",\n "name",\n "description",\n "cover",\n "screenshots",\n "tags",\n "languages",\n "language",\n "platform",\n "orientation",\n "input",\n "visibility",\n "network",\n "isolated",\n "requires",\n "players",\n "lobby",\n "persistent",\n "spectators",\n "boards",\n "roles",\n "teams",\n "voice",\n "modes"\n]);\nvar INPUT = /* @__PURE__ */ new Set(["keyboard", "mouse", "touch", "gamepad"]);\nvar PLATFORM = /* @__PURE__ */ new Set(["desktop", "mobile", "both"]);\nvar ORIENTATION = /* @__PURE__ */ new Set(["landscape", "portrait"]);\nvar VISIBILITY = /* @__PURE__ */ new Set(["public", "unlisted"]);\nvar VOICE = /* @__PURE__ */ new Set(["none", "room", "team", "proximity"]);\nvar PERFORMANCE = /* @__PURE__ */ new Set(["light", "medium", "heavy"]);\nvar TAG = /^[a-z0-9-]+$/;\nvar ID_INTERNO = /^[a-z0-9]+(?:-[a-z0-9]+)*$/;\nvar CAMPO_MATCHMAKING = /^[a-z0-9][a-z0-9-]{0,31}$/;\nvar ID_CLASSIFICA = /^[a-z0-9][a-z0-9_-]{0,31}$/;\nfunction oggetto(value) {\n if (typeof value !== "object" || value === null || Array.isArray(value)) return null;\n return value;\n}\nfunction percorsoRelativo(value) {\n if (value === "" || value.startsWith("/") || value.includes("\\\\") || value.includes("\\0")) return false;\n if (value.includes("?") || value.includes("#")) return false;\n const parti = value.split("/");\n if (parti.some((parte) => parte === "" || parte === "." || parte === "..")) return false;\n try {\n const decoded = parti.map((parte) => decodeURIComponent(parte));\n return !decoded.some((parte) => parte === "" || parte === "." || parte === ".." || parte.includes("/"));\n } catch {\n return false;\n }\n}\nfunction hostValido(value) {\n if (value.length === 0 || value.length > 253) return false;\n if (value.includes("://") || /[/:?#@]/.test(value)) return false;\n const parti = value.split(".");\n return parti.every(\n (parte) => parte.length >= 1 && parte.length <= 63 && /^[a-z0-9](?:[a-z0-9-]*[a-z0-9])?$/i.test(parte)\n );\n}\nfunction interoTra(value, min, max) {\n return typeof value === "number" && Number.isInteger(value) && value >= min && value <= max;\n}\nfunction stringaDefault(dati, campo, valoreDefault, errori) {\n const value = dati[campo];\n if (value === void 0) return valoreDefault;\n if (typeof value !== "string") {\n errori.push(`${campo}: must be a string.`);\n return valoreDefault;\n }\n return value;\n}\nfunction testoFacoltativo(value, key, max, path, errors) {\n if (value[key] === void 0) return void 0;\n const check = (text2, field2) => {\n if (typeof text2 !== "string" || text2.trim().length === 0 || text2.trim().length > max || /[\\r\\n\\u0000-\\u001f]/.test(text2)) {\n errors.push(`${field2}: must contain 1-${max} characters on one line.`);\n return void 0;\n }\n return text2.trim();\n };\n const text = value[key], field = `${path}.${key}`;\n if (typeof text === "string") return check(text, field);\n const translations = oggetto(text);\n if (!translations || Object.keys(translations).length === 0) {\n errors.push(`${field}: must be a string or a non-empty language-to-text object.`);\n return void 0;\n }\n const result = {};\n for (const [raw, text2] of Object.entries(translations)) {\n const tag = normalizeLanguage(raw);\n if (!tag) {\n errors.push(`${field}.${raw}: must be a BCP 47 language tag.`);\n continue;\n }\n if (Object.hasOwn(result, tag)) errors.push(`${field}.${raw}: duplicate language.`);\n const checked = check(text2, `${field}.${raw}`);\n if (checked !== void 0) result[tag] = checked;\n }\n return result;\n}\nfunction validaManifest(valore) {\n const errori = [];\n const dati = oggetto(valore);\n if (dati === null) return { ok: false, errori: ["manifest: must be a JSON object."] };\n for (const campo of Object.keys(dati)) {\n if (!CAMPI.has(campo)) errori.push(`${campo}: unknown field.`);\n }\n if (dati.manifest === void 0) errori.push("manifest: is required and must be 1.");\n else if (dati.manifest !== 1) errori.push("manifest: must be exactly 1.");\n const id = stringaDefault(dati, "id", "", errori);\n if (dati.id === void 0) errori.push("id: is required.");\n else if (typeof dati.id === "string") {\n if (!isValidSlug(id)) {\n errori.push("id: must be 3-32 lowercase ASCII letters or digits with internal hyphens; historical UUID v4 slugs may be 36 characters.");\n } else if (isReservedSlug(id)) errori.push("id: this slug is reserved.");\n }\n const name = stringaDefault(dati, "name", "", errori);\n if (dati.name === void 0) errori.push("name: is required.");\n else if (typeof dati.name === "string" && (name.trim() === "" || name.length > 60)) {\n errori.push("name: must contain 1-60 characters.");\n }\n const description = stringaDefault(dati, "description", "", errori);\n if (description.length > 500) errori.push("description: must be at most 500 characters.");\n let cover = null;\n if (dati.cover !== void 0 && dati.cover !== null) {\n if (typeof dati.cover !== "string") errori.push("cover: must be a relative file path or null.");\n else if (!percorsoRelativo(dati.cover)) errori.push("cover: must be a relative file path without query, fragment, or parent segments.");\n else cover = dati.cover;\n }\n const screenshots = [];\n if (dati.screenshots !== void 0) {\n if (!Array.isArray(dati.screenshots)) errori.push("screenshots: must be an array of relative file paths.");\n else {\n if (dati.screenshots.length > 8) errori.push("screenshots: must contain at most 8 paths.");\n for (const [indice, value] of dati.screenshots.entries()) {\n if (typeof value !== "string" || !percorsoRelativo(value)) {\n errori.push(`screenshots[${indice}]: must be a relative file path without query, fragment, or parent segments.`);\n } else screenshots.push(value);\n }\n }\n }\n const tags = [];\n if (dati.tags !== void 0) {\n if (!Array.isArray(dati.tags)) errori.push("tags: must be an array.");\n else {\n if (dati.tags.length > 10) errori.push("tags: must contain at most 10 tags.");\n for (const [indice, value] of dati.tags.entries()) {\n if (typeof value !== "string" || value.length > 24 || !TAG.test(value)) {\n errori.push(`tags[${indice}]: must be 1-24 lowercase letters, digits, or hyphens.`);\n } else tags.push(value);\n }\n }\n }\n const legacyLanguage = stringaDefault(dati, "language", "en", errori);\n if (!/^[A-Za-z]{2,8}(?:-[A-Za-z0-9]{1,8})*$/.test(legacyLanguage)) {\n errori.push("language: must be a BCP 47 language tag such as en, it, or pt-BR.");\n }\n const languages2 = [];\n if (dati.languages === void 0) languages2.push(normalizeLanguage(legacyLanguage) ?? legacyLanguage);\n else if (!Array.isArray(dati.languages) || dati.languages.length === 0) {\n errori.push("languages: must be a non-empty array of BCP 47 language tags.");\n } else for (const [index, raw] of dati.languages.entries()) {\n const tag = normalizeLanguage(raw);\n if (!tag) errori.push(`languages[${index}]: must be a BCP 47 language tag.`);\n else if (languages2.includes(tag)) errori.push(`languages[${index}]: duplicate language ${tag}.`);\n else languages2.push(tag);\n }\n const language = languages2[0] ?? legacyLanguage;\n if (dati.language !== void 0 && dati.languages !== void 0 && legacyLanguage.toLowerCase() !== language.toLowerCase()) {\n errori.push("language: must match the first entry in languages when both are present.");\n }\n let platform = "both";\n if (dati.platform === void 0) errori.push("platform: is required.");\n else if (typeof dati.platform !== "string" || !PLATFORM.has(dati.platform)) {\n errori.push("platform: must be desktop, mobile, or both.");\n } else platform = dati.platform;\n let orientation = "landscape";\n if (dati.orientation !== void 0) {\n if (typeof dati.orientation !== "string" || !ORIENTATION.has(dati.orientation)) {\n errori.push("orientation: must be landscape or portrait.");\n } else orientation = dati.orientation;\n }\n const input = [];\n if (dati.input !== void 0) {\n if (!Array.isArray(dati.input)) errori.push("input: must be an array.");\n else for (const [indice, value] of dati.input.entries()) {\n if (typeof value !== "string" || !INPUT.has(value)) {\n errori.push(`input[${indice}]: must be keyboard, mouse, touch, or gamepad.`);\n } else if (input.includes(value)) errori.push(`input[${indice}]: duplicate value ${value}.`);\n else input.push(value);\n }\n }\n let visibility = "public";\n if (dati.visibility !== void 0) {\n if (typeof dati.visibility !== "string" || !VISIBILITY.has(dati.visibility)) {\n errori.push("visibility: must be public or unlisted.");\n } else visibility = dati.visibility;\n }\n const network = [];\n if (dati.network !== void 0) {\n if (!Array.isArray(dati.network)) errori.push("network: must be an array of host names.");\n else for (const [indice, value] of dati.network.entries()) {\n if (typeof value !== "string" || !hostValido(value)) {\n errori.push(`network[${indice}]: must be a host name without scheme, port, path, query, or fragment.`);\n } else if (network.includes(value)) errori.push(`network[${indice}]: duplicate host ${value}.`);\n else network.push(value);\n }\n }\n let isolated = false;\n if (dati.isolated !== void 0) {\n if (typeof dati.isolated !== "boolean") errori.push("isolated: must be a boolean.");\n else isolated = dati.isolated;\n }\n const requires = {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n memoryMb: null,\n performance: "light"\n };\n if (dati.requires !== void 0) {\n const value = oggetto(dati.requires);\n if (value === null) errori.push("requires: must be an object.");\n else {\n for (const campo of Object.keys(value)) {\n if (!["webgl2", "webgpu", "wasm", "threads", "memoryMb", "performance"].includes(campo)) {\n errori.push(`requires.${campo}: unknown field.`);\n }\n }\n for (const campo of ["webgl2", "webgpu", "wasm", "threads"]) {\n if (value[campo] === void 0) continue;\n if (typeof value[campo] !== "boolean") errori.push(`requires.${campo}: must be a boolean.`);\n else requires[campo] = value[campo];\n }\n if (value.memoryMb !== void 0) {\n if (value.memoryMb !== null && (!interoTra(value.memoryMb, 512, 32768) || value.memoryMb % 256 !== 0)) {\n errori.push("requires.memoryMb: must be an integer from 512 to 32768 in steps of 256, or null.");\n } else requires.memoryMb = value.memoryMb;\n }\n if (value.performance !== void 0) {\n if (typeof value.performance !== "string" || !PERFORMANCE.has(value.performance)) {\n errori.push("requires.performance: must be light, medium, or heavy.");\n } else requires.performance = value.performance;\n }\n if (requires.threads && !isolated) errori.push("requires.threads: needs isolated: true.");\n }\n }\n let players = { min: 1, max: 1 };\n if (dati.players !== void 0) {\n const value = oggetto(dati.players);\n if (value === null) errori.push("players: must be an object with min and max.");\n else {\n for (const campo of Object.keys(value)) {\n if (campo !== "min" && campo !== "max") errori.push(`players.${campo}: unknown field.`);\n }\n if (!interoTra(value.min, 1, TETTO_GIOCATORI)) errori.push(`players.min: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(value.max, 1, TETTO_GIOCATORI)) errori.push(`players.max: must be an integer from 1 to ${TETTO_GIOCATORI} in manifest version 1.`);\n if (interoTra(value.min, 1, TETTO_GIOCATORI) && interoTra(value.max, 1, TETTO_GIOCATORI)) {\n if (value.min > value.max) errori.push("players.max: must be greater than or equal to players.min.");\n else players = { min: value.min, max: value.max };\n }\n }\n }\n let lobby = false;\n if (dati.lobby !== void 0) {\n if (typeof dati.lobby !== "boolean") errori.push("lobby: must be a boolean.");\n else lobby = dati.lobby;\n }\n let persistent = false;\n if (dati.persistent !== void 0) {\n if (typeof dati.persistent !== "boolean") errori.push("persistent: must be a boolean.");\n else persistent = dati.persistent;\n }\n let spectators = { delayMs: RITARDO_SPETTATORI_MS };\n if (dati.spectators === false || dati.spectators === null) spectators = null;\n else if (dati.spectators !== void 0 && dati.spectators !== true) {\n const value = oggetto(dati.spectators);\n if (value === null) {\n errori.push("spectators: must be a boolean or an object with delayMs.");\n } else {\n for (const campo of Object.keys(value)) {\n if (campo !== "delayMs") errori.push(`spectators.${campo}: unknown field.`);\n }\n if (!interoTra(value.delayMs, 0, 3e4)) {\n errori.push("spectators.delayMs: must be an integer from 0 to 30000.");\n } else spectators = { delayMs: value.delayMs };\n }\n }\n let overlay = null;\n if (dati.overlay !== void 0 && dati.overlay !== null) {\n const value = oggetto(dati.overlay);\n if (value === null) errori.push("overlay: must be an object or null.");\n else {\n for (const key of Object.keys(value)) if (!["version", "accent"].includes(key)) errori.push(`overlay.${key}: unknown field.`);\n if (value.version !== 1) errori.push("overlay.version: must be exactly 1.");\n if (value.accent !== void 0 && (typeof value.accent !== "string" || !/^#[0-9a-fA-F]{6}$/.test(value.accent))) {\n errori.push("overlay.accent: must be a six-digit hexadecimal color, such as #336699.");\n }\n overlay = { version: 1, ...typeof value.accent === "string" ? { accent: value.accent } : {} };\n }\n }\n const boards = {};\n if (dati.boards !== void 0) {\n const value = oggetto(dati.boards);\n if (value === null) errori.push("boards: must be an object of board ids.");\n else {\n if (Object.keys(value).length > MASSIMO_CLASSIFICHE) {\n errori.push(`boards: at most ${MASSIMO_CLASSIFICHE} boards.`);\n }\n for (const [id2, raw] of Object.entries(value)) {\n let valido = true;\n if (!ID_CLASSIFICA.test(id2)) {\n errori.push(`boards.${id2}: invalid board id.`);\n valido = false;\n }\n const board = oggetto(raw);\n if (board === null) {\n errori.push(`boards.${id2}.source: must be "client" or "server".`);\n continue;\n }\n for (const campo of Object.keys(board)) {\n if (!["source", "label", "periods"].includes(campo)) errori.push(`boards.${id2}.${campo}: unknown field.`);\n }\n if (board.source !== "client" && board.source !== "server") {\n errori.push(`boards.${id2}.source: must be "client" or "server".`);\n valido = false;\n }\n const label = testoFacoltativo(board, "label", 48, `boards.${id2}`, errori);\n let periods = ["all-time"];\n if (board.periods !== void 0) {\n if (!Array.isArray(board.periods) || board.periods.length < 1 || board.periods.length > 2 || board.periods.some((period) => period !== "daily" && period !== "all-time") || new Set(board.periods).size !== board.periods.length) {\n errori.push(`boards.${id2}.periods: must contain daily, all-time, or both without duplicates.`);\n } else periods = [...board.periods];\n }\n if (valido) Object.defineProperty(boards, id2, { value: {\n source: board.source,\n periods,\n ...label === void 0 ? {} : { label }\n }, enumerable: true, configurable: true, writable: true });\n }\n }\n }\n const roles = [];\n if (dati.roles !== void 0) {\n if (!Array.isArray(dati.roles)) errori.push("roles: must be an array.");\n else {\n const ids = /* @__PURE__ */ new Set();\n for (const [indice, raw] of dati.roles.entries()) {\n const value = oggetto(raw);\n if (value === null) {\n errori.push(`roles[${indice}]: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(value)) {\n if (!["id", "min", "max", "label"].includes(campo)) errori.push(`roles[${indice}].${campo}: unknown field.`);\n }\n const idRuolo = value.id;\n const min = value.min;\n const max = value.max;\n let valido = true;\n if (typeof idRuolo !== "string" || idRuolo.length > 32 || !ID_INTERNO.test(idRuolo)) {\n errori.push(`roles[${indice}].id: must be 1-32 lowercase letters, digits, or internal hyphens.`);\n valido = false;\n } else if (ids.has(idRuolo)) {\n errori.push(`roles[${indice}].id: duplicate role ${idRuolo}.`);\n valido = false;\n } else ids.add(idRuolo);\n if (!interoTra(min, 0, TETTO_GIOCATORI)) {\n errori.push(`roles[${indice}].min: must be an integer from 0 to ${TETTO_GIOCATORI}.`);\n valido = false;\n }\n if (max !== void 0 && !interoTra(max, 0, TETTO_GIOCATORI)) {\n errori.push(`roles[${indice}].max: must be an integer from 0 to ${TETTO_GIOCATORI} when present.`);\n valido = false;\n }\n if (typeof min === "number" && typeof max === "number" && min > max) {\n errori.push(`roles[${indice}].max: must be greater than or equal to min.`);\n valido = false;\n }\n const label = testoFacoltativo(value, "label", 32, `roles[${indice}]`, errori);\n if (valido) roles.push({\n id: idRuolo,\n min,\n ...max === void 0 ? {} : { max },\n ...label === void 0 ? {} : { label }\n });\n }\n }\n }\n let teams = null;\n if (dati.teams !== void 0 && dati.teams !== null) {\n const value = oggetto(dati.teams);\n if (value === null) errori.push("teams: must be null or an object with min and max.");\n else {\n for (const campo of Object.keys(value)) {\n if (campo !== "min" && campo !== "max") errori.push(`teams.${campo}: unknown field.`);\n }\n if (!interoTra(value.min, 2, TETTO_GIOCATORI)) errori.push(`teams.min: must be an integer from 2 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(value.max, 2, TETTO_GIOCATORI)) errori.push(`teams.max: must be an integer from 2 to ${TETTO_GIOCATORI}.`);\n if (interoTra(value.min, 2, TETTO_GIOCATORI) && interoTra(value.max, 2, TETTO_GIOCATORI)) {\n if (value.min > value.max) errori.push("teams.max: must be greater than or equal to teams.min.");\n else teams = { min: value.min, max: value.max };\n }\n }\n }\n let voice = "none";\n if (dati.voice !== void 0) {\n if (typeof dati.voice !== "string" || !VOICE.has(dati.voice)) {\n errori.push("voice: must be none, room, team, or proximity.");\n } else voice = dati.voice;\n }\n const modes = [];\n if (dati.modes !== void 0) {\n if (!Array.isArray(dati.modes)) errori.push("modes: must be an array.");\n else {\n const ids = /* @__PURE__ */ new Set();\n for (const [indice, raw] of dati.modes.entries()) {\n const value = oggetto(raw);\n if (value === null) {\n errori.push(`modes[${indice}]: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(value)) {\n if (!["id", "players", "lobby", "matchmaking", "execution", "label", "instructions"].includes(campo)) errori.push(`modes[${indice}].${campo}: unknown field.`);\n }\n if (typeof value.id !== "string" || value.id.length > 32 || !ID_INTERNO.test(value.id)) {\n errori.push(`modes[${indice}].id: must be 1-32 lowercase letters, digits, or internal hyphens.`);\n continue;\n }\n if (ids.has(value.id)) {\n errori.push(`modes[${indice}].id: duplicate mode ${value.id}.`);\n continue;\n }\n ids.add(value.id);\n const modo = { id: value.id };\n for (const [key2, max] of [["label", 48], ["instructions", 160]]) {\n const text = testoFacoltativo(value, key2, max, `modes[${indice}]`, errori);\n if (text !== void 0) modo[key2] = text;\n }\n if (value.execution !== void 0) {\n if (value.execution !== "local" && value.execution !== "room") errori.push(`modes[${indice}].execution: must be local or room.`);\n else modo.execution = value.execution;\n }\n if (overlay !== null && modo.execution === void 0) errori.push(`modes[${indice}].execution: is required with the standard overlay.`);\n if (value.players !== void 0) {\n const campo = `modes[${indice}].players`;\n const range = oggetto(value.players);\n if (range === null) errori.push(`${campo}: must be an object with min and max.`);\n else {\n for (const key2 of Object.keys(range)) {\n if (key2 !== "min" && key2 !== "max") errori.push(`${campo}.${key2}: unknown field.`);\n }\n if (!interoTra(range.min, 1, TETTO_GIOCATORI)) errori.push(`${campo}.min: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(range.max, 1, TETTO_GIOCATORI)) errori.push(`${campo}.max: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (interoTra(range.min, 1, TETTO_GIOCATORI) && interoTra(range.max, 1, TETTO_GIOCATORI)) {\n if (range.min > range.max) errori.push(`${campo}.max: must be greater than or equal to min.`);\n else modo.players = { min: range.min, max: range.max };\n }\n }\n }\n if (value.lobby !== void 0) {\n if (typeof value.lobby !== "boolean") errori.push(`modes[${indice}].lobby: must be a boolean.`);\n else modo.lobby = value.lobby;\n }\n if (modo.execution === "local") {\n const range = modo.players ?? players;\n if (range.min !== 1 || range.max !== 1) errori.push(`modes[${indice}].players: local execution requires min and max to be 1.`);\n if (modo.lobby ?? lobby) errori.push(`modes[${indice}].lobby: local execution requires false.`);\n if (value.matchmaking !== void 0) errori.push(`modes[${indice}].matchmaking: local execution cannot use matchmaking.`);\n }\n if (value.matchmaking === void 0) {\n modes.push(modo);\n continue;\n }\n const matchmaking = oggetto(value.matchmaking);\n if (matchmaking === null) {\n errori.push(`modes[${indice}].matchmaking: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(matchmaking)) {\n if (!["key", "timeoutMs", "defaults"].includes(campo)) {\n errori.push(`modes[${indice}].matchmaking.${campo}: unknown field.`);\n }\n }\n let valido = true;\n const key = [];\n if (!Array.isArray(matchmaking.key) || matchmaking.key.length < 1 || matchmaking.key.length > 8) {\n errori.push(`modes[${indice}].matchmaking.key: must contain from 1 to 8 fields.`);\n valido = false;\n } else for (const [keyIndice, item] of matchmaking.key.entries()) {\n if (typeof item !== "string" || !CAMPO_MATCHMAKING.test(item)) {\n errori.push(`modes[${indice}].matchmaking.key[${keyIndice}]: must be 1-32 lowercase letters, digits, or hyphens and start with a letter or digit.`);\n valido = false;\n } else if (key.includes(item)) {\n errori.push(`modes[${indice}].matchmaking.key[${keyIndice}]: duplicate field ${item}.`);\n valido = false;\n } else key.push(item);\n }\n if (!interoTra(matchmaking.timeoutMs, 1e3, 3e5)) {\n errori.push(`modes[${indice}].matchmaking.timeoutMs: must be an integer from 1000 to 300000.`);\n valido = false;\n }\n let defaults;\n if (matchmaking.defaults !== void 0) {\n const values = oggetto(matchmaking.defaults);\n if (values === null || Object.keys(values).length !== key.length || key.some((field) => !Object.hasOwn(values, field))) {\n errori.push(`modes[${indice}].matchmaking.defaults: must contain exactly the declared key fields.`);\n } else {\n defaults = {};\n for (const [field, value2] of Object.entries(values)) {\n if (!(typeof value2 === "string" && value2.length >= 1 && value2.length <= 64 && /^[A-Za-z0-9_.:-]+$/.test(value2)) && !Number.isSafeInteger(value2)) {\n errori.push(`modes[${indice}].matchmaking.defaults.${field}: must be a string of 1-64 characters or a safe integer.`);\n } else Object.defineProperty(defaults, field, { value: value2, enumerable: true });\n }\n }\n }\n if (valido) modes.push({ ...modo, matchmaking: {\n ...defaults === void 0 ? {} : { defaults },\n key,\n timeoutMs: matchmaking.timeoutMs\n } });\n }\n }\n }\n if (overlay !== null && modes.length === 0) errori.push("modes: at least one explicit mode is required with the standard overlay.");\n if (errori.length > 0) return { ok: false, errori };\n return { ok: true, manifest: {\n manifest: 1,\n overlay,\n id,\n name,\n description,\n cover,\n screenshots,\n tags,\n languages: languages2,\n language,\n platform,\n orientation,\n input,\n visibility,\n network,\n isolated,\n requires,\n players,\n lobby,\n persistent,\n spectators,\n boards,\n roles,\n teams,\n voice,\n modes\n } };\n}\n\n// ../contracts/src/device.ts\nfunction deviceTier(report) {\n if (report.gpu !== "hardware" || report.memoryMb !== null && report.memoryMb <= 2048) return "low";\n if (report.mobile || report.memoryMb !== null && report.memoryMb <= 4096 || report.cores !== null && report.cores <= 4) return "mid";\n return "high";\n}\nfunction perdiContesto(context) {\n try {\n context?.getExtension("WEBGL_lose_context")?.loseContext();\n } catch {\n }\n}\nfunction valoriSincroni(ambiente) {\n let navigator2;\n try {\n navigator2 = ambiente.navigator;\n } catch {\n navigator2 = void 0;\n }\n let memoryMb = null;\n try {\n const memory = navigator2?.deviceMemory;\n const converted = typeof memory === "number" ? memory * 1024 : NaN;\n if (Number.isFinite(converted)) memoryMb = converted;\n } catch {\n memoryMb = null;\n }\n let cores = null;\n try {\n const value = navigator2?.hardwareConcurrency;\n if (typeof value === "number" && Number.isFinite(value)) cores = value;\n } catch {\n cores = null;\n }\n let mobile = false;\n try {\n mobile = typeof navigator2?.userAgentData?.mobile === "boolean" ? navigator2.userAgentData.mobile : /Android|iPhone|iPad|iPod|Mobile/i.test(navigator2?.userAgent ?? "");\n } catch {\n mobile = false;\n }\n let isolated = false;\n try {\n isolated = ambiente.crossOriginIsolated === true;\n } catch {\n isolated = false;\n }\n return {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n isolated,\n gpu: "none",\n memoryMb,\n cores,\n mobile\n };\n}\nasync function probeDevice(globals, timeoutMs = 1500) {\n const ambiente = globals ?? globalThis;\n const report = valoriSincroni(ambiente);\n const webgl = Promise.resolve().then(() => {\n try {\n const canvas = ambiente.document?.createElement("canvas");\n if (canvas === void 0) return;\n const hardware = canvas.getContext("webgl2", { failIfMajorPerformanceCaveat: true });\n if (hardware !== null) {\n report.webgl2 = true;\n report.gpu = "hardware";\n perdiContesto(hardware);\n return;\n }\n const software = canvas.getContext("webgl2");\n if (software !== null) {\n report.webgl2 = true;\n report.gpu = "software";\n perdiContesto(software);\n }\n } catch {\n report.webgl2 = false;\n report.gpu = "none";\n }\n });\n const webgpu = Promise.resolve().then(async () => {\n let device;\n try {\n const gpu = ambiente.navigator?.gpu;\n if (gpu === void 0) return;\n const adapter = await gpu.requestAdapter();\n if (adapter === null) return;\n device = await adapter.requestDevice();\n report.webgpu = true;\n } catch {\n report.webgpu = false;\n } finally {\n try {\n device?.destroy?.();\n } catch {\n }\n }\n });\n const wasm = Promise.resolve().then(() => {\n try {\n report.wasm = ambiente.WebAssembly?.validate(\n new Uint8Array([0, 97, 115, 109, 1, 0, 0, 0])\n ) === true;\n } catch {\n report.wasm = false;\n }\n });\n const threads = Promise.resolve().then(() => {\n try {\n if (ambiente.WebAssembly === void 0) return;\n new ambiente.WebAssembly.Memory({ initial: 1, maximum: 1, shared: true });\n report.threads = true;\n } catch {\n report.threads = false;\n }\n });\n let timer;\n await Promise.race([\n Promise.all([webgl, webgpu, wasm, threads]),\n new Promise((resolve) => {\n timer = setTimeout(resolve, Math.max(0, timeoutMs));\n })\n ]);\n if (timer !== void 0) clearTimeout(timer);\n return { ...report, tier: deviceTier(report) };\n}\n\n// ../contracts/src/overlay.ts\nfunction overlayConfiguration(manifest, coverUrl = null, invite = null) {\n const validated = validaManifest(manifest);\n if (!validated.ok) throw new Error("The overlay manifest is invalid.");\n return { manifest: validated.manifest, coverUrl, invite };\n}\nfunction record(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;\n}\nfunction validOverlayHello(value) {\n const hello = record(value), config = record(hello?.configuration);\n return hello?.v === 1 && typeof hello.epoch === "string" && hello.epoch.length > 0 && hello.epoch.length <= 128 && config !== null && (config.coverUrl === null || typeof config.coverUrl === "string") && (config.invite === null || typeof config.invite === "string" && /^[ABCDEFGHJKLMNPQRSTUVWXYZ23456789]{6}$/.test(config.invite)) && validaManifest(config.manifest).ok;\n}\nfunction normalizeOverlayHello(value) {\n if (!validOverlayHello(value)) return null;\n return { v: 1, epoch: value.epoch, configuration: overlayConfiguration(value.configuration.manifest, value.configuration.coverUrl, value.configuration.invite) };\n}\nfunction validSafeArea(value) {\n const area = record(value);\n return area !== null && Object.keys(area).length === 4 && ["top", "right", "bottom", "left"].every((key) => typeof area[key] === "number" && Number.isFinite(area[key]) && Number(area[key]) >= 0 && Number(area[key]) <= 1e5);\n}\nfunction validOverlayView(value) {\n const data = record(value);\n return data !== null && Object.keys(data).every((key) => ["inputBlocked", "reservedRects", "safeArea", "shortcutEnabled"].includes(key)) && (data.safeArea === void 0 || validSafeArea(data.safeArea)) && (data.shortcutEnabled === void 0 || typeof data.shortcutEnabled === "boolean") && typeof data.inputBlocked === "boolean" && Array.isArray(data.reservedRects) && data.reservedRects.length <= 8 && data.reservedRects.every((value2) => {\n const rect = record(value2);\n return rect !== null && Object.keys(rect).length === 4 && ["x", "y", "width", "height"].every((key) => typeof rect[key] === "number" && Number.isFinite(rect[key]) && rect[key] >= 0 && rect[key] <= 1e5);\n });\n}\nfunction validOverlayRequest(value) {\n const message = record(value), args = record(message?.args);\n if (message?.type !== "caisual:overlay" || message.v !== 1 || typeof message.epoch !== "string" || message.epoch.length < 1 || message.epoch.length > 128 || typeof message.requestId !== "string" || !(/^[1-9][0-9]{0,15}$/.test(message.requestId) && Number.isSafeInteger(Number(message.requestId))) || args === null) return false;\n if (Object.keys(message).some((key) => !["type", "v", "epoch", "requestId", "sessionId", "op", "args"].includes(key)) || !(message.sessionId === void 0 || message.sessionId === null || typeof message.sessionId === "string" && /^[1-9][0-9]{0,15}$/.test(message.sessionId))) return false;\n const keys = (...allowed) => Object.keys(args).every((key) => allowed.includes(key));\n const text = (key) => typeof args[key] === "string" && args[key].length >= 1 && args[key].length <= 64;\n switch (message.op) {\n case "local.start":\n return keys("mode") && text("mode");\n case "room.create":\n return keys("mode") && (args.mode === null || text("mode"));\n case "room.join":\n return keys("code") && (args.code === void 0 || text("code"));\n case "room.watch":\n return keys("code") && text("code");\n case "room.match": {\n const key = record(args.key);\n return keys("mode", "key") && text("mode") && (args.key === void 0 || key !== null && Object.keys(key).length <= 8 && Object.values(key).every((v) => typeof v === "string" && v.length >= 1 && v.length <= 64 || typeof v === "number" && Number.isSafeInteger(v)));\n }\n case "room.ready":\n return keys("ready") && typeof args.ready === "boolean";\n case "room.role":\n case "room.requestRole":\n return keys("role") && text("role");\n case "room.team":\n return keys("team") && Number.isInteger(args.team) && args.team >= 1 && args.team <= 24;\n case "room.restart":\n case "room.start":\n case "session.cancel":\n case "session.leave":\n case "session.disconnect":\n case "session.resume":\n return keys();\n case "voice.join":\n case "voice.leave":\n return keys() && typeof message.sessionId === "string";\n case "voice.mute":\n return keys("muted") && typeof args.muted === "boolean" && typeof message.sessionId === "string";\n case "voice.setVolume":\n return keys("playerId", "volume") && typeof message.sessionId === "string" && typeof args.playerId === "string" && args.playerId.length > 0 && args.playerId.length <= 128 && typeof args.volume === "number" && Number.isFinite(args.volume) && args.volume >= 0 && args.volume <= 1;\n case "overlay.view":\n return validOverlayView(args);\n default:\n return false;\n }\n}\nfunction validBoardDay(value) {\n if (typeof value !== "string" || !/^\\d{4}-\\d{2}-\\d{2}$/.test(value)) return false;\n const at = Date.parse(`${value}T00:00:00Z`);\n return Number.isFinite(at) && new Date(at).toISOString().slice(0, 10) === value;\n}\n\n// ../contracts/src/room-limits.ts\nvar MESSAGGI_GIOCO_AL_SECONDO = 20;\n\n// src/overlay/i18n.ts\nvar languages = ["en", "it", "es", "fr", "de", "pt"];\nvar words = {\n gameLanguages: ["Game languages", "Lingue del gioco", "Idiomas del juego", "Langues du jeu", "Spielsprachen", "Idiomas do jogo"],\n loading: ["Loading game...", "Caricamento...", "Cargando...", "Chargement...", "Spiel wird geladen...", "Carregando..."],\n loadingSlow: ["This game is taking longer than expected. You can wait a little longer or try again.", "Il gioco ci sta mettendo pi\\xF9 del previsto. Puoi aspettare ancora un po\\u2019 o riprovare.", "El juego est\\xE1 tardando m\\xE1s de lo esperado. Puedes esperar un poco m\\xE1s o volver a intentarlo.", "Le jeu met plus de temps que pr\\xE9vu. Vous pouvez patienter encore un peu ou r\\xE9essayer.", "Das Spiel braucht l\\xE4nger als erwartet. Du kannst noch etwas warten oder es erneut versuchen.", "O jogo est\\xE1 demorando mais do que o esperado. Voc\\xEA pode esperar mais um pouco ou tentar novamente."],\n home: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],\n homeMenu: ["Menu", "Menu", "Men\\xFA", "Menu", "Men\\xFC", "Menu"],\n mode: ["Mode", "Modalit\\xE0", "Modo", "Mode", "Modus", "Modo"],\n play: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],\n friendsPlay: ["Play with friends", "Gioca con amici", "Jugar con amigos", "Jouer entre amis", "Mit Freunden spielen", "Jogar com amigos"],\n find: ["Find players", "Trova giocatori", "Buscar jugadores", "Trouver des joueurs", "Spieler finden", "Buscar jogadores"],\n join: ["Join with code", "Entra con codice", "Entrar con c\\xF3digo", "Rejoindre avec un code", "Mit Code beitreten", "Entrar com c\\xF3digo"],\n joinInvite: ["Join this room", "Entra in questa stanza", "Entrar en est\\xE1 sala", "Rejoindre cette salle", "Diesem Raum beitreten", "Entrar nest\\xE1 sala"],\n watch: ["Watch a room", "Guarda una stanza", "Observar una sala", "Regarder une salle", "Raum ansehen", "Assistir a uma sala"],\n resume: ["Resume", "Riprendi", "Continuar", "Reprendre", "Fortsetzen", "Continuar"],\n room: ["Room", "Stanza", "Sala", "Salle", "Raum", "Sala"],\n code: ["Room code", "Codice stanza", "C\\xF3digo de sala", "Code de salle", "Raumcode", "C\\xF3digo da sala"],\n copy: ["Copy invite", "Copia invito", "Copiar invitaci\\xF3n", "Copier le lien", "Einladung kopieren", "Copiar convite"],\n copied: ["Invite copied", "Invito copiato", "Invitacion copiada", "Lien copi\\xE9", "Einladung kopiert", "Convite copiado"],\n copyFailed: ["Copy this link:", "Copia questo link:", "Copia este enlace:", "Copiez ce lien :", "Diesen Link kopieren:", "Copie este link:"],\n joining: ["Joining room...", "Ingresso nella stanza...", "Entrando en la sala...", "Connexion \\xE0 la salle...", "Raum wird betreten...", "Entrando na sala..."],\n matching: ["Finding your people...", "Ricerca giocatori...", "Buscando jugadores...", "Recherche de joueurs...", "Spieler werden gesucht...", "Buscando jogadores..."],\n queue: ["{n} / {max} players", "{n} / {max} giocatori", "{n} / {max} jugadores", "{n} / {max} joueurs", "{n} / {max} Spieler", "{n} / {max} jogadores"],\n cancel: ["Cancel", "Annulla", "Cancelar", "Annuler", "Abbrechen", "Cancelar"],\n close: ["Close", "Chiudi", "Cerrar", "Fermer", "Schlie\\xDFen", "Fechar"],\n back: ["Back", "Indietro", "Volver", "Retour", "Zur\\xFCck", "Voltar"],\n ready: ["Ready", "Pronto", "Listo", "Pr\\xEAt", "Bereit", "Pronto"],\n unready: ["Not ready", "Non pronto", "No listo", "Pas pr\\xEAt", "Nicht bereit", "N\\xE3o pronto"],\n start: ["Start", "Inizia", "Empezar", "Commencer", "Starten", "Come\\xE7ar"],\n role: ["Role", "Ruolo", "Rol", "R\\xF4le", "Rolle", "Fun\\xE7\\xE3o"],\n team: ["Team", "Squadra", "Equipo", "\\xC9quipe", "Team", "Equipe"],\n host: ["Host", "Host", "Anfitrion", "H\\xF4te", "Host", "Anfitri\\xE3o"],\n you: ["You", "Tu", "T\\xFA", "Vous", "Du", "Voc\\xEA"],\n away: ["Away", "Assente", "Ausente", "Absent", "Abwesend", "Ausente"],\n needPlayers: ["Waiting for more players", "In attesa di giocatori", "Esperando m\\xE1s jugadores", "En attente de joueurs", "Weitere Spieler fehlen", "Esperando mais jogadores"],\n needReady: ["Everyone needs to be ready", "Tutti devono essere pronti", "Todos deben estar listos", "Tout le monde doit \\xEAtre pr\\xEAt", "Alle m\\xFCssen bereit sein", "Todos precisam estar prontos"],\n needRoles: ["Fill the required roles", "Completa i ruoli richiesti", "Completa los roles", "Compl\\xE9tez les r\\xF4les", "Ben\\xF6tigte Rollen besetzen", "Complete as fun\\xE7\\xF5es"],\n needTeams: ["Choose the required teams", "Scegli le squadre richieste", "Elige los equipos", "Choisissez les \\xE9quipes", "Teams auswahlen", "Escolha as equipes"],\n waitHost: ["Waiting for the host", "In attesa dell\'host", "Esperando al anfitrion", "En attente de l\\u2019h\\xF4te", "Warten auf den Host", "Esperando o anfitri\\xE3o"],\n starting: ["Starting in", "Si inizia tra", "Empieza en", "D\\xE9but dans", "Start in", "Come\\xE7a em"],\n playing: ["Playing", "In partita", "Jugando", "En jeu", "Im Spiel", "Jogando"],\n ended: ["Game finished", "Partita conclusa", "Partida terminada", "Partie termin\\xE9e", "Spiel beendet", "Partida encerrada"],\n rematchReady: ["{n}/{max} ready", "{n}/{max} pronti", "{n}/{max} listos", "{n}/{max} pr\\xEAts", "{n}/{max} bereit", "{n}/{max} prontos"],\n rematchStart: ["Start rematch", "Avvia rivincita", "Iniciar revancha", "Lancer la revanche", "Revanche starten", "Iniciar revanche"],\n again: ["Play again", "Gioca ancora", "Jugar de nuevo", "Rejouer", "Erneut spielen", "Jogar novamente"],\n newRoom: ["New room. Share the new invite.", "Nuova stanza. Condividi il nuovo invito.", "Nueva sala. Comparte la invitaci\\xF3n.", "Nouvelle salle. Partagez le lien.", "Neuer Raum. Neue Einladung teilen.", "Nova sala. Compartilhe o convite."],\n watching: ["Watching", "In osservazione", "Observando", "Spectateur", "Zuschauen", "Assistindo"],\n delay: ["{n}s delay", "Ritardo {n}s", "Retraso de {n}s", "Retard de {n}s", "{n}s Verz\\xF6gerung", "Atraso de {n}s"],\n exit: ["Exit", "Esci", "Salir", "Quitter", "Verlassen", "Sair"],\n leaveNow: ["Leave for now", "Esci per ora", "Salir por ahora", "Quitter pour le moment", "Vor\\xFCbergehend verlassen", "Sair por enquanto"],\n leaveRoom: ["Leave room", "Lascia la stanza", "Abandonar sala", "Abandonner la salle", "Raum verlassen", "Deixar a sala"],\n leaveHint: ["Your room stays available for Resume.", "La stanza resta disponibile con Riprendi.", "Podr\\xE1s volver a est\\xE1 sala.", "Vous pourrez reprendre cette salle.", "Du kannst den Raum fortsetzen.", "Voc\\xEA pode voltar a est\\xE1 sala."],\n temporaryHint: ["The game continues. Rejoining may only be possible briefly.", "La partita continua. Il rientro pu\\xF2 essere disponibile solo per poco.", "La partida continua. Volver puede ser posible solo por poco tiempo.", "La partie continue. Le retour peut \\xEAtre limit\\xE9.", "Das Spiel l\\xE4uft weiter. R\\xFCckkehr nur kurz m\\xF6glich.", "A partida continua. O retorno pode ser limitado."],\n abandonHint: ["Leave room gives up your place.", "Lascia la stanza libera il tuo posto.", "Abandonar libera tu plaza.", "Abandonner lib\\xE8re votre place.", "Raum verlassen gibt deinen Platz frei.", "Deixar a sala libera sua vaga."],\n reconnecting: ["Reconnecting...", "Riconnessione...", "Reconectando...", "Reconnexion...", "Verbindung wird erneuert...", "Reconectando..."],\n replaced: ["Opened in another tab", "Aperta in un\\u2019altra scheda", "Abierta en otra pest\\xE1na", "Ouverte dans un autre onglet", "In anderem Tab ge\\xF6ffnet", "Aberta em outra aba"],\n error: ["Something went wrong. Try again.", "Qualcosa non va. Riprova.", "Algo sali\\xF3 mal. Reintenta.", "Une erreur est survenue. R\\xE9essayez.", "Etwas ist schiefgelaufen. Erneut versuchen.", "Algo deu errado. Tente novamente."],\n noRoom: ["This room is no longer available.", "Questa stanza non \\xE8 pi\\xF9 disponibile.", "Esta sala ya no est\\xE1 disponible.", "Cette salle n\'est plus disponible.", "Dieser Raum ist nicht mehr verf\\xFCgbar.", "Esta sala n\\xE3o est\\xE1 mais disponivel."],\n full: ["This room is full.", "La stanza \\xE8 piena.", "La sala est\\xE1 llena.", "Cette salle est pleine.", "Dieser Raum ist voll.", "Esta sala est\\xE1 cheia."],\n noMatch: ["No match this time. Try again.", "Nessun gruppo trovato. Riprova.", "No hay grupo. Reintenta.", "Aucun groupe trouv\\xE9. R\\xE9essayez.", "Keine Gruppe gefunden. Erneut versuchen.", "Nenhum grupo encontrado. Tente novamente."],\n invalidCode: ["Enter a six-character room code.", "Inserisci un codice di sei caratteri.", "Escribe un c\\xF3digo de seis caracteres.", "Entrez un code de six caracteres.", "Sechsstelligen Raumcode eingeben.", "Digite um c\\xF3digo de seis caracteres."],\n refused: ["The room did not accept that change.", "La stanza ha rifiutato la modifica.", "La sala rechaz\\xF3 el cambio.", "La salle a refus\\xE9 ce changement.", "Der Raum hat die \\xC4nderung abgelehnt.", "A sala recusou a altera\\xE7\\xE3o."],\n unavailable: ["Unavailable right now", "Non disponibile ora", "No disponible ahora", "Indisponible pour le moment", "Derzeit nicht verf\\xFCgbar", "Indisponivel agora"],\n offline: ["Connection unavailable. Try again.", "Connessione non disponibile. Riprova.", "Sin conexi\\xF3n. Reintenta.", "Connexion indisponible. R\\xE9essayez.", "Keine Verbindung. Erneut versuchen.", "Sem conex\\xE3o. Tente novamente."],\n saveFailed: ["Keep the room code. Resume could not be saved.", "Conserva il codice. Riprendi non \\xE8 stato salvato.", "Guarda el c\\xF3digo. No se pudo guardar el regreso.", "Gardez le code. La reprise ne peut pas \\xEAtre enregistr\\xE9e.", "Raumcode aufbewahren. Fortsetzen nicht gespeichert.", "Guarde o c\\xF3digo. O retorno n\\xE3o foi salvo."],\n boards: ["Leaderboard", "Classifica", "Clasificaci\\xF3n", "Classement", "Bestenliste", "Classifica\\xE7\\xE3o"],\n board: ["Board", "Classifica", "Tabla", "Classement", "Bestenliste", "Tabela"],\n daily: ["Daily", "Giornaliera", "Diaria", "Du jour", "T\\xE4glich", "Di\\xE1ria"],\n allTime: ["All time", "Di sempre", "Hist\\xF3rica", "Tous les temps", "Gesamt", "Geral"],\n accounts: ["Accounts", "Account", "Cuentas", "Comptes", "Konten", "Contas"],\n guests: ["Guests", "Ospiti", "Invitados", "Invit\\xE9s", "G\\xE4ste", "Visitantes"],\n category: ["Category", "Categoria", "Categoria", "Cat\\xE9gorie", "Kategorie", "Categoria"],\n period: ["Period", "Periodo", "Per\\xEDodo", "P\\xE9riode", "Zeitraum", "Per\\xEDodo"],\n rank: ["Rank", "Posizione", "Puesto", "Rang", "Platz", "Posicao"],\n score: ["Score", "Punteggio", "Puntos", "Score", "Punkte", "Pontos"],\n verified: ["Verified", "Verificato", "Verificado", "V\\xE9rifi\\xE9", "Verifiziert", "Verificado"],\n own: ["Your best", "Il tuo record", "Tu record", "Votre record", "Dein Rekord", "Seu recorde"],\n empty: ["No scores yet", "Nessun punteggio", "A\\xFAn no hay puntos", "Aucun score", "Noch keine Punkte", "Ainda sem pontos"],\n saving: ["Saving score...", "Salvataggio punteggio...", "Guardando puntos...", "Enregistrement du score...", "Punkte werden gespeichert...", "Salvando pontos..."],\n saved: ["Your best is on the board", "Il tuo record \\xE8 in classifica", "Tu record est\\xE1 en la tabla", "Votre record est au classement", "Dein Rekord ist eingetragen", "Seu recorde est\\xE1 na tabela"],\n bestAlready: ["Your best is already on the board", "Il tuo record era gi\\xE0 in classifica", "Tu record ya estaba en la tabla", "Votre record est d\\xE9j\\xE0 au classement", "Dein Rekord ist bereits eingetragen", "Seu recorde j\\xE1 est\\xE1 na tabela"],\n refresh: ["Refresh", "Aggiorna", "Actualizar", "Actualiser", "Aktualisieren", "Atualizar"],\n refreshHint: ["Score not visible yet. Refresh to check.", "Punteggio non ancora visibile. Aggiorna per controllare.", "Puntos a\\xFAn no visibles. Actualiza.", "Score pas encore visible. Actualisez.", "Punkte noch nicht sichtbar. Aktualisieren.", "Pontos ainda n\\xE3o visiveis. Atualize."],\n friends: ["Friends & party", "Amici e gruppo", "Amigos y grupo", "Amis et groupe", "Freunde & Gruppe", "Amigos e grupo"],\n localCrew: ["Friends and party are unavailable in local preview.", "Amici e gruppo non disponibili in anteprima locale.", "Amigos y grupo no disponibles en la vista local.", "Amis et groupe indisponibles en aper\\xE7u local.", "Freunde und Gruppe in lokaler Vorschau nicht verf\\xFCgbar.", "Amigos e grupo indispon\\xEDveis na pr\\xE9via local."],\n loginCrew: ["Sign in on Caisual to use friends and party.", "Accedi a Caisual per amici e gruppo.", "Inicia sesion para amigos y grupo.", "Connectez-vous pour utiliser amis et groupe.", "F\\xFCr Freunde und Gruppe bei Caisual anmelden.", "Entre no Caisual para amigos e grupo."],\n online: ["Online", "Online", "En linea", "En ligne", "Online", "Online"],\n noFriends: ["No friends online", "Nessun amico online", "Sin amigos en linea", "Aucun ami en ligne", "Keine Freunde online", "Nenhum amigo online"],\n createParty: ["Create party", "Crea gruppo", "Crear grupo", "Cr\\xE9er un groupe", "Gruppe erstellen", "Criar grupo"],\n inviteParty: ["Invite to party", "Invita nel gruppo", "Invitar al grupo", "Inviter au groupe", "In Gruppe einladen", "Convidar para o grupo"],\n leaveParty: ["Leave party", "Lascia gruppo", "Salir del grupo", "Quitter le groupe", "Gruppe verlassen", "Sair do grupo"],\n accept: ["Accept", "Accetta", "Aceptar", "Accepter", "Annehmen", "Aceitar"],\n decline: ["Decline", "Rifiuta", "Rechazar", "Refuser", "Ablehnen", "Recusar"],\n follow: ["Join them", "Raggiungi", "Unirse", "Rejoindre", "Beitreten", "Juntar-se"],\n voice: ["Voice", "Voce", "Voz", "Voix", "Sprache", "Voz"],\n voiceJoin: ["Join voice", "Entra in voce", "Unirse a voz", "Activer la voix", "Sprachchat beitreten", "Entrar na voz"],\n voiceLeave: ["Leave voice", "Esci dalla voce", "Salir de voz", "Quitter la voix", "Sprachchat verlassen", "Sair da voz"],\n voiceMute: ["Mute", "Disattiva microfono", "Silenciar", "Couper le micro", "Stummschalten", "Silenciar"],\n voiceUnmute: ["Unmute", "Attiva microfono", "Activar micr\\xF3fono", "Activer le micro", "Mikrofon aktivieren", "Ativar microfone"],\n voiceOff: ["Voice off", "Voce disattivata", "Voz desactivada", "Voix d\\xE9sactiv\\xE9e", "Sprachchat aus", "Voz desativada"],\n voiceJoining: ["Joining voice...", "Connessione voce...", "Conectando voz...", "Connexion vocale...", "Sprachchat verbindet...", "Conectando voz..."],\n voiceOn: ["Voice connected", "Voce connessa", "Voz conectada", "Voix connect\\xE9e", "Sprachchat verbunden", "Voz conectada"],\n voiceMuted: ["Muted", "Microfono disattivato", "Silenciado", "Micro coup\\xE9", "Stumm", "Silenciado"],\n voiceMic: ["Mic on", "Microfono attivo", "Micr\\xF3fono activo", "Micro actif", "Mikrofon an", "Microfone ativo"],\n voiceListening: ["Listening only", "Solo ascolto", "Solo escucha", "\\xC9coute seule", "Nur zuh\\xF6ren", "Somente ouvindo"],\n voiceSpeaking: ["Speaking", "Sta parlando", "Hablando", "Parle", "Spricht", "Falando"],\n voicePeers: ["Voice participants", "Partecipanti in voce", "Participantes de voz", "Participants vocaux", "Sprachteilnehmer", "Participantes de voz"],\n voiceEmpty: ["No one else in voice yet.", "Nessun altro in voce per ora.", "A\\xFAn no hay nadie m\\xE1s en voz.", "Personne d\\u2019autre en voix pour le moment.", "Noch niemand im Sprachchat.", "Ningu\\xE9m mais na voz ainda."],\n voiceVolume: ["Volume for {name}", "Volume di {name}", "Volumen de {name}", "Volume de {name}", "Lautst\\xE4rke f\\xFCr {name}", "Volume de {name}"],\n voiceUnavailable: ["Join a room with voice to use these controls.", "Entra in una stanza con voce per usare questi controlli.", "Entra en una sala con voz para usar estos controles.", "Rejoignez une salle vocale pour utiliser ces commandes.", "Diese Steuerung braucht einen Raum mit Sprachchat.", "Entre em uma sala com voz para usar estes controles."],\n voiceWatch: ["Voice is unavailable while watching.", "La voce non e\' disponibile in osservazione.", "La voz no est\\xE1 disponible al observar.", "La voix est indisponible en observation.", "Beim Zuschauen ist kein Sprachchat verf\\xFCgbar.", "A voz n\\xE3o est\\xE1 dispon\\xEDvel ao assistir."],\n voiceDenied: ["Microphone permission denied. Allow it in your browser, then try again.", "Permesso microfono negato. Consenti l\'accesso nel browser e riprova.", "Permiso de micr\\xF3fono denegado. Act\\xEDvalo en el navegador e int\\xE9ntalo de nuevo.", "Acc\\xE8s au micro refus\\xE9. Autorisez-le dans le navigateur, puis r\\xE9essayez.", "Mikrofonzugriff verweigert. Im Browser erlauben und erneut versuchen.", "Permiss\\xE3o do microfone negada. Permita no navegador e tente novamente."],\n voiceUnsupported: ["Voice is not supported in this browser.", "Questo browser non supporta la voce.", "Este navegador no admite voz.", "Ce navigateur ne prend pas en charge la voix.", "Dieser Browser unterst\\xFCtzt keinen Sprachchat.", "Este navegador n\\xE3o oferece suporte a voz."],\n voiceFailed: ["Voice could not connect. Try again.", "Connessione voce non riuscita. Riprova.", "No se pudo conectar la voz. Int\\xE9ntalo de nuevo.", "Connexion vocale impossible. R\\xE9essayez.", "Sprachverbindung fehlgeschlagen. Erneut versuchen.", "N\\xE3o foi poss\\xEDvel conectar a voz. Tente novamente."],\n voicePeerGone: ["This participant has left voice.", "Questo partecipante e\' uscito dalla voce.", "Este participante sali\\xF3 de voz.", "Ce participant a quitt\\xE9 la voix.", "Diese Person hat den Sprachchat verlassen.", "Este participante saiu da voz."],\n shortcut: ["Shift+Tab shortcut", "Scorciatoia Shift+Tab", "Atajo Shift+Tab", "Raccourci Maj+Tab", "Umschalt+Tab-Kurzbefehl", "Atalho Shift+Tab"],\n menu: ["Caisual menu", "Menu Caisual", "Menu Caisual", "Menu Caisual", "Caisual-Menu", "Menu Caisual"],\n retry: ["Retry", "Riprova", "Reintentar", "R\\xE9essayer", "Erneut versuchen", "Tentar novamente"]\n};\nvar column = (index) => Object.fromEntries(Object.entries(words).map(([key, row]) => [key, row[index]]));\nvar dictionaries = { en: column(0), it: column(1), es: column(2), fr: column(3), de: column(4), pt: column(5) };\nfunction overlayLocale(raw) {\n const tag = normalizeLanguage(raw);\n return tag && languages.includes(tag.split("-")[0]) ? tag : "en";\n}\n\n// src/text.ts\nfunction createTextLoader(fetcher, language, pathname = "/") {\n let pending;\n const root = pathname.match(/^\\/rt\\/[^/]+\\/[1-9][0-9]*\\//)?.[0] ?? "/";\n return () => pending ?? (pending = (async () => {\n let dictionary = {};\n try {\n const response = await fetcher(`${root}__caisual/text/${encodeURIComponent(language)}.json`);\n if (response.ok) {\n const value = await response.json();\n if (isTextDictionary(value)) dictionary = value;\n }\n } catch {\n }\n return (key, values = {}) => {\n if (!Object.hasOwn(dictionary, key)) return key;\n const text = dictionary[key];\n return text.replace(/\\{([^{}]+)\\}/g, (placeholder, name) => Object.hasOwn(values, name) ? String(values[name]) : placeholder);\n };\n })());\n}\n\n// src/errors.ts\nfunction creaErrore(code, message) {\n return Object.assign(new Error(message), { name: "CaisualError", code });\n}\nfunction erroreOffline() {\n return creaErrore("offline", "Caisual services are unavailable.");\n}\nfunction codiceErrore(valore) {\n return typeof valore === "object" && valore !== null && "code" in valore ? valore.code : null;\n}\n\n// src/session/resume.ts\nvar KEY = "caisual-session-v1";\nfunction resume(value) {\n const data = record(value);\n if (!data || typeof data.code !== "string" || !/^[ABCDEFGHJKLMNPQRSTUVWXYZ23456789]{6}$/.test(data.code) || !(data.mode === void 0 || data.mode === null || typeof data.mode === "string")) return null;\n return {\n version: 1,\n code: data.code,\n mode: typeof data.mode === "string" ? data.mode : null,\n updatedAt: typeof data.updatedAt === "number" && Number.isFinite(data.updatedAt) ? data.updatedAt : 0\n };\n}\nfunction createResume(save, changed) {\n let current = null, error = false, work = Promise.resolve();\n const write = async () => {\n const value = { version: 1, imported: true, resume: current };\n work = work.catch(() => void 0).then(async () => {\n try {\n await save.set(KEY, value);\n error = false;\n } catch (cause) {\n error = true;\n throw cause;\n } finally {\n changed();\n }\n });\n return work;\n };\n const loaded = (async () => {\n try {\n const data = record(await save.get(KEY));\n if (data?.version === 1 && data.imported === true) current = resume(data.resume);\n else {\n current = resume(await save.get("resume"));\n await write();\n }\n } catch {\n error = true;\n }\n changed();\n })();\n return {\n loaded,\n get value() {\n return current === null ? null : { ...current };\n },\n get error() {\n return error;\n },\n async set(value) {\n await loaded;\n current = value;\n changed();\n await write();\n }\n };\n}\n\n// src/session/index.ts\nfunction notify(listeners, value) {\n for (const listener of listeners) {\n try {\n listener(value);\n } catch {\n }\n }\n}\nfunction createSession(base, configuration = null, roomsAvailable = base.connected) {\n const standard = configuration?.manifest.overlay?.version === 1;\n const manifest = configuration?.manifest;\n let current = { kind: "idle" }, ready = false, operation = 0, identifier = 0;\n let pending = null, pendingMode = null;\n let waiting = null, controller = null;\n let stops = [], disposed = false, lastState = "";\n let view = { inputBlocked: standard, reservedRects: [], safeArea: { top: 0, right: 0, bottom: 0, left: 0 } };\n const listeners = /* @__PURE__ */ new Set();\n const viewListeners = /* @__PURE__ */ new Set();\n const stateListeners = /* @__PURE__ */ new Set();\n const openListeners = /* @__PURE__ */ new Set();\n const errorListeners = /* @__PURE__ */ new Set();\n const scoreListeners = /* @__PURE__ */ new Set();\n let resumeStore = null;\n const capabilities = () => ({\n local: true,\n rooms: roomsAvailable,\n overlay: standard,\n requestRole: current.kind === "room" && current.room.metadata.configuration?.requestRole === true\n });\n function voiceSnapshot() {\n if (current.kind !== "room" || !manifest || manifest.voice === "none") return null;\n const room = current.room, voice = room.voice;\n if (!voice || voice.mode === "none" || room.players.find((p) => p.id === room.you)?.role === "spectator") return null;\n return {\n mode: voice.mode,\n state: voice.state,\n mic: voice.mic,\n muted: voice.muted,\n speaking: voice.speaking,\n peers: voice.peers.map(({ id, mic, muted, speaking, volume }) => ({ id, mic, muted, speaking, volume }))\n };\n }\n function snapshot() {\n const attached = current.kind === "room" || current.kind === "watch" ? current.room : null;\n const configured = attached?.metadata.configuration;\n const fallback = manifest && attached && (attached.mode === null || manifest.modes.some((m) => m.id === attached.mode)) ? risolviModalita(manifest, attached.mode) : { players: { min: 1, max: 1 }, lobby: false };\n return {\n kind: pending ?? (current.kind === "idle" ? ready ? "home" : "boot" : current.kind),\n id: current.kind === "idle" ? null : current.id,\n mode: pending ? pendingMode : current.kind === "local" ? current.mode : attached?.mode ?? null,\n localStatus: current.kind === "local" ? current.status : null,\n ready,\n capabilities: capabilities(),\n room: attached ? {\n code: attached.code,\n mode: attached.mode,\n status: attached.status,\n host: attached.host,\n you: current.kind === "room" ? current.room.you : null,\n players: attached.players.map((p) => ({ id: p.id, name: p.name, guest: p.guest, role: p.role, team: p.team, ready: p.ready, connected: p.connected })),\n countdownAt: attached.countdownAt,\n connection: attached.connection,\n closedCode: attached.metadata.closedCode,\n limits: { ...configured?.players ?? fallback.players },\n lobby: configured?.lobby ?? fallback.lobby,\n persistent: configured?.persistent ?? manifest?.persistent ?? false,\n delayMs: current.kind === "watch" ? current.room.delayMs : null,\n requestRole: configured?.requestRole ?? false\n } : null,\n voice: pending ? null : voiceSnapshot(),\n waiting: waiting ? { ...waiting } : null,\n resume: resumeStore?.value ?? null,\n resumeError: resumeStore?.error ?? false\n };\n }\n function emit() {\n if (disposed) return;\n const state = snapshot(), serialized = JSON.stringify(state);\n if (serialized === lastState) return;\n lastState = serialized;\n notify(stateListeners, state);\n }\n function changed() {\n notify(listeners, { ...current });\n emit();\n }\n function active() {\n if (current.kind !== "room") throw creaErrore("no_room", "There is no active player room.");\n return current.room;\n }\n function activeVoice() {\n const room = active();\n if (room.players.find((p) => p.id === room.you)?.role === "spectator") throw creaErrore("spectator", "Spectators cannot use voice controls.");\n if (!manifest || manifest.voice === "none" || room.voice.mode === "none") throw creaErrore("voice_disabled", "Voice is disabled for this room.");\n return room.voice;\n }\n function cancel() {\n operation++;\n controller?.abort();\n controller = null;\n pending = null;\n waiting = null;\n emit();\n }\n function detach(preserve) {\n stops.splice(0).forEach((stop) => stop());\n if (current.kind === "room" || current.kind === "watch") {\n if (preserve) current.room.disconnect();\n else current.room.leave();\n }\n current = { kind: "idle" };\n changed();\n }\n async function clearResume(code) {\n if (resumeStore?.value?.code === code) await resumeStore.set(null).catch(() => void 0);\n }\n async function adopt(next, watch, token) {\n if (token !== operation || disposed) {\n next.leave();\n throw creaErrore("cancelled", "The operation was cancelled.");\n }\n detach(false);\n current = watch ? { kind: "watch", room: next, id: String(++identifier) } : { kind: "room", room: next, id: String(++identifier) };\n const room = next;\n stops = [room.onPlayers(emit), room.onMetadata(() => {\n if (room.connection === "disconnected" && (current.kind === "room" || current.kind === "watch") && current.room === room) {\n stops.splice(0).forEach((stop) => stop());\n if (!watch && room.metadata.closedCode === 1e3) void clearResume(room.code);\n current = { kind: "idle" };\n changed();\n } else emit();\n }), room.onStatus(() => {\n emit();\n if (!watch && room.connection === "ended") void clearResume(room.code);\n })];\n if (!watch) {\n const playerRoom = next;\n const sessionId = current.id;\n if (playerRoom.voice) stops.push(playerRoom.voice.onState(emit), playerRoom.voice.onPeers(emit));\n stops.push(playerRoom.onError((error) => notify(errorListeners, { sessionId, error: { ...error } })));\n stops.push(playerRoom.onScoreQueued((score) => notify(scoreListeners, { ...score })));\n for (const score of playerRoom.queuedScores) notify(scoreListeners, { ...score });\n }\n pending = null;\n waiting = null;\n changed();\n if (!watch && resumeStore && room.connection !== "ended") {\n await resumeStore.set({ version: 1, code: room.code, mode: room.mode, updatedAt: base.time.now() }).catch(() => void 0);\n }\n return next;\n }\n async function run(kind, mode, work, watch = false) {\n cancel();\n const token = operation;\n controller = new AbortController();\n pending = kind;\n pendingMode = mode;\n emit();\n try {\n const next = await work(controller.signal, token);\n await adopt(next, watch, token);\n if (token !== operation || disposed) throw creaErrore("cancelled", "The operation was cancelled.");\n return next;\n } finally {\n if (token === operation) {\n pending = null;\n waiting = null;\n controller = null;\n emit();\n }\n }\n }\n const direct = base.room;\n const rooms = !standard ? direct : {\n invited: direct.invited,\n create(options) {\n if (manifest && modalitaLocale(manifest, options.mode)) return Promise.reject(creaErrore("invalid_request", "Local modes cannot create rooms."));\n return run("attaching", options.mode, () => direct.create(options));\n },\n join(code) {\n return run("attaching", null, () => direct.join(code));\n },\n watch(code) {\n return run("attaching", null, () => direct.watch(code), true);\n },\n match(options) {\n if (manifest && modalitaLocale(manifest, options.mode)) return Promise.reject(creaErrore("invalid_request", "Local modes cannot use matchmaking."));\n return run("matching", options.mode, (signal, token) => {\n const abort = () => {\n if (operation === token) cancel();\n };\n options.signal?.addEventListener("abort", abort, { once: true });\n if (options.signal?.aborted) abort();\n return direct.match({ ...options, signal, onWaiting(value) {\n if (token !== operation) return;\n waiting = { ...value };\n emit();\n options.onWaiting?.(value);\n } }).finally(() => options.signal?.removeEventListener("abort", abort));\n });\n }\n };\n if (standard) resumeStore = createResume(base.save, emit);\n const session = {\n get current() {\n return { ...current };\n },\n get capabilities() {\n return capabilities();\n },\n onChange(listener) {\n listeners.add(listener);\n notify(/* @__PURE__ */ new Set([listener]), { ...current });\n return () => {\n listeners.delete(listener);\n };\n },\n ready() {\n if (disposed || ready) return;\n ready = true;\n emit();\n },\n finish() {\n if (current.kind === "room" || current.kind === "watch") throw creaErrore("not_local", "Only a local session can be finished by the client.");\n if (current.kind === "local") {\n current = { ...current, status: "ended" };\n changed();\n }\n }\n };\n const overlay = {\n open(panel) {\n if (!["home", "room", "invite", "friends", "voice", "boards"].includes(panel)) throw creaErrore("invalid_request", "Unknown overlay panel.");\n if (standard) notify(openListeners, panel);\n },\n onChange(listener) {\n viewListeners.add(listener);\n notify(/* @__PURE__ */ new Set([listener]), structuredClone(view));\n return () => {\n viewListeners.delete(listener);\n };\n }\n };\n return {\n session,\n overlay,\n rooms,\n snapshot,\n serverTime: () => current.kind === "room" || current.kind === "watch" ? current.room.serverTime() : base.time.now(),\n onState(listener) {\n stateListeners.add(listener);\n listener(snapshot());\n return () => {\n stateListeners.delete(listener);\n };\n },\n onOpen(listener) {\n openListeners.add(listener);\n return () => {\n openListeners.delete(listener);\n };\n },\n onError(listener) {\n errorListeners.add(listener);\n return () => {\n errorListeners.delete(listener);\n };\n },\n onScore(listener) {\n scoreListeners.add(listener);\n return () => {\n scoreListeners.delete(listener);\n };\n },\n async execute(request) {\n if (!standard) throw creaErrore("overlay_disabled", "This game uses its own room flow.");\n if (request.op === "overlay.view") {\n if (!validOverlayView(request.args)) throw creaErrore("invalid_request", "The overlay geometry is invalid.");\n view = { ...structuredClone(request.args), safeArea: { top: 0, right: 0, bottom: 0, left: 0, ...request.args.safeArea } };\n if (typeof document !== "undefined") for (const [side, value] of Object.entries(view.safeArea)) {\n document.documentElement.style.setProperty(`--caisual-safe-${side}`, `${value}px`);\n }\n notify(viewListeners, structuredClone(view));\n return;\n }\n if (request.sessionId !== void 0 && request.sessionId !== (current.kind === "idle" ? null : current.id)) throw creaErrore("session_replaced", "The active session changed.");\n if (request.op.startsWith("voice.") && request.sessionId !== (current.kind === "idle" ? null : current.id)) throw creaErrore("session_replaced", "The active session changed.");\n if (!ready) throw creaErrore("game_not_ready", "The game is still loading.");\n switch (request.op) {\n case "local.start": {\n if (!manifest || !modalitaLocale(manifest, request.args.mode)) throw creaErrore("invalid_mode", "This is not a local mode.");\n cancel();\n const token = operation;\n if (current.kind === "room") await clearResume(current.room.code);\n if (token !== operation || disposed) throw creaErrore("cancelled", "The operation was cancelled.");\n detach(false);\n current = { kind: "local", id: String(++identifier), mode: request.args.mode, status: "playing" };\n changed();\n return;\n }\n case "room.create":\n await rooms.create(request.args);\n return;\n case "room.join":\n await rooms.join(request.args.code);\n return;\n case "room.watch":\n await rooms.watch(request.args.code);\n return;\n case "room.match": {\n const mode = manifest?.modes.find((m) => m.id === request.args.mode);\n const key = request.args.key ?? mode?.matchmaking?.defaults;\n if (!key) throw creaErrore("invalid_request", "Matchmaking needs a complete key.");\n await rooms.match({ mode: request.args.mode, key });\n return;\n }\n case "voice.join": {\n const room = active(), voice = activeVoice();\n await voice.join();\n if (current.kind !== "room" || current.room !== room) throw creaErrore("session_replaced", "The active session changed.");\n emit();\n return;\n }\n case "voice.mute":\n activeVoice().mute(request.args.muted);\n emit();\n return;\n case "voice.leave":\n activeVoice().leave();\n emit();\n return;\n case "voice.setVolume": {\n const voice = activeVoice();\n if (!voice.peers.some((peer) => peer.id === request.args.playerId)) throw creaErrore("voice_peer_missing", "This voice participant is no longer available.");\n voice.setVolume(request.args.playerId, request.args.volume);\n emit();\n return;\n }\n case "room.ready":\n active().ready(request.args.ready);\n return;\n case "room.role":\n active().setRole(request.args.role);\n return;\n case "room.requestRole":\n await active().requestRole(request.args.role);\n return;\n case "room.team":\n active().setTeam(request.args.team);\n return;\n case "room.start":\n active().start();\n return;\n case "room.restart":\n active().restart();\n return;\n case "session.cancel":\n cancel();\n return;\n case "session.resume": {\n await run("attaching", null, async (signal) => {\n await resumeStore?.loaded;\n if (signal.aborted) throw creaErrore("cancelled", "The operation was cancelled.");\n if (!resumeStore?.value) throw creaErrore("no_resume", "There is no saved room.");\n return direct.join(resumeStore.value.code);\n });\n return;\n }\n case "session.disconnect": {\n cancel();\n const token = operation;\n if (current.kind === "room" && current.room.connection !== "ended" && resumeStore) await resumeStore.set({ version: 1, code: current.room.code, mode: current.room.mode, updatedAt: base.time.now() });\n if (token !== operation || disposed) throw creaErrore("cancelled", "The operation was cancelled.");\n detach(true);\n return;\n }\n case "session.leave": {\n cancel();\n const token = operation;\n if (current.kind === "room") await clearResume(current.room.code);\n if (token !== operation || disposed) throw creaErrore("cancelled", "The operation was cancelled.");\n detach(false);\n return;\n }\n }\n },\n dispose() {\n cancel();\n detach(true);\n disposed = true;\n listeners.clear();\n viewListeners.clear();\n stateListeners.clear();\n openListeners.clear();\n scoreListeners.clear();\n errorListeners.clear();\n }\n };\n}\n\n// src/overlay/shortcut.ts\nfunction bindOverlayShortcut(target, overlay, open) {\n let enabled = true, blocked = false;\n const stop = overlay.onChange((view) => {\n enabled = view.shortcutEnabled !== false;\n blocked = view.inputBlocked;\n });\n const listener = (event) => {\n const element = event.target;\n if (!enabled || blocked || event.repeat || event.key !== "Tab" || !event.shiftKey || event.ctrlKey || event.altKey || event.metaKey || element?.closest?.(\'input,textarea,select,[contenteditable="true"]\')) return;\n event.preventDefault();\n event.stopImmediatePropagation();\n open();\n };\n target.addEventListener("keydown", listener, true);\n return () => {\n stop();\n target.removeEventListener("keydown", listener, true);\n };\n}\n\n// src/overlay/bridge.ts\nfunction attachKitBridge(port, hello, coordinator) {\n let disposed = false, seq = 0, highestRequest = 0, activeRequests = 0;\n const replies = /* @__PURE__ */ new Map();\n const send = (message) => {\n if (!disposed) try {\n port.postMessage(message);\n } catch {\n }\n };\n const stops = [\n ...hello.configuration.manifest.overlay && typeof window !== "undefined" ? [bindOverlayShortcut(window, coordinator.overlay, () => send({ type: "caisual:overlay-shortcut", v: 1, epoch: hello.epoch }))] : [],\n coordinator.onState((state) => send({ type: "caisual:overlay-state", v: 1, epoch: hello.epoch, seq: ++seq, serverTime: coordinator.serverTime(), state })),\n coordinator.onOpen((panel) => send({ type: "caisual:overlay-open", v: 1, epoch: hello.epoch, panel })),\n coordinator.onError(({ sessionId, error }) => send({ type: "caisual:overlay-error", v: 1, epoch: hello.epoch, sessionId, error })),\n coordinator.onScore((score) => send({ type: "caisual:overlay-score", v: 1, epoch: hello.epoch, score }))\n ];\n const listener = (event) => {\n const raw = record(event.data);\n if (raw?.type !== "caisual:overlay" || raw.epoch !== hello.epoch || disposed) return;\n const reply = { type: "caisual:overlay-response", v: 1, epoch: hello.epoch, requestId: typeof raw.requestId === "string" ? raw.requestId : "" };\n if (!validOverlayRequest(raw)) {\n send({ ...reply, ok: false, error: { code: "invalid_request", message: "The overlay request is invalid." } });\n return;\n }\n const fingerprint = JSON.stringify([raw.op, raw.args, raw.sessionId]);\n const previous = replies.get(raw.requestId);\n if (previous) {\n if (previous.fingerprint !== fingerprint) send({ ...reply, ok: false, error: { code: "duplicate_request", message: "The request id was already used." } });\n else void previous.response.then(send);\n return;\n }\n if (Number(raw.requestId) <= highestRequest || activeRequests >= 32) {\n send({ ...reply, ok: false, error: { code: "stale_request", message: "The request is stale or too many requests are pending." } });\n return;\n }\n highestRequest = Number(raw.requestId);\n activeRequests++;\n const response = Promise.resolve().then(() => coordinator.execute(raw)).then(\n () => ({ ...reply, ok: true }),\n (error) => ({ ...reply, ok: false, error: {\n code: typeof record(error)?.code === "string" ? record(error).code : "internal_error",\n message: error instanceof Error ? error.message : "The operation could not be completed."\n } })\n );\n replies.set(raw.requestId, { fingerprint, response });\n void response.then((value) => {\n activeRequests--;\n send(value);\n if (replies.size > 64) for (const id of replies.keys()) {\n if (Number(id) < highestRequest - 64) replies.delete(id);\n }\n });\n };\n port.addEventListener("message", listener);\n port.start();\n return () => {\n disposed = true;\n port.removeEventListener("message", listener);\n stops.forEach((stop) => stop());\n coordinator.dispose();\n replies.clear();\n };\n}\n\n// src/http.ts\nasync function leggiErrore(response) {\n let corpo = {};\n try {\n corpo = await response.json();\n } catch {\n }\n return creaErrore(\n typeof corpo.error?.code === "string" ? corpo.error.code : response.status === 401 ? "invalid_ticket" : "internal_error",\n typeof corpo.error?.message === "string" ? corpo.error.message : `The request failed with status ${response.status}.`\n );\n}\nfunction creaRichiedente(origin, prefix, fetcher, biglietto) {\n async function manda(path, metodo, ticket, corpo) {\n const headers = new Headers({ Authorization: `Bearer ${ticket}` });\n let body;\n if (corpo !== void 0) {\n headers.set("Content-Type", "application/json");\n try {\n body = JSON.stringify(corpo);\n } catch {\n throw creaErrore("invalid_request", "The value must be valid JSON.");\n }\n }\n try {\n return await fetcher(new URL(prefix + path, origin), {\n method: metodo,\n headers,\n body,\n credentials: "omit"\n });\n } catch {\n throw erroreOffline();\n }\n }\n return async function richiesta(path, metodo, corpo, forzaRinnovo = false) {\n let ticket;\n try {\n ticket = forzaRinnovo ? await biglietto.rinnova() : await biglietto.ottieni();\n } catch {\n throw erroreOffline();\n }\n let response = await manda(path, metodo, ticket, corpo);\n if (response.status === 401) {\n try {\n ticket = await biglietto.rinnova();\n } catch {\n throw erroreOffline();\n }\n response = await manda(path, metodo, ticket, corpo);\n }\n if (!response.ok) throw await leggiErrore(response);\n try {\n return await response.json();\n } catch {\n throw creaErrore("internal_error", "The service returned an invalid response.");\n }\n };\n}\n\n// src/api.ts\nfunction creaClienteApi(appOrigin, fetcher, biglietto) {\n const richiesta = creaRichiedente(appOrigin, "/api/kit", fetcher, biglietto);\n return {\n me: () => richiesta("/me", "GET"),\n saveSet: (key, value) => richiesta(`/saves/${encodeURIComponent(key)}`, "PUT", { value }),\n async saveGet(key) {\n try {\n return (await richiesta(`/saves/${encodeURIComponent(key)}`, "GET")).value;\n } catch (errore) {\n if (codiceErrore(errore) === "not_found") return null;\n throw errore;\n }\n },\n async saveRemove(key) {\n await richiesta(`/saves/${encodeURIComponent(key)}`, "DELETE");\n },\n async saveList() {\n return (await richiesta("/saves", "GET")).saves;\n },\n async boardSubmit(board, score, daily) {\n const risultato = await richiesta("/scores", "POST", { board, score, daily });\n return {\n accepted: true,\n best: risultato.best,\n rank: risultato.rank,\n day: risultato.day,\n verified: risultato.verified\n };\n },\n async boardTop(board, opzioni) {\n if (opzioni.day !== void 0 && (!validBoardDay(opzioni.day) || opzioni.daily === false)) throw creaErrore("invalid_request", "day must be a real UTC date and cannot be combined with daily: false.");\n const query = new URLSearchParams();\n if (opzioni.day !== void 0) query.set("day", opzioni.day);\n if (opzioni.daily) query.set("daily", "1");\n if (opzioni.limit !== void 0) query.set("limit", String(opzioni.limit));\n if (opzioni.guests) query.set("guests", "1");\n const suffisso = query.size === 0 ? "" : `?${query.toString()}`;\n const { day, entries, me } = await richiesta(\n `/scores/${encodeURIComponent(board)}${suffisso}`,\n "GET"\n );\n return { day, entries, me };\n }\n };\n}\n\n// src/daily.ts\nvar DIVISORE_UINT32 = 4294967296;\nfunction giornoUtc(ora) {\n return new Date(ora).toISOString().slice(0, 10);\n}\nasync function calcolaSeed(gioco, giorno, subtle) {\n const dati = new TextEncoder().encode(`caisual:${gioco}:${giorno}`);\n const digest = new Uint8Array(await subtle.digest("SHA-256", dati));\n return (digest[0] ?? 0) * 16777216 + ((digest[1] ?? 0) << 16) + ((digest[2] ?? 0) << 8) + (digest[3] ?? 0) >>> 0;\n}\nfunction creaMulberry32(seed) {\n let stato = seed >>> 0;\n return () => {\n stato = stato + 1831565813 >>> 0;\n let valore = stato;\n valore = Math.imul(valore ^ valore >>> 15, valore | 1);\n valore ^= valore + Math.imul(valore ^ valore >>> 7, valore | 61);\n return ((valore ^ valore >>> 14) >>> 0) / DIVISORE_UINT32;\n };\n}\n\n// src/handshake.ts\nfunction record2(valore) {\n return typeof valore === "object" && valore !== null && !Array.isArray(valore) ? valore : null;\n}\nfunction eTipo(valore, tipo) {\n return record2(valore)?.type === tipo;\n}\nfunction leggiOrigine(valore) {\n if (typeof valore !== "string") return null;\n try {\n const url = new URL(valore);\n return url.origin === valore && (url.protocol === "https:" || url.protocol === "http:") ? valore : null;\n } catch {\n return null;\n }\n}\nfunction attendiHandshake(finestra, appOrigin, timeoutMs = 3e3) {\n return new Promise((resolve) => {\n let concluso = false;\n const instance = globalThis.crypto.randomUUID();\n const termina = (esito) => {\n if (concluso) return;\n concluso = true;\n finestra.removeEventListener("message", ascolta);\n finestra.clearTimeout(scadenza);\n resolve(esito);\n };\n const segnalaPronto = () => {\n finestra.parent.postMessage({ type: "caisual:ready", instance, overlayVersion: 1 }, appOrigin);\n };\n const ascolta = (evento) => {\n if (evento.origin !== appOrigin || evento.source !== finestra.parent) return;\n if (eTipo(evento.data, "caisual:ready?")) {\n segnalaPronto();\n return;\n }\n if (!eTipo(evento.data, "caisual:hello")) return;\n const dati = record2(evento.data);\n const porta = evento.ports[0];\n if (typeof dati?.ticket !== "string" || porta === void 0) return;\n porta.start();\n const overlay = normalizeOverlayHello(dati.overlay);\n const tags = (value) => Array.isArray(value) ? value.map(normalizeLanguage).filter((tag) => tag !== null) : void 0;\n termina({\n ...overlay ? { overlay } : {},\n ...normalizeLanguage(dati.language) ? { language: normalizeLanguage(dati.language) } : {},\n uiLanguage: normalizeLanguage(dati.uiLanguage) ?? void 0,\n languagePreferences: tags(dati.languagePreferences),\n gameLanguages: tags(dati.gameLanguages),\n ticket: dati.ticket,\n live: leggiOrigine(dati.live),\n invite: typeof dati.invite === "string" ? dati.invite : null,\n porta\n });\n };\n finestra.addEventListener("message", ascolta);\n const scadenza = finestra.setTimeout(() => termina(null), timeoutMs);\n segnalaPronto();\n });\n}\nfunction scadenzaJwt(ticket) {\n const parte = ticket.split(".")[1];\n if (parte === void 0) return null;\n const base64 = parte.replace(/-/g, "+").replace(/_/g, "/").padEnd(\n Math.ceil(parte.length / 4) * 4,\n "="\n );\n try {\n const payload = record2(JSON.parse(globalThis.atob(base64)));\n return typeof payload?.exp === "number" && Number.isFinite(payload.exp) ? payload.exp * 1e3 : null;\n } catch {\n return null;\n }\n}\nfunction chiediBiglietto(porta, finestra, timeoutMs, aud) {\n return new Promise((resolve, reject) => {\n let concluso = false;\n const termina = (ticket) => {\n if (concluso) return;\n concluso = true;\n porta.removeEventListener("message", ascolta);\n finestra.clearTimeout(scadenza);\n if (ticket === null) reject(new Error("Ticket refresh timed out."));\n else resolve(ticket);\n };\n const ascolta = (evento) => {\n const dati = record2(evento.data);\n const destinatario = dati?.aud === void 0 ? "portal" : dati.aud;\n if (dati?.type === "caisual:ticket" && destinatario === aud && typeof dati.ticket === "string") {\n termina(dati.ticket);\n }\n };\n porta.addEventListener("message", ascolta);\n const scadenza = finestra.setTimeout(() => termina(null), timeoutMs);\n try {\n porta.postMessage(aud === "live" ? { type: "caisual:ticket", aud: "live" } : { type: "caisual:ticket" });\n } catch {\n termina(null);\n }\n });\n}\nfunction creaGestoreBiglietto(ticketIniziale, porta, finestra, ora, timeoutMs = 3e3, aud = "portal") {\n let ticket = ticketIniziale;\n let rinnovo = null;\n const rinnova = () => {\n if (rinnovo !== null) return rinnovo;\n const richiesta = chiediBiglietto(porta, finestra, timeoutMs, aud).then((nuovo) => {\n ticket = nuovo;\n return nuovo;\n });\n const completa = richiesta.finally(() => {\n if (rinnovo === completa) rinnovo = null;\n });\n rinnovo = completa;\n return completa;\n };\n return {\n async ottieni() {\n if (ticket === null) return rinnova();\n const scadenza = scadenzaJwt(ticket);\n return scadenza !== null && scadenza - ora() < 3e4 ? rinnova() : ticket;\n },\n rinnova\n };\n}\n\n// src/voce/index.ts\nvar SOGLIA_AUDIO = 0.02;\nvar DURATA_PARLANTE = 300;\nvar INTERVALLO_AUDIO = 200;\nvar DURATA_ZERO = 3e3;\nvar TIMEOUT_CONNESSIONE = 1e4;\nvar RITARDI_RICONNESSIONE = [1e3, 2e3, 4e3];\nfunction limita(value) {\n return Number.isNaN(value) ? 1 : Math.min(1, Math.max(0, value));\n}\nfunction dipendenzeReali(input) {\n const globali = globalThis;\n const AudioContextClass = globali.AudioContext ?? globali.webkitAudioContext;\n if (typeof RTCPeerConnection === "undefined" || typeof MediaStream === "undefined" || AudioContextClass === void 0 || typeof navigator === "undefined" || navigator.mediaDevices?.getUserMedia === void 0 || typeof document === "undefined") return null;\n return {\n ...input,\n creaPeerConnection: (configuration) => new RTCPeerConnection(configuration),\n getUserMedia: (constraints) => navigator.mediaDevices.getUserMedia(constraints),\n creaAudioContext: () => new AudioContextClass(),\n creaAudioElement: () => document.createElement("audio"),\n creaMediaStream: (tracks) => new MediaStream(tracks)\n };\n}\nvar VoceClient = class {\n constructor(contesto, timer, dipendenze) {\n this.contesto = contesto;\n this.modeCorrente = "none";\n this.stateCorrente = "off";\n this.mutedCorrente = false;\n this.speakingCorrente = false;\n this.roster = [];\n this.gains = /* @__PURE__ */ new Map();\n this.volumi = /* @__PURE__ */ new Map();\n this.speakingPeers = /* @__PURE__ */ new Map();\n this.ultimoAudio = /* @__PURE__ */ new Map();\n this.zeroDa = /* @__PURE__ */ new Map();\n this.timerZero = /* @__PURE__ */ new Map();\n this.ascoltatoriPeers = /* @__PURE__ */ new Set();\n this.ascoltatoriState = /* @__PURE__ */ new Set();\n this.richieste = /* @__PURE__ */ new Map();\n this.riproduzioni = /* @__PURE__ */ new Map();\n this.sfuAttive = /* @__PURE__ */ new Map();\n this.midGiocatori = /* @__PURE__ */ new Map();\n this.negati = /* @__PURE__ */ new Set();\n this.mesh = /* @__PURE__ */ new Map();\n this.stream = null;\n this.tracciaMic = null;\n this.audioContext = null;\n this.analyser = null;\n this.peerSfu = null;\n this.sessioneSfu = null;\n this.connessioneSfuAttesa = false;\n this.trasporto = null;\n this.intervalloAudio = null;\n this.timerConnessione = null;\n this.cancellaAttesaConnessione = null;\n this.timerRiconnessione = null;\n this.ultimoAudioMic = Number.NEGATIVE_INFINITY;\n this.sequenzaRichieste = 0;\n this.generazione = 0;\n this.tentativoRiconnessione = 0;\n this.desiderata = false;\n this.micDesiderato = true;\n this.promessaIngresso = null;\n this.negoziazione = Promise.resolve();\n this.dipendenze = dipendenze ?? dipendenzeReali(timer);\n }\n get mode() {\n return this.modeCorrente;\n }\n get state() {\n return this.stateCorrente;\n }\n get mic() {\n return this.stateCorrente === "on" && this.tracciaMic !== null;\n }\n get muted() {\n return this.mutedCorrente;\n }\n get speaking() {\n return this.speakingCorrente;\n }\n get peers() {\n return this.copiaPeers();\n }\n async join(options = {}) {\n if (this.stateCorrente === "on") return;\n if (this.stateCorrente === "joining") {\n if (this.promessaIngresso !== null) await this.promessaIngresso;\n return;\n }\n if (this.stateCorrente === "reconnecting" && this.desiderata) return;\n const mic = this.scegliMic(options);\n this.verificaIngresso(mic);\n this.micDesiderato = mic;\n this.desiderata = true;\n this.tentativoRiconnessione = 0;\n this.aggiornaState("joining");\n const generazione = ++this.generazione;\n const promessa = this.completaIngresso(generazione);\n this.promessaIngresso = promessa;\n try {\n await promessa;\n } finally {\n if (this.promessaIngresso === promessa) this.promessaIngresso = null;\n }\n }\n async completaIngresso(generazione) {\n try {\n await this.entra(generazione);\n } catch (cause) {\n if (generazione !== this.generazione) return;\n this.desiderata = false;\n this.chiudiRisorse();\n this.aggiornaState("off");\n throw this.mappaErrore(cause);\n }\n }\n leave() {\n const deveFermare = this.desiderata || this.stateCorrente !== "off";\n this.desiderata = false;\n this.generazione++;\n this.fermaRiconnessione();\n if (deveFermare && this.contesto.connessa()) {\n void this.richiedi({ t: "voice", op: "stop" }).catch(() => void 0);\n }\n this.rifiutaRichieste(creaErrore("offline", "Voice has stopped."));\n this.chiudiRisorse();\n this.aggiornaState("off");\n }\n mute(muted = true) {\n if (this.stateCorrente !== "on" || this.tracciaMic === null) {\n throw creaErrore("not_publishing", "Join voice before changing mute.");\n }\n this.mutedCorrente = muted;\n this.tracciaMic.enabled = !muted;\n if (muted) this.speakingCorrente = false;\n this.notificaPeers();\n void this.richiedi({ t: "voice", op: "mute", muted }).catch(() => void 0);\n }\n setVolume(playerId, volume) {\n const valore = limita(volume);\n this.volumi.set(playerId, valore);\n this.aggiornaGuadagno(playerId);\n this.notificaPeers();\n }\n onPeers(listener) {\n this.ascoltatoriPeers.add(listener);\n return () => {\n this.ascoltatoriPeers.delete(listener);\n };\n }\n onState(listener) {\n this.ascoltatoriState.add(listener);\n return () => {\n this.ascoltatoriState.delete(listener);\n };\n }\n ricevi(message) {\n if ("r" in message) {\n const pending = this.richieste.get(message.r);\n if (pending !