@crowdedkingdoms/crowdyjs 18.0.4-dev.1 → 18.2.0-dev.1

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package/MIGRATION.md CHANGED
@@ -120,6 +120,58 @@ super-admin's session). There is no SDK replacement.
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  `dev`'s SDL after #417 merged (`npm run schema:sync:paths -- --schema <that schema.gql>`, then
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  `npm run codegen`).
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+ ## 18.2.0: `ChunkStore` keeps the voxel edits it hydrated
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+
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+ No API change. Every voxel write but a chunk write-back lands only in the chunk's edit log: a
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+ hub's or mod's `world.set_voxels`, `updateVoxel`, and realtime voxel updates. Since ck-api
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+ `dev/v2.33.0` (cks-game-api #445) `getChunk` returns each recorded edit as a `voxelStates` entry
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+ with its type, over a stored `voxels` that holds none of them. `ChunkStore` applies them when it
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+ hydrates a loaded chunk: set `hydrateVoxelStates: true` unless you configure a
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+ `voxelStateCodec` (the-construct does since construct 0.3.6), or a reload shows none of them.
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+ (OI-2026-10-02-006)
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+
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+ - `ensureAround` no longer applies a chunk it has already loaded when the bulk load returns it
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+ again: the cube around a new center overlaps the old one, and the stored `voxels` put back
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+ over the cache wiped the hydrated edits (a hub's block vanished the moment the player crossed
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+ into a new chunk) and every realtime merge, and the chunk was never hydrated again. To load a
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+ chunk afresh, `pruneBeyond` it first, or call `hydrate(coord)`.
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+ - `hydrate` puts the entries on a chunk stored with `voxels: null` (a zero grid under them); it
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+ used to drop their types. An entry without a state clears the state cached at its voxel, as a
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+ realtime merge without one does.
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+
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+ ## 18.1.0: open grids, and where a connect token may go
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+
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+ Additive, except that `client.exec.connect` refuses a gateway it would once have dialed (below).
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+ The two grid calls need a game API with cks-game-api #436 (ck-api `dev/v2.31.0`); nothing else
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+ calls them.
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+
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+ - `client.gameApps.setOpenPermissions({ appId, gridId, permissionKeys })` (also
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+ `client.admin.grids`) opens a grid to every player with active access to the app: it replaces
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+ the keys the grid grants each of them, within its limits, and players who gain access later get
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+ them too. An empty `permissionKeys` closes it; `openPermissions(appId, gridId)` reads them. Both
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+ need `manage_apps`. Since #436 the most specific grid covering a chunk decides who may build
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+ there, so a zone nested in the world grid that everyone should build in must grant
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+ `update_voxel_data` itself. `BAD_REQUEST` refuses the world grid (open already), the four
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+ player-code keys, a key that is not an active grid key, and a 33rd open grid in one app.
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+ (OI-2026-09-30-007)
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+ - `client.exec.connect` and `connectAsDeveloper` send the connect token only to a gateway that
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+ `execGatewayRefusal(gameApiUrl, gatewayUrl)` passes: `ws:` or `wss:`, `wss:` whenever the game
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+ API is `https:`, no credentials in the URL, and on the estate of the game API or of this
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+ release's default origin, as `BinaryRelayTransport` holds a reconnect directive to its estate.
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+ A loopback game API may name a loopback gateway (ck-exec's local cluster). Any other gateway is
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+ never dialed: the attempt fails `Unavailable` ("refusing the gateway …"), and a reconnect asks
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+ the game API again. `ExecConnection.open(gatewayUrl, token)` still dials what it is given.
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+ (OI-2026-09-30-010)
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+ - A gateway's refusal of the connect token is `Denied` again under Node's `ws` package. Since
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+ ck-exec 0.10.0 a gateway answers the upgrade `HTTP 401` with the reason as its body, which
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+ `connect` now reads: `Denied: the gateway refused the connection (HTTP 401: <reason>)`.
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+ `HTTP 429` (a player past 16 sessions to one app through a gateway, or a gateway past its
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+ total) is `Unavailable` with its reason. A browser, and Node's built-in WebSocket, cannot read a
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+ refused upgrade, so there both stay `Unavailable`. A gateway before 0.10.0 closed with 4401,
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+ which is `Denied` everywhere, now for a call in flight when it closes as well.
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+ (OI-2026-09-29-002)
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+ - `schema.gql` and the generated types are cks-game-api `dev`'s after #436.
