@dreamboard-games/sdk 0.4.0-alpha.8 → 0.5.0-alpha.0
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/README.md +49 -11
- package/dist/authoring/index.d.ts +6 -14
- package/dist/authoring/index.js +11 -547
- package/dist/authoring/index.js.map +1 -1
- package/dist/authoring-compiler.d.ts +27 -0
- package/dist/authoring-compiler.js +11 -0
- package/dist/authoring-compiler.js.map +1 -0
- package/dist/authoring-materialize-cli.d.ts +1 -0
- package/dist/authoring-materialize-cli.js +45 -0
- package/dist/authoring-materialize-cli.js.map +1 -0
- package/dist/browser-interaction.d.ts +22 -22
- package/dist/{chunk-3BLN5POZ.js → chunk-2GQIALJL.js} +51 -15
- package/dist/chunk-2GQIALJL.js.map +1 -0
- package/dist/chunk-533O7C4L.js +7095 -0
- package/dist/chunk-533O7C4L.js.map +1 -0
- package/dist/{chunk-44N3T2A5.js → chunk-6LMESVGT.js} +9 -28
- package/dist/chunk-6LMESVGT.js.map +1 -0
- package/dist/{chunk-ZYONCTZ2.js → chunk-DQS2EG5E.js} +3 -3
- package/dist/{chunk-ZYONCTZ2.js.map → chunk-DQS2EG5E.js.map} +1 -1
- package/dist/chunk-EOEA3I64.js +1864 -0
- package/dist/chunk-EOEA3I64.js.map +1 -0
- package/dist/{chunk-B2YBS3SG.js → chunk-FL67RDID.js} +41 -13
- package/dist/chunk-FL67RDID.js.map +1 -0
- package/dist/{chunk-2TAKLJJD.js → chunk-HIH6Y4FA.js} +222 -1267
- package/dist/chunk-HIH6Y4FA.js.map +1 -0
- package/dist/chunk-HUK4234C.js +166 -0
- package/dist/chunk-HUK4234C.js.map +1 -0
- package/dist/chunk-KGV2EUNN.js +532 -0
- package/dist/chunk-KGV2EUNN.js.map +1 -0
- package/dist/{chunk-VTK4TIXC.js → chunk-KRJPRYEA.js} +49 -4
- package/dist/chunk-KRJPRYEA.js.map +1 -0
- package/dist/chunk-KWHOFBDM.js +9 -0
- package/dist/chunk-KWHOFBDM.js.map +1 -0
- package/dist/{chunk-UC2UXAC6.js → chunk-LMHCGCA6.js} +2 -2
- package/dist/{chunk-XV27IQHA.js → chunk-N33CGX2F.js} +15 -85
- package/dist/chunk-N33CGX2F.js.map +1 -0
- package/dist/chunk-TXELBVTG.js +32 -0
- package/dist/chunk-TXELBVTG.js.map +1 -0
- package/dist/{chunk-2TRZSZGD.js → chunk-VRRR6QZT.js} +9 -12
- package/dist/chunk-VRRR6QZT.js.map +1 -0
- package/dist/chunk-VWTKGIYF.js +90 -0
- package/dist/chunk-VWTKGIYF.js.map +1 -0
- package/dist/{chunk-IYX5OO2K.js → chunk-XFMSLL3P.js} +133 -61
- package/dist/chunk-XFMSLL3P.js.map +1 -0
- package/dist/{chunk-YGQTL63W.js → chunk-ZSTCUJKZ.js} +4 -4
- package/dist/chunk-ZSTCUJKZ.js.map +1 -0
- package/dist/codegen.js +1 -1
- package/dist/{components-BTwSIjXj.d.ts → components-CNAt5J1p.d.ts} +1 -1
- package/dist/definitions-bZSBaPjj.d.ts +300 -0
- package/dist/{diagnostics-1BWjRo6-.d.ts → diagnostics-DIi3ina7.d.ts} +2 -1
- package/dist/digest.d.ts +8 -0
- package/dist/{index-CFTjJIXd.d.ts → index-CR69MyWr.d.ts} +2 -2
- package/dist/{index.d-C0PKOVbh.d.ts → index.d-Bw8AOcgp.d.ts} +532 -225
- package/dist/index.js +2 -2
- package/dist/package-set.d.ts +2 -2
- package/dist/package-set.js +2 -2
- package/dist/plugin-runtime-contract.d.ts +17 -0
- package/dist/plugin-runtime-contract.js +94 -0
- package/dist/plugin-runtime-contract.js.map +1 -0
- package/dist/{protocol-nS2ojsGr.d.ts → protocol-CVaSqPgX.d.ts} +54 -47
- package/dist/reducer/advanced.d.ts +5 -4
- package/dist/reducer/advanced.js +14 -108
- package/dist/reducer/advanced.js.map +1 -1
- package/dist/reducer-contract.d.ts +1 -1
- package/dist/reducer-contract.js +6 -4
- package/dist/reducer.d.ts +20 -98
- package/dist/reducer.js +28 -6050
- package/dist/reducer.js.map +1 -1
- package/dist/reference-games/index.d.ts +6 -198
- package/dist/reference-games/index.js +18 -200
- package/dist/reference-games/index.js.map +1 -1
- package/dist/runtime/primitives.d.ts +3 -3
- package/dist/runtime/primitives.js +5 -5
- package/dist/runtime/runtime-api.d.ts +1 -1
- package/dist/runtime/workspace-contract.d.ts +343 -11
- package/dist/runtime/workspace-contract.js +12 -6
- package/dist/{runtime-Dkfm1x2r.d.ts → runtime-C7Z2acNU.d.ts} +67 -31
- package/dist/{runtime-api-C6aWo9c0.d.ts → runtime-api-CgPuEVeF.d.ts} +4 -13
- package/dist/runtime.d.ts +7 -7
- package/dist/runtime.js +15 -11
- package/dist/runtime.js.map +1 -1
- package/dist/schema.d.ts +405 -0
- package/dist/{stale-contract-artifact-error-C5AaZPJ8.d.ts → stale-contract-artifact-error-XLaweZtF.d.ts} +1 -1
- package/dist/testing-compiler.d.ts +37 -0
- package/dist/testing-compiler.js +272 -0
- package/dist/testing-compiler.js.map +1 -0
- package/dist/testing-runtime.d.ts +98 -21
- package/dist/testing-runtime.js +154 -95
- package/dist/testing-runtime.js.map +1 -1
- package/dist/testing.d.ts +197 -156
- package/dist/testing.js +660 -372
- package/dist/testing.js.map +1 -1
- package/dist/types-DN4O7kH_.d.ts +122 -0
- package/dist/{types-CTeN_QAk.d.ts → types-q1Guidm5.d.ts} +4 -5
- package/dist/types.d.ts +0 -1
- package/dist/ui/components.d.ts +3 -2
- package/dist/ui/components.js +1 -1
- package/dist/ui/plugin-styles.css +1 -1
- package/dist/{ui-contract-Ue6SywvO.d.ts → ui-contract-BC4JpysE.d.ts} +2 -6
- package/dist/ui.d.ts +4 -3
- package/dist/ui.js +2 -2
- package/dist/{views-Qx-EHBP8.d.ts → views-D2Cfzr3h.d.ts} +17 -5
- package/package.json +41 -22
- package/REFERENCE.md +0 -22884
- package/dist/chunk-2TAKLJJD.js.map +0 -1
- package/dist/chunk-2TRZSZGD.js.map +0 -1
- package/dist/chunk-3BLN5POZ.js.map +0 -1
- package/dist/chunk-3OZMHZK3.js +0 -40
- package/dist/chunk-3OZMHZK3.js.map +0 -1
- package/dist/chunk-44N3T2A5.js.map +0 -1
- package/dist/chunk-5CQIJHGF.js +0 -663
- package/dist/chunk-5CQIJHGF.js.map +0 -1
- package/dist/chunk-B2YBS3SG.js.map +0 -1
- package/dist/chunk-IYX5OO2K.js.map +0 -1
- package/dist/chunk-VTK4TIXC.js.map +0 -1
- package/dist/chunk-VTNEWMWJ.js +0 -12
- package/dist/chunk-VTNEWMWJ.js.map +0 -1
- package/dist/chunk-XV27IQHA.js.map +0 -1
- package/dist/chunk-YGQTL63W.js.map +0 -1
- package/dist/types-B_3pObUV.d.ts +0 -192
- /package/dist/{chunk-UC2UXAC6.js.map → chunk-LMHCGCA6.js.map} +0 -0
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// src/runtime/context/PluginGameplayFrameContext.tsx
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sessionId: session?.sessionId ?? null,
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controllingPlayerId: frame?.perspectivePlayerId ?? null
