@diffenderfer-games/hub 2.0.0-next.0 → 2.0.0-next.2

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.
Files changed (154) hide show
  1. package/CHANGELOG.md +36 -0
  2. package/LICENSE +21 -21
  3. package/README.md +206 -139
  4. package/dist/auto.d.ts +6 -6
  5. package/dist/auto.js +2 -2
  6. package/dist/doctor/cli.mjs +62 -25
  7. package/dist/doctor/cli.mjs.map +1 -1
  8. package/dist/index.d.ts +6 -6
  9. package/dist/index.js +2 -2
  10. package/dist/mp.d.ts +3 -3
  11. package/dist/race.d.ts +1 -1
  12. package/dist/rooms.d.ts +3 -3
  13. package/dist/shared/bridge.js +9 -3
  14. package/dist/shared/bridge.js.map +1 -1
  15. package/dist/shared/client-version.gen.js +1 -1
  16. package/dist/shared/daily.d.ts +10 -4
  17. package/dist/shared/daily.d.ts.map +1 -1
  18. package/dist/shared/daily.js +12 -2
  19. package/dist/shared/daily.js.map +1 -1
  20. package/dist/shared/globals.js +8 -3
  21. package/dist/shared/globals.js.map +1 -1
  22. package/dist/shared/index.d.ts +314 -35
  23. package/dist/shared/index.d.ts.map +1 -1
  24. package/dist/shared/input.js +7 -2
  25. package/dist/shared/input.js.map +1 -1
  26. package/dist/shared/latest-state.js +1 -1
  27. package/dist/shared/mp.js +10 -2
  28. package/dist/shared/mp.js.map +1 -1
  29. package/dist/shared/multiplayer-types.d.ts +15 -2
  30. package/dist/shared/multiplayer-types.d.ts.map +1 -1
  31. package/dist/shared/race-types.d.ts +1 -1
  32. package/dist/shared/race.js +1 -1
  33. package/dist/shared/room-types.d.ts +28 -3
  34. package/dist/shared/room-types.d.ts.map +1 -1
  35. package/dist/shared/rooms.d.ts.map +1 -1
  36. package/dist/shared/rooms.js +10 -2
  37. package/dist/shared/rooms.js.map +1 -1
  38. package/dist/shared/runtime-opener.js +1 -1
  39. package/dist/shared/social.d.ts +23 -8
  40. package/dist/shared/social.d.ts.map +1 -1
  41. package/dist/shared/social.js +6 -1
  42. package/dist/shared/social.js.map +1 -1
  43. package/dist/shared/src.js +1588 -388
  44. package/dist/shared/src.js.map +1 -1
  45. package/dist/shared/wire-types.d.ts +6 -2
  46. package/dist/shared/wire-types.d.ts.map +1 -1
  47. package/dist/social.d.ts +5 -5
  48. package/dist/social.js +1 -1
  49. package/package.json +89 -89
  50. package/src/auto.ts +39 -39
  51. package/src/core/connection.ts +394 -299
  52. package/src/core/errors.ts +147 -147
  53. package/src/core/game-data.ts +40 -38
  54. package/src/core/hub-economy.ts +216 -179
  55. package/src/core/hub-progress.ts +202 -205
  56. package/src/core/hub.ts +133 -131
  57. package/src/core/menu-control.ts +61 -61
  58. package/src/core/offline/events.ts +50 -50
  59. package/src/core/offline/favorites.ts +21 -21
  60. package/src/core/offline/hub-kinds/daily-kind.ts +68 -0
  61. package/src/core/offline/hub-kinds/economy-kinds.ts +86 -0
  62. package/src/core/offline/hub-kinds/game-fields.ts +2 -0
  63. package/src/core/offline/hub-kinds/index.ts +35 -0
  64. package/src/core/offline/hub-kinds/legacy-ops.ts +37 -0
  65. package/src/core/offline/hub-kinds/progress-kinds.ts +148 -0
  66. package/src/core/offline/kind-adapters.ts +48 -0
  67. package/src/core/offline/local-inventory.ts +64 -0
  68. package/src/core/offline/local-store.ts +259 -261
  69. package/src/core/offline/offline-api.ts +65 -0
  70. package/src/core/offline/outbox-entry.ts +59 -0
  71. package/src/core/offline/outbox-kinds.ts +78 -0
  72. package/src/core/offline/outbox-merge.ts +39 -0
  73. package/src/core/offline/outbox-replayer.ts +141 -0
  74. package/src/core/offline/outbox-store.ts +85 -0
  75. package/src/core/offline/outbox.ts +232 -0
  76. package/src/core/offline/queue.ts +126 -171
  77. package/src/core/offline/replay-lease.ts +87 -0
  78. package/src/core/offline/replay-policy.ts +52 -0
  79. package/src/core/page.ts +74 -74
  80. package/src/core/rest/endpoint-types.ts +22 -22
  81. package/src/core/rest/rest-client.ts +163 -152
