@dreamboard-games/sdk 0.2.0 → 0.2.1-alpha.1

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Files changed (90) hide show
  1. package/dist/{ThemeProvider-fy0_QzgO.d.ts → ThemeProvider-BBMVT3KG.d.ts} +1 -1
  2. package/dist/attributes-BeRyboMS.d.ts +279 -0
  3. package/dist/browser-interaction.d.ts +708 -0
  4. package/dist/browser-interaction.js +106 -0
  5. package/dist/browser-interaction.js.map +1 -0
  6. package/dist/{bundle-TIZcw8LB.d.ts → bundle-CDd5FKeD.d.ts} +3 -1
  7. package/dist/{chunk-U5C6BONG.js → chunk-326PGVAA.js} +2 -2
  8. package/dist/{chunk-VFTAA4WO.js → chunk-MKXPVOUT.js} +4 -2
  9. package/dist/chunk-MKXPVOUT.js.map +1 -0
  10. package/dist/{chunk-GKKBPPSW.js → chunk-MZNVHMJ5.js} +4 -4
  11. package/dist/{chunk-KAELH4KC.js → chunk-NKCRKGR2.js} +2 -2
  12. package/dist/{chunk-WN74KVNY.js → chunk-PEI3FIL2.js} +2 -2
  13. package/dist/chunk-PEI3FIL2.js.map +1 -0
  14. package/dist/chunk-QLG6VEMW.js +1691 -0
  15. package/dist/chunk-QLG6VEMW.js.map +1 -0
  16. package/dist/{chunk-WYPQ3GG5.js → chunk-WG4JQL3S.js} +4 -1
  17. package/dist/{chunk-WYPQ3GG5.js.map → chunk-WG4JQL3S.js.map} +1 -1
  18. package/dist/{chunk-7YAHLYBR.js → chunk-XV6D3ET4.js} +8 -4
  19. package/dist/{chunk-7YAHLYBR.js.map → chunk-XV6D3ET4.js.map} +1 -1
  20. package/dist/{chunk-TDSWKVZ4.js → chunk-ZABVH7AO.js} +1236 -17
  21. package/dist/chunk-ZABVH7AO.js.map +1 -0
  22. package/dist/{components-D5ZRE2Hl.d.ts → components-BoiVSYqx.d.ts} +1 -1
  23. package/dist/generated/runtime/primitives.d.ts +5 -4
  24. package/dist/generated/runtime/primitives.js +4 -3
  25. package/dist/generated/runtime-api.d.ts +1 -1
  26. package/dist/generated/runtime.d.ts +5 -4
  27. package/dist/generated/runtime.js +7 -6
  28. package/dist/generated/workspace-contract.d.ts +5 -4
  29. package/dist/generated/workspace-contract.js +6 -5
  30. package/dist/{hex-board-view-D_07hO6O.d.ts → hex-board-view-1iAyJRFn.d.ts} +1 -0
  31. package/dist/index.js +1 -1
  32. package/dist/infrastructure/reducer-bundle-abi.d.ts +113 -113
  33. package/dist/infrastructure/reducer-bundle-abi.js +1 -1
  34. package/dist/package-set.d.ts +2 -2
  35. package/dist/package-set.js +1 -1
  36. package/dist/reducer.d.ts +1 -1
  37. package/dist/reducer.js +305 -12
  38. package/dist/reducer.js.map +1 -1
  39. package/dist/runtime/primitives.d.ts +6 -5
  40. package/dist/runtime/primitives.js +4 -3
  41. package/dist/runtime/workspace-contract.d.ts +6 -5
  42. package/dist/runtime/workspace-contract.js +6 -5
  43. package/dist/{runtime-api-DWxvTr-O.d.ts → runtime-api-CPLm_XDG.d.ts} +6 -0
  44. package/dist/runtime.d.ts +5 -4
  45. package/dist/runtime.js +6 -5
  46. package/dist/testing.d.ts +2 -2
  47. package/dist/ui/components.d.ts +2 -2
  48. package/dist/ui/components.js +1 -1
  49. package/dist/{ui-contract-iQfTtUSL.d.ts → ui-contract-rzKBwOLC.d.ts} +5 -3
  50. package/dist/ui.d.ts +5 -5
  51. package/dist/ui.js +2 -2
  52. package/package.json +15 -9
  53. package/src/browser-interaction/attributes.ts +211 -0
  54. package/src/browser-interaction/canonical.ts +77 -0
  55. package/src/browser-interaction/constants.ts +77 -0
  56. package/src/browser-interaction/effects.ts +176 -0
  57. package/src/browser-interaction/index.ts +111 -0
  58. package/src/browser-interaction/normalize.ts +997 -0
  59. package/src/browser-interaction/registry.ts +70 -0
  60. package/src/browser-interaction/resolve.ts +596 -0
  61. package/src/browser-interaction/schemas.ts +152 -0
  62. package/src/browser-interaction/types.ts +304 -0
  63. package/src/browser-interaction.ts +1 -0
  64. package/src/generated/reducer-contract/wire.ts +1 -1
  65. package/src/generated/reducer-contract/zod.ts +3 -1
  66. package/src/package-set.ts +1 -1
  67. package/src/reducer/bundle/ingress-bundle.ts +1 -1
  68. package/src/reducer/bundle/trusted/interaction-types.ts +3 -0
  69. package/src/reducer/bundle/trusted/projection-builder.ts +337 -13
  70. package/src/reducer/ingress/input-codec.ts +1 -1
  71. package/src/reducer/ingress/session-codec.ts +1 -1
  72. package/src/runtime-internal/components/InteractionForm.tsx +345 -7
  73. package/src/runtime-internal/components/PluginRuntime.tsx +2 -0
  74. package/src/runtime-internal/components/board/target-layer.ts +2 -0
  75. package/src/runtime-internal/context/PluginStateContext.tsx +41 -0
  76. package/src/runtime-internal/hooks/useBoardInteractions.ts +73 -11
  77. package/src/runtime-internal/primitives/board.tsx +71 -0
  78. package/src/runtime-internal/primitives/interaction.tsx +160 -1
  79. package/src/runtime-internal/types/plugin-state.ts +6 -0
  80. package/src/runtime-internal/utils/browser-interaction-effects.ts +240 -0
  81. package/src/runtime-internal/utils/interaction-draft-digest.ts +252 -0
  82. package/src/runtime-internal/utils/semantic-projection-digest.ts +407 -0
  83. package/src/ui/components/board/HexGrid.tsx +3 -0
  84. package/src/ui/components/board/target-layer.ts +1 -0
  85. package/dist/chunk-TDSWKVZ4.js.map +0 -1
  86. package/dist/chunk-VFTAA4WO.js.map +0 -1
  87. package/dist/chunk-WN74KVNY.js.map +0 -1
  88. /package/dist/{chunk-U5C6BONG.js.map → chunk-326PGVAA.js.map} +0 -0
  89. /package/dist/{chunk-GKKBPPSW.js.map → chunk-MZNVHMJ5.js.map} +0 -0
  90. /package/dist/{chunk-KAELH4KC.js.map → chunk-NKCRKGR2.js.map} +0 -0
@@ -1,11 +1,12 @@
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  import {
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  InteractionUiProvider,
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  RuntimeProvider,
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+ RuntimeSemanticProjectionMarker,
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  usePluginSession
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- } from "./chunk-TDSWKVZ4.js";
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+ } from "./chunk-ZABVH7AO.js";
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  import {
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  GameSkeleton
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- } from "./chunk-WYPQ3GG5.js";
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+ } from "./chunk-WG4JQL3S.js";
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  // src/runtime-internal/hooks/usePluginRuntime.ts