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+
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  ## 18.0.4: a refused chunk write-back is dropped, and the wilderness setting
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  The P3 W5 security review's notes for the SDKs. The game API now refuses `updateChunk` with
package/README.md CHANGED
@@ -12,19 +12,23 @@ gameplay, minted per app through `client.portal`.
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  Start here:
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- - [SDK guide](https://docs.crowdedkingdoms.com/crowdyjs/readme) — the canonical
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+ - [SDK guide](https://docs.dev.crowdedkingdoms.com/crowdyjs/readme) — the canonical
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  walkthrough of everything in this README.
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- - [Build a game](https://docs.crowdedkingdoms.com/build-a-game/intro) — a
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+ - [Build a game](https://docs.dev.crowdedkingdoms.com/build-a-game/intro) — a
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  hands-on tutorial from sign-in to a playable voxel game.
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- - [Platform overview](https://docs.crowdedkingdoms.com/overview/client-workflow)
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+ - [Platform overview](https://docs.dev.crowdedkingdoms.com/overview/client-workflow)
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  — how a client session flows through the platform.
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  ## Install
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  ```bash
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- npm install @crowdedkingdoms/crowdyjs
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+ npm install @crowdedkingdoms/crowdyjs@dev
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  ```
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+ This README is the `dev` branch's: it documents the release on the `dev` dist-tag
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+ (`npm view @crowdedkingdoms/crowdyjs dist-tags`), and its links go to the dev docs site. A
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+ plain `npm install` resolves `latest`, the production release, which has no `client.exec`.
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+
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  CrowdyJS targets browsers by default and uses native `fetch`, `WebSocket`,
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  `crypto`, `btoa`, and `atob`. Node tools can still use the SDK, but must
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  provide browser-compatible globals when opening realtime connections (e.g.
@@ -171,8 +175,8 @@ Notes:
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  - Use `client.auth.setToken(token)` to seed a token externally (e.g. when
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  restoring auth from a non-default storage).
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- Deeper reading: [Portals & app-scoped tokens](https://docs.crowdedkingdoms.com/management-api/portals-and-app-tokens)
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- and [Sign in](https://docs.crowdedkingdoms.com/management-api/authentication).
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+ Deeper reading: [Portals & app-scoped tokens](https://docs.dev.crowdedkingdoms.com/management-api/portals-and-app-tokens)
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+ and [Sign in](https://docs.dev.crowdedkingdoms.com/management-api/authentication).
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  ### Token refresh during gameplay
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@@ -253,7 +257,7 @@ grouped under `client.admin` and mirrored at the top level):
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  | `client.quotas` | Usage quotas at the org/app scope. |
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  | `client.usage` | Replication + GraphQL usage reporting. |
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  | `client.sharedEnvironment` | Publish to shared, runtime gating, spend caps, auto-billing. |
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- | `client.gameApps` | App grids (`createGrid` / `deleteGrid`), first-class grid ownership (`ownership` / `assignOwnership` / `transferOwnership`), and grid runtime-permission administration. |
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+ | `client.gameApps` | App grids (`createGrid` / `deleteGrid`), first-class grid ownership (`ownership` / `assignOwnership` / `transferOwnership`), and grid runtime-permission administration, including open grids (`setOpenPermissions` / `openPermissions`, 18.1.0): the keys a grid grants every player, which a zone everyone may build in needs, since the most specific grid over a chunk decides who builds there. |
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  **The SDK is for normal clients, and designed for production.** It carries what players,
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  developers and org-admins call, and nothing only a super-admin or a platform operator can
@@ -295,7 +299,7 @@ query AppForRouting($appId: BigInt!) {
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  `CrowdyClient` with `httpUrl: gameApiUrl` (and the matching `wsUrl`) holding
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  that app's app-scoped token, then drive gameplay through that client. Apps
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  with no `gameApiUrl` keep working against the default `httpUrl` you
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- configured. See [Loading an app's Game API](https://docs.crowdedkingdoms.com/crowdyjs/shared-environment-routing).
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+ configured. See [Loading an app's Game API](https://docs.dev.crowdedkingdoms.com/crowdyjs/shared-environment-routing).
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  ## Realtime notifications
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@@ -587,6 +591,11 @@ write-back), `channelInbox` / `actorInbox` (message inboxes), `events` (typed
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  event router), `host` (host tracking), and `save` / `avatar` (typed durable
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  state).
