@crowdedkingdoms/crowdyjs 7.1.0 → 8.0.0

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package/MIGRATION.md CHANGED
@@ -1,3 +1,49 @@
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+ # CrowdyJS v8 — Passwordless & federated sign-in (BREAKING)
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+
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+ **Crowded Kingdoms is passwordless.** Email + password login is removed. Update
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+ your sign-in flow to one of:
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+
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+ - **Magic link (email):**
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+ ```ts
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+ await client.auth.requestLoginLink({ email, redirectUri }); // emails a one-time link
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+ // on the landing page (token from the URL):
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+ const { user } = await client.auth.completeLoginLink(tokenFromUrl);
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+ ```
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+ - **Social (federated / OIDC):**
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+ ```ts
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+ const providers = await client.auth.availableLoginProviders(); // e.g. ['google']
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+ const { authorizeUrl, state } = await client.auth.socialLoginStart('google', callbackUrl);
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+ location.assign(authorizeUrl);
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+ // on the callback page:
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+ await client.auth.socialLoginComplete({ provider: 'google', code, state });
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+ ```
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+ - **Dev bypass (development only):** `await client.auth.devLogin(email)` — works only
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+ when the server has `DEV_AUTH_BYPASS` enabled.
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+
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+ **Removed:** `client.auth.login`, `register`, `confirmEmail`, `requestPasswordReset`,
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+ `resetPassword`, `resendConfirmationEmail`, `changePassword` (and the
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+ `LoginUserInput` / `RegisterUserInput` / `ResetPasswordInput` types).
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+
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+ **New:** `requestLoginLink`, `completeLoginLink`, `socialLoginStart`,
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+ `socialLoginComplete`, `devLogin`, `availableLoginProviders`, `myIdentities`,
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+ `linkIdentity`, `unlinkIdentity`. Each sign-in still returns an identity session
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+ token, stored on the shared session automatically (account is created on first
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+ sign-in).
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+
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+ **Portal consent + connected apps (new on `client.portal`):** `getConsent(appId)`,
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+ `authorizeApp(appId)`, `revokeAppAuthorization(appId)`, `myAuthorizedApps()`,
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+ `setAppClientSettings({ appId, redirectUris, clientType, launchUrl })`.
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+ `handleAuthorizeRequest` now enforces consent: untrusted apps throw
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+ `PortalConsentRequiredError` unless you pass `{ grantConsent: true }` (call after
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+ the user approves on the consent screen). Trusted/first-party apps (the Overworld,
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+ app 1) skip consent. Browser portal entry now requires the destination app's
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+ `redirect_uris` to be registered (`setAppClientSettings`).
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+
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+ Everything else from v7 (the two-client pattern, `client.portal` minting/PKCE,
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+ app-scoped tokens) is unchanged.
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+
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+ ---
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+
1
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  # CrowdyJS v7 — Overworld portals & app-scoped tokens (BREAKING)
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3
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  v7 splits the single app-agnostic game token into two credentials and makes
package/README.md CHANGED
@@ -1,6 +1,6 @@
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1
  # CrowdyJS
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2
 
3
- The official browser-first TypeScript SDK for **Crowded Kingdoms**. CrowdyJS gives you one typed client that handles auth, the world/replication GraphQL API, and the UDP proxy subscription stream behind a single shared session.
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+ The official browser-first TypeScript SDK for **Crowded Kingdoms**. CrowdyJS gives you typed clients for auth, the world/replication GraphQL API, and the UDP proxy subscription stream. As of **v7** it follows the Overworld two-token model: an identity **session token** for the Management API, and short-lived **app-scoped tokens** for gameplay via `client.portal` (see [Overworld portals & app-scoped tokens (v7)](#overworld-portals--app-scoped-tokens-v7)).
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4
 
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  ## Install
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6
 
@@ -41,12 +41,15 @@ if (!client.session.getToken()) {
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  await client.auth.login({ email: 'player@example.com', password: 'secret' });
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  }
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43
 
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- // Fetch the per-app bootstrap (version requirements, UDP availability, spatial limits).
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- const bootstrap = await client.serverStatus.gameClientBootstrap('1');
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- console.log(bootstrap.versionInfo.minimumClientVersion);
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+ // `client.auth.login()` returns an identity SESSION token (Management API only).
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+ // Identity reads run on it:
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+ const me = await client.users.me();
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+ console.log(me.email);
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  ```
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49
 