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  import { useState, useEffect, useRef } from "react";
@@ -472,10 +473,13 @@ function SessionScopedInteractionUiProvider({
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  children
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  }) {
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  const { controllingPlayerId } = usePluginSession();
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- return /* @__PURE__ */ jsx(InteractionUiProvider, { children }, controllingPlayerId ?? "__no_player__");
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+ return /* @__PURE__ */ jsxs(InteractionUiProvider, { children: [
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+ /* @__PURE__ */ jsx(RuntimeSemanticProjectionMarker, {}),
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+ children
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+ ] }, controllingPlayerId ?? "__no_player__");
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  }
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  export {
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  PluginRuntime
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  };
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- //# sourceMappingURL=chunk-7YAHLYBR.js.map
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+ //# sourceMappingURL=chunk-XV6D3ET4.js.map
@@ -1 +1 @@
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- {"version":3,"sources":["../src/runtime-internal/hooks/usePluginRuntime.ts","../src/runtime-internal/runtime/createPluginRuntimeAPI.ts","../src/runtime-internal/components/PluginRuntime.tsx"],"sourcesContent":["import { useState, useEffect, useRef } from \"react\";\nimport {\n createPluginRuntimeAPI,\n type PluginRuntimeAPI,\n} from \"../runtime/createPluginRuntimeAPI.js\";\n\nexport interface UsePluginRuntimeOptions {\n /**\n * Timeout in milliseconds to wait for state-sync.\n * @default 10000 (10 seconds)\n */\n timeout?: number;\n}\n\nexport interface UsePluginRuntimeResult {\n /** The RuntimeAPI instance */\n runtime: PluginRuntimeAPI;\n /** Whether the initial reducer-native snapshot is available and ready */\n isReady: boolean;\n /**\n * True when the plugin was ready before but the current snapshot has no\n * projected view — e.g. you've acted and are waiting on the rest of the\n * table in a simultaneous phase. Lets the loading affordance read as a\n * mid-game wait rather than a cold \"still loading\" stall.\n */\n waiting: boolean;\n /** Error message if initialization failed */\n error: string | null;\n}\n\nfunction hasProjectedView(\n snapshot: ReturnType<PluginRuntimeAPI[\"getSnapshot\"]> | null | undefined,\n): boolean {\n return (\n snapshot !== null &&\n snapshot !== undefined &&\n snapshot.view !== null &&\n snapshot.view !== undefined\n );\n}\n\n/**\n * Hook that creates and manages a PluginRuntimeAPI instance.\n *\n * This hook handles:\n * 1. Creating the RuntimeAPI\n * 2. Waiting for the first state-sync snapshot before setting isReady\n *\n * In the new architecture, the host only renders the plugin when a reducer-native\n * snapshot is available, so isReady should become true quickly after init.\n *\n * @example\n * ```tsx\n * function PluginRuntime({ children }: { children: React.ReactNode }) {\n * const { runtime, isReady, error } = usePluginRuntime();\n *\n * if (error) {\n * return <div>Error: {error}</div>;\n * }\n *\n * if (!isReady) {\n * return <GameSkeleton message=\"Waiting for game state...\" />;\n * }\n *\n * return <RuntimeProvider runtime={runtime}>{children}</RuntimeProvider>;\n * }\n * ```\n */\nexport function usePluginRuntime(\n options: UsePluginRuntimeOptions = {},\n): UsePluginRuntimeResult {\n const { timeout = 10000 } = options;\n\n // Create runtime once and keep stable reference\n const [runtime] = useState<PluginRuntimeAPI>(() => createPluginRuntimeAPI());\n const [isReady, setIsReady] = useState(() => {\n const snapshot = runtime.getSnapshot?.();\n return hasProjectedView(snapshot);\n });\n const [error, setError] = useState<string | null>(null);\n // Latches once we've shown a view, so a later view-less snapshot reads as a\n // mid-game wait rather than a fresh load. (A ref, so it never re-triggers a\n // render on its own.)\n const hasBeenReadyRef = useRef(false);\n if (isReady) hasBeenReadyRef.current = true;\n\n // Subscribe to state-sync and set isReady when the first snapshot arrives.\n useEffect(() => {\n const markReadyFromSnapshot = () => {\n const currentSnapshot = runtime.getSnapshot?.();\n if (!hasProjectedView(currentSnapshot)) {\n return false;\n }\n setError(null);\n setIsReady(true);\n return true;\n };\n\n if (markReadyFromSnapshot()) {\n return;\n }\n\n // Set up timeout\n const timeoutId = setTimeout(() => {\n if (!markReadyFromSnapshot()) {\n setError(\n `Timed out waiting for the initial projected view after ${timeout}ms. ` +\n \"Ensure the host sends a reducer-native state-sync with a seat view.\",\n );\n }\n }, timeout);\n\n // Fallback poll for dev/HMR flows where the runtime snapshot may already\n // exist but the first subscribe callback is missed.\n const pollId = setInterval(() => {\n if (markReadyFromSnapshot()) {\n clearInterval(pollId);\n clearTimeout(timeoutId);\n }\n }, 100);\n\n // Subscribe to state changes\n const unsubscribe = runtime.subscribeToState?.((state) => {\n if (!hasProjectedView(state)) {\n setIsReady(false);\n return;\n }\n clearInterval(pollId);\n clearTimeout(timeoutId);\n setError(null);\n setIsReady(true);\n });\n\n return () => {\n clearInterval(pollId);\n clearTimeout(timeoutId);\n unsubscribe?.