== void 0) {\n this.richieste.delete(message.r);\n if ("error" in message) {\n pending.reject(creaErrore(message.error.code, message.error.message));\n } else pending.resolve(message);\n }\n return;\n }\n if (message.op === "roster") {\n this.negati.clear();\n this.modeCorrente = message.mode;\n const publisher = new Set(message.peers.map((peer) => peer.id));\n this.roster = [\n ...message.peers.map((peer) => ({ ...peer, mic: true })),\n ...message.listeners.flatMap((id) => publisher.has(id) ? [] : [{ id, mic: false, muted: true }])\n ];\n for (const peer of this.roster) {\n if (peer.muted) this.speakingPeers.set(peer.id, false);\n }\n this.pulisciPeerAssenti();\n this.contesto.rosterPronto();\n this.notificaPeers();\n this.accodaRiconciliazione();\n return;\n }\n if (message.op === "gain") {\n this.negati.clear();\n for (const [playerId, gain] of Object.entries(message.gains)) {\n this.gains.set(playerId, limita(gain));\n this.aggiornaZero(playerId);\n this.aggiornaGuadagno(playerId);\n }\n this.notificaPeers();\n this.accodaRiconciliazione();\n return;\n }\n if (message.op === "closed") {\n for (const mid of message.mids) {\n const playerId = this.midGiocatori.get(mid);\n if (playerId === void 0) continue;\n const attiva = this.sfuAttive.get(playerId);\n if (attiva?.mid === mid && !this.riproduzioni.has(playerId)) attiva.receiver?.track.stop();\n if (attiva?.mid === mid) this.sfuAttive.delete(playerId);\n this.midGiocatori.delete(mid);\n this.scollegaTraccia(playerId);\n this.negati.add(playerId);\n }\n this.notificaPeers();\n return;\n }\n if (message.op === "signal") void this.riceviSegnale(message.from, message.data);\n }\n giocatoriCambiati() {\n this.negati.clear();\n const presenti = new Set(this.contesto.giocatori().map((player) => player.id));\n for (const playerId of this.gains.keys()) {\n if (presenti.has(playerId)) continue;\n this.gains.delete(playerId);\n this.zeroDa.delete(playerId);\n const timer = this.timerZero.get(playerId);\n if (timer !== void 0) this.dipendenze?.clearTimeout(timer);\n this.timerZero.delete(playerId);\n this.aggiornaGuadagno(playerId);\n }\n this.notificaPeers();\n this.accodaRiconciliazione();\n }\n socketDisconnesso() {\n this.sequenzaRichieste = 0;\n this.rifiutaRichieste(creaErrore("offline", "The room is reconnecting."));\n if (!this.desiderata) return;\n this.generazione++;\n this.chiudiRisorse();\n this.tentativoRiconnessione = 0;\n this.aggiornaState("reconnecting");\n }\n socketRiconnesso() {\n this.sequenzaRichieste = 0;\n if (this.desiderata && this.stateCorrente === "reconnecting") this.programmaRiconnessione();\n }\n termina() {\n this.desiderata = false;\n this.generazione++;\n this.fermaRiconnessione();\n this.rifiutaRichieste(creaErrore("offline", "The room connection ended."));\n this.chiudiRisorse();\n this.aggiornaState("off");\n }\n scegliMic(options) {\n if (options.mic !== void 0) return options.mic;\n const you = this.contesto.giocatori().find((player) => player.id === this.contesto.you());\n return you?.role !== "spectator";\n }\n verificaIngresso(mic = this.micDesiderato) {\n if (!this.contesto.connessa()) throw creaErrore("offline", "The room is not connected.");\n if (this.modeCorrente === "none") {\n throw creaErrore("voice_disabled", "Voice is disabled for this room.");\n }\n const you = this.contesto.giocatori().find((player) => player.id === this.contesto.you());\n if (you?.role === "spectator" && mic) {\n throw creaErrore("spectator", "Spectators cannot publish voice.");\n }\n if (this.dipendenze === null) {\n throw creaErrore("unsupported", "Voice is not supported in this browser.");\n }\n }\n async entra(generazione) {\n this.verificaIngresso();\n const dipendenze = this.richiediDipendenze();\n const audioContext = dipendenze.creaAudioContext();\n this.audioContext = audioContext;\n if (this.micDesiderato) {\n let stream;\n try {\n stream = await dipendenze.getUserMedia({ audio: true });\n } catch (cause) {\n if (this.permessoNegato(cause)) {\n throw creaErrore("permission_denied", "Microphone permission was denied.");\n }\n throw creaErrore("voice_error", "The microphone could not be opened.");\n }\n try {\n this.controllaGenerazione(generazione);\n } catch (cause) {\n for (const track of stream.getTracks()) track.stop();\n throw cause;\n }\n const mic = stream.getAudioTracks()[0];\n if (mic === void 0) throw creaErrore("voice_error", "The microphone has no audio track.");\n this.stream = stream;\n this.tracciaMic = mic;\n mic.enabled = !this.mutedCorrente;\n this.preparaAnalizzatore(stream);\n }\n try {\n await audioContext.resume();\n } catch {\n }\n this.controllaGenerazione(generazione);\n const risposta = await this.richiedi({ t: "voice", op: "ice" });\n this.controllaGenerazione(generazione);\n if (risposta.op !== "ice") throw creaErrore("voice_error", "The voice service returned an invalid response.");\n this.modeCorrente = risposta.mode;\n if (risposta.mode === "none") throw creaErrore("voice_disabled", "Voice is disabled for this room.");\n this.trasporto = risposta.transport;\n if (risposta.transport === "sfu") {\n await this.entraSfu(risposta.iceServers, generazione);\n } else {\n await this.richiedi({ t: "voice", op: "publish", mic: this.micDesiderato });\n }\n if (this.micDesiderato && this.mutedCorrente) {\n await this.richiedi({ t: "voice", op: "mute", muted: true });\n }\n this.controllaGenerazione(generazione);\n this.tentativoRiconnessione = 0;\n this.aggiornaState("on");\n this.avviaMisuraAudio();\n for (const playerId of this.gains.keys()) this.aggiornaZero(playerId);\n this.accodaRiconciliazione();\n }\n async entraSfu(iceServers, generazione) {\n const pc = this.richiediDipendenze().creaPeerConnection({\n iceServers,\n bundlePolicy: "max-bundle"\n });\n this.peerSfu = pc;\n pc.ontrack = (event) => {\n const mid = event.transceiver.mid;\n const playerId = mid === null ? void 0 : this.midGiocatori.get(mid);\n if (playerId !== void 0) this.collegaTraccia(playerId, event.track, event.receiver);\n };\n this.osservaCaduta(pc);\n let risposta;\n if (this.micDesiderato) {\n const transceiver = pc.addTransceiver(this.richiediMic(), { direction: "sendonly" });\n const offer = await pc.createOffer();\n await pc.setLocalDescription(offer);\n this.controllaGenerazione(generazione);\n const mid = transceiver.mid;\n const sdp = pc.localDescription?.sdp;\n if (mid === null || sdp === void 0) {\n throw creaErrore("voice_error", "The voice connection could not create an offer.");\n }\n risposta = await this.richiedi({ t: "voice", op: "session", sdp, mid });\n } else {\n risposta = await this.richiedi({ t: "voice", op: "session" });\n }\n if (risposta.op !== "session") {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n this.sessioneSfu = risposta.session;\n if (this.micDesiderato) {\n if (risposta.sdp === null) {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n await pc.setRemoteDescription({ type: "answer", sdp: risposta.sdp });\n await this.attendiConnessione(pc, generazione);\n this.connessioneSfuAttesa = true;\n return;\n }\n if (risposta.sdp !== null) {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n if (this.publisherDesiderati().length > 0) {\n await this.riconciliaSfu();\n }\n }\n attendiConnessione(pc, generazione) {\n if (pc.connectionState === "connected") return Promise.resolve();\n const dipendenze = this.richiediDipendenze();\n return new Promise((resolve, reject) => {\n const pulisci = () => {\n pc.removeEventListener("connectionstatechange", cambiata);\n if (this.timerConnessione !== null) dipendenze.clearTimeout(this.timerConnessione);\n this.timerConnessione = null;\n this.cancellaAttesaConnessione = null;\n };\n const cambiata = () => {\n if (generazione !== this.generazione) {\n pulisci();\n reject(creaErrore("offline", "Voice was stopped."));\n } else if (pc.connectionState === "connected") {\n pulisci();\n resolve();\n } else if (pc.connectionState === "failed" || pc.connectionState === "closed") {\n pulisci();\n reject(creaErrore("voice_error", "The voice connection failed."));\n }\n };\n pc.addEventListener("connectionstatechange", cambiata);\n this.cancellaAttesaConnessione = () => {\n pulisci();\n reject(creaErrore("offline", "Voice was stopped."));\n };\n this.timerConnessione = dipendenze.setTimeout(() => {\n pulisci();\n reject(creaErrore("voice_error", "The voice connection timed out."));\n }, TIMEOUT_CONNESSIONE);\n });\n }\n accodaRiconciliazione() {\n if (this.stateCorrente !== "on") return;\n this.negoziazione = this.negoziazione.then(async () => {\n if (this.stateCorrente !== "on") return;\n if (this.trasporto === "sfu") await this.riconciliaSfu();\n else if (this.trasporto === "mesh") this.riconciliaMesh();\n }).catch(() => this.avviaRiconnessione());\n }\n async riconciliaSfu() {\n const sessione = this.sessioneSfu;\n const pc = this.peerSfu;\n if (sessione === null || pc === null) return;\n const desiderati = new Map(this.publisherDesiderati().map((peer) => [peer.id, peer]));\n const daChiudere = [];\n for (const [playerId, attiva] of this.sfuAttive) {\n const peer = desiderati.get(playerId);\n if (peer !== void 0 && peer.session === attiva.session && peer.track === attiva.track) continue;\n daChiudere.push(attiva);\n if (!this.riproduzioni.has(playerId)) attiva.receiver?.track.stop();\n this.sfuAttive.delete(playerId);\n this.midGiocatori.delete(attiva.mid);\n this.scollegaTraccia(playerId);\n }\n if (daChiudere.length > 0) {\n await this.richiedi({\n t: "voice",\n op: "close",\n session: sessione,\n mids: daChiudere.map((item) => item.mid)\n });\n }\n const nuove = [...desiderati.values()].filter((peer) => !this.sfuAttive.has(peer.id));\n if (nuove.length === 0) return;\n let risposta;\n try {\n risposta = await this.richiedi({\n t: "voice",\n op: "subscribe",\n session: sessione,\n tracks: nuove.map((peer) => ({ session: peer.session, track: peer.track }))\n });\n } catch (cause) {\n if (codiceErrore(cause) !== "not_allowed") throw cause;\n for (const peer of nuove) this.negati.add(peer.id);\n return;\n }\n if (risposta.op !== "subscribe") {\n throw creaErrore("voice_error", "The voice service returned an invalid response.");\n }\n for (const risultato of risposta.tracks) {\n const peer = nuove.find(\n (item) => item.session === risultato.session && item.track === risultato.track\n );\n if (risultato.error === "not_allowed" && peer !== void 0) this.negati.add(peer.id);\n if (risultato?.mid === null || risultato?.mid === void 0 || risultato.error !== null || peer === void 0) continue;\n this.midGiocatori.set(risultato.mid, peer.id);\n this.sfuAttive.set(peer.id, {\n session: peer.session,\n track: peer.track,\n mid: risultato.mid,\n receiver: null\n });\n }\n await pc.setRemoteDescription({ type: "offer", sdp: risposta.sdp });\n const answer = await pc.createAnswer();\n await pc.setLocalDescription(answer);\n const sdp = pc.localDescription?.sdp;\n if (sdp === void 0) throw creaErrore("voice_error", "The voice answer is missing.");\n await this.richiedi({ t: "voice", op: "answer", session: sessione, sdp });\n if (!this.connessioneSfuAttesa) {\n await this.attendiConnessione(pc, this.generazione);\n this.connessioneSfuAttesa = true;\n }\n }\n riconciliaMesh() {\n const desiderati = new Map(this.peerDesiderati().map((peer) => [peer.id, peer]));\n for (const [playerId, item] of this.mesh) {\n if (desiderati.has(playerId)) continue;\n item.pc.close();\n this.mesh.delete(playerId);\n this.scollegaTraccia(playerId);\n }\n for (const peer of desiderati.values()) {\n if (!this.mesh.has(peer.id)) this.creaMesh(peer);\n }\n }\n creaMesh(peer) {\n const playerId = peer.id;\n const pc = this.richiediDipendenze().creaPeerConnection();\n const item = {\n pc,\n makingOffer: false,\n ignoreOffer: false,\n settingRemoteAnswer: false,\n polite: this.contesto.you() > playerId,\n receiver: null\n };\n this.mesh.set(playerId, item);\n pc.onicecandidate = (event) => {\n if (event.candidate === null) return;\n void this.inviaSegnale(playerId, { kind: "candidate", candidate: event.candidate.toJSON() });\n };\n if (!item.polite) pc.onnegotiationneeded = () => {\n void this.offriMesh(playerId, item);\n };\n pc.ontrack = (event) => {\n item.receiver = event.receiver;\n this.collegaTraccia(playerId, event.track, event.receiver);\n };\n this.osservaCaduta(pc);\n if (this.micDesiderato) {\n pc.addTransceiver(this.richiediMic(), {\n direction: peer.mic ? "sendrecv" : "sendonly"\n });\n } else {\n pc.addTransceiver("audio", { direction: "recvonly" });\n }\n }\n async offriMesh(playerId, item) {\n try {\n item.makingOffer = true;\n const offer = await item.pc.createOffer();\n await item.pc.setLocalDescription(offer);\n const sdp = item.pc.localDescription?.sdp;\n if (sdp !== void 0) await this.inviaSegnale(playerId, { kind: "offer", sdp });\n } finally {\n item.makingOffer = false;\n }\n }\n async riceviSegnale(from, data) {\n if (this.trasporto !== "mesh" || this.stateCorrente !== "on") return;\n const peer = this.peerDesiderati().find((item2) => item2.id === from);\n if (peer === void 0) return;\n if (!this.mesh.has(from)) this.creaMesh(peer);\n const item = this.mesh.get(from);\n if (item === void 0 || typeof data !== "object" || data === null || Array.isArray(data)) return;\n const segnale = data;\n try {\n if (segnale.kind === "candidate") {\n if (!item.ignoreOffer) await item.pc.addIceCandidate(segnale.candidate);\n return;\n }\n if (segnale.kind !== "offer" && segnale.kind !== "answer" || typeof segnale.sdp !== "string") return;\n const pronta = !item.makingOffer && (item.pc.signalingState === "stable" || item.settingRemoteAnswer);\n const collisione = segnale.kind === "offer" && !pronta;\n item.ignoreOffer = !item.polite && collisione;\n if (item.ignoreOffer) return;\n item.settingRemoteAnswer = segnale.kind === "answer";\n await item.pc.setRemoteDescription({ type: segnale.kind, sdp: segnale.sdp });\n item.settingRemoteAnswer = false;\n if (segnale.kind === "offer") {\n const answer = await item.pc.createAnswer();\n await item.pc.setLocalDescription(answer);\n const sdp = item.pc.localDescription?.sdp;\n if (sdp !== void 0) await this.inviaSegnale(from, { kind: "answer", sdp });\n }\n } catch {\n this.avviaRiconnessione();\n }\n }\n async inviaSegnale(to, data) {\n try {\n await this.richiedi({ t: "voice", op: "signal", to, data });\n } catch (cause) {\n if (codiceErrore(cause) !== "not_allowed") throw cause;\n const item = this.mesh.get(to);\n item?.pc.close();\n this.mesh.delete(to);\n this.scollegaTraccia(to);\n this.negati.add(to);\n }\n }\n peerDesiderati() {\n const you = this.contesto.you();\n const giocatori = this.contesto.giocatori();\n const player = giocatori.find((item) => item.id === you);\n return this.roster.filter((peer) => {\n if (peer.id === you) return false;\n if (this.negati.has(peer.id)) return false;\n if (!this.micDesiderato && !peer.mic) return false;\n if (this.modeCorrente === "team") {\n const altro = giocatori.find((item) => item.id === peer.id);\n if (player?.role !== "spectator" && altro?.team !== player?.team) return false;\n }\n return true;\n });\n }\n publisherDesiderati() {\n return this.peerDesiderati().filter(\n (peer) => {\n if (!peer.mic) return false;\n const zeroAt = this.zeroDa.get(peer.id);\n return zeroAt === void 0 || this.richiediDipendenze().ora() - zeroAt < DURATA_ZERO;\n }\n );\n }\n aggiornaZero(playerId) {\n const dipendenze = this.dipendenze;\n if (dipendenze === null) return;\n const precedente = this.timerZero.get(playerId);\n if (precedente !== void 0) dipendenze.clearTimeout(precedente);\n this.timerZero.delete(playerId);\n if ((this.gains.get(playerId) ?? 1) > 0) {\n this.zeroDa.delete(playerId);\n return;\n }\n if (!this.zeroDa.has(playerId)) this.zeroDa.set(playerId, dipendenze.ora());\n const trascorso = dipendenze.ora() - (this.zeroDa.get(playerId) ?? dipendenze.ora());\n const timer = dipendenze.setTimeout(() => {\n this.timerZero.delete(playerId);\n this.accodaRiconciliazione();\n }, Math.max(0, DURATA_ZERO - trascorso));\n this.timerZero.set(playerId, timer);\n }\n collegaTraccia(playerId, track, receiver) {\n this.scollegaTraccia(playerId);\n const dipendenze = this.richiediDipendenze();\n const media = dipendenze.creaMediaStream([track]);\n const source = this.richiediAudioContext().createMediaStreamSource(media);\n const gain = this.richiediAudioContext().createGain();\n source.connect(gain);\n gain.connect(this.richiediAudioContext().destination);\n let analyser = null;\n try {\n analyser = this.richiediAudioContext().createAnalyser();\n analyser.fftSize = 256;\n source.connect(analyser);\n } catch {\n analyser = null;\n }\n const audio = dipendenze.creaAudioElement();\n audio.srcObject = media;\n audio.muted = true;\n audio.playsInline = true;\n void audio.play().catch(() => void 0);\n this.riproduzioni.set(playerId, { source, gain, analyser, audio, track, receiver });\n const attiva = this.sfuAttive.get(playerId);\n if (attiva !== void 0) attiva.receiver = receiver;\n this.aggiornaGuadagno(playerId);\n }\n scollegaTraccia(playerId) {\n const riproduzione = this.riproduzioni.get(playerId);\n if (riproduzione === void 0) return;\n riproduzione.source.disconnect();\n riproduzione.gain.disconnect();\n riproduzione.analyser?.disconnect();\n riproduzione.track.stop();\n riproduzione.audio.pause();\n riproduzione.audio.srcObject = null;\n this.riproduzioni.delete(playerId);\n this.speakingPeers.delete(playerId);\n this.ultimoAudio.delete(playerId);\n }\n aggiornaGuadagno(playerId) {\n const riproduzione = this.riproduzioni.get(playerId);\n if (riproduzione !== void 0) {\n riproduzione.gain.gain.value = (this.volumi.get(playerId) ?? 1) * (this.gains.get(playerId) ?? 1);\n }\n }\n preparaAnalizzatore(stream) {\n const context = this.richiediAudioContext();\n const analyser = context.createAnalyser();\n analyser.fftSize = 256;\n context.createMediaStreamSource(stream).connect(analyser);\n this.analyser = analyser;\n }\n avviaMisuraAudio() {\n const dipendenze = this.richiediDipendenze();\n if (this.intervalloAudio !== null) dipendenze.clearInterval(this.intervalloAudio);\n this.intervalloAudio = dipendenze.setInterval(() => this.misuraAudio(), INTERVALLO_AUDIO);\n }\n misuraAudio() {\n const dipendenze = this.dipendenze;\n if (dipendenze === null) return;\n let sopraSoglia = false;\n if (this.analyser !== null) sopraSoglia = this.livelloAnalizzatore(this.analyser) > SOGLIA_AUDIO;\n if (sopraSoglia) this.ultimoAudioMic = dipendenze.ora();\n const parlando = !this.mutedCorrente && dipendenze.ora() - this.ultimoAudioMic <= DURATA_PARLANTE;\n if (parlando !== this.speakingCorrente) {\n this.speakingCorrente = parlando;\n this.notificaPeers();\n }\n let cambiato = false;\n for (const peer of this.copiaPeers()) {\n const riproduzione = this.riproduzioni.get(peer.id);\n if (this.livelloAnalizzatore(riproduzione?.analyser ?? null) > SOGLIA_AUDIO) {\n this.ultimoAudio.set(peer.id, dipendenze.ora());\n } else if (riproduzione?.analyser === null || riproduzione?.analyser === void 0) {\n const sources = riproduzione?.receiver?.getSynchronizationSources?.() ?? [];\n if (sources.some((source) => (source.audioLevel ?? 0) > SOGLIA_AUDIO)) {\n this.ultimoAudio.set(peer.id, dipendenze.ora());\n }\n }\n const speaking = !peer.muted && dipendenze.ora() - (this.ultimoAudio.get(peer.id) ?? 0) <= DURATA_PARLANTE;\n if ((this.speakingPeers.get(peer.id) ?? false) !== speaking) {\n this.speakingPeers.set(peer.id, speaking);\n cambiato = true;\n }\n }\n if (cambiato) this.notificaPeers();\n }\n livelloAnalizzatore(analyser) {\n const nodo = analyser;\n if (nodo?.getFloatTimeDomainData === void 0) return 0;\n const campioni = new Float32Array(nodo.fftSize);\n nodo.getFloatTimeDomainData(campioni);\n return Math.sqrt(campioni.reduce((somma, valore) => somma + valore * valore, 0) / Math.max(1, campioni.length));\n }\n copiaPeers() {\n const you = this.contesto.you();\n const giocatori = this.contesto.giocatori();\n const player = giocatori.find((item) => item.id === you);\n return this.roster.flatMap((peer) => {\n if (peer.id === you) return [];\n if (this.modeCorrente === "team") {\n const altro = giocatori.find((item) => item.id === peer.id);\n if (player?.role !== "spectator" && altro?.team !== player?.team) return [];\n }\n return [{\n id: peer.id,\n mic: peer.mic,\n muted: peer.muted,\n speaking: peer.mic && !peer.muted && (this.speakingPeers.get(peer.id) ?? false),\n volume: this.volumi.get(peer.id) ?? 1,\n gain: this.gains.get(peer.id) ?? 1\n }];\n });\n }\n pulisciPeerAssenti() {\n const presenti = new Set(this.roster.map((peer) => peer.id));\n for (const playerId of this.speakingPeers.keys()) {\n if (!presenti.has(playerId)) this.speakingPeers.delete(playerId);\n }\n for (const playerId of this.zeroDa.keys()) {\n if (presenti.has(playerId)) continue;\n this.zeroDa.delete(playerId);\n const timer = this.timerZero.get(playerId);\n if (timer !== void 0) this.dipendenze?.clearTimeout(timer);\n this.timerZero.delete(playerId);\n }\n }\n osservaCaduta(pc) {\n pc.addEventListener("connectionstatechange", () => {\n if (this.stateCorrente === "on" && (pc.connectionState === "failed" || pc.connectionState === "disconnected")) this.avviaRiconnessione();\n });\n }\n avviaRiconnessione() {\n if (!this.desiderata || this.stateCorrente === "reconnecting") return;\n this.generazione++;\n this.rifiutaRichieste(creaErrore("voice_error", "The voice connection was restarted."));\n this.chiudiRisorse();\n this.tentativoRiconnessione = 0;\n this.aggiornaState("reconnecting");\n this.programmaRiconnessione();\n }\n programmaRiconnessione() {\n if (!this.desiderata || !this.contesto.connessa() || this.timerRiconnessione !== null || this.stateCorrente !== "reconnecting") return;\n const ritardo = RITARDI_RICONNESSIONE[this.tentativoRiconnessione];\n if (ritardo === void 0) {\n this.desiderata = false;\n this.aggiornaState("off");\n return;\n }\n this.tentativoRiconnessione++;\n this.timerRiconnessione = this.richiediDipendenze().setTimeout(() => {\n this.timerRiconnessione = null;\n const generazione = ++this.generazione;\n void this.entra(generazione).catch(() => {\n if (generazione !== this.generazione || !this.desiderata) return;\n this.chiudiRisorse();\n this.aggiornaState("reconnecting");\n this.programmaRiconnessione();\n });\n }, ritardo);\n }\n fermaRiconnessione() {\n if (this.timerRiconnessione === null || this.dipendenze === null) return;\n this.dipendenze.clearTimeout(this.timerRiconnessione);\n this.timerRiconnessione = null;\n }\n chiudiRisorse() {\n const dipendenze = this.dipendenze;\n this.cancellaAttesaConnessione?.();\n this.cancellaAttesaConnessione = null;\n if (dipendenze !== null) {\n if (this.intervalloAudio !== null) dipendenze.clearInterval(this.intervalloAudio);\n if (this.timerConnessione !== null) dipendenze.clearTimeout(this.timerConnessione);\n for (const timer of this.timerZero.values()) dipendenze.clearTimeout(timer);\n }\n this.intervalloAudio = null;\n this.timerConnessione = null;\n this.timerZero.clear();\n for (const playerId of [...this.riproduzioni.keys()]) this.scollegaTraccia(playerId);\n this.peerSfu?.close();\n this.peerSfu = null;\n for (const item of this.mesh.values()) item.pc.close();\n this.mesh.clear();\n this.sfuAttive.clear();\n this.midGiocatori.clear();\n this.negati.clear();\n for (const track of this.stream?.getTracks() ?? []) track.stop();\n this.stream = null;\n this.tracciaMic = null;\n this.analyser = null;\n void this.audioContext?.close().catch(() => void 0);\n this.audioContext = null;\n this.sessioneSfu = null;\n this.connessioneSfuAttesa = false;\n this.trasporto = null;\n this.speakingCorrente = false;\n this.ultimoAudioMic = Number.NEGATIVE_INFINITY;\n this.speakingPeers.clear();\n this.ultimoAudio.clear();\n this.negoziazione = Promise.resolve();\n }\n richiedi(message) {\n if (!this.contesto.connessa()) return Promise.reject(creaErrore("offline", "The room is reconnecting."));\n const r = ++this.sequenzaRichieste;\n return new Promise((resolve, reject) => {\n this.richieste.set(r, { resolve, reject });\n try {\n this.contesto.invia({ ...message, r });\n } catch (cause) {\n this.richieste.delete(r);\n reject(cause);\n }\n });\n }\n rifiutaRichieste(reason) {\n for (const richiesta of this.richieste.values()) richiesta.reject(reason);\n this.richieste.clear();\n }\n aggiornaState(state) {\n if (state === this.stateCorrente) return;\n this.stateCorrente = state;\n for (const listener of this.ascoltatoriState) {\n try {\n listener(state);\n } catch {\n }\n }\n }\n notificaPeers() {\n const peers = this.copiaPeers();\n for (const listener of this.ascoltatoriPeers) {\n try {\n listener(peers);\n } catch {\n }\n }\n }\n controllaGenerazione(generazione) {\n if (generazione !== this.generazione || !this.desiderata) {\n throw creaErrore("offline", "Voice was stopped.");\n }\n }\n richiediDipendenze() {\n if (this.dipendenze === null) throw creaErrore("unsupported", "Voice is not supported.");\n return this.dipendenze;\n }\n richiediMic() {\n if (this.tracciaMic === null) throw creaErrore("voice_error", "The microphone is not ready.");\n return this.tracciaMic;\n }\n richiediAudioContext() {\n if (this.audioContext === null) throw creaErrore("voice_error", "Audio is not ready.");\n return this.audioContext;\n }\n permessoNegato(cause) {\n return typeof cause === "object" && cause !== null && "name" in cause && (cause.name === "NotAllowedError" || cause.name === "SecurityError");\n }\n mappaErrore(cause) {\n if (typeof cause === "object" && cause !== null && "code" in cause) {\n const code = cause.code;\n if (code === "voice_disabled" || code === "permission_denied" || code === "unsupported" || code === "spectator" || code === "offline" || code === "voice_error") return cause;\n return creaErrore("voice_error", "Voice could not be started.");\n }\n return creaErrore("voice_error", "Voice could not be started.");\n }\n};\n\n// src/stanza-client/index.ts\nvar APERTO = 1;\nvar RITARDI_RICONNESSIONE2 = [1e3, 2e3, 4e3, 8e3];\nvar GRAZIA_RICONNESSIONE = 6e4;\nvar INTERVALLO_PING = 5e3;\nvar RITARDO_FLUSH = 500;\nvar ATTESA_ROSTER = 2e3;\nvar CHIUSURE_DEFINITIVE = /* @__PURE__ */ new Set([4003, 4004, 4005, 4006, 4008, 4009]);\nfunction record3(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;\n}\nfunction ingressoValido(value) {\n const dati = record3(value);\n return dati !== null && typeof dati.roomId === "string" && typeof dati.code === "string" && typeof dati.join === "string" && typeof dati.url === "string";\n}\nfunction visioneValida(value) {\n const dati = record3(value);\n return dati !== null && typeof dati.roomId === "string" && typeof dati.code === "string" && typeof dati.watch === "string" && typeof dati.url === "string";\n}\nfunction rispostaMatchValida(value) {\n const dati = record3(value);\n const players = record3(dati?.players);\n return dati !== null && typeof dati.url === "string" && Number.isInteger(dati.timeoutMs) && dati.timeoutMs >= 1e3 && dati.timeoutMs <= 3e5 && players !== null && Number.isInteger(players.min) && Number.isInteger(players.max) && players.min >= 1 && players.max >= players.min;\n}\nfunction copiaJson(value) {\n return JSON.parse(JSON.stringify(value));\n}\nfunction applicaPatch(state, value) {\n let risultato = copiaJson(state);\n for (const operazione of value) {\n if (operazione.path.length === 0) {\n if (operazione.op !== "set") return { ok: false };\n risultato = copiaJson(operazione.value);\n continue;\n }\n let contenitore = risultato;\n const percorso = operazione.path;\n for (let indice = 0; indice < percorso.length - 1; indice++) {\n const parte = percorso[indice];\n if (Array.isArray(contenitore)) {\n if (typeof parte !== "number" || parte >= contenitore.length) return { ok: false };\n contenitore = contenitore[parte];\n } else {\n const oggetto2 = record3(contenitore);\n if (oggetto2 === null || typeof parte !== "string" || !Object.hasOwn(oggetto2, parte)) {\n return { ok: false };\n }\n contenitore = oggetto2[parte];\n }\n }\n const ultima = percorso.at(-1);\n if (Array.isArray(contenitore)) {\n if (operazione.op !== "set" || typeof ultima !== "number" || ultima >= contenitore.length) return { ok: false };\n contenitore[ultima] = copiaJson(operazione.value);\n } else {\n const oggetto2 = record3(contenitore);\n if (oggetto2 === null || typeof ultima !== "string") return { ok: false };\n if (operazione.op === "del") {\n if (!Object.hasOwn(oggetto2, ultima)) return { ok: false };\n delete oggetto2[ultima];\n } else {\n Object.defineProperty(oggetto2, ultima, {\n configurable: true,\n enumerable: true,\n value: copiaJson(operazione.value),\n writable: true\n });\n }\n }\n }\n return { ok: true, state: risultato };\n}\nfunction creaApiLive(input) {\n const richiesta = creaRichiedente(input.liveOrigin, "", input.fetcher, input.biglietto);\n async function ingresso(path, body, rinnova = false) {\n const value = await richiesta(path, "POST", body, rinnova);\n if (!ingressoValido(value)) {\n throw creaErrore("internal_error", "The room service returned an invalid response.");\n }\n return value;\n }\n async function match(options) {\n const value = await richiesta("/match", "POST", {\n mode: options.mode,\n key: options.key\n });\n if (!rispostaMatchValida(value)) {\n throw creaErrore("internal_error", "The matchmaking service returned an invalid response.");\n }\n return value;\n }\n async function visione(body, rinnova = false) {\n const value = await richiesta("/rooms/watch", "POST", body, rinnova);\n if (!visioneValida(value)) {\n throw creaErrore("internal_error", "The room service returned an invalid response.");\n }\n return value;\n }\n return {\n create: (mode) => ingresso("/rooms", { mode }),\n joinCode: (code) => ingresso("/rooms/join", { code }),\n joinRoom: (roomId) => ingresso("/rooms/join", { roomId }, true),\n watchCode: (code) => visione({ code }),\n watchRoom: (roomId) => visione({ roomId }, true),\n match,\n flush: (roomId) => richiesta(\n `/rooms/${encodeURIComponent(roomId)}/flush`,\n "POST"\n )\n };\n}\nvar StanzaClient = class {\n constructor(roomId, codice, url, dipendenze, api, segnalaStanza, spettatore = false) {\n this.roomId = roomId;\n this.codice = codice;\n this.dipendenze = dipendenze;\n this.api = api;\n this.segnalaStanza = segnalaStanza;\n this.spettatore = spettatore;\n this.meta = { host: null, mode: null, countdownAt: null, configuration: null, connection: "connecting", closedCode: null };\n this.metaListeners = /* @__PURE__ */ new Set();\n this.connectionListeners = /* @__PURE__ */ new Set();\n this.scoreListeners = /* @__PURE__ */ new Set();\n this.scores = [];\n this.errorListeners = /* @__PURE__ */ new Set();\n this.roleId = 0;\n this.roleRequests = /* @__PURE__ */ new Map();\n this.statoPubblico = null;\n this.statoSincronizzato = null;\n this.tickCorrente = 0;\n this.tickRateCorrente = 0;\n this.latenzaCorrente = null;\n this.ultimoInput = null;\n this.inputInviato = null;\n this.timerInput = null;\n this.ultimoInvioGioco = -Infinity;\n this.inviiGioco = [];\n this.seedCorrente = 0;\n this.statusCorrente = "lobby";\n this.giocatoriCorrenti = [];\n this.youCorrente = "";\n this.hostCorrente = null;\n this.resultCorrente = null;\n this.delaySpettatore = 0;\n this.socket = null;\n this.seq = 0;\n this.scartoOrario = 0;\n this.timerPing = null;\n this.timerRiconnessione = null;\n this.timerFlush = null;\n this.flushInCorso = false;\n this.flushRichiesto = false;\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.resyncRichiesto = false;\n this.terminata = false;\n this.lasciata = false;\n this.prontaRisolta = false;\n this.welcomeRicevuto = false;\n this.rosterRicevuto = false;\n this.timerRoster = null;\n this.risolviPronta = () => void 0;\n this.rifiutaPronta = () => void 0;\n this.ascoltatoriStato = /* @__PURE__ */ new Set();\n this.ascoltatoriGiocatori = /* @__PURE__ */ new Set();\n this.ascoltatoriStatus = /* @__PURE__ */ new Set();\n this.ascoltatoriMessaggi = /* @__PURE__ */ new Set();\n this.promessaPronta = new Promise((resolve, reject) => {\n this.risolviPronta = resolve;\n this.rifiutaPronta = reject;\n });\n this.voice = new VoceClient({\n invia: (message) => this.invia(message),\n connessa: () => this.socket?.readyState === APERTO && this.welcomeRicevuto && !this.terminata && !this.lasciata,\n you: () => this.youCorrente,\n giocatori: () => this.copiaGiocatori(),\n rosterPronto: () => {\n this.rosterRicevuto = true;\n this.risolviProntaSePossibile();\n }\n }, dipendenze, dipendenze.voce);\n if (spettatore) this.rosterRicevuto = true;\n this.apri(url);\n }\n get mode() {\n return this.meta.mode;\n }\n get countdownAt() {\n return this.meta.countdownAt;\n }\n get connection() {\n return this.meta.connection;\n }\n get metadata() {\n return structuredClone(this.meta);\n }\n get queuedScores() {\n return structuredClone(this.scores);\n }\n onMetadata(listener) {\n this.metaListeners.add(listener);\n return () => this.metaListeners.delete(listener);\n }\n onConnection(listener) {\n this.connectionListeners.add(listener);\n return () => this.connectionListeners.delete(listener);\n }\n onError(listener) {\n this.errorListeners.add(listener);\n return () => this.errorListeners.delete(listener);\n }\n onScoreQueued(listener) {\n this.scoreListeners.add(listener);\n return () => this.scoreListeners.delete(listener);\n }\n metadataChanged(change) {\n const old = this.meta.connection;\n this.meta = { ...this.meta, ...change };\n this.notifica(this.metaListeners, this.metadata);\n if (old !== this.meta.connection) this.notifica(this.connectionListeners, this.meta.connection);\n }\n initialMetadata(room) {\n this.metadataChanged({\n host: room.host,\n mode: room.mode,\n countdownAt: room.countdownAt ?? null,\n configuration: room.configuration ?? null,\n connection: "connected",\n closedCode: null\n });\n }\n requestRole(role) {\n if (typeof role !== "string" || role.length < 1 || role.length > 32) return Promise.reject(creaErrore("invalid_role", "The role is not valid."));\n if (this.connection !== "connected" || this.status !== "playing" || !this.meta.configuration?.requestRole) {\n return Promise.reject(creaErrore("role_change_unavailable", "Roles cannot be requested right now."));\n }\n if (this.roleRequests.size >= 8) return Promise.reject(creaErrore("rate_limited", "Too many role requests."));\n const r = ++this.roleId;\n return new Promise((resolve, reject) => {\n const timer = this.dipendenze.setTimeout(() => {\n this.roleRequests.delete(r);\n reject(creaErrore("timeout", "The role request timed out."));\n }, 5e3);\n this.roleRequests.set(r, { resolve, reject, timer });\n try {\n this.invia({ t: "request-role", r, role });\n } catch (error) {\n this.dipendenze.clearTimeout(timer);\n this.roleRequests.delete(r);\n reject(error);\n }\n });\n }\n clearRoleRequests() {\n for (const request of this.roleRequests.values()) {\n this.dipendenze.clearTimeout(request.timer);\n request.reject(creaErrore("offline", "The room connection ended."));\n }\n this.roleRequests.clear();\n }\n disconnect() {\n if (this.lasciata) return;\n this.lasciata = true;\n const socket = this.socket;\n this.socket = null;\n this.voice.termina();\n this.fermaInput();\n this.fermaPing();\n this.fermaRiconnessione();\n this.clearRoleRequests();\n if (this.timerRoster !== null) this.dipendenze.clearTimeout(this.timerRoster);\n socket?.close(1e3);\n this.segnalaStanza(null);\n this.metadataChanged({ connection: "disconnected", closedCode: null });\n if (!this.prontaRisolta) {\n this.prontaRisolta = true;\n this.rifiutaPronta(creaErrore("cancelled", "The room was disconnected."));\n }\n }\n get state() {\n return this.statoPubblico;\n }\n get tick() {\n return this.tickCorrente;\n }\n get tickRate() {\n return this.tickRateCorrente;\n }\n get latency() {\n return this.latenzaCorrente;\n }\n get seed() {\n return this.seedCorrente;\n }\n get status() {\n return this.statusCorrente;\n }\n get players() {\n return this.copiaGiocatori();\n }\n get you() {\n return this.youCorrente;\n }\n get host() {\n return this.hostCorrente;\n }\n get code() {\n return this.codice;\n }\n get result() {\n return this.resultCorrente;\n }\n get delayMs() {\n return this.delaySpettatore;\n }\n pronta() {\n return this.promessaPronta;\n }\n invite() {\n return { code: this.codice, url: new URL(`/r/${this.codice}`, this.dipendenze.appOrigin).href };\n }\n onState(listener) {\n this.ascoltatoriStato.add(listener);\n return () => {\n this.ascoltatoriStato.delete(listener);\n };\n }\n onPlayers(listener) {\n this.ascoltatoriGiocatori.add(listener);\n return () => {\n this.ascoltatoriGiocatori.delete(listener);\n };\n }\n onStatus(listener) {\n this.ascoltatoriStatus.add(listener);\n return () => {\n this.ascoltatoriStatus.delete(listener);\n };\n }\n onMessage(listener) {\n this.ascoltatoriMessaggi.add(listener);\n return () => {\n this.ascoltatoriMessaggi.delete(listener);\n };\n }\n send(message) {\n if (this.statusCorrente === "finished") return;\n const prossimo = this.seq + 1;\n this.invia({ t: "msg", seq: prossimo, m: message });\n this.seq = prossimo;\n this.ultimoInvioGioco = this.dipendenze.ora();\n this.inviiGioco = [...this.inviiGioco.slice(-(MESSAGGI_GIOCO_AL_SECONDO - 1)), this.ultimoInvioGioco];\n }\n input(value) {\n if (this.terminata || this.lasciata || this.statusCorrente === "finished") return;\n try {\n const serializzato = JSON.stringify(value);\n if (serializzato === void 0) throw new TypeError();\n this.ultimoInput = serializzato;\n } catch {\n throw creaErrore("invalid_request", "Room input must be valid JSON.");\n }\n this.programmaInput();\n }\n pulisciInput() {\n this.fermaInput();\n this.ultimoInput = this.inputInviato = null;\n this.ultimoInvioGioco = -Infinity;\n this.inviiGioco = [];\n }\n fermaInput() {\n if (this.timerInput !== null) this.dipendenze.clearTimeout(this.timerInput);\n this.timerInput = null;\n }\n programmaInput() {\n if (this.timerInput !== null || this.ultimoInput === null || this.ultimoInput === this.inputInviato || !this.welcomeRicevuto || this.socket?.readyState !== APERTO || this.terminata || this.lasciata) return;\n const ora = this.dipendenze.ora();\n const frequenza = this.tickRateCorrente > 0 ? Math.min(MESSAGGI_GIOCO_AL_SECONDO, this.tickRateCorrente) : MESSAGGI_GIOCO_AL_SECONDO;\n const periodo = 1e3 / frequenza;\n this.inviiGioco = this.inviiGioco.filter((at) => ora - at < 1e3);\n const spazio = this.inviiGioco.length >= MESSAGGI_GIOCO_AL_SECONDO ? this.inviiGioco[0] + 1e3 : ora;\n const prossimo = Number.isFinite(this.ultimoInvioGioco) ? this.ultimoInvioGioco + periodo : ora + periodo;\n this.timerInput = this.dipendenze.setTimeout(() => {\n this.timerInput = null;\n if (this.ultimoInput === null || this.ultimoInput === this.inputInviato || !this.welcomeRicevuto || this.socket?.readyState !== APERTO || this.terminata || this.lasciata) return;\n const adesso = this.dipendenze.ora();\n if (adesso < this.ultimoInvioGioco + periodo || this.inviiGioco.filter((at) => adesso - at < 1e3).length >= MESSAGGI_GIOCO_AL_SECONDO) {\n this.programmaInput();\n return;\n }\n const valore = this.ultimoInput;\n try {\n this.send(JSON.parse(valore));\n this.inputInviato = valore;\n } catch {\n }\n }, Math.max(0, Math.ceil(Math.max(prossimo, spazio) - ora)));\n }\n aggiornaTickRate(value) {\n if (value === void 0 || !Number.isInteger(value) || value < 0 || value > 60 || value === this.tickRateCorrente) return;\n this.tickRateCorrente = value;\n this.fermaInput();\n this.programmaInput();\n }\n ready(ready) {\n this.invia({ t: "ready", ready });\n }\n setRole(role) {\n this.invia({ t: "role", role });\n }\n setTeam(team) {\n this.invia({ t: "team", team });\n }\n start() {\n this.invia({ t: "start" });\n }\n restart() {\n if (this.statusCorrente !== "finished") throw creaErrore("rematch_unavailable", "This room is not waiting for a rematch.");\n this.invia({ t: "restart" });\n }\n leave() {\n if (this.lasciata) return;\n if (!this.spettatore) this.voice.leave();\n this.lasciata = true;\n this.segnalaStanza(null);\n if (this.socket?.readyState === APERTO) {\n const socket = this.socket;\n this.invia({ t: "leave" });\n if (this.spettatore) socket.close(1e3);\n }\n this.termina(1e3);\n }\n serverTime() {\n return this.dipendenze.ora() + this.scartoOrario;\n }\n copiaGiocatori() {\n return this.giocatoriCorrenti.map((player) => ({ ...player }));\n }\n notifica(listeners, ...args) {\n for (const listener of listeners) {\n try {\n listener(...args);\n } catch {\n }\n }\n }\n invia(message) {\n if (this.socket?.readyState !== APERTO) {\n throw creaErrore("offline", "The room is reconnecting.");\n }\n let frame;\n try {\n frame = JSON.stringify(message);\n } catch {\n throw creaErrore("invalid_request", "Room messages must be valid JSON.");\n }\n this.socket.send(frame);\n }\n apri(url) {\n let socket;\n try {\n socket = this.dipendenze.apriSocket(url);\n } catch {\n this.programmaRiconnessione();\n return;\n }\n this.socket = socket;\n socket.addEventListener("open", () => {\n if (this.socket === socket) this.avviaPing();\n });\n socket.addEventListener("message", (evento) => {\n if (this.socket === socket && typeof evento.data === "string") this.ricevi(evento.data);\n });\n socket.addEventListener("close", (evento) => {\n if (this.socket === socket) this.chiuso(evento.code, evento.reason);\n });\n }\n avviaPing() {\n if (this.timerPing !== null) this.dipendenze.clearInterval(this.timerPing);\n this.timerPing = this.dipendenze.setInterval(() => {\n if (this.socket?.readyState !== APERTO) return;\n try {\n this.invia({ t: "ping", c: this.dipendenze.ora() });\n } catch {\n }\n }, INTERVALLO_PING);\n }\n fermaPing() {\n if (this.timerPing === null) return;\n this.dipendenze.clearInterval(this.timerPing);\n this.timerPing = null;\n }\n ricevi(frame) {\n let dati;\n try {\n const value = JSON.parse(frame);\n const oggetto2 = record3(value);\n if (oggetto2 === null || typeof oggetto2.t !