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- Both endpoints share a single `AuthState`, so once `client.auth.login()` returns, every subsequent SDK call (against either endpoint) carries the bearer token automatically.
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+ **Gameplay needs an app-scoped token, not the login token.** Mint one per app and
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+ drive the Game API world/UDP surface (including `gameClientBootstrap`) from a
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+ per-game client — see [Overworld portals & app-scoped tokens (v7)](#overworld-portals--app-scoped-tokens-v7).
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53
 
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  If `managementUrl` is omitted, the SDK falls back to `httpUrl` for backwards-compat with the single-endpoint deployment.
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@@ -90,16 +93,17 @@ If `managementUrl` is omitted, the SDK falls back to `httpUrl` for backwards-com
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  |---|---|
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  | `client.operator` | Control plane: cross-org environments, change orders, secrets, release management, audit. |
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- Auth, user reads, and the studio-admin / operator surfaces target `managementUrl`; the game-client world/UDP surfaces target `httpUrl` / `wsUrl`. A single shared `AuthState` carries the bearer token to whichever endpoint serves each call.
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+ Auth, user reads, and the studio-admin / operator surfaces target `managementUrl` and use the **identity session token**; the game-client world/UDP surfaces target `httpUrl` / `wsUrl` and require an **app-scoped token** for that app. Use one identity client plus a per-game client (see [Overworld portals & app-scoped tokens (v7)](#overworld-portals--app-scoped-tokens-v7)); each client's `AuthState` carries its token to its own endpoints, so HTTP and WebSocket auth never drift within a client.
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  ## Game-loop lifecycle
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99
 
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- 1. Authenticate with `client.auth.login()` or restore a previous token through `client.session.restore()`.
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- 2. Subscribe to UDP proxy notifications with `client.udp.subscribe(handlers, appId)` `appId` is **required** (the SDK opens the realtime socket on demand and scopes it to that app).
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- 3. Join a chunk by sending an initial actor update.
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- 4. Send actor, voxel, text, audio, and client-event updates through `client.udp` or the higher-level `client.world(appId)` helpers.
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- 5. Call `client.udp.disconnect()` when leaving the world.
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- 6. Call `client.close()` when disposing the SDK instance.
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+ 1. Authenticate on the identity client with `client.auth.login()` (or `client.session.restore()`) — this yields the **session token**.
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+ 2. Mint an **app-scoped token** for the app (`identity.portal.mintAppToken(appId)`, or the PKCE portal flow across origins) and build a per-game client holding it (`game.setToken(token)`). The gameplay steps below run on that **game** client.
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+ 3. Subscribe to UDP proxy notifications with `game.udp.subscribe(handlers, appId)` — `appId` is **required** (the SDK opens the realtime socket on demand and scopes it to that app).
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+ 4. Join a chunk by sending an initial actor update.
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+ 5. Send actor, voxel, text, audio, and client-event updates through `game.udp` or the higher-level `game.world(appId)` helpers.
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+ 6. Call `game.udp.disconnect()` when leaving the world; `game.portal.refresh()` before the token expires to keep playing.
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+ 7. Call `client.close()` (and `game.close()`) when disposing the SDK instances.
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104
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  ## Per-app routing
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109
 
@@ -118,18 +122,21 @@ query AppForRouting($appId: BigInt!) {
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122
 
119
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  `gameApiUrl` is populated for **both** dedicated (`splitMode`) and shared
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  (`deploymentTarget: "shared"`) apps. When it's set, build a **second**
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- `CrowdyClient` with `httpUrl: gameApiUrl` (and the matching `wsUrl`) **sharing the
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- same `tokenStore` as the first client**, then drive gameplay through that client.
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- Apps with no `gameApiUrl` keep working against the default `httpUrl` you
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- configured.
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+ `CrowdyClient` with `httpUrl: gameApiUrl` (and the matching `wsUrl`) holding that
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+ app's **app-scoped token** (`identity.portal.mintAppToken(appId)` do **not**
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+ reuse the identity client's session token store), then drive gameplay through that
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+ client. In practice `mintAppToken` already returns `gameApiUrl` / `gameApiWsUrl`,
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+ so you rarely need this separate routing query. Apps with no `gameApiUrl` keep
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+ working against the default `httpUrl` you configured.
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131
 
126
132
  ## Realtime notifications
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133
 
128
134
  `subscribe` takes the handlers **and a required `appId`** (second argument). The
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  Game API scopes the realtime session to that app and rejects an app-agnostic
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- subscription with a `RealtimeConnectionEvent` (`code: 'APP_ID_REQUIRED'`). Run
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- one client per app (sharing the same `tokenStore`) when a player is in multiple
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- apps at once.
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+ subscription with a `RealtimeConnectionEvent` (`code: 'APP_ID_REQUIRED'`). It also
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+ rejects an identity session token (`APP_TOKEN_REQUIRED`) or a token scoped to a
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+ different app (`APP_SCOPE_MISMATCH`). Run one client per app (each holding that
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+ app's app-scoped token) when a player is in multiple apps at once.
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140
 