();\n };\n }, [runtime, timeout]);\n\n return {\n runtime,\n isReady,\n waiting: hasBeenReadyRef.current && !isReady,\n error,\n };\n}\n","import { z } from \"zod\";\nimport type { PlayerId } from \"@dreamboard/manifest-contract\";\nimport type {\n RuntimeAPI,\n PluginSessionState,\n ValidationResult,\n} from \"../types/runtime-api.js\";\nimport type { PluginStateSnapshot } from \"../types/plugin-state.js\";\n\n/**\n * Message schemas from main app to plugin\n * We define them here to avoid circular dependencies with apps/web\n */\n\n// Main → Plugin: Initialize plugin with session info\nconst InitMessageSchema = z.object({\n type: z.literal(\"init\"),\n sessionId: z.string(),\n controllablePlayerIds: z.array(z.string()),\n controllingPlayerId: z.string(),\n userId: z.string().nullable(),\n});\n\n// Main → Plugin: Health check ping\nconst PingMessageSchema = z.object({\n type: z.literal(\"ping\"),\n});\n\n// Main → Plugin: State sync - sends complete state snapshot\nconst StateSyncMessageSchema = z.object({\n type: z.literal(\"state-sync\"),\n syncId: z.number(),\n state: z.custom<PluginStateSnapshot>((data: unknown) => {\n return (\n typeof data === \"object\" &&\n data !== null &&\n \"session\" in data &&\n \"notifications\" in data\n );\n }),\n});\n\n// Main → Plugin: Validation result response\nconst ValidateInteractionResultMessageSchema = z.object({\n type: z.literal(\"validate-interaction-result\"),\n messageId: z.string(),\n result: z.object({\n valid: z.boolean(),\n errorCode: z.string().nullable().optional(),\n message: z.string().nullable().optional(),\n }),\n});\n\nconst SubmitResultMessageSchema = z.object({\n type: z.literal(\"submit-result\"),\n messageId: z.string(),\n accepted: z.boolean(),\n errorCode: z.string().nullable().optional(),\n message: z.string().nullable().optional(),\n});\n\n// Union of all messages from main → plugin\nconst MainToPluginMessageSchema = z.discriminatedUnion(\"type\", [\n InitMessageSchema,\n PingMessageSchema,\n StateSyncMessageSchema,\n ValidateInteractionResultMessageSchema,\n SubmitResultMessageSchema,\n]);\n\n/**\n * Extended RuntimeAPI with plugin-specific methods for state-sync architecture.\n */\nexport interface PluginRuntimeAPI extends RuntimeAPI {\n /**\n * Get the current state snapshot.\n * Returns null if no state-sync has been received yet.\n *\n * @example\n * ```typescript\n * const snapshot = runtime.getSnapshot();\n * if (snapshot?.view) {\n * console.log('Current view:', snapshot.view);\n * }\n * ```\n */\n getSnapshot: () => PluginStateSnapshot | null;\n\n /**\n * Subscribe to state changes from state-sync messages.\n * Called whenever the host sends a new state-sync.\n *\n * @param listener - Callback invoked with new state snapshot\n * @returns Unsubscribe function\n *\n * @example\n * ```typescript\n * const unsubscribe = runtime.subscribeToState((state) => {\n * console.log('New phase:', state.gameplay.currentPhase);\n * });\n * ```\n */\n subscribeToState: (\n listener: (state: PluginStateSnapshot) => void,\n ) => () => void;\n\n /** Internal API for RuntimeContext to subscribe to session state changes */\n _subscribeToSessionState: (\n listener: (state: PluginSessionState) => void,\n ) => () => void;\n\n /**\n * Request to restore game state to a previous history entry.\n * Only works if the user is the host.\n *\n * @param entryId - ID of the history entry to restore to\n *\n * @example\n * ```typescript\n * // Restore to a previous state\n * runtime.restoreHistory?.('entry-abc-123');\n * ```\n */\n restoreHistory?: (entryId: string) => void;\n}\n\n/**\n * Mint a client-side correlation id for a single submitted interaction.\n * This id flows plugin -> host gateway -> backend HTTP header\n * (`X-Dreamboard-Client-Action-Id`), and back to the host via the recorded\n * `version -> actionId` map so the full t0..t8 latency trace can be\n * assembled for Tier-0 input-latency observability. Falls back to a\n * timestamp-seeded pseudo-uuid on environments without `crypto.randomUUID`\n * (older sandboxed browsers in tests) so we never crash the plugin.\n */\nconst mintClientActionId = (): string => {\n const cryptoLike = (\n globalThis as typeof globalThis & {\n crypto?: { randomUUID?: () => string };\n }\n ).crypto;\n if (cryptoLike?.randomUUID) {\n try {\n return cryptoLike.randomUUID();\n } catch {\n // fall through to fallback\n }\n }\n const rand = Math.random().toString(16).slice(2);\n return `cid-${Date.now().toString(16)}-${rand}`;\n};\n\nconst PLUGIN_RUNTIME_SINGLETON_KEY = \"__dreamboardPluginRuntimeApi\";\n\ntype PluginRuntimeGlobal = typeof globalThis & {\n [PLUGIN_RUNTIME_SINGLETON_KEY]?: PluginRuntimeAPI;\n};\n\n/**\n * Creates a RuntimeAPI implementation for plugin iframes.\n *\n * Architecture (state-sync):\n * - Host maintains all state in GameSessionStore\n * - Host sends complete state snapshots via state-sync messages\n * - Plugin stores received state and notifies subscribers\n * - No buffering needed - plugin only renders when state exists\n *\n * Security:\n * - Plugin runs in sandboxed iframe (no network access, no same-origin)\n * - All backend communication goes through main app\n *\n * @returns PluginRuntimeAPI instance\n */\nexport function createPluginRuntimeAPI(): PluginRuntimeAPI {\n const existingRuntime = (globalThis as PluginRuntimeGlobal)[\n PLUGIN_RUNTIME_SINGLETON_KEY\n ];\n if (existingRuntime) {\n return existingRuntime;\n }\n\n // State-sync state\n let currentStateSnapshot: PluginStateSnapshot | null = null;\n const stateListeners = new Set<(state: PluginStateSnapshot) => void>();\n\n // Session state\n const sessionState: PluginSessionState = {\n status: \"loading\",\n sessionId: null,\n controllablePlayerIds: [],\n controllingPlayerId: null,\n userId: null,\n };\n const sessionStateListeners = new Set<(state: PluginSessionState) => void>();\n\n // Pending validation requests\n const pendingValidations = new Map<\n string,\n (result: ValidationResult) => void\n >();\n let validationIdCounter = 0;\n const pendingSubmissions = new Map<\n string,\n {\n resolve: () => void;\n reject: (error: Error & { errorCode?: string }) => void;\n }\n >();\n let submitIdCounter = 0;\n\n // Helper functions\n const notifySessionStateChange = () => {\n sessionStateListeners.forEach((listener) => {\n try {\n listener({ ...sessionState });\n } catch {\n // Silently catch listener errors\n }\n });\n };\n\n const notifyStateListeners = () => {\n if (!currentStateSnapshot) return;\n const snapshot = currentStateSnapshot;\n stateListeners.forEach((listener) => {\n try {\n listener(snapshot);\n } catch {\n // Silently catch listener errors\n }\n });\n };\n\n const createSubmissionError = (\n errorCode?: string,\n message?: string,\n ): Error & { errorCode?: string } => {\n const error = new Error(message ?? \"Submission failed\") as Error & {\n errorCode?: string;\n name: string;\n };\n error.name = \"SubmissionError\";\n error.errorCode = errorCode;\n return error;\n };\n\n const submitViaParent = (payload: {\n type: \"interaction\";\n playerId: PlayerId;\n interactionId: string;\n params: unknown;\n clientActionId?: string;\n }): Promise<void> =>\n new Promise((resolve, reject) => {\n const messageId = `submit-${++submitIdCounter}`;\n pendingSubmissions.set(messageId, { resolve, reject });\n\n // Plugin-iframe `Date.now()` ships alongside the postMessage\n // as the `t0_click` timestamp for Tier-0 input-latency\n // observability. Date.now() (not performance.now()) is\n // intentional: the iframe and the host share a wall-clock\n // base but not a `performance.now()` origin.