  82. package/src/core/rest/routes.gen.ts +108 -87
  83. package/src/core/storage/json-guards.ts +80 -74
  84. package/src/core/storage/key-value.ts +66 -66
  85. package/src/core/ticket.ts +43 -43
  86. package/src/core/types.ts +134 -134
  87. package/src/core/version/client-version.gen.ts +1 -1
  88. package/src/core/version/hub-version.ts +62 -62
  89. package/src/core/version/semver.ts +97 -97
  90. package/src/daily/daily-system.ts +168 -161
  91. package/src/daily/page-daily.ts +36 -36
  92. package/src/daily/types.ts +68 -67
  93. package/src/daily.ts +10 -10
  94. package/src/doctor/checks.ts +86 -76
  95. package/src/doctor/cli.ts +98 -106
  96. package/src/doctor/hub-version-fetch.ts +43 -0
  97. package/src/doctor/tsconfig.json +12 -12
  98. package/src/globals.ts +115 -110
  99. package/src/index.ts +55 -50
  100. package/src/input/device-state.ts +146 -146
  101. package/src/input/edges.ts +55 -55
  102. package/src/input/gamepad.ts +61 -61
  103. package/src/input/input-events.ts +32 -32
  104. package/src/input/input-registry.ts +171 -164
  105. package/src/input/input-system.ts +393 -393
  106. package/src/input/legacy-controls.ts +64 -64
  107. package/src/input/nav-state.ts +191 -191
  108. package/src/input/navigator.ts +171 -171
  109. package/src/input/on-screen-controls.ts +101 -101
  110. package/src/input/page-control.ts +43 -43
  111. package/src/input/page-input.ts +193 -193
  112. package/src/input/player-remaps.ts +77 -77
  113. package/src/input/source-values.ts +116 -116
  114. package/src/input/spatial.ts +47 -47
  115. package/src/input/types.ts +331 -331
  116. package/src/input/zero-config.ts +177 -177
  117. package/src/input.ts +22 -22
  118. package/src/mp.ts +10 -10
  119. package/src/overlay/controls-panel.ts +163 -163
  120. package/src/overlay/dom.ts +46 -46
  121. package/src/overlay/layout-clusters.ts +162 -162
  122. package/src/overlay/layout-geometry.ts +136 -136
  123. package/src/overlay/layout.ts +203 -203
  124. package/src/overlay/listener-scope.ts +23 -23
  125. package/src/overlay/on-screen-keyboard.ts +137 -137
  126. package/src/overlay/overlay.ts +208 -208
  127. package/src/overlay/styles.ts +9 -9
  128. package/src/overlay/virtual-controls.ts +262 -262
  129. package/src/race.ts +10 -10
  130. package/src/realtime/bridge.ts +126 -121
  131. package/src/realtime/cross-bundle.ts +29 -29
  132. package/src/realtime/fallback-notice.ts +48 -48
  133. package/src/realtime/hub-link.ts +65 -65
  134. package/src/realtime/latest-state.ts +33 -33
  135. package/src/realtime/multiplayer-forwarder.ts +40 -28
  136. package/src/realtime/multiplayer-types.ts +66 -52
  137. package/src/realtime/page-runtime.ts +60 -60
  138. package/src/realtime/race-forwarder.ts +59 -59
  139. package/src/realtime/race-types.ts +132 -132
  140. package/src/realtime/room-types.ts +151 -125
  141. package/src/realtime/rooms-forwarder.ts +91 -79
  142. package/src/realtime/runtime-api.ts +60 -49
  143. package/src/realtime/runtime-opener.ts +61 -61
  144. package/src/realtime/social-forwarder.ts +77 -72
  145. package/src/realtime/social-types.ts +86 -78
  146. package/src/realtime/types.ts +53 -53
  147. package/src/realtime/wire-types.ts +79 -72
  148. package/src/rooms.ts +10 -10
  149. package/src/social.ts +18 -18
  150. package/src/types.ts +13 -13
  151. package/src/uistack/page-stack.ts +45 -45
  152. package/src/uistack/play-suspension.ts +82 -82
  153. package/src/uistack/types.ts +76 -76
  154. package/src/uistack/ui-stack.ts +144 -144
@@ -1,82 +1,82 @@
1
- /**
2
- * While hub UI covers the game, its `play` input group is held disabled (so a
3
- * paddle doesn't move while the player types), even for games that ignore
4
- * the overlay events. The game's own enable/disable calls for `play` are
5
- * recorded instead of applied, and the last one wins on release, so a game
6
- * that pauses itself on `open` stays paused afterwards.
