@crowdedkingdoms/crowdyjs 18.5.0-dev.1 → 18.6.0-dev.1

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/MIGRATION.md CHANGED
@@ -120,6 +120,35 @@ 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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+ ## 18.6.0: the input log
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+
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+ Additive. An app with replay logging on has its client inputs recorded, and `client.inputLog`
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+ reads them back on the app-scoped client:
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+
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+ ```ts
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+ const { edges, pageInfo } = await game.inputLog.sessions(appId, { first: 20 });
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+ let after: string | undefined;
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+ do {
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+ const page = await game.inputLog.messages(appId, edges[0].node.gameTokenId, { first: 200, after });
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+ for (const { node } of page.edges) handle(node.messageType, decodeBase64(node.body));
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+ after = page.pageInfo.endCursor ?? undefined;
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+ if (!page.pageInfo.hasNextPage) break;
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+ } while (after);
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+ ```
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+
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+ A player reads only the sessions and inputs they sent; a holder of `manage_apps` on the app reads
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+ every session. Keep paging while `hasNextPage` is true: a messages page can be short, or empty,
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+ when it stopped at the server's time or scan limit. Inputs are kept for the published retention,
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+ so an old session can still be listed after its inputs are gone. Both calls throw
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+ `INPUT_LOG_UNAVAILABLE` on a deployment without input logging, and `messages` throws it, retryable
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+ with the same cursor, when the log cannot be read right now.
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+
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+ `App.replayLoggingEnabled` is selected on every app read and set with `apps.update(appId,
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+ { replayLoggingEnabled: true })` (`manage_apps`). Turning it on is refused with
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+ `INPUT_LOG_FUNDS_NEEDED` unless the org's wallet has a spendable balance or the org is exempt from
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+ billing, because stored input logs are billed (crowdedkingdoms.com/pricing). It needs ck-api with
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+ the input log (`inputLogSessions`, `inputLogMessages`).
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+
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  ## 18.5.0: channel messages limited by distance
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  Additive. `client.udp.sendRangedChannelMessage(input)` publishes to a channel like
package/README.md CHANGED
@@ -243,6 +243,7 @@ never told about, so a native refresh without it is a re-placement.
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  | `client.chunks`, `client.voxels`, `client.actors`, `client.avatars`, `client.state` | World data reads + writes: terrain/LODs, voxel edit + history/rollback, durable actors, avatars, per-user app state blobs. |
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  | `client.host` | Game-host election (`get`, `amIHost`) + actor liveness `heartbeat`. `amIHost` is UI convenience only — a hub decides host-only actions from its caller. |
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  | `client.teleport` | Teleport requests. |
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+ | `client.inputLog` | The input log (18.6.0): `sessions(appId)` and `messages(appId, gameTokenId)` read the client inputs recorded for an app with replay logging on (`apps.update(appId, { replayLoggingEnabled: true })`). A player reads their own; `manage_apps` reads every session. Keep paging while `hasNextPage` is true. |
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  | `client.channels`, `client.teams` | Messaging channels and app-scoped player teams (membership + roles). |