\n const clientSubmittedAtMs = Date.now();\n\n if (payload.clientActionId && typeof performance !== \"undefined\") {\n try {\n performance.mark(`dreamboard.t0_click.${payload.clientActionId}`, {\n detail: { clientActionId: payload.clientActionId },\n });\n } catch {\n // performance.mark detail arg not supported in older browsers; ignore\n }\n }\n\n window.parent.postMessage(\n { ...payload, messageId, clientSubmittedAtMs },\n \"*\",\n );\n\n setTimeout(() => {\n const pending = pendingSubmissions.get(messageId);\n if (!pending) {\n return;\n }\n pendingSubmissions.delete(messageId);\n pending.reject(\n createSubmissionError(\n \"submission-timeout\",\n \"Submission request timed out\",\n ),\n );\n }, 10000);\n });\n\n // Message handler\n const handleMessage = (event: MessageEvent) => {\n const rawMessage = event.data;\n\n const parseResult = MainToPluginMessageSchema.safeParse(rawMessage);\n if (!parseResult.success) {\n // Only warn for messages that look like they're meant for us\n if (rawMessage?.type && typeof rawMessage.type === \"string\") {\n // eslint-disable-next-line no-console\n console.warn(\n \"[Plugin RuntimeAPI] Invalid message received:\",\n rawMessage.type,\n );\n }\n return;\n }\n\n const message = parseResult.data;\n\n switch (message.type) {\n case \"init\": {\n // eslint-disable-next-line no-console\n console.log(\"[Plugin RuntimeAPI] Received init message\");\n\n sessionState.status = \"ready\";\n sessionState.sessionId = message.sessionId;\n sessionState.controllablePlayerIds =\n message.controllablePlayerIds as PlayerId[];\n sessionState.controllingPlayerId =\n message.controllingPlayerId as PlayerId;\n sessionState.userId = message.userId;\n\n notifySessionStateChange();\n window.parent.postMessage({ type: \"ready\" }, \"*\");\n break;\n }\n\n case \"ping\": {\n window.parent.postMessage({ type: \"pong\" }, \"*\");\n break;\n }\n\n case \"state-sync\": {\n // Handle state-sync from host\n // eslint-disable-next-line no-console\n console.log(\n \"[Plugin RuntimeAPI] Received state-sync, syncId:\",\n message.syncId,\n );\n\n // Tier-0 perf: capture `t7_state_sync_received` wall-clock\n // timestamp up-front so the host can stitch it onto the\n // perf HUD via the outgoing state-ack message.\n const clientReceivedAtMs = Date.now();\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(\n `dreamboard.t7_state_sync_received.sync-${message.syncId}`,\n { detail: { syncId: message.syncId } },\n );\n } catch {\n // performance.mark detail arg not supported; ignore\n }\n }\n\n currentStateSnapshot = message.state;\n\n // Update session state from snapshot\n if (message.state.session) {\n sessionState.sessionId = message.state.session.sessionId;\n sessionState.controllablePlayerIds =\n message.state.session.controllablePlayerIds;\n sessionState.controllingPlayerId =\n message.state.session.controllingPlayerId;\n sessionState.userId = message.state.session.userId;\n sessionState.status = \"ready\";\n notifySessionStateChange();\n }\n\n // Notify state listeners\n notifyStateListeners();\n\n // Send acknowledgment (carrying t7 timestamp for the host\n // perf HUD; host ignores it when perf is disabled).\n window.parent.postMessage(\n {\n type: \"state-ack\",\n syncId: message.syncId,\n clientReceivedAtMs,\n },\n \"*\",\n );\n\n // Tier-0 perf: after notifyStateListeners has kicked React's\n // render, schedule a post-commit microtask + rAF chain so the\n // paired `state-rendered` message lands close to when the\n // plugin's DOM would have been painted. `queueMicrotask` is\n // used first because most React listeners finish synchronously;\n // `requestAnimationFrame` then bounces to the next paint tick.\n const schedulePostRender = () => {\n const send = () => {\n const clientRenderedAtMs = Date.now();\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(\n `dreamboard.t8_render_commit.sync-${message.syncId}`,\n { detail: { syncId: message.syncId } },\n );\n } catch {\n // ignore\n }\n }\n window.parent.postMessage(\n {\n type: \"state-rendered\",\n syncId: message.syncId,\n clientReceivedAtMs,\n clientRenderedAtMs,\n },\n \"*\",\n );\n };\n if (typeof requestAnimationFrame === \"function\") {\n requestAnimationFrame(send);\n } else {\n queueMicrotask(send);\n }\n };\n queueMicrotask(schedulePostRender);\n\n break;\n }\n\n case \"validate-interaction-result\": {\n const resolver = pendingValidations.get(message.messageId);\n if (resolver) {\n pendingValidations.delete(message.messageId);\n resolver({\n valid: message.result.valid,\n errorCode: message.result.errorCode ?? undefined,\n message: message.result.message ?? undefined,\n });\n }\n break;\n }\n\n case \"submit-result\": {\n const pending = pendingSubmissions.get(message.messageId);\n if (!pending) {\n break;\n }\n\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(`dreamboard.t3b_ack.