134
141
  ```ts
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142
  const appId = '1';
@@ -258,7 +265,7 @@ The key parameter is optional and trailing, so it's safe to omit. Requires a ser
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265
 
259
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  - Use `client.auth.setToken(token)` if you need to seed a token externally (e.g. when restoring auth from a non-default storage).
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  - `client.session.restore()` reads from the configured `tokenStore`. `BrowserLocalStorageTokenStore` is provided; bring your own for SSR or Node usage.
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- - A single `AuthState` is observed by both the HTTP client and the realtime socket, so HTTP and WebSocket auth can never drift.
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+ - Each client's `AuthState` is observed by both its HTTP client and its realtime socket, so HTTP and WebSocket auth never drift within a client. Hold the **identity session token** on the management/identity client and an **app-scoped token** on each per-game client (`client.portal` — see the [v7 section](#overworld-portals--app-scoped-tokens-v7)).
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269
 
263
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  ## Overworld portals & app-scoped tokens (v7)
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@@ -1,163 +1,100 @@
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  import type { GraphQLClient } from '../client.js';
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  import type { AuthState } from '../auth-state.js';
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- import { type LoginMutation, type LoginUserInput, type RegisterMutation, type RegisterUserInput, type ResetPasswordInput } from '../generated/graphql.js';
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3
  /**
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- * Authentication and account-lifecycle flows — exposed as `client.auth`.
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+ * Authentication and account lifecycle — exposed as `client.auth`.
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5
  *
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- * Targets the **management-api**: every call routes to `managementUrl` (falling
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- * back to the game-api endpoint only in legacy single-endpoint mode). The
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- * management API owns the `game_tokens` table that backs every login / register
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- * / password / email-confirmation flow; the `token` it returns is a
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- * `game_tokens` row that game-api validates against the same shared Postgres.
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+ * Crowded Kingdoms is **passwordless**. There is no email+password login: a user
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+ * authenticates with an emailed magic link, a federated social provider (OIDC),
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+ * or in development only — the dev bypass. Every path returns an identity
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+ * SESSION token (management-plane), which is stored on the shared session state
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+ * automatically. Gameplay tokens are minted separately via `client.portal`.
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11
  *
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- * {@link login} and {@link register} mint that session token **and** store it on
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- * the shared session state automatically, so every later call on *either*
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- * endpoint (auth, users, apps, actors, chunks, udp, ...) is authenticated
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- * without you threading the token through by hand. Use {@link setToken} to
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- * rehydrate a saved token and {@link getToken} to read the current one. `BigInt`
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- * ids on the returned user (e.g. `userId`, `orgId`) are decimal strings.
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+ * Targets the **management-api** (`managementUrl`).
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13
  *
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- * **Public no session required:** {@link login}, {@link register},
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- * {@link confirmEmail}, {@link requestPasswordReset}, {@link resetPassword}, and
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- * {@link resendConfirmationEmail}. **Require a valid session:** {@link logout},
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- * {@link logoutAllDevices}, and {@link changePassword}, which otherwise throw
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- * {@link CrowdyGraphQLError} with `UNAUTHENTICATED` when the bearer token is
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- * missing, expired, or revoked.
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+ * **Public (no session):** {@link requestLoginLink}, {@link completeLoginLink},
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+ * {@link socialLoginStart}, {@link socialLoginComplete}, {@link devLogin},