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+ A voxel edit that is not a chunk write-back (a hub's or mod's `world.set_voxels`, `updateVoxel`,
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+ another player's realtime voxel update) reaches a reload only through hydration: `getChunk`
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+ returns it in `voxelStates`, and the bulk load's `voxels` never hold it. The store hydrates when
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+ it has a `voxelStateCodec`; without one, set `chunks: { hydrateVoxelStates: true }`.
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+
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  A chunk write-back the server refuses (a visitor on someone else's plot, a safe zone, a closed
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  wilderness) is dropped, not retried; one that fails for a reason that can clear is tried five
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  times. Listen with `session.chunks.onWriteBackFailed(...)` to undo or flag the edit (18.0.4).
@@ -599,7 +608,7 @@ reach your bundle. Reads are synchronous snapshots and writes happen on
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  WebSocket events (not `requestAnimationFrame`), so render loops read freely
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  and a backgrounded tab keeps ingesting updates; pass `workerTicker()` to also
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  keep timer-driven sends at full rate while hidden. See the
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- [World Stores guide](https://docs.crowdedkingdoms.com/crowdyjs/stores).
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+ [World Stores guide](https://docs.dev.crowdedkingdoms.com/crowdyjs/stores).
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  ## Game Kit
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@@ -626,7 +635,8 @@ model in 18.0.0; see [MIGRATION.md](MIGRATION.md).
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  ## ck-exec (dev-tier preview)
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  ck-exec runs an app's server code as **hubs** (stateful, one instance per key) and **spokes**
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- (stateless, replicated) on execution hosts, on the dev environment only for now. A player
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+ (stateless, replicated) on execution hosts, on the dev environment only for now, so it needs
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+ the `@dev` release (`npm install @crowdedkingdoms/crowdyjs@dev`). A player
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  connects to one host and calls any node of the app through it:
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  ```ts
@@ -643,6 +653,14 @@ exec.onReconnect((host) => console.log('moved to', host));
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  - `connect` asks the game API for a host (`execConnect`) and opens a WebSocket to its gateway.
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  With `nodeType` and `key`, the player lands on the host that runs that instance. On runtimes
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  without a global `WebSocket` (Node before 22), pass one: `{ WebSocket }` from the `ws` package.
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+ - The connect token rides in the gateway URL, so `connect` dials only a gateway
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+ `execGatewayRefusal(gameApiUrl, gatewayUrl)` passes: `wss:` when the game API is `https:`, and on
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+ the game API's estate or the platform's (a loopback game API may name a loopback gateway, as
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+ ck-exec's local cluster does). Any other is refused `Unavailable` without being dialed (18.1.0).
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+ - A gateway that refuses the connect token answers the upgrade `HTTP 401` with its reason. Under
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+ Node's `ws` package `connect` throws `Denied` with that reason; a browser cannot read a refused
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+ upgrade, so there it is `Unavailable`. `HTTP 429` (more than 16 sessions to one app through
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+ one gateway) is `Unavailable` with its reason under `ws` (18.1.0).
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  - A refused call throws `CrowdyExecError`: `status` is the platform's (`AppError` carries the
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  handler's own message; `Busy`, `Moved`, `Unavailable` and `RateLimited` are `retryable`).
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  The SDK does not retry `Busy`. A gateway refuses a player's calls over 120 per 10 s (per app
@@ -660,7 +678,7 @@ exec.onReconnect((host) => console.log('moved to', host));
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  - When the host goes away, the connection asks for a host again, reconnects and renews every
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  subscription; a call caught by it, or answered `Moved`, is tried once more.
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  - `ExecConnection.open(gatewayUrl, token)` connects with a connect token you already have
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- (tools and tests), without reconnecting.
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+ (tools and tests), without reconnecting. It dials the URL it is given.
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  - `client.exec.deploy({ appId, root, types })` takes each node type's compiled module
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  (`wasm: Uint8Array`) with its manifest fields, sends each distinct module once, and makes
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  the version active.
@@ -865,7 +883,7 @@ CLIENT project needs ck-api `v2.25.1` or later. A CLIENT crate still on the lega
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  on legacy player compute since 18.0.0.
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  See [CLIENT halves](https://docs.dev.crowdedkingdoms.com/exec/client-halves), [mods](https://docs.dev.crowdedkingdoms.com/exec/mods)
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- and [Embed Crowdy Studio in your game](https://docs.crowdedkingdoms.com/crowdyjs/crowdy-studio-embed).