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{"version":3,"sources":["../src/runtime/context/PluginGameplayFrameContext.tsx","../src/runtime/hooks/useRuntimeSnapshotSelector.ts","../src/runtime/context/InteractionDraftContext.tsx","../src/runtime/context/PluginSessionContext.tsx","../src/runtime/context/RuntimeContext.tsx"],"sourcesContent":["import {\n default as React,\n createContext,\n useContext,\n useMemo,\n useSyncExternalStore,\n} from \"react\";\nimport {\n digestPluginGameplayFrame,\n type PluginGameplayFrame,\n} from \"@dreamboard-games/plugin-runtime-contract\";\nimport type { PluginRuntimeClient } from \"../core/types.js\";\nimport type {\n InteractionDescriptor,\n ZoneHandlesSnapshot,\n} from \"../types/plugin-state.js\";\nimport {\n BROWSER_INTERACTION_ATTRIBUTES,\n DREAMBOARD_BROWSER_INTERACTION_PROTOCOL_VERSION,\n GAMEPLAY_BROWSER_INTERACTION_SURFACE,\n} from \"../../browser-interaction/index.js\";\nimport {\n defaultRuntimeSnapshotEquality,\n type EqualityFn,\n useRuntimeSnapshotSelector,\n} from \"../hooks/useRuntimeSnapshotSelector.js\";\n\ntype PluginGameplayFrameStore = {\n subscribe: (onStoreChange: () => void) => () => void;\n getSnapshot: () => PluginGameplayFrame | null;\n getServerSnapshot: () => PluginGameplayFrame | null;\n};\n\ntype PluginGameplayFrameContextRegistry = {\n store: React.Context<PluginGameplayFrameStore | null>;\n frame: React.Context<PluginGameplayFrame | null>;\n};\n\nconst contextRegistryKey = \"__dreamboardPluginGameplayFrameContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: PluginGameplayFrameContextRegistry;\n};\nconst contextRegistry =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = {\n store: createContext<PluginGameplayFrameStore | null>(null),\n frame: createContext<PluginGameplayFrame | null>(null),\n });\n\nconst PluginGameplayFrameStoreContext = contextRegistry.store;\nconst PluginGameplayFrameContext = contextRegistry.frame;\n\nfunction DefaultLoadingScreen() {\n return (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n height: \"100%\",\n width: \"100%\",\n color: \"#666\",\n }}\n >\n <div style={{ textAlign: \"center\" }}>\n <div\n style={{\n width: \"40px\",\n height: \"40px\",\n border: \"3px solid #e0e0e0\",\n borderTopColor: \"#666\",\n borderRadius: \"50%\",\n animation: \"spin 1s linear infinite\",\n margin: \"0 auto 12px\",\n }}\n />\n <style>{`@keyframes spin { to { transform: rotate(360deg); } }`}</style>\n <p>Loading game view...</p>\n </div>\n </div>\n );\n}\n\nexport interface PluginGameplayFrameProviderProps {\n runtime: PluginRuntimeClient;\n children: React.ReactNode;\n loadingComponent?: React.ReactNode;\n}\n\nexport function PluginGameplayFrameProvider({\n runtime,\n children,\n loadingComponent = <DefaultLoadingScreen />,\n}: PluginGameplayFrameProviderProps) {\n const storeApi = useMemo<PluginGameplayFrameStore>(() => {\n let current = runtime.getFrame();\n return {\n subscribe: (onStoreChange) =>\n runtime.subscribeFrame(() => {\n current = runtime.getFrame();\n onStoreChange();\n }),\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n\n return (\n <PluginGameplayFrameStoreProvider\n store={storeApi}\n loadingComponent={loadingComponent}\n >\n {children}\n </PluginGameplayFrameStoreProvider>\n );\n}\n\nfunction PluginGameplayFrameStoreProvider({\n store,\n children,\n loadingComponent,\n}: {\n store: PluginGameplayFrameStore;\n children: React.ReactNode;\n loadingComponent: React.ReactNode;\n}) {\n const frame = useSyncExternalStore(\n store.subscribe,\n store.getSnapshot,\n store.getServerSnapshot,\n );\n\n if (!frame) {\n return <>{loadingComponent}</>;\n }\n\n return (\n <PluginGameplayFrameStoreContext.Provider value={store}>\n <PluginGameplayFrameContext.Provider value={frame}>\n <SemanticGameplayFrameMarker frame={frame} />\n {children}\n </PluginGameplayFrameContext.Provider>\n </PluginGameplayFrameStoreContext.Provider>\n );\n}\n\nexport function usePluginGameplayFrame(): PluginGameplayFrame {\n const frame = useContext(PluginGameplayFrameContext);\n if (!frame) {\n throw new Error(\n \"usePluginGameplayFrame must be used within PluginGameplayFrameProvider.\",\n );\n }\n return frame;\n}\n\nexport function usePluginGameplayFrameSelector<T>(\n selector: (frame: PluginGameplayFrame) => T,\n equalityFn: EqualityFn<T> = defaultRuntimeSnapshotEquality,\n): T {\n const store = useContext(PluginGameplayFrameStoreContext);\n if (!store) {\n throw new Error(\n \"usePluginGameplayFrameSelector must be used within PluginGameplayFrameProvider.\",\n );\n }\n\n return useRuntimeSnapshotSelector(\n store.subscribe,\n store.getSnapshot,\n store.getServerSnapshot,\n (frame) => selector(requirePluginGameplayFrame(frame)),\n equalityFn,\n );\n}\n\ntype AuthoredPluginGameplayFrame = Omit<\n PluginGameplayFrame,\n \"availableInteractions\" | \"zones\"\n> & {\n readonly availableInteractions: readonly InteractionDescriptor[];\n readonly zones: Readonly<Record<string, ZoneHandlesSnapshot>>;\n};\n\nexport function useAuthoredPluginGameplayFrameSelector<T>(\n selector: (frame: AuthoredPluginGameplayFrame) => T,\n equalityFn: EqualityFn<T> = defaultRuntimeSnapshotEquality,\n): T {\n return usePluginGameplayFrameSelector(\n (frame) => selector(frame as unknown as AuthoredPluginGameplayFrame),\n equalityFn,\n );\n}\n\nfunction requirePluginGameplayFrame(\n frame: PluginGameplayFrame | null,\n): PluginGameplayFrame {\n if (!frame) {\n throw new Error(\"Plugin gameplay frame is not available.\");\n }\n return frame;\n}\n\nconst GAMEPLAY_BROWSER_SCOPE_ID = \"runtime\";\nconst BROWSER_PROJECTION_DIGEST_ATTRIBUTE = \"data-dreamboard-projection-digest\";\n\nexport function RuntimeSemanticProjectionMarker() {\n const frame = usePluginGameplayFrame();\n return <SemanticGameplayFrameMarker frame={frame} />;\n}\n\nexport function SemanticGameplayFrameMarker({\n frame,\n}: {\n frame: PluginGameplayFrame;\n}) {\n const digest = digestPluginGameplayFrame(frame);\n return (\n <span\n aria-hidden=\"true\"\n style={{ display: \"none\" }}\n {...