${message.messageId}`, {\n detail: { messageId: message.messageId },\n });\n } catch {\n // ignore\n }\n }\n\n pendingSubmissions.delete(message.messageId);\n if (message.accepted) {\n pending.resolve();\n } else {\n pending.reject(\n createSubmissionError(\n message.errorCode ?? undefined,\n message.message ?? undefined,\n ),\n );\n }\n break;\n }\n }\n };\n\n window.addEventListener(\"message\", handleMessage);\n\n // Error handlers\n const sendErrorToParent = (message: string, code: string, stack?: string) => {\n // eslint-disable-next-line no-console\n console.error(`[Plugin RuntimeAPI] ${code}:`, message, stack || \"\");\n window.parent.postMessage(\n {\n type: \"error\",\n message: stack ? `${message}\\n${stack}` : message,\n code,\n },\n \"*\",\n );\n };\n\n window.onerror = (message, source, lineno, colno, error) => {\n const errorMessage =\n typeof message === \"string\" ? message : error?.message || \"Unknown error\";\n const location = source ? ` at ${source}:${lineno}:${colno}` : \"\";\n sendErrorToParent(errorMessage + location, \"UNCAUGHT_ERROR\", error?.stack);\n return false;\n };\n\n window.onunhandledrejection = (event: PromiseRejectionEvent) => {\n const reason = event.reason;\n const message =\n reason instanceof Error\n ? reason.message\n : typeof reason === \"string\"\n ? reason\n : JSON.stringify(reason);\n const stack = reason instanceof Error ? reason.stack : undefined;\n sendErrorToParent(message, \"UNHANDLED_REJECTION\", stack);\n };\n\n // eslint-disable-next-line no-console\n console.log(\"[Plugin RuntimeAPI] ✅ Initialized (state-sync architecture)\");\n\n const runtime: PluginRuntimeAPI = {\n // State-sync methods\n getSnapshot: () => currentStateSnapshot,\n\n subscribeToState: (listener) => {\n stateListeners.add(listener);\n // Immediately notify with current state if available\n if (currentStateSnapshot) {\n try {\n listener(currentStateSnapshot);\n } catch {\n // Silently catch listener errors\n }\n }\n return () => {\n stateListeners.delete(listener);\n };\n },\n\n validateInteraction: async (playerId, interactionId, params) => {\n return new Promise((resolve) => {\n const messageId = `validate-${++validationIdCounter}`;\n pendingValidations.set(messageId, resolve);\n\n window.parent.postMessage(\n {\n type: \"validate-interaction\",\n playerId,\n interactionId,\n params,\n messageId,\n },\n \"*\",\n );\n\n // Timeout after 10 seconds to avoid hanging forever\n setTimeout(() => {\n if (pendingValidations.has(messageId)) {\n pendingValidations.delete(messageId);\n resolve({\n valid: false,\n errorCode: \"validation-timeout\",\n message: \"Validation request timed out\",\n });\n }\n }, 10000);\n });\n },\n\n submitInteraction: async (playerId, interactionId, params) =>\n submitViaParent({\n type: \"interaction\",\n playerId,\n interactionId,\n params,\n clientActionId: mintClientActionId(),\n }),\n\n getSessionState: () => ({ ...sessionState 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Lets the loading affordance read as a\n * mid-game wait rather than a cold \"still loading\" stall.\n */\n waiting: boolean;\n /** Error message if initialization failed */\n error: string | null;\n}\n\nfunction hasProjectedView(\n snapshot: ReturnType<PluginRuntimeAPI[\"getSnapshot\"]> | null | undefined,\n): boolean {\n return (\n snapshot !== null &&\n snapshot !== undefined &&\n snapshot.view !== null &&\n snapshot.view !== undefined\n );\n}\n\n/**\n * Hook that creates and manages a PluginRuntimeAPI instance.\n *\n * This hook handles:\n * 1. Creating the RuntimeAPI\n * 2. Waiting for the first state-sync snapshot before setting isReady\n *\n * In the new architecture, the host only renders the plugin when a reducer-native\n * snapshot is available, so isReady should become true quickly after init.\n *\n * @example\n * ```tsx\n * function PluginRuntime({ children }: { children: React.ReactNode }) {\n * const { runtime, isReady, error } = usePluginRuntime();\n *\n * if (error) {\n * return <div>Error: {error}</div>;\n * }\n *\n * if (!isReady) {\n * return <GameSkeleton message=\"Waiting for game state...\" />;\n * }\n *\n * return <RuntimeProvider runtime={runtime}>{children}</RuntimeProvider>;\n * }\n * ```\n */\nexport function usePluginRuntime(\n options: UsePluginRuntimeOptions = {},\n): UsePluginRuntimeResult {\n const { timeout = 10000 } = options;\n\n // Create runtime once and keep stable reference\n const [runtime] = useState<PluginRuntimeAPI>(() => createPluginRuntimeAPI());\n const [isReady, setIsReady] = useState(() => {\n const snapshot = runtime.getSnapshot?.();\n return hasProjectedView(snapshot);\n });\n const [error, setError] = useState<string | null>(null);\n // Latches once we've shown a view, so a later view-less snapshot reads as a\n // mid-game wait rather than a fresh load. (A ref, so it never re-triggers a\n // render on its own.)\n const hasBeenReadyRef = useRef(false);\n if (isReady) hasBeenReadyRef.current = true;\n\n // Subscribe to state-sync and set isReady when the first snapshot arrives.\n useEffect(() => {\n const markReadyFromSnapshot = () => {\n const currentSnapshot = runtime.getSnapshot?.();\n if (!hasProjectedView(currentSnapshot)) {\n return false;\n }\n setError(null);\n setIsReady(true);\n return true;\n };\n\n if (markReadyFromSnapshot()) {\n return;\n }\n\n // Set up timeout\n const timeoutId = setTimeout(() => {\n if (!markReadyFromSnapshot()) {\n setError(\n `Timed out waiting for the initial projected view after ${timeout}ms. ` +\n \"Ensure the host sends a reducer-native state-sync with a seat view.\",\n );\n }\n }, timeout);\n\n // Fallback poll for dev/HMR flows where the runtime snapshot may already\n // exist but the first subscribe callback is missed.\n const pollId = setInterval(() => {\n if (markReadyFromSnapshot()) {\n clearInterval(pollId);\n clearTimeout(timeoutId);\n }\n }, 100);\n\n // Subscribe to state changes\n const unsubscribe = runtime.subscribeToState?.((state) => {\n if (!hasProjectedView(state)) {\n setIsReady(false);\n return;\n }\n clearInterval(pollId);\n clearTimeout(timeoutId);\n setError(null);\n setIsReady(true);\n });\n\n return () => {\n clearInterval(pollId);\n clearTimeout(timeoutId);\n unsubscribe?.();\n };\n }, [runtime, timeout]);\n\n return {\n runtime,\n isReady,\n waiting: hasBeenReadyRef.current && !isReady,\n error,\n };\n}\n","import { z } from \"zod\";\nimport type { PlayerId } from \"@dreamboard/manifest-contract\";\nimport type {\n RuntimeAPI,\n PluginSessionState,\n ValidationResult,\n} from \"../types/runtime-api.js\";\nimport type { PluginStateSnapshot } from \"../types/plugin-state.js\";\n\n/**\n * Message schemas from main app to plugin\n * We define them here to avoid circular dependencies with apps/web\n */\n\n// Main → Plugin: Initialize plugin with session info\nconst InitMessageSchema = z.object({\n type: z.literal(\"init\"),\n sessionId: z.string(),\n controllablePlayerIds: z.array(z.string()),\n controllingPlayerId: z.string(),\n userId: z.string().nullable(),\n});\n\n// Main → Plugin: Health check ping\nconst PingMessageSchema = z.object({\n type: z.literal(\"ping\"),\n});\n\n// Main → Plugin: State sync - sends complete state snapshot\nconst StateSyncMessageSchema = z.object({\n type: z.literal(\"state-sync\"),\n syncId: z.number(),\n state: z.custom<PluginStateSnapshot>((data: unknown) => {\n return (\n typeof data === \"object\" &&\n data !