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+ and [Embed Crowdy Studio in your game](https://docs.dev.crowdedkingdoms.com/crowdyjs/crowdy-studio-embed).
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  ### The Studio agent (DeepSeek Harness in the browser)
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@@ -1028,6 +1046,11 @@ while `mintAppToken` under direct connect hands back one instance
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  (`ck-api-<dc>-<n>.<zone>`). They agree on the datacenter, not on the host, which
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  is why the mint also returns `discoveryUrl`.
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+ `test/e2e/open-grid-and-exec-gateway.test.mjs` needs no account at all: with
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+ `CROWDY_HTTP_URL` and `CROWDY_E2E_THROWAWAY_OWNER=1` it registers a throwaway org admin (its own
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+ org and app) and a player, opens and closes a grid, and checks the tier's ck-exec gateway. It
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+ leaves the org behind and archives the app, so it runs only when asked to.
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+
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  ## Maintainers: schema artifacts and fixtures
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  CrowdyJS is a standalone public package: a clean clone builds with
@@ -1038,7 +1061,7 @@ no other repositories and no network access required:
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  - `src/generated/graphql.ts` — generated TypeScript operation types.
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  Schema refresh is explicit, from the published
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- [SDL](https://docs.crowdedkingdoms.com/schema/game-api.graphql):
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+ [SDL](https://docs.dev.crowdedkingdoms.com/schema/game-api.graphql):
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  ```bash
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  npm run schema:sync:prod
@@ -17,8 +17,8 @@ import type { GameAppsAPI } from './gameApps.js';
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  * instances also reachable at the top level (e.g. `client.billing`), grouped
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  * here for discoverability.
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  *
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- * Operator-only platform operations live separately under `client.operator`
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- * (requires `is_operator`).
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+ * Platform-operator operations are not in the SDK; it wraps only what a studio
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+ * or a player may call.
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  *
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  * @example
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  * ```ts
@@ -8,8 +8,8 @@
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  * instances also reachable at the top level (e.g. `client.billing`), grouped
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  * here for discoverability.
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  *
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- * Operator-only platform operations live separately under `client.operator`
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- * (requires `is_operator`).
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+ * Platform-operator operations are not in the SDK; it wraps only what a studio
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+ * or a player may call.
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  *
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  * @example
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  * ```ts
@@ -17,7 +17,8 @@ export { ExecModScope };
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  * ```
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  *
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  * `connect` asks the game API for a host (`execConnect`, with the app-scoped token
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- * of `appId` as the session token) and opens a WebSocket to its gateway. Frames are
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+ * of `appId` as the session token) and opens a WebSocket to its gateway, once the
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+ * gateway passes {@link execGatewayRefusal}. Frames are
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  * ck-exec's client protocol (`ckx-proto/src/client.rs`); payloads are MessagePack.
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  * The connection recovers by itself: a closed socket or a `Moved` reply asks for a
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  * host again, renews every subscription, and retries the call once.
@@ -111,11 +112,28 @@ export interface ExecConnectOptions {
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  callTimeoutMs?: number;
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  /** Connect again when the socket closes unexpectedly. Default true. */
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  reconnect?: boolean;
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- /** A WebSocket implementation where there is no global one (older Node). */
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+ /**
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+ * A WebSocket implementation where there is no global one (older Node). With Node's `ws`
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+ * package, a gateway that refuses the connect token (`HTTP 401`) is reported as `Denied`
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+ * with the gateway's reason; a browser, and Node's built-in WebSocket, cannot read a refused
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+ * upgrade, so there it is `Unavailable`. A gateway before ck-exec 0.10.0 closed with 4401,
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+ * which is `Denied` everywhere.
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+ */
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  WebSocket?: ExecWebSocketCtor;
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  /** MessagePack decoding options, e.g. `{ useBigInt64: true }` for 64-bit integers above 2^53. */
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  decode?: DecoderOptions;
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  }
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+ /**
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+ * Why {@link ExecAPI.connect} will not send a connect token to `gatewayUrl`, or null when it
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+ * will. The game API names the gateway, and the token rides in its query string, so a gateway
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+ * must be `ws:` or `wss:` (`wss:` whenever the game API is `https:`), carry no credentials,
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+ * and be on the estate of the game API or of this release's default origin
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+ * (`CROWDY_DEFAULT_HTTP_ORIGIN`, the tier the SDK was published for), as
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+ * `BinaryRelayTransport` holds a reconnect directive to its estate. A game API on loopback
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+ * (ck-exec's local cluster) may also name a loopback gateway. `gameApiUrl` may be relative to
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+ * the page.