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+ * {@link availableLoginProviders}. **Require a session:** {@link logout},
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+ * {@link logoutAllDevices}, {@link myIdentities}, {@link linkIdentity},
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+ * {@link unlinkIdentity}.
26
19
  */
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+ export interface AuthUser {
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+ userId: string;
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+ email?: string | null;
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+ gamertag?: string | null;
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+ }
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+ export interface AuthResponse {
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+ /** Identity session token; stored on the session state automatically. */
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+ token: string;
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+ gameTokenId: string;
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+ user: AuthUser;
30
+ }
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+ export interface UserIdentity {
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+ identityId: string;
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+ provider: string;
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+ subject: string;
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+ email: string | null;
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+ emailVerified: boolean;
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+ createdAt: string;
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+ lastLoginAt: string | null;
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+ }
27
40
  export declare class AuthAPI {
28
41
  private readonly graphql;
29
42
  private readonly session;
30
43
  constructor(graphql: GraphQLClient, session: AuthState);
44
+ /** The federated sign-in providers currently enabled (e.g. `['google']`). */
45
+ availableLoginProviders(): Promise<string[]>;
31
46
  /**
32
- * Authenticate with email + password and start a new session. **Public** — no
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- * existing session required.
34
- *
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- * On success the returned `token` is minted **and** stored on the shared
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- * session state, so subsequent calls on any sub-client (management-api or
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- * game-api) carry it automatically — no need to call {@link setToken}.
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- *
39
- * @param input - Credentials ({@link LoginUserInput}): `email` and `password`
40
- * (min 8 characters).
41
- * @returns An {@link AuthResponse}: the opaque session `token` (sent as
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- * `Authorization: Bearer <token>`), `gameTokenId` (the session row id, a
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- * string), and the authenticated `user`.
44
- * @throws {CrowdyGraphQLError} `UNAUTHENTICATED` on invalid credentials, or
45
- * `BAD_USER_INPUT` on malformed input.
46
- * @example
47
- * ```ts
48
- * const { user } = await client.auth.login({ email, password });
49
- * // the session token is now stored; later calls are authenticated for you
50
- * await client.users.me();
51
- * ```
47
+ * Passwordless: email the address a one-time magic sign-in link (creating the
48
+ * account on first sign-in). Always resolves `sent: true` (no enumeration). In
49
+ * development (`DEV_AUTH_BYPASS`) the response also carries `devToken`, the
50
+ * token to pass straight to {@link completeLoginLink} without an inbox.
52
51
  */
53
- login(input: LoginUserInput): Promise<LoginMutation['login']>;
52
+ requestLoginLink(input: {
53
+ email: string;
54
+ redirectUri?: string;
55
+ }): Promise<{
56
+ sent: boolean;
57
+ devToken: string | null;
58
+ }>;
59
+ /** Complete a magic-link sign-in; stores the session token on success. */
60
+ completeLoginLink(token: string): Promise<AuthResponse>;
54
61
  /**
55
- * Create a new (initially unconfirmed) account, send a confirmation email, and
56
- * return a session for immediate login. **Public** no existing session
57
- * required. Same token-persistence behaviour as {@link login}: the new `token`
58
- * is stored on the shared session state automatically.
59
- *
60
- * @param input - New-account details ({@link RegisterUserInput}): `email`
61
- * (where the confirmation email is sent), `password` (min 8 characters), and
62
- * an optional initial `gamertag` (min 3 characters; can also be set later via
63
- * `client.users.updateGamertag`).
64
- * @returns An {@link AuthResponse} (session `token`, `gameTokenId`, and the new
65
- * `user`).
66
- * @throws {CrowdyGraphQLError} `BAD_USER_INPUT` if the email already exists or
67
- * the input is invalid.
62
+ * Begin a federated (social) sign-in. Returns an `authorizeUrl` to redirect the
63
+ * user to and an opaque `state` to round-trip back to {@link socialLoginComplete}.
68
64
  */
69
- register(input: RegisterUserInput): Promise<RegisterMutation['register']>;
65
+ socialLoginStart(provider: string, redirectUri: string): Promise<{
66
+ authorizeUrl: string;
67
+ state: string;
68
+ }>;
69
+ /** Complete a federated sign-in from the provider callback; stores the token. */
70
+ socialLoginComplete(input: {
71
+ provider: string;
72
+ code: string;
73
+ state: string;
74
+ }): Promise<AuthResponse>;
70
75
  /**
71
