@dreamboard-games/sdk 0.4.0-alpha.1 → 0.4.0-alpha.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.
- package/REFERENCE.md +1215 -125
- package/dist/{ResourceCounter-BTXklCEZ.d.ts → ResourceCounter-BuiNstXs.d.ts} +5 -1
- package/dist/{ThemeProvider-DvMl17Ny.d.ts → ThemeProvider-B1sIoBlX.d.ts} +1 -1
- package/dist/{attributes-BrZtP9az.d.ts → attributes-DbvyMbXw.d.ts} +17 -2
- package/dist/authoring/index.d.ts +66 -0
- package/dist/authoring/index.js +560 -0
- package/dist/authoring/index.js.map +1 -0
- package/dist/browser-interaction.d.ts +205 -5
- package/dist/browser-interaction.js +14 -2
- package/dist/{chunk-7W6TQO3X.js → chunk-45FI6XII.js} +613 -366
- package/dist/chunk-45FI6XII.js.map +1 -0
- package/dist/{chunk-3K362ZKR.js → chunk-6JQFGSLD.js} +202 -38
- package/dist/chunk-6JQFGSLD.js.map +1 -0
- package/dist/{chunk-XXBSIPJX.js → chunk-CP35NPPY.js} +131 -59
- package/dist/chunk-CP35NPPY.js.map +1 -0
- package/dist/{chunk-XJYUSD5F.js → chunk-FWVV2X74.js} +2 -2
- package/dist/{chunk-IUGKW2GS.js → chunk-HWJS3VOJ.js} +6 -2
- package/dist/chunk-HWJS3VOJ.js.map +1 -0
- package/dist/chunk-K5ZRJTZZ.js +328 -0
- package/dist/chunk-K5ZRJTZZ.js.map +1 -0
- package/dist/{chunk-7LZZEI25.js → chunk-N6ZDIMRB.js} +1 -1
- package/dist/chunk-N6ZDIMRB.js.map +1 -0
- package/dist/chunk-O6M6PN4E.js +1225 -0
- package/dist/chunk-O6M6PN4E.js.map +1 -0
- package/dist/{chunk-AEUXCFGM.js → chunk-PF7L4BMG.js} +1 -8
- package/dist/{chunk-AEUXCFGM.js.map → chunk-PF7L4BMG.js.map} +1 -1
- package/dist/{chunk-CZMFAS3E.js → chunk-WOWFONLZ.js} +517 -1274
- package/dist/chunk-WOWFONLZ.js.map +1 -0
- package/dist/{chunk-MALRKLRR.js → chunk-WUIVY2KE.js} +301 -12
- package/dist/chunk-WUIVY2KE.js.map +1 -0
- package/dist/chunk-ZAS2SENW.js +12 -0
- package/dist/chunk-ZAS2SENW.js.map +1 -0
- package/dist/codegen.d.ts +11 -3
- package/dist/codegen.js +1 -1
- package/dist/{components-Dqr_LuZJ.d.ts → components-BbWPnZCF.d.ts} +37 -6
- package/dist/{hex-board-view-UCUjMALd.d.ts → hex-board-view-Kz9Q_zsv.d.ts} +1 -1
- package/dist/index.js +2 -1
- package/dist/package-set.d.ts +2 -2
- package/dist/package-set.js +2 -1
- package/dist/player-state-Cqpyeql0.d.ts +371 -0
- package/dist/protocol-BP193lva.d.ts +267 -0
- package/dist/reducer/advanced.js +1 -1
- package/dist/reducer-contract.js +1 -1
- package/dist/reducer.js +2 -2
- package/dist/reducer.js.map +1 -1
- package/dist/runtime/primitives.d.ts +10 -10
- package/dist/runtime/primitives.js +9 -7
- package/dist/runtime/runtime-api.d.ts +2 -2
- package/dist/runtime/workspace-contract.d.ts +23 -12
- package/dist/runtime/workspace-contract.js +7 -6
- package/dist/runtime-api-BJharVaj.d.ts +198 -0
- package/dist/runtime-api-C6aWo9c0.d.ts +95 -0
- package/dist/runtime.d.ts +35 -31
- package/dist/runtime.js +87 -797
- package/dist/runtime.js.map +1 -1
- package/dist/testing.d.ts +254 -140
- package/dist/testing.js +964 -149
- package/dist/testing.js.map +1 -1
- package/dist/types-CYeN0wLK.d.ts +29 -0
- package/dist/{types-BqzHkNMA.d.ts → types-DJj5MJkl.d.ts} +32 -5
- package/dist/types.d.ts +13 -8
- package/dist/ui/components.d.ts +4 -5
- package/dist/ui/components.js +19 -1
- package/dist/ui/player-state.d.ts +2 -365
- package/dist/{ui-contract-W2-kxObe.d.ts → ui-contract-CY7cxsCC.d.ts} +16 -26
- package/dist/ui.d.ts +7 -8
- package/dist/ui.js +20 -2
- package/package.json +25 -19
- package/dist/chunk-3K362ZKR.js.map +0 -1
- package/dist/chunk-7LZZEI25.js.map +0 -1
- package/dist/chunk-7W6TQO3X.js.map +0 -1
- package/dist/chunk-CZMFAS3E.js.map +0 -1
- package/dist/chunk-IUGKW2GS.js.map +0 -1
- package/dist/chunk-MALRKLRR.js.map +0 -1
- package/dist/chunk-XXBSIPJX.js.map +0 -1
- package/dist/hex-color-MhOyuY-o.d.ts +0 -8
- package/dist/runtime-api-BXd70c2e.d.ts +0 -490
- /package/dist/{chunk-XJYUSD5F.js.map → chunk-FWVV2X74.js.map} +0 -0
package/dist/runtime.js.map