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+ */
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+ export declare function execGatewayRefusal(gameApiUrl: string, gatewayUrl: string): string | null;
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  /**
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  * One player's connection to a ck-exec host. Calls go to any node of the app;
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  * the host routes them. Subscriptions survive reconnects.
@@ -138,7 +156,8 @@ export declare class ExecConnection {
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  constructor(dial: () => Promise<ExecEndpoint>, options?: ExecConnectOptions);
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  /**
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  * Opens a connection to a known gateway with a connect token, without the game API
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- * (tools and tests; a game uses {@link ExecAPI.connect}). It does not reconnect.
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+ * (tools and tests; a game uses {@link ExecAPI.connect}). It does not reconnect, and it
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+ * dials the URL it is given: {@link execGatewayRefusal} judges only what the game API names.
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  */
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  static open(gatewayUrl: string, token: string, options?: Omit<ExecConnectOptions, 'reconnect'>): Promise<ExecConnection>;
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  /** The execution host this connection is on. */
@@ -402,6 +421,8 @@ export declare function isNameList(value: unknown): value is string[];
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  export declare class ExecAPI {
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  private readonly graphql;
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  constructor(graphql: GraphQLClient);
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+ /** `fetch`, refusing a gateway {@link execGatewayRefusal} will not send a token to. */
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+ private checked;
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  /**
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  * A host and a developer connect token for `appId` (valid for about a minute). The
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  * session's calls arrive as `Caller::Developer` with your user id and may reach any
@@ -605,7 +626,11 @@ export declare class ExecAPI {
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  * `consentedHostCalls: capabilitySummary.hostFunctions`.
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  */
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  modClientArtifactBytes(appId: string, modId: string): Promise<ExecModClientArtifactBytes>;
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- /** A host for this player and its connect token (valid for about a minute). */
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+ /**
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+ * A host for this player and its connect token (valid for about a minute). {@link connect}
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+ * dials its gateway only when {@link execGatewayRefusal} passes it; dialing it any other way,
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+ * apply the same check.
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+ */
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  endpoint(appId: string, options?: {
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  nodeType?: string;
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  key?: string;
@@ -615,7 +640,10 @@ export declare class ExecAPI {
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  /**
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  * Connects the signed-in player to ck-exec for `appId`. The session token must be
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  * that app's app-scoped token. With `nodeType` (and `key`) the player lands on the
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- * host that runs that instance.
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+ * host that runs that instance. A gateway that {@link execGatewayRefusal} refuses is never
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+ * dialed: the attempt fails `Unavailable`, and a reconnect asks the game API again.
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+ * @throws {CrowdyExecError} `Denied` when the gateway refuses the connect token (see
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+ * {@link ExecConnectOptions.WebSocket}), `Unavailable` when no host could be reached.
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  */
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  connect(appId: string, options?: ExecConnectOptions): Promise<ExecConnection>;
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  /**
@@ -1 +1 @@
1
- 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@@ -1,4 +1,6 @@
1
1
  import { decode, encode } from '@msgpack/msgpack';
2
+ import { isSameEstate } from '../binary-relay.js';
3
+ import { CROWDY_DEFAULT_HTTP_ORIGIN } from '../default-origin.js';
2
4
  import { CrowdyError, CrowdyProtocolError } from '../errors.js';
3
5
  import { ExecActivateVersionDocument, ExecAppStatusDocument, ExecBuildDocument, ExecBuildStatusDocument, ExecConnectAsDeveloperDocument, ExecConnectDocument, ExecConsentClientModDocument, ExecDeployDocument, ExecEndpointStatsDocument, ExecGridClientModsDocument, ExecInstancesDocument, ExecLogsDocument, ExecAppModsDocument, ExecModBuildDocument, ExecModBuildStatusDocument, ExecModClientArtifactDocument, ExecModClientBuildDocument, ExecModClientDeleteDocument, ExecModClientDeployDocument, ExecModDeleteDocument, ExecModDeployDocument, ExecModInstallDocument, ExecModListingsDocument, ExecModLogsDocument, ExecModPublishDocument, ExecModScope, ExecModSetEnabledDocument, ExecModSetSwitchDocument, ExecModStarterDocument, ExecModSwitchesDocument, ExecModUnpublishDocument, ExecModsDocument, ExecMyModsDocument, ExecRevokeAuthorTrustDocument, ExecRevokeClientModConsentDocument, ExecSetEnabledDocument, ExecStartersDocument, ExecTrustAuthorDocument, ExecVersionsDocument, } from '../generated/graphql.js';
4
6
  export { ExecModScope };
@@ -16,7 +18,8 @@ export { ExecModScope };
16
18
  * ```
17
19
  *
18
20
  * `connect` asks the game API for a host (`execConnect`, with the app-scoped token
19
- * of `appId` as the session token) and opens a WebSocket to its gateway. Frames are
21
+ * of `appId` as the session token) and opens a WebSocket to its gateway, once the
22
+ * gateway passes {@link execGatewayRefusal}. Frames are
20
23
  * ck-exec's client protocol (`ckx-proto/src/client.rs`); payloads are MessagePack.