{\n [BROWSER_INTERACTION_ATTRIBUTES.protocol]:\n DREAMBOARD_BROWSER_INTERACTION_PROTOCOL_VERSION,\n [BROWSER_INTERACTION_ATTRIBUTES.surface]:\n GAMEPLAY_BROWSER_INTERACTION_SURFACE,\n [BROWSER_INTERACTION_ATTRIBUTES.scope]: GAMEPLAY_BROWSER_SCOPE_ID,\n [BROWSER_INTERACTION_ATTRIBUTES.role]: \"projection\",\n [BROWSER_PROJECTION_DIGEST_ATTRIBUTE]: digest,\n }}\n />\n );\n}\n","import { useCallback, useMemo, useSyncExternalStore } from \"react\";\n\nexport type EqualityFn<T> = (left: T, right: T) => boolean;\n\nexport function defaultRuntimeSnapshotEquality<T>(left: T, right: T): boolean {\n return Object.is(left, right);\n}\n\ninterface SelectorCache<State, Selection> {\n snapshot: State;\n selection: Selection;\n}\n\ninterface SelectorCacheCell<State, Selection> {\n current: SelectorCache<State, Selection> | null;\n selector: (state: State) => Selection;\n equalityFn: EqualityFn<Selection>;\n}\n\nexport function useRuntimeSnapshotSelector<State, Selection>(\n subscribe: (listener: () => void) => () => void,\n getSnapshot: () => State,\n getServerSnapshot: () => State,\n selector: (state: State) => Selection,\n equalityFn: EqualityFn<Selection> = defaultRuntimeSnapshotEquality,\n): Selection {\n const cache = useMemo<SelectorCacheCell<State, Selection>>(\n () => ({ current: null, selector, equalityFn }),\n [equalityFn, selector],\n );\n\n const getSelectedFromSnapshot = useCallback(\n (snapshot: State): Selection => {\n const cached = cache.current;\n if (cached && cached.snapshot === snapshot) {\n return cached.selection;\n }\n\n const nextSelection = selector(snapshot);\n if (cached && equalityFn(cached.selection, nextSelection)) {\n cache.current = {\n snapshot,\n selection: cached.selection,\n };\n return cached.selection;\n }\n\n cache.current = {\n snapshot,\n selection: nextSelection,\n };\n return nextSelection;\n },\n [cache, equalityFn, selector],\n );\n\n const getSelectedSnapshot = useCallback(\n () => getSelectedFromSnapshot(getSnapshot()),\n [getSelectedFromSnapshot, getSnapshot],\n );\n\n const getSelectedServerSnapshot = useCallback(\n () => selector(getServerSnapshot()),\n [getServerSnapshot, selector],\n );\n\n const subscribeSelected = useCallback(\n (onStoreChange: () => void) =>\n subscribe(() => {\n const previous = cache.current;\n const nextSelection = getSelectedSnapshot();\n if (!previous || !equalityFn(previous.selection, nextSelection)) {\n onStoreChange();\n }\n }),\n [cache, equalityFn, getSelectedSnapshot, subscribe],\n );\n\n return useSyncExternalStore(\n subscribeSelected,\n getSelectedSnapshot,\n getSelectedServerSnapshot,\n );\n}\n","import {\n createContext,\n useContext,\n useMemo,\n type Context,\n type ReactNode,\n} from \"react\";\nimport { useStore } from \"zustand\";\nimport { createStore, type StoreApi } from \"zustand/vanilla\";\nimport { useShallow } from \"zustand/shallow\";\n\ntype Draft = Readonly<Record<string, unknown>>;\n\nconst EMPTY_DRAFT: Draft = Object.freeze({});\n\nfunction omitRecordKey<Value>(\n record: Readonly<Record<string, Value>>,\n key: string,\n): Readonly<Record<string, Value>> {\n const next: Record<string, Value> = { ...record };\n delete next[key];\n return next;\n}\n\ninterface DraftState {\n drafts: Readonly<Record<string, Draft>>;\n arms: Readonly<Record<string, string>>;\n submitting: Readonly<Record<string, true>>;\n pendingInteractionKey: string | null;\n pendingInteractionRevision: number;\n}\n\n/**\n * Imperative API exposed to interaction primitives.\n * Intentionally small; the vanilla zustand store underneath powers\n * fine-grained subscriptions via {@link useDraft} and {@link useArmed}.\n */\nexport interface InteractionUiStore {\n /** Read the current draft for an interaction id. Never undefined. */\n getDraft(interactionId: string): Draft;\n /** Merge a single input key into the draft. Creates the draft if needed. */\n setInput(interactionId: string, key: string, value: unknown): void;\n /** Clear a single input, or the whole draft if `key` is omitted. */\n clearInput(interactionId: string, key?: string): void;\n /** Clear every draft and arming state. */\n clearAll(): void;\n /** Which interaction (if any) is currently armed on the given surface. */\n getArmed(surface: string): string | null;\n /** Arm a specific interaction on a surface. Pass `null` to disarm. */\n arm(surface: string, interactionId: string | null): void;\n /** Which interaction draft currently needs route-owned remaining input UI. */\n getPendingInteraction(): string | null;\n /** Mark the interaction draft currently waiting for remaining input. */\n setPendingInteraction(interactionId: string | null): void;\n /** Monotonic revision bumped whenever a pending interaction is routed. */\n getPendingInteractionRevision(): number;\n /** True while a local submission is in flight before the host echo arrives. */\n isSubmitting(interactionId: string): boolean;\n /** Atomically mark a submission in flight. Returns false if already busy. */\n claimSubmitting(interactionId: string): boolean;\n /** Mark or clear a local submission in flight. */\n setSubmitting(interactionId: string, submitting: boolean): void;\n}\n\n/** Vanilla zustand store implementing {@link InteractionUiStore}. */\nexport type InteractionUiStoreApi = StoreApi<DraftState> & InteractionUiStore;\n\nexport function createInteractionUiStore(): InteractionUiStoreApi {\n const store = createStore<DraftState>()(() => ({\n drafts: {},\n arms: {},\n submitting: {},\n pendingInteractionKey: null,\n pendingInteractionRevision: 0,\n }));\n\n const api: InteractionUiStore = {\n getDraft(interactionId) {\n return store.getState().drafts[interactionId] ?? EMPTY_DRAFT;\n },\n setInput(interactionId, key, value) {\n store.setState((prev) => {\n const current = prev.drafts[interactionId];\n if (current && current[key] === value) return prev;\n return {\n ...prev,\n drafts: {\n ...prev.drafts,\n [interactionId]: { ...(current ?? {}), [key]: value },\n },\n };\n });\n },\n clearInput(interactionId, key) {\n store.setState((prev) => {\n const current = prev.drafts[interactionId];\n if (!current) return prev;\n if (key === undefined) {\n return { ...prev, drafts: omitRecordKey(prev.drafts, interactionId) };\n }\n if (!