@couch-kit/client 0.11.0 → 0.13.0
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 +51 -0
- package/dist/index.js +5 -3
- package/lib/client.d.ts +11 -1
- package/lib/client.d.ts.map +1 -1
- package/lib/relay-protocol.d.ts +13 -2
- package/lib/relay-protocol.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/client.ts +15 -3
- package/src/relay-protocol.ts +18 -3
package/CHANGELOG.md
CHANGED
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@@ -1,5 +1,56 @@
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# @couch-kit/client
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## 0.13.0
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### Minor Changes
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- [#158](https://github.com/faluciano/react-native-couch-kit/pull/158) [`509ea7c`](https://github.com/faluciano/react-native-couch-kit/commit/509ea7c02aa6f2e56ebf01e781d6de74f0ded021) Thanks [@faluciano](https://github.com/faluciano)! - Let the relay assign room codes
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`RelayDisplayHost`'s `roomId` is now optional. Omit it and the relay mints an
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unused six-character code, reported through the new `onRoomCode` callback and
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the `roomCode` getter.
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A display could never check its own code for collisions — only the relay knows
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which codes are live — so a self-chosen code could land on a game already in
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progress, and did so only after it was on screen. Minted codes are drawn from
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the CSPRNG over a 32-character alphabet without `O`/`0` or `I`/`1`, giving about
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1.07 billion codes.
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Existing callers that pass `roomId` keep their current behaviour, including
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`ROOM_EXISTS` when the code is taken. New callers should expect the code to
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arrive one round trip after connecting rather than being known up front:
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```ts
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const [roomCode, setRoomCode] = useState<string | null>(null);
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new RelayDisplayHost({ url, onRoomCode: setRoomCode, reducer, initialState });
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```
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Relays need a matching update to mint: both bundled implementations
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(`services/relay`, `services/relay-worker`) support it. A display that omits
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`roomId` against an older relay gets `MALFORMED`.
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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
CHANGED
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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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@@ -345,9 +345,10 @@ var RelayErrorCodes = {
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function relayRoomUrl(url, roomId) {
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const trimmed = url.replace(/\/+$/, "");
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const [base, query] = trimmed.split("?", 2);
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const path = `${base}/r/${encodeURIComponent(roomId)}`;
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const path = roomId === undefined ? `${base}${RELAY_MINT_PATH}` : `${base}/r/${encodeURIComponent(roomId)}`;
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return query ? `${path}?${query}` : path;
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}
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var RELAY_MINT_PATH = "/new";
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// src/relay-transport.ts
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var POLICY_CLOSE_CODE = 1008;
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@@ -647,5 +648,6 @@ export {
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SESSION_SECRET_KEY,
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RelayMessageTypes,
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RelayErrorCodes,
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RelayClientTransport
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RelayClientTransport,
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RELAY_MINT_PATH
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};
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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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/**
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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
CHANGED
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@@ -1 +1 @@
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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/lib/relay-protocol.d.ts
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* that keep every room in one process (the Bun reference server) ignore the
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* path, so this is safe to send to either.
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*
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* Passing no room code addresses {@link RELAY_MINT_PATH} instead, asking the
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* relay to allocate one; the code comes back in `ROOM_CREATED`.
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*
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* @param url - Base relay URL, e.g. `wss://relay.example.com`.
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* @param roomId - Room code to address.
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* @param roomId - Room code to address, or omitted to have one minted.
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*/
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export declare function relayRoomUrl(url: string, roomId?: string): string;
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/**
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* Path that asks the relay to allocate a room code.
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*
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* Reserved, so it can never be mistaken for a room code. Single-process relays
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* ignore the path and mint from the `CREATE_ROOM` message alone; sharded relays
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* need it, because they must choose the shard before any frame arrives.