21
24
  * The connection recovers by itself: a closed socket or a `Moved` reply asks for a
22
25
  * host again, renews every subscription, and retries the call once.
@@ -190,6 +193,112 @@ const MAX_BACKOFF_MS = 5000;
190
193
  function subKey(nodeType, key, topic) {
191
194
  return `${nodeType}\u0000${key}\u0000${topic}`;
192
195
  }
196
+ // ---- where a connect token may go ----
197
+ function parseUrl(raw, base) {
198
+ try {
199
+ return new URL(raw, base);
200
+ }
201
+ catch {
202
+ return null;
203
+ }
204
+ }
205
+ function isIpLiteral(host) {
206
+ return host.startsWith('[') || /^\d{1,3}(\.\d{1,3}){3}$/.test(host);
207
+ }
208
+ function isLoopback(host) {
209
+ return (host === 'localhost' ||
210
+ host.endsWith('.localhost') ||
211
+ host === '[::1]' ||
212
+ /^127\.\d{1,3}\.\d{1,3}\.\d{1,3}$/.test(host));
213
+ }
214
+ /** One host, or two DNS names that {@link isSameEstate} puts on one estate. Never two IPs. */
215
+ function sameEstate(a, b) {
216
+ if (a.hostname === b.hostname)
217
+ return true;
218
+ if (isIpLiteral(a.hostname) || isIpLiteral(b.hostname))
219
+ return false;
220
+ return isSameEstate(a.href, b.href);
221
+ }
222
+ /**
223
+ * Why {@link ExecAPI.connect} will not send a connect token to `gatewayUrl`, or null when it
224
+ * will. The game API names the gateway, and the token rides in its query string, so a gateway
225
+ * must be `ws:` or `wss:` (`wss:` whenever the game API is `https:`), carry no credentials,
226
+ * and be on the estate of the game API or of this release's default origin
227
+ * (`CROWDY_DEFAULT_HTTP_ORIGIN`, the tier the SDK was published for), as
228
+ * `BinaryRelayTransport` holds a reconnect directive to its estate. A game API on loopback
229
+ * (ck-exec's local cluster) may also name a loopback gateway. `gameApiUrl` may be relative to
230
+ * the page.
231
+ */
232
+ export function execGatewayRefusal(gameApiUrl, gatewayUrl) {
233
+ const gateway = parseUrl(gatewayUrl);
234
+ if (!gateway)
235
+ return 'it is not an absolute URL';
236
+ if (gateway.protocol !== 'ws:' && gateway.protocol !== 'wss:') {
237
+ return `${gateway.protocol} is not a WebSocket scheme`;
238
+ }
239
+ if (gateway.username || gateway.password)
240
+ return 'it carries credentials';
241
+ const page = globalThis.location?.href;
242
+ const api = parseUrl(gameApiUrl, page);
243
+ if (!api)
244
+ return `the game API URL ${gameApiUrl} is not absolute`;
245
+ if (api.protocol === 'https:' && gateway.protocol !== 'wss:') {
246
+ return 'a game API on https: hands out wss: gateways only';
247
+ }
248
+ if (sameEstate(api, gateway))
249
+ return null;
250
+ const tier = parseUrl(CROWDY_DEFAULT_HTTP_ORIGIN);
251
+ if (tier && sameEstate(tier, gateway))
252
+ return null;
253
+ if (isLoopback(api.hostname) && isLoopback(gateway.hostname))
254
+ return null;
255
+ const estates = tier && tier.hostname !== api.hostname ? `${api.hostname} and ${tier.hostname}` : api.hostname;
256
+ return `${gateway.hostname} is outside the estate of ${estates}`;
257
+ }
258
+ /**
259
+ * A gateway's close as an error. 4401 is how a gateway before ck-exec 0.10.0 refused a token:
260
+ * it upgraded, then closed, so a call already in flight learns of it here.