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{"version":3,"sources":["../src/runtime/hooks/usePluginRuntime.ts","../src/runtime/plugin-protocol.ts","../src/runtime/api/createPluginRuntimeAPI.ts","../src/runtime/components/PluginRuntime.tsx"],"sourcesContent":["import { useState, useEffect, useRef } from \"react\";\nimport {\n createPluginRuntimeAPI,\n type PluginRuntimeAPI,\n type PluginRuntimeDiagnosticHandler,\n} from \"../api/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 onDiagnostic?: PluginRuntimeDiagnosticHandler;\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, onDiagnostic } = options;\n\n // Create runtime once and keep stable reference\n const [runtime] = useState<PluginRuntimeAPI>(() =>\n createPluginRuntimeAPI({ onDiagnostic }),\n );\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 useEffect(() => {\n runtime.setDiagnosticHandler?.(onDiagnostic);\n }, [runtime, onDiagnostic]);\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 {\n RuntimeJsonSchema,\n TRANSPORT_JSON_LIMITS,\n assertJsonWithinLimits,\n} from \"../runtime-json.js\";\nimport type { PluginStateSnapshot } from \"./types/plugin-state.js\";\n\nexport const DREAMBOARD_PLUGIN_PROTOCOL = \"dreamboard-plugin\";\nexport const DREAMBOARD_PLUGIN_PROTOCOL_VERSION = 2;\n\nconst PluginEnvelopeBaseSchema = z\n .object({\n protocol: z.literal(DREAMBOARD_PLUGIN_PROTOCOL),\n version: z.literal(DREAMBOARD_PLUGIN_PROTOCOL_VERSION),\n channelId: z.string().min(32).max(256),\n })\n .strict();\n\nconst PlayerIdSchema = z.string();\nconst RuntimeRecordSchema = z.record(z.string(), RuntimeJsonSchema);\nconst NullableRuntimeJsonSchema = RuntimeJsonSchema.nullable();\n\nconst SeatAssignmentSchema = z\n .object({\n playerId: PlayerIdSchema,\n controllerUserId: z.string().optional(),\n displayName: z.string(),\n playerColor: z.string().optional(),\n isHost: z.boolean().optional(),\n })\n .strict();\n\nconst LobbyStateSchema = z\n .object({\n seats: z.array(SeatAssignmentSchema),\n canStart: z.boolean(),\n hostUserId: z.string(),\n })\n .strict();\n\nconst NotificationPayloadSchema = z.discriminatedUnion(\"type\", [\n z\n .object({\n type: z.literal(\"YOUR_TURN\"),\n activePlayers: z.array(PlayerIdSchema),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"PROMPT_OPENED\"),\n promptId: z.string(),\n promptInstanceId: z.string(),\n targetPlayer: PlayerIdSchema,\n title: z.string().optional(),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"ACTION_EXECUTED\"),\n playerId: PlayerIdSchema,\n actionType: z.string(),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"ACTION_REJECTED\"),\n reason: z.string(),\n targetPlayer: z.string().optional(),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"TURN_CHANGED\"),\n previousPlayers: z.array(PlayerIdSchema),\n currentPlayers: z.array(PlayerIdSchema),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"STATE_CHANGED\"),\n newState: z.string(),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"GAME_ENDED\"),\n winner: z.string().optional(),\n finalScores: z.record(z.string(), z.number().finite()),\n reason: z.string(),\n })\n .strict(),\n z\n .object({\n type: z.literal(\"ERROR\"),\n message: z.string(),\n code: z.string().optional(),\n })\n .strict(),\n]);\n\nconst NotificationSchema = z\n .object({\n id: z.string(),\n type: z.enum([\n \"YOUR_TURN\",\n \"PROMPT_OPENED\",\n \"ACTION_EXECUTED\",\n \"ACTION_REJECTED\",\n \"TURN_CHANGED\",\n \"STATE_CHANGED\",\n \"GAME_ENDED\",\n \"ERROR\",\n ]),\n payload: NotificationPayloadSchema,\n timestamp: z.number().finite(),\n read: z.boolean(),\n })\n .strict();\n\nconst PluginSessionStateSchema = z\n .object({\n sessionId: z.string().nullable(),\n controllablePlayerIds: z.array(PlayerIdSchema),\n controllingPlayerId: PlayerIdSchema.nullable(),\n userId: z.string().nullable(),\n })\n .strict();\n\nconst HistoryEntrySummarySchema = z\n .object({\n id: z.string(),\n version: z.number().int(),\n timestamp: z.string(),\n description: z.string(),\n playerId: PlayerIdSchema.optional(),\n actionType: z.string().optional(),\n isCurrent: z.boolean(),\n })\n .strict();\n\nconst HistoryStateSchema = z\n .object({\n entries: z.array(HistoryEntrySummarySchema),\n currentIndex: z.number().int(),\n canGoBack: z.boolean(),\n canGoForward: z.boolean(),\n })\n .strict();\n\nconst SimultaneousPhaseSchema = z\n .object({\n phaseName: z.string(),\n interactionId: z.string(),\n actorIds: z.array(PlayerIdSchema),\n sealedPlayerIds: z.array(PlayerIdSchema),\n pendingPlayerIds: z.array(PlayerIdSchema),\n })\n .strict();\n\nconst InteractionCommitPolicySchema = z.discriminatedUnion(\"mode\", [\n z.object({ mode: z.literal(\"manual\") }).strict(),\n z.object({ mode: z.literal(\"autoWhenReady\") }).strict(),\n]);\n\nconst InputSelectionSchema = z.discriminatedUnion(\"mode\", [\n z.object({ mode: z.literal(\"single\") }).strict(),\n z\n .object({\n mode: z.literal(\"many\"),\n min: z.number().int(),\n max: z.number().int().optional(),\n distinct: z.boolean().optional(),\n })\n .strict(),\n]);\n\nconst InputDomainDependencyCaseSchema = z\n .object({\n when: z.record(z.string(), z.string()),\n domain: RuntimeRecordSchema,\n })\n .strict();\n\nconst InputDomainResolverSchema = z.discriminatedUnion(\"mode\", [\n z\n .object({\n mode: z.literal(\"eager\"),\n dependentCases: z.array(InputDomainDependencyCaseSchema),\n })\n .strict(),\n z\n .object({\n mode: z.literal(\"lazy\"),\n dependsOn: z.array(z.string()),\n resolver: z\n .object({\n interactionKey: z.string().optional(),\n inputKey: z.string(),\n })\n .strict(),\n })\n .strict(),\n]);\n\nconst InputDomainSchema = z\n .object({\n type: z.string(),\n selection: InputSelectionSchema.optional(),\n dependencies: InputDomainResolverSchema.optional(),\n })\n .catchall(RuntimeJsonSchema);\n\nconst InteractionInputDescriptorSchema = z\n .object({\n key: z.string(),\n kind: z.string(),\n domain: InputDomainSchema,\n defaultValue: RuntimeJsonSchema.optional(),\n })\n .strict();\n\nconst InteractionAvailabilitySchema = z.discriminatedUnion(\"status\", [\n z.object({ status: z.literal(\"available\") }).strict(),\n z.object({ status: z.literal(\"notYourTurn\"), reason: z.string() }).strict(),\n z\n .object({\n status: z.literal(\"insufficientResources\"),\n reason: z.string(),\n missingResources: z.record(z.string(), z.number().finite()),\n })\n .strict(),\n z\n .object({\n status: z.literal(\"blocked\"),\n reason: z.string(),\n code: z.string().optional(),\n })\n .strict(),\n]);\n\nconst InteractionBaseSchema = z\n .object({\n phaseName: z.string(),\n interactionKey: z.string(),\n interactionId: z.string(),\n commit: InteractionCommitPolicySchema,\n descriptorDigest: z.string().optional(),\n actorSeat: z.number().int().optional(),\n draftDigest: z.string().optional(),\n zoneId: z.string().optional(),\n zoneIds: z.array(z.string()).optional(),\n inputs: z.array(InteractionInputDescriptorSchema),\n cost: RuntimeRecordSchema.optional(),\n currentResources: RuntimeRecordSchema.optional(),\n availability: InteractionAvailabilitySchema,\n reasons: z\n .array(\n z\n .object({\n ruleId: z.string(),\n errorCode: z.string(),\n })\n .strict(),\n )\n .optional(),\n })\n .strict();\n\nconst InteractionDescriptorSchema = z.discriminatedUnion(\"kind\", [\n InteractionBaseSchema.extend({ kind: z.literal(\"action\") }).strict(),\n InteractionBaseSchema.extend({\n kind: z.literal(\"prompt\"),\n context: z\n .object({\n to: z.string(),\n title: z.string().optional(),\n payload: RuntimeRecordSchema.optional(),\n options: z\n .array(\n z\n .object({\n id: z.string(),\n label: z.string().optional(),\n })\n .strict(),\n )\n .optional(),\n })\n .strict(),\n }).strict(),\n]);\n\nconst ZoneHandlesSnapshotSchema = z\n .object({\n cardIds: z.array(z.string()),\n cardViewsById: z.record(z.string(), z.string()),\n playableByCardId: z.record(\n z.string(),\n z.array(InteractionDescriptorSchema),\n ),\n })\n .strict();\n\nconst GameplaySnapshotSchema = z\n .object({\n currentPhase: z.string().nullable(),\n currentStage: z.string().nullable(),\n activePlayers: z.array(PlayerIdSchema),\n simultaneousPhase: SimultaneousPhaseSchema.nullable().optional(),\n availableInteractions: z.array(InteractionDescriptorSchema),\n zones: z.record(z.string(), ZoneHandlesSnapshotSchema),\n })\n .strict();\n\nexport const PluginStateSnapshotSchema = z\n .object({\n view: NullableRuntimeJsonSchema,\n gameplay: GameplaySnapshotSchema,\n lobby: LobbyStateSchema.nullable(),\n notifications: z.array(NotificationSchema),\n session: PluginSessionStateSchema,\n history: HistoryStateSchema.nullable(),\n syncId: z.number().int(),\n })\n .strict() as unknown as z.ZodType<PluginStateSnapshot>;\n\nconst InitPayloadSchema = z\n .