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  | `client.exec` | **ck-exec:** an app's server code as hubs and spokes. `connect(appId, { nodeType, key })` opens a player's connection to an execution host; the `ExecConnection` it returns has `call`, `callRaw`, `subscribe`, `ping`, `onReconnect` and `close`, with MessagePack payloads, and it reconnects and renews subscriptions by itself. `starters` / `build` / `deploy` build and deploy an app (`manage_compute`); `logs`, `instances`, `versions`, `activateVersion` and `setEnabled` operate it; `mod*` are players' mods on grids they own, and `modClient*`, `gridClientMods`, `consentClientMod`, `trustAuthor`, `revokeClientModConsent` and `revokeAuthorTrust` their CLIENT halves. See [ck-exec](#ck-exec). |
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  | `client.playerWallet` | Player spend: balance, ledger, hourly charges, spend caps, card setup, auto-recharge. A ck-exec mod's compute is billed here, to its owner. |
@@ -51,6 +51,7 @@ import { GameAppsAPI } from './domains/gameApps.js';
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  import { VoxelsAPI } from './domains/voxels.js';
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  import { ActorsAPI } from './domains/actors.js';
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  import { TeleportAPI } from './domains/teleport.js';
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+ import { InputLogAPI } from './domains/inputLog.js';
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  import { StateAPI } from './domains/state.js';
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  import { ServerStatusAPI } from './domains/serverStatus.js';
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  import { ChannelsAPI } from './domains/channels.js';
@@ -267,6 +268,8 @@ export declare class CrowdyClient {
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  readonly actors: ActorsAPI;
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  /** Teleport: move an actor to a destination chunk/world. */
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  readonly teleport: TeleportAPI;
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+ /** The input log: recorded client inputs of an app with replay logging on. */
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+ readonly inputLog: InputLogAPI;
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  /** Per-user/per-app persisted state blobs. */
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  readonly state: StateAPI;
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  /** Server status + version discovery (UDP availability, version floors). */
@@ -1 +1 @@
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@@ -52,6 +52,7 @@ import { GameAppsAPI } from './domains/gameApps.js';
52
52
  import { VoxelsAPI } from './domains/voxels.js';
53
53
  import { ActorsAPI } from './domains/actors.js';
54
54
  import { TeleportAPI } from './domains/teleport.js';
55
+ import { InputLogAPI } from './domains/inputLog.js';
55
56
  import { StateAPI } from './domains/state.js';
56
57
  import { ServerStatusAPI } from './domains/serverStatus.js';
57
58
  import { ChannelsAPI } from './domains/channels.js';
@@ -203,6 +204,7 @@ export class CrowdyClient {
203
204
  this.voxels = new VoxelsAPI(this.graphql);
204
205
  this.actors = new ActorsAPI(this.graphql);
205
206
  this.teleport = new TeleportAPI(this.graphql);
207
+ this.inputLog = new InputLogAPI(this.graphql);
206
208
  this.state = new StateAPI(this.graphql);
207
209
  this.serverStatus = new ServerStatusAPI(this.graphql);
208
210
  this.channels = new ChannelsAPI(this.graphql);
@@ -218,11 +218,17 @@ export declare class AppsAPI {
218
218
  * world grid covers): every voxel and chunk write there is refused with `FORBIDDEN`,
219
219
  * whoever makes it, within 15 seconds on every game API replica. Apps start open.
220
220
  *
221
+ * `replayLoggingEnabled: true` turns on replay logging: the realtime servers record
222
+ * every client input they accept for the app, readable with `client.inputLog` and
223
+ * billed as stored input logs (crowdedkingdoms.com/pricing). Apps start with it off
224
+ * ("No replication logging"), and recording stops shortly after it is turned off.
225
+ *
221
226
  * @param appId - Numeric app id.
222
227
  * @param input - {@link UpdateAppInput} fields to change.
223
228
  * @returns The updated {@link App}.
224
229
  * @throws {CrowdyGraphQLError} `FORBIDDEN`/`SCOPE_MISSING` without
225
- * `manage_apps`.
230
+ * `manage_apps`, or `INPUT_LOG_FUNDS_NEEDED` when turning replay logging on for
231
+ * an org whose wallet has no spendable balance (a billing-exempt org needs none).
