@couch-kit/client 0.11.0 → 0.12.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +22 -0
- package/dist/index.js +1 -1
- package/lib/client.d.ts +11 -1
- package/lib/client.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/client.ts +15 -3
package/CHANGELOG.md
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@@ -1,5 +1,27 @@
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# @couch-kit/client
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## 0.12.0
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### Minor Changes
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- [#155](https://github.com/faluciano/react-native-couch-kit/pull/155) [`4f297a1`](https://github.com/faluciano/react-native-couch-kit/commit/4f297a19c442541703c3bee7bee26354ae3476a4) Thanks [@faluciano](https://github.com/faluciano)! - Hidden information can now be hidden for real: `GameHostRuntimeConfig` takes an
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optional `project(state, playerId)` that narrows the authoritative state to what
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one player may see.
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Without it the runtime broadcasts the same state to everyone, so hiding a hand
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depends on the client choosing not to look — any player could read opponents'
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cards from devtools. With it, the data never reaches their device: the runtime
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sends each connection its own projection, in `WELCOME`, `RECONNECTED`, and every
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state update.
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Games with no hidden information omit `project` and are unchanged — state is
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still broadcast in one frame.
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Because a projected client holds a _view_ rather than the whole state, it cannot
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run the game reducer, so `ClientConfig.reducer` is now optional. Omit it and the
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client renders what the host sends (no optimistic updates); a round trip is
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imperceptible for turn-based games, and it is what makes the guarantee real.
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## 0.11.0
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### Minor Changes
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package/dist/index.js
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@@ -168,7 +168,7 @@ function useGameClient(config) {
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const [status, setStatus] = useState2("disconnected");
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const [playerId, setPlayerId] = useState2(null);
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const [disconnectReason, setDisconnectReason] = useState2(null);
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const [state, dispatchLocal] = useReducer(createGameReducer(config.reducer), config.initialState);
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const [state, dispatchLocal] = useReducer(createGameReducer(config.reducer ?? ((current) => current)), config.initialState);
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const socketRef = useRef2(null);
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const reconnectAttempts = useRef2(0);
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const reconnectTimer = useRef2(null);
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package/lib/client.d.ts
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@@ -3,7 +3,17 @@ import { type CreateClientTransport } from "./transport";
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export interface ClientConfig<S extends IGameState, A extends IAction> {
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url?: string;
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wsPort?: number;
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/**
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* Applies actions locally for an optimistic update before the host confirms.
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*
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* **Omit it when the host projects state per player** (`project` in
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* `GameHostRuntimeConfig`): the client then holds a *view* rather than the
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* whole state, and the game reducer cannot run over a partial view. Without a
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* reducer the client simply renders what the host sends — a round trip that
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* is imperceptible for turn-based games, and the price of hidden information
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* never reaching the device.
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*/
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reducer?: (state: S, action: A) => S;
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initialState: S;
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name?: string;
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avatar?: string;
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package/lib/client.d.ts.map
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{"version":3,"file":"client.d.ts","sourceRoot":"","sources":["../src/client.ts"],"names":[],"mappings":"AACA,OAAO,EAQL,KAAK,UAAU,EACf,KAAK,OAAO,EAEb,MAAM,iBAAiB,CAAC;AASzB,OAAO,EAIL,KAAK,qBAAqB,EAC3B,MAAM,aAAa,CAAC;AAErB,MAAM,WAAW,YAAY,CAAC,CAAC,SAAS,UAAU,EAAE,CAAC,SAAS,OAAO;IACnE,GAAG,CAAC,EAAE,MAAM,CAAC;IACb,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,KAAK,CAAC,CAAC;
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{"version":3,"file":"client.d.ts","sourceRoot":"","sources":["../src/client.ts"],"names":[],"mappings":"AACA,OAAO,EAQL,KAAK,UAAU,EACf,KAAK,OAAO,EAEb,MAAM,iBAAiB,CAAC;AASzB,OAAO,EAIL,KAAK,qBAAqB,EAC3B,MAAM,aAAa,CAAC;AAErB,MAAM,WAAW,YAAY,CAAC,CAAC,SAAS,UAAU,EAAE,CAAC,SAAS,OAAO;IACnE,GAAG,CAAC,EAAE,MAAM,CAAC;IACb,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB;;;;;;;;;OASG;IACH,OAAO,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,KAAK,CAAC,CAAC;IACrC,YAAY,EAAE,CAAC,CAAC;IAChB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,mEAAmE;IACnE,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,4EAA4E;IAC5E,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,wEAAwE;IACxE,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,SAAS,CAAC,EAAE,MAAM,IAAI,CAAC;IACvB,YAAY,CAAC,EAAE,MAAM,IAAI,CAAC;IAC1B,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB;;;;;OAKG;IACH,eAAe,CAAC,EAAE,qBAAqB,CAAC;CACzC;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,aAAa,CAAC,CAAC,SAAS,UAAU,EAAE,CAAC,SAAS,OAAO,EACnE,MAAM,EAAE,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC;;;;IA2OxB;;;;OAIG;;yBAvBmC,CAAC;;IA2BvC,8EAA8E;;IAE9E,0EAA0E;;IAE1E,+EAA+E;;EAGlF"}
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package/package.json
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package/src/client.ts
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export interface ClientConfig<S extends IGameState, A extends IAction> {
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url?: string; // Full WebSocket URL (overrides auto-detection)
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wsPort?: number; // WebSocket port (default: auto-detected as HTTP port + 2)
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-
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/**
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* Applies actions locally for an optimistic update before the host confirms.
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*
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* **Omit it when the host projects state per player** (`project` in
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* `GameHostRuntimeConfig`): the client then holds a *view* rather than the
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* whole state, and the game reducer cannot run over a partial view. Without a
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* reducer the client simply renders what the host sends — a round trip that
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* is imperceptible for turn-based games, and the price of hidden information
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* never reaching the device.
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*/
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reducer?: (state: S, action: A) => S;
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initialState: S;
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name?: string; // Player display name (default: "Player")
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avatar?: string; // Player avatar emoji (default: "\u{1F600}")
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const [disconnectReason, setDisconnectReason] = useState<string | null>(null);
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// Local Optimistic State
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// Wrap the user's reducer with createGameReducer to handle HYDRATE automatically
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// Wrap the user's reducer with createGameReducer to handle HYDRATE automatically.
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// With no reducer (server-projected views) the identity function keeps HYDRATE
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// working while local application becomes a no-op.
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const [state, dispatchLocal] = useReducer(
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createGameReducer(config.reducer),
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createGameReducer(config.reducer ?? ((current: S) => current)),
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config.initialState,
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);
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