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 state: PluginStateSnapshotSchema.optional(),\n })\n .strict();\n\nconst PingPayloadSchema = z.object({ type: z.literal(\"ping\") }).strict();\n\nconst StateSyncPayloadSchema = z\n .object({\n type: z.literal(\"state-sync\"),\n syncId: z.number().int(),\n state: PluginStateSnapshotSchema,\n })\n .strict();\n\nconst ValidateInteractionResultPayloadSchema = z\n .object({\n type: z.literal(\"validate-interaction-result\"),\n messageId: z.string(),\n result: z\n .object({\n valid: z.boolean(),\n errorCode: z.string().nullable().optional(),\n message: z.string().nullable().optional(),\n })\n .strict(),\n })\n .strict();\n\nconst SubmitResultPayloadSchema = z\n .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 .strict();\n\nexport const HostToPluginPayloadSchema = z.discriminatedUnion(\"type\", [\n InitPayloadSchema,\n PingPayloadSchema,\n StateSyncPayloadSchema,\n ValidateInteractionResultPayloadSchema,\n SubmitResultPayloadSchema,\n]);\n\nexport const HostToPluginEnvelopeSchema = PluginEnvelopeBaseSchema.extend({\n payload: HostToPluginPayloadSchema,\n}).strict();\n\nexport const PluginInitEnvelopeSchema = PluginEnvelopeBaseSchema.extend({\n payload: InitPayloadSchema,\n}).strict();\n\nexport type HostToPluginPayload = z.infer<typeof HostToPluginPayloadSchema>;\n\nexport type PluginToHostPayload =\n | { type: \"ready\" }\n | { type: \"pong\" }\n | { type: \"state-ack\"; syncId: number; clientReceivedAtMs?: number }\n | {\n type: \"state-rendered\";\n syncId: number;\n clientReceivedAtMs?: number;\n clientRenderedAtMs?: number;\n }\n | {\n type: \"validate-interaction\";\n playerId: string;\n interactionId: string;\n params: unknown;\n messageId: string;\n }\n | {\n type: \"interaction\";\n playerId: string;\n interactionId: string;\n params: unknown;\n clientActionId?: string;\n messageId: string;\n clientSubmittedAtMs: number;\n }\n | { type: \"switch-player\"; playerId: string }\n | { type: \"restore-history\"; entryId: string }\n | { type: \"mark-notification-read\"; notificationId: string }\n | { type: \"error\"; message: string; code: string };\n\nexport type PluginChannel = {\n channelId: string;\n hostOrigin: string;\n hostWindow: Window;\n};\n\nexport function assertTransportEnvelopeWithinLimits(value: unknown): void {\n assertJsonWithinLimits(value, TRANSPORT_JSON_LIMITS, \"Plugin message\");\n}\n\nexport function createPluginEnvelope(\n payload: PluginToHostPayload,\n channel: PluginChannel,\n) {\n return {\n protocol: DREAMBOARD_PLUGIN_PROTOCOL,\n version: DREAMBOARD_PLUGIN_PROTOCOL_VERSION,\n channelId: channel.channelId,\n payload,\n } as const;\n}\n","import 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\";\nimport {\n HostToPluginEnvelopeSchema,\n PluginInitEnvelopeSchema,\n assertTransportEnvelopeWithinLimits,\n createPluginEnvelope,\n type HostToPluginPayload,\n type PluginChannel,\n type PluginToHostPayload,\n} from \"../plugin-protocol.js\";\n\nexport type PluginRuntimeDiagnosticEvent =\n | {\n type: \"runtimeLog\";\n level: \"log\" | \"warn\" | \"error\";\n message: string;\n details?: readonly unknown[];\n }\n | {\n type: \"internalError\";\n code: string;\n message: string;\n stack?: string;\n };\n\nexport type PluginRuntimeDiagnosticHandler = (\n event: PluginRuntimeDiagnosticEvent,\n) => void;\n\nexport type PluginRuntimeAPIOptions = {\n onDiagnostic?: PluginRuntimeDiagnosticHandler;\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 markNotificationRead?: (notificationId: string) => void;\n setDiagnosticHandler?: (\n handler: PluginRuntimeDiagnosticHandler | undefined,\n ) => void;\n emitDiagnostic?: (event: PluginRuntimeDiagnosticEvent) => 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(\n options: PluginRuntimeAPIOptions = {},\n): PluginRuntimeAPI {\n const existingRuntime = (globalThis as PluginRuntimeGlobal)[\n PLUGIN_RUNTIME_SINGLETON_KEY\n ];\n if (existingRuntime) {\n existingRuntime.setDiagnosticHandler?.