== "string") return;\n dati = oggetto2;\n } catch {\n return;\n }\n try {\n if (dati.t === "watching") this.riceviWatching(dati);\n else if (dati.t === "welcome") this.riceviWelcome(dati);\n else if (dati.t === "players") this.riceviGiocatori(dati.players, dati.host);\n else if (dati.t === "status") this.riceviStatus(dati);\n else if (dati.t === "state") this.riceviDiff(dati);\n else if (dati.t === "snapshot") this.riceviSnapshot(dati);\n else if (dati.t === "msg") this.notifica(this.ascoltatoriMessaggi, copiaJson(dati.m));\n else if (dati.t === "pong") this.riceviPong(dati);\n else if (dati.t === "error") this.notifica(this.errorListeners, { code: dati.code, message: dati.message });\n else if (dati.t === "flush") this.richiediFlush();\n else if (dati.t === "score-queued" && !this.spettatore) {\n this.scores.push(structuredClone(dati.score));\n this.scores = this.scores.slice(-32);\n this.notifica(this.scoreListeners, structuredClone(dati.score));\n } else if (dati.t === "role-result") {\n const request = this.roleRequests.get(dati.r);\n if (request) {\n this.dipendenze.clearTimeout(request.timer);\n this.roleRequests.delete(dati.r);\n if (dati.ok) request.resolve();\n else request.reject(creaErrore(dati.code ?? "role_change_refused", "The role change was not accepted."));\n }\n } else if (dati.t === "voice") this.voice.ricevi(dati);\n } catch {\n if (dati.t === "state" || dati.t === "snapshot") this.chiediResync();\n }\n }\n riceviWatching(dati) {\n const room = dati.room;\n if (!this.spettatore || room.id !== this.roomId) return;\n this.aggiornaTickRate(room.tickRate);\n this.seedCorrente = room.seed;\n this.hostCorrente = room.host;\n this.statusCorrente = room.status;\n this.resultCorrente = copiaJson(room.result ?? null);\n if (room.status === "finished") this.pulisciInput();\n this.giocatoriCorrenti = dati.players.map((player) => ({ ...player }));\n this.delaySpettatore = dati.delayMs;\n this.aggiornaStato(dati.state, room.tick, room.serverTime);\n this.scartoOrario = room.serverTime - this.dipendenze.ora();\n this.resyncRichiesto = false;\n this.welcomeRicevuto = true;\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.notifica(\n this.ascoltatoriStatus,\n this.statusCorrente,\n this.resultCorrente,\n room.serverTime\n );\n this.initialMetadata(room);\n this.programmaInput();\n this.risolviProntaSePossibile();\n }\n riceviWelcome(dati) {\n const room = dati.room;\n if (room.id !== this.roomId) return;\n this.youCorrente = dati.you;\n this.aggiornaTickRate(room.tickRate);\n this.seedCorrente = room.seed;\n this.hostCorrente = room.host;\n this.statusCorrente = room.status;\n this.resultCorrente = copiaJson(room.result ?? null);\n if (room.status === "finished") this.pulisciInput();\n this.giocatoriCorrenti = dati.players.map((player) => ({ ...player }));\n this.aggiornaStato(dati.state, room.tick, room.serverTime);\n this.scartoOrario = room.serverTime - this.dipendenze.ora();\n this.resyncRichiesto = false;\n this.welcomeRicevuto = true;\n if (!this.rosterRicevuto && this.timerRoster === null) {\n this.timerRoster = this.dipendenze.setTimeout(() => {\n this.timerRoster = null;\n this.rosterRicevuto = true;\n this.risolviProntaSePossibile();\n }, ATTESA_ROSTER);\n }\n this.ritardoIndice = 0;\n this.tempoRiconnessione = 0;\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.voice.giocatoriCambiati();\n this.voice.socketRiconnesso();\n this.notifica(\n this.ascoltatoriStatus,\n this.statusCorrente,\n this.resultCorrente,\n room.serverTime\n );\n this.initialMetadata(room);\n this.programmaInput();\n this.risolviProntaSePossibile();\n }\n riceviGiocatori(value, host) {\n this.giocatoriCorrenti = value.map((player) => ({ ...player }));\n if (host !== void 0) this.hostCorrente = host;\n else if (!this.giocatoriCorrenti.some(\n (player) => player.id === this.hostCorrente && player.connected\n )) {\n this.hostCorrente = this.giocatoriCorrenti.find((player) => player.connected)?.id ?? null;\n }\n this.metadataChanged({ host: this.hostCorrente });\n this.notifica(this.ascoltatoriGiocatori, this.copiaGiocatori());\n this.voice.giocatoriCambiati();\n }\n riceviStatus(dati) {\n this.statusCorrente = dati.status;\n if (dati.host !== void 0) this.hostCorrente = dati.host;\n this.resultCorrente = copiaJson(dati.result);\n if (dati.status === "finished") {\n this.pulisciInput();\n this.clearRoleRequests();\n }\n if (dati.status === "ended") {\n this.terminata = true;\n this.clearRoleRequests();\n this.segnalaStanza(null);\n if (!this.spettatore) this.voice.termina();\n this.fermaPing();\n this.fermaRiconnessione();\n this.fermaInput();\n this.ultimoInput = null;\n }\n this.metadataChanged({\n host: this.hostCorrente,\n countdownAt: dati.countdownAt ?? (dati.status === "countdown" ? dati.at : null),\n ...dati.status === "ended" ? { connection: "ended", closedCode: 4004 } : {}\n });\n this.notifica(this.ascoltatoriStatus, this.statusCorrente, this.resultCorrente, dati.at);\n }\n riceviDiff(dati) {\n this.aggiornaTickRate(dati.tickRate);\n if (dati.base !== this.tickCorrente) {\n this.chiediResync();\n return;\n }\n const risultato = applicaPatch(this.statoSincronizzato, dati.patch);\n if (!risultato.ok) {\n this.chiediResync();\n return;\n }\n this.resyncRichiesto = false;\n this.aggiornaStato(risultato.state, dati.tick, dati.serverTime);\n }\n riceviSnapshot(dati) {\n if (dati.tick < this.tickCorrente) return;\n this.aggiornaTickRate(dati.tickRate);\n this.resyncRichiesto = false;\n this.aggiornaStato(dati.state, dati.tick, dati.serverTime);\n }\n aggiornaStato(state, tick, serverTime) {\n this.statoSincronizzato = copiaJson(state);\n this.statoPubblico = copiaJson(state);\n this.tickCorrente = tick;\n this.notifica(this.ascoltatoriStato, this.statoPubblico, tick, serverTime);\n }\n chiediResync() {\n if (this.resyncRichiesto || this.socket?.readyState !== APERTO) return;\n this.resyncRichiesto = true;\n try {\n this.invia({ t: "resync" });\n } catch {\n this.resyncRichiesto = false;\n }\n }\n riceviPong(dati) {\n const ora = this.dipendenze.ora();\n if (!Number.isFinite(dati.c) || !Number.isFinite(dati.s) || dati.c > ora) return;\n const rtt = ora - dati.c;\n this.latenzaCorrente = this.latenzaCorrente === null ? rtt : this.latenzaCorrente * 0.8 + rtt * 0.2;\n this.scartoOrario = dati.s - (dati.c + ora) / 2;\n }\n chiuso(code, reason) {\n this.socket = null;\n this.welcomeRicevuto = false;\n this.latenzaCorrente = null;\n this.fermaInput();\n this.inputInviato = null;\n this.ultimoInvioGioco = -Infinity;\n this.inviiGioco = [];\n this.fermaPing();\n if (this.lasciata || this.terminata) return;\n if (CHIUSURE_DEFINITIVE.has(code)) {\n const errore = code === 4009 && reason === "message_too_large" ? "message_too_large" : void 0;\n if (errore) this.notifica(this.errorListeners, { code: errore, message: "The room message is too large." });\n this.termina(code, errore);\n return;\n }\n this.clearRoleRequests();\n if (!this.spettatore) this.voice.socketDisconnesso();\n this.programmaRiconnessione();\n }\n programmaRiconnessione() {\n if (this.terminata || this.lasciata || this.timerRiconnessione !== null) return;\n this.metadataChanged({ connection: "reconnecting" });\n const indice = Math.min(this.ritardoIndice, RITARDI_RICONNESSIONE2.length - 1);\n const ritardo = RITARDI_RICONNESSIONE2[indice];\n if (this.tempoRiconnessione + ritardo > GRAZIA_RICONNESSIONE) {\n this.termina("timeout");\n return;\n }\n this.ritardoIndice++;\n this.tempoRiconnessione += ritardo;\n this.timerRiconnessione = this.dipendenze.setTimeout(() => {\n this.timerRiconnessione = null;\n void this.riconnetti();\n }, ritardo);\n }\n async riconnetti() {\n if (this.terminata || this.lasciata) return;\n try {\n const ingresso = this.spettatore ? await this.api.watchRoom(this.roomId) : await this.api.joinRoom(this.roomId);\n if (this.terminata || this.lasciata) return;\n const codiceCambiato = this.codice !== ingresso.code;\n this.codice = ingresso.code;\n if (codiceCambiato && this.prontaRisolta && !this.terminata && !this.lasciata) {\n this.segnalaStanza({ code: this.codice });\n }\n this.apri(ingresso.url);\n } catch {\n this.programmaRiconnessione();\n }\n }\n fermaRiconnessione() {\n if (this.timerRiconnessione === null) return;\n this.dipendenze.clearTimeout(this.timerRiconnessione);\n this.timerRiconnessione = null;\n }\n termina(code, errore) {\n this.clearRoleRequests();\n this.metadataChanged({ connection: code === 1e3 ? "disconnected" : code === 4006 ? "replaced" : "closed", closedCode: typeof code === "number" ? code : null });\n const risultato = { closed: code };\n const cambiato = this.statusCorrente !== "ended" || JSON.stringify(this.resultCorrente) !== JSON.stringify(risultato);\n this.terminata = true;\n this.fermaInput();\n this.ultimoInput = null;\n this.segnalaStanza(null);\n this.statusCorrente = "ended";\n this.resultCorrente = risultato;\n if (!this.spettatore) this.voice.termina();\n this.fermaPing();\n this.fermaRiconnessione();\n if (cambiato) this.notifica(this.ascoltatoriStatus, "ended", risultato, this.serverTime());\n if (!this.prontaRisolta) {\n this.prontaRisolta = true;\n const codici = {\n 4003: "kicked",\n 4004: "room_ended",\n 4005: "version_closed",\n 4006: "replaced",\n 4008: "rate_limited",\n 4009: "invalid_request"\n };\n const erroreCode = errore ?? (typeof code === "number" ? codici[code] ?? "offline" : "offline");\n this.rifiutaPronta(creaErrore(erroreCode, "The room connection ended."));\n }\n }\n risolviProntaSePossibile() {\n if (this.prontaRisolta || !this.welcomeRicevuto || !this.rosterRicevuto) return;\n if (this.timerRoster !== null) {\n this.dipendenze.clearTimeout(this.timerRoster);\n this.timerRoster = null;\n }\n this.prontaRisolta = true;\n if (!this.spettatore && !this.terminata && !this.lasciata) {\n this.segnalaStanza({ code: this.codice });\n }\n this.risolviPronta();\n }\n richiediFlush() {\n this.flushRichiesto = true;\n if (this.flushInCorso || this.timerFlush !== null) return;\n this.timerFlush = this.dipendenze.setTimeout(() => {\n this.timerFlush = null;\n void this.eseguiFlush();\n }, RITARDO_FLUSH);\n }\n async eseguiFlush() {\n if (this.flushInCorso || !this.flushRichiesto) return;\n this.flushInCorso = true;\n this.flushRichiesto = false;\n try {\n await this.api.flush(this.roomId);\n } catch {\n } finally {\n this.flushInCorso = false;\n if (this.flushRichiesto) this.richiediFlush();\n }\n }\n};\nfunction creaStanzeOffline(invited = null) {\n return {\n invited,\n async create() {\n throw erroreOffline();\n },\n async join() {\n throw erroreOffline();\n },\n async watch() {\n throw erroreOffline();\n },\n async match() {\n throw erroreOffline();\n }\n };\n}\nfunction creaGestoreStanze(input, invited) {\n const api = creaApiLive(input);\n let haSegnalato = false;\n let ultimoCodice = null;\n const segnalaStanza = (room) => {\n const codice = room?.code ?? null;\n if (haSegnalato && codice === ultimoCodice) return;\n haSegnalato = true;\n ultimoCodice = codice;\n input.segnalaStanza?.(room);\n };\n const collega = async (ingresso) => {\n const stanza = new StanzaClient(\n ingresso.roomId,\n ingresso.code,\n ingresso.url,\n input,\n api,\n segnalaStanza\n );\n await stanza.pronta();\n return stanza;\n };\n const guarda = async (ingresso) => {\n const stanza = new StanzaClient(\n ingresso.roomId,\n ingresso.code,\n ingresso.url,\n input,\n api,\n () => void 0,\n true\n );\n await stanza.pronta();\n return {\n get mode() {\n return stanza.mode;\n },\n get countdownAt() {\n return stanza.countdownAt;\n },\n get connection() {\n return stanza.connection;\n },\n get metadata() {\n return stanza.metadata;\n },\n onMetadata: (listener) => stanza.onMetadata(listener),\n onConnection: (listener) => stanza.onConnection(listener),\n disconnect: () => stanza.disconnect(),\n get state() {\n return stanza.state;\n },\n get tick() {\n return stanza.tick;\n },\n get tickRate() {\n return stanza.tickRate;\n },\n get latency() {\n return stanza.latency;\n },\n get seed() {\n return stanza.seed;\n },\n get status() {\n return stanza.status;\n },\n get players() {\n return stanza.players;\n },\n get host() {\n return stanza.host;\n },\n get code() {\n return stanza.code;\n },\n get result() {\n return stanza.result;\n },\n get delayMs() {\n return stanza.delayMs;\n },\n onState: (listener) => stanza.onState(listener),\n onPlayers: (listener) => stanza.onPlayers(listener),\n onStatus: (listener) => stanza.onStatus(listener),\n onMessage: (listener) => stanza.onMessage(listener),\n leave: () => {\n stanza.leave();\n },\n serverTime: () => stanza.serverTime()\n };\n };\n const attendiMatch = (url, options) => new Promise((resolve, reject) => {\n let socket;\n let conclusa = false;\n const pulisci = () => {\n socket.removeEventListener("message", ricevi);\n socket.removeEventListener("close", chiuso);\n socket.removeEventListener("error", caduto);\n options.signal?.removeEventListener("abort", annulla);\n };\n const chiudi = () => {\n try {\n socket.close(1e3);\n } catch {\n }\n };\n const fallisci = (errore, chiudiSocket) => {\n if (conclusa) return;\n conclusa = true;\n pulisci();\n if (chiudiSocket) chiudi();\n reject(errore);\n };\n function annulla() {\n fallisci(\n creaErrore("cancelled", "The matchmaking search was cancelled."),\n true\n );\n }\n function chiuso() {\n fallisci(erroreOffline(), false);\n }\n function caduto() {\n fallisci(erroreOffline(), true);\n }\n function ricevi(evento) {\n let dati = null;\n try {\n dati = typeof evento.data === "string" ? record3(JSON.parse(evento.data)) : null;\n } catch {\n }\n if (dati === null || typeof dati.t !== "string") {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n if (dati.t === "waiting") {\n if (!Number.isInteger(dati.players) || !Number.isInteger(dati.min) || !Number.isInteger(dati.max)) {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n try {\n options.onWaiting?.({\n players: dati.players,\n min: dati.min,\n max: dati.max\n });\n } catch {\n }\n return;\n }\n if (dati.t === "matched") {\n if (!ingressoValido(dati)) {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n return;\n }\n conclusa = true;\n pulisci();\n chiudi();\n resolve(dati);\n return;\n }\n if (dati.t === "no_match") {\n fallisci(creaErrore("no_match", "No match was found before the timeout."), true);\n return;\n }\n if (dati.t === "error") {\n fallisci(creaErrore(\n typeof dati.code === "string" ? dati.code : "internal_error",\n typeof dati.message === "string" ? dati.message : "The matchmaking service could not complete the search."\n ), true);\n return;\n }\n if (dati.t !== "pong") {\n fallisci(creaErrore("internal_error", "The matchmaking service sent an invalid message."), true);\n }\n }\n try {\n socket = input.apriSocket(url);\n } catch {\n reject(erroreOffline());\n return;\n }\n socket.addEventListener("message", ricevi);\n socket.addEventListener("close", chiuso);\n socket.addEventListener("error", caduto);\n options.signal?.addEventListener("abort", annulla, { once: true });\n if (options.signal?.aborted === true) annulla();\n });\n return {\n invited,\n async create(options) {\n return collega(await api.create(options.mode));\n },\n async join(code) {\n const scelto = code ?? invited;\n if (scelto === null || scelto === void 0 || scelto.length === 0) {\n throw creaErrore("invalid_request", "A room invitation code is required.");\n }\n return collega(await api.joinCode(scelto));\n },\n async watch(code) {\n if (typeof code !== "string" || code.length === 0) {\n throw creaErrore("invalid_request", "A room invitation code is required.");\n }\n return guarda(await api.watchCode(code));\n },\n async match(options) {\n const annullata = () => options.signal?.aborted === true;\n if (annullata()) {\n throw creaErrore("cancelled", "The matchmaking search was cancelled.");\n }\n const risposta = await api.match(options);\n if (annullata()) {\n throw creaErrore("cancelled", "The matchmaking search was cancelled.");\n }\n return collega(await attendiMatch(risposta.url, options));\n }\n };\n}\n\n// src/standalone.ts\nvar PREFISSO = "caisual:save:";\nvar CHIAVE_VALIDA = /^[a-z0-9][a-z0-9_-]{0,31}$/;\nfunction verificaChiave(key) {\n if (!CHIAVE_VALIDA.test(key)) {\n throw creaErrore("invalid_request", "Save keys must use lowercase letters, numbers, underscores, or hyphens.");\n }\n}\nfunction leggiSalvataggio(testo) {\n if (testo === null) return null;\n try {\n return JSON.parse(testo);\n } catch {\n return null;\n }\n}\nfunction chiavi(archivio) {\n const risultato = [];\n for (let indice = 0; indice < archivio.length; indice++) {\n const key = archivio.key(indice);\n if (key?.startsWith(PREFISSO)) risultato.push(key.slice(PREFISSO.length));\n }\n return risultato;\n}\nfunction creaSave(archivio, ora) {\n const disponibile = () => {\n if (archivio === null) throw erroreOffline();\n return archivio;\n };\n return {\n async set(key, value) {\n verificaChiave(key);\n const locale = disponibile();\n const corpo = JSON.stringify({ value });\n const bytes = new TextEncoder().encode(corpo).byteLength;\n if (bytes > 262144) {\n throw creaErrore("payload_too_large", "The save is larger than 262144 bytes.");\n }\n if (locale.getItem(PREFISSO + key) === null && chiavi(locale).length >= 32) {\n throw creaErrore("save_limit", "A game can store at most 32 save keys.");\n }\n const voce = { value, bytes, updatedAt: ora() };\n locale.setItem(PREFISSO + key, JSON.stringify(voce));\n return { key, bytes, updatedAt: voce.updatedAt };\n },\n async get(key) {\n verificaChiave(key);\n return leggiSalvataggio(disponibile().getItem(PREFISSO + key))?.value ?? null;\n },\n async remove(key) {\n verificaChiave(key);\n disponibile().removeItem(PREFISSO + key);\n },\n async list() {\n const locale = disponibile();\n return chiavi(locale).flatMap((key) => {\n const voce = leggiSalvataggio(locale.getItem(PREFISSO + key));\n return voce === null ? [] : [{ key, bytes: voce.bytes, updatedAt: voce.updatedAt }];\n }).sort((a, b) => a.key.localeCompare(b.key));\n }\n };\n}\nasync function creaStandalone(input, invited = null) {\n const day = giornoUtc(input.ora());\n const seed = await calcolaSeed(input.hostname, day, input.subtle);\n return {\n connected: false,\n player: { id: "local", name: "Guest", guest: true },\n daily: { day, seed, random: creaMulberry32(seed), rng: () => creaMulberry32(seed) },\n time: { now: input.ora },\n save: creaSave(input.archivio, input.ora),\n board: {\n async submit() {\n return { accepted: false, reason: "offline", verified: false };\n },\n async top(_board, opzioni = {}) {\n if (opzioni.day !== void 0 && (!validBoardDay(opzioni.day) || opzioni.daily === false)) throw creaErrore("invalid_request", "day must be a real UTC date and cannot be combined with daily: false.");\n return { day: opzioni.day ?? (opzioni.daily ? day : null), entries: [], me: null };\n }\n },\n room: creaStanzeOffline(invited)\n };\n}\n\n// src/kit.ts\nfunction leggiAppOrigin(documento) {\n const valore = documento?.querySelector(\'meta[name="caisual-app"]\')?.getAttribute("content");\n if (valore === null || valore === void 0) return null;\n try {\n const url = new URL(valore);\n return url.origin === valore && (url.protocol === "https:" || url.protocol === "http:") ? valore : null;\n } catch {\n return null;\n }\n}\nfunction archivioReale() {\n try {\n return typeof localStorage === "undefined" ? null : localStorage;\n } catch {\n return null;\n }\n}\nfunction dipendenzeReali2() {\n return {\n finestra: typeof window === "undefined" ? null : window,\n documento: typeof document === "undefined" ? null : document,\n fetcher: (input, init) => globalThis.fetch(input, init),\n archivio: archivioReale(),\n language: typeof navigator === "undefined" ? "en" : navigator.language,\n pathname: typeof location === "undefined" ? "/" : location.pathname,\n hostname: typeof location === "undefined" ? "" : location.hostname,\n subtle: globalThis.crypto.subtle,\n ora: Date.now,\n sonda: () => probeDevice()\n };\n}\nasync function connetti(input) {\n const appOrigin = leggiAppOrigin(input.documento);\n const senzaPadre = input.finestra === null || input.finestra.parent === input.finestra;\n if (appOrigin === null || senzaPadre) {\n return localConnection(input);\n }\n const handshake = await attendiHandshake(\n input.finestra,\n appOrigin,\n input.timeoutHandshake\n );\n if (handshake === null) return localConnection(input);\n const biglietto = creaGestoreBiglietto(\n handshake.ticket,\n handshake.porta,\n input.finestra,\n input.ora,\n input.timeoutRinnovo,\n "portal"\n );\n const api = creaClienteApi(appOrigin, input.fetcher, biglietto);\n const prima = input.ora();\n let me;\n try {\n me = await api.me();\n } catch {\n const base2 = await creaStandalone(input, handshake.invite);\n return installSession(base2, handshake, input);\n }\n const dopo = input.ora();\n const scartoOrario = me.serverTime - (prima + dopo) / 2;\n const room = handshake.live === null ? creaStanzeOffline(handshake.invite) : creaGestoreStanze({\n appOrigin,\n liveOrigin: handshake.live,\n fetcher: input.fetcher,\n biglietto: creaGestoreBiglietto(\n null,\n handshake.porta,\n input.finestra,\n input.ora,\n input.timeoutRinnovo,\n "live"\n ),\n apriSocket(url) {\n if (input.apriSocket !== void 0) return input.apriSocket(url);\n if (typeof WebSocket === "undefined") throw erroreOffline();\n return new WebSocket(url);\n },\n ora: input.ora,\n setTimeout: (handler, timeout) => globalThis.setTimeout(handler, timeout),\n clearTimeout: (id) => globalThis.clearTimeout(id),\n setInterval: (handler, timeout) => globalThis.setInterval(handler, timeout),\n clearInterval: (id) => globalThis.clearInterval(id),\n voce: input.voce,\n segnalaStanza(room2) {\n try {\n handshake.porta.postMessage({ type: "caisual:room", room: room2 });\n } catch {\n }\n }\n }, handshake.invite);\n const base = {\n connected: true,\n player: me.player,\n daily: { day: me.day, seed: me.seed, random: creaMulberry32(me.seed), rng: () => creaMulberry32(me.seed) },\n time: { now: () => input.ora() + scartoOrario },\n save: {\n set: (key, value) => api.saveSet(key, value),\n get: (key) => api.saveGet(key),\n remove: (key) => api.saveRemove(key),\n list: () => api.saveList()\n },\n board: {\n async submit(board, score, opzioni = {}) {\n try {\n return await api.boardSubmit(board, score, opzioni.daily === true);\n } catch (errore) {\n if (typeof errore === "object" && errore !== null && "code" in errore && errore.code === "offline") return { accepted: false, reason: "offline", verified: false };\n throw errore;\n }\n },\n top: (board, opzioni = {}) => api.boardTop(board, opzioni)\n },\n room\n };\n return installSession(base, handshake, input);\n}\nfunction installSession(base, handshake, input) {\n const coordinator = createSession(base, handshake?.overlay?.configuration ?? null, base.connected && handshake?.live != null);\n if (handshake?.overlay) {\n const dispose = attachKitBridge(handshake.porta, handshake.overlay, coordinator);\n if (coordinator.session.capabilities.overlay && typeof window !== "undefined" && input?.finestra === window) window.addEventListener("pagehide", dispose, { once: true });\n }\n const preferences = handshake?.languagePreferences?.length ? handshake.languagePreferences : [handshake?.language ?? input?.language ?? "en"];\n const language = resolveGameLanguage(preferences, handshake?.gameLanguages ?? (handshake?.overlay ? manifestLanguages(handshake.overlay.configuration.manifest) : void 0));\n const uiLanguage = overlayLocale(handshake?.uiLanguage ?? handshake?.language ?? input?.language);\n return {\n ...base,\n player: { ...base.player, language, uiLanguage },\n text: createTextLoader(input?.fetcher ?? globalThis.fetch, language, input?.pathname),\n room: coordinator.rooms,\n session: coordinator.session,\n overlay: coordinator.overlay\n };\n}\nasync function localConnection(input) {\n return installSession(await creaStandalone(input), void 0, input);\n}\nfunction dispositivoSconosciuto() {\n return {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n isolated: false,\n gpu: "none",\n memoryMb: null,\n cores: null,\n mobile: false,\n tier: "low"\n };\n}\nasync function attendiSonda(sonda) {\n let timer;\n try {\n return await Promise.race([\n Promise.resolve().then(sonda).catch(() => dispositivoSconosciuto()),\n new Promise((resolve) => {\n timer = globalThis.setTimeout(() => resolve(dispositivoSconosciuto()), 1500);\n })\n ]);\n } finally {\n if (timer !== void 0) globalThis.clearTimeout(timer);\n }\n}\nfunction creaKit(input = dipendenzeReali2()) {\n let promessa = null;\n return {\n connect() {\n promessa ?? (promessa = Promise.all([connetti(input), attendiSonda(input.sonda)]).then(([connessione, device]) => ({ ...connessione, device })));\n return promessa;\n }\n };\n}\n\n// src/index.ts\nvar caisual = creaKit();\nglobalThis.caisual = caisual;\nvar index_default = caisual;\nexport {\n caisual,\n index_default as default\n};\n');
4746
+ return;
4747
+ }
4748
+ const textMatch = url.pathname.match(/^\/__caisual\/text\/([^/]+)\.json$/);
4749
+ if (textMatch) {
4750
+ const language = normalizeLanguage(textMatch[1]);
4751
+ if (!language) {
4752
+ sendError(response, new DevHttpError(400, "invalid_language", "Use a BCP 47 language tag."));
4753
+ return;
4754
+ }
4755
+ const dictionary = await loadGameTexts(language, manifestLanguages(this.manifest)[0], (tag) => readLocalDictionary(this.clientRoot, tag));
4756
+ response.writeHead(200, { "Content-Type": "application/json; charset=utf-8", "Cache-Control": "no-store", "X-Content-Type-Options": "nosniff" });
4757
+ response.end(request.method === "HEAD" ? void 0 : JSON.stringify(dictionary));
3780
4758
  return;
3781
4759
  }
3782
4760
  let decoded;
@@ -3788,22 +4766,22 @@ var DevService = class {
3788
4766
  }
3789
4767
  const relativePath = decoded === "/" ? "index.html" : decoded.replace(/^\/+/, "");
3790
4768
  const candidate = resolve(this.clientRoot, relativePath);
3791
- if (relative2(this.clientRoot, candidate).startsWith(`..${sep}`) || candidate === this.clientRoot) {
4769
+ if (relative2(this.clientRoot, candidate).startsWith(`..${sep2}`) || candidate === this.clientRoot) {
3792
4770
  sendError(response, new DevHttpError(404, "not_found", "The game file was not found."));
3793
4771
  return;
3794
4772
  }
3795
- const real = await fs2.realpath(candidate).catch(() => null);
3796
- if (real === null || real !== this.clientRoot && !real.startsWith(`${this.clientRoot}${sep}`)) {
4773
+ const real = await fs3.realpath(candidate).catch(() => null);
4774
+ if (real === null || real !== this.clientRoot && !real.startsWith(`${this.clientRoot}${sep2}`)) {
3797
4775
  sendError(response, new DevHttpError(404, "not_found", "The game file was not found."));
3798
4776
  return;
3799
4777
  }
3800
- const stat = await fs2.stat(real);
4778
+ const stat = await fs3.stat(real);
3801
4779
  if (!stat.isFile()) {
3802
4780
  sendError(response, new DevHttpError(404, "not_found", "The game file was not found."));
3803
4781
  return;
3804
4782
  }
3805
4783
  const html = extname(real).toLowerCase() === ".html";
3806
- const body = html ? Buffer.from(injectAppMeta(await fs2.readFile(real, "utf8"), this.portalOrigin)) : await fs2.readFile(real);
4784
+ const body = html ? Buffer.from(injectAppMeta(await fs3.readFile(real, "utf8"), this.portalOrigin)) : await fs3.readFile(real);
3807
4785
  response.statusCode = 200;
3808
4786
  response.setHeader("Content-Type", contentType(real));
3809
4787
  response.setHeader("Content-Length", body.byteLength);
@@ -3812,6 +4790,16 @@ var DevService = class {
3812
4790
  response.end(request.method === "HEAD" ? void 0 : body);
3813
4791
  }
3814
4792
  async handlePortal(request, response, url) {
4793
+ if (url.pathname === "/__caisual/overlay/v1.css" && (request.method === "GET" || request.method === "HEAD")) {
4794
+ response.writeHead(200, { "Content-Type": "text/css; charset=utf-8", "Cache-Control": "no-store", "X-Content-Type-Options": "nosniff" });
4795
+ response.end(request.method === "HEAD" ? void 0 : styles);
4796
+ return;
4797
+ }
4798
+ if (url.pathname === "/__caisual/overlay/v1.js" && (request.method === "GET" || request.method === "HEAD")) {
4799
+ response.writeHead(200, { "Content-Type": "text/javascript; charset=utf-8", "Cache-Control": "no-store", "X-Content-Type-Options": "nosniff" });
4800
+ response.end(request.method === "HEAD" ? void 0 : '// ../contracts/src/slug.ts\nvar NOMI_RISERVATI = [\n "www",\n "api",\n "app",\n "play",\n "live",\n "multi",\n "cdn",\n "assets",\n "static",\n "mail",\n "mx",\n "ns1",\n "ns2",\n "autodiscover",\n "_dmarc",\n "admin",\n "login",\n "account",\n "auth",\n "pay",\n "secure",\n "support",\n "help",\n "blog",\n "status",\n "dev",\n "staging",\n "test",\n "caisual",\n "shipz"\n];\nvar RISERVATI = new Set(NOMI_RISERVATI);\nvar SLUG_NUOVO = /^[a-z0-9]+(?:-[a-z0-9]+)*$/;\nvar SLUG_STORICO = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/;\nfunction isValidSlug(value) {\n return value.length >= 3 && value.length <= 32 && SLUG_NUOVO.test(value) || SLUG_STORICO.test(value);\n}\nfunction isReservedSlug(value) {\n return RISERVATI.has(value);\n}\n\n// ../contracts/src/i18n.ts\nfunction normalizeLanguage(value) {\n if (typeof value !== "string" || value.length > 128) return null;\n try {\n return Intl.getCanonicalLocales(value)[0] ?? null;\n } catch {\n return null;\n }\n}\nfunction manifestLanguages(manifest) {\n return manifest.languages?.length ? [...manifest.languages] : [manifest.language ?? "en"];\n}\nfunction languageFallbacks(language, defaultLanguage = "en") {\n const result = [];\n let tag = normalizeLanguage(language);\n while (tag) {\n result.push(tag);\n const parts = tag.split("-");\n parts.pop();\n if (parts.at(-1)?.length === 1) parts.pop();\n tag = parts.join("-");\n }\n result.push(normalizeLanguage(defaultLanguage) ?? defaultLanguage);\n return [...new Set(result)];\n}\nfunction resolveText(value, language, defaultLanguage = "en", key = "") {\n if (typeof value === "string") return value;\n if (value) {\n for (const tag of languageFallbacks(language, defaultLanguage)) {\n const name = Object.keys(value).find((name2) => name2.toLowerCase() === tag.toLowerCase());\n if (name !== void 0 && typeof value[name] === "string") return value[name];\n }\n }\n return key;\n}\n\n// ../contracts/src/manifest.ts\nfunction risolviModalita(manifest, mode) {\n const scelta = mode === null ? void 0 : manifest.modes.find((voce) => voce.id === mode);\n if (mode !== null && scelta === void 0) throw new Error("The selected game mode does not exist.");\n return { players: { ...scelta?.players ?? manifest.players }, lobby: scelta?.lobby ?? manifest.lobby };\n}\nfunction risolviPresentazione(manifest, mode, language = manifestLanguages(manifest)[0]) {\n risolviModalita(manifest, mode);\n const scelta = manifest.modes.find((voce) => voce.id === mode);\n return {\n execution: scelta?.execution ?? null,\n label: resolveText(scelta?.label, language, manifestLanguages(manifest)[0], scelta?.id ?? manifest.name ?? "Play"),\n instructions: resolveText(scelta?.instructions, language, manifestLanguages(manifest)[0]) || null\n };\n}\nvar TETTO_GIOCATORI = 24;\nvar RITARDO_SPETTATORI_MS = 3e3;\nvar MASSIMO_CLASSIFICHE = 32;\nvar CAMPI = /* @__PURE__ */ new Set([\n "overlay",\n "manifest",\n "id",\n "name",\n "description",\n "cover",\n "screenshots",\n "tags",\n "languages",\n "language",\n "platform",\n "orientation",\n "input",\n "visibility",\n "network",\n "isolated",\n "requires",\n "players",\n "lobby",\n "persistent",\n "spectators",\n "boards",\n "roles",\n "teams",\n "voice",\n "modes"\n]);\nvar INPUT = /* @__PURE__ */ new Set(["keyboard", "mouse", "touch", "gamepad"]);\nvar PLATFORM = /* @__PURE__ */ new Set(["desktop", "mobile", "both"]);\nvar ORIENTATION = /* @__PURE__ */ new Set(["landscape", "portrait"]);\nvar VISIBILITY = /* @__PURE__ */ new Set(["public", "unlisted"]);\nvar VOICE = /* @__PURE__ */ new Set(["none", "room", "team", "proximity"]);\nvar PERFORMANCE = /* @__PURE__ */ new Set(["light", "medium", "heavy"]);\nvar TAG = /^[a-z0-9-]+$/;\nvar ID_INTERNO = /^[a-z0-9]+(?:-[a-z0-9]+)*$/;\nvar CAMPO_MATCHMAKING = /^[a-z0-9][a-z0-9-]{0,31}$/;\nvar ID_CLASSIFICA = /^[a-z0-9][a-z0-9_-]{0,31}$/;\nfunction oggetto(value) {\n if (typeof value !== "object" || value === null || Array.isArray(value)) return null;\n return value;\n}\nfunction percorsoRelativo(value) {\n if (value === "" || value.startsWith("/") || value.includes("\\\\") || value.includes("\\0")) return false;\n if (value.includes("?") || value.includes("#")) return false;\n const parti = value.split("/");\n if (parti.some((parte) => parte === "" || parte === "." || parte === "..")) return false;\n try {\n const decoded = parti.map((parte) => decodeURIComponent(parte));\n return !decoded.some((parte) => parte === "" || parte === "." || parte === ".." || parte.includes("/"));\n } catch {\n return false;\n }\n}\nfunction hostValido(value) {\n if (value.length === 0 || value.length > 253) return false;\n if (value.includes("://") || /[/:?#@]/.test(value)) return false;\n const parti = value.split(".");\n return parti.every(\n (parte) => parte.length >= 1 && parte.length <= 63 && /^[a-z0-9](?:[a-z0-9-]*[a-z0-9])?$/i.test(parte)\n );\n}\nfunction interoTra(value, min, max) {\n return typeof value === "number" && Number.isInteger(value) && value >= min && value <= max;\n}\nfunction stringaDefault(dati, campo, valoreDefault, errori) {\n const value = dati[campo];\n if (value === void 0) return valoreDefault;\n if (typeof value !== "string") {\n errori.push(`${campo}: must be a string.`);\n return valoreDefault;\n }\n return value;\n}\nfunction testoFacoltativo(value, key, max, path, errors) {\n if (value[key] === void 0) return void 0;\n const check = (text2, field2) => {\n if (typeof text2 !== "string" || text2.trim().length === 0 || text2.trim().length > max || /[\\r\\n\\u0000-\\u001f]/.test(text2)) {\n errors.push(`${field2}: must contain 1-${max} characters on one line.`);\n return void 0;\n }\n return text2.trim();\n };\n const text = value[key], field = `${path}.${key}`;\n if (typeof text === "string") return check(text, field);\n const translations = oggetto(text);\n if (!translations || Object.keys(translations).length === 0) {\n errors.push(`${field}: must be a string or a non-empty language-to-text object.`);\n return void 0;\n }\n const result = {};\n for (const [raw, text2] of Object.entries(translations)) {\n const tag = normalizeLanguage(raw);\n if (!tag) {\n errors.push(`${field}.${raw}: must be a BCP 47 language tag.`);\n continue;\n }\n if (Object.hasOwn(result, tag)) errors.push(`${field}.${raw}: duplicate language.`);\n const checked = check(text2, `${field}.${raw}`);\n if (checked !== void 0) result[tag] = checked;\n }\n return result;\n}\nfunction validaManifest(valore) {\n const errori = [];\n const dati = oggetto(valore);\n if (dati === null) return { ok: false, errori: ["manifest: must be a JSON object."] };\n for (const campo of Object.keys(dati)) {\n if (!CAMPI.has(campo)) errori.push(`${campo}: unknown field.`);\n }\n if (dati.manifest === void 0) errori.push("manifest: is required and must be 1.");\n else if (dati.manifest !== 1) errori.push("manifest: must be exactly 1.");\n const id = stringaDefault(dati, "id", "", errori);\n if (dati.id === void 0) errori.push("id: is required.");\n else if (typeof dati.id === "string") {\n if (!isValidSlug(id)) {\n errori.push("id: must be 3-32 lowercase ASCII letters or digits with internal hyphens; historical UUID v4 slugs may be 36 characters.");\n } else if (isReservedSlug(id)) errori.push("id: this slug is reserved.");\n }\n const name = stringaDefault(dati, "name", "", errori);\n if (dati.name === void 0) errori.push("name: is required.");\n else if (typeof dati.name === "string" && (name.trim() === "" || name.length > 60)) {\n errori.push("name: must contain 1-60 characters.");\n }\n const description = stringaDefault(dati, "description", "", errori);\n if (description.length > 500) errori.push("description: must be at most 500 characters.");\n let cover = null;\n if (dati.cover !== void 0 && dati.cover !== null) {\n if (typeof dati.cover !== "string") errori.push("cover: must be a relative file path or null.");\n else if (!percorsoRelativo(dati.cover)) errori.push("cover: must be a relative file path without query, fragment, or parent segments.");\n else cover = dati.cover;\n }\n const screenshots = [];\n if (dati.screenshots !== void 0) {\n if (!Array.isArray(dati.screenshots)) errori.push("screenshots: must be an array of relative file paths.");\n else {\n if (dati.screenshots.length > 8) errori.push("screenshots: must contain at most 8 paths.");\n for (const [indice, value] of dati.screenshots.entries()) {\n if (typeof value !== "string" || !percorsoRelativo(value)) {\n errori.push(`screenshots[${indice}]: must be a relative file path without query, fragment, or parent segments.`);\n } else screenshots.push(value);\n }\n }\n }\n const tags = [];\n if (dati.tags !== void 0) {\n if (!Array.isArray(dati.tags)) errori.push("tags: must be an array.");\n else {\n if (dati.tags.length > 10) errori.push("tags: must contain at most 10 tags.");\n for (const [indice, value] of dati.tags.entries()) {\n if (typeof value !== "string" || value.length > 24 || !TAG.test(value)) {\n errori.push(`tags[${indice}]: must be 1-24 lowercase letters, digits, or hyphens.`);\n } else tags.push(value);\n }\n }\n }\n const legacyLanguage = stringaDefault(dati, "language", "en", errori);\n if (!/^[A-Za-z]{2,8}(?:-[A-Za-z0-9]{1,8})*$/.test(legacyLanguage)) {\n errori.push("language: must be a BCP 47 language tag such as en, it, or pt-BR.");\n }\n const languages2 = [];\n if (dati.languages === void 0) languages2.push(normalizeLanguage(legacyLanguage) ?? legacyLanguage);\n else if (!Array.isArray(dati.languages) || dati.languages.length === 0) {\n errori.push("languages: must be a non-empty array of BCP 47 language tags.");\n } else for (const [index, raw] of dati.languages.entries()) {\n const tag = normalizeLanguage(raw);\n if (!tag) errori.push(`languages[${index}]: must be a BCP 47 language tag.`);\n else if (languages2.includes(tag)) errori.push(`languages[${index}]: duplicate language ${tag}.`);\n else languages2.push(tag);\n }\n const language = languages2[0] ?? legacyLanguage;\n if (dati.language !== void 0 && dati.languages !== void 0 && legacyLanguage.toLowerCase() !== language.toLowerCase()) {\n errori.push("language: must match the first entry in languages when both are present.");\n }\n let platform = "both";\n if (dati.platform === void 0) errori.push("platform: is required.");\n else if (typeof dati.platform !== "string" || !PLATFORM.has(dati.platform)) {\n errori.push("platform: must be desktop, mobile, or both.");\n } else platform = dati.platform;\n let orientation = "landscape";\n if (dati.orientation !== void 0) {\n if (typeof dati.orientation !== "string" || !ORIENTATION.has(dati.orientation)) {\n errori.push("orientation: must be landscape or portrait.");\n } else orientation = dati.orientation;\n }\n const input = [];\n if (dati.input !== void 0) {\n if (!Array.isArray(dati.input)) errori.push("input: must be an array.");\n else for (const [indice, value] of dati.input.entries()) {\n if (typeof value !== "string" || !INPUT.has(value)) {\n errori.push(`input[${indice}]: must be keyboard, mouse, touch, or gamepad.`);\n } else if (input.includes(value)) errori.push(`input[${indice}]: duplicate value ${value}.`);\n else input.push(value);\n }\n }\n let visibility = "public";\n if (dati.visibility !== void 0) {\n if (typeof dati.visibility !== "string" || !VISIBILITY.has(dati.visibility)) {\n errori.push("visibility: must be public or unlisted.");\n } else visibility = dati.visibility;\n }\n const network = [];\n if (dati.network !== void 0) {\n if (!Array.isArray(dati.network)) errori.push("network: must be an array of host names.");\n else for (const [indice, value] of dati.network.entries()) {\n if (typeof value !== "string" || !hostValido(value)) {\n errori.push(`network[${indice}]: must be a host name without scheme, port, path, query, or fragment.`);\n } else if (network.includes(value)) errori.push(`network[${indice}]: duplicate host ${value}.`);\n else network.push(value);\n }\n }\n let isolated = false;\n if (dati.isolated !== void 0) {\n if (typeof dati.isolated !== "boolean") errori.push("isolated: must be a boolean.");\n else isolated = dati.isolated;\n }\n const requires = {\n webgl2: false,\n webgpu: false,\n wasm: false,\n threads: false,\n memoryMb: null,\n performance: "light"\n };\n if (dati.requires !== void 0) {\n const value = oggetto(dati.requires);\n if (value === null) errori.push("requires: must be an object.");\n else {\n for (const campo of Object.keys(value)) {\n if (!["webgl2", "webgpu", "wasm", "threads", "memoryMb", "performance"].includes(campo)) {\n errori.push(`requires.${campo}: unknown field.`);\n }\n }\n for (const campo of ["webgl2", "webgpu", "wasm", "threads"]) {\n if (value[campo] === void 0) continue;\n if (typeof value[campo] !== "boolean") errori.push(`requires.${campo}: must be a boolean.`);\n else requires[campo] = value[campo];\n }\n if (value.memoryMb !== void 0) {\n if (value.memoryMb !== null && (!interoTra(value.memoryMb, 512, 32768) || value.memoryMb % 256 !== 0)) {\n errori.push("requires.memoryMb: must be an integer from 512 to 32768 in steps of 256, or null.");\n } else requires.memoryMb = value.memoryMb;\n }\n if (value.performance !== void 0) {\n if (typeof value.performance !== "string" || !PERFORMANCE.has(value.performance)) {\n errori.push("requires.performance: must be light, medium, or heavy.");\n } else requires.performance = value.performance;\n }\n if (requires.threads && !isolated) errori.push("requires.threads: needs isolated: true.");\n }\n }\n let players = { min: 1, max: 1 };\n if (dati.players !== void 0) {\n const value = oggetto(dati.players);\n if (value === null) errori.push("players: must be an object with min and max.");\n else {\n for (const campo of Object.keys(value)) {\n if (campo !