261
+ */
262
+ function closedError(ev) {
263
+ return new CrowdyExecError(ev.code === 4401 ? 'Denied' : 'Unavailable', `the gateway closed the connection (${ev.code}${ev.reason ? `: ${ev.reason}` : ''})`);
264
+ }
265
+ const REFUSAL_REASON_MAX_CHARS = 500;
266
+ const REFUSAL_BODY_WAIT_MS = 1000;
267
+ /**
268
+ * Calls `refused` with the status and body of an upgrade the gateway answered with something
269
+ * other than 101. Since ck-exec 0.10.0 a gateway answers a refused connect token `401` and a
270
+ * player past their session cap `429`, each with the reason as its body, before any
271
+ * WebSocket exists. Only Node's `ws` package can read that answer; a browser's WebSocket, and
272
+ * Node's built-in one, see a failed connection and nothing else.
273
+ */
274
+ function onUpgradeRefused(ws, refused) {
275
+ const node = ws;
276
+ if (typeof node.on !== 'function')
277
+ return;
278
+ node.on('unexpected-response', (_req, res) => {
279
+ let body = '';
280
+ let done = false;
281
+ const finish = () => {
282
+ if (done)
283
+ return;
284
+ done = true;
285
+ clearTimeout(timer);
286
+ refused(res.statusCode ?? 0, body.replace(/\s+/g, ' ').trim().slice(0, REFUSAL_REASON_MAX_CHARS));
287
+ // With a listener, `ws` leaves the handshake to it: end it, which also closes the socket.
288
+ node.terminate?.();
289
+ };
290
+ const timer = setTimeout(finish, REFUSAL_BODY_WAIT_MS);
291
+ res.setEncoding?.('utf8');
292
+ res.on('data', (chunk) => {
293
+ body += chunk;
294
+ if (body.length > REFUSAL_REASON_MAX_CHARS)
295
+ finish();
296
+ });
297
+ res.on('end', finish);
298
+ res.on('error', finish);
299
+ res.on('close', finish);
300
+ });
301
+ }
193
302
  /**
194
303
  * One player's connection to a ck-exec host. Calls go to any node of the app;
195
304
  * the host routes them. Subscriptions survive reconnects.
@@ -217,7 +326,8 @@ export class ExecConnection {
217
326
  }
218
327
  /**
219
328
  * Opens a connection to a known gateway with a connect token, without the game API
220
- * (tools and tests; a game uses {@link ExecAPI.connect}). It does not reconnect.
329
+ * (tools and tests; a game uses {@link ExecAPI.connect}). It does not reconnect, and it
330
+ * dials the URL it is given: {@link execGatewayRefusal} judges only what the game API names.