226
232
  */
227
233
  update(appId: string, input: UpdateAppInput): Promise<UpdateAppMutation['updateApp']>;
228
234
  /**
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"apps.d.ts","sourceRoot":"","sources":["../../src/domains/apps.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAClD,OAAO,EAgBL,KAAK,QAAQ,EAEb,KAAK,cAAc,EAEnB,KAAK,WAAW,EAChB,KAAK,eAAe,EACpB,KAAK,oBAAoB,EACzB,KAAK,6BAA6B,EAClC,KAAK,mBAAmB,EACxB,KAAK,4BAA4B,EACjC,KAAK,iBAAiB,EACtB,KAAK,iBAAiB,EACtB,KAAK,kBAAkB,EACvB,KAAK,yBAAyB,EAC9B,KAAK,sBAAsB,EAC3B,KAAK,+BAA+B,EACpC,KAAK,oBAAoB,EACzB,KAAK,8BAA8B,EACnC,KAAK,yBAAyB,EAE9B,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,iBAAiB,EACvB,MAAM,yBAAyB,CAAC;AAEjC;;;;GAIG;AACH,MAAM,WAAW,QAAQ;IACvB,4DAA4D;IAC5D,KAAK,EAAE,MAAM,CAAC;IACd;;;;OAIG;IACH,SAAS,EAAE,OAAO,CAAC;IACnB;;;;OAIG;IACH,gBAAgB,EAAE,MAAM,GAAG,IAAI,CAAC;IAChC;;;;OAIG;IACH,UAAU,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3B;AAgBD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,qBAAa,OAAO;IACN,OAAO,CAAC,QAAQ,CAAC,GAAG;gBAAH,GAAG,EAAE,aAAa;IAE/C;;;OAGG;IACG,iBAAiB,CACrB,KAAK,EAAE,MAAM,GACZ,OAAO,CAAC,yBAAyB,CAAC,sBAAsB,CAAC,CAAC;IAO7D;;;;OAIG;IACG,cAAc,CAClB,KAAK,EAAE,MAAM,EACb,cAAc,UAAQ,GACrB,OAAO,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;IAYvD;;;;OAIG;IACG,oBAAoB,CACxB,KAAK,EAAE,MAAM,EACb,IAAI,EAAE,iBAAiB,GACtB,OAAO,CAAC,+BAA+B,CAAC,yBAAyB,CAAC,CAAC;IAQtE;;;OAGG;IACG,SAAS,CACb,KAAK,EAAE,iBAAiB,GACvB,OAAO,CAAC,oBAAoB,CAAC,cAAc,CAAC,CAAC;IAKhD;;;OAGG;IACG,mBAAmB,CACvB,KAAK,EAAE,MAAM,EACb,WAAW,EAAE,MAAM,GAClB,OAAO,CAAC,8BAA8B,CAAC,wBAAwB,CAAC,CAAC;IAQpE;;;;;;;;;OASG;IACG,GAAG,CAAC,KAAK,EAAE,MAAM,GAAG,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IAQlD;;;;;;;;;;;;OAYG;IACG,SAAS,CACb,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,GACd,OAAO,CAAC,cAAc,CAAC,WAAW,CAAC,CAAC;IAQvC;;;;;;;;OAQG;IACG,MAAM,IAAI,OAAO,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;IAQ9C;;;;;;;;;;;;;OAaG;IACG,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,OAAO,CAAC,QAAQ,CAAC;IAYhD;;;;;;;OAOG;IACG,MAAM,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;IAKrE;;;;;;;;;OASG;IACG,WAAW,CACf,IAAI,GAAE;QACJ,MAAM,CAAC,EAAE,6BAA6B,CAAC,QAAQ,CAAC,CAAC;QACjD,KAAK,CAAC,EAAE,6BAA6B,CAAC,OAAO,CAAC,CAAC;QAC/C,MAAM,CAAC,EAAE,6BAA6B,CAAC,QAAQ,CAAC,CAAC;KAC7C,GACL,OAAO,CAAC,oBAAoB,CAAC,MAAM,CAAC,CAAC;IAKxC;;;;;;;OAOG;IACG,qBAAqB,CACzB,IAAI,GAAE,4BAAiC,GACtC,OAAO,CAAC,mBAAmB,CAAC,gBAAgB,CAAC,CAAC;IAKjD;;;;;;;;;;;;;;;;;;;;;OAqBG;IACG,oBAAoB,IAAI,OAAO,CACnC,yBAAyB,CAAC,sBAAsB,CAAC,CAClD;IAKD;;;;;;;;;;;;;;OAcG;IACG,MAAM,CACV,KAAK,EAAE,cAAc,GACpB,OAAO,CAAC,iBAAiB,CAAC,WAAW,CAAC,CAAC;IAK1C;;;;;;;;;;;;;;;;;;OAkBG;IACG,MAAM,CACV,KAAK,EAAE,MAAM,EACb,KAAK,EAAE,cAAc,GACpB,OAAO,CAAC,iBAAiB,CAAC,WAAW,CAAC,CAAC;IAQ1C;;;;;;;OAOG;IACG,OAAO,CACX,KAAK,EAAE,MAAM,GACZ,OAAO,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC;CAI7C"}
@@ -256,11 +256,17 @@ export class AppsAPI {
256
256
  * world grid covers): every voxel and chunk write there is refused with `FORBIDDEN`,
257
257
  * whoever makes it, within 15 seconds on every game API replica. Apps start open.