== "min" && campo !== "max") errori.push(`players.${campo}: unknown field.`);\n }\n if (!interoTra(value.min, 1, TETTO_GIOCATORI)) errori.push(`players.min: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(value.max, 1, TETTO_GIOCATORI)) errori.push(`players.max: must be an integer from 1 to ${TETTO_GIOCATORI} in manifest version 1.`);\n if (interoTra(value.min, 1, TETTO_GIOCATORI) && interoTra(value.max, 1, TETTO_GIOCATORI)) {\n if (value.min > value.max) errori.push("players.max: must be greater than or equal to players.min.");\n else players = { min: value.min, max: value.max };\n }\n }\n }\n let lobby = false;\n if (dati.lobby !== void 0) {\n if (typeof dati.lobby !== "boolean") errori.push("lobby: must be a boolean.");\n else lobby = dati.lobby;\n }\n let persistent = false;\n if (dati.persistent !== void 0) {\n if (typeof dati.persistent !== "boolean") errori.push("persistent: must be a boolean.");\n else persistent = dati.persistent;\n }\n let spectators = { delayMs: RITARDO_SPETTATORI_MS };\n if (dati.spectators === false || dati.spectators === null) spectators = null;\n else if (dati.spectators !== void 0 && dati.spectators !== true) {\n const value = oggetto(dati.spectators);\n if (value === null) {\n errori.push("spectators: must be a boolean or an object with delayMs.");\n } else {\n for (const campo of Object.keys(value)) {\n if (campo !== "delayMs") errori.push(`spectators.${campo}: unknown field.`);\n }\n if (!interoTra(value.delayMs, 0, 3e4)) {\n errori.push("spectators.delayMs: must be an integer from 0 to 30000.");\n } else spectators = { delayMs: value.delayMs };\n }\n }\n let overlay = null;\n if (dati.overlay !== void 0 && dati.overlay !== null) {\n const value = oggetto(dati.overlay);\n if (value === null) errori.push("overlay: must be an object or null.");\n else {\n for (const key of Object.keys(value)) if (!["version", "accent"].includes(key)) errori.push(`overlay.${key}: unknown field.`);\n if (value.version !== 1) errori.push("overlay.version: must be exactly 1.");\n if (value.accent !== void 0 && (typeof value.accent !== "string" || !/^#[0-9a-fA-F]{6}$/.test(value.accent))) {\n errori.push("overlay.accent: must be a six-digit hexadecimal color, such as #336699.");\n }\n overlay = { version: 1, ...typeof value.accent === "string" ? { accent: value.accent } : {} };\n }\n }\n const boards = {};\n if (dati.boards !== void 0) {\n const value = oggetto(dati.boards);\n if (value === null) errori.push("boards: must be an object of board ids.");\n else {\n if (Object.keys(value).length > MASSIMO_CLASSIFICHE) {\n errori.push(`boards: at most ${MASSIMO_CLASSIFICHE} boards.`);\n }\n for (const [id2, raw] of Object.entries(value)) {\n let valido = true;\n if (!ID_CLASSIFICA.test(id2)) {\n errori.push(`boards.${id2}: invalid board id.`);\n valido = false;\n }\n const board = oggetto(raw);\n if (board === null) {\n errori.push(`boards.${id2}.source: must be "client" or "server".`);\n continue;\n }\n for (const campo of Object.keys(board)) {\n if (!["source", "label", "periods"].includes(campo)) errori.push(`boards.${id2}.${campo}: unknown field.`);\n }\n if (board.source !== "client" && board.source !== "server") {\n errori.push(`boards.${id2}.source: must be "client" or "server".`);\n valido = false;\n }\n const label = testoFacoltativo(board, "label", 48, `boards.${id2}`, errori);\n let periods = ["all-time"];\n if (board.periods !== void 0) {\n if (!Array.isArray(board.periods) || board.periods.length < 1 || board.periods.length > 2 || board.periods.some((period) => period !== "daily" && period !== "all-time") || new Set(board.periods).size !== board.periods.length) {\n errori.push(`boards.${id2}.periods: must contain daily, all-time, or both without duplicates.`);\n } else periods = [...board.periods];\n }\n if (valido) Object.defineProperty(boards, id2, { value: {\n source: board.source,\n periods,\n ...label === void 0 ? {} : { label }\n }, enumerable: true, configurable: true, writable: true });\n }\n }\n }\n const roles = [];\n if (dati.roles !== void 0) {\n if (!Array.isArray(dati.roles)) errori.push("roles: must be an array.");\n else {\n const ids = /* @__PURE__ */ new Set();\n for (const [indice, raw] of dati.roles.entries()) {\n const value = oggetto(raw);\n if (value === null) {\n errori.push(`roles[${indice}]: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(value)) {\n if (!["id", "min", "max", "label"].includes(campo)) errori.push(`roles[${indice}].${campo}: unknown field.`);\n }\n const idRuolo = value.id;\n const min = value.min;\n const max = value.max;\n let valido = true;\n if (typeof idRuolo !== "string" || idRuolo.length > 32 || !ID_INTERNO.test(idRuolo)) {\n errori.push(`roles[${indice}].id: must be 1-32 lowercase letters, digits, or internal hyphens.`);\n valido = false;\n } else if (ids.has(idRuolo)) {\n errori.push(`roles[${indice}].id: duplicate role ${idRuolo}.`);\n valido = false;\n } else ids.add(idRuolo);\n if (!interoTra(min, 0, TETTO_GIOCATORI)) {\n errori.push(`roles[${indice}].min: must be an integer from 0 to ${TETTO_GIOCATORI}.`);\n valido = false;\n }\n if (max !== void 0 && !interoTra(max, 0, TETTO_GIOCATORI)) {\n errori.push(`roles[${indice}].max: must be an integer from 0 to ${TETTO_GIOCATORI} when present.`);\n valido = false;\n }\n if (typeof min === "number" && typeof max === "number" && min > max) {\n errori.push(`roles[${indice}].max: must be greater than or equal to min.`);\n valido = false;\n }\n const label = testoFacoltativo(value, "label", 32, `roles[${indice}]`, errori);\n if (valido) roles.push({\n id: idRuolo,\n min,\n ...max === void 0 ? {} : { max },\n ...label === void 0 ? {} : { label }\n });\n }\n }\n }\n let teams = null;\n if (dati.teams !== void 0 && dati.teams !== null) {\n const value = oggetto(dati.teams);\n if (value === null) errori.push("teams: must be null or an object with min and max.");\n else {\n for (const campo of Object.keys(value)) {\n if (campo !== "min" && campo !== "max") errori.push(`teams.${campo}: unknown field.`);\n }\n if (!interoTra(value.min, 2, TETTO_GIOCATORI)) errori.push(`teams.min: must be an integer from 2 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(value.max, 2, TETTO_GIOCATORI)) errori.push(`teams.max: must be an integer from 2 to ${TETTO_GIOCATORI}.`);\n if (interoTra(value.min, 2, TETTO_GIOCATORI) && interoTra(value.max, 2, TETTO_GIOCATORI)) {\n if (value.min > value.max) errori.push("teams.max: must be greater than or equal to teams.min.");\n else teams = { min: value.min, max: value.max };\n }\n }\n }\n let voice = "none";\n if (dati.voice !== void 0) {\n if (typeof dati.voice !== "string" || !VOICE.has(dati.voice)) {\n errori.push("voice: must be none, room, team, or proximity.");\n } else voice = dati.voice;\n }\n const modes = [];\n if (dati.modes !== void 0) {\n if (!Array.isArray(dati.modes)) errori.push("modes: must be an array.");\n else {\n const ids = /* @__PURE__ */ new Set();\n for (const [indice, raw] of dati.modes.entries()) {\n const value = oggetto(raw);\n if (value === null) {\n errori.push(`modes[${indice}]: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(value)) {\n if (!["id", "players", "lobby", "matchmaking", "execution", "label", "instructions"].includes(campo)) errori.push(`modes[${indice}].${campo}: unknown field.`);\n }\n if (typeof value.id !== "string" || value.id.length > 32 || !ID_INTERNO.test(value.id)) {\n errori.push(`modes[${indice}].id: must be 1-32 lowercase letters, digits, or internal hyphens.`);\n continue;\n }\n if (ids.has(value.id)) {\n errori.push(`modes[${indice}].id: duplicate mode ${value.id}.`);\n continue;\n }\n ids.add(value.id);\n const modo = { id: value.id };\n for (const [key2, max] of [["label", 48], ["instructions", 160]]) {\n const text = testoFacoltativo(value, key2, max, `modes[${indice}]`, errori);\n if (text !== void 0) modo[key2] = text;\n }\n if (value.execution !== void 0) {\n if (value.execution !== "local" && value.execution !== "room") errori.push(`modes[${indice}].execution: must be local or room.`);\n else modo.execution = value.execution;\n }\n if (overlay !== null && modo.execution === void 0) errori.push(`modes[${indice}].execution: is required with the standard overlay.`);\n if (value.players !== void 0) {\n const campo = `modes[${indice}].players`;\n const range = oggetto(value.players);\n if (range === null) errori.push(`${campo}: must be an object with min and max.`);\n else {\n for (const key2 of Object.keys(range)) {\n if (key2 !== "min" && key2 !== "max") errori.push(`${campo}.${key2}: unknown field.`);\n }\n if (!interoTra(range.min, 1, TETTO_GIOCATORI)) errori.push(`${campo}.min: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (!interoTra(range.max, 1, TETTO_GIOCATORI)) errori.push(`${campo}.max: must be an integer from 1 to ${TETTO_GIOCATORI}.`);\n if (interoTra(range.min, 1, TETTO_GIOCATORI) && interoTra(range.max, 1, TETTO_GIOCATORI)) {\n if (range.min > range.max) errori.push(`${campo}.max: must be greater than or equal to min.`);\n else modo.players = { min: range.min, max: range.max };\n }\n }\n }\n if (value.lobby !== void 0) {\n if (typeof value.lobby !== "boolean") errori.push(`modes[${indice}].lobby: must be a boolean.`);\n else modo.lobby = value.lobby;\n }\n if (modo.execution === "local") {\n const range = modo.players ?? players;\n if (range.min !== 1 || range.max !== 1) errori.push(`modes[${indice}].players: local execution requires min and max to be 1.`);\n if (modo.lobby ?? lobby) errori.push(`modes[${indice}].lobby: local execution requires false.`);\n if (value.matchmaking !== void 0) errori.push(`modes[${indice}].matchmaking: local execution cannot use matchmaking.`);\n }\n if (value.matchmaking === void 0) {\n modes.push(modo);\n continue;\n }\n const matchmaking = oggetto(value.matchmaking);\n if (matchmaking === null) {\n errori.push(`modes[${indice}].matchmaking: must be an object.`);\n continue;\n }\n for (const campo of Object.keys(matchmaking)) {\n if (!["key", "timeoutMs", "defaults"].includes(campo)) {\n errori.push(`modes[${indice}].matchmaking.${campo}: unknown field.`);\n }\n }\n let valido = true;\n const key = [];\n if (!Array.isArray(matchmaking.key) || matchmaking.key.length < 1 || matchmaking.key.length > 8) {\n errori.push(`modes[${indice}].matchmaking.key: must contain from 1 to 8 fields.`);\n valido = false;\n } else for (const [keyIndice, item] of matchmaking.key.entries()) {\n if (typeof item !== "string" || !CAMPO_MATCHMAKING.test(item)) {\n errori.push(`modes[${indice}].matchmaking.key[${keyIndice}]: must be 1-32 lowercase letters, digits, or hyphens and start with a letter or digit.`);\n valido = false;\n } else if (key.includes(item)) {\n errori.push(`modes[${indice}].matchmaking.key[${keyIndice}]: duplicate field ${item}.`);\n valido = false;\n } else key.push(item);\n }\n if (!interoTra(matchmaking.timeoutMs, 1e3, 3e5)) {\n errori.push(`modes[${indice}].matchmaking.timeoutMs: must be an integer from 1000 to 300000.`);\n valido = false;\n }\n let defaults;\n if (matchmaking.defaults !== void 0) {\n const values = oggetto(matchmaking.defaults);\n if (values === null || Object.keys(values).length !== key.length || key.some((field) => !Object.hasOwn(values, field))) {\n errori.push(`modes[${indice}].matchmaking.defaults: must contain exactly the declared key fields.`);\n } else {\n defaults = {};\n for (const [field, value2] of Object.entries(values)) {\n if (!(typeof value2 === "string" && value2.length >= 1 && value2.length <= 64 && /^[A-Za-z0-9_.:-]+$/.test(value2)) && !Number.isSafeInteger(value2)) {\n errori.push(`modes[${indice}].matchmaking.defaults.${field}: must be a string of 1-64 characters or a safe integer.`);\n } else Object.defineProperty(defaults, field, { value: value2, enumerable: true });\n }\n }\n }\n if (valido) modes.push({ ...modo, matchmaking: {\n ...defaults === void 0 ? {} : { defaults },\n key,\n timeoutMs: matchmaking.timeoutMs\n } });\n }\n }\n }\n if (overlay !== null && modes.length === 0) errori.push("modes: at least one explicit mode is required with the standard overlay.");\n if (errori.length > 0) return { ok: false, errori };\n return { ok: true, manifest: {\n manifest: 1,\n overlay,\n id,\n name,\n description,\n cover,\n screenshots,\n tags,\n languages: languages2,\n language,\n platform,\n orientation,\n input,\n visibility,\n network,\n isolated,\n requires,\n players,\n lobby,\n persistent,\n spectators,\n boards,\n roles,\n teams,\n voice,\n modes\n } };\n}\n\n// ../contracts/src/overlay.ts\nvar OVERLAY_PANELS = ["home", "room", "invite", "friends", "voice", "boards"];\nfunction overlayConfiguration(manifest, coverUrl = null, invite = null) {\n const validated = validaManifest(manifest);\n if (!validated.ok) throw new Error("The overlay manifest is invalid.");\n return { manifest: validated.manifest, coverUrl, invite };\n}\nfunction record(value) {\n return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;\n}\nfunction validSafeArea(value) {\n const area = record(value);\n return area !== null && Object.keys(area).length === 4 && ["top", "right", "bottom", "left"].every((key) => typeof area[key] === "number" && Number.isFinite(area[key]) && Number(area[key]) >= 0 && Number(area[key]) <= 1e5);\n}\nfunction validOverlayView(value) {\n const data = record(value);\n return data !== null && Object.keys(data).every((key) => ["inputBlocked", "reservedRects", "safeArea", "shortcutEnabled"].includes(key)) && (data.safeArea === void 0 || validSafeArea(data.safeArea)) && (data.shortcutEnabled === void 0 || typeof data.shortcutEnabled === "boolean") && typeof data.inputBlocked === "boolean" && Array.isArray(data.reservedRects) && data.reservedRects.length <= 8 && data.reservedRects.every((value2) => {\n const rect = record(value2);\n return rect !== null && Object.keys(rect).length === 4 && ["x", "y", "width", "height"].every((key) => typeof rect[key] === "number" && Number.isFinite(rect[key]) && rect[key] >= 0 && rect[key] <= 1e5);\n });\n}\nfunction validOverlayRequest(value) {\n const message = record(value), args = record(message?.args);\n if (message?.type !== "caisual:overlay" || message.v !== 1 || typeof message.epoch !== "string" || message.epoch.length < 1 || message.epoch.length > 128 || typeof message.requestId !== "string" || !(/^[1-9][0-9]{0,15}$/.test(message.requestId) && Number.isSafeInteger(Number(message.requestId))) || args === null) return false;\n if (Object.keys(message).some((key) => !["type", "v", "epoch", "requestId", "sessionId", "op", "args"].includes(key)) || !(message.sessionId === void 0 || message.sessionId === null || typeof message.sessionId === "string" && /^[1-9][0-9]{0,15}$/.test(message.sessionId))) return false;\n const keys = (...allowed) => Object.keys(args).every((key) => allowed.includes(key));\n const text = (key) => typeof args[key] === "string" && args[key].length >= 1 && args[key].length <= 64;\n switch (message.op) {\n case "local.start":\n return keys("mode") && text("mode");\n case "room.create":\n return keys("mode") && (args.mode === null || text("mode"));\n case "room.join":\n return keys("code") && (args.code === void 0 || text("code"));\n case "room.watch":\n return keys("code") && text("code");\n case "room.match": {\n const key = record(args.key);\n return keys("mode", "key") && text("mode") && (args.key === void 0 || key !== null && Object.keys(key).length <= 8 && Object.values(key).every((v) => typeof v === "string" && v.length >= 1 && v.length <= 64 || typeof v === "number" && Number.isSafeInteger(v)));\n }\n case "room.ready":\n return keys("ready") && typeof args.ready === "boolean";\n case "room.role":\n case "room.requestRole":\n return keys("role") && text("role");\n case "room.team":\n return keys("team") && Number.isInteger(args.team) && args.team >= 1 && args.team <= 24;\n case "room.restart":\n case "room.start":\n case "session.cancel":\n case "session.leave":\n case "session.disconnect":\n case "session.resume":\n return keys();\n case "voice.join":\n case "voice.leave":\n return keys() && typeof message.sessionId === "string";\n case "voice.mute":\n return keys("muted") && typeof args.muted === "boolean" && typeof message.sessionId === "string";\n case "voice.setVolume":\n return keys("playerId", "volume") && typeof message.sessionId === "string" && typeof args.playerId === "string" && args.playerId.length > 0 && args.playerId.length <= 128 && typeof args.volume === "number" && Number.isFinite(args.volume) && args.volume >= 0 && args.volume <= 1;\n case "overlay.view":\n return validOverlayView(args);\n default:\n return false;\n }\n}\nfunction validBoardDay(value) {\n if (typeof value !== "string" || !/^\\d{4}-\\d{2}-\\d{2}$/.test(value)) return false;\n const at = Date.parse(`${value}T00:00:00Z`);\n return Number.isFinite(at) && new Date(at).toISOString().slice(0, 10) === value;\n}\nfunction validOverlaySessionState(value) {\n const data = record(value);\n const exact = (v, keys) => v !== null && Object.keys(v).length === keys.length && Object.keys(v).every((key) => keys.includes(key));\n const text = (v) => typeof v === "string" && v.length <= 128;\n const nullable = (v) => v === null || text(v);\n const finite = (v) => typeof v === "number" && Number.isFinite(v);\n if (!data || !exact(data, ["kind", "id", "mode", "localStatus", "ready", "capabilities", "room", "waiting", "resume", "resumeError", ..."voice" in data ? ["voice"] : []])) return false;\n if (data.voice !== void 0 && data.voice !== null && (data.kind !== "room" || !record(data.room) || !validOverlayVoice(data.voice))) return false;\n const capabilities = record(data.capabilities), room = record(data.room), waiting = record(data.waiting), resume = record(data.resume);\n if (!["boot", "home", "attaching", "matching", "local", "room", "watch"].includes(String(data.kind)) || !nullable(data.id) || !nullable(data.mode) || ![null, "playing", "ended"].includes(data.localStatus) || typeof data.ready !== "boolean" || typeof data.resumeError !== "boolean" || !exact(capabilities, ["local", "rooms", "overlay", "requestRole"]) || !Object.values(capabilities).every((v) => typeof v === "boolean")) return false;\n if (data.waiting !== null && (!exact(waiting, ["players", "min", "max"]) || !Object.values(waiting).every((v) => Number.isInteger(v) && Number(v) >= 0 && Number(v) <= 24))) return false;\n if (data.resume !== null && (!exact(resume, ["version", "code", "mode", "updatedAt"]) || resume.version !== 1 || !text(resume.code) || !nullable(resume.mode) || !finite(resume.updatedAt))) return false;\n if (data.room === null) return true;\n if (!exact(room, ["code", "mode", "status", "host", "you", "players", "countdownAt", "connection", "closedCode", "limits", "lobby", "persistent", "delayMs", "requestRole"]) || !room) return false;\n const limits = record(room.limits);\n return text(room.code) && nullable(room.mode) && nullable(room.host) && nullable(room.you) && ["lobby", "countdown", "playing", "finished", "ended"].includes(String(room.status)) && ["connecting", "connected", "reconnecting", "disconnected", "ended", "closed", "replaced"].includes(String(room.connection)) && ["countdownAt", "closedCode", "delayMs"].every((key) => room[key] === null || finite(room[key])) && ["lobby", "persistent", "requestRole"].every((key) => typeof room[key] === "boolean") && exact(limits, ["min", "max"]) && Object.values(limits).every((v) => Number.isInteger(v) && Number(v) >= 1 && Number(v) <= 24) && Array.isArray(room.players) && room.players.length <= 24 && room.players.every((value2) => {\n const player = record(value2);\n return exact(player, ["id", "name", "guest", "role", "team", "ready", "connected"]) && player !== null && text(player.id) && text(player.name) && nullable(player.role) && (player.team === null || Number.isInteger(player.team) && Number(player.team) >= 1 && Number(player.team) <= 24) && ["guest", "ready", "connected"].every((key) => typeof player[key] === "boolean");\n });\n}\nfunction validOverlayVoice(value) {\n const voice = record(value);\n if (!voice || Object.keys(voice).length !== 6 || !["mode", "state", "mic", "muted", "speaking", "peers"].every((key) => key in voice) || !["room", "team", "proximity"].includes(String(voice.mode)) || !["off", "joining", "on", "reconnecting"].includes(String(voice.state)) || !["mic", "muted", "speaking"].every((key) => typeof voice[key] === "boolean") || !Array.isArray(voice.peers) || voice.peers.length > 24) return false;\n const ids = /* @__PURE__ */ new Set();\n return voice.peers.every((value2) => {\n const peer = record(value2);\n if (!peer || Object.keys(peer).length !== 5 || !["id", "mic", "muted", "speaking", "volume"].every((key) => key in peer) || typeof peer.id !== "string" || !peer.id.length || peer.id.length > 128 || ids.has(peer.id) || !["mic", "muted", "speaking"].every((key) => typeof peer[key] === "boolean") || typeof peer.volume !== "number" || !Number.isFinite(peer.volume) || peer.volume < 0 || peer.volume > 1) return false;\n ids.add(peer.id);\n return true;\n });\n}\n\n// src/errors.ts\nfunction creaErrore(code, message) {\n return Object.assign(new Error(message), { name: "CaisualError", code });\n}\n\n// src/overlay/host-bridge.ts\nfunction eMessaggioReady(value) {\n return record(value)?.type === "caisual:ready";\n}\nfunction eRichiestaBiglietto(value) {\n const data = record(value);\n return data?.type === "caisual:ticket" && (data.aud === void 0 || data.aud === "portal" || data.aud === "live");\n}\nfunction stanzaDaMessaggio(value) {\n const data = record(value);\n if (data?.type !== "caisual:room") return void 0;\n if (data.room === null) return null;\n const room = record(data.room);\n return typeof room?.code === "string" && /^[ABCDEFGHJKLMNPQRSTUVWXYZ23456789]{6}$/.test(room.code) ? { code: room.code } : void 0;\n}\nfunction creaPonteOspite(input) {\n let port = null, epoch = null, instance = null;\n let disposed = false, legacyReady = true, sequence = 0, requestId = 0;\n let state = null, clockOffset = null;\n let polling = null, pollingEnd = null;\n const pending = /* @__PURE__ */ new Map();\n const states = /* @__PURE__ */ new Set();\n const shortcuts = /* @__PURE__ */ new Set();\n const opens = /* @__PURE__ */ new Set();\n const errors = /* @__PURE__ */ new Set();\n const scores = /* @__PURE__ */ new Set();\n const notify = (listeners, value) => {\n for (const listener of listeners) try {\n listener(value);\n } catch {\n }\n };\n const rejectPending = () => {\n for (const value of pending.values()) {\n input.finestra.clearTimeout(value.timer);\n value.reject(creaErrore("session_replaced", "The game document changed."));\n }\n pending.clear();\n };\n const stopPolling = () => {\n if (polling !== null) input.finestra.clearInterval(polling);\n if (pollingEnd !== null) input.finestra.clearTimeout(pollingEnd);\n polling = pollingEnd = null;\n };\n const askReady = () => {\n if (!disposed && input.frame.src !== "") input.frame.contentWindow?.postMessage({ type: "caisual:ready?" }, input.origineGioco);\n };\n const poll = () => {\n stopPolling();\n polling = input.finestra.setInterval(askReady, 500);\n pollingEnd = input.finestra.setTimeout(stopPolling, 1e4);\n askReady();\n };\n const loaded = () => {\n legacyReady = true;\n poll();\n };\n const listen = (event) => {\n if (disposed || event.origin !== input.origineGioco || event.source !== input.frame.contentWindow || !eMessaggioReady(event.data)) return;\n const data = record(event.data);\n const nextInstance = typeof data.instance === "string" && data.instance.length <= 128 ? data.instance : null;\n if (port && (nextInstance !== null ? nextInstance === instance : !legacyReady)) return;\n stopPolling();\n legacyReady = false;\n instance = nextInstance;\n rejectPending();\n port?.close();\n input.onRoom(null);\n epoch = input.epoch?.() ?? crypto.randomUUID();\n sequence = requestId = 0;\n state = null;\n clockOffset = null;\n notify(states, null);\n const channel = input.creaCanale?.() ?? new MessageChannel();\n const currentPort = channel.port1, currentEpoch = epoch;\n port = currentPort;\n const current = () => !disposed && port === currentPort && epoch === currentEpoch;\n currentPort.onmessage = (event2) => {\n if (!current()) return;\n const data2 = record(event2.data);\n if (eRichiestaBiglietto(data2)) {\n const aud = data2?.aud === "live" ? "live" : "portal";\n void input.rinnova(aud).then((ticket) => {\n if (current()) currentPort.postMessage({ type: "caisual:ticket", aud, ticket });\n }).catch(() => {\n if (current()) currentPort.postMessage({ type: "caisual:ticket", aud, error: "offline" });\n });\n return;\n }\n const room = stanzaDaMessaggio(data2);\n if (room !== void 0) {\n input.onRoom(room);\n return;\n }\n if (data2?.v !== 1 || data2.epoch !== currentEpoch) return;\n if (data2.type === "caisual:overlay-response" && typeof data2.requestId === "string") {\n const item = pending.get(data2.requestId);\n if (!item) return;\n if (data2.ok !== true && (data2.ok !== false || typeof record(data2.error)?.code !== "string" || typeof record(data2.error)?.message !== "string")) return;\n pending.delete(data2.requestId);\n input.finestra.clearTimeout(item.timer);\n const response = data2;\n if (response.ok) item.resolve();\n else item.reject(creaErrore(response.error.code, response.error.message));\n } else if (data2.type === "caisual:overlay-state" && Number.isSafeInteger(data2.seq) && data2.seq > sequence) {\n if (!validOverlaySessionState(data2.state) || typeof data2.serverTime !== "number" || !Number.isFinite(data2.serverTime)) return;\n clockOffset = data2.serverTime - Date.now();\n sequence = data2.seq;\n state = structuredClone(data2.state);\n notify(states, state);\n } else if (data2.type === "caisual:overlay-error" && data2.sessionId === state?.id) {\n const error = record(data2.error);\n if (typeof error?.code === "string" && typeof error.message === "string") notify(errors, { sessionId: data2.sessionId, error: { code: error.code, message: error.message } });\n } else if (data2.type === "caisual:overlay-shortcut") {\n notify(shortcuts, void 0);\n } else if (data2.type === "caisual:overlay-open" && OVERLAY_PANELS.includes(data2.panel)) {\n notify(opens, data2.panel);\n } else if (data2.type === "caisual:overlay-score") {\n const score = record(data2.score);\n if (score && typeof score.board === "string" && typeof score.player === "string" && Number.isSafeInteger(score.score) && Number.isFinite(score.submittedAt) && (score.day === null || typeof score.day === "string")) {\n notify(scores, { board: score.board, player: score.player, score: score.score, day: score.day, submittedAt: score.submittedAt });\n }\n }\n };\n currentPort.start();\n input.frame.contentWindow?.postMessage({\n type: "caisual:hello",\n ticket: input.ticket,\n live: input.origineLive,\n invite: input.invite,\n // language resta disponibile ai kit pubblicati prima della separazione delle lingue.\n ...input.language ? { language: input.language, uiLanguage: input.language } : {},\n ...input.languagePreferences ? { languagePreferences: input.languagePreferences } : {},\n ...input.configuration ? { gameLanguages: manifestLanguages(input.configuration.manifest) } : {},\n ...input.configuration && data.overlayVersion === 1 ? { overlay: { v: 1, epoch, configuration: input.configuration } } : {}\n }, input.origineGioco, [channel.port2]);\n };\n input.finestra.addEventListener("message", listen);\n input.frame.addEventListener?.("load", loaded);\n poll();\n return {\n get epoch() {\n return epoch;\n },\n serverTime() {\n return clockOffset === null ? null : Date.now() + clockOffset;\n },\n get state() {\n return state === null ? null : structuredClone(state);\n },\n subscribe(listener) {\n states.add(listener);\n listener(state);\n return () => {\n states.delete(listener);\n };\n },\n onShortcut(listener) {\n shortcuts.add(listener);\n return () => {\n shortcuts.delete(listener);\n };\n },\n onOpen(listener) {\n opens.add(listener);\n return () => {\n opens.delete(listener);\n };\n },\n onError(listener) {\n errors.add(listener);\n return () => {\n errors.delete(listener);\n };\n },\n onScore(listener) {\n scores.add(listener);\n return () => {\n scores.delete(listener);\n };\n },\n request(op, args) {\n if (!port || !epoch || disposed) return Promise.reject(creaErrore("offline", "The game bridge is not connected."));\n if (pending.size >= 32) return Promise.reject(creaErrore("rate_limited", "Too many overlay requests."));\n const id = String(++requestId), request = {\n type: "caisual:overlay",\n v: 1,\n epoch,\n requestId: id,\n op,\n args,\n ...["room.ready", "room.role", "room.requestRole", "room.team", "room.start", "room.restart", "session.leave", "session.disconnect", "voice.join", "voice.mute", "voice.leave", "voice.setVolume"].includes(op) ? { sessionId: state?.id ?? null } : {}\n };\n if (!validOverlayRequest(request)) return Promise.reject(creaErrore("invalid_request", "The overlay request is invalid."));\n return new Promise((resolve, reject) => {\n const timeout = op === "room.match" ? 31e4 : input.requestTimeoutMs ?? 15e3;\n const timer = input.finestra.setTimeout(() => {\n pending.delete(id);\n reject(creaErrore("timeout", "The overlay request timed out."));\n }, timeout);\n pending.set(id, { resolve, reject, timer });\n try {\n port.postMessage(request);\n } catch (error) {\n input.finestra.clearTimeout(timer);\n pending.delete(id);\n reject(error);\n }\n });\n },\n dispose() {\n disposed = true;\n stopPolling();\n rejectPending();\n port?.close();\n port = null;\n input.finestra.removeEventListener("message", listen);\n input.frame.removeEventListener?.("load", loaded);\n states.clear();\n opens.clear();\n shortcuts.clear();\n scores.clear();\n errors.clear();\n }\n };\n}\nfunction avviaHandshake(input) {\n const bridge = creaPonteOspite(input);\n return () => bridge.dispose();\n}\nfunction gameViewport(frame) {\n const rect = frame.getBoundingClientRect();\n const zoomX = frame.offsetWidth ? rect.width / frame.offsetWidth : 1;\n const zoomY = frame.offsetHeight ? rect.height / frame.offsetHeight : 1;\n const left = rect.left + frame.clientLeft * zoomX, top = rect.top + frame.clientTop * zoomY;\n return {\n left,\n top,\n right: left + frame.clientWidth * zoomX,\n bottom: top + frame.clientHeight * zoomY,\n scaleX: zoomX ? 1 / zoomX : 1,\n scaleY: zoomY ? 1 / zoomY : 1\n };\n}\nfunction measureSafeArea(frame, probe) {\n const win = frame.ownerDocument.defaultView, css = win.getComputedStyle(probe), viewport = gameViewport(frame);\n const clamp = (value, max) => Math.max(0, Math.min(max, value));\n return {\n top: clamp(((parseFloat(css.paddingTop) || 0) - viewport.top) * viewport.scaleY, frame.clientHeight),\n right: clamp((viewport.right - (win.innerWidth - (parseFloat(css.paddingRight) || 0))) * viewport.scaleX, frame.clientWidth),\n bottom: clamp((viewport.bottom - (win.innerHeight - (parseFloat(css.paddingBottom) || 0))) * viewport.scaleY, frame.clientHeight),\n left: clamp(((parseFloat(css.paddingLeft) || 0) - viewport.left) * viewport.scaleX, frame.clientWidth)\n };\n}\n\n// src/overlay/boards.ts\nfunction createBoardController(input) {\n let disposed = false, generation = 0, timer;\n const seen = /* @__PURE__ */ new Set();\n let query = null, data = null, error = false, loading = false;\n let queued = null, saving = null, reads = 0;\n const later = input.later ?? setTimeout, clear = input.clear ?? clearTimeout;\n const cancel = () => {\n if (timer !== void 0) clear(timer);\n timer = void 0;\n };\n const notify = () => {\n if (!disposed) input.changed();\n };\n const matches = () => queued && query?.board === queued.board && query.period === (queued.day ? "daily" : "all-time") && (query.day ?? queued.day) === queued.day;\n const refresh = async () => {\n if (!query || disposed) return;\n cancel();\n const current = ++generation, selected = { ...query };\n loading = true;\n error = false;\n notify();\n try {\n const result = await input.read(selected);\n if (disposed || current !== generation) return;\n data = result;\n if (matches()) {\n const own = result.me;\n if (own?.verified && own.score >= queued.score) saving = own.score === queued.score ? "saved" : "bestAlready";\n }\n } catch {\n if (!disposed && current === generation) error = true;\n }\n if (disposed || current !== generation) return;\n loading = false;\n if (matches() && saving !== "saved" && saving !== "bestAlready") {\n reads++;\n if (reads < 4) {\n saving = "saving";\n timer = later(() => {\n void refresh();\n }, [800, 1600, 3200][reads - 1]);\n } else saving = "refreshHint";\n }\n notify();\n };\n return {\n get state() {\n return { query, data, loading, error, saving: matches() ? saving : null };\n },\n select(next) {\n if (JSON.stringify(next) === JSON.stringify(query)) return;\n cancel();\n generation++;\n query = { ...next };\n data = null;\n reads = 0;\n if (matches()) saving = "saving";\n void refresh();\n },\n queued(score) {\n const board = input.manifest.boards[score.board];\n if (score.player !== input.player || !board || !Number.isSafeInteger(score.score) || score.score < 0 || score.day !== null && !validBoardDay(score.day) || !(board.periods ?? ["all-time"]).includes(score.day ? "daily" : "all-time")) return;\n const signature = JSON.stringify(score);\n if (seen.has(signature)) return;\n seen.add(signature);\n if (seen.size > 64) seen.delete(seen.values().next().value);\n queued = score;\n saving = "saving";\n reads = 0;\n this.select({ board: score.board, period: score.day ? "daily" : "all-time", guests: query?.guests ?? input.guests ?? false, ...score.day ? { day: score.day } : {} });\n if (!loading) void refresh();\n notify();\n },\n refresh,\n reset() {\n seen.clear();\n cancel();\n generation++;\n query = null;\n data = null;\n queued = null;\n saving = null;\n loading = false;\n error = false;\n },\n dispose() {\n disposed = true;\n cancel();\n generation++;\n }\n };\n}\n\n// src/overlay/i18n.ts\nvar languages = ["en", "it", "es", "fr", "de", "pt"];\nvar words = {\n gameLanguages: ["Game languages", "Lingue del gioco", "Idiomas del juego", "Langues du jeu", "Spielsprachen", "Idiomas do jogo"],\n loading: ["Loading game...", "Caricamento...", "Cargando...", "Chargement...", "Spiel wird geladen...", "Carregando..."],\n loadingSlow: ["This game is taking longer than expected. You can wait a little longer or try again.", "Il gioco ci sta mettendo pi\\xF9 del previsto. Puoi aspettare ancora un po\\u2019 o riprovare.", "El juego est\\xE1 tardando m\\xE1s de lo esperado. Puedes esperar un poco m\\xE1s o volver a intentarlo.", "Le jeu met plus de temps que pr\\xE9vu. Vous pouvez patienter encore un peu ou r\\xE9essayer.", "Das Spiel braucht l\\xE4nger als erwartet. Du kannst noch etwas warten oder es erneut versuchen.", "O jogo est\\xE1 demorando mais do que o esperado. Voc\\xEA pode esperar mais um pouco ou tentar novamente."],\n home: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],\n homeMenu: ["Menu", "Menu", "Men\\xFA", "Menu", "Men\\xFC", "Menu"],\n mode: ["Mode", "Modalit\\xE0", "Modo", "Mode", "Modus", "Modo"],\n play: ["Play", "Gioca", "Jugar", "Jouer", "Spielen", "Jogar"],\n friendsPlay: ["Play with friends", "Gioca con amici", "Jugar con amigos", "Jouer entre amis", "Mit Freunden spielen", "Jogar com amigos"],\n find: ["Find players", "Trova giocatori", "Buscar jugadores", "Trouver des joueurs", "Spieler finden", "Buscar jogadores"],\n join: ["Join with code", "Entra con codice", "Entrar con c\\xF3digo", "Rejoindre avec un code", "Mit Code beitreten", "Entrar com c\\xF3digo"],\n joinInvite: ["Join this room", "Entra in questa stanza", "Entrar en est\\xE1 sala", "Rejoindre cette salle", "Diesem Raum beitreten", "Entrar nest\\xE1 sala"],\n watch: ["Watch a room", "Guarda una stanza", "Observar una sala", "Regarder une salle", "Raum ansehen", "Assistir a uma sala"],\n resume: ["Resume", "Riprendi", "Continuar", "Reprendre", "Fortsetzen", "Continuar"],\n room: ["Room", "Stanza", "Sala", "Salle", "Raum", "Sala"],\n code: ["Room code", "Codice stanza", "C\\xF3digo de sala", "Code de salle", "Raumcode", "C\\xF3digo da sala"],\n copy: ["Copy invite", "Copia invito", "Copiar invitaci\\xF3n", "Copier le lien", "Einladung kopieren", "Copiar convite"],\n copied: ["Invite copied", "Invito copiato", "Invitacion copiada", "Lien copi\\xE9", "Einladung kopiert", "Convite copiado"],\n copyFailed: ["Copy this link:", "Copia questo link:", "Copia este enlace:", "Copiez ce lien :", "Diesen Link kopieren:", "Copie este link:"],\n joining: ["Joining room...", "Ingresso nella stanza...", "Entrando en la sala...", "Connexion \\xE0 la salle...", "Raum wird betreten...", "Entrando na sala..."],\n matching: ["Finding your people...", "Ricerca giocatori...", "Buscando jugadores...", "Recherche de joueurs...", "Spieler werden gesucht...", "Buscando jogadores..."],\n queue: ["{n} / {max} players", "{n} / {max} giocatori", "{n} / {max} jugadores", "{n} / {max} joueurs", "{n} / {max} Spieler", "{n} / {max} jogadores"],\n cancel: ["Cancel", "Annulla", "Cancelar", "Annuler", "Abbrechen", "Cancelar"],\n close: ["Close", "Chiudi", "Cerrar", "Fermer", "Schlie\\xDFen", "Fechar"],\n back: ["Back", "Indietro", "Volver", "Retour", "Zur\\xFCck", "Voltar"],\n ready: ["Ready", "Pronto", "Listo", "Pr\\xEAt", "Bereit", "Pronto"],\n unready: ["Not ready", "Non pronto", "No listo", "Pas pr\\xEAt", "Nicht bereit", "N\\xE3o pronto"],\n start: ["Start", "Inizia", "Empezar", "Commencer", "Starten", "Come\\xE7ar"],\n role: ["Role", "Ruolo", "Rol", "R\\xF4le", "Rolle", "Fun\\xE7\\xE3o"],\n team: ["Team", "Squadra", "Equipo", "\\xC9quipe", "Team", "Equipe"],\n host: ["Host", "Host", "Anfitrion", "H\\xF4te", "Host", "Anfitri\\xE3o"],\n you: ["You", "Tu", "T\\xFA", "Vous", "Du", "Voc\\xEA"],\n away: ["Away", "Assente", "Ausente", "Absent", "Abwesend", "Ausente"],\n needPlayers: ["Waiting for more players", "In attesa di giocatori", "Esperando m\\xE1s jugadores", "En attente de joueurs", "Weitere Spieler fehlen", "Esperando mais jogadores"],\n needReady: ["Everyone needs to be ready", "Tutti devono essere pronti", "Todos deben estar listos", "Tout le monde doit \\xEAtre pr\\xEAt", "Alle m\\xFCssen bereit sein", "Todos precisam estar prontos"],\n needRoles: ["Fill the required roles", "Completa i ruoli richiesti", "Completa los roles", "Compl\\xE9tez les r\\xF4les", "Ben\\xF6tigte Rollen besetzen", "Complete as fun\\xE7\\xF5es"],\n needTeams: ["Choose the required teams", "Scegli le squadre richieste", "Elige los equipos", "Choisissez les \\xE9quipes", "Teams auswahlen", "Escolha as equipes"],\n waitHost: ["Waiting for the host", "In attesa dell\'host", "Esperando al anfitrion", "En attente de l\\u2019h\\xF4te", "Warten auf den Host", "Esperando o anfitri\\xE3o"],\n starting: ["Starting in", "Si inizia tra", "Empieza en", "D\\xE9but dans", "Start in", "Come\\xE7a em"],\n playing: ["Playing", "In partita", "Jugando", "En jeu", "Im Spiel", "Jogando"],\n ended: ["Game finished", "Partita conclusa", "Partida terminada", "Partie termin\\xE9e", "Spiel beendet", "Partida encerrada"],\n rematchReady: ["{n}/{max} ready", "{n}/{max} pronti", "{n}/{max} listos", "{n}/{max} pr\\xEAts", "{n}/{max} bereit", "{n}/{max} prontos"],\n rematchStart: ["Start rematch", "Avvia rivincita", "Iniciar revancha", "Lancer la revanche", "Revanche starten", "Iniciar revanche"],\n again: ["Play again", "Gioca ancora", "Jugar de nuevo", "Rejouer", "Erneut spielen", "Jogar novamente"],\n newRoom: ["New room. Share the new invite.", "Nuova stanza. Condividi il nuovo invito.", "Nueva sala. Comparte la invitaci\\xF3n.", "Nouvelle salle. Partagez le lien.", "Neuer Raum. Neue Einladung teilen.", "Nova sala. Compartilhe o convite."],\n watching: ["Watching", "In osservazione", "Observando", "Spectateur", "Zuschauen", "Assistindo"],\n delay: ["{n}s delay", "Ritardo {n}s", "Retraso de {n}s", "Retard de {n}s", "{n}s Verz\\xF6gerung", "Atraso de {n}s"],\n exit: ["Exit", "Esci", "Salir", "Quitter", "Verlassen", "Sair"],\n leaveNow: ["Leave for now", "Esci per ora", "Salir por ahora", "Quitter pour le moment", "Vor\\xFCbergehend verlassen", "Sair por enquanto"],\n leaveRoom: ["Leave room", "Lascia la stanza", "Abandonar sala", "Abandonner la salle", "Raum verlassen", "Deixar a sala"],\n leaveHint: ["Your room stays available for Resume.", "La stanza resta disponibile con Riprendi.", "Podr\\xE1s volver a est\\xE1 sala.", "Vous pourrez reprendre cette salle.", "Du kannst den Raum fortsetzen.", "Voc\\xEA pode voltar a est\\xE1 sala."],\n temporaryHint: ["The game continues. Rejoining may only be possible briefly.", "La partita continua. Il rientro pu\\xF2 essere disponibile solo per poco.", "La partida continua. Volver puede ser posible solo por poco tiempo.", "La partie continue. Le retour peut \\xEAtre limit\\xE9.", "Das Spiel l\\xE4uft weiter. R\\xFCckkehr nur kurz m\\xF6glich.", "A partida continua. O retorno pode ser limitado."],\n abandonHint: ["Leave room gives up your place.", "Lascia la stanza libera il tuo posto.", "Abandonar libera tu plaza.", "Abandonner lib\\xE8re votre place.", "Raum verlassen gibt deinen Platz frei.", "Deixar a sala libera sua vaga."],\n reconnecting: ["Reconnecting...", "Riconnessione...", "Reconectando...", "Reconnexion...", "Verbindung wird erneuert...", "Reconectando..."],\n replaced: ["Opened in another tab", "Aperta in un\\u2019altra scheda", "Abierta en otra pest\\xE1na", "Ouverte dans un autre onglet", "In anderem Tab ge\\xF6ffnet", "Aberta em outra aba"],\n error: ["Something went wrong. Try again.", "Qualcosa non va. Riprova.", "Algo sali\\xF3 mal. Reintenta.", "Une erreur est survenue. R\\xE9essayez.", "Etwas ist schiefgelaufen. Erneut versuchen.", "Algo deu errado. Tente novamente."],\n noRoom: ["This room is no longer available.", "Questa stanza non \\xE8 pi\\xF9 disponibile.", "Esta sala ya no est\\xE1 disponible.", "Cette salle n\'est plus disponible.", "Dieser Raum ist nicht mehr verf\\xFCgbar.", "Esta sala n\\xE3o est\\xE1 