== null &&\n \"session\" in data &&\n \"notifications\" in data\n );\n }),\n});\n\n// Main → Plugin: Validation result response\nconst ValidateInteractionResultMessageSchema = z.object({\n type: z.literal(\"validate-interaction-result\"),\n messageId: z.string(),\n result: z.object({\n valid: z.boolean(),\n errorCode: z.string().nullable().optional(),\n message: z.string().nullable().optional(),\n }),\n});\n\nconst SubmitResultMessageSchema = z.object({\n type: z.literal(\"submit-result\"),\n messageId: z.string(),\n accepted: z.boolean(),\n errorCode: z.string().nullable().optional(),\n message: z.string().nullable().optional(),\n});\n\n// Union of all messages from main → plugin\nconst MainToPluginMessageSchema = z.discriminatedUnion(\"type\", [\n InitMessageSchema,\n PingMessageSchema,\n StateSyncMessageSchema,\n ValidateInteractionResultMessageSchema,\n SubmitResultMessageSchema,\n]);\n\n/**\n * Extended RuntimeAPI with plugin-specific methods for state-sync architecture.\n */\nexport interface PluginRuntimeAPI extends RuntimeAPI {\n /**\n * Get the current state snapshot.\n * Returns null if no state-sync has been received yet.\n *\n * @example\n * ```typescript\n * const snapshot = runtime.getSnapshot();\n * if (snapshot?.view) {\n * console.log('Current view:', snapshot.view);\n * }\n * ```\n */\n getSnapshot: () => PluginStateSnapshot | null;\n\n /**\n * Subscribe to state changes from state-sync messages.\n * Called whenever the host sends a new state-sync.\n *\n * @param listener - Callback invoked with new state snapshot\n * @returns Unsubscribe function\n *\n * @example\n * ```typescript\n * const unsubscribe = runtime.subscribeToState((state) => {\n * console.log('New phase:', state.gameplay.currentPhase);\n * });\n * ```\n */\n subscribeToState: (\n listener: (state: PluginStateSnapshot) => void,\n ) => () => void;\n\n /** Internal API for RuntimeContext to subscribe to session state changes */\n _subscribeToSessionState: (\n listener: (state: PluginSessionState) => void,\n ) => () => void;\n\n /**\n * Request to restore game state to a previous history entry.\n * Only works if the user is the host.\n *\n * @param entryId - ID of the history entry to restore to\n *\n * @example\n * ```typescript\n * // Restore to a previous state\n * runtime.restoreHistory?.('entry-abc-123');\n * ```\n */\n restoreHistory?: (entryId: string) => void;\n}\n\n/**\n * Mint a client-side correlation id for a single submitted interaction.\n * This id flows plugin -> host gateway -> backend HTTP header\n * (`X-Dreamboard-Client-Action-Id`), and back to the host via the recorded\n * `version -> actionId` map so the full t0..t8 latency trace can be\n * assembled for Tier-0 input-latency observability. Falls back to a\n * timestamp-seeded pseudo-uuid on environments without `crypto.randomUUID`\n * (older sandboxed browsers in tests) so we never crash the plugin.\n */\nconst mintClientActionId = (): string => {\n const cryptoLike = (\n globalThis as typeof globalThis & {\n crypto?: { randomUUID?: () => string };\n }\n ).crypto;\n if (cryptoLike?.randomUUID) {\n try {\n return cryptoLike.randomUUID();\n } catch {\n // fall through to fallback\n }\n }\n const rand = Math.random().toString(16).slice(2);\n return `cid-${Date.now().toString(16)}-${rand}`;\n};\n\nconst PLUGIN_RUNTIME_SINGLETON_KEY = \"__dreamboardPluginRuntimeApi\";\n\ntype PluginRuntimeGlobal = typeof globalThis & {\n [PLUGIN_RUNTIME_SINGLETON_KEY]?: PluginRuntimeAPI;\n};\n\n/**\n * Creates a RuntimeAPI implementation for plugin iframes.\n *\n * Architecture (state-sync):\n * - Host maintains all state in GameSessionStore\n * - Host sends complete state snapshots via state-sync messages\n * - Plugin stores received state and notifies subscribers\n * - No buffering needed - plugin only renders when state exists\n *\n * Security:\n * - Plugin runs in sandboxed iframe (no network access, no same-origin)\n * - All backend communication goes through main app\n *\n * @returns PluginRuntimeAPI instance\n */\nexport function createPluginRuntimeAPI(): PluginRuntimeAPI {\n const existingRuntime = (globalThis as PluginRuntimeGlobal)[\n PLUGIN_RUNTIME_SINGLETON_KEY\n ];\n if (existingRuntime) {\n return existingRuntime;\n }\n\n // State-sync state\n let currentStateSnapshot: PluginStateSnapshot | null = null;\n const stateListeners = new Set<(state: PluginStateSnapshot) => void>();\n\n // Session state\n const sessionState: PluginSessionState = {\n status: \"loading\",\n sessionId: null,\n controllablePlayerIds: [],\n controllingPlayerId: null,\n userId: null,\n };\n const sessionStateListeners = new Set<(state: PluginSessionState) => void>();\n\n // Pending validation requests\n const pendingValidations = new Map<\n string,\n (result: ValidationResult) => void\n >();\n let validationIdCounter = 0;\n const pendingSubmissions = new Map<\n string,\n {\n resolve: () => void;\n reject: (error: Error & { errorCode?: string }) => void;\n }\n >();\n let submitIdCounter = 0;\n\n // Helper functions\n const notifySessionStateChange = () => {\n sessionStateListeners.forEach((listener) => {\n try {\n listener({ ...sessionState });\n } catch {\n // Silently catch listener errors\n }\n });\n };\n\n const notifyStateListeners = () => {\n if (!currentStateSnapshot) return;\n const snapshot = currentStateSnapshot;\n stateListeners.forEach((listener) => {\n try {\n listener(snapshot);\n } catch {\n // Silently catch listener errors\n }\n });\n };\n\n const createSubmissionError = (\n errorCode?: string,\n message?: string,\n ): Error & { errorCode?: string } => {\n const error = new Error(message ?? \"Submission failed\") as Error & {\n errorCode?: string;\n name: string;\n };\n error.name = \"SubmissionError\";\n error.errorCode = errorCode;\n return error;\n };\n\n const submitViaParent = (payload: {\n type: \"interaction\";\n playerId: PlayerId;\n interactionId: string;\n params: unknown;\n clientActionId?: string;\n }): Promise<void> =>\n new Promise((resolve, reject) => {\n const messageId = `submit-${++submitIdCounter}`;\n pendingSubmissions.set(messageId, { resolve, reject });\n\n // Plugin-iframe `Date.now()` ships alongside the postMessage\n // as the `t0_click` timestamp for Tier-0 input-latency\n // observability. Date.now() (not performance.now()) is\n // intentional: the iframe and the host share a wall-clock\n // base but not a `performance.now()` origin.