7
- */
8
- import { hasMethods } from '../realtime/cross-bundle';
9
-
10
- /** The input group the stack suspends. */
11
- export const PLAY_GROUP = 'play';
12
-
13
- /** The slice of the page's input system the stack needs (any bundle's). */
14
- export interface GroupSwitch {
15
- /** Whether a group is on. */
16
- isEnabled(group: string): boolean;
17
- /** Turn a group on. */
18
- enable(group: string): void;
19
- /** Turn a group off. */
20
- disable(group: string): void;
21
- }
22
-
23
- /** Whether `candidate` can switch input groups. */
24
- // eslint-disable-next-line no-restricted-syntax -- trust boundary: the page's input system may come from another bundle
25
- export function isGroupSwitch(candidate: unknown): candidate is GroupSwitch {
26
- return hasMethods(candidate, ['isEnabled', 'enable', 'disable']);
27
- }
28
-
29
- /** The intercepted method names. */
30
- const SWITCH_METHODS = ['enable', 'disable'] as const;
31
-
32
- /** Holds `play` disabled for one overlay visit. */
33
- export class PlaySuspension {
34
- private readonly input: GroupSwitch;
35
- private shouldPlayAfter: boolean;
36
- /** The own-property descriptors replaced (`undefined` = the method lived on the prototype). */
37
- private readonly savedMethods: Record<(typeof SWITCH_METHODS)[number], PropertyDescriptor | undefined>;
38
-
39
- constructor(input: GroupSwitch) {
40
- this.input = input;
41
- this.shouldPlayAfter = input.isEnabled(PLAY_GROUP);
42
- if (this.shouldPlayAfter) {
43
- input.disable(PLAY_GROUP);
44
- }
45
- this.savedMethods = {
46
- enable: Object.getOwnPropertyDescriptor(input, 'enable'),
47
- disable: Object.getOwnPropertyDescriptor(input, 'disable'),
48
- };
49
- const enableGroup = input.enable.bind(input);
50
- const disableGroup = input.disable.bind(input);
51
- // Own-property overrides shadow the real methods until release().
52
- input.enable = (group: string): void => {
53
- if (group === PLAY_GROUP) {
54
- this.shouldPlayAfter = true;
55
- } else {
56
- enableGroup(group);
57
- }
58
- };
59
- input.disable = (group: string): void => {
60
- if (group === PLAY_GROUP) {
61
- this.shouldPlayAfter = false;
62
- } else {
63
- disableGroup(group);
64
- }
65
- };
66
- }
67
-
68
- /** Remove the interception and apply the state the game last asked for. */
69
- release(): void {
70
- for (const method of SWITCH_METHODS) {
71
- const saved = this.savedMethods[method];
72
- if (saved === undefined) {
73
- Reflect.deleteProperty(this.input, method);
74
- } else {
75
- Object.defineProperty(this.input, method, saved);
76
- }
77
- }
78
- if (this.shouldPlayAfter) {
79
- this.input.enable(PLAY_GROUP);
80
- }
81
- }
82
- }
1
+ /**
2
+ * While hub UI covers the game, its `play` input group is held disabled (so a
3
+ * paddle doesn't move while the player types), even for games that ignore
4
+ * the overlay events. The game's own enable/disable calls for `play` are
5
+ * recorded instead of applied, and the last one wins on release, so a game
6
+ * that pauses itself on `open` stays paused afterwards.