mais disponivel."],\n full: ["This room is full.", "La stanza \\xE8 piena.", "La sala est\\xE1 llena.", "Cette salle est pleine.", "Dieser Raum ist voll.", "Esta sala est\\xE1 cheia."],\n noMatch: ["No match this time. Try again.", "Nessun gruppo trovato. Riprova.", "No hay grupo. Reintenta.", "Aucun groupe trouv\\xE9. R\\xE9essayez.", "Keine Gruppe gefunden. Erneut versuchen.", "Nenhum grupo encontrado. Tente novamente."],\n invalidCode: ["Enter a six-character room code.", "Inserisci un codice di sei caratteri.", "Escribe un c\\xF3digo de seis caracteres.", "Entrez un code de six caracteres.", "Sechsstelligen Raumcode eingeben.", "Digite um c\\xF3digo de seis caracteres."],\n refused: ["The room did not accept that change.", "La stanza ha rifiutato la modifica.", "La sala rechaz\\xF3 el cambio.", "La salle a refus\\xE9 ce changement.", "Der Raum hat die \\xC4nderung abgelehnt.", "A sala recusou a altera\\xE7\\xE3o."],\n unavailable: ["Unavailable right now", "Non disponibile ora", "No disponible ahora", "Indisponible pour le moment", "Derzeit nicht verf\\xFCgbar", "Indisponivel agora"],\n offline: ["Connection unavailable. Try again.", "Connessione non disponibile. Riprova.", "Sin conexi\\xF3n. Reintenta.", "Connexion indisponible. R\\xE9essayez.", "Keine Verbindung. Erneut versuchen.", "Sem conex\\xE3o. Tente novamente."],\n saveFailed: ["Keep the room code. Resume could not be saved.", "Conserva il codice. Riprendi non \\xE8 stato salvato.", "Guarda el c\\xF3digo. No se pudo guardar el regreso.", "Gardez le code. La reprise ne peut pas \\xEAtre enregistr\\xE9e.", "Raumcode aufbewahren. Fortsetzen nicht gespeichert.", "Guarde o c\\xF3digo. O retorno n\\xE3o foi salvo."],\n boards: ["Leaderboard", "Classifica", "Clasificaci\\xF3n", "Classement", "Bestenliste", "Classifica\\xE7\\xE3o"],\n board: ["Board", "Classifica", "Tabla", "Classement", "Bestenliste", "Tabela"],\n daily: ["Daily", "Giornaliera", "Diaria", "Du jour", "T\\xE4glich", "Di\\xE1ria"],\n allTime: ["All time", "Di sempre", "Hist\\xF3rica", "Tous les temps", "Gesamt", "Geral"],\n accounts: ["Accounts", "Account", "Cuentas", "Comptes", "Konten", "Contas"],\n guests: ["Guests", "Ospiti", "Invitados", "Invit\\xE9s", "G\\xE4ste", "Visitantes"],\n category: ["Category", "Categoria", "Categoria", "Cat\\xE9gorie", "Kategorie", "Categoria"],\n period: ["Period", "Periodo", "Per\\xEDodo", "P\\xE9riode", "Zeitraum", "Per\\xEDodo"],\n rank: ["Rank", "Posizione", "Puesto", "Rang", "Platz", "Posicao"],\n score: ["Score", "Punteggio", "Puntos", "Score", "Punkte", "Pontos"],\n verified: ["Verified", "Verificato", "Verificado", "V\\xE9rifi\\xE9", "Verifiziert", "Verificado"],\n own: ["Your best", "Il tuo record", "Tu record", "Votre record", "Dein Rekord", "Seu recorde"],\n empty: ["No scores yet", "Nessun punteggio", "A\\xFAn no hay puntos", "Aucun score", "Noch keine Punkte", "Ainda sem pontos"],\n saving: ["Saving score...", "Salvataggio punteggio...", "Guardando puntos...", "Enregistrement du score...", "Punkte werden gespeichert...", "Salvando pontos..."],\n saved: ["Your best is on the board", "Il tuo record \\xE8 in classifica", "Tu record est\\xE1 en la tabla", "Votre record est au classement", "Dein Rekord ist eingetragen", "Seu recorde est\\xE1 na tabela"],\n bestAlready: ["Your best is already on the board", "Il tuo record era gi\\xE0 in classifica", "Tu record ya estaba en la tabla", "Votre record est d\\xE9j\\xE0 au classement", "Dein Rekord ist bereits eingetragen", "Seu recorde j\\xE1 est\\xE1 na tabela"],\n refresh: ["Refresh", "Aggiorna", "Actualizar", "Actualiser", "Aktualisieren", "Atualizar"],\n refreshHint: ["Score not visible yet. Refresh to check.", "Punteggio non ancora visibile. Aggiorna per controllare.", "Puntos a\\xFAn no visibles. Actualiza.", "Score pas encore visible. Actualisez.", "Punkte noch nicht sichtbar. Aktualisieren.", "Pontos ainda n\\xE3o visiveis. Atualize."],\n friends: ["Friends & party", "Amici e gruppo", "Amigos y grupo", "Amis et groupe", "Freunde & Gruppe", "Amigos e grupo"],\n localCrew: ["Friends and party are unavailable in local preview.", "Amici e gruppo non disponibili in anteprima locale.", "Amigos y grupo no disponibles en la vista local.", "Amis et groupe indisponibles en aper\\xE7u local.", "Freunde und Gruppe in lokaler Vorschau nicht verf\\xFCgbar.", "Amigos e grupo indispon\\xEDveis na pr\\xE9via local."],\n loginCrew: ["Sign in on Caisual to use friends and party.", "Accedi a Caisual per amici e gruppo.", "Inicia sesion para amigos y grupo.", "Connectez-vous pour utiliser amis et groupe.", "F\\xFCr Freunde und Gruppe bei Caisual anmelden.", "Entre no Caisual para amigos e grupo."],\n online: ["Online", "Online", "En linea", "En ligne", "Online", "Online"],\n noFriends: ["No friends online", "Nessun amico online", "Sin amigos en linea", "Aucun ami en ligne", "Keine Freunde online", "Nenhum amigo online"],\n createParty: ["Create party", "Crea gruppo", "Crear grupo", "Cr\\xE9er un groupe", "Gruppe erstellen", "Criar grupo"],\n inviteParty: ["Invite to party", "Invita nel gruppo", "Invitar al grupo", "Inviter au groupe", "In Gruppe einladen", "Convidar para o grupo"],\n leaveParty: ["Leave party", "Lascia gruppo", "Salir del grupo", "Quitter le groupe", "Gruppe verlassen", "Sair do grupo"],\n accept: ["Accept", "Accetta", "Aceptar", "Accepter", "Annehmen", "Aceitar"],\n decline: ["Decline", "Rifiuta", "Rechazar", "Refuser", "Ablehnen", "Recusar"],\n follow: ["Join them", "Raggiungi", "Unirse", "Rejoindre", "Beitreten", "Juntar-se"],\n voice: ["Voice", "Voce", "Voz", "Voix", "Sprache", "Voz"],\n voiceJoin: ["Join voice", "Entra in voce", "Unirse a voz", "Activer la voix", "Sprachchat beitreten", "Entrar na voz"],\n voiceLeave: ["Leave voice", "Esci dalla voce", "Salir de voz", "Quitter la voix", "Sprachchat verlassen", "Sair da voz"],\n voiceMute: ["Mute", "Disattiva microfono", "Silenciar", "Couper le micro", "Stummschalten", "Silenciar"],\n voiceUnmute: ["Unmute", "Attiva microfono", "Activar micr\\xF3fono", "Activer le micro", "Mikrofon aktivieren", "Ativar microfone"],\n voiceOff: ["Voice off", "Voce disattivata", "Voz desactivada", "Voix d\\xE9sactiv\\xE9e", "Sprachchat aus", "Voz desativada"],\n voiceJoining: ["Joining voice...", "Connessione voce...", "Conectando voz...", "Connexion vocale...", "Sprachchat verbindet...", "Conectando voz..."],\n voiceOn: ["Voice connected", "Voce connessa", "Voz conectada", "Voix connect\\xE9e", "Sprachchat verbunden", "Voz conectada"],\n voiceMuted: ["Muted", "Microfono disattivato", "Silenciado", "Micro coup\\xE9", "Stumm", "Silenciado"],\n voiceMic: ["Mic on", "Microfono attivo", "Micr\\xF3fono activo", "Micro actif", "Mikrofon an", "Microfone ativo"],\n voiceListening: ["Listening only", "Solo ascolto", "Solo escucha", "\\xC9coute seule", "Nur zuh\\xF6ren", "Somente ouvindo"],\n voiceSpeaking: ["Speaking", "Sta parlando", "Hablando", "Parle", "Spricht", "Falando"],\n voicePeers: ["Voice participants", "Partecipanti in voce", "Participantes de voz", "Participants vocaux", "Sprachteilnehmer", "Participantes de voz"],\n voiceEmpty: ["No one else in voice yet.", "Nessun altro in voce per ora.", "A\\xFAn no hay nadie m\\xE1s en voz.", "Personne d\\u2019autre en voix pour le moment.", "Noch niemand im Sprachchat.", "Ningu\\xE9m mais na voz ainda."],\n voiceVolume: ["Volume for {name}", "Volume di {name}", "Volumen de {name}", "Volume de {name}", "Lautst\\xE4rke f\\xFCr {name}", "Volume de {name}"],\n voiceUnavailable: ["Join a room with voice to use these controls.", "Entra in una stanza con voce per usare questi controlli.", "Entra en una sala con voz para usar estos controles.", "Rejoignez une salle vocale pour utiliser ces commandes.", "Diese Steuerung braucht einen Raum mit Sprachchat.", "Entre em uma sala com voz para usar estes controles."],\n voiceWatch: ["Voice is unavailable while watching.", "La voce non e\' disponibile in osservazione.", "La voz no est\\xE1 disponible al observar.", "La voix est indisponible en observation.", "Beim Zuschauen ist kein Sprachchat verf\\xFCgbar.", "A voz n\\xE3o est\\xE1 dispon\\xEDvel ao assistir."],\n voiceDenied: ["Microphone permission denied. Allow it in your browser, then try again.", "Permesso microfono negato. Consenti l\'accesso nel browser e riprova.", "Permiso de micr\\xF3fono denegado. Act\\xEDvalo en el navegador e int\\xE9ntalo de nuevo.", "Acc\\xE8s au micro refus\\xE9. Autorisez-le dans le navigateur, puis r\\xE9essayez.", "Mikrofonzugriff verweigert. Im Browser erlauben und erneut versuchen.", "Permiss\\xE3o do microfone negada. Permita no navegador e tente novamente."],\n voiceUnsupported: ["Voice is not supported in this browser.", "Questo browser non supporta la voce.", "Este navegador no admite voz.", "Ce navigateur ne prend pas en charge la voix.", "Dieser Browser unterst\\xFCtzt keinen Sprachchat.", "Este navegador n\\xE3o oferece suporte a voz."],\n voiceFailed: ["Voice could not connect. Try again.", "Connessione voce non riuscita. Riprova.", "No se pudo conectar la voz. Int\\xE9ntalo de nuevo.", "Connexion vocale impossible. R\\xE9essayez.", "Sprachverbindung fehlgeschlagen. Erneut versuchen.", "N\\xE3o foi poss\\xEDvel conectar a voz. Tente novamente."],\n voicePeerGone: ["This participant has left voice.", "Questo partecipante e\' uscito dalla voce.", "Este participante sali\\xF3 de voz.", "Ce participant a quitt\\xE9 la voix.", "Diese Person hat den Sprachchat verlassen.", "Este participante saiu da voz."],\n shortcut: ["Shift+Tab shortcut", "Scorciatoia Shift+Tab", "Atajo Shift+Tab", "Raccourci Maj+Tab", "Umschalt+Tab-Kurzbefehl", "Atalho Shift+Tab"],\n menu: ["Caisual menu", "Menu Caisual", "Menu Caisual", "Menu Caisual", "Caisual-Menu", "Menu Caisual"],\n retry: ["Retry", "Riprova", "Reintentar", "R\\xE9essayer", "Erneut versuchen", "Tentar novamente"]\n};\nvar column = (index) => Object.fromEntries(Object.entries(words).map(([key, row]) => [key, row[index]]));\nvar dictionaries = { en: column(0), it: column(1), es: column(2), fr: column(3), de: column(4), pt: column(5) };\nfunction overlayLanguage(raw) {\n const value = raw?.toLowerCase().split("-")[0];\n return languages.includes(value) ? value : "en";\n}\nfunction overlayLocale(raw) {\n const tag = normalizeLanguage(raw);\n return tag && languages.includes(tag.split("-")[0]) ? tag : "en";\n}\nfunction translator(language) {\n const dictionary = dictionaries[overlayLanguage(language)];\n return (key, values = {}) => dictionary[key].replace(/\\{(\\w+)\\}/g, (_all, name) => String(values[name] ?? ""));\n}\nfunction errorText(code) {\n if (code === "permission_denied") return "voiceDenied";\n if (code === "unsupported") return "voiceUnsupported";\n if (code === "voice_disabled") return "voiceUnavailable";\n if (code === "voice_error") return "voiceFailed";\n if (code === "voice_peer_missing") return "voicePeerGone";\n if (code === "not_publishing") return "voiceListening";\n if (["room_not_found", "room_ended", "version_closed", "no_resume"].includes(code)) return "noRoom";\n if (["room_full", "role_full"].includes(code)) return "full";\n if (code === "replaced") return "replaced";\n if (code === "no_match") return "noMatch";\n if (code === "invalid_code") return "invalidCode";\n if (["offline", "timeout"].includes(code)) return "offline";\n if (code.startsWith("role_") || ["not_in_lobby", "not_host", "session_replaced"].includes(code)) return "refused";\n if (code === "save_failed") return "saveFailed";\n return "error";\n}\n\n// src/overlay/ui-model.ts\nfunction phase(session) {\n if (!session || session.kind === "boot") return "boot";\n if (session.kind === "attaching" || session.kind === "matching") return session.kind;\n if (session.room && ["closed", "replaced"].includes(session.room.connection)) return "error";\n if (session.kind === "local") return session.localStatus === "ended" ? "ended" : "playing";\n if (session.room?.status === "ended" || session.room?.status === "finished") return "ended";\n if (session.kind === "watch") return "watching";\n if (session.kind === "room" && session.room) return session.room.status;\n return "home";\n}\nfunction initialUi(manifest) {\n return { session: null, panel: "auto", mode: manifest.modes[0]?.id ?? "", busy: false, error: null, notice: null, shortcutEnabled: true };\n}\nfunction reduceUi(model, action) {\n switch (action.type) {\n case "session": {\n const next = action.session, changed = next?.id !== model.session?.id || next === null;\n const pending = next?.kind === "attaching" || next?.kind === "matching";\n const nextPhase = phase(next), transition = phase(model.session) !== nextPhase;\n const automatic = transition && ["lobby", "countdown", "playing", "ended"].includes(nextPhase) && [null, "auto", "room", "invite", "home"].includes(model.panel);\n return {\n ...model,\n session: next,\n mode: next?.mode ?? model.mode,\n panel: changed || pending || automatic ? "auto" : model.panel,\n error: changed ? null : model.error,\n notice: changed ? null : model.notice\n };\n }\n case "panel":\n return { ...model, panel: action.panel, error: null, notice: null };\n case "mode":\n return { ...model, mode: action.mode, error: null };\n case "busy":\n return { ...model, busy: action.busy };\n case "error":\n return { ...model, error: action.code, busy: false };\n case "notice":\n return { ...model, notice: action.notice };\n case "shortcut":\n return { ...model, shortcutEnabled: action.enabled };\n }\n}\nfunction visiblePanel(model) {\n const current = phase(model.session);\n if (current === "boot" || current === "attaching" || current === "matching" || current === "error") return current;\n if (model.panel !== "auto") return model.panel;\n return current === "home" ? "home" : current === "lobby" ? "room" : current === "countdown" ? "countdown" : null;\n}\nfunction primaryAction(manifest, mode) {\n const selected = manifest.modes.find((item) => item.id === mode);\n if (!selected) return null;\n return {\n op: selected.execution === "local" ? "local.start" : "room.create",\n friends: selected.execution === "room" && risolviModalita(manifest, mode).players.max > 1\n };\n}\nfunction startReason(manifest, session) {\n const room = session?.room;\n if (!room || session.kind !== "room" || room.status !== "lobby" || room.connection !== "connected") return "unavailable";\n const connected = room.players.filter((p) => p.connected), active = connected.filter((p) => p.role !== "spectator");\n if (active.length < room.limits.min) return "needPlayers";\n if (connected.some((p) => !p.ready)) return "needReady";\n if (manifest.roles.some((role) => active.filter((p) => p.role === role.id).length < role.min)) return "needRoles";\n if (manifest.teams && (active.some((p) => p.team === null) || new Set(active.map((p) => p.team)).size < manifest.teams.min)) return "needTeams";\n return room.host !== room.you ? "waitHost" : null;\n}\nfunction canPlayAgain(session) {\n if (phase(session) !== "ended") return false;\n if (session?.kind === "local") return true;\n if (session?.room?.status === "finished") return session.kind === "room" && session.room.connection === "connected" && session.room.players.some((p) => p.id === session.room.you && p.connected && p.role !== "spectator" && !p.ready);\n return session?.kind === "room" && (!session.room?.lobby || session.room.host === session.room.you);\n}\nfunction normalizeInvite(code) {\n const value = code.toUpperCase().replace(/[\\s-]/g, "");\n return /^[ABCDEFGHJKLMNPQRSTUVWXYZ23456789]{6}$/.test(value) ? value : null;\n}\n\n// src/overlay/styles.ts\nvar styles = `\n.safe-area-probe{position:fixed;visibility:hidden;pointer-events:none;padding:env(safe-area-inset-top,0px) env(safe-area-inset-right,0px) env(safe-area-inset-bottom,0px) env(safe-area-inset-left,0px)}\n:host{all:initial;position:fixed;inset:0;z-index:10000;pointer-events:none;font:15px/1.45 system-ui,sans-serif;color:#f4f4f1;color-scheme:dark;--accent:#a8efc5}\n[data-layout],[data-surface],.sr{pointer-events:none}*{box-sizing:border-box}button,input,select{font:inherit}button,a,input,select{touch-action:manipulation}button,select,input{border:1px solid #ffffff30;background:#25292b;color:inherit;border-radius:12px;min-height:44px;padding:10px 14px}button{cursor:pointer}button:disabled{opacity:.45;cursor:default}button:hover:not(:disabled){background:#343b3a}button:focus-visible,a:focus-visible,input:focus-visible,select:focus-visible{outline:3px solid var(--accent);outline-offset:3px}a{color:var(--accent)}.primary{background:var(--accent);color:var(--accent-ink,#11221b);border-color:transparent;font-weight:700}.primary:hover:not(:disabled){filter:brightness(1.1);background:var(--accent)}.quiet{background:transparent}label{display:grid;gap:6px;text-align:left}select,input{width:100%;min-width:0}h1,h2,p{margin:0}h1{font-size:clamp(26px,5vw,42px);line-height:1.1;letter-spacing:-.035em}h2{font-size:20px}small,.muted{color:#bdc5c1}.stack{display:grid;gap:16px}.row{display:flex;gap:8px;align-items:center;flex-wrap:wrap}.row>*{flex:0 1 auto}.row .grow,.grow{flex:1}.split{display:grid;grid-template-columns:1fr 1fr;gap:10px}.pill{position:absolute;top:max(10px,env(safe-area-inset-top));right:max(10px,env(safe-area-inset-right));display:flex;height:44px;border:1px solid #ffffff35;border-radius:24px;background:#171e20eF;box-shadow:0 4px 20px #0004;pointer-events:auto;overflow:hidden}.pill button{border:0;border-radius:0;padding:8px 13px;background:transparent}.pill button:focus-visible{outline-offset:-4px}.pill small{margin-left:8px}.backdrop{position:absolute;inset:0;background:#0b151ce8;backdrop-filter:blur(10px);pointer-events:auto;display:grid;place-items:center;padding:max(16px,env(safe-area-inset-top)) max(16px,env(safe-area-inset-right)) max(16px,env(safe-area-inset-bottom)) max(16px,env(safe-area-inset-left));overflow:auto}.backdrop.home{background-color:#142127;background-size:cover;background-position:center}.dialog{position:relative;width:min(100%,540px);max-height:100%;overflow:auto;overscroll-behavior:contain;background:#141b1df5;border:1px solid #ffffff25;border-radius:22px;padding:24px;box-shadow:0 20px 80px #0005}.dialog.wide{width:min(100%,700px)}.top{display:flex;align-items:center;gap:12px;margin-bottom:18px}.top h2{flex:1}.tabs{display:flex;gap:6px;flex-wrap:wrap;border-bottom:1px solid #ffffff25;padding-bottom:12px}.tabs button{min-height:36px;padding:6px 10px}.tabs [aria-current=true]{border-color:var(--accent)}.roster{list-style:none;padding:0;margin:0;display:grid;gap:8px;max-height:32dvh;overflow:auto}.roster li{display:flex;align-items:center;gap:8px;padding:10px;background:#ffffff08;border-radius:10px}.roster .name{flex:1;overflow-wrap:anywhere}.badge{border:1px solid #ffffff30;border-radius:6px;padding:2px 6px;font-size:12px}.code{font-size:24px;letter-spacing:.13em;font-variant-numeric:tabular-nums}.notice,.error{border-radius:10px;padding:10px;background:#a8efc514;overflow-wrap:anywhere}.error{background:#ff8b7720;color:#ffd2c9}.countdown{font-size:88px;line-height:1;text-align:center;font-variant-numeric:tabular-nums}.ended{position:absolute;bottom:max(12px,env(safe-area-inset-bottom));left:50%;transform:translateX(-50%);max-width:calc(100% - 24px);width:max-content;background:#171e20f5;pointer-events:auto;border:1px solid #ffffff30;border-radius:16px;padding:10px;display:flex;align-items:center;justify-content:center;gap:8px;flex-wrap:wrap}.ended [data-rematch-players]{max-width:100%;max-height:3.2em;overflow:auto;overflow-wrap:anywhere}.ended strong{padding:0 8px}.sr{position:absolute;width:1px;height:1px;overflow:hidden;clip-path:inset(50%);white-space:nowrap}.table-wrap{overflow:auto;max-height:38dvh}table{width:100%;border-collapse:collapse;text-align:left}th,td{padding:9px 6px;border-bottom:1px solid #ffffff20}td:nth-child(3){text-align:right}td small{display:block}.self{background:#ffffff0a}.checkbox{display:flex;align-items:center;gap:8px;font-size:13px}.checkbox input{width:18px;min-height:18px}.full{width:100%}\n[hidden]{display:none!important}.voice-peers{list-style:none;margin:0;padding:0;display:grid;gap:10px}.voice-peers li{border:1px solid #ffffff25;border-radius:12px;padding:12px;display:grid;gap:8px}.voice-peers [data-speaking=true]{border-color:var(--accent)}.voice-peers input{width:100%;accent-color:var(--accent);padding:0}.voice-peers label{font-size:13px}.pill .voice-toggle{width:44px;padding:8px}.voice-toggle[data-voice-state=on][data-muted=false]{color:var(--accent)}\n.boot{position:absolute;inset:0;z-index:2;isolation:isolate;display:grid;place-items:center;overflow:auto;overscroll-behavior:contain;padding:max(100px,env(safe-area-inset-top)) max(24px,env(safe-area-inset-right)) max(48px,env(safe-area-inset-bottom)) max(24px,env(safe-area-inset-left));background:#0b151c;opacity:1;transition:opacity .4s ease;pointer-events:auto;outline:none}\n.boot::before,.boot::after{content:"";position:fixed;inset:0;pointer-events:none;z-index:-1}.boot::before{background:radial-gradient(ellipse at 50% 38%,color-mix(in srgb,var(--accent),transparent 80%),transparent 65%)}.boot::after{background:radial-gradient(ellipse at 50% 38%,#0b151c20,#0b151cd9 85%),linear-gradient(#0b151c66,#0b151cbf)}\n.boot-cover{position:fixed;inset:0;z-index:-2;width:100%;height:100%;object-fit:cover;filter:blur(20px);transform:scale(1.08);opacity:.65;pointer-events:none}\n.boot-brand{position:absolute;top:max(28px,env(safe-area-inset-top));left:max(32px,env(safe-area-inset-left));display:flex;align-items:center;gap:10px;font-size:14px;font-weight:650;letter-spacing:.02em;color:#f4f4f1b3}.boot-brand span{display:grid;place-items:center;width:36px;height:36px;border:1px solid #ffffff25;border-radius:12px;background:#171e20af;box-shadow:0 4px 20px #0004;color:var(--boot-accent);font-size:20px;font-weight:800}\n.boot-content{width:min(100%,900px);text-align:center;display:grid;justify-items:center;gap:24px}.boot h1{max-width:16ch;font-size:clamp(44px,8vw,108px);font-weight:800;line-height:1.04;letter-spacing:-.05em;overflow-wrap:anywhere;text-wrap:balance;color:var(--boot-accent);text-shadow:0 20px 80px #0005}\n.boot-progress{width:112px;height:3px;border-radius:12px;background:#ffffff20;overflow:hidden;margin-top:12px}.boot-progress span{display:block;width:44%;height:100%;border-radius:inherit;background:var(--boot-accent);animation:boot-progress 1.8s ease-in-out infinite}.boot-status{max-width:42ch;min-height:3em;font-size:14px;line-height:1.5;color:#d3dad6;text-wrap:balance}.boot-recovery{min-height:44px}.boot-recovery .row{justify-content:center}.boot-leaving{opacity:0;pointer-events:none}\n@keyframes boot-progress{0%{transform:translateX(-110%)}100%{transform:translateX(340%)}}\n@media(max-width:480px){.dialog{padding:18px;border-radius:18px}.split{grid-template-columns:1fr 1fr;gap:8px}.tabs{gap:4px}.tabs button{font-size:13px;padding:6px 8px}.pill button:focus-visible{outline-offset:-4px}.pill small{display:none}.ended{gap:6px}.ended strong{font-size:13px}.ended button{padding:8px 10px;font-size:13px}.roster{max-height:28dvh}}\n@media(prefers-reduced-motion:reduce){*{scroll-behavior:auto}.boot{transition:none}.boot-progress span{animation:none;transform:translateX(65%)}}\n`;\n\n// src/overlay/voice-panel.ts\nfunction voiceEligible(manifest, session) {\n return manifest.voice !== "none" && session?.kind !== "watch" && session?.room?.players.find((player) => player.id === session.room?.you)?.role !== "spectator";\n}\nfunction voiceStatus(voice, t) {\n const key = voice.state === "joining" ? "voiceJoining" : voice.state === "reconnecting" ? "reconnecting" : voice.state === "off" ? "voiceOff" : "voiceOn";\n return t(key);\n}\nfunction updateVoicePanel(container, input) {\n const { session, t } = input, voice = session?.kind === "room" ? session.voice : null;\n if (!voiceEligible(input.manifest, session) || !voice) {\n container.replaceChildren();\n const note = container.ownerDocument.createElement("p");\n note.textContent = t(session?.kind === "watch" || session?.room?.players.find((p) => p.id === session.room?.you)?.role === "spectator" ? "voiceWatch" : "voiceUnavailable");\n container.append(note);\n return;\n }\n if (!container.querySelector("[data-voice-status]")) container.innerHTML = `<p role="status" aria-live="polite" data-voice-status></p><p data-voice-self></p>\n <div class="row"><button type="button" data-action="voice-join"></button><button type="button" data-action="voice-mute"></button><button type="button" data-action="voice-leave"></button></div>\n <p class="error" role="alert" data-voice-error hidden></p><h3 data-voice-heading></h3><ul class="voice-peers" data-voice-peers></ul><p class="muted" data-voice-empty></p>`;\n const get = (selector) => container.querySelector(selector);\n const status = get("[data-voice-status]");\n status.textContent = voiceStatus(voice, t);\n status.dataset.voiceState = voice.state;\n const mic = (value) => t(!value.mic ? "voiceListening" : value.muted ? "voiceMuted" : value.speaking ? "voiceSpeaking" : "voiceMic");\n get("[data-voice-self]").textContent = voice.state === "off" ? "" : `${t("you")}: ${mic(voice)}`;\n const join = get(\'[data-action="voice-join"]\'), mute = get(\'[data-action="voice-mute"]\'), leave = get(\'[data-action="voice-leave"]\');\n join.textContent = t("voiceJoin");\n join.hidden = voice.state !== "off";\n join.disabled = session?.room?.connection !== "connected" || input.pending === "voice.join";\n mute.textContent = t(voice.muted ? "voiceUnmute" : "voiceMute");\n mute.hidden = voice.state !== "on" || !voice.mic;\n mute.disabled = input.pending === "voice.mute";\n mute.setAttribute("aria-pressed", String(voice.muted));\n leave.textContent = t("voiceLeave");\n leave.hidden = voice.state === "off" && input.pending !== "voice.join";\n leave.disabled = input.pending === "voice.leave";\n const error = get("[data-voice-error]");\n error.hidden = !input.error;\n error.textContent = input.error ? t(errorText(input.error)) : "";\n get("[data-voice-heading]").textContent = t("voicePeers");\n get("[data-voice-empty]").textContent = t("voiceEmpty");\n get("[data-voice-empty]").hidden = voice.peers.length > 0;\n const list = get("[data-voice-peers]"), ids = new Set(voice.peers.map((peer) => peer.id));\n for (const row of list.querySelectorAll("[data-voice-peer]")) if (!ids.has(row.dataset.voicePeer)) row.remove();\n for (const peer of voice.peers) {\n let row = [...list.children].find((node) => node.dataset.voicePeer === peer.id);\n if (!row) {\n row = container.ownerDocument.createElement("li");\n row.dataset.voicePeer = peer.id;\n row.innerHTML = \'<div class="row"><strong data-peer-name></strong><small data-peer-status></small></div><label><span data-volume-label></span><input type="range" min="0" max="1" step="0.05" data-control="voice-volume"></label>\';\n row.querySelector("input").dataset.peer = peer.id;\n list.append(row);\n }\n const name = session?.room?.players.find((player) => player.id === peer.id)?.name ?? peer.id;\n row.dataset.mic = String(peer.mic);\n row.dataset.muted = String(peer.muted);\n row.dataset.speaking = String(peer.speaking);\n row.querySelector("[data-peer-name]").textContent = name;\n row.querySelector("[data-peer-status]").textContent = mic(peer);\n row.querySelector("[data-volume-label]").textContent = t("voiceVolume", { name });\n const range = row.querySelector("input");\n if (range.dataset.editing !== "true") range.value = String(peer.volume);\n range.setAttribute("aria-valuetext", `${Math.round(Number(range.value) * 100)}%`);\n range.disabled = voice.state !== "on";\n }\n}\n\n// src/overlay/ui.ts\nvar escape = (value) => String(value ?? "").replace(/[&<>"\']/g, (c) => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", \'"\': "&quot;", "\'": "&#39;" })[c]);\nfunction mountOverlay(input) {\n const manifest = input.configuration.manifest;\n if (manifest.overlay?.version !== 1) return null;\n const document = input.container.ownerDocument, win = document.defaultView, t = translator(input.language);\n const host = document.createElement("div");\n host.dataset.caisualOverlay = "";\n host.lang = overlayLanguage(input.language);\n host.style.setProperty("pointer-events", "none", "important");\n const root = host.attachShadow({ mode: "open" });\n if (typeof win.CSSStyleSheet?.prototype.replaceSync === "function" && "adoptedStyleSheets" in root) {\n const sheet = new win.CSSStyleSheet();\n sheet.replaceSync(styles);\n root.adoptedStyleSheets = [sheet];\n } else {\n const sheet = document.createElement("link");\n sheet.rel = "stylesheet";\n sheet.href = "/__caisual/overlay/v1.css";\n root.append(sheet);\n }\n const elements = document.createElement("div");\n elements.dataset.layout = "";\n elements.style.pointerEvents = "none";\n elements.innerHTML = `<div data-surface></div><div class="sr" role="status" aria-live="polite" data-live></div>`;\n const safeProbe = document.createElement("div");\n safeProbe.className = "safe-area-probe";\n safeProbe.setAttribute("aria-hidden", "true");\n root.append(elements, safeProbe);\n const surface = root.querySelector("[data-surface]"), live = root.querySelector("[data-live]");\n surface.style.pointerEvents = "none";\n live.style.pointerEvents = "none";\n const accent = manifest.overlay.accent ?? "#a8efc5";\n host.style.setProperty("--accent", accent);\n const rgb = [1, 3, 5].map((i) => parseInt(accent.slice(i, i + 2), 16) / 255).map((v) => v <= 0.04045 ? v / 12.92 : ((v + 0.055) / 1.055) ** 2.4);\n const luminance = rgb[0] * 0.2126 + rgb[1] * 0.7152 + rgb[2] * 0.0722;\n host.style.setProperty("--accent-ink", luminance > 0.179 ? "#000000" : "#ffffff");\n host.style.setProperty("--boot-accent", luminance > 0.179 ? accent : `color-mix(in srgb, ${accent}, #ffffff 70%)`);\n input.container.append(host);\n let model = initialUi(manifest), disposed = false, operation = 0, lastView = "", geometryFrame = 0;\n let lastPhase = "", wasModal = false, copyFallback = null;\n let boot = null, bootTimer = 0, bootFadeTimer = 0;\n let voiceError = null, voicePending = null, voiceOperation = 0;\n let codeDraft = input.configuration.invite ?? "";\n const oldInert = Boolean(input.frame.inert), oldTabIndex = input.frame.getAttribute("tabindex");\n try {\n model.shortcutEnabled = win.localStorage.getItem("caisual-overlay-shortcut-v1") !== "off";\n } catch {\n }\n const boards = input.boards ? createBoardController({ manifest, player: input.player.id, guests: input.player.guest, read: input.boards, changed: () => render() }) : null;\n const stops = [];\n const selectedMode = () => manifest.modes.find((mode) => mode.id === model.mode);\n const disabled = () => model.busy ? " disabled" : "";\n const button = (action, key, extra = "", off = false) => `<button type="button" data-action="${action}"${extra}${off || model.busy ? " disabled" : ""}>${t(key)}</button>`;\n function resetBootWait() {\n win.clearTimeout(bootTimer);\n if (!boot || phase(model.session) !== "boot") return;\n boot.querySelector("[data-boot-message]").textContent = t("loading");\n boot.querySelector("[data-boot-recovery]").hidden = true;\n bootTimer = win.setTimeout(() => {\n bootTimer = 0;\n if (disposed || !boot) return;\n boot.querySelector("[data-boot-message]").textContent = t("loadingSlow");\n boot.querySelector("[data-boot-recovery]").hidden = false;\n }, 9e3);\n }\n function updateBoot(loading) {\n if (loading) {\n if (boot) {\n win.clearTimeout(bootFadeTimer);\n bootFadeTimer = 0;\n boot.inert = false;\n boot.removeAttribute("aria-hidden");\n boot.style.pointerEvents = "auto";\n boot.classList.remove("boot-leaving");\n return;\n }\n boot = document.createElement("section");\n boot.className = "boot";\n boot.tabIndex = -1;\n boot.setAttribute("aria-labelledby", "boot-title");\n boot.setAttribute("aria-describedby", "boot-status");\n boot.style.pointerEvents = "auto";\n boot.innerHTML = `<div class="boot-brand" aria-hidden="true"><span>C</span>Caisual</div>\n <div class="boot-content"><h1 id="boot-title">${escape(manifest.name)}</h1>\n <div class="boot-progress" aria-hidden="true"><span></span></div>\n <p class="boot-status" id="boot-status" role="status" aria-live="polite" aria-atomic="true"><span class="sr">${escape(manifest.name)}. </span><span data-boot-message></span></p>\n <div class="boot-recovery"><div class="row" data-boot-recovery hidden>${button("reload", "retry", \' class="primary"\')}${button("exit-now", "exit", \' class="quiet"\')}</div></div>\n </div>`;\n if (input.configuration.coverUrl) {\n const cover = document.createElement("img");\n cover.className = "boot-cover";\n cover.alt = "";\n cover.setAttribute("aria-hidden", "true");\n cover.addEventListener("error", () => {\n cover.hidden = true;\n }, { once: true });\n cover.src = input.configuration.coverUrl;\n boot.prepend(cover);\n }\n elements.append(boot);\n resetBootWait();\n } else if (boot && !boot.inert) {\n boot.inert = true;\n boot.setAttribute("aria-hidden", "true");\n boot.style.pointerEvents = "none";\n boot.classList.add("boot-leaving");\n const remove = () => {\n win.clearTimeout(bootTimer);\n bootTimer = 0;\n boot?.remove();\n boot = null;\n bootFadeTimer = 0;\n };\n if (win.matchMedia?.("(prefers-reduced-motion: reduce)").matches) remove();\n else bootFadeTimer = win.setTimeout(remove, 420);\n }\n }\n const dispatch = (action) => {\n if (disposed) return;\n model = reduceUi(model, action);\n render();\n };\n const announce = (text) => {\n if (live.textContent !== text) live.textContent = text;\n };\n const controls = () => [...root.querySelectorAll(\'button:not(:disabled),a[href],input:not(:disabled),select:not(:disabled),[tabindex="0"]\')].filter((el) => !el.closest("[hidden]"));\n const roomCode = () => model.session?.room?.code ?? null;\n const setPanel = (panel) => {\n if (panel === "boards" && boards && !boards.state.query) {\n const id = Object.keys(manifest.boards)[0];\n if (id) boards.select({ board: id, period: (manifest.boards[id].periods ?? ["all-time"])[0], guests: input.player.guest });\n }\n copyFallback = null;\n dispatch({ type: "panel", panel });\n };\n const close = () => {\n const current = phase(model.session), panel = visiblePanel(model);\n if (current === "boot") return;\n if (current === "home") setPanel("home");\n else if (current === "lobby" && panel !== "room") setPanel("room");\n else setPanel(null);\n };\n const toggle = () => {\n if (visiblePanel(model)) close();\n else setPanel(model.session?.room ? "room" : "home");\n };\n async function perform(op, args, after) {\n const token = ++operation;\n dispatch({ type: "error", code: null });\n dispatch({ type: "busy", busy: true });\n try {\n await input.bridge.request(op, args);\n if (token === operation && !disposed) await after?.();\n } catch (error) {\n if (token === operation && !disposed && error.code !== "cancelled") dispatch({ type: "error", code: error.code ?? "offline" });\n } finally {\n if (token === operation && !disposed) dispatch({ type: "busy", busy: false });\n }\n }\n function updateVoice() {\n const container = root.querySelector("[data-voice-panel]");\n if (container) updateVoicePanel(container, { manifest, session: model.session, t, error: voiceError, pending: voicePending });\n const toggle2 = root.querySelector("[data-voice-toggle]"), voice = model.session?.voice;\n if (toggle2) {\n toggle2.dataset.voiceState = voice?.state ?? "off";\n toggle2.dataset.muted = String(voice?.muted ?? false);\n toggle2.setAttribute("aria-label", `${t("voice")}: ${voice ? voiceStatus(voice, t) : t("voiceOff")}`);\n toggle2.textContent = voice?.state === "on" && !voice.muted ? "\\u25CF" : "\\u25CB";\n }\n }\n async function performVoice(op, args) {\n const sessionId = model.session?.id, epoch = input.bridge.epoch, volume = op === "voice.setVolume";\n const token = volume ? voiceOperation : ++voiceOperation;\n const current = () => !disposed && model.session?.id === sessionId && input.bridge.epoch === epoch && token === voiceOperation;\n voiceError = null;\n if (!volume) voicePending = op;\n updateVoice();\n try {\n await input.bridge.request(op, args);\n } catch (error) {\n if (current()) voiceError = error.code ?? "voice_error";\n } finally {\n if (current()) {\n if (!volume) voicePending = null;\n updateVoice();\n }\n }\n }\n async function copyInvite() {\n const code = roomCode();\n if (!code) return;\n const url = input.inviteUrl(code);\n try {\n await win.navigator.clipboard.writeText(url);\n dispatch({ type: "notice", notice: t("copied") });\n } catch {\n copyFallback = url;\n render();\n root.querySelector(\'input[data-control="invite-link"]\')?.select();\n }\n }\n function invitation() {\n const code = roomCode();\n if (!code) return `<p>${t("noRoom")}</p>`;\n return `<div class="row"><div class="grow"><small>${t("code")}</small><div class="code" data-room-code>${escape(code)}</div></div>${button("copy", "copy")}</div>${copyFallback ? `<label>${t("copyFailed")}<input data-control="invite-link" readonly value="${escape(copyFallback)}"></label>` : ""}`;\n }\n function navigation(panel) {\n const items = [];\n if (model.session?.room) items.push(["room", "room"], ["invite", "copy"]);\n items.push(["friends", "friends"]);\n if (Object.keys(manifest.boards).length) items.push(["boards", "boards"]);\n if (voiceEligible(manifest, model.session)) items.push(["voice", "voice"]);\n return `<nav class="tabs" aria-label="Caisual">${items.map(([id, key]) => button(`panel:${id}`, key, ` aria-current="${id === panel}"`)).join("")}</nav>`;\n }\n function home() {\n const selected = selectedMode(), action = primaryAction(manifest, model.mode), session = model.session;\n const hasRooms = manifest.modes.some((mode) => mode.execution === "room");\n return `<h1>${escape(manifest.name)}</h1><p class="muted" data-game-languages>${t("gameLanguages")}: ${escape(manifestLanguages(manifest).join(" \\xB7 "))}</p><label>${t("mode")}<select data-control="mode"${disabled()}>${manifest.modes.map((mode) => `<option value="${escape(mode.id)}"${mode.id === model.mode ? " selected" : ""}>${escape(risolviPresentazione(manifest, mode.id, input.language).label)}</option>`).join("")}</select></label>\n ${selected?.instructions ? `<p class="muted">${escape(resolveText(selected.instructions, input.language, manifestLanguages(manifest)[0]))}</p>` : ""}\n ${input.configuration.invite && phase(session) === "home" ? button("join-invite", "joinInvite", \' class="primary"\', !session?.ready) : ""}\n ${action ? button("play", action.friends ? "friendsPlay" : "play", \' class="primary"\', !session?.ready) : ""}\n ${selected?.matchmaking ? button("match", "find", "", !selected.matchmaking.defaults || !session?.ready) : ""}\n ${session?.resume ? button("resume", "resume", "", !session.ready) + `<small>${escape(session.resume.code)}</small>` : ""}\n ${hasRooms ? `<div class="split">${button("panel:join", "join", "", !session?.ready)}${manifest.spectators ? button("panel:watch", "watch", "", !session?.ready) : ""}</div>` : ""}\n ${navigation("home")}<label class="checkbox"><input type="checkbox" data-control="shortcut"${model.shortcutEnabled ? " checked" : ""}>${t("shortcut")}</label>`;\n }\n function room() {\n const session = model.session, room2 = session?.room;\n if (!room2) return `<p>${t("noRoom")}</p>`;\n const own = room2.players.find((player) => player.id === room2.you), lobby = room2.status === "lobby" && session?.kind === "room";\n const canRole = session?.kind === "room" && (lobby || room2.status === "playing" && room2.requestRole);\n const reason = startReason(manifest, session);\n return `${invitation()}<ul class="roster" aria-label="${t("room")}">${room2.players.map((p) => `<li data-player-id="${escape(p.id)}"><span class="name">${escape(p.name)} ${p.id === room2.you ? `<small>(${t("you")})</small>` : ""}</span>${p.id === room2.host ? `<span class="badge">${t("host")}</span>` : ""}${p.role ? `<small>${escape(resolveText(manifest.roles.find((r) => r.id === p.role)?.label, input.language, manifestLanguages(manifest)[0], p.role))}</small>` : ""}${p.team ? `<small>${t("team")} ${p.team}</small>` : ""}<small>${!p.connected ? t("away") : lobby ? t(p.ready ? "ready" : "unready") : ""}</small></li>`).join("")}</ul>\n ${canRole && manifest.roles.length ? `<label>${t("role")}<select data-control="role"${disabled()}><option value="" disabled${!own?.role ? " selected" : ""}>${t("role")}</option>${manifest.roles.map((role) => `<option value="${escape(role.id)}"${role.id === own?.role ? " selected" : ""}>${escape(resolveText(role.label, input.language, manifestLanguages(manifest)[0], role.id))}</option>`).join("")}</select></label>` : ""}\n ${lobby && manifest.teams ? `<label>${t("team")}<select data-control="team"${disabled()}><option value="" disabled${!own?.team ? " selected" : ""}>${t("team")}</option>${Array.from({ length: manifest.teams.max }, (_, i) => `<option value="${i + 1}"${own?.team === i + 1 ? " selected" : ""}>${t("team")} ${i + 1}</option>`).join("")}</select></label>` : ""}\n ${lobby ? `<div class="row">${button("ready", own?.ready ? "unready" : "ready", \' class="primary"\', room2.connection !== "connected")}${room2.host === room2.you ? button("start", "start", "", reason !== null) : ""}</div>${reason ? `<p class="muted" data-start-reason>${t(reason)}</p>` : ""}` : ""}\n ${session?.kind === "watch" ? `<p>${t("watching")} \\xB7 ${t("delay", { n: (room2.delayMs ?? 