\n const clientSubmittedAtMs = Date.now();\n\n if (payload.clientActionId && typeof performance !== \"undefined\") {\n try {\n performance.mark(`dreamboard.t0_click.${payload.clientActionId}`, {\n detail: { clientActionId: payload.clientActionId },\n });\n } catch {\n // performance.mark detail arg not supported in older browsers; ignore\n }\n }\n\n window.parent.postMessage(\n { ...payload, messageId, clientSubmittedAtMs },\n \"*\",\n );\n\n setTimeout(() => {\n const pending = pendingSubmissions.get(messageId);\n if (!pending) {\n return;\n }\n pendingSubmissions.delete(messageId);\n pending.reject(\n createSubmissionError(\n \"submission-timeout\",\n \"Submission request timed out\",\n ),\n );\n }, 10000);\n });\n\n // Message handler\n const handleMessage = (event: MessageEvent) => {\n const rawMessage = event.data;\n\n const parseResult = MainToPluginMessageSchema.safeParse(rawMessage);\n if (!parseResult.success) {\n // Only warn for messages that look like they're meant for us\n if (rawMessage?.type && typeof rawMessage.type === \"string\") {\n // eslint-disable-next-line no-console\n console.warn(\n \"[Plugin RuntimeAPI] Invalid message received:\",\n rawMessage.type,\n );\n }\n return;\n }\n\n const message = parseResult.data;\n\n switch (message.type) {\n case \"init\": {\n // eslint-disable-next-line no-console\n console.log(\"[Plugin RuntimeAPI] Received init message\");\n\n sessionState.status = \"ready\";\n sessionState.sessionId = message.sessionId;\n sessionState.controllablePlayerIds =\n message.controllablePlayerIds as PlayerId[];\n sessionState.controllingPlayerId =\n message.controllingPlayerId as PlayerId;\n sessionState.userId = message.userId;\n\n notifySessionStateChange();\n window.parent.postMessage({ type: \"ready\" }, \"*\");\n break;\n }\n\n case \"ping\": {\n window.parent.postMessage({ type: \"pong\" }, \"*\");\n break;\n }\n\n case \"state-sync\": {\n // Handle state-sync from host\n // eslint-disable-next-line no-console\n console.log(\n \"[Plugin RuntimeAPI] Received state-sync, syncId:\",\n message.syncId,\n );\n\n // Tier-0 perf: capture `t7_state_sync_received` wall-clock\n // timestamp up-front so the host can stitch it onto the\n // perf HUD via the outgoing state-ack message.\n const clientReceivedAtMs = Date.now();\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(\n `dreamboard.t7_state_sync_received.sync-${message.syncId}`,\n { detail: { syncId: message.syncId } },\n );\n } catch {\n // performance.mark detail arg not supported; ignore\n }\n }\n\n currentStateSnapshot = message.state;\n\n // Update session state from snapshot\n if (message.state.session) {\n sessionState.sessionId = message.state.session.sessionId;\n sessionState.controllablePlayerIds =\n message.state.session.controllablePlayerIds;\n sessionState.controllingPlayerId =\n message.state.session.controllingPlayerId;\n sessionState.userId = message.state.session.userId;\n sessionState.status = \"ready\";\n notifySessionStateChange();\n }\n\n // Notify state listeners\n notifyStateListeners();\n\n // Send acknowledgment (carrying t7 timestamp for the host\n // perf HUD; host ignores it when perf is disabled).\n window.parent.postMessage(\n {\n type: \"state-ack\",\n syncId: message.syncId,\n clientReceivedAtMs,\n },\n \"*\",\n );\n\n // Tier-0 perf: after notifyStateListeners has kicked React's\n // render, schedule a post-commit microtask + rAF chain so the\n // paired `state-rendered` message lands close to when the\n // plugin's DOM would have been painted. `queueMicrotask` is\n // used first because most React listeners finish synchronously;\n // `requestAnimationFrame` then bounces to the next paint tick.\n const schedulePostRender = () => {\n const send = () => {\n const clientRenderedAtMs = Date.now();\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(\n `dreamboard.t8_render_commit.sync-${message.syncId}`,\n { detail: { syncId: message.syncId } },\n );\n } catch {\n // ignore\n }\n }\n window.parent.postMessage(\n {\n type: \"state-rendered\",\n syncId: message.syncId,\n clientReceivedAtMs,\n clientRenderedAtMs,\n },\n \"*\",\n );\n };\n if (typeof requestAnimationFrame === \"function\") {\n requestAnimationFrame(send);\n } else {\n queueMicrotask(send);\n }\n };\n queueMicrotask(schedulePostRender);\n\n break;\n }\n\n case \"validate-interaction-result\": {\n const resolver = pendingValidations.get(message.messageId);\n if (resolver) {\n pendingValidations.delete(message.messageId);\n resolver({\n valid: message.result.valid,\n errorCode: message.result.errorCode ?? undefined,\n message: message.result.message ?? undefined,\n });\n }\n break;\n }\n\n case \"submit-result\": {\n const pending = pendingSubmissions.get(message.messageId);\n if (!pending) {\n break;\n }\n\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(`dreamboard.t3b_ack.