7
+ */
8
+ import { hasMethods } from '../realtime/cross-bundle';
9
+
10
+ /** The input group the stack suspends. */
11
+ export const PLAY_GROUP = 'play';
12
+
13
+ /** The slice of the page's input system the stack needs (any bundle's). */
14
+ export interface GroupSwitch {
15
+ /** Whether a group is on. */
16
+ isEnabled(group: string): boolean;
17
+ /** Turn a group on. */
18
+ enable(group: string): void;
19
+ /** Turn a group off. */
20
+ disable(group: string): void;
21
+ }
22
+
23
+ /** Whether `candidate` can switch input groups. */
24
+ // eslint-disable-next-line no-restricted-syntax -- trust boundary: the page's input system may come from another bundle
25
+ export function isGroupSwitch(candidate: unknown): candidate is GroupSwitch {
26
+ return hasMethods(candidate, ['isEnabled', 'enable', 'disable']);
27
+ }
28
+
29
+ /** The intercepted method names. */
30
+ const SWITCH_METHODS = ['enable', 'disable'] as const;
31
+
32
+ /** Holds `play` disabled for one overlay visit. */
33
+ export class PlaySuspension {
34
+ private readonly input: GroupSwitch;
35
+ private shouldPlayAfter: boolean;
36
+ /** The own-property descriptors replaced (`undefined` = the method lived on the prototype). */
37
+ private readonly savedMethods: Record<(typeof SWITCH_METHODS)[number], PropertyDescriptor | undefined>;
38
+
39
+ constructor(input: GroupSwitch) {
40
+ this.input = input;
41
+ this.shouldPlayAfter = input.isEnabled(PLAY_GROUP);
42
+ if (this.shouldPlayAfter) {
43
+ input.disable(PLAY_GROUP);
44
+ }
45
+ this.savedMethods = {
46
+ enable: Object.getOwnPropertyDescriptor(input, 'enable'),
47
+ disable: Object.getOwnPropertyDescriptor(input, 'disable'),
48
+ };
49
+ const enableGroup = input.enable.bind(input);
50
+ const disableGroup = input.disable.bind(input);
51
+ // Own-property overrides shadow the real methods until release().
52
+ input.enable = (group: string): void => {
53
+ if (group === PLAY_GROUP) {
54
+ this.shouldPlayAfter = true;
55
+ } else {
56
+ enableGroup(group);
57
+ }
58
+ };
59
+ input.disable = (group: string): void => {
60
+ if (group === PLAY_GROUP) {
61
+ this.shouldPlayAfter = false;
62
+ } else {
63
+ disableGroup(group);
64
+ }
65
+ };
66
+ }
67
+
68
+ /** Remove the interception and apply the state the game last asked for. */
69
+ release(): void {
70
+ for (const method of SWITCH_METHODS) {
71
+ const saved = this.savedMethods[method];
72
+ if (saved === undefined) {
73
+ Reflect.deleteProperty(this.input, method);
74
+ } else {
75
+ Object.defineProperty(this.input, method, saved);
76
+ }
77
+ }
78
+ if (this.shouldPlayAfter) {
79
+ this.input.enable(PLAY_GROUP);
80
+ }
81
+ }
82
+ }
@@ -1,76 +1,76 @@
1
- /**
2
- * The overlay stack's public shapes: "is the player looking at hub UI right
3
- * now?" (`hub.overlay`, docs/multiplayer.md §5.7).
4
- */
5
-
6
- /** Why the overlay opened, so a game can word its pause screen. */
7
- export type OverlayReason = 'menu' | 'chat' | 'dialog' | 'keyboard' | 'invite' | 'notify';
8
-
9
- /** An overlay edge. */
10
- export type OverlayEdge = 'open' | 'close';
11
-
12
- /** Payload of `open` and `close` (and of the `hub:overlay-open` / `hub:overlay-close` window events). */
13
- export interface OverlayEvent {
14
- /** The reason of the entry that opened (for `open`) or closed last (for `close`). */
15
- reason: OverlayReason;
16
- /**
17
- * False during a live online match (`hub.mp.setBusy(true)`): the game must
18
- * keep simulating, so it should not pause.
19
- */
20
- canPause: boolean;
21
- }
22
-
23
- /** Options for {@link UiStack.autoPause}. */
24
- export interface AutoPauseOptions {
25
- /** Pause exactly the way the game's own pause does. */
26
- pause(): void;
27
- /** Resume play. Only called when `resumeOnClose` is true. */
28
- resume?(): void;
29
- /**
30
- * Resume automatically when the hub UI closes. Default false: action games
31
- * should show their pause screen so the player resumes deliberately;
32
- * turn-based and idle games may pass true.