0) / 1e3 })}</p>` : ""}\n ${navigation("room")}<label class="checkbox"><input type="checkbox" data-control="shortcut"${model.shortcutEnabled ? " checked" : ""}>${t("shortcut")}</label>${button("panel:exit", "exit", \' class="quiet"\')}`;\n }\n function crew() {\n const provider = input.crew, state = provider?.getSnapshot();\n if (!provider || provider.unavailable || !state?.you) return `<p>${t(provider?.unavailable === "local" ? "localCrew" : "loginCrew")}</p>`;\n const online = state.friends.filter((friend) => friend.online), party = state.party;\n const person = (p) => `<li><span class="name">${escape(p.name)}<small>${p.game ? ` \\xB7 ${escape(p.game.name)}` : ""}</small></span>${p.room && p.game ? button("follow", "follow", ` data-code="${escape(p.room.code)}" data-game="${escape(p.game.slug)}"`) : ""}${party?.leader === state.you.id && !party.members.some((member) => member.id === p.id) ? button("party-invite", "inviteParty", ` data-player="${escape(p.id)}"`) : ""}</li>`;\n return `${!state.connected ? `<p>${t("reconnecting")}</p>` : ""}${party ? `<ul class="roster">${party.members.map(person).join("")}</ul>${button("party-leave", "leaveParty")}` : button("party-create", "createParty")}\n ${state.invites.map((invite) => `<div class="row"><span class="grow">${escape(invite.from.name)}</span>${button("party-accept", "accept", ` data-party="${escape(invite.party)}"`)}${button("party-decline", "decline", ` data-party="${escape(invite.party)}"`)}</div>`).join("")}\n ${state.follow ? `<div class="row"><span class="grow">${escape(state.follow.from.name)} \\xB7 ${escape(state.follow.game.name)}</span>${button("follow", "follow", ` data-code="${escape(state.follow.code)}" data-game="${escape(state.follow.game.slug)}"`)}</div>` : ""}\n <h2>${t("online")}</h2>${online.length ? `<ul class="roster">${online.map(person).join("")}</ul>` : `<p class="muted">${t("noFriends")}</p>`}`;\n }\n function leaderboard() {\n if (!boards || !boards.state.query) return `<p>${t("unavailable")}</p>`;\n const { query, data, loading, error, saving } = boards.state;\n const board = manifest.boards[query.board];\n return `<label>${t("board")}<select data-control="board">${Object.entries(manifest.boards).map(([id, value]) => `<option value="${escape(id)}"${query.board === id ? " selected" : ""}>${escape(resolveText(value.label, input.language, manifestLanguages(manifest)[0], id))}</option>`).join("")}</select></label>\n <div class="split"><label>${t("period")}<select data-control="period">${(board.periods ?? ["all-time"]).map((period) => `<option value="${period}"${query.period === period ? " selected" : ""}>${t(period === "daily" ? "daily" : "allTime")}</option>`).join("")}</select></label><label>${t("category")}<select data-control="category"><option value="accounts"${!query.guests ? " selected" : ""}>${t("accounts")}</option><option value="guests"${query.guests ? " selected" : ""}>${t("guests")}</option></select></label></div>\n ${query.period === "daily" ? `<small data-board-day>${escape(data?.day ?? query.day ?? new Date(input.bridge.serverTime() ?? Date.now()).toISOString().slice(0, 10))}</small>` : ""}\n ${saving ? `<p role="status" data-saving>${t(saving)}</p>` : ""}${error ? `<p role="alert">${t("offline")}</p>` : ""}\n ${data ? `<div class="table-wrap"><table><thead><tr><th>${t("rank")}</th><th>${t(query.guests ? "guests" : "accounts")}</th><th>${t("score")}</th></tr></thead><tbody>${data.entries.map((entry) => `<tr${entry.me ? \' class="self"\' : ""}><td>${entry.rank}</td><td>${escape(entry.name)}${entry.verified ? `<small>${t("verified")}</small>` : ""}</td><td>${entry.score}</td></tr>`).join("")}</tbody></table>${data.entries.length ? "" : `<p>${t("empty")}</p>`}</div><p data-own-score>${t("own")} (${t(data.ownGuest ? "guests" : "accounts")}): ${data.me ? `#${data.me.rank} \\xB7 ${data.me.score}${data.me.verified ? ` \\xB7 ${t("verified")}` : ""}` : t("empty")}</p>` : `<p>${t(loading ? "loading" : "empty")}</p>`}\n ${button("refresh", "refresh", "", loading)}`;\n }\n function content(panel) {\n switch (panel) {\n case "home":\n return home();\n case "room":\n return room();\n case "invite":\n return invitation();\n case "friends":\n return crew();\n case "voice":\n return \'<div class="stack" data-voice-panel></div>\';\n case "boards":\n return leaderboard();\n case "join":\n case "watch":\n return `<form class="stack" data-form="${panel}"><label>${t("code")}<input data-control="code" name="code" autocomplete="off" autocapitalize="characters" spellcheck="false" maxlength="16" value="${escape(codeDraft)}" required></label><button class="primary" type="submit"${disabled()}>${t(panel === "join" ? "join" : "watch")}</button></form>`;\n case "attaching":\n case "matching":\n return `<p role="status">${t(panel === "matching" ? "matching" : "joining")}</p>${model.session?.waiting ? `<p>${t("queue", { n: model.session.waiting.players, max: model.session.waiting.max })}</p>` : ""}<button type="button" data-action="cancel">${t("cancel")}</button>`;\n case "countdown":\n return `<p>${t("starting")}</p><div class="countdown" data-countdown></div>`;\n case "boot":\n return "";\n case "error":\n return `<p role="alert">${t(model.session?.room?.connection === "replaced" ? "replaced" : "noRoom")}</p>${button("leave", "home")}${button("exit-now", "exit")}`;\n case "exit":\n return model.session?.kind === "room" && phase(model.session) !== "ended" ? `<p>${t(model.session.room?.persistent ? "leaveHint" : "temporaryHint")}</p>${invitation()}${button("disconnect-exit", "leaveNow", \' class="primary"\')}<p class="muted">${t("abandonHint")}</p>${button("leave-exit", "leaveRoom")}` : button("leave-exit", "exit", \' class="primary"\');\n }\n }\n function title(panel) {\n const keys = { boot: "loading", home: "home", room: "room", invite: "copy", friends: "friends", voice: "voice", boards: "boards", join: "join", watch: "watch", attaching: "joining", matching: "matching", countdown: "starting", error: "error", exit: "exit" };\n return t(keys[panel]);\n }\n function updateCountdown() {\n const at = model.session?.room?.countdownAt, now = input.bridge.serverTime();\n const value = at === null || at === void 0 || now === null ? "..." : String(Math.max(0, Math.round((at - now) / 1e3)));\n const node = root.querySelector("[data-countdown]");\n if (node && node.textContent !== value) {\n node.textContent = value;\n announce(`${t("starting")} ${value}`);\n }\n }\n function geometry() {\n geometryFrame = 0;\n if (disposed || !input.bridge.epoch || !model.session) return;\n const frame = gameViewport(input.frame), { scaleX, scaleY } = frame;\n const reservedRects = [...root.querySelectorAll("[data-reserve]")].map((el) => {\n const rect = el.getBoundingClientRect(), left = Math.max(frame.left, rect.left), top = Math.max(frame.top, rect.top), right = Math.min(frame.right, rect.right), bottom = Math.min(frame.bottom, rect.bottom);\n return { x: Math.max(0, Math.round((left - frame.left) * scaleX)), y: Math.max(0, Math.round((top - frame.top) * scaleY)), width: Math.max(0, Math.round((right - left) * scaleX)), height: Math.max(0, Math.round((bottom - top) * scaleY)) };\n }).filter((rect) => rect.width && rect.height).slice(0, 8);\n const view = { inputBlocked: phase(model.session) === "boot" || !!visiblePanel(model), reservedRects, safeArea: measureSafeArea(input.frame, safeProbe), shortcutEnabled: model.shortcutEnabled };\n const serialized = `${input.bridge.epoch}:${JSON.stringify(view)}`;\n if (lastView === serialized) return;\n lastView = serialized;\n void input.bridge.request("overlay.view", view).catch(async (error) => {\n if (error?.code === "invalid_request" && lastView === serialized) {\n const { safeArea, ...legacy } = view;\n try {\n await input.bridge.request("overlay.view", legacy);\n return;\n } catch {\n }\n }\n if (lastView === serialized) lastView = "";\n });\n }\n function resize() {\n if (!geometryFrame) geometryFrame = win.requestAnimationFrame(geometry);\n }\n function rematchBar() {\n const session = model.session, room2 = session?.room;\n if (!room2 || room2.status !== "finished") return "";\n const active = room2.players.filter((p) => p.connected && p.role !== "spectator");\n const ready = active.filter((p) => p.ready), host2 = session.kind === "room" && room2.host === room2.you;\n const canStart = room2.connection === "connected" && active.length >= room2.limits.min && ready.length === active.length;\n return `<small role="status" data-rematch-ready>${t("rematchReady", { n: ready.length, max: active.length })}</small>\n ${ready.length ? `<small data-rematch-players>${ready.map((p) => escape(p.name)).join(", ")}</small>` : ""}\n ${host2 ? button("restart", "rematchStart", \' class="primary"\', !canStart) : `<small>${t("waitHost")}</small>`}`;\n }\n function render() {\n if (disposed) return;\n const panel = visiblePanel(model), current = phase(model.session), room2 = model.session?.room;\n const focused = root.activeElement;\n const focusPeer = focused?.dataset.peer;\n const focusKey = focused?.dataset.control ? ["control", focused.dataset.control] : focused?.dataset.action ? ["action", focused.dataset.action] : null;\n const previousScroll = root.querySelector(".dialog")?.scrollTop ?? 0;\n const selection = focused?.tagName === "INPUT" ? { start: focused.selectionStart, end: focused.selectionEnd } : null;\n const crewState = input.crew?.getSnapshot(), invitations = (crewState?.invites.length ?? 0) + (crewState?.follow ? 1 : 0);\n const label = current === "watching" ? t("watching") : room2?.connection === "reconnecting" ? t("reconnecting") : room2?.code ?? "Caisual";\n surface.innerHTML = current === "boot" ? "" : `<div class="pill" data-reserve><button type="button" data-action="menu" aria-label="${t("menu")}" aria-expanded="${!!panel}">C<span aria-hidden="true"><small>${escape(label)}</small></span></button>${voiceEligible(manifest, model.session) && model.session?.kind === "room" ? `<button type="button" class="voice-toggle" data-voice-toggle data-action="panel:voice"></button>` : ""}${invitations ? `<button type="button" data-action="panel:friends" aria-label="${t("friends")} (${invitations})">${invitations}</button>` : ""}</div>\n ${current === "ended" && !panel ? `<div class="ended" data-reserve role="region" aria-label="${t("ended")}"><strong>${t("ended")}</strong>${boards?.state.saving ? `<small role="status" data-saving>${t(boards.state.saving)}</small>` : ""}${canPlayAgain(model.session) ? button("again", "again", \' class="primary"\') : model.session?.kind === "room" && room2?.status !== "finished" ? `<small>${t("waitHost")}</small>` : ""}${rematchBar()}${Object.keys(manifest.boards).length ? button("panel:boards", "boards") : ""}${button("panel:home", "homeMenu")}</div>` : ""}\n ${panel ? `<div class="backdrop${panel === "home" ? " home" : ""}"><section class="dialog${panel === "boards" || panel === "friends" ? " wide" : ""}" role="dialog" aria-modal="true" aria-labelledby="panel-title" tabindex="-1"><div class="top"><h2 id="panel-title">${title(panel)}</h2><button type="button" data-action="close" aria-label="${t("close")}">\\xD7</button></div><div class="stack">${content(panel)}${model.error ? `<p class="error" role="alert" data-error>${t(errorText(model.error))}</p>` : ""}${model.session?.resumeError ? `<p class="error" role="alert">${t("saveFailed")}</p>` : ""}${model.notice ? `<p class="notice" role="status">${escape(model.notice)}</p>` : ""}</div></section></div>` : ""}`;\n for (const element of surface.querySelectorAll(".pill,.backdrop,.ended")) element.style.pointerEvents = "auto";\n const backdrop = root.querySelector(".backdrop.home");\n if (backdrop && input.configuration.coverUrl) backdrop.style.backgroundImage = `linear-gradient(#0b151c99,#0b151cee),url(${JSON.stringify(input.configuration.coverUrl)})`;\n host.dataset.phase = current;\n host.dataset.panel = panel ?? "";\n input.frame.inert = !!panel || oldInert;\n if (panel) input.frame.tabIndex = -1;\n else if (oldTabIndex === null) input.frame.removeAttribute("tabindex");\n else input.frame.setAttribute("tabindex", oldTabIndex);\n updateVoice();\n updateBoot(current === "boot");\n const dialog = root.querySelector(".dialog");\n if (dialog) dialog.scrollTop = previousScroll;\n const focusPanel = current === "boot" ? boot : dialog;\n const matched = focusKey ? [...root.querySelectorAll(`[data-${focusKey[0]}]`)].find((el) => el.getAttribute(`data-${focusKey[0]}`) === focusKey[1] && el.dataset.peer === focusPeer) : null;\n if (!panel && wasModal && !input.frame.inert && input.frame.isConnected) {\n input.frame.focus({ preventScroll: true });\n input.frame.contentWindow?.focus();\n } else if (matched && (!panel || focusPanel?.contains(matched)) && !matched.hasAttribute("disabled")) {\n matched.focus({ preventScroll: true });\n if (matched.tagName === "INPUT" && selection?.start !== null && selection?.end !== null && selection) matched.setSelectionRange(selection.start, selection.end);\n } else if (panel && (!wasModal || focused)) (current === "boot" ? boot : dialog?.querySelector(\'select,input,button:not([data-action="close"]):not(:disabled)\') ?? dialog)?.focus({ preventScroll: true });\n wasModal = !!panel;\n if (lastPhase !== current) {\n lastPhase = current;\n announce(current === "boot" ? "" : t({ home: "home", attaching: "joining", matching: "matching", lobby: "room", countdown: "starting", playing: "playing", ended: "ended", watching: "watching", error: "error" }[current]));\n }\n updateCountdown();\n resize();\n }\n const click = (event) => {\n const target = event.target.closest("button[data-action]");\n if (!target || target.disabled) return;\n const action = target.dataset.action;\n event.stopPropagation();\n if (action.startsWith("panel:")) {\n setPanel(action.slice(6));\n return;\n }\n switch (action) {\n case "menu":\n toggle();\n break;\n case "close":\n close();\n break;\n case "play": {\n const selected = primaryAction(manifest, model.mode);\n if (selected) void perform(selected.op, { mode: model.mode });\n break;\n }\n case "match":\n void perform("room.match", { mode: model.mode });\n break;\n case "join-invite":\n if (input.configuration.invite) void perform("room.join", { code: input.configuration.invite });\n break;\n case "resume":\n void perform("session.resume", {});\n break;\n case "cancel":\n void perform("session.cancel", {});\n break;\n case "ready":\n void perform("room.ready", { ready: !model.session?.room?.players.find((p) => p.id === model.session?.room?.you)?.ready });\n break;\n case "start":\n void perform("room.start", {});\n break;\n case "restart":\n void perform("room.restart", {});\n break;\n case "copy":\n void copyInvite();\n break;\n case "voice-join":\n void performVoice("voice.join", {});\n break;\n case "voice-mute":\n void performVoice("voice.mute", { muted: !model.session?.voice?.muted });\n break;\n case "voice-leave":\n void performVoice("voice.leave", {});\n break;\n case "again": {\n if (!canPlayAgain(model.session)) break;\n if (model.session?.kind === "local") void perform("local.start", { mode: model.session.mode ?? model.mode });\n else if (model.session?.room?.status === "finished") void perform("room.restart", {});\n else void perform("room.create", { mode: model.session?.room?.mode ?? null }, async () => {\n setPanel("invite");\n dispatch({ type: "notice", notice: t("newRoom") });\n await copyInvite();\n });\n break;\n }\n case "disconnect-exit":\n void perform("session.disconnect", {}, input.exit);\n break;\n case "leave-exit":\n void perform("session.leave", {}, input.exit);\n break;\n case "leave":\n void perform("session.leave", {}, () => setPanel("home"));\n break;\n case "exit-now":\n input.exit();\n break;\n case "reload":\n boot?.focus({ preventScroll: true });\n resetBootWait();\n input.frame.src = input.frame.src;\n break;\n case "refresh":\n void boards?.refresh();\n break;\n case "party-create":\n input.crew?.party.create();\n break;\n case "party-leave":\n input.crew?.party.leave();\n break;\n case "party-invite":\n input.crew?.party.invite(target.dataset.player);\n break;\n case "party-accept":\n input.crew?.party.accept(target.dataset.party);\n break;\n case "party-decline":\n input.crew?.party.decline(target.dataset.party);\n break;\n case "follow":\n input.crew?.follow(target.dataset.game, target.dataset.code);\n break;\n }\n };\n const change = (event) => {\n const target = event.target, field = target.dataset.control;\n if (field === "voice-volume") {\n target.dataset.editing = "true";\n void performVoice("voice.setVolume", { playerId: target.dataset.peer, volume: Number(target.value) }).finally(() => {\n delete target.dataset.editing;\n updateVoice();\n });\n return;\n }\n if (field === "mode") dispatch({ type: "mode", mode: target.value });\n if (field === "role") void perform(model.session?.room?.status === "lobby" ? "room.role" : "room.requestRole", { role: target.value });\n if (field === "team") void perform("room.team", { team: Number(target.value) });\n if (field === "shortcut") {\n const enabled = target.checked;\n try {\n win.localStorage.setItem("caisual-overlay-shortcut-v1", enabled ? "on" : "off");\n } catch {\n }\n dispatch({ type: "shortcut", enabled });\n }\n const query = boards?.state.query;\n if (query && ["board", "period", "category"].includes(field ?? "")) {\n const next = { ...query };\n if (field === "board") {\n next.board = target.value;\n next.period = (manifest.boards[next.board].periods ?? ["all-time"])[0];\n delete next.day;\n }\n if (field === "period") {\n next.period = target.value;\n delete next.day;\n }\n if (field === "category") next.guests = target.value === "guests";\n boards.select(next);\n }\n };\n const submit = (event) => {\n const form = event.target;\n if (!form.dataset.form) return;\n event.preventDefault();\n const code = normalizeInvite(form.querySelector(\'input[data-control="code"]\').value);\n if (!code) {\n dispatch({ type: "error", code: "invalid_code" });\n return;\n }\n void perform(form.dataset.form === "watch" ? "room.watch" : "room.join", { code });\n };\n const keydown = (event) => {\n const panel = visiblePanel(model);\n if (panel && event.key === "Escape") {\n event.preventDefault();\n event.stopImmediatePropagation();\n close();\n return;\n }\n if (panel && event.key === "Tab") {\n const items = controls().filter((el) => el.closest(panel === "boot" ? ".boot" : ".dialog")), first = items[0], last = items.at(-1);\n if (!first) {\n event.preventDefault();\n return;\n }\n if (event.shiftKey && (root.activeElement === first || !items.includes(root.activeElement))) {\n event.preventDefault();\n last?.focus();\n } else if (!event.shiftKey && (root.activeElement === last || !items.includes(root.activeElement))) {\n event.preventDefault();\n first.focus();\n }\n } else if (!panel && model.shortcutEnabled && event.key === "Tab" && event.shiftKey && !event.ctrlKey && !event.altKey && !event.metaKey) {\n event.preventDefault();\n toggle();\n }\n };\n root.addEventListener("input", (event) => {\n const node = event.target;\n if (node.dataset.control === "code") codeDraft = node.value;\n if (node.dataset.control === "voice-volume") node.dataset.editing = "true";\n });\n root.addEventListener("click", click);\n root.addEventListener("change", change);\n root.addEventListener("submit", submit);\n win.addEventListener("keydown", keydown, true);\n win.addEventListener("resize", resize);\n win.addEventListener("scroll", resize, true);\n win.visualViewport?.addEventListener("resize", resize);\n win.visualViewport?.addEventListener("scroll", resize);\n const observer = typeof ResizeObserver !== "undefined" ? new ResizeObserver(resize) : null;\n observer?.observe(input.frame);\n const countdownTimer = win.setInterval(updateCountdown, 250);\n stops.push(input.bridge.subscribe((session) => {\n const previous = model.session;\n if (!session || session.id !== previous?.id) {\n voiceOperation++;\n voicePending = null;\n voiceError = null;\n }\n if (!session) {\n lastView = "";\n boards?.reset();\n operation++;\n model.busy = false;\n }\n if (previous && session && JSON.stringify({ ...previous, voice: null }) === JSON.stringify({ ...session, voice: null })) {\n model = reduceUi(model, { type: "session", session });\n updateVoice();\n } else dispatch({ type: "session", session });\n }));\n stops.push(input.bridge.onOpen((panel) => setPanel(panel)), input.bridge.onShortcut(toggle), input.bridge.onError(({ error }) => {\n if (!visiblePanel(model)) setPanel("room");\n dispatch({ type: "error", code: error.code });\n }));\n stops.push(input.bridge.onScore((score) => boards?.queued(score)));\n if (input.crew) stops.push(input.crew.subscribe(() => {\n const state = input.crew.getSnapshot();\n if (state.follow || state.invites.length) announce(t("friends"));\n render();\n }));\n render();\n return { element: host, root, dispose() {\n disposed = true;\n operation++;\n stops.forEach((stop) => stop());\n boards?.dispose();\n observer?.disconnect();\n win.clearInterval(countdownTimer);\n win.cancelAnimationFrame(geometryFrame);\n win.clearTimeout(bootTimer);\n win.clearTimeout(bootFadeTimer);\n win.removeEventListener("keydown", keydown, true);\n win.removeEventListener("resize", resize);\n win.removeEventListener("scroll", resize, true);\n win.visualViewport?.removeEventListener("resize", resize);\n win.visualViewport?.removeEventListener("scroll", resize);\n input.frame.inert = oldInert;\n if (oldTabIndex === null) input.frame.removeAttribute("tabindex");\n else input.frame.setAttribute("tabindex", oldTabIndex);\n void input.bridge.request("overlay.view", { inputBlocked: false, reservedRects: [], shortcutEnabled: false }).catch(() => {\n });\n host.remove();\n } };\n}\nexport {\n avviaHandshake,\n creaPonteOspite,\n eMessaggioReady,\n eRichiestaBiglietto,\n mountOverlay,\n overlayConfiguration,\n overlayLanguage,\n overlayLocale,\n styles as overlayStyles,\n stanzaDaMessaggio\n};\n');
4801
+ return;
4802
+ }
3815
4803
  if (url.pathname === "/" && (request.method === "GET" || request.method === "HEAD")) {
3816
4804
  const voceAttiva = this.manifest.voice !== "none";
3817
4805
  const body = parentPage({
@@ -3825,7 +4813,8 @@ var DevService = class {
3825
4813
  ].join("; "),
3826
4814
  gameOrigin: this.gameOrigin,
3827
4815
  portalOrigin: this.portalOrigin,
3828
- slug: this.manifest.id
4816
+ slug: this.manifest.id,
4817
+ manifest: this.manifest
3829
4818
  });
3830
4819
  response.statusCode = 200;
3831
4820
  response.setHeader("Content-Type", "text/html; charset=utf-8");
@@ -3849,6 +4838,27 @@ var DevService = class {
3849
4838
  this.handleSession(response, url);
3850
4839
  return;
3851
4840
  }
4841
+ const hostBoard = /^\/api\/overlay\/([^/]+)\/boards\/([^/]+)$/.exec(url.pathname);
4842
+ if (hostBoard) {
4843
+ try {
4844
+ if (request.method !== "GET") {
4845
+ response.setHeader("Allow", "GET");
4846
+ throw new DevHttpError(405, "method_not_allowed", "Use GET for this endpoint.");
4847
+ }
4848
+ const origin = typeof request.headers.origin === "string" ? request.headers.origin : null;
4849
+ const site = typeof request.headers["sec-fetch-site"] === "string" ? request.headers["sec-fetch-site"] : null;
4850
+ if (!overlayReadOrigin(origin, site, this.portalOrigin)) throw new DevHttpError(403, "forbidden", "This endpoint is only available to the host.");
4851
+ if (hostBoard[1] !== this.manifest.id) throw new DevHttpError(404, "not_found", "The game was not found.");
4852
+ const ticket = readServiceTicket(request, this.manifest.id, "portal", this.secret);
4853
+ const board = decodeURIComponent(hostBoard[2]);
4854
+ const error = overlayBoardError(this.manifest, board, url.searchParams);
4855
+ if (error) throw new DevHttpError(400, "invalid_request", error);
4856
+ this.topScores(response, board, url, ticket, null, true);
4857
+ } catch (error) {
4858
+ sendError(response, error);
4859
+ }
4860
+ return;
4861
+ }
3852
4862
  if (url.pathname.startsWith("/api/kit/")) {
3853
4863
  await this.handleKit(request, response, url);
3854
4864
  return;
@@ -3867,11 +4877,11 @@ var DevService = class {
3867
4877
  }
3868
4878
  let player = this.playersBySession.get(sessionId);
3869
4879
  if (player === void 0) {
3870
- this.playerNumber += 1;
4880
+ const id = `dev_${createHash2("sha256").update(sessionId).digest("hex").slice(0, 24)}`;
3871
4881
  player = {
3872
4882
  sessionId,
3873
- id: `dev_${createHash2("sha256").update(sessionId).digest("hex").slice(0, 24)}`,
3874
- name: `Guest ${this.playerNumber}`,
4883
+ id,
4884
+ name: guestName(id),
3875
4885
  guest: true
3876
4886
  };
3877
4887
  this.playersBySession.set(sessionId, player);
@@ -3908,7 +4918,7 @@ var DevService = class {
3908
4918
  const ticket = readServiceTicket(request, this.manifest.id, "portal", this.secret);
3909
4919
  this.checkRate(this.kitRequests, ticket.sub);
3910
4920
  if (url.pathname === "/api/kit/me" && request.method === "GET") {
3911
- const day = utcDay();
4921
+ const day = this.currentDay();
3912
4922
  sendJson(response, {
3913
4923
  player: playerFromTicket(ticket),
3914
4924
  game: { slug: this.manifest.id },
@@ -3969,7 +4979,7 @@ var DevService = class {
3969
4979
  return;
3970
4980
  }
3971
4981
  if (request.method === "DELETE") {
3972
- saves.delete(key);
4982
+ if (saves.delete(key)) await this.persistSaves();
3973
4983
  sendJson(response, { deleted: true }, 200, origin);
3974
4984
  return;
3975
4985
  }
@@ -3997,17 +5007,25 @@ var DevService = class {
3997
5007
  const updatedAt = Date.now();
3998
5008
  const bytes = Buffer.byteLength(serialized);
3999
5009
  saves.set(key, { value: structuredClone(body.value), bytes, updatedAt });
5010
+ await this.persistSaves();
4000
5011
  sendJson(response, { key, bytes, updatedAt }, 200, origin);
4001
5012
  }
4002
5013
  scoreKey(playerId, game, board, day) {
4003
5014
  return `${playerId}\0${game}\0${board}\0${day ?? ""}`;
4004
5015
  }
4005
- putScore(input, now = Date.now()) {
5016
+ async putScore(input, now = Date.now()) {
4006
5017
  const key = this.scoreKey(input.playerId, input.game, input.board, input.day);
4007
5018
  const existing = this.scores.get(key);
4008
- if (existing !== void 0 && existing.score >= input.score) return existing;
4009
- const record2 = { ...input, createdAt: now };
5019
+ if (existing !== void 0) {
5020
+ if (!input.verified && (existing.verified || existing.score >= input.score)) return existing;
5021
+ if (input.verified && existing.verified && existing.score > input.score) return existing;
5022
+ }
5023
+ const record2 = {
5024
+ ...input,
5025
+ createdAt: existing !== void 0 && input.score <= existing.score ? existing.createdAt : now
5026
+ };
4010
5027
  this.scores.set(key, record2);
5028
+ await this.persistScores();
4011
5029
  return record2;
4012
5030
  }
4013
5031
  scoreRank(record2) {
@@ -4020,19 +5038,27 @@ var DevService = class {
4020
5038
  if (body === null || typeof body.board !== "string" || !CHIAVE_BOARD.test(body.board)) {
4021
5039
  throw new DevHttpError(400, "invalid_request", "The board name is not valid.");
4022
5040
  }
5041
+ if (this.manifest.boards[body.board]?.source === "server") {
5042
+ throw new DevHttpError(
5043
+ 403,
5044
+ "board_server_only",
5045
+ "This board only accepts scores from the room server.",
5046
+ ["Submit the score with room.board.submit from server.js."]
5047
+ );
5048
+ }
4023
5049
  if (typeof body.score !== "number" || !Number.isSafeInteger(body.score) || body.score < 0) {
4024
5050
  throw new DevHttpError(400, "invalid_request", "score must be a non-negative safe integer.");
4025
5051
  }
4026
5052
  if (typeof body.daily !== "boolean") {
4027
5053
  throw new DevHttpError(400, "invalid_request", "daily must be true or false.");
4028
5054
  }
4029
- const record2 = this.putScore({
5055
+ const record2 = await this.putScore({
4030
5056
  playerId: ticket.sub,
4031
5057
  name: ticket.name,
4032
5058
  guest: ticket.guest,
4033
5059
  game: ticket.game,
4034
5060
  board: body.board,
4035
- day: body.daily ? utcDay() : null,
5061
+ day: body.daily ? this.currentDay() : null,
4036
5062
  score: body.score,
4037
5063
  verified: false
4038
5064
  });
@@ -4041,10 +5067,10 @@ var DevService = class {
4041
5067
  day: record2.day,
4042
5068
  best: record2.score,
4043
5069
  rank: this.scoreRank(record2),
4044
- verified: false
5070
+ verified: record2.verified
4045
5071
  }, 200, origin);
4046
5072
  }
4047
- topScores(response, board, url, ticket, origin) {
5073
+ topScores(response, board, url, ticket, origin, host = false) {
4048
5074
  if (!CHIAVE_BOARD.test(board)) {
4049
5075
  throw new DevHttpError(400, "invalid_request", "The board name is not valid.");
4050
5076
  }
@@ -4060,15 +5086,18 @@ var DevService = class {
4060
5086
  if (!/^\d+$/.test(limitRaw) || Number(limitRaw) < 1 || Number(limitRaw) > 100) {
4061
5087
  throw new DevHttpError(400, "invalid_request", "limit must be an integer from 1 to 100.");
4062
5088
  }
4063
- const day = dailyValue === "1" ? utcDay() : null;
5089
+ const explicitDay = url.searchParams.get("day");
5090
+ if (explicitDay !== null && !validBoardDay(explicitDay)) throw new DevHttpError(400, "invalid_request", "day must be a real UTC date in YYYY-MM-DD format.");
5091
+ const day = explicitDay ?? (dailyValue === "1" ? this.currentDay() : null);
4064
5092
  const guests = guestsValue === "1";
4065
5093
  const category = [...this.scores.values()].filter(
4066
5094
  (record2) => record2.game === ticket.game && record2.board === board && record2.day === day && record2.guest === guests
4067
5095
  ).sort((left, right) => right.score - left.score || left.createdAt - right.createdAt);
4068
5096
  const entries = category.slice(0, Number(limitRaw)).map((record2) => ({
4069
5097
  rank: this.scoreRank(record2),
4070
- name: record2.guest ? "Guest" : record2.name,
5098
+ name: record2.guest ? guestName(record2.playerId) : record2.name,
4071
5099
  score: record2.score,
5100
+ verified: record2.verified,
4072
5101
  guest: record2.guest,
4073
5102
  me: record2.playerId === ticket.sub
4074
5103
  }));
@@ -4076,8 +5105,13 @@ var DevService = class {
4076
5105
  sendJson(response, {
4077
5106
  board,
4078
5107
  day,
5108
+ ...host ? { ownGuest: ticket.guest } : {},
4079
5109
  entries,
4080
- me: own === void 0 ? null : { rank: this.scoreRank(own), score: own.score }
5110
+ me: own === void 0 ? null : {
5111
+ rank: this.scoreRank(own),
5112
+ score: own.score,
5113
+ verified: own.verified
5114
+ }
4081
5115
  }, 200, origin);
4082
5116
  }
4083
5117
  async handleLive(request, response, url) {
@@ -4108,7 +5142,7 @@ var DevService = class {
4108
5142
  }
4109
5143
  const match = /^\/rooms\/(g1-1\.[a-z0-9]{16})(?:\/(flush))?$/.exec(url.pathname);
4110
5144
  if (match !== null && match[1] !== void 0) {
4111
- const localRoom = this.rooms.get(match[1]);
5145
+ const localRoom = await this.loadLocalRoom(match[1]);
4112
5146
  if (localRoom === void 0 || localRoom.game !== ticket.game) {
4113
5147
  throw new DevHttpError(404, "room_not_found", "The room was not found.");
4114
5148
  }
@@ -4116,16 +5150,16 @@ var DevService = class {
4116
5150
  const flushed = await localRoom.room.flush();
4117
5151
  for (const score of flushed.scores) {
4118
5152
  const player = this.playersById.get(score.playerId);
4119
- this.putScore({
5153
+ await this.putScore({
4120
5154
  playerId: score.playerId,
4121
- name: player?.name ?? "Guest",
5155
+ name: player?.name ?? guestName(score.playerId),
4122
5156
  guest: player?.guest ?? true,
4123
5157
  game: ticket.game,
4124
5158
  board: score.board,
4125
- day: score.daily ? utcDay() : null,
5159
+ day: score.day === void 0 ? score.daily ? this.currentDay() : null : score.day,
4126
5160
  score: score.score,
4127
5161
  verified: true
4128
- });
5162
+ }, score.submittedAt);
4129
5163
  }
4130
5164
  sendJson(response, {
4131
5165
  scores: flushed.scores.length,
@@ -4186,24 +5220,26 @@ var DevService = class {
4186
5220
  if (mode === void 0) {
4187
5221
  throw new DevHttpError(400, "invalid_request", "The matchmaking mode does not exist.");
4188
5222
  }
5223
+ if (mode.execution === "local") throw new DevHttpError(400, "invalid_request", "Local modes cannot use matchmaking.");
4189
5224
  if (mode.matchmaking === void 0) {
4190
5225
  throw new DevHttpError(400, "invalid_request", "This mode does not support matchmaking.");
4191
5226
  }
4192
5227
  const key = canonicalMatchKey(body.key, mode.matchmaking.key);
5228
+ const risolta = risolviModalita(this.manifest, mode.id);
4193
5229
  const token = matchTicket(
4194
5230
  playerFromTicket(ticket),
4195
5231
  ticket.game,
4196
5232
  mode.id,
4197
5233
  key,
4198
5234
  mode.matchmaking,
4199
- this.manifest.players,
4200
- this.manifest.lobby,
5235
+ risolta.players,
5236
+ risolta.lobby,
4201
5237
  this.secret
4202
5238
  );
4203
5239
  sendJson(response, {
4204
5240
  url: `ws://localhost:${this.port}/match?j=${encodeURIComponent(token)}`,
4205
5241
  timeoutMs: mode.matchmaking.timeoutMs,
4206
- players: this.manifest.players
5242
+ players: risolta.players
4207
5243
  }, 200, origin);
4208
5244
  }
4209
5245
  roomManifest() {
@@ -4223,13 +5259,15 @@ var DevService = class {
4223
5259
  if (this.definition === null) {
4224
5260
  throw new DevHttpError(409, "no_server", "This game has no multiplayer server.");
4225
5261
  }
5262
+ if (modalitaLocale(this.manifest, mode)) throw new DevHttpError(400, "invalid_request", "Local modes cannot create rooms.");
4226
5263
  const roomId = `g1-1.${randomUniform("abcdefghijklmnopqrstuvwxyz0123456789", 16)}`;
4227
5264
  const room = await createNodeRoom(
4228
5265
  this.definition,
4229
5266
  this.roomManifest(),
4230
5267
  {
4231
- storageFile: join2(this.root, ".caisual-dev", "rooms", `${roomId}.json`),
4232
- deposito: this.deposito
5268
+ storageFile: join3(this.root, ".caisual-dev", "rooms", `${roomId}.json`),
5269
+ deposito: this.deposito,
5270
+ dailyDay: this.day
4233
5271
  }
4234
5272
  );
4235
5273
  try {
@@ -4246,13 +5284,66 @@ var DevService = class {
4246
5284
  room,
4247
5285
  pendingMatch: /* @__PURE__ */ new Map()
4248
5286
  };
5287
+ const record2 = { roomId, code, game: this.manifest.id, mode };
4249
5288
  this.rooms.set(roomId, localRoom);
5289
+ this.roomIndex.set(roomId, record2);
4250
5290
  this.roomByCode.set(code, roomId);
5291
+ try {
5292
+ await this.persistRoomIndex();
5293
+ } catch (cause) {
5294
+ this.rooms.delete(roomId);
5295
+ this.roomIndex.delete(roomId);
5296
+ this.roomByCode.delete(code);
5297
+ await room.close();
5298
+ throw cause;
5299
+ }
4251
5300
  return { roomId, localRoom };
4252
5301
  }
5302
+ async loadLocalRoom(roomId) {
5303
+ const loaded = this.rooms.get(roomId);
5304
+ if (loaded !== void 0) return loaded;
5305
+ const pending = this.roomLoads.get(roomId);
5306
+ if (pending !== void 0) return pending;
5307
+ const record2 = this.roomIndex.get(roomId);
5308
+ if (record2 === void 0 || record2.game !== this.manifest.id || this.definition === null) {
5309
+ return void 0;
5310
+ }
5311
+ const loading = this.restoreLocalRoom(record2);
5312
+ this.roomLoads.set(roomId, loading);
5313
+ try {
5314
+ return await loading;
5315
+ } finally {
5316
+ if (this.roomLoads.get(roomId) === loading) this.roomLoads.delete(roomId);
5317
+ }
5318
+ }
5319
+ async restoreLocalRoom(record2) {
5320
+ if (this.definition === null) return void 0;
5321
+ const room = await createNodeRoom(
5322
+ this.definition,
5323
+ this.roomManifest(),
5324
+ {
5325
+ storageFile: join3(this.root, ".caisual-dev", "rooms", `${record2.roomId}.json`),
5326
+ deposito: this.deposito,
5327
+ dailyDay: this.day
5328
+ }
5329
+ );
5330
+ const info = await room.info();
5331
+ if (info === null || info.roomId !== record2.roomId) {
5332
+ await room.close();
5333
+ return void 0;
5334
+ }
5335
+ const localRoom = {
5336
+ code: record2.code,
5337
+ game: record2.game,
5338
+ room,
5339
+ pendingMatch: /* @__PURE__ */ new Map()
5340
+ };
5341
+ this.rooms.set(record2.roomId, localRoom);
5342
+ return localRoom;
5343
+ }
4253
5344
  async joinRoom(request, response, ticket, origin) {
4254
5345
  const body = object(await readBody(request));
4255
- const { roomId, localRoom } = this.resolveLocalRoom(body, ticket.game);
5346
+ const { roomId, localRoom } = await this.resolveLocalRoom(body, ticket.game);
4256
5347
  const permission = await localRoom.room.canJoin(playerFromTicket(ticket));
4257
5348
  if (!permission.ok) {
4258
5349
  throw new DevHttpError(
@@ -4263,7 +5354,7 @@ var DevService = class {
4263
5354
  }
4264
5355
  sendJson(response, this.joinResponse(roomId, localRoom.code, playerFromTicket(ticket)), 200, origin);
4265
5356
  }
4266
- resolveLocalRoom(body, game) {
5357
+ async resolveLocalRoom(body, game) {
4267
5358
  const hasCode = body !== null && typeof body.code === "string";
4268
5359
  const hasRoomId = body !== null && typeof body.roomId === "string";
4269
5360
  if (body === null || hasCode === hasRoomId) {
@@ -4274,7 +5365,7 @@ var DevService = class {
4274
5365
  throw new DevHttpError(404, "room_not_found", "The room was not found.");
4275
5366
  }
4276
5367
  const roomId = codeInput === null ? body.roomId : this.roomByCode.get(codeInput);
4277
- const localRoom = roomId === void 0 ? void 0 : this.rooms.get(roomId);
5368
+ const localRoom = roomId === void 0 ? void 0 : await this.loadLocalRoom(roomId);
4278
5369
  if (roomId === void 0 || localRoom === void 0 || localRoom.game !== game) {
4279
5370
  throw new DevHttpError(404, "room_not_found", "The room was not found.");
4280
5371
  }
@@ -4282,7 +5373,7 @@ var DevService = class {
4282
5373
  }
4283
5374
  async watchRoom(request, response, ticket, origin) {
4284
5375
  const body = object(await readBody(request));
4285
- const { roomId, localRoom } = this.resolveLocalRoom(body, ticket.game);
5376
+ const { roomId, localRoom } = await this.resolveLocalRoom(body, ticket.game);
4286
5377
  const permission = await localRoom.room.canWatch();
4287
5378
  if (!permission.ok) {
4288
5379
  throw new DevHttpError(
@@ -4294,12 +5385,12 @@ var DevService = class {
4294
5385
  sendJson(response, this.watchResponse(roomId, localRoom.code, playerFromTicket(ticket)), 200, origin);
4295
5386
  }
4296
5387
  joinResponse(roomId, code, player) {
4297
- const join4 = joinTicket(player, roomId, this.secret);
5388
+ const join5 = joinTicket(player, roomId, this.secret);
4298
5389
  return {
4299
5390
  roomId,
4300
5391
  code,
4301
- join: join4,
4302
- url: `ws://localhost:${this.port}/rooms/${roomId}?j=${encodeURIComponent(join4)}`
5392
+ join: join5,
5393
+ url: `ws://localhost:${this.port}/rooms/${roomId}?j=${encodeURIComponent(join5)}`
4303
5394
  };
4304
5395
  }
4305
5396
  watchResponse(roomId, code, player) {
@@ -4359,12 +5450,13 @@ Connection: close\r
4359
5450
  };
4360
5451
  async function runDev(options) {
4361
5452
  const root = resolve(process.cwd(), options.folder);
4362
- const stat = await fs2.stat(root).catch(() => null);
5453
+ const stat = await fs3.stat(root).catch(() => null);
4363
5454
  if (stat === null || !stat.isDirectory()) throw new Error(`The game folder was not found: ${root}`);
4364
5455
  const [{ manifest, clientRoot }, definition] = await Promise.all([
4365
5456
  readGame(root),
4366
5457
  loadDefinition(root)
4367
5458
  ]);
5459
+ if (richiedeServer(manifest) && definition === null) throw new Error("server.js is required by a room mode.");
4368
5460
  const server = createServer();
4369
5461
  let service;
4370
5462
  await new Promise((resolveListen, rejectListen) => {
@@ -4380,7 +5472,13 @@ async function runDev(options) {
4380
5472
  });
4381
5473
  const address = server.address();
4382
5474
  if (address === null || typeof address === "string") throw new Error("The local server address is unavailable.");
4383
- service = new DevService(root, clientRoot, manifest, definition, address.port);
5475
+ service = new DevService(root, clientRoot, manifest, definition, address.port, options.day);
5476
+ try {
5477
+ await service.initialize();
5478
+ } catch (cause) {
5479
+ await new Promise((resolveClose) => server.close(() => resolveClose()));
5480
+ throw cause;
5481
+ }
4384
5482
  server.on("request", (request, response) => {
4385
5483
  void service.handle(request, response).catch((cause) => sendError(response, cause));
4386
5484
  });
@@ -4403,6 +5501,130 @@ async function runDev(options) {
4403
5501
  });
4404
5502
  }
4405
5503
 
5504
+ // src/templates.ts
5505
+ function templateManifest(id, name, multiplayer) {
5506
+ return {
5507
+ manifest: 1,
5508
+ id,
5509
+ name,
5510
+ languages: ["en"],
5511
+ platform: "both",
5512
+ overlay: { version: 1, accent: "#a8efc5" },
5513
+ ...multiplayer ? { players: { min: 2, max: 4 }, lobby: true, persistent: true, spectators: { delayMs: 3e3 } } : {},
5514
+ modes: [
5515
+ { id: "practice", execution: "local", label: { en: "Practice" }, instructions: { en: "Tap eight lights. Click, tap or press Space." }, players: { min: 1, max: 1 }, lobby: false },
5516
+ ...multiplayer ? [{
5517
+ id: "together",
5518
+ execution: "room",
5519
+ label: { en: "Together" },
5520
+ instructions: { en: "Light up the field together. Eight lights complete a round." },
5521
+ matchmaking: { key: ["pool"], defaults: { pool: "v1" }, timeoutMs: 12e3 }
5522
+ }] : []
5523
+ ]
5524
+ };
5525
+ }
5526
+ var templateTexts = {
5527
+ title: "Light field",
5528
+ controls: "Light field. Tap a light or press Space.",
5529
+ complete: "All lit up!",
5530
+ result: "Eight lights. Nicely done.",
5531
+ progress: "Tap a light \xB7 {n} / 8"
5532
+ };
5533
+ var templateIndex = `<!doctype html>
5534
+ <html lang="en">
5535
+ <head>
5536
+ <meta charset="utf-8">
5537
+ <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
5538
+ <title></title>
5539
+ <style>
5540
+ html,body{margin:0;width:100%;height:100%;overflow:hidden;background:#12252b;color:#f2faf3;font:16px system-ui}
5541
+ canvas{display:block;width:100vw;height:100dvh;touch-action:none;outline:none}
5542
+ #status{position:absolute;left:max(16px,var(--caisual-safe-left, 0px));top:max(14px,var(--caisual-safe-top, 0px));margin:0;pointer-events:none;max-width:calc(100% - 210px)}
5543
+ </style>
5544
+ </head>
5545
+ <body>
5546
+ <canvas tabindex="0"></canvas>
5547
+ <p id="status" role="status" aria-live="polite"></p>
5548
+ <script type="module">
5549
+ import { caisual } from '/__caisual/kit/v1.js';
5550
+ const c = await caisual.connect();
5551
+ const t = await c.text();
5552
+ document.documentElement.lang = c.player.language;
5553
+ document.title = t('title');
5554
+ // La sonda locale legge il client del gioco senza aprire un'altra sessione.