${message.messageId}`, {\n detail: { messageId: message.messageId },\n });\n } catch {\n // ignore\n }\n }\n\n pendingSubmissions.delete(message.messageId);\n if (message.accepted) {\n pending.resolve();\n } else {\n pending.reject(\n createSubmissionError(\n message.errorCode ?? undefined,\n message.message ?? undefined,\n ),\n );\n }\n break;\n }\n }\n };\n\n window.addEventListener(\"message\", handleMessage);\n\n // Error handlers\n const sendErrorToParent = (message: string, code: string, stack?: string) => {\n // eslint-disable-next-line no-console\n console.error(`[Plugin RuntimeAPI] ${code}:`, message, stack || \"\");\n window.parent.postMessage(\n {\n type: \"error\",\n message: stack ? `${message}\\n${stack}` : message,\n code,\n },\n \"*\",\n );\n };\n\n window.onerror = (message, source, lineno, colno, error) => {\n const errorMessage =\n typeof message === \"string\" ? message : error?.message || \"Unknown error\";\n const location = source ? ` at ${source}:${lineno}:${colno}` : \"\";\n sendErrorToParent(errorMessage + location, \"UNCAUGHT_ERROR\", error?.stack);\n return false;\n };\n\n window.onunhandledrejection = (event: PromiseRejectionEvent) => {\n const reason = event.reason;\n const message =\n reason instanceof Error\n ? reason.message\n : typeof reason === \"string\"\n ? reason\n : JSON.stringify(reason);\n const stack = reason instanceof Error ? reason.stack : undefined;\n sendErrorToParent(message, \"UNHANDLED_REJECTION\", stack);\n };\n\n // eslint-disable-next-line no-console\n console.log(\"[Plugin RuntimeAPI] ✅ Initialized (state-sync architecture)\");\n\n const runtime: PluginRuntimeAPI = {\n // State-sync methods\n getSnapshot: () => currentStateSnapshot,\n\n subscribeToState: (listener) => {\n stateListeners.add(listener);\n // Immediately notify with current state if available\n if (currentStateSnapshot) {\n try {\n listener(currentStateSnapshot);\n } catch {\n // Silently catch listener errors\n }\n }\n return () => {\n stateListeners.delete(listener);\n };\n },\n\n validateInteraction: async (playerId, interactionId, params) => {\n return new Promise((resolve) => {\n const messageId = `validate-${++validationIdCounter}`;\n pendingValidations.set(messageId, resolve);\n\n window.parent.postMessage(\n {\n type: \"validate-interaction\",\n playerId,\n interactionId,\n params,\n messageId,\n },\n \"*\",\n );\n\n // Timeout after 10 seconds to avoid hanging forever\n setTimeout(() => {\n if (pendingValidations.has(messageId)) {\n pendingValidations.delete(messageId);\n resolve({\n valid: false,\n errorCode: \"validation-timeout\",\n message: \"Validation request timed out\",\n });\n }\n }, 10000);\n });\n },\n\n submitInteraction: async (playerId, interactionId, params) =>\n submitViaParent({\n type: \"interaction\",\n playerId,\n interactionId,\n params,\n clientActionId: mintClientActionId(),\n }),\n\n getSessionState: () => ({ ...sessionState }),\n\n disconnect: () => {\n window.removeEventListener(\"message\", handleMessage);\n window.onerror = null;\n window.onunhandledrejection = null;\n sessionStateListeners.clear();\n stateListeners.clear();\n pendingValidations.clear();\n pendingSubmissions.clear();\n currentStateSnapshot = null;\n },\n\n switchPlayer: (playerId: PlayerId) => {\n window.parent.postMessage({ type: \"switch-player\", playerId }, \"*\");\n },\n\n restoreHistory: (entryId: string) => {\n window.parent.postMessage({ type: \"restore-history\", entryId }, \"*\");\n },\n\n _subscribeToSessionState: (\n listener: (state: PluginSessionState) => void,\n ) => {\n sessionStateListeners.add(listener);\n listener({ ...sessionState });\n return () => {\n sessionStateListeners.delete(listener);\n };\n },\n };\n\n (globalThis as PluginRuntimeGlobal)[PLUGIN_RUNTIME_SINGLETON_KEY] = runtime;\n\n return runtime;\n}\n","import React from \"react\";\nimport { InteractionUiProvider } from \"../context/InteractionDraftContext.js\";\nimport { RuntimeProvider } from \"../context/RuntimeContext.js\";\nimport { usePluginSession } from \"../context/PluginSessionContext.js\";\nimport { RuntimeSemanticProjectionMarker } from \"../context/PluginStateContext.js\";\nimport { usePluginRuntime } from \"../hooks/usePluginRuntime.js\";\nimport { GameSkeleton } from \"../../ui.js\";\n\nexport interface PluginRuntimeProps {\n /** Child components to render after state sync has started */\n children: React.ReactNode;\n /**\n * Timeout in milliseconds to wait for the first state-sync snapshot.\n * @default 10000 (10 seconds)\n */\n timeout?: number;\n /** Custom loading component to show while waiting for state sync */\n loadingComponent?: React.ReactNode;\n /** Custom error component to show when initialization fails */\n errorComponent?: (error: string) => React.ReactNode;\n}\n\n/**\n * PluginRuntime provides the RuntimeContext for plugin components.\n *\n * This component:\n * - Creates a RuntimeAPI instance using the SDK-provided implementation\n * - Waits for the first reducer-native state-sync snapshot before rendering children\n * - Provides RuntimeAPI and session state to all child components\n *\n * @example\n * ```tsx\n * // In your plugin's index.tsx\n * import { PluginRuntime } from \"./components/dreamboard\";\n * import App from './App';\n *\n * ReactDOM.createRoot(document.getElementById('root')!).render(\n * <PluginRuntime>\n * <App />\n * </PluginRuntime>\n * );\n * ```\n */\nexport function PluginRuntime({\n children,\n timeout = 10000,\n loadingComponent,\n errorComponent,\n}: PluginRuntimeProps) {\n const { runtime, isReady, waiting, error } = usePluginRuntime({ timeout });\n\n if (error) {\n if (errorComponent) {\n return <>{errorComponent(error)}</>;\n }\n return (\n <div className=\"flex h-full w-full items-center justify-center bg-gray-50\">\n <div className=\"text-center p-6\">\n <p className=\"text-red-600 font-medium mb-2\">Failed to load game</p>\n <p className=\"text-gray-600 text-sm\">{error}</p>\n </div>\n </div>\n );\n }\n\n if (!isReady) {\n if (loadingComponent) {\n return <>{loadingComponent}</>;\n }\n // Once the game has rendered, a view-less snapshot is a mid-game wait (you\n // acted and are waiting on the table), not a cold load — say so rather than\n // reading as a stalled \"Waiting for game state\".\n return (\n <GameSkeleton\n message={\n waiting\n ? \"Waiting for the other players…\"\n : \"Waiting for game state...\"\n }\n />\n );\n }\n\n return (\n <RuntimeProvider runtime={runtime}>\n <SessionScopedInteractionUiProvider>\n {children}\n </SessionScopedInteractionUiProvider>\n </RuntimeProvider>\n );\n}\n\nfunction SessionScopedInteractionUiProvider({\n children,\n}: {\n children: React.ReactNode;\n}) {\n const { controllingPlayerId } = usePluginSession();\n return (\n <InteractionUiProvider key={controllingPlayerId ?? \"__no_player__\"}>\n <RuntimeSemanticProjectionMarker />\n {children}\n </InteractionUiProvider>\n 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