33
- */
34
- resumeOnClose?: boolean;
35
- }
36
-
37
- /** A listener for overlay edges. */
38
- export type OverlayListener = (event: OverlayEvent) => void;
39
-
40
- /** What an older, idle stack hands to a newer one replacing it. */
41
- export interface UiStackHandoff {
42
- /** Its listeners, by edge. */
43
- listeners: { open: OverlayListener[]; close: OverlayListener[] };
44
- /** Its pause permission. */
45
- canPause: boolean;
46
- }
47
-
48
- /**
49
- * The page-wide overlay stack. Every piece of hub UI that covers the game
50
- * (the menu drawer, a dialog, the chat sheet…) pushes an entry while it shows
51
- * and pops it when it goes away; the game sees one `open` / `close` pair for
52
- * the whole visit, however the UI nests.
53
- */
54
- export interface UiStack {
55
- /** Implementation version; a newer bundle replaces an older, idle instance. */
56
- readonly version: number;
57
- /** Register a covering piece of UI. Returns its idempotent `pop()`. */
58
- push(reason: OverlayReason): () => void;
59
- /** True while any hub UI covers the game. */
60
- readonly isOpen: boolean;
61
- /** Number of open entries (nesting depth). */
62
- readonly depth: number;
63
- /** Whether the game may pause right now (false during an online match). */
64
- readonly canPause: boolean;
65
- /** Subscribe to an edge. Returns the unsubscribe function. */
66
- on(edge: OverlayEdge, listener: OverlayListener): () => void;
67
- /**
68
- * One-line adoption for games: pause on open (unless `canPause` is false),
69
- * optionally resume on close. Returns a function that detaches it.
70
- */
71
- autoPause(options: AutoPauseOptions): () => void;
72
- /** Driven by `hub.mp.setBusy`: false while a live match can't pause. */
73
- setCanPause(canPause: boolean): void;
74
- /** Hand listeners to a newer version replacing this (idle) instance. */
75
- handoff(): UiStackHandoff;
76
- }
1
+ /**
2
+ * The overlay stack's public shapes: "is the player looking at hub UI right
3
+ * now?" (`hub.overlay`, docs/multiplayer.md §5.7).
4
+ */
5
+
6
+ /** Why the overlay opened, so a game can word its pause screen. */
7
+ export type OverlayReason = 'menu' | 'chat' | 'dialog' | 'keyboard' | 'invite' | 'notify';
8
+
9
+ /** An overlay edge. */
10
+ export type OverlayEdge = 'open' | 'close';
11
+
12
+ /** Payload of `open` and `close` (and of the `hub:overlay-open` / `hub:overlay-close` window events). */
13
+ export interface OverlayEvent {
14
+ /** The reason of the entry that opened (for `open`) or closed last (for `close`). */
15
+ reason: OverlayReason;
16
+ /**
17
+ * False during a live online match (`hub.mp.setBusy(true)`): the game must
18
+ * keep simulating, so it should not pause.
19
+ */
20
+ canPause: boolean;
21
+ }
22
+
23
+ /** Options for {@link UiStack.autoPause}. */
24
+ export interface AutoPauseOptions {
25
+ /** Pause exactly the way the game's own pause does. */
26
+ pause(): void;
27
+ /** Resume play. Only called when `resumeOnClose` is true. */
28
+ resume?(): void;
29
+ /**
30
+ * Resume automatically when the hub UI closes. Default false: action games
31
+ * should show their pause screen so the player resumes deliberately;
32
+ * turn-based and idle games may pass true.
33
+ */
34
+ resumeOnClose?: boolean;
35
+ }
36
+
37
+ /** A listener for overlay edges. */
38
+ export type OverlayListener = (event: OverlayEvent) => void;
39
+
40
+ /** What an older, idle stack hands to a newer one replacing it. */
41
+ export interface UiStackHandoff {
42
+ /** Its listeners, by edge. */
43
+ listeners: { open: OverlayListener[]; close: OverlayListener[] };
44
+ /** Its pause permission. */
45
+ canPause: boolean;
46
+ }
47
+
48
+ /**
49
+ * The page-wide overlay stack. Every piece of hub UI that covers the game
50
+ * (the menu drawer, a dialog, the chat sheet…) pushes an entry while it shows
51
+ * and pops it when it goes away; the game sees one `open` / `close` pair for
52
+ * the whole visit, however the UI nests.