(options.onDiagnostic);\n return existingRuntime;\n }\n let onDiagnostic = options.onDiagnostic;\n let channel: PluginChannel | null = null;\n let disconnected = false;\n\n const emitDiagnostic = (event: PluginRuntimeDiagnosticEvent): void => {\n if (onDiagnostic) {\n try {\n onDiagnostic(event);\n return;\n } catch {\n // Fall through to console so callback failures stay visible.\n }\n }\n switch (event.type) {\n case \"runtimeLog\": {\n const args = [event.message, ...(event.details ?? [])];\n if (event.level === \"warn\") {\n console.warn(...args);\n } else if (event.level === \"error\") {\n console.error(...args);\n } else {\n console.log(...args);\n }\n break;\n }\n case \"internalError\":\n console.error(\n `[Plugin RuntimeAPI] ${event.code}:`,\n event.message,\n event.stack ?? \"\",\n );\n break;\n default: {\n const _exhaustive: never = event;\n return _exhaustive;\n }\n }\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 postToHost = (payload: PluginToHostPayload): void => {\n if (channel === null || disconnected) {\n throw new Error(\"Plugin runtime is not initialized.\");\n }\n channel.hostWindow.postMessage(\n createPluginEnvelope(payload, channel),\n channel.hostOrigin,\n );\n };\n\n const rejectPendingRequests = () => {\n pendingValidations.forEach((resolve) => {\n resolve({\n valid: false,\n errorCode: \"runtime-disconnected\",\n message: \"Plugin runtime disconnected\",\n });\n });\n pendingValidations.clear();\n pendingSubmissions.forEach((pending) => {\n pending.reject(\n createSubmissionError(\n \"runtime-disconnected\",\n \"Plugin runtime disconnected\",\n ),\n );\n });\n pendingSubmissions.clear();\n };\n\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 if (channel === null || disconnected) {\n reject(\n createSubmissionError(\n \"runtime-not-initialized\",\n \"Plugin runtime is not initialized.\",\n ),\n );\n return;\n }\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.${payload.clientActionId}`, {\n detail: { clientActionId: payload.clientActionId },\n });\n } catch {\n // performance.mark detail arg not supported in older browsers; ignore\n }\n }\n\n try {\n postToHost({ ...payload, messageId, clientSubmittedAtMs });\n } catch (error) {\n pendingSubmissions.delete(messageId);\n reject(\n createSubmissionError(\n \"runtime-not-initialized\",\n error instanceof Error\n ? error.message\n : \"Plugin runtime is not initialized.\",\n ),\n );\n return;\n }\n\n setTimeout(() => {\n const pending = pendingSubmissions.get(messageId);\n if (!pending) {\n return;\n }\n pendingSubmissions.delete(messageId);\n pending.reject(\n createSubmissionError(\n \"submission-timeout\",\n \"Submission request timed out\",\n ),\n );\n }, 10000);\n });\n\n const applyInitMessage = (\n message: Extract<HostToPluginPayload, { type: \"init\" }>,\n ) => {\n emitDiagnostic({\n type: \"runtimeLog\",\n level: \"log\",\n message: \"[Plugin RuntimeAPI] Received init message\",\n });\n\n sessionState.status = \"ready\";\n sessionState.sessionId = message.sessionId;\n sessionState.controllablePlayerIds =\n message.controllablePlayerIds as PlayerId[];\n sessionState.controllingPlayerId = message.controllingPlayerId as PlayerId;\n sessionState.userId = message.userId;\n notifySessionStateChange();\n\n if (message.state) {\n applyStateSyncMessage({\n type: \"state-sync\",\n syncId: message.state.syncId,\n state: message.state,\n });\n }\n };\n\n const applyStateSyncMessage = (\n message: Extract<HostToPluginPayload, { type: \"state-sync\" }>,\n ) => {\n emitDiagnostic({\n type: \"runtimeLog\",\n level: \"log\",\n message: \"[Plugin RuntimeAPI] Received state-sync, syncId:\",\n details: [message.syncId],\n });\n\n const clientReceivedAtMs = Date.now();\n if (typeof performance !