258
258
  *
259
+ * `replayLoggingEnabled: true` turns on replay logging: the realtime servers record
260
+ * every client input they accept for the app, readable with `client.inputLog` and
261
+ * billed as stored input logs (crowdedkingdoms.com/pricing). Apps start with it off
262
+ * ("No replication logging"), and recording stops shortly after it is turned off.
263
+ *
259
264
  * @param appId - Numeric app id.
260
265
  * @param input - {@link UpdateAppInput} fields to change.
261
266
  * @returns The updated {@link App}.
262
267
  * @throws {CrowdyGraphQLError} `FORBIDDEN`/`SCOPE_MISSING` without
263
- * `manage_apps`.
268
+ * `manage_apps`, or `INPUT_LOG_FUNDS_NEEDED` when turning replay logging on for
269
+ * an org whose wallet has no spendable balance (a billing-exempt org needs none).
264
270
  */
265
271
  async update(appId, input) {
266
272
  const data = await this.api.request(UpdateAppDocument, {
@@ -0,0 +1,74 @@
1
+ import type { GraphQLClient } from '../client.js';
2
+ import { type InputLogMessageFilter, type InputLogMessagesQuery, type InputLogSessionFilter, type InputLogSessionsQuery } from '../generated/graphql.js';
3
+ /** One page of {@link InputLogAPI.sessions}. */
4
+ export type InputLogSessionPage = InputLogSessionsQuery['inputLogSessions'];
5
+ /** One recorded session, as {@link InputLogAPI.sessions} returns it. */
6
+ export type InputLogSessionRecord = InputLogSessionPage['edges'][number]['node'];
7
+ /** One page of {@link InputLogAPI.messages}. */
8
+ export type InputLogMessagePage = InputLogMessagesQuery['inputLogMessages'];
9
+ /** One recorded input, as {@link InputLogAPI.messages} returns it. */
10
+ export type InputLogMessageRecord = InputLogMessagePage['edges'][number]['node'];
11
+ /** Paging and filters for {@link InputLogAPI.sessions} and {@link InputLogAPI.messages}. */
12
+ export interface InputLogPageOptions<Filter> {
13
+ /** Page size. The server defaults to 50 and clamps to 1..200. */
14
+ first?: number;
15
+ /** A previous page's `pageInfo.endCursor`; omit for the first page. */
16
+ after?: string;
17
+ filter?: Filter;
18
+ }
19
+ /**
20
+ * The input log: the client inputs the realtime servers recorded for an app with
21
+ * replay logging on (`App.replayLoggingEnabled`, set with {@link AppsAPI.update}).
22
+ * Exposed as `client.inputLog`.
23
+ *
24
+ * **Game plane.** Call it on the app-scoped client for the app (`portal.mintAppToken`
25
+ * or hosted sign-in). An identity session token is refused, and the client follows
26
+ * the app to its datacenter like any gameplay call.
27
+ *
28
+ * **Who sees what.** A player reads only the sessions and inputs they sent. A holder of
29
+ * `manage_apps` on the app reads every session and may filter by `userId`.
30
+ *
31
+ * Inputs are kept for the input log's published retention (crowdedkingdoms.com/pricing)
32
+ * and then deleted, so an old session can still be listed after its inputs are gone.
33
+ * Without input logging on the deployment, both calls throw
34
+ * {@link CrowdyGraphQLError} `INPUT_LOG_UNAVAILABLE`; `messages` also throws it, retryable
35
+ * with the same cursor, when the log cannot be read right now.
36
+ */
37
+ export declare class InputLogAPI {
38
+ private gql;
39
+ constructor(gql: GraphQLClient);
40
+ /**
41
+ * Recorded sessions of an app, newest first. A session is one game token's inputs.