221
331
  */
222
332
  static async open(gatewayUrl, token, options = {}) {
223
333
  const c = new ExecConnection(async () => ({ gatewayUrl, token, host: '' }), {
@@ -261,6 +371,10 @@ export class ExecConnection {
261
371
  /* already closed */
262
372
  }
263
373
  }, OPEN_TIMEOUT_MS);
374
+ onUpgradeRefused(ws, (status, reason) => {
375
+ clearTimeout(timer);
376
+ reject(new CrowdyExecError(status === 401 ? 'Denied' : 'Unavailable', `the gateway refused the connection (HTTP ${status}${reason ? `: ${reason}` : ''})`));
377
+ });
264
378
  ws.onopen = () => {
265
379
  clearTimeout(timer);
266
380
  resolve();
@@ -271,7 +385,7 @@ export class ExecConnection {
271
385
  };
272
386
  ws.onclose = (ev) => {
273
387
  clearTimeout(timer);
274
- reject(new CrowdyExecError(ev.code === 4401 ? 'Denied' : 'Unavailable', `the gateway closed the connection (${ev.code}${ev.reason ? `: ${ev.reason}` : ''})`));
388
+ reject(closedError(ev));
275
389
  };
276
390
  });
277
391
  this.ws = ws;
@@ -279,7 +393,7 @@ export class ExecConnection {
279
393
  this.backoffMs = 250;
280
394
  ws.onmessage = (ev) => this.onMessage(ev.data);
281
395
  ws.onerror = () => { };
282
- ws.onclose = () => this.onClosed(ws);
396
+ ws.onclose = (ev) => this.onClosed(ws, ev);
283
397
  }
284
398
  onMessage(data) {
285
399
  let frame;
@@ -333,11 +447,11 @@ export class ExecConnection {
333
447
  continue;
334
448
  this.pending.delete(rid);
335
449
  clearTimeout(p.timer);
336
- p.reject(new CrowdyExecError('Unavailable', why));
450
+ p.reject(typeof why === 'string' ? new CrowdyExecError('Unavailable', why) : why);
337
451
  }
338
452
  }
339
- onClosed(ws) {
340
- this.rejectPending(ws, 'the connection to the execution host closed');
453
+ onClosed(ws, ev) {
454
+ this.rejectPending(ws, ev?.code === 4401 ? closedError(ev) : 'the connection to the execution host closed');
341
455
  if (this.ws !== ws)
342
456
  return;
343
457
  this.ws = null;
@@ -595,6 +709,16 @@ export class ExecAPI {
595
709
  constructor(graphql) {
596
710
  this.graphql = graphql;
597
711
  }
712
+ /** `fetch`, refusing a gateway {@link execGatewayRefusal} will not send a token to. */
713
+ checked(fetch) {
714
+ return async () => {
715
+ const endpoint = await fetch();
716
+ const why = execGatewayRefusal(this.graphql.endpoint ?? CROWDY_DEFAULT_HTTP_ORIGIN, endpoint.gatewayUrl);
717
+ if (why)
718
+ throw new CrowdyExecError('Unavailable', `refusing the gateway ${endpoint.gatewayUrl}: ${why}`);
719
+ return endpoint;
720
+ };
721
+ }
598
722
  /**
599
723
  * A host and a developer connect token for `appId` (valid for about a minute). The
600
724
  * session's calls arrive as `Caller::Developer` with your user id and may reach any
@@ -615,7 +739,7 @@ export class ExecAPI {
615
739
  * developer token.
616
740
  */
617
741
  async connectAsDeveloper(appId, options = {}) {
618
- const c = new ExecConnection(() => this.developerEndpoint(appId, { nodeType: options.nodeType, key: options.key }), options);
742
+ const c = new ExecConnection(this.checked(() => this.developerEndpoint(appId, { nodeType: options.nodeType, key: options.key })), options);
619
743
  await c.connect();
620
744
  return c;
621
745
  }
@@ -985,7 +1109,11 @@ export class ExecAPI {
985
1109
  abiVersion: a.abiVersion,
986
1110
  };
987
1111
  }
988
- /** A host for this player and its connect token (valid for about a minute). */
1112
+ /**
1113
+ * A host for this player and its connect token (valid for about a minute). {@link connect}
1114
+ * dials its gateway only when {@link execGatewayRefusal} passes it; dialing it any other way,
1115
+ * apply the same check.
1116
+ */
989
1117
  async endpoint(appId, options = {}) {
990
1118
  const data = await this.graphql.request(ExecConnectDocument, {
991
1119
  appId,
@@ -997,10 +1125,13 @@ export class ExecAPI {
997
1125
  /**
998
1126
  * Connects the signed-in player to ck-exec for `appId`. The session token must be
999
1127
  * that app's app-scoped token. With `nodeType` (and `key`) the player lands on the
1000
- * host that runs that instance.
1128
+ * host that runs that instance. A gateway that {@link execGatewayRefusal} refuses is never
1129
+ * dialed: the attempt fails `Unavailable`, and a reconnect asks the game API again.
1130
+ * @throws {CrowdyExecError} `Denied` when the gateway refuses the connect token (see
1131
+ * {@link ExecConnectOptions.WebSocket}), `Unavailable` when no host could be reached.
1001
1132
  */
1002
1133
  async connect(appId, options = {}) {
1003
- const c = new ExecConnection(() => this.endpoint(appId, { nodeType: options.nodeType, key: options.key }), options);
1134
+ const c = new ExecConnection(this.checked(() => this.endpoint(appId, { nodeType: options.nodeType, key: options.key })), options);
1004
1135
  await c.connect();
1005
1136
  return c;
1006
1137
  }