== \"undefined\") {\n try {\n performance.mark(\n `dreamboard.t7_state_sync_received.sync-${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 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 notifyStateListeners();\n\n postToHost({\n type: \"state-ack\",\n syncId: message.syncId,\n clientReceivedAtMs,\n });\n\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 {\n detail: { syncId: message.syncId },\n },\n );\n } catch {\n // ignore\n }\n }\n if (!disconnected && channel !== null) {\n postToHost({\n type: \"state-rendered\",\n syncId: message.syncId,\n clientReceivedAtMs,\n clientRenderedAtMs,\n });\n }\n };\n if (typeof requestAnimationFrame === \"function\") {\n requestAnimationFrame(send);\n } else {\n queueMicrotask(send);\n }\n };\n queueMicrotask(schedulePostRender);\n };\n\n // Message handler\n const handleMessage = (event: MessageEvent) => {\n if (disconnected || event.source !== window.parent) {\n return;\n }\n\n try {\n assertTransportEnvelopeWithinLimits(event.data);\n } catch (error) {\n emitDiagnostic({\n type: \"runtimeLog\",\n level: \"warn\",\n message: \"[Plugin RuntimeAPI] Rejected oversized or non-JSON message:\",\n details: [error instanceof Error ? error.name : \"unknown\"],\n });\n return;\n }\n\n if (channel === null) {\n const initResult = PluginInitEnvelopeSchema.safeParse(event.data);\n if (!initResult.success) {\n return;\n }\n channel = {\n channelId: initResult.data.channelId,\n hostOrigin: event.origin,\n hostWindow: window.parent,\n };\n applyInitMessage(initResult.data.payload);\n postToHost({ type: \"ready\" });\n return;\n }\n\n if (\n event.source !== channel.hostWindow ||\n event.origin !== channel.hostOrigin\n ) {\n return;\n }\n\n const parseResult = HostToPluginEnvelopeSchema.safeParse(event.data);\n if (\n !parseResult.success ||\n parseResult.data.channelId !== channel.channelId\n ) {\n const rawPayload = (event.data as { payload?: { type?: unknown } })\n ?.payload;\n if (typeof rawPayload?.type === \"string\") {\n emitDiagnostic({\n type: \"runtimeLog\",\n level: \"warn\",\n message: \"[Plugin RuntimeAPI] Invalid message received:\",\n details: [rawPayload.type],\n });\n }\n return;\n }\n\n const message = parseResult.data.payload;\n\n switch (message.type) {\n case \"init\": {\n // A bound channel cannot be rebound by a second init envelope.\n break;\n }\n\n case \"ping\": {\n postToHost({ type: \"pong\" });\n break;\n }\n\n case \"state-sync\": {\n applyStateSyncMessage(message);\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 emitDiagnostic({\n type: \"internalError\",\n code,\n message,\n ...(stack ? { stack } : {}),\n });\n if (channel !== null && !disconnected) {\n postToHost({\n type: \"error\",\n message: stack ? `${message}\\n${stack}` : message,\n code,\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}:${colno}` : \"\";\n sendErrorToParent(errorMessage + location, \"UNCAUGHT_ERROR\", error?.stack);\n return false;\n };\n\n window.onunhandledrejection = (event: PromiseRejectionEvent) => {\n const reason = event.reason;\n const message =\n reason instanceof Error\n ? reason.message\n : typeof reason === \"string\"\n ? reason\n : JSON.stringify(reason);\n const stack = reason instanceof Error ? reason.stack : undefined;\n sendErrorToParent(message, \"UNHANDLED_REJECTION\", stack);\n };\n\n emitDiagnostic({\n type: \"runtimeLog\",\n level: \"log\",\n message: \"[Plugin RuntimeAPI] Initialized (state-sync architecture)\",\n });\n\n const runtime: PluginRuntimeAPI = {\n // State-sync methods\n getSnapshot: () => currentStateSnapshot,\n\n subscribeToState: (listener) => {\n stateListeners.add(listener);\n // Immediately notify with current state if available\n if (currentStateSnapshot) {\n try {\n listener(currentStateSnapshot);\n } catch {\n // Silently catch listener errors\n }\n }\n return () => {\n stateListeners.delete(listener);\n };\n },\n\n validateInteraction: async (playerId, interactionId, params) => {\n return new Promise((resolve) => {\n if (channel === null || disconnected) {\n resolve({\n valid: false,\n errorCode: \"runtime-not-initialized\",\n message: \"Plugin runtime is not initialized.