(key in current)) return prev;\n const remainingKeys = omitRecordKey(current, key);\n if (Object.keys(remainingKeys).length === 0) {\n return { ...prev, drafts: omitRecordKey(prev.drafts, interactionId) };\n }\n return {\n ...prev,\n drafts: { ...prev.drafts, [interactionId]: remainingKeys },\n };\n });\n },\n clearAll() {\n store.setState((prev) => {\n if (\n Object.keys(prev.drafts).length === 0 &&\n Object.keys(prev.arms).length === 0 &&\n Object.keys(prev.submitting).length === 0 &&\n prev.pendingInteractionKey === null\n ) {\n return prev;\n }\n return {\n drafts: {},\n arms: {},\n submitting: {},\n pendingInteractionKey: null,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n });\n },\n getArmed(surface) {\n return store.getState().arms[surface] ?? null;\n },\n arm(surface, interactionId) {\n store.setState((prev) => {\n const current = prev.arms[surface] ?? null;\n if (current === interactionId) return prev;\n if (interactionId === null) {\n return { ...prev, arms: omitRecordKey(prev.arms, surface) };\n }\n return { ...prev, arms: { ...prev.arms, [surface]: interactionId } };\n });\n },\n getPendingInteraction() {\n return store.getState().pendingInteractionKey;\n },\n setPendingInteraction(interactionId) {\n store.setState((prev) => {\n if (prev.pendingInteractionKey === interactionId) {\n return interactionId === null\n ? prev\n : {\n ...prev,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n }\n return {\n ...prev,\n pendingInteractionKey: interactionId,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n });\n },\n getPendingInteractionRevision() {\n return store.getState().pendingInteractionRevision;\n },\n isSubmitting(interactionId) {\n return store.getState().submitting[interactionId] === true;\n },\n claimSubmitting(interactionId) {\n let claimed = false;\n store.setState((prev) => {\n if (prev.submitting[interactionId] === true) return prev;\n claimed = true;\n return {\n ...prev,\n submitting: { ...prev.submitting, [interactionId]: true },\n };\n });\n return claimed;\n },\n setSubmitting(interactionId, submitting) {\n store.setState((prev) => {\n const current = prev.submitting[interactionId] === true;\n if (current === submitting) return prev;\n if (!submitting) {\n return {\n ...prev,\n submitting: omitRecordKey(prev.submitting, interactionId),\n };\n }\n return {\n ...prev,\n submitting: { ...prev.submitting, [interactionId]: true },\n };\n });\n },\n };\n\n return Object.assign(store, api);\n}\n\nconst contextRegistryKey = \"__dreamboardInteractionUiContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: Context<InteractionUiStoreApi | null>;\n};\nconst InteractionUiCtx =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] =\n createContext<InteractionUiStoreApi | null>(null));\n\n/**\n * React provider that holds draft input state shared across every surface\n * inside the tree. Auto-installed by `<PluginRuntime>`; authors rarely\n * mount it directly. Mount manually when rendering surface components in\n * isolation (e.g., Storybook, snapshot tests).\n *\n * ```tsx\n * <InteractionUiProvider>\n * <PanelSurface />\n * <Board.Root>{...}</Board.Root>\n * </InteractionUiProvider>\n * ```\n */\nexport function InteractionUiProvider({\n children,\n store,\n}: {\n children: ReactNode;\n store?: InteractionUiStoreApi;\n}) {\n const ownedStore = useMemo(() => createInteractionUiStore(), []);\n return (\n <InteractionUiCtx.Provider value={store ?? ownedStore}>\n {children}\n </InteractionUiCtx.Provider>\n );\n}\n\n/**\n * Access the active draft store. Falls back to an inert in-memory store\n * when no provider is mounted, so surface hooks remain callable in bare\n * test harnesses without crashing — draft state simply isn't shared\n * across components in that case.\n */\nexport function useInteractionUiStore(): InteractionUiStoreApi {\n const ctx = useContext(InteractionUiCtx);\n const fallback = useMemo(() => createInteractionUiStore(), []);\n return ctx ?? fallback;\n}\n\n/**\n * Subscribe to the draft for a single interaction id with per-slice\n * re-renders. Returns a stable empty object when the draft is unset.\n */\nexport function useInteractionDraft(interactionId: string): Draft {\n const store = useInteractionUiStore();\n useStore(\n store,\n useShallow(\n (state: DraftState) => state.drafts[interactionId] ?? EMPTY_DRAFT,\n ),\n );\n return store.getDraft(interactionId);\n}\n\n/** Subscribe to the armed interaction id on a given surface. */\nexport function useArmedInteraction(surface: string): string | null {\n const store = useInteractionUiStore();\n return useStore(store, (state: DraftState) => state.arms[surface] ?? null);\n}\n\n/** Subscribe to the interaction draft currently waiting for pending input. */\nexport function usePendingInteractionKey(): string | null {\n const store = useInteractionUiStore();\n const subscribed = useStore(\n store,\n (state: DraftState) => state.pendingInteractionKey ?? null,\n );\n return store.getPendingInteraction() ?? subscribed;\n}\n\n/** Subscribe to pending interaction route attempts. */\nexport function usePendingInteractionRevision(): number {\n const store = useInteractionUiStore();\n const subscribed = useStore(\n store,\n (state: DraftState) => state.pendingInteractionRevision,\n );\n return Math.max(store.getPendingInteractionRevision(), subscribed);\n}\n\n/** Subscribe to local submitting status for a single interaction key. */\nexport function useInteractionSubmitting(interactionId: string): boolean {\n const store = useInteractionUiStore();\n return useStore(\n store,\n (state: DraftState) => state.submitting[interactionId] === true,\n );\n}\n","import {\n createContext,\n useContext,\n useMemo,\n useSyncExternalStore,\n type ReactNode,\n} from \"react\";\nimport type {\n PluginPlayerSummary,\n PluginSessionDescriptor,\n} from \"@dreamboard-games/plugin-runtime-contract\";\nimport type { PluginRuntimeClient } from \"../core/types.js\";\nimport type { PluginSessionState } from \"../types/runtime-api\";\n\n/**\n * Context for plugin session metadata.\n * This context is provided by the RuntimeContext after receiving init message from parent.