5555
+ if (location.hostname === 'localhost' || location.hostname.endsWith('.localhost')) window.caisualDebug = { c };
5556
+ const canvas = document.querySelector('canvas'), ctx = canvas.getContext('2d'), status = document.querySelector('#status');
5557
+ canvas.setAttribute('aria-label', t('controls'));
5558
+ let session = { kind: 'idle' }, state = { hits: 0 }, blocked = false, stops = [], localId = null, offline = false, reserved = [];
5559
+ let width = 1, height = 1, target = { x: 0, y: 0, radius: 24 };
5560
+ const position = (hits) => ({ x: .25 + ((hits * 7) % 11) / 20, y: .28 + ((hits * 3) % 7) / 14 });
5561
+ const playing = () => offline ? state.hits < 8 : session.kind === 'local' ? session.status === 'playing' : session.kind === 'room' && session.room.status === 'playing';
5562
+ function draw() {
5563
+ const point = position(state.hits), radius = Math.max(28, Math.min(width, height) * .09);
5564
+ target = { x: point.x * width, y: point.y * height, radius };
5565
+ ctx.clearRect(0, 0, width, height);
5566
+ const gradient = ctx.createLinearGradient(0, 0, width, height); gradient.addColorStop(0, '#12252b'); gradient.addColorStop(1, '#254945'); ctx.fillStyle = gradient; ctx.fillRect(0, 0, width, height);
5567
+ ctx.fillStyle = '#ffffff12';
5568
+ for (let x = 24; x < width; x += 48) for (let y = 24; y < height; y += 48) { ctx.beginPath(); ctx.arc(x, y, 2, 0, Math.PI * 2); ctx.fill(); }
5569
+ if (state.hits < 8) {
5570
+ ctx.fillStyle = '#a8efc518'; ctx.beginPath(); ctx.arc(target.x, target.y, radius * 1.55, 0, Math.PI * 2); ctx.fill();
5571
+ ctx.fillStyle = '#a8efc5'; ctx.beginPath(); ctx.arc(target.x, target.y, radius, 0, Math.PI * 2); ctx.fill();
5572
+ ctx.fillStyle = '#18322c'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.font = 'bold ' + Math.round(radius * .7) + 'px system-ui'; ctx.fillText(String(state.hits + 1), target.x, target.y);
5573
+ } else {
5574
+ ctx.fillStyle = '#a8efc5'; ctx.textAlign = 'center'; ctx.font = 'bold ' + Math.min(54, width / 10) + 'px system-ui'; ctx.fillText(t('complete'), width / 2, height / 2);
5575
+ }
5576
+ status.textContent = state.hits >= 8 ? t('result') : t('progress', { n: state.hits });
5577
+ canvas.dataset.state = JSON.stringify({ hits: state.hits, target, playing: playing() });
5578
+ }
5579
+ function resize() { width = innerWidth; height = innerHeight; const ratio = Math.min(devicePixelRatio || 1, 2); canvas.width = width * ratio; canvas.height = height * ratio; ctx.setTransform(ratio, 0, 0, ratio, 0, 0); draw(); placeHud(); }
5580
+ function placeHud() {
5581
+ // La pillola puo' crescere con un invito: il campo resta intero e l'HUD le lascia spazio.
5582
+ const left = parseFloat(getComputedStyle(status).left) || 16;
5583
+ const rectangles = reserved.filter((rect) => rect.y < 72 && rect.x + rect.width > left);
5584
+ const right = Math.min(width - 16, ...rectangles.map((rect) => rect.x));
5585
+ status.style.top = right - left < 100 ? Math.max(14, ...rectangles.map((rect) => rect.y + rect.height + 8)) + 'px' : '';
5586
+ status.style.maxWidth = Math.max(60, (right - left < 100 ? width - 16 : right - 12) - left) + 'px';
5587
+ }
5588
+ c.overlay.onChange((view) => { blocked = view.inputBlocked; reserved = view.reservedRects; placeHud(); });
5589
+ c.session.onChange((next) => {
5590
+ stops.forEach((stop) => stop()); stops = []; session = next;
5591
+ if (next.kind === 'local') { if (next.id !== localId) state = { hits: 0 }; localId = next.id; }
5592
+ else if (next.kind === 'room' || next.kind === 'watch') {
5593
+ const room = next.room; state = room.state ?? { hits: 0 };
5594
+ stops.push(room.onState((value) => { state = value; draw(); }), room.onStatus(draw));
5595
+ } else state = { hits: 0 };
5596
+ draw();
5597
+ });
5598
+ function hit() {
5599
+ if (blocked || !playing() || state.hits >= 8) return;
5600
+ // Il server decide il progresso condiviso; il client propone solo la luce corrente.
5601
+ if (session.kind === 'room') session.room.send({ hit: state.hits });
5602
+ else { state = { hits: state.hits + 1 }; if (state.hits === 8 && !offline) c.session.finish(); draw(); }
5603
+ }
5604
+ canvas.addEventListener('pointerdown', (event) => { if (Math.hypot(event.clientX - target.x, event.clientY - target.y) <= target.radius) hit(); });
5605
+ addEventListener('keydown', (event) => { if (event.code === 'Space' && !event.repeat && !blocked) { event.preventDefault(); hit(); } });
5606
+ addEventListener('resize', resize); resize(); c.session.ready();
5607
+ // Senza ospite resta una prova locale utilizzabile anche aprendo il file da un server statico.
5608
+ if (!c.session.capabilities.overlay) { offline = true; draw(); }
5609
+ </script>
5610
+ </body>
5611
+ </html>
5612
+ `;
5613
+ var templateServer = `import { defineGame } from '@caisual/kit/server';
5614
+
5615
+ export default defineGame({
5616
+ tickRate: 0,
5617
+ onCreate(room) { room.state = { hits: 0 }; },
5618
+ onRestart(room) { room.state = { hits: 0 }; },
5619
+ onMessage(room, player, message) {
5620
+ if (room.status !== 'playing' || player.role === 'spectator' || !message || message.hit !== room.state.hits) return;
5621
+ // La revisione rende innocui due tocchi contemporanei sulla stessa luce.
5622
+ room.state.hits++;
5623
+ if (room.state.hits === 8) room.end({ lights: 8 }, { rematch: true });
5624
+ },
5625
+ });
5626
+ `;
5627
+
4406
5628
  // src/scan.ts
4407
5629
  var MASSIMO_BYTE_SCANSIONE = 8e6;
4408
5630
  var ESTENSIONI_TESTO = /* @__PURE__ */ new Set([".js", ".mjs", ".cjs", ".html"]);
@@ -4560,18 +5782,22 @@ var ApiError = class extends Error {
4560
5782
  hints;
4561
5783
  };
4562
5784
  function help() {
4563
- return `Caisual ${"0.5.0"}
5785
+ return `Caisual ${"0.11.0"}
4564
5786
 
4565
5787
  Usage:
4566
5788
  caisual init [--multiplayer] [folder]
4567
- caisual dev [folder] [--port 8790]
5789
+ caisual dev [folder] [--port 8790] [--day YYYY-MM-DD]
5790
+ caisual check [folder] [--json]
4568
5791
  caisual publish [folder]
5792
+ caisual unlist [folder|id]
5793
+ caisual relist [folder|id]
5794
+ caisual delete [folder|id] --yes
4569
5795
  caisual skill
4570
5796
  caisual --help
4571
5797
  caisual --version
4572
5798
 
4573
5799
  Environment:
4574
- CAISUAL_KEY Required by publish. It is never accepted as a flag.
5800
+ CAISUAL_KEY Required by publish, unlist, relist, and delete. Never accepted as a flag.
4575
5801
  CAISUAL_ORIGIN Portal origin for development. Defaults to ${DEFAULT_ORIGIN}.
4576
5802
  `;
4577
5803
  }
@@ -4587,7 +5813,7 @@ function displayName(folderName) {
4587
5813
  }
4588
5814
  async function writeNewFile(path, content) {
4589
5815
  try {
4590
- await fs3.writeFile(path, content, { encoding: "utf8", flag: "wx" });
5816
+ await fs4.writeFile(path, content, { encoding: "utf8", flag: "wx" });
4591
5817
  return true;
4592
5818
  } catch (error) {
4593
5819
  if (error.code === "EEXIST") return false;
@@ -4597,142 +5823,34 @@ async function writeNewFile(path, content) {
4597
5823
  async function init(folderArgument, multiplayer) {
4598
5824
  const root = resolve2(process.cwd(), folderArgument);
4599
5825
  try {
4600
- await fs3.mkdir(join3(root, "client"), { recursive: true });
5826
+ await fs4.mkdir(join4(root, "client"), { recursive: true });
4601
5827
  } catch {
4602
5828
  throw new CliError(2, `The game folder could not be created: ${root}`);
4603
5829
  }
4604
- const folderName = basename(root);
4605
- const manifest = {
4606
- manifest: 1,
4607
- id: slugFromFolder(folderName),
4608
- name: displayName(folderName),
4609
- platform: "both",
4610
- ...multiplayer ? { players: { min: 1, max: 4 }, lobby: true, voice: "room" } : {}
4611
- };
4612
- const manifestPath = join3(root, "caisual.json");
4613
- const indexPath = join3(root, "client", "index.html");
4614
- const singlePlayerIndex = `<!doctype html>
4615
- <html lang="en">
4616
- <head>
4617
- <meta charset="utf-8">
4618
- <meta name="viewport" content="width=device-width, initial-scale=1">
4619
- <title>Hello</title>
4620
- </head>
4621
- <body>
4622
- <main>Hello, <span id="player">player</span>. Today's seed is <span id="seed">?</span>.</main>
4623
- <script type="module">
4624
- // The Caisual kit: player identity, cloud saves, leaderboards, daily seed.
4625
- // API reference: https://caisual.com/kit.md
4626
- import { caisual } from '/__caisual/kit/v1.js';
4627
-
4628
- const c = await caisual.connect();
4629
- document.getElementById('player').textContent = c.player.name;
4630
- document.getElementById('seed').textContent = String(c.daily.seed);
4631
- </script>
4632
- </body>
4633
- </html>
4634
- `;
4635
- const multiplayerIndex = `<!doctype html>
4636
- <html lang="en">
4637
- <head>
4638
- <meta charset="utf-8">
4639
- <meta name="viewport" content="width=device-width, initial-scale=1">
4640
- <title>Multiplayer game</title>
4641
- </head>
4642
- <body>
4643
- <main>
4644
- <p id="status">Connecting...</p>
4645
- <p id="invite"></p>
4646
- <ul id="players"></ul>
4647
- <button id="mic" type="button">Mic</button>
4648
- <ul id="voice-peers" aria-label="Voice participants"></ul>
4649
- <button id="start" type="button" hidden>Start</button>
4650
- <button id="send" type="button">Send a message</button>
4651
- <pre id="messages"></pre>
4652
- </main>
4653
- <script type="module">
4654
- // The Caisual kit: identity, rooms, invites. API reference: https://caisual.com/kit.md
4655
- import { caisual } from '/__caisual/kit/v1.js';
4656
-
4657
- const c = await caisual.connect();
4658
- const room = c.room.invited
4659
- ? await c.room.join()
4660
- : await c.room.create({ mode: null });
4661
- globalThis.room = room;
4662
- const invite = room.invite();
4663
- document.getElementById('invite').textContent = \`Invite: \${invite.url}\`;
4664
-
4665
- const show = () => {
4666
- document.getElementById('status').textContent = \`Room \${room.code}: \${room.status}\`;
4667
- document.getElementById('players').innerHTML = room.players
4668
- .map((p) => \`<li>\${p.name}\${p.id === room.host ? ' (host)' : ''}\${p.ready ? ' ready' : ''}</li>\`)
4669
- .join('');
4670
- document.getElementById('start').hidden = !(room.status === 'lobby' && room.you === room.host);
4671
- };
4672
- show();
4673
- room.onPlayers(show);
4674
- room.onStatus(show);
4675
- room.ready(true);
4676
- const mic = document.getElementById('mic');
4677
- const showVoice = () => {
4678
- mic.textContent = room.voice.state === 'off'
4679
- ? 'Mic'
4680
- : room.voice.muted ? 'Unmute' : 'Mute';
4681
- mic.disabled = room.voice.state === 'joining' || room.voice.state === 'reconnecting';
4682
- document.getElementById('voice-peers').innerHTML = room.voice.peers
4683
- .map((peer) => {
4684
- const player = room.players.find((item) => item.id === peer.id);
4685
- const name = player?.name ?? peer.id;
4686
- return \`<li>\${name}: \${peer.speaking ? 'speaking' : peer.muted ? 'muted' : 'quiet'}</li>\`;
4687
- })
4688
- .join('');
4689
- };
4690
- showVoice();
4691
- room.voice.onState(showVoice);
4692
- room.voice.onPeers(showVoice);
4693
- mic.addEventListener('click', async () => {
4694
- try {
4695
- if (room.voice.state === 'off') await room.voice.join();
4696
- else room.voice.mute(!room.voice.muted);
4697
- } catch (error) {
4698
- document.getElementById('messages').textContent +=
4699
- 'Voice: ' + (error instanceof Error ? error.message : String(error)) + '\\n';
4700
- }
4701
- showVoice();
4702
- });
4703
- document.getElementById('start').addEventListener('click', () => room.start());
4704
- room.onMessage((message) => {
4705
- document.getElementById('messages').textContent += JSON.stringify(message) + '\\n';
4706
- });
4707
- document.getElementById('send').addEventListener('click', () => {
4708
- room.send({ text: 'Hello from ' + c.player.name });
4709
- });
4710
- </script>
4711
- </body>
4712
- </html>
4713
- `;
4714
- const server = `import { defineGame } from '@caisual/kit/server';
4715
-
4716
- export default defineGame({
4717
- tickRate: 0,
4718
- onMessage(room, _player, message) {
4719
- room.broadcast(message);
4720
- },
4721
- });
4722
- `;
5830
+ const folderName = basename2(root);
5831
+ const manifest = templateManifest(slugFromFolder(folderName), displayName(folderName), multiplayer);
5832
+ const manifestPath = join4(root, "caisual.json");
5833
+ const indexPath = join4(root, "client", "index.html");
4723
5834
  const manifestCreated = await writeNewFile(manifestPath, `${JSON.stringify(manifest, null, 2)}
4724
5835
  `);
4725
5836
  const indexCreated = await writeNewFile(
4726
5837
  indexPath,
4727
- multiplayer ? multiplayerIndex : singlePlayerIndex
5838
+ templateIndex
4728
5839
  );
5840
+ if (indexCreated) {
5841
+ await fs4.mkdir(join4(root, "client", "i18n"), { recursive: true });
5842
+ const textPath = join4(root, "client", "i18n", "en.json");
5843
+ const textCreated = await writeNewFile(textPath, JSON.stringify(templateTexts, null, 2) + "\n");
5844
+ process.stdout.write(`${textCreated ? "Created" : "Kept"} ${textPath}
5845
+ `);
5846
+ }
4729
5847
  process.stdout.write(`${manifestCreated ? "Created" : "Kept"} ${manifestPath}
4730
5848
  `);
4731
5849
  process.stdout.write(`${indexCreated ? "Created" : "Kept"} ${indexPath}
4732
5850
  `);
4733
5851
  if (multiplayer) {
4734
- const serverPath = join3(root, "server.js");
4735
- const serverCreated = await writeNewFile(serverPath, server);
5852
+ const serverPath = join4(root, "server.js");
5853
+ const serverCreated = await writeNewFile(serverPath, templateServer);
4736
5854
  process.stdout.write(`${serverCreated ? "Created" : "Kept"} ${serverPath}
4737
5855
  `);
4738
5856
  }
@@ -4762,19 +5880,19 @@ async function mapLimited(items, limit, operation) {
4762
5880
  async function listClientFiles(clientRoot) {
4763
5881
  let rootStat;
4764
5882
  try {
4765
- rootStat = await fs3.stat(clientRoot);
5883
+ rootStat = await fs4.stat(clientRoot);
4766
5884
  } catch {
4767
5885
  throw new CliError(2, "client/: folder not found.");
4768
5886
  }
4769
5887
  if (!rootStat.isDirectory()) throw new CliError(2, "client/: must be a folder.");
4770
5888
  const found = [];
4771
5889
  async function visit(folder, prefix) {
4772
- const entries = await fs3.readdir(folder, { withFileTypes: true });
5890
+ const entries = await fs4.readdir(folder, { withFileTypes: true });
4773
5891
  entries.sort((left, right) => left.name < right.name ? -1 : left.name > right.name ? 1 : 0);
4774
5892
  for (const entry of entries) {
4775
5893
  if (entry.name.startsWith(".") || entry.name === "node_modules") continue;
4776
5894
  const relativePath = prefix === "" ? entry.name : `${prefix}/${entry.name}`;
4777
- const absolutePath = join3(folder, entry.name);
5895
+ const absolutePath = join4(folder, entry.name);
4778
5896
  if (entry.isDirectory()) {
4779
5897
  await visit(absolutePath, relativePath);
4780
5898
  continue;
@@ -4782,7 +5900,7 @@ async function listClientFiles(clientRoot) {
4782
5900
  if (!entry.isFile()) {
4783
5901
  throw new CliError(2, `${relativePath}: only regular files are supported.`);
4784
5902
  }
4785
- const fileStat = await fs3.stat(absolutePath);
5903
+ const fileStat = await fs4.stat(absolutePath);
4786
5904
  if (fileStat.size > MAX_FILE_BYTES) {
4787
5905
  throw new CliError(2, `${relativePath}: file is larger than 50 MB (${fileStat.size} bytes).`);
4788
5906
  }
@@ -4803,17 +5921,20 @@ async function listClientFiles(clientRoot) {
4803
5921
  return await mapLimited(found, UPLOAD_CONCURRENCY, async (file) => ({
4804
5922
  ...file,
4805
5923
  sha256: await sha256(file.absolutePath),
4806
- read: () => fs3.readFile(file.absolutePath)
5924
+ read: () => fs4.readFile(file.absolutePath)
4807
5925
  }));
4808
5926
  }
4809
- async function readServerFile(root) {
4810
- const absolutePath = join3(root, "server.js");
5927
+ async function readServerFile(root, notifyBundle = (bytes) => {
5928
+ process.stdout.write(`Bundling server.js (${Math.ceil(bytes / 1e3)} KB).
5929
+ `);
5930
+ }) {
5931
+ const absolutePath = join4(root, "server.js");
4811
5932
  let stat;
4812
5933
  try {
4813
- stat = await fs3.lstat(absolutePath);
5934
+ stat = await fs4.lstat(absolutePath);
4814
5935
  } catch (error) {
4815
5936
  if (error.code === "ENOENT") {
4816
- return { file: null, temporaryDirectory: null };
5937
+ return { file: null, temporaryDirectory: null, bundled: false };
4817
5938
  }
4818
5939
  throw new CliError(2, "server.js: file not readable.");
4819
5940
  }
@@ -4827,16 +5948,16 @@ async function readServerFile(root) {
4827
5948
  bytes: stat.size,
4828
5949
  sha256: await sha256(absolutePath)
4829
5950
  },
4830
- temporaryDirectory: null
5951
+ temporaryDirectory: null,
5952
+ bundled: false
4831
5953
  };
4832
5954
  }
4833
- const temporaryDirectory = await fs3.mkdtemp(join3(tmpdir(), "caisual-server-"));
4834
- const bundledPath = join3(temporaryDirectory, "server.js");
5955
+ const temporaryDirectory = await fs4.mkdtemp(join4(tmpdir(), "caisual-server-"));
5956
+ const bundledPath = join4(temporaryDirectory, "server.js");
4835
5957
  try {
4836
- await fs3.writeFile(bundledPath, result.source, "utf8");
5958
+ await fs4.writeFile(bundledPath, result.source, "utf8");
4837
5959
  const bytes = Buffer.byteLength(result.source);
4838
- process.stdout.write(`Bundling server.js (${Math.ceil(bytes / 1e3)} KB).
4839
- `);
5960
+ notifyBundle(bytes);
4840
5961
  return {
4841
5962
  file: {
4842
5963
  path: "server.js",
@@ -4844,10 +5965,11 @@ async function readServerFile(root) {
4844
5965
  bytes,
4845
5966
  sha256: await sha256(bundledPath)
4846
5967
  },
4847
- temporaryDirectory
5968
+ temporaryDirectory,
5969
+ bundled: true
4848
5970
  };
4849
5971
  } catch (error) {
4850
- await fs3.rm(temporaryDirectory, { recursive: true, force: true });
5972
+ await fs4.rm(temporaryDirectory, { recursive: true, force: true });
4851
5973
  throw error;
4852
5974
  }
4853
5975
  }
@@ -4864,6 +5986,13 @@ function portalOrigin() {
4864
5986
  }
4865
5987
  return url.origin;
4866
5988
  }
5989
+ function publishingKey() {
5990
+ const key = process.env.CAISUAL_KEY?.trim();
5991
+ if (!key) {
5992
+ throw new CliError(3, "CAISUAL_KEY is required. Set it with: export CAISUAL_KEY=ck_...");
5993
+ }
5994
+ return key;
5995
+ }
4867
5996
  function object2(value) {
4868
5997
  return typeof value === "object" && value !== null && !Array.isArray(value) ? value : null;
4869
5998
  }
@@ -5045,11 +6174,11 @@ function parseUploads(payload, files, server) {
5045
6174
  serverTarget
5046
6175
  };
5047
6176
  }
5048
- async function readManifest(root) {
5049
- const path = join3(root, "caisual.json");
6177
+ async function readManifest(root, warn) {
6178
+ const path = join4(root, "caisual.json");
5050
6179
  let source;
5051
6180
  try {
5052
- source = await fs3.readFile(path, "utf8");
6181
+ source = await fs4.readFile(path, "utf8");
5053
6182
  } catch {
5054
6183
  throw new CliError(2, "caisual.json: file not found or unreadable.");
5055
6184
  }
@@ -5064,36 +6193,154 @@ async function readManifest(root) {
5064
6193
  throw new CliError(2, `caisual.json is not valid:
5065
6194
  ${result.errori.map((error) => `- ${error}`).join("\n")}`);
5066
6195
  }
6196
+ warnLegacyLanguage(value, warn);
5067
6197
  return result.manifest;
5068
6198
  }
5069
- async function publish(folderArgument) {
5070
- const root = resolve2(process.cwd(), folderArgument);
5071
- let rootStat;
6199
+ async function captureGameError(errors, operation) {
5072
6200
  try {
5073
- rootStat = await fs3.stat(root);
5074
- } catch {
5075
- throw new CliError(2, `The game folder was not found: ${root}`);
6201
+ return await operation();
6202
+ } catch (error) {
6203
+ if (!(error instanceof CliError)) throw error;
6204
+ errors.push(error.message);
6205
+ return null;
5076
6206
  }
5077
- if (!rootStat.isDirectory()) throw new CliError(2, `The game path is not a folder: ${root}`);
5078
- const manifest = await readManifest(root);
5079
- const files = await listClientFiles(join3(root, "client"));
5080
- for (const warning of await scanClient(files, manifest)) {
5081
- process.stderr.write(`Warning: ${warning}
6207
+ }
6208
+ function finishReport(report) {
6209
+ report.ok = report.errors.length === 0;
6210
+ return report;
6211
+ }
6212
+ async function checkGame(root) {
6213
+ const report = {
6214
+ ok: false,
6215
+ errors: [],
6216
+ warnings: [],
6217
+ manifest: null,
6218
+ client: null,
6219
+ server: null
6220
+ };
6221
+ const warn = (message) => report.warnings.push(message);
6222
+ const rootStat = await captureGameError(report.errors, async () => {
6223
+ try {
6224
+ return await fs4.stat(root);
6225
+ } catch {
6226
+ throw new CliError(2, `The game folder was not found: ${root}`);
6227
+ }
6228
+ });
6229
+ if (rootStat === null) return finishReport(report);
6230
+ if (!rootStat.isDirectory()) {
6231
+ report.errors.push(`The game path is not a folder: ${root}`);
6232
+ return finishReport(report);
6233
+ }
6234
+ const manifest = await captureGameError(report.errors, () => readManifest(root, warn));
6235
+ if (manifest === null) return finishReport(report);
6236
+ report.manifest = {
6237
+ id: manifest.id,
6238
+ name: manifest.name,
6239
+ languages: [...manifest.languages],
6240
+ modes: manifest.modes.map((mode) => mode.id),
6241
+ overlay: manifest.overlay !== null
6242
+ };
6243
+ await captureGameError(report.errors, () => checkGameTexts(join4(root, "client"), manifest, warn));
6244
+ const files = await captureGameError(report.errors, () => listClientFiles(join4(root, "client")));
6245
+ if (files !== null) {
6246
+ report.client = {
6247
+ files: files.length,
6248
+ bytes: files.reduce((total, file) => total + file.bytes, 0),
6249
+ largest: files.map((file) => ({ path: `client/${file.path}`, bytes: file.bytes })).sort((left, right) => right.bytes - left.bytes || left.path.localeCompare(right.path)).slice(0, 5)
6250
+ };
6251
+ report.warnings.push(...await scanClient(files, manifest));
6252
+ }
6253
+ const serverResult = await captureGameError(
6254
+ report.errors,
6255
+ () => readServerFile(root, () => void 0)
6256
+ );
6257
+ if (serverResult === null) {
6258
+ let bytes = 0;
6259
+ try {
6260
+ const stat = await fs4.lstat(join4(root, "server.js"));
6261
+ if (stat.isFile()) bytes = stat.size;
6262
+ } catch {
6263
+ }
6264
+ report.server = { present: true, bundled: false, bytes };
6265
+ } else {
6266
+ const server = serverResult.file;
6267
+ report.server = server === null ? { present: false, bundled: false, bytes: 0 } : { present: true, bundled: serverResult.bundled, bytes: server.bytes };
6268
+ }
6269
+ try {
6270
+ if (serverResult !== null && richiedeServer(manifest) && serverResult.file === null) {
6271
+ report.errors.push("server.js is required by a room mode.");
6272
+ }
6273
+ if (files !== null) {
6274
+ const filePaths = new Set(files.map((file) => file.path));
6275
+ await captureGameError(report.errors, async () => {
6276
+ for (const required of [manifest.cover, ...manifest.screenshots]) {
6277
+ if (required !== null && !filePaths.has(required)) {
6278
+ throw new CliError(2, `caisual.json: referenced file not found in client/: ${required}`);
6279
+ }
6280
+ }
6281
+ });
6282
+ }
6283
+ } finally {
6284
+ if (serverResult?.temporaryDirectory !== null && serverResult?.temporaryDirectory !== void 0) {
6285
+ await fs4.rm(serverResult.temporaryDirectory, { recursive: true, force: true });
6286
+ }
6287
+ }
6288
+ return finishReport(report);
6289
+ }
6290
+ function formatBytes(bytes) {
6291
+ if (bytes < 1e3) return `${bytes} B`;
6292
+ const unit = bytes < 1e6 ? "KB" : "MB";
6293
+ const divisor = bytes < 1e6 ? 1e3 : 1e6;
6294
+ const value = Math.round(bytes / divisor * 10) / 10;
6295
+ return `${value} ${unit}`;
6296
+ }
6297
+ async function check(folderArgument, json) {
6298
+ const report = await checkGame(resolve2(process.cwd(), folderArgument));
6299
+ if (json) {
6300
+ process.stdout.write(`${JSON.stringify(report, null, 2)}
6301
+ `);
6302
+ } else {
6303
+ if (report.manifest !== null) {
6304
+ const modes = report.manifest.modes.length === 0 ? "none" : report.manifest.modes.join(", ");
6305
+ process.stdout.write(
6306
+ `caisual.json: ${report.manifest.id} (${report.manifest.name}), languages ${report.manifest.languages.join(", ")}, modes ${modes}, overlay ${report.manifest.overlay ? "on" : "off"}
6307
+ `
6308
+ );
6309
+ }
6310
+ if (report.client !== null) {
6311
+ const largest = report.client.largest[0];
6312
+ process.stdout.write(
6313
+ `client/: ${report.client.files} file${report.client.files === 1 ? "" : "s"}, ${formatBytes(report.client.bytes)}${largest === void 0 ? "" : `, largest ${largest.path} (${formatBytes(largest.bytes)})`}
6314
+ `
6315
+ );
6316
+ }
6317
+ if (report.server !== null) {
6318
+ process.stdout.write(report.server.present ? `server.js: present${report.server.bundled ? ", bundled" : ""}
6319
+ ` : "server.js: absent\n");
6320
+ }
6321
+ for (const warning of report.warnings) process.stderr.write(`Warning: ${warning}
6322
+ `);
6323
+ for (const error of report.errors) {
6324
+ process.stderr.write(`Error: ${error.replaceAll("\n", "\nError: ")}
6325
+ `);
6326
+ }
6327
+ process.stdout.write(report.ok ? "OK\n" : `FAILED: ${report.errors.length} error${report.errors.length === 1 ? "" : "s"}
5082
6328
  `);
5083
6329
  }
6330
+ if (!report.ok) process.exitCode = 2;
6331
+ }
6332
+ async function publish(folderArgument) {
6333
+ const root = resolve2(process.cwd(), folderArgument);
6334
+ const report = await checkGame(root);
6335
+ for (const warning of report.warnings) process.stderr.write(`Warning: ${warning}
6336
+ `);
6337
+ if (!report.ok) throw new CliError(2, report.errors.join("\n"));
6338
+ const manifest = await readManifest(root, () => void 0);
6339
+ const files = await listClientFiles(join4(root, "client"));
5084
6340
  const serverResult = await readServerFile(root);
5085
6341
  const server = serverResult.file;
5086
6342
  try {
5087
- const filePaths = new Set(files.map((file) => file.path));
5088
- for (const required of [manifest.cover, ...manifest.screenshots]) {
5089
- if (required !== null && !filePaths.has(required)) {
5090
- throw new CliError(2, `caisual.json: referenced file not found in client/: ${required}`);
5091
- }
5092
- }
5093
- const key = process.env.CAISUAL_KEY?.trim();
5094
- if (!key) {
5095
- throw new CliError(3, "CAISUAL_KEY is required. Set it with: export CAISUAL_KEY=ck_...");
5096
- }
6343
+ const key = publishingKey();
5097
6344
  const origin = portalOrigin();
5098
6345
  const declared = files.map(({ path, bytes, sha256: digest }) => ({
5099
6346
  path,
@@ -5145,13 +6392,47 @@ async function publish(folderArgument) {
5145
6392
  `);
5146
6393
  } finally {
5147
6394
  if (serverResult.temporaryDirectory !== null) {
5148
- await fs3.rm(serverResult.temporaryDirectory, { recursive: true, force: true });
6395
+ await fs4.rm(serverResult.temporaryDirectory, { recursive: true, force: true });
5149
6396
  }
5150
6397
  }
5151
6398
  }
6399
+ async function gameIdFromTarget(target) {
6400
+ const path = resolve2(process.cwd(), target);
6401
+ try {
6402
+ if ((await fs4.stat(path)).isDirectory()) return (await readManifest(path)).id;
6403
+ } catch (error) {
6404
+ if (error.code !== "ENOENT") {
6405
+ throw new CliError(2, `The game target could not be read: ${target}`);
6406
+ }
6407
+ }
6408
+ if (target === "") throw new CliError(1, "The game id cannot be empty.");
6409
+ return target;
6410
+ }
6411
+ async function manageGame(operation, target) {
6412
+ const id = await gameIdFromTarget(target);
6413
+ const key = publishingKey();
6414
+ const visibility = operation === "unlist" ? "unlisted" : "public";
6415
+ const payload = await requestJson(
6416
+ `${portalOrigin()}/api/games/${encodeURIComponent(id)}`,
6417
+ operation === "delete" ? { method: "DELETE", headers: { Authorization: `Bearer ${key}` } } : {
6418
+ method: "PATCH",
6419
+ headers: {
6420
+ Authorization: `Bearer ${key}`,
6421
+ "Content-Type": "application/json; charset=utf-8"
6422
+ },
6423
+ body: JSON.stringify({ visibility })
6424
+ }
6425
+ );
6426
+ if (payload.id !== id || (operation === "delete" ? payload.deleted !== true : payload.visibility !== visibility)) {
6427
+ throw new CliError(1, "The portal returned an invalid game response.");
6428
+ }
6429
+ const verb = operation === "unlist" ? "Unlisted" : operation === "relist" ? "Listed" : "Deleted";
6430
+ process.stdout.write(`${verb} ${id}.
6431
+ `);
6432
+ }
5152
6433
  async function installSkill() {
5153
6434
  const root = process.cwd();
5154
- const skillPath = join3(root, ".claude", "skills", "caisual", "SKILL.md");
6435
+ const skillPath = join4(root, ".claude", "skills", "caisual", "SKILL.md");
5155
6436
  const skill = `---
5156
6437
  name: caisual
5157
6438
  description: Create and publish a browser game on Caisual, with player identity, cloud saves, leaderboards and a daily challenge.
@@ -5161,25 +6442,25 @@ ${publish_default.trim()}
5161
6442
 
5162
6443
  ${kit_default.trim()}
5163
6444
  `;
5164
- await fs3.mkdir(join3(root, ".claude", "skills", "caisual"), { recursive: true });
6445
+ await fs4.mkdir(join4(root, ".claude", "skills", "caisual"), { recursive: true });
5165
6446
  let currentSkill = null;
5166
6447
  try {
5167
- currentSkill = await fs3.readFile(skillPath, "utf8");
6448
+ currentSkill = await fs4.readFile(skillPath, "utf8");
5168
6449
  } catch (error) {
5169
6450
  if (error.code !== "ENOENT") throw error;
5170
6451
  }
5171
- if (currentSkill !== skill) await fs3.writeFile(skillPath, skill, "utf8");
5172
- const agentsPath = join3(root, "AGENTS.md");
6452
+ if (currentSkill !== skill) await fs4.writeFile(skillPath, skill, "utf8");
6453
+ const agentsPath = join4(root, "AGENTS.md");
5173
6454
  let agents = "";
5174
6455
  try {
5175
- agents = await fs3.readFile(agentsPath, "utf8");
6456
+ agents = await fs4.readFile(agentsPath, "utf8");
5176
6457
  } catch (error) {
5177
6458
  if (error.code !== "ENOENT") throw error;
5178
6459
  }
5179
6460
  if (!/^## Caisual\s*$/m.test(agents)) {
5180
6461
  const section = "## Caisual\nRead `.claude/skills/caisual/SKILL.md` before creating or publishing a Caisual game.\nUse the current guides at https://caisual.com/publish.md and https://caisual.com/kit.md.\n";
5181
6462
  const separator = agents === "" ? "" : agents.endsWith("\n\n") ? "" : agents.endsWith("\n") ? "\n" : "\n\n";
5182
- await fs3.writeFile(agentsPath, `${agents}${separator}${section}`, "utf8");
6463
+ await fs4.writeFile(agentsPath, `${agents}${separator}${section}`, "utf8");
5183
6464
  }
5184
6465
  process.stdout.write(`Installed ${skillPath}
5185
6466
  `);
@@ -5191,7 +6472,7 @@ async function run(argumentsList) {
5191
6472
  return;
5192
6473
  }
5193
6474
  if (command === "--version" || command === "-V") {
5194
- process.stdout.write(`${"0.5.0"}
6475
+ process.stdout.write(`${"0.11.0"}
5195
6476
  `);
5196
6477
  return;
5197
6478
  }
@@ -5209,15 +6490,66 @@ async function run(argumentsList) {
5209
6490
  await publish(argumentsAfterCommand[0] ?? ".");
5210
6491
  return;
5211
6492
  }
6493
+ if (command === "check") {
6494
+ let folder = ".";
6495
+ let folderSeen = false;
6496
+ let json = false;
6497
+ for (const argument of argumentsAfterCommand) {
6498
+ if (argument === "--json" && !json) {
6499
+ json = true;
6500
+ } else if (!argument.startsWith("-") && !folderSeen) {
6501
+ folder = argument;
6502
+ folderSeen = true;
6503
+ } else {
6504
+ throw new CliError(1, "Usage: caisual check [folder] [--json]");
6505
+ }
6506
+ }
6507
+ await check(folder, json);
6508
+ return;
6509
+ }
6510
+ if (command === "unlist" || command === "relist") {
6511
+ if (argumentsAfterCommand.length > 1 || argumentsAfterCommand.some((value) => value.startsWith("-"))) {
6512
+ throw new CliError(1, `Usage: caisual ${command} [folder|id]`);
6513
+ }
6514
+ await manageGame(command, argumentsAfterCommand[0] ?? ".");
6515
+ return;
6516
+ }
6517
+ if (command === "delete") {
6518
+ let target = ".";
6519
+ let targetSeen = false;
6520
+ let confirmed = false;
6521
+ for (const argument of argumentsAfterCommand) {
6522
+ if (argument === "--yes" && !confirmed) {
6523
+ confirmed = true;
6524
+ } else if (!argument.startsWith("-") && !targetSeen) {
6525
+ target = argument;
6526
+ targetSeen = true;
6527
+ } else {
6528
+ throw new CliError(1, "Usage: caisual delete [folder|id] --yes");
6529
+ }
6530
+ }
6531
+ if (!confirmed) {
6532
+ throw new CliError(1, "Deletion is permanent. Re-run with --yes.");
6533
+ }
6534
+ await manageGame("delete", target);
6535
+ return;
6536
+ }
5212
6537
  if (command === "dev") {
5213
6538
  let folder = ".";
5214
6539
  let port = 8790;
6540
+ let day;
5215
6541
  let folderSeen = false;
5216
6542
  for (let index = 0; index < argumentsAfterCommand.length; index += 1) {
5217
6543
  const argument = argumentsAfterCommand[index];
6544
+ if (argument === "--day" || argument.startsWith("--day=")) {
6545
+ const value = argument === "--day" ? argumentsAfterCommand[++index] : argument.slice("--day=".length);
6546
+ if (!validBoardDay(value)) throw new CliError(1, "--day must be a real UTC date in YYYY-MM-DD format.");
6547
+ day = value;
6548
+ continue;
6549
+ }
5218
6550
  if (argument === "--port") {
5219
6551
  const value = argumentsAfterCommand[index + 1];
5220
- if (value === void 0) throw new CliError(1, "Usage: caisual dev [folder] [--port 8790]");
6552
+ if (value === void 0) throw new CliError(1, "Usage: caisual dev [folder] [--port 8790] [--day YYYY-MM-DD]");
5221
6553
  port = Number(value);
5222
6554
  index += 1;
5223
6555
  continue;
@@ -5227,7 +6559,7 @@ async function run(argumentsList) {
5227
6559
  continue;
5228
6560
  }
5229
6561
  if (argument.startsWith("-") || folderSeen) {
5230
- throw new CliError(1, "Usage: caisual dev [folder] [--port 8790]");
6562
+ throw new CliError(1, "Usage: caisual dev [folder] [--port 8790] [--day YYYY-MM-DD]");
5231
6563
  }
5232
6564
  folder = argument;
5233
6565
  folderSeen = true;
@@ -5235,7 +6567,7 @@ async function run(argumentsList) {
5235
6567
  if (!Number.isInteger(port) || port < 1 || port > 65535) {
5236
6568
  throw new CliError(1, "--port must be an integer from 1 to 65535.");
5237
6569
  }
5238
- await runDev({ folder, port });
6570
+ await runDev({ folder, port, day });
5239
6571
  return;
5240
6572
  }
5241
6573
  if (command === "skill") {
@@ -5251,7 +6583,7 @@ try {
5251
6583
  await run(process.argv.slice(2));
5252
6584
  } catch (error) {
5253
6585
  if (error instanceof ApiError) {
5254
- process.stderr.write(`${error.message}
6586
+ process.stderr.write(`${error.code}: ${error.message}
5255
6587
  `);
5256
6588
  for (const hint of error.hints) process.stderr.write(`Hint: ${hint}
5257
6589
  `);
@@ -5267,3 +6599,6 @@ try {
5267
6599
  process.exitCode = 1;
5268
6600
  }
5269
6601
  }
6602
+ export {
6603
+ checkGame
6604
+ };