\",\n });\n return;\n }\n const messageId = `validate-${++validationIdCounter}`;\n pendingValidations.set(messageId, resolve);\n\n try {\n postToHost({\n type: \"validate-interaction\",\n playerId,\n interactionId,\n params,\n messageId,\n });\n } catch {\n pendingValidations.delete(messageId);\n resolve({\n valid: false,\n errorCode: \"runtime-not-initialized\",\n message: \"Plugin runtime is not initialized.\",\n });\n return;\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 disconnected = true;\n channel = null;\n sessionStateListeners.clear();\n stateListeners.clear();\n rejectPendingRequests();\n currentStateSnapshot = null;\n },\n\n switchPlayer: (playerId: PlayerId) => {\n postToHost({ type: \"switch-player\", playerId });\n },\n\n restoreHistory: (entryId: string) => {\n postToHost({ type: \"restore-history\", entryId });\n },\n\n markNotificationRead: (notificationId: string) => {\n postToHost({ type: \"mark-notification-read\", notificationId });\n },\n\n setDiagnosticHandler: (handler) => {\n onDiagnostic = handler;\n },\n emitDiagnostic,\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\";\nimport type { PluginRuntimeDiagnosticHandler } from \"../api/createPluginRuntimeAPI.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 onDiagnostic?: PluginRuntimeDiagnosticHandler;\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 onDiagnostic,\n}: PluginRuntimeProps) {\n const { runtime, isReady, waiting, error } = usePluginRuntime({\n timeout,\n onDiagnostic,\n });\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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{"version":3,"sources":["../src/runtime/hooks/usePluginRuntime.ts","../src/runtime/browser/post-message-transport.ts","../src/runtime/components/PluginRuntime.tsx"],"sourcesContent":["import { useState, useEffect, useRef } from \"react\";\nimport { createPostMessagePluginTransport } from \"../browser/post-message-transport.js\";\nimport { createPluginRuntimeClient } from \"../core/create-plugin-runtime-client.js\";\nimport type { PluginRuntimeClient } from \"../core/types.js\";\nimport type { RuntimeDiagnosticHandler } from \"../types/runtime-api.js\";\n\nexport interface UsePluginRuntimeOptions {\n /**\n * Timeout in milliseconds to wait for the first gameplay frame.\n * @default 10000 (10 seconds)\n */\n timeout?: number;\n onDiagnostic?: RuntimeDiagnosticHandler;\n}\n\nexport interface UsePluginRuntimeResult {\n /** The transport-agnostic plugin runtime client. */\n runtime: PluginRuntimeClient;\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(runtime: PluginRuntimeClient): boolean {\n const frame = runtime.getFrame();\n return (\n frame !== null && frame.view !== null && typeof frame.view !== \"undefined\"\n );\n}\n\n/**\n * Hook that creates and manages a PluginRuntimeClient instance.\n *\n * This hook handles:\n * 1. Creating the runtime client\n * 2. Waiting for the first gameplay frame 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, onDiagnostic } = options;\n\n // Create runtime once and keep stable reference\n const [runtime] = useState<PluginRuntimeClient>(() =>\n createPluginRuntimeClient({\n transport: createPostMessagePluginTransport({\n onInvalidMessage: (reason, value) =>\n onDiagnostic?.({\n type: \"runtimeLog\",\n level: \"warn\",\n message: `[PluginRuntime] Ignored invalid host message: ${reason}`,\n details: [value],\n }),\n }),\n }),\n );\n const [isReady, setIsReady] = useState(() => hasProjectedView(runtime));\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 useEffect(() => {\n void onDiagnostic;\n }, [onDiagnostic]);\n\n // Subscribe to gameplay frames and set isReady when the first projected view arrives.\n useEffect(() => {\n const markReadyFromFrame = () => {\n if (!hasProjectedView(runtime)) {\n return false;\n }\n setError(null);\n setIsReady(true);\n return true;\n };\n\n if (markReadyFromFrame()) {\n return;\n }\n\n // Set up timeout\n const timeoutId = setTimeout(() => {\n if (!markReadyFromFrame()) {\n setError(\n `Timed out waiting for the initial projected view after ${timeout}ms. ` +\n \"Ensure the host sends a gameplay frame with a seat view.