\n */\ntype PluginSessionContextRegistry = {\n session: React.Context<PluginSessionState | null>;\n descriptor: React.Context<PluginSessionDescriptor | null>;\n};\n\nconst contextRegistryKey = \"__dreamboardPluginSessionContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: PluginSessionContextRegistry;\n};\nconst contextRegistry =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = {\n session: createContext<PluginSessionState | null>(null),\n descriptor: createContext<PluginSessionDescriptor | null>(null),\n });\n\nexport const PluginSessionContext = contextRegistry.session;\nconst PluginSessionDescriptorContext = contextRegistry.descriptor;\n\nfunction sessionStateFromClient(\n runtime: PluginRuntimeClient,\n): PluginSessionState {\n const session = runtime.getSession();\n const frame = runtime.getFrame();\n return {\n status: session ? \"ready\" : \"loading\",\n sessionId: session?.sessionId ?? null,\n controllingPlayerId: frame?.perspectivePlayerId ?? null,\n };\n}\n\nfunction pluginSessionStatesEqual(\n left: PluginSessionState,\n right: PluginSessionState,\n): boolean {\n if (\n left.status !== right.status ||\n left.sessionId !== right.sessionId ||\n left.controllingPlayerId !== right.controllingPlayerId\n ) {\n return false;\n }\n return true;\n}\n\nfunction pluginSessionDescriptorsEqual(\n left: PluginSessionDescriptor | null,\n right: PluginSessionDescriptor | null,\n): boolean {\n if (left === right) return true;\n if (!left || !right) return false;\n if (\n left.sessionId !== right.sessionId ||\n left.players.length !== right.players.length\n ) {\n return false;\n }\n\n return left.players.every((player, index) => {\n const next = right.players[index];\n return (\n player.playerId === next?.playerId &&\n player.displayName === next.displayName &&\n player.color === next.color\n );\n });\n}\n\nexport function PluginSessionProvider({\n runtime,\n children,\n}: {\n runtime: PluginRuntimeClient;\n children: ReactNode;\n}) {\n const sessionStore = useMemo(() => {\n let current = sessionStateFromClient(runtime);\n return {\n subscribe: (onStoreChange: () => void) => {\n const refresh = () => {\n const next = sessionStateFromClient(runtime);\n if (pluginSessionStatesEqual(current, next)) {\n return;\n }\n current = next;\n onStoreChange();\n };\n const unsubscribeSession = runtime.subscribeSession(refresh);\n const unsubscribeFrame = runtime.subscribeFrame(refresh);\n return () => {\n unsubscribeFrame();\n unsubscribeSession();\n };\n },\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n const descriptorStore = useMemo(() => {\n let current = runtime.getSession();\n return {\n subscribe: (onStoreChange: () => void) => {\n const refresh = () => {\n const next = runtime.getSession();\n if (pluginSessionDescriptorsEqual(current, next)) {\n return;\n }\n current = next;\n onStoreChange();\n };\n const unsubscribeSession = runtime.subscribeSession(refresh);\n return () => {\n unsubscribeSession();\n };\n },\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n const sessionState = useSyncExternalStore(\n sessionStore.subscribe,\n sessionStore.getSnapshot,\n sessionStore.getServerSnapshot,\n );\n const sessionDescriptor = useSyncExternalStore(\n descriptorStore.subscribe,\n descriptorStore.getSnapshot,\n descriptorStore.getServerSnapshot,\n );\n\n return (\n <PluginSessionContext.Provider value={sessionState}>\n <PluginSessionDescriptorContext.Provider value={sessionDescriptor}>\n {children}\n </PluginSessionDescriptorContext.Provider>\n </PluginSessionContext.Provider>\n );\n}\n\nexport function PluginSessionDescriptorProvider({\n descriptor,\n children,\n}: {\n descriptor: PluginSessionDescriptor | null;\n children: ReactNode;\n}) {\n return (\n <PluginSessionDescriptorContext.Provider value={descriptor}>\n {children}\n </PluginSessionDescriptorContext.Provider>\n );\n}\n\n/**\n * Hook to access plugin session metadata.\n * Returns session initialization status and IDs.\n *\n * @returns Plugin session state with status, sessionId, and controllingPlayerId\n *\n * @example\n * ```tsx\n * function MyPluginComponent() {\n * const { status, sessionId, controllingPlayerId } = usePluginSession();\n *\n * if (status === \"loading\") {\n * return <div>Initializing...</div>;\n * }\n *\n * return (\n * <div>\n * <p>Session: {sessionId}</p>\n * <p>Current perspective: {controllingPlayerId}</p>\n * </div>\n * );\n * }\n * ```\n */\nexport function usePluginSession(): PluginSessionState {\n const context = useContext(PluginSessionContext);\n\n if (context === null) {\n throw new Error(\n \"usePluginSession must be used within a PluginSessionContext.Provider (provided by RuntimeContext)\",\n );\n }\n\n return context;\n}\n\nexport function useOptionalPluginSessionDescriptor(): PluginSessionDescriptor | null {\n return useContext(PluginSessionDescriptorContext);\n}\n\nexport function usePluginSessionDescriptor(): PluginSessionDescriptor {\n const descriptor = useOptionalPluginSessionDescriptor();\n if (!descriptor) {\n throw new Error(\n \"usePluginSessionDescriptor must be used within PluginSessionProvider.\",\n );\n }\n return descriptor;\n}\n\nexport function usePluginPlayers(): readonly PluginPlayerSummary[] {\n return usePluginSessionDescriptor().players;\n}\n","import React, { createContext, useContext, useState, useEffect } from \"react\";\nimport type { RuntimeAPI, PluginSessionState } from \"../types/runtime-api.js\";\nimport { PluginSessionContext } from \"./PluginSessionContext.js\";\n\n/**\n * React Context for providing RuntimeAPI to plugin components.\n * This context must be provided by the plugin wrapper, not by the plugin code itself.\n */\nconst contextRegistryKey = \"__dreamboardRuntimeContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: React.Context<RuntimeAPI | null>;\n};\nexport const RuntimeContext =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = createContext<RuntimeAPI | null>(\n null,\n ));\n\n/**\n * Hook to access the RuntimeAPI from context.\n *\n * @throws Error if used outside of RuntimeContext.Provider\n * @returns RuntimeAPI instance\n *\n * @example\n * ```typescript\n * function MyPluginComponent() {\n * const runtime = useRuntimeContext();\n * return (\n * <button onClick={() => runtime.submitInteraction(\"pass\", {})}>\n * Pass\n * </button>\n * );\n * }\n * ```\n */\nexport function useRuntimeContext(): RuntimeAPI {\n const context = useContext(RuntimeContext);\n\n if (!context) {\n throw new Error(\n \"useRuntimeContext must be used within a RuntimeContext.Provider\",\n );\n }\n\n return context;\n}\n\n/**\n * RuntimeProvider component that provides both RuntimeAPI and PluginSessionContext.