53
+ */
54
+ export interface UiStack {
55
+ /** Implementation version; a newer bundle replaces an older, idle instance. */
56
+ readonly version: number;
57
+ /** Register a covering piece of UI. Returns its idempotent `pop()`. */
58
+ push(reason: OverlayReason): () => void;
59
+ /** True while any hub UI covers the game. */
60
+ readonly isOpen: boolean;
61
+ /** Number of open entries (nesting depth). */
62
+ readonly depth: number;
63
+ /** Whether the game may pause right now (false during an online match). */
64
+ readonly canPause: boolean;
65
+ /** Subscribe to an edge. Returns the unsubscribe function. */
66
+ on(edge: OverlayEdge, listener: OverlayListener): () => void;
67
+ /**
68
+ * One-line adoption for games: pause on open (unless `canPause` is false),
69
+ * optionally resume on close. Returns a function that detaches it.
70
+ */
71
+ autoPause(options: AutoPauseOptions): () => void;
72
+ /** Driven by `hub.mp.setBusy`: false while a live match can't pause. */
73
+ setCanPause(canPause: boolean): void;
74
+ /** Hand listeners to a newer version replacing this (idle) instance. */
75
+ handoff(): UiStackHandoff;
76
+ }
@@ -1,144 +1,144 @@
1
- /**
2
- * The overlay stack implementation: two edges (`open` when depth goes
3
- * 0 → 1, `close` when it returns to 0) mirrored as window events, the
4
- * `autoPause` helper, and the `play` suspension.
5
- */
6
- import { LEGACY_GLOBAL_NAMES } from '../globals';
7
- import { isGroupSwitch, PlaySuspension } from './play-suspension';
8
- import type { AutoPauseOptions, OverlayEdge, OverlayEvent, OverlayListener, OverlayReason, UiStack, UiStackHandoff } from './types';
9
-
10
- /** Bump when the UiStack contract gains behaviour; idle older instances are replaced. */
11
- export const UI_STACK_VERSION = 1;
12
-
13
- /** One open entry (its identity is what `pop` removes). */
14
- interface StackEntry {
15
- readonly reason: OverlayReason;
16
- }
17
-
18
- /** The page-wide overlay stack (see {@link UiStack}). */
19
- export class UiStackImpl implements UiStack {
20
- readonly version = UI_STACK_VERSION;
21
- private readonly entries: StackEntry[] = [];
22
- private readonly listeners: Record<OverlayEdge, Set<OverlayListener>> = { open: new Set(), close: new Set() };
23
- private isPausable = true;
24
- private suspension: PlaySuspension | null = null;
25
-
26
- constructor(handoff?: UiStackHandoff) {
27
- if (handoff === undefined) {
28
- return;
29
- }
30
- handoff.listeners.open.forEach((listener) => this.listeners.open.add(listener));
31
- handoff.listeners.close.forEach((listener) => this.listeners.close.add(listener));
32
- this.isPausable = handoff.canPause;
33
- }
34
-
35
- get isOpen(): boolean {
36
- return this.entries.length > 0;
37
- }
38
-
39
- get depth(): number {
40
- return this.entries.length;
41
- }
42
-
43
- get canPause(): boolean {
44
- return this.isPausable;
45
- }
46
-
47
- push(reason: OverlayReason): () => void {
48
- const entry: StackEntry = { reason };
49
- this.entries.push(entry);
50
- if (this.entries.length === 1) {
51
- this.suspendPlay();
52
- this.emit('open', { reason, canPause: this.isPausable });
53
- }
54
- let wasPopped = false;
55
- return () => {
56
- if (wasPopped) {
57
- return;
58
- }
59
- wasPopped = true;
60
- const index = this.entries.indexOf(entry);
61
- if (index < 0) {
62
- return;
63
- }
64
- this.entries.splice(index, 1);
65
- if (this.entries.length === 0) {
66
- // Listeners run before `play` is restored, so a game that pauses in its close handler is honoured.