42
+ *
43
+ * @param appId - Numeric app id.
44
+ * @param opts - Paging, and {@link InputLogSessionFilter}: `userId` (another user's
45
+ * needs `manage_apps`), `from` / `to`, and `messageType` (sessions containing it).
46
+ * @returns One page: `edges[].node` are the sessions, `pageInfo.endCursor` the next
47
+ * page's `after`, `totalCount` the matching sessions.
48
+ * @throws {CrowdyGraphQLError} `FORBIDDEN` for another user's sessions without
49
+ * `manage_apps`, or `INPUT_LOG_UNAVAILABLE`.
50
+ */
51
+ sessions(appId: string, opts?: InputLogPageOptions<InputLogSessionFilter>): Promise<InputLogSessionPage>;
52
+ /**
53
+ * The recorded inputs of one session, oldest first, each as the client sent it.
54
+ *
55
+ * `body` is the message in base64, from its type byte up to its authentication tail,
56
+ * which is not recorded (`decodeBase64` gives the bytes). `sizeBytes` is what stored
57
+ * input logs are billed on. Spatial inputs also carry their chunk and actor, and
58
+ * channel inputs their channel.
59
+ *
60
+ * **Keep paging while `pageInfo.hasNextPage` is true.** A page can hold fewer than
61
+ * `first` inputs, or none, when it reached the server's time or scan limit.
62
+ *
63
+ * @param appId - Numeric app id.
64
+ * @param gameTokenId - The session: {@link InputLogSessionRecord.gameTokenId}.
65
+ * @param opts - Paging, and {@link InputLogMessageFilter}: `from` / `to`, and
66
+ * `messageTypes` (at most 64).
67
+ * @returns One page of inputs.
68
+ * @throws {CrowdyGraphQLError} `NOT_FOUND` for a session that is not yours without
69
+ * `manage_apps`, `BAD_USER_INPUT` for a cursor from another session, or
70
+ * `INPUT_LOG_UNAVAILABLE`.
71
+ */
72
+ messages(appId: string, gameTokenId: string, opts?: InputLogPageOptions<InputLogMessageFilter>): Promise<InputLogMessagePage>;
73
+ }
74
+ //# sourceMappingURL=inputLog.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"inputLog.d.ts","sourceRoot":"","sources":["../../src/domains/inputLog.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAElD,OAAO,EAGL,KAAK,qBAAqB,EAC1B,KAAK,qBAAqB,EAC1B,KAAK,qBAAqB,EAC1B,KAAK,qBAAqB,EAC3B,MAAM,yBAAyB,CAAC;AAEjC,gDAAgD;AAChD,MAAM,MAAM,mBAAmB,GAAG,qBAAqB,CAAC,kBAAkB,CAAC,CAAC;AAC5E,wEAAwE;AACxE,MAAM,MAAM,qBAAqB,GAAG,mBAAmB,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC,CAAC;AACjF,gDAAgD;AAChD,MAAM,MAAM,mBAAmB,GAAG,qBAAqB,CAAC,kBAAkB,CAAC,CAAC;AAC5E,sEAAsE;AACtE,MAAM,MAAM,qBAAqB,GAAG,mBAAmB,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC,CAAC;AAEjF,4FAA4F;AAC5F,MAAM,WAAW,mBAAmB,CAAC,MAAM;IACzC,iEAAiE;IACjE,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,uEAAuE;IACvE,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;CACjB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,WAAW;IACV,OAAO,CAAC,GAAG;gBAAH,GAAG,EAAE,aAAa;IAEtC;;;;;;;;;;OAUG;IACG,QAAQ,CACZ,KAAK,EAAE,MAAM,EACb,IAAI,GAAE,mBAAmB,CAAC,qBAAqB,CAAM,GACpD,OAAO,CAAC,mBAAmB,CAAC;IAU/B;;;;;;;;;;;;;;;;;;;OAmBG;IACG,QAAQ,CACZ,KAAK,EAAE,MAAM,EACb,WAAW,EAAE,MAAM,EACnB,IAAI,GAAE,mBAAmB,CAAC,qBAAqB,CAAM,GACpD,OAAO,CAAC,mBAAmB,CAAC;CAUhC"}
@@ -0,0 +1,74 @@
1
+ import { InputLogMessagesDocument, InputLogSessionsDocument, } from '../generated/graphql.js';
2
+ /**
3
+ * The input log: the client inputs the realtime servers recorded for an app with
4
+ * replay logging on (`App.replayLoggingEnabled`, set with {@link AppsAPI.update}).