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*/
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export declare
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export declare const RELAY_MINT_PATH = "/new";
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//# sourceMappingURL=relay-protocol.d.ts.map
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{"version":3,"file":"relay-protocol.d.ts","sourceRoot":"","sources":["../src/relay-protocol.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,+EAA+E;AAC/E,eAAO,MAAM,iBAAiB;IAC5B,8DAA8D;aAC9D,WAAW,EAAE,aAAa;IAC1B,0EAA0E;aAC1E,YAAY,EAAE,cAAc;IAC5B,4CAA4C;aAC5C,SAAS,EAAE,WAAW;IACtB,qEAAqE;aACrE,WAAW,EAAE,aAAa;IAC1B,gDAAgD;aAChD,WAAW,EAAE,aAAa;IAC1B,8CAA8C;aAC9C,SAAS,EAAE,WAAW;IACtB,yEAAyE;aACzE,IAAI,EAAE,MAAM;IACZ,6CAA6C;aAC7C,KAAK,EAAE,OAAO;CACN,CAAC;AAEX,wEAAwE;AACxE,eAAO,MAAM,eAAe;aAC1B,cAAc,EAAE,gBAAgB;aAChC,WAAW,EAAE,aAAa;aAC1B,SAAS,EAAE,WAAW;aACtB,WAAW,EAAE,aAAa;aAC1B,iBAAiB,EAAE,mBAAmB;aACtC,SAAS,EAAE,WAAW;IACtB,yEAAyE;aACzE,YAAY,EAAE,cAAc;IAC5B,qCAAqC;aACrC,WAAW,EAAE,aAAa;CAClB,CAAC;AAEX,MAAM,MAAM,cAAc,GACxB,CAAC,OAAO,eAAe,CAAC,CAAC,MAAM,OAAO,eAAe,CAAC,CAAC;AAEzD,+CAA+C;AAC/C,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,OAAO,iBAAiB,CAAC,WAAW,CAAC;IAC3C,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,uEAAuE;AACvE,MAAM,WAAW,kBAAkB;IACjC,IAAI,EAAE,OAAO,iBAAiB,CAAC,YAAY,CAAC;IAC5C,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,4CAA4C;AAC5C,MAAM,WAAW,eAAe;IAC9B,IAAI,EAAE,OAAO,iBAAiB,CAAC,SAAS,CAAC;IACzC,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,wEAAwE;AACxE,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,OAAO,iBAAiB,CAAC,WAAW,CAAC;IAC3C,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,2EAA2E;AAC3E,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,OAAO,iBAAiB,CAAC,WAAW,CAAC;IAC3C,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;CAChB;AAED,qCAAqC;AACrC,MAAM,WAAW,eAAe;IAC9B,IAAI,EAAE,OAAO,iBAAiB,CAAC,SAAS,CAAC;IACzC,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;CAChB;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,OAAO,iBAAiB,CAAC,IAAI,CAAC;IACpC,MAAM,EAAE,MAAM,CAAC;IACf,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,EAAE,CAAC,EAAE,MAAM,CAAC;IACZ,IAAI,EAAE,MAAM,CAAC;CACd;AAED,6CAA6C;AAC7C,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,OAAO,iBAAiB,CAAC,KAAK,CAAC;IACrC,IAAI,EAAE,cAAc,CAAC;IACrB,OAAO,EAAE,MAAM,CAAC;CACjB;AAED,kDAAkD;AAClD,MAAM,MAAM,kBAAkB,GAC1B,iBAAiB,GACjB,eAAe,GACf,WAAW,CAAC;AAEhB,kDAAkD;AAClD,MAAM,MAAM,kBAAkB,GAC1B,kBAAkB,GAClB,iBAAiB,GACjB,iBAAiB,GACjB,eAAe,GACf,WAAW,GACX,iBAAiB,CAAC;AAEtB,gCAAgC;AAChC,MAAM,MAAM,YAAY,GAAG,kBAAkB,GAAG,kBAAkB,CAAC;AAEnE;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,MAAM,CAQjE;AAED;;;;;;GAMG;AACH,eAAO,MAAM,eAAe,SAAS,CAAC"}
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package/package.json
CHANGED
package/src/client.ts
CHANGED
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export interface ClientConfig<S extends IGameState, A extends IAction> {
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30
|
url?: string; // Full WebSocket URL (overrides auto-detection)
|
|
31
31
|
wsPort?: number; // WebSocket port (default: auto-detected as HTTP port + 2)
|
|
32
|
-
|
|
32
|
+
/**
|
|
33
|
+
* Applies actions locally for an optimistic update before the host confirms.