67
- this.emit('close', { reason, canPause: this.isPausable });
68
- this.suspension?.release();
69
- this.suspension = null;
70
- }
71
- };
72
- }
73
-
74
- on(edge: OverlayEdge, listener: OverlayListener): () => void {
75
- this.listeners[edge].add(listener);
76
- return () => {
77
- this.listeners[edge].delete(listener);
78
- };
79
- }
80
-
81
- autoPause(options: AutoPauseOptions): () => void {
82
- let wasPausedByUs = false;
83
- const pauseOnOpen = (event: OverlayEvent): void => {
84
- if (!event.canPause) {
85
- return;
86
- }
87
- wasPausedByUs = true;
88
- options.pause();
89
- };
90
- const resumeOnClose = (): void => {
91
- if (wasPausedByUs && options.resumeOnClose === true) {
92
- options.resume?.();
93
- }
94
- wasPausedByUs = false;
95
- };
96
- const stopOpen = this.on('open', pauseOnOpen);
97
- const stopClose = this.on('close', resumeOnClose);
98
- // Registered while hub UI is already up: pause now, as if it just opened.
99
- const firstEntry = this.entries[0];
100
- if (firstEntry !== undefined) {
101
- pauseOnOpen({ reason: firstEntry.reason, canPause: this.isPausable });
102
- }
103
- return () => {
104
- stopOpen();
105
- stopClose();
106
- };
107
- }
108
-
109
- setCanPause(canPause: boolean): void {
110
- this.isPausable = canPause;
111
- }
112
-
113
- handoff(): UiStackHandoff {
114
- const handoff: UiStackHandoff = {
115
- listeners: { open: [...this.listeners.open], close: [...this.listeners.close] },
116
- canPause: this.isPausable,
117
- };
118
- this.listeners.open.clear();
119
- this.listeners.close.clear();
120
- return handoff;
121
- }
122
-
123
- private suspendPlay(): void {
124
- // eslint-disable-next-line no-restricted-syntax -- trust boundary: the page input system may be another bundle's
125
- const input: unknown = typeof window === 'undefined' ? undefined : window[LEGACY_GLOBAL_NAMES.input];
126
- if (this.suspension === null && isGroupSwitch(input)) {
127
- this.suspension = new PlaySuspension(input);
128
- }
129
- }
130
-
131
- private emit(edge: OverlayEdge, event: OverlayEvent): void {
132
- for (const listener of [...this.listeners[edge]]) {
133
- try {
134
- listener(event);
135
- } catch (error) {
136
- // eslint-disable-next-line no-console -- a game's listener failing must not break the hub UI; surface it
137
- console.error('[hub] overlay listener failed', error);
138
- }
139
- }
140
- if (typeof window !== 'undefined') {
141
- window.dispatchEvent(new CustomEvent(`hub:overlay-${edge}`, { detail: event }));
142
- }
143
- }
144
- }
1
+ /**
2
+ * The overlay stack implementation: two edges (`open` when depth goes
3
+ * 0 → 1, `close` when it returns to 0) mirrored as window events, the
4
+ * `autoPause` helper, and the `play` suspension.
5
+ */
6
+ import { LEGACY_GLOBAL_NAMES } from '../globals';
7
+ import { isGroupSwitch, PlaySuspension } from './play-suspension';
8
+ import type { AutoPauseOptions, OverlayEdge, OverlayEvent, OverlayListener, OverlayReason, UiStack, UiStackHandoff } from './types';
9
+
10
+ /** Bump when the UiStack contract gains behaviour; idle older instances are replaced. */
11
+ export const UI_STACK_VERSION = 1;
12
+
13
+ /** One open entry (its identity is what `pop` removes). */
14
+ interface StackEntry {
15
+ readonly reason: OverlayReason;
16
+ }
17
+
18
+ /** The page-wide overlay stack (see {@link UiStack}). */
19
+ export class UiStackImpl implements UiStack {
20
+ readonly version = UI_STACK_VERSION;
21
+ private readonly entries: StackEntry[] = [];
22
+ private readonly listeners: Record<OverlayEdge, Set<OverlayListener>> = { open: new Set(), close: new Set() };
23
+ private isPausable = true;
24
+ private suspension: PlaySuspension | null = null;
25
+
26
+ constructor(handoff?: UiStackHandoff) {
27
+ if (handoff === undefined) {
28
+ return;
29
+ }
30
+ handoff.listeners.open.forEach((listener) => this.listeners.open.add(listener));
31
+ handoff.listeners.close.forEach((listener) => this.listeners.close.add(listener));
32
+ this.isPausable = handoff.canPause;
33
+ }
34
+
35
+ get isOpen(): boolean {
36
+ return this.entries.length > 0;
37
+ }
38
+
39
+ get depth(): number {
40
+ return this.entries.length;
41
+ }
42
+
43
+ get canPause(): boolean {
44
+ return this.isPausable;
45
+ }
46
+
47
+ push(reason: OverlayReason): () => void {
48
+ const entry: StackEntry = { reason };
49
+ this.entries.push(entry);
50
+ if (this.entries.length === 1) {
51
+ this.suspendPlay();
52
+ this.emit('open', { reason, canPause: this.isPausable });
53
+ }
54
+ let wasPopped = false;
55
+ return () => {
56
+ if (wasPopped) {
57
+ return;
58
+ }
59
+ wasPopped = true;
60
+ const index = this.entries.indexOf(entry);
61
+ if (index < 0) {
62
+ return;
63
+ }
64
+ this.entries.splice(index, 1);
65
+ if (this.entries.length === 0) {
66
+ // Listeners run before `play` is restored, so a game that pauses in its close handler is honoured.