- * Single-device logout: revoke the `game_tokens` row that authenticated this
72
- * request; other devices/tokens are unaffected. After a successful server-side
73
- * revoke the in-memory token is cleared from the shared session state so the
74
- * other sub-clients stop using it. Requires a valid session.
75
- *
76
- * @returns `true` if a token was revoked, or `false` if the request carried no
77
- * game token.
78
- * @throws {CrowdyGraphQLError} `UNAUTHENTICATED` if the session is invalid.
76
+ * DEV ONLY bypass sign-in (active only when the server has `DEV_AUTH_BYPASS`).
77
+ * Returns a session for `email` without email/social verification; stores it.
78
+ * Throws `FORBIDDEN` when the bypass is disabled (e.g. production).
79
79
  */
80
+ devLogin(email: string): Promise<AuthResponse>;
81
+ /** The signed-in user's linked sign-in identities. Requires a session. */
82
+ myIdentities(): Promise<UserIdentity[]>;
83
+ /** Link an additional federated identity (from a social callback). */
84
+ linkIdentity(input: {
85
+ provider: string;
86
+ code: string;
87
+ state: string;
88
+ }): Promise<UserIdentity>;
89
+ /** Unlink a federated identity (cannot remove the last sign-in method). */
90
+ unlinkIdentity(identityId: string): Promise<boolean>;
91
+ /** Single-device logout; clears the in-memory token on success. */
80
92
  logout(): Promise<boolean>;
81
- /**
82
- * Revoke **every** active session for the authenticated user (deletes all
83
- * their `game_tokens` rows and records revocations). Requires a valid session;
84
- * use {@link logout} to end only the current one.
85
- *
86
- * Note: unlike {@link logout}, this does not clear the SDK's in-memory token —
87
- * call {@link setToken}`(null)` afterwards if you also want to drop it locally.
88
- *
89
- * @returns `true` on success.
90
- * @throws {CrowdyGraphQLError} `UNAUTHENTICATED` if the session is invalid.
91
- */
93
+ /** Revoke every active session for the user. Requires a session. */
92
94
  logoutAllDevices(): Promise<boolean>;
93
- /**
94
- * Confirm a user's email address using the token from the confirmation email.
95
- * **Public** — the token itself authorizes the call.
96
- *
97
- * @param token - The confirmation token from the emailed link.
98
- * @returns `true` on success, or `false` if the token is invalid or expired.
99
- * @throws {CrowdyGraphQLError} on transport/validation failures (invalid or
100
- * expired tokens resolve to `false` rather than throwing).
101
- */
102
- confirmEmail(token: string): Promise<boolean>;
103
- /**
104
- * Start the password-reset flow by emailing a reset link to the address.
105
- * **Public**. Always returns `true` regardless of whether the email exists or
106
- * is confirmed, to prevent account enumeration.
107
- *
108
- * @param email - Email address to send the password-reset link to.
109
- * @returns `true` (always, even when no such account exists).
110
- * @throws {CrowdyGraphQLError} on transport/validation failures.
111
- */
112
- requestPasswordReset(email: string): Promise<boolean>;
113
- /**
114
- * Complete a password reset using the reset token and a new password.
115
- * **Public** — the reset token authorizes the call. Existing sessions are
116
- * **not** revoked.
117
- *
118
- * @param input - {@link ResetPasswordInput}: the `token` from the emailed reset
119
- * link and the `newPassword` to set (min 8 characters).
120
- * @returns `true` on success.
121
- * @throws {CrowdyGraphQLError} `BAD_USER_INPUT` if the token is invalid or
122
- * expired.
123
- */
124
- resetPassword(input: ResetPasswordInput): Promise<boolean>;
125
- /**
126
- * Re-send the email-confirmation link. **Public**. Always returns `true`
127
- * regardless of whether the account exists or is already confirmed (prevents
128
- * enumeration); the email is only actually sent for existing unconfirmed
129
- * accounts.
130
- *
131
- * @param email - Email address of the account to re-send confirmation to.
132
- * @returns `true` (always).
133
- * @throws {CrowdyGraphQLError} on transport/validation failures.
134
- */
135
- resendConfirmationEmail(email: string): Promise<boolean>;
136
- /**
137
- * Change the authenticated user's password after verifying the current one.
138
- * Requires a valid session. Existing sessions are **not** revoked.
139
- *
140
- * @param currentPassword - The user's current password, for verification.
141
- * @param newPassword - The new password to set (min 8 characters).
142
- * @returns `true` on success.
143
- * @throws {CrowdyGraphQLError} `UNAUTHENTICATED` without a valid session, or
144
- * `BAD_USER_INPUT` if the current password is wrong.
145
- */
146
- changePassword(currentPassword: string, newPassword: string): Promise<boolean>;
147
- /**
148
- * Imperatively replace the in-memory bearer token on the shared session state
149
- * (e.g. to rehydrate a token persisted to disk). Affects every sub-client.
150
- * Local only — performs no network call. Pass `null` to clear it.
151
- *
152
- * @param token - The bearer token to use, or `null` to clear the session.
153
- */
95
+ /** Imperatively set the in-memory bearer token (e.g. rehydrate). */
154
96
  setToken(token: string | null): void;
155
- /**
156
- * Read the current in-memory bearer token from the shared session state. Local
157
- * only — performs no network call.
158
- *
159
- * @returns The current bearer token, or `null` if none is set.
160
- */
97
+ /** Read the current in-memory bearer token. */
161
98
  getToken(): string | null;
162
99
  }
163
100
  //# sourceMappingURL=auth.d.ts.map
@@ -1 +1 @@
1
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