|
|
34
|
+
*
|
|
35
|
+
* **Omit it when the host projects state per player** (`project` in
|
|
36
|
+
* `GameHostRuntimeConfig`): the client then holds a *view* rather than the
|
|
37
|
+
* whole state, and the game reducer cannot run over a partial view. Without a
|
|
38
|
+
* reducer the client simply renders what the host sends — a round trip that
|
|
39
|
+
* is imperceptible for turn-based games, and the price of hidden information
|
|
40
|
+
* never reaching the device.
|
|
41
|
+
*/
|
|
42
|
+
reducer?: (state: S, action: A) => S;
|
|
33
43
|
initialState: S;
|
|
34
44
|
name?: string; // Player display name (default: "Player")
|
|
35
45
|
avatar?: string; // Player avatar emoji (default: "\u{1F600}")
|
|
@@ -83,9 +93,11 @@ export function useGameClient<S extends IGameState, A extends IAction>(
|
|
|
83
93
|
const [disconnectReason, setDisconnectReason] = useState<string | null>(null);
|
|
84
94
|
|
|
85
95
|
// Local Optimistic State
|
|
86
|
-
// Wrap the user's reducer with createGameReducer to handle HYDRATE automatically
|
|
96
|
+
// Wrap the user's reducer with createGameReducer to handle HYDRATE automatically.
|
|
97
|
+
// With no reducer (server-projected views) the identity function keeps HYDRATE
|
|
98
|
+
// working while local application becomes a no-op.
|
|
87
99
|
const [state, dispatchLocal] = useReducer(
|
|
88
|
-
createGameReducer(config.reducer),
|
|
100
|
+
createGameReducer(config.reducer ?? ((current: S) => current)),
|
|
89
101
|
config.initialState,
|
|
90
102
|
);
|
|
91
103
|
|
package/src/relay-protocol.ts
CHANGED
|
@@ -144,12 +144,27 @@ export type RelayMessage = RelayClientMessage | RelayServerMessage;
|
|
|
144
144
|
* that keep every room in one process (the Bun reference server) ignore the
|
|
145
145
|
* path, so this is safe to send to either.
|
|
146
146
|
*
|
|
147
|
+
* Passing no room code addresses {@link RELAY_MINT_PATH} instead, asking the
|
|
148
|
+
* relay to allocate one; the code comes back in `ROOM_CREATED`.
|
|
149
|
+
*
|
|
147
150
|
* @param url - Base relay URL, e.g. `wss://relay.example.com`.
|
|
148
|
-
* @param roomId - Room code to address.
|
|
151
|
+
* @param roomId - Room code to address, or omitted to have one minted.
|
|
149
152
|
*/
|
|
150
|
-
export function relayRoomUrl(url: string, roomId
|
|
153
|
+
export function relayRoomUrl(url: string, roomId?: string): string {
|
|
151
154
|
const trimmed = url.replace(/\/+$/, "");
|
|
152
155
|
const [base, query] = trimmed.split("?", 2);
|
|
153
|
-
const path =
|
|
156
|
+
const path =
|
|
157
|
+
roomId === undefined
|
|
158
|
+
? `${base}${RELAY_MINT_PATH}`
|
|
159
|
+
: `${base}/r/${encodeURIComponent(roomId)}`;
|
|
154
160
|
return query ? `${path}?${query}` : path;
|
|
155
161
|
}
|
|
162
|
+
|
|
163
|
+
/**
|
|
164
|
+
* Path that asks the relay to allocate a room code.
|
|
165
|
+
*
|
|
166
|
+
* Reserved, so it can never be mistaken for a room code. Single-process relays
|
|
167
|
+
* ignore the path and mint from the `CREATE_ROOM` message alone; sharded relays
|
|
168
|
+
* need it, because they must choose the shard before any frame arrives.
|
|
169
|
+
*/
|
|
170
|
+
export const RELAY_MINT_PATH = "/new";
|