\n * This component subscribes to session state changes from the RuntimeAPI and provides\n * them through PluginSessionContext.\n *\n * @example\n * ```tsx\n * function PluginRoot() {\n * const runtime = createPluginRuntimeClient({ transport });\n *\n * return (\n * <RuntimeProvider runtime={runtime}>\n * <App />\n * </RuntimeProvider>\n * );\n * }\n * ```\n */\nexport function RuntimeProvider({\n runtime,\n children,\n}: {\n runtime: RuntimeAPI;\n children: React.ReactNode;\n}) {\n // Subscribe to session state changes\n const [sessionState, setSessionState] = useState<PluginSessionState>(() =>\n runtime.getSessionState(),\n );\n\n useEffect(() => {\n // Subscribe to session state changes via internal API\n const runtimeWithInternal = runtime as RuntimeAPI & {\n _subscribeToSessionState?: (\n listener: (state: PluginSessionState) => void,\n ) => () => void;\n };\n\n if (runtimeWithInternal._subscribeToSessionState) {\n return runtimeWithInternal._subscribeToSessionState((state) => {\n setSessionState(state);\n });\n }\n\n // Fallback: no session state subscription available\n return () => {};\n }, [runtime]);\n\n return (\n <RuntimeContext.Provider value={runtime}>\n 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{"version":3,"sources":["../src/runtime/context/PluginGameplayFrameContext.tsx","../src/runtime/hooks/useRuntimeSnapshotSelector.ts","../src/runtime/context/InteractionDraftContext.tsx","../src/runtime/context/PluginSessionContext.tsx","../src/runtime/context/RuntimeContext.tsx"],"sourcesContent":["import {\n default as React,\n createContext,\n useContext,\n useMemo,\n useSyncExternalStore,\n} from \"react\";\nimport {\n digestPluginGameplayFrame,\n type PluginGameplayFrame,\n} from \"@dreamboard-games/plugin-runtime-contract\";\nimport type { PluginRuntimeClient } from \"../core/types.js\";\nimport type {\n InteractionDescriptor,\n ZoneHandlesSnapshot,\n} from \"../types/plugin-state.js\";\nimport {\n BROWSER_INTERACTION_ATTRIBUTES,\n DREAMBOARD_BROWSER_INTERACTION_PROTOCOL_VERSION,\n GAMEPLAY_BROWSER_INTERACTION_SURFACE,\n} from \"../../browser-interaction/index.js\";\nimport {\n defaultRuntimeSnapshotEquality,\n type EqualityFn,\n useRuntimeSnapshotSelector,\n} from \"../hooks/useRuntimeSnapshotSelector.js\";\n\ntype PluginGameplayFrameStore = {\n subscribe: (onStoreChange: () => void) => () => void;\n getSnapshot: () => PluginGameplayFrame | null;\n getServerSnapshot: () => PluginGameplayFrame | null;\n};\n\ntype PluginGameplayFrameContextRegistry = {\n store: React.Context<PluginGameplayFrameStore | null>;\n frame: React.Context<PluginGameplayFrame | null>;\n};\n\nconst contextRegistryKey = \"__dreamboardPluginGameplayFrameContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: PluginGameplayFrameContextRegistry;\n};\nconst contextRegistry =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = {\n store: createContext<PluginGameplayFrameStore | null>(null),\n frame: createContext<PluginGameplayFrame | null>(null),\n });\n\nconst PluginGameplayFrameStoreContext = contextRegistry.store;\nconst PluginGameplayFrameContext = contextRegistry.frame;\n\nfunction DefaultLoadingScreen() {\n return (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n height: \"100%\",\n width: \"100%\",\n color: \"#666\",\n }}\n >\n <div style={{ textAlign: \"center\" }}>\n <div\n style={{\n width: \"40px\",\n height: \"40px\",\n border: \"3px solid #e0e0e0\",\n borderTopColor: \"#666\",\n borderRadius: \"50%\",\n animation: \"spin 1s linear infinite\",\n margin: \"0 auto 12px\",\n }}\n />\n <style>{`@keyframes spin { to { transform: rotate(360deg); } }`}</style>\n <p>Loading game view...</p>\n </div>\n </div>\n );\n}\n\nexport interface PluginGameplayFrameProviderProps {\n runtime: PluginRuntimeClient;\n children: React.ReactNode;\n loadingComponent?: React.ReactNode;\n}\n\nexport function PluginGameplayFrameProvider({\n runtime,\n children,\n loadingComponent = <DefaultLoadingScreen />,\n}: PluginGameplayFrameProviderProps) {\n const storeApi = useMemo<PluginGameplayFrameStore>(() => {\n let current = runtime.getFrame();\n return {\n subscribe: (onStoreChange) =>\n runtime.subscribeFrame(() => {\n current = runtime.getFrame();\n onStoreChange();\n }),\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n\n return (\n <PluginGameplayFrameStoreProvider\n store={storeApi}\n loadingComponent={loadingComponent}\n >\n {children}\n </PluginGameplayFrameStoreProvider>\n );\n}\n\nfunction PluginGameplayFrameStoreProvider({\n store,\n children,\n loadingComponent,\n}: {\n store: PluginGameplayFrameStore;\n children: React.ReactNode;\n loadingComponent: React.ReactNode;\n}) {\n const frame = useSyncExternalStore(\n store.subscribe,\n store.getSnapshot,\n store.getServerSnapshot,\n );\n\n if (!frame) {\n return <>{loadingComponent}</>;\n }\n\n return (\n <PluginGameplayFrameStoreContext.Provider value={store}>\n <PluginGameplayFrameContext.Provider value={frame}>\n <SemanticGameplayFrameMarker frame={frame} />\n {children}\n </PluginGameplayFrameContext.Provider>\n </PluginGameplayFrameStoreContext.Provider>\n );\n}\n\nexport function usePluginGameplayFrame(): PluginGameplayFrame {\n const frame = useContext(PluginGameplayFrameContext);\n if (!frame) {\n throw new Error(\n \"usePluginGameplayFrame must be used within PluginGameplayFrameProvider.\",\n );\n }\n return frame;\n}\n\nexport function usePluginGameplayFrameSelector<T>(\n selector: (frame: PluginGameplayFrame) => T,\n equalityFn: EqualityFn<T> = defaultRuntimeSnapshotEquality,\n): T {\n const store = useContext(PluginGameplayFrameStoreContext);\n if (!store) {\n throw new Error(\n \"usePluginGameplayFrameSelector must be used within PluginGameplayFrameProvider.