\",\n );\n }\n }, timeout);\n\n // Fallback poll for dev/HMR flows where the runtime frame may already\n // exist but the first subscribe callback is missed.\n const pollId = setInterval(() => {\n if (markReadyFromFrame()) {\n clearInterval(pollId);\n clearTimeout(timeoutId);\n }\n }, 100);\n\n const unsubscribe = runtime.subscribeFrame(() => {\n if (!hasProjectedView(runtime)) {\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 {\n DREAMBOARD_PLUGIN_PROTOCOL,\n DREAMBOARD_PLUGIN_PROTOCOL_VERSION,\n HostToPluginEnvelopeSchema,\n type HostToPluginEnvelope,\n type PluginToHostPayload,\n} from \"@dreamboard-games/plugin-runtime-contract\";\nimport type { PluginTransport } from \"../core/types.js\";\n\nexport interface PostMessagePluginTransportOptions {\n readonly targetWindow?: Window;\n readonly parentWindow?: Window;\n readonly onInvalidMessage?: (reason: string, value: unknown) => void;\n}\n\nexport function createPostMessagePluginTransport(\n options: PostMessagePluginTransportOptions = {},\n): PluginTransport {\n const targetWindow = options.targetWindow ?? window;\n const parentWindow = options.parentWindow ?? targetWindow.parent;\n let channel:\n | {\n readonly channelId: string;\n readonly hostOrigin: string;\n readonly hostWindow: Window;\n }\n | null = null;\n let outboundSequence = 0;\n\n return {\n start(onMessage) {\n const handleMessage = (event: MessageEvent) => {\n if (event.source !== parentWindow) {\n return;\n }\n const parseResult = HostToPluginEnvelopeSchema.safeParse(event.data);\n if (!parseResult.success) {\n options.onInvalidMessage?.(\"invalid-envelope\", event.data);\n return;\n }\n const envelope = parseResult.data;\n if (!channel) {\n if (envelope.payload.type !== \"runtime.init\") {\n return;\n }\n channel = {\n channelId: envelope.channelId,\n hostOrigin: event.origin,\n hostWindow: event.source as Window,\n };\n }\n if (\n envelope.channelId !== channel.channelId ||\n event.origin !== channel.hostOrigin ||\n event.source !== channel.hostWindow\n ) {\n options.onInvalidMessage?.(\"channel-mismatch\", event.data);\n return;\n }\n onMessage(envelope as HostToPluginEnvelope);\n };\n\n targetWindow.addEventListener(\"message\", handleMessage);\n return () => {\n targetWindow.removeEventListener(\"message\", handleMessage);\n channel = null;\n };\n },\n send(payload: PluginToHostPayload) {\n if (!channel) {\n throw new Error(\"Plugin transport is not initialized.\");\n }\n channel.hostWindow.postMessage(\n {\n protocol: DREAMBOARD_PLUGIN_PROTOCOL,\n version: DREAMBOARD_PLUGIN_PROTOCOL_VERSION,\n channelId: channel.channelId,\n sequence: ++outboundSequence,\n payload,\n },\n channel.hostOrigin,\n );\n },\n };\n}\n","import React from \"react\";\nimport { usePluginRuntime } from \"../hooks/usePluginRuntime.js\";\nimport { GameSkeleton } from \"../../ui.js\";\nimport type { RuntimeDiagnosticHandler } from \"../types/runtime-api.js\";\nimport { PluginRuntimeBoundary } from \"./PluginRuntimeBoundary.js\";\n\nexport interface PluginRuntimeProps {\n /** Child components to render after gameplay frame has started */\n children: React.ReactNode;\n /**\n * Timeout in milliseconds to wait for the first gameplay-frame snapshot.\n * @default 10000 (10 seconds)\n */\n timeout?: number;\n /** Custom loading component to show while waiting for gameplay frame */\n loadingComponent?: React.ReactNode;\n /** Custom error component to show when initialization fails */\n errorComponent?: (error: string) => React.ReactNode;\n onDiagnostic?: RuntimeDiagnosticHandler;\n}\n\n/**\n * PluginRuntime provides the RuntimeContext for plugin components.\n *\n * This component:\n * - Creates a transport-backed runtime client\n * - Waits for the first projected gameplay frame before rendering children\n * - Provides runtime commands plus session/frame 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 onDiagnostic,\n}: PluginRuntimeProps) {\n const { runtime, isReady, waiting, error } = usePluginRuntime({\n timeout,\n onDiagnostic,\n });\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 ? 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