67
+ this.emit('close', { reason, canPause: this.isPausable });
68
+ this.suspension?.release();
69
+ this.suspension = null;
70
+ }
71
+ };
72
+ }
73
+
74
+ on(edge: OverlayEdge, listener: OverlayListener): () => void {
75
+ this.listeners[edge].add(listener);
76
+ return () => {
77
+ this.listeners[edge].delete(listener);
78
+ };
79
+ }
80
+
81
+ autoPause(options: AutoPauseOptions): () => void {
82
+ let wasPausedByUs = false;
83
+ const pauseOnOpen = (event: OverlayEvent): void => {
84
+ if (!event.canPause) {
85
+ return;
86
+ }
87
+ wasPausedByUs = true;
88
+ options.pause();
89
+ };
90
+ const resumeOnClose = (): void => {
91
+ if (wasPausedByUs && options.resumeOnClose === true) {
92
+ options.resume?.();
93
+ }
94
+ wasPausedByUs = false;
95
+ };
96
+ const stopOpen = this.on('open', pauseOnOpen);
97
+ const stopClose = this.on('close', resumeOnClose);
98
+ // Registered while hub UI is already up: pause now, as if it just opened.
99
+ const firstEntry = this.entries[0];
100
+ if (firstEntry !== undefined) {
101
+ pauseOnOpen({ reason: firstEntry.reason, canPause: this.isPausable });
102
+ }
103
+ return () => {
104
+ stopOpen();
105
+ stopClose();
106
+ };
107
+ }
108
+
109
+ setCanPause(canPause: boolean): void {
110
+ this.isPausable = canPause;
111
+ }
112
+
113
+ handoff(): UiStackHandoff {
114
+ const handoff: UiStackHandoff = {
115
+ listeners: { open: [...this.listeners.open], close: [...this.listeners.close] },
116
+ canPause: this.isPausable,
117
+ };
118
+ this.listeners.open.clear();
119
+ this.listeners.close.clear();
120
+ return handoff;
121
+ }
122
+
123
+ private suspendPlay(): void {
124
+ // eslint-disable-next-line no-restricted-syntax -- trust boundary: the page input system may be another bundle's
125
+ const input: unknown = typeof window === 'undefined' ? undefined : window[LEGACY_GLOBAL_NAMES.input];
126
+ if (this.suspension === null && isGroupSwitch(input)) {
127
+ this.suspension = new PlaySuspension(input);
128
+ }
129
+ }
130
+
131
+ private emit(edge: OverlayEdge, event: OverlayEvent): void {
132
+ for (const listener of [...this.listeners[edge]]) {
133
+ try {
134
+ listener(event);
135
+ } catch (error) {
136
+ // eslint-disable-next-line no-console -- a game's listener failing must not break the hub UI; surface it
137
+ console.error('[hub] overlay listener failed', error);
138
+ }
139
+ }
140
+ if (typeof window !== 'undefined') {
141
+ window.dispatchEvent(new CustomEvent(`hub:overlay-${edge}`, { detail: event }));
142
+ }
143
+ }
144
+ }