5
+ * Exposed as `client.inputLog`.
6
+ *
7
+ * **Game plane.** Call it on the app-scoped client for the app (`portal.mintAppToken`
8
+ * or hosted sign-in). An identity session token is refused, and the client follows
9
+ * the app to its datacenter like any gameplay call.
10
+ *
11
+ * **Who sees what.** A player reads only the sessions and inputs they sent. A holder of
12
+ * `manage_apps` on the app reads every session and may filter by `userId`.
13
+ *
14
+ * Inputs are kept for the input log's published retention (crowdedkingdoms.com/pricing)
15
+ * and then deleted, so an old session can still be listed after its inputs are gone.
16
+ * Without input logging on the deployment, both calls throw
17
+ * {@link CrowdyGraphQLError} `INPUT_LOG_UNAVAILABLE`; `messages` also throws it, retryable
18
+ * with the same cursor, when the log cannot be read right now.
19
+ */
20
+ export class InputLogAPI {
21
+ constructor(gql) {
22
+ this.gql = gql;
23
+ }
24
+ /**
25
+ * Recorded sessions of an app, newest first. A session is one game token's inputs.
26
+ *
27
+ * @param appId - Numeric app id.
28
+ * @param opts - Paging, and {@link InputLogSessionFilter}: `userId` (another user's
29
+ * needs `manage_apps`), `from` / `to`, and `messageType` (sessions containing it).
30
+ * @returns One page: `edges[].node` are the sessions, `pageInfo.endCursor` the next
31
+ * page's `after`, `totalCount` the matching sessions.
32
+ * @throws {CrowdyGraphQLError} `FORBIDDEN` for another user's sessions without
33
+ * `manage_apps`, or `INPUT_LOG_UNAVAILABLE`.
34
+ */
35
+ async sessions(appId, opts = {}) {
36
+ const data = await this.gql.request(InputLogSessionsDocument, {
37
+ appId,
38
+ first: opts.first,
39
+ after: opts.after,
40
+ filter: opts.filter,
41
+ });
42
+ return data.inputLogSessions;
43
+ }
44
+ /**
45
+ * The recorded inputs of one session, oldest first, each as the client sent it.
46
+ *
47
+ * `body` is the message in base64, from its type byte up to its authentication tail,
48
+ * which is not recorded (`decodeBase64` gives the bytes). `sizeBytes` is what stored
49
+ * input logs are billed on. Spatial inputs also carry their chunk and actor, and
50
+ * channel inputs their channel.
51
+ *
52
+ * **Keep paging while `pageInfo.hasNextPage` is true.** A page can hold fewer than
53
+ * `first` inputs, or none, when it reached the server's time or scan limit.
54
+ *
55
+ * @param appId - Numeric app id.
56
+ * @param gameTokenId - The session: {@link InputLogSessionRecord.gameTokenId}.
57
+ * @param opts - Paging, and {@link InputLogMessageFilter}: `from` / `to`, and
58
+ * `messageTypes` (at most 64).
59
+ * @returns One page of inputs.
60
+ * @throws {CrowdyGraphQLError} `NOT_FOUND` for a session that is not yours without
61
+ * `manage_apps`, `BAD_USER_INPUT` for a cursor from another session, or
62
+ * `INPUT_LOG_UNAVAILABLE`.
63
+ */
64
+ async messages(appId, gameTokenId, opts = {}) {
65
+ const data = await this.gql.request(InputLogMessagesDocument, {
66
+ appId,
67
+ gameTokenId,
68
+ first: opts.first,
69
+ after: opts.after,
70
+ filter: opts.filter,
71
+ });
72
+ return data.inputLogMessages;
73
+ }
74
+ }