\",\n );\n }\n\n return useRuntimeSnapshotSelector(\n store.subscribe,\n store.getSnapshot,\n store.getServerSnapshot,\n (frame) => selector(requirePluginGameplayFrame(frame)),\n equalityFn,\n );\n}\n\ntype AuthoredPluginGameplayFrame = Omit<\n PluginGameplayFrame,\n \"availableInteractions\" | \"zones\"\n> & {\n readonly availableInteractions: readonly InteractionDescriptor[];\n readonly zones: Readonly<Record<string, ZoneHandlesSnapshot>>;\n};\n\nexport function useAuthoredPluginGameplayFrameSelector<T>(\n selector: (frame: AuthoredPluginGameplayFrame) => T,\n equalityFn: EqualityFn<T> = defaultRuntimeSnapshotEquality,\n): T {\n return usePluginGameplayFrameSelector(\n (frame) => selector(frame as unknown as AuthoredPluginGameplayFrame),\n equalityFn,\n );\n}\n\nfunction requirePluginGameplayFrame(\n frame: PluginGameplayFrame | null,\n): PluginGameplayFrame {\n if (!frame) {\n throw new Error(\"Plugin gameplay frame is not available.\");\n }\n return frame;\n}\n\nconst GAMEPLAY_BROWSER_SCOPE_ID = \"runtime\";\nconst BROWSER_PROJECTION_DIGEST_ATTRIBUTE = \"data-dreamboard-projection-digest\";\n\nexport function RuntimeSemanticProjectionMarker() {\n const frame = usePluginGameplayFrame();\n return <SemanticGameplayFrameMarker frame={frame} />;\n}\n\nexport function SemanticGameplayFrameMarker({\n frame,\n}: {\n frame: PluginGameplayFrame;\n}) {\n const digest = digestPluginGameplayFrame(frame);\n return (\n <span\n aria-hidden=\"true\"\n style={{ display: \"none\" }}\n {...{\n [BROWSER_INTERACTION_ATTRIBUTES.protocol]:\n DREAMBOARD_BROWSER_INTERACTION_PROTOCOL_VERSION,\n [BROWSER_INTERACTION_ATTRIBUTES.surface]:\n GAMEPLAY_BROWSER_INTERACTION_SURFACE,\n [BROWSER_INTERACTION_ATTRIBUTES.scope]: GAMEPLAY_BROWSER_SCOPE_ID,\n [BROWSER_INTERACTION_ATTRIBUTES.role]: \"projection\",\n [BROWSER_PROJECTION_DIGEST_ATTRIBUTE]: digest,\n }}\n />\n );\n}\n","import { useCallback, useMemo, useSyncExternalStore } from \"react\";\n\nexport type EqualityFn<T> = (left: T, right: T) => boolean;\n\nexport function defaultRuntimeSnapshotEquality<T>(left: T, right: T): boolean {\n return Object.is(left, right);\n}\n\ninterface SelectorCache<State, Selection> {\n snapshot: State;\n selection: Selection;\n}\n\ninterface SelectorCacheCell<State, Selection> {\n current: SelectorCache<State, Selection> | null;\n selector: (state: State) => Selection;\n equalityFn: EqualityFn<Selection>;\n}\n\nexport function useRuntimeSnapshotSelector<State, Selection>(\n subscribe: (listener: () => void) => () => void,\n getSnapshot: () => State,\n getServerSnapshot: () => State,\n selector: (state: State) => Selection,\n equalityFn: EqualityFn<Selection> = defaultRuntimeSnapshotEquality,\n): Selection {\n const cache = useMemo<SelectorCacheCell<State, Selection>>(\n () => ({ current: null, selector, equalityFn }),\n [equalityFn, selector],\n );\n\n const getSelectedFromSnapshot = useCallback(\n (snapshot: State): Selection => {\n const cached = cache.current;\n if (cached && cached.snapshot === snapshot) {\n return cached.selection;\n }\n\n const nextSelection = selector(snapshot);\n if (cached && equalityFn(cached.selection, nextSelection)) {\n cache.current = {\n snapshot,\n selection: cached.selection,\n };\n return cached.selection;\n }\n\n cache.current = {\n snapshot,\n selection: nextSelection,\n };\n return nextSelection;\n },\n [cache, equalityFn, selector],\n );\n\n const getSelectedSnapshot = useCallback(\n () => getSelectedFromSnapshot(getSnapshot()),\n [getSelectedFromSnapshot, getSnapshot],\n );\n\n const getSelectedServerSnapshot = useCallback(\n () => selector(getServerSnapshot()),\n [getServerSnapshot, selector],\n );\n\n const subscribeSelected = useCallback(\n (onStoreChange: () => void) =>\n subscribe(() => {\n const previous = cache.current;\n const nextSelection = getSelectedSnapshot();\n if (!previous || !equalityFn(previous.selection, nextSelection)) {\n onStoreChange();\n }\n }),\n [cache, equalityFn, getSelectedSnapshot, subscribe],\n );\n\n return useSyncExternalStore(\n subscribeSelected,\n getSelectedSnapshot,\n getSelectedServerSnapshot,\n );\n}\n","import {\n createContext,\n useContext,\n useMemo,\n type Context,\n type ReactNode,\n} from \"react\";\nimport { useStore } from \"zustand\";\nimport { createStore, type StoreApi } from \"zustand/vanilla\";\nimport { useShallow } from \"zustand/shallow\";\n\ntype Draft = Readonly<Record<string, unknown>>;\n\nconst EMPTY_DRAFT: Draft = Object.freeze({});\n\nfunction omitRecordKey<Value>(\n record: Readonly<Record<string, Value>>,\n key: string,\n): Readonly<Record<string, Value>> {\n const next: Record<string, Value> = { ...record };\n delete next[key];\n return next;\n}\n\ninterface DraftState {\n drafts: Readonly<Record<string, Draft>>;\n arms: Readonly<Record<string, string>>;\n submitting: Readonly<Record<string, true>>;\n pendingInteractionKey: string | null;\n pendingInteractionRevision: number;\n}\n\n/**\n * Imperative API exposed to interaction primitives.\n * Intentionally small; the vanilla zustand store underneath powers\n * fine-grained subscriptions via {@link useDraft} and {@link useArmed}.\n */\nexport interface InteractionUiStore {\n /** Read the current draft for an interaction id. Never undefined. */\n getDraft(interactionId: string): Draft;\n /** Merge a single input key into the draft. Creates the draft if needed. */\n setInput(interactionId: string, key: string, value: unknown): void;\n /** Clear a single input, or the whole draft if `key` is omitted. */\n clearInput(interactionId: string, key?: string): void;\n /** Clear every draft and arming state. */\n clearAll(): void;\n /** Which interaction (if any) is currently armed on the given surface. */\n getArmed(surface: string): string | null;\n /** Arm a specific interaction on a surface. Pass `null` to disarm. */\n arm(surface: string, interactionId: string | null): void;\n /** Which interaction draft currently needs route-owned remaining input UI. */\n getPendingInteraction(): string | null;\n /** Mark the interaction draft currently waiting for remaining input. */\n setPendingInteraction(interactionId: string | null): void;\n /** Monotonic revision bumped whenever a pending interaction is routed. */\n getPendingInteractionRevision(): number;\n /** True while a local submission is in flight before the host echo arrives. */\n isSubmitting(interactionId: string): boolean;\n /** Atomically mark a submission in flight. Returns false if already busy. */\n claimSubmitting(interactionId: string): boolean;\n /** Mark or clear a local submission in flight. */\n setSubmitting(interactionId: string, submitting: boolean): void;\n}\n\n/** Vanilla zustand store implementing {@link InteractionUiStore}. */\nexport type InteractionUiStoreApi = StoreApi<DraftState> & InteractionUiStore;\n\nexport function createInteractionUiStore(): InteractionUiStoreApi {\n const store = createStore<DraftState>()(() => ({\n drafts: {},\n arms: {},\n submitting: {},\n pendingInteractionKey: null,\n pendingInteractionRevision: 0,\n }));\n\n const api: InteractionUiStore = {\n getDraft(interactionId) {\n return store.getState().drafts[interactionId] ?? EMPTY_DRAFT;\n },\n setInput(interactionId, key, value) {\n store.setState((prev) => {\n const current = prev.drafts[interactionId];\n if (current && current[key] === value) return prev;\n return {\n ...prev,\n drafts: {\n ...prev.drafts,\n [interactionId]: { ...(current ?? {}), [key]: value },\n },\n };\n });\n },\n clearInput(interactionId, key) {\n store.setState((prev) => {\n const current = prev.drafts[interactionId];\n if (!current) return prev;\n if (key === undefined) {\n return { ...prev, drafts: omitRecordKey(prev.drafts, interactionId) };\n }\n if (!(key in current)) return prev;\n const remainingKeys = omitRecordKey(current, key);\n if (Object.keys(remainingKeys).length === 0) {\n return { ...prev, drafts: omitRecordKey(prev.drafts, interactionId) };\n }\n return {\n ...prev,\n drafts: { ...prev.drafts, [interactionId]: remainingKeys },\n };\n });\n },\n clearAll() {\n store.setState((prev) => {\n if (\n Object.keys(prev.drafts).length === 0 &&\n Object.keys(prev.arms).length === 0 &&\n Object.keys(prev.submitting).length === 0 &&\n prev.pendingInteractionKey === null\n ) {\n return prev;\n }\n return {\n drafts: {},\n arms: {},\n submitting: {},\n pendingInteractionKey: null,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n });\n },\n getArmed(surface) {\n return store.getState().arms[surface] ?? null;\n },\n arm(surface, interactionId) {\n store.setState((prev) => {\n const current = prev.arms[surface] ?? null;\n if (current === interactionId) return prev;\n if (interactionId === null) {\n return { ...prev, arms: omitRecordKey(prev.arms, surface) };\n }\n return { ...prev, arms: { ...prev.arms, [surface]: interactionId } };\n });\n },\n getPendingInteraction() {\n return store.getState().pendingInteractionKey;\n },\n setPendingInteraction(interactionId) {\n store.setState((prev) => {\n if (prev.pendingInteractionKey === interactionId) {\n return interactionId === null\n ? prev\n : {\n ...prev,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n }\n return {\n ...prev,\n pendingInteractionKey: interactionId,\n pendingInteractionRevision: prev.pendingInteractionRevision + 1,\n };\n });\n },\n getPendingInteractionRevision() {\n return store.getState().pendingInteractionRevision;\n },\n isSubmitting(interactionId) {\n return store.getState().submitting[interactionId] === true;\n },\n claimSubmitting(interactionId) {\n let claimed = false;\n store.setState((prev) => {\n if (prev.submitting[interactionId] === true) return prev;\n claimed = true;\n return {\n ...prev,\n submitting: { ...prev.submitting, [interactionId]: true },\n };\n });\n return claimed;\n },\n setSubmitting(interactionId, submitting) {\n store.setState((prev) => {\n const current = prev.submitting[interactionId] === true;\n if (current === submitting) return prev;\n if (!submitting) {\n return {\n ...prev,\n submitting: omitRecordKey(prev.submitting, interactionId),\n };\n }\n return {\n ...prev,\n submitting: { ...prev.submitting, [interactionId]: true },\n };\n });\n },\n };\n\n return Object.assign(store, api);\n}\n\nconst contextRegistryKey = \"__dreamboardInteractionUiContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: Context<InteractionUiStoreApi | null>;\n};\nconst InteractionUiCtx =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] =\n createContext<InteractionUiStoreApi | null>(null));\n\n/**\n * React provider that holds draft input state shared across every surface\n * inside the tree. Auto-installed by `<PluginRuntime>`; authors rarely\n * mount it directly. Mount manually when rendering surface components in\n * isolation (e.g., Storybook, snapshot tests).\n *\n * ```tsx\n * <InteractionUiProvider>\n * <PanelSurface />\n * <Board.Root>{...}</Board.Root>\n * </InteractionUiProvider>\n * ```\n */\nexport function InteractionUiProvider({\n children,\n store,\n}: {\n children: ReactNode;\n store?: InteractionUiStoreApi;\n}) {\n const ownedStore = useMemo(() => createInteractionUiStore(), []);\n return (\n <InteractionUiCtx.Provider value={store ?? ownedStore}>\n {children}\n </InteractionUiCtx.Provider>\n );\n}\n\n/**\n * Access the active draft store. Falls back to an inert in-memory store\n * when no provider is mounted, so surface hooks remain callable in bare\n * test harnesses without crashing — draft state simply isn't shared\n * across components in that case.\n */\nexport function useInteractionUiStore(): InteractionUiStoreApi {\n const ctx = useContext(InteractionUiCtx);\n const fallback = useMemo(() => createInteractionUiStore(), []);\n return ctx ?? fallback;\n}\n\n/**\n * Subscribe to the draft for a single interaction id with per-slice\n * re-renders. Returns a stable empty object when the draft is unset.\n */\nexport function useInteractionDraft(interactionId: string): Draft {\n const store = useInteractionUiStore();\n useStore(\n store,\n useShallow(\n (state: DraftState) => state.drafts[interactionId] ?? EMPTY_DRAFT,\n ),\n );\n return store.getDraft(interactionId);\n}\n\n/** Subscribe to the armed interaction id on a given surface. */\nexport function useArmedInteraction(surface: string): string | null {\n const store = useInteractionUiStore();\n return useStore(store, (state: DraftState) => state.arms[surface] ?? null);\n}\n\n/** Subscribe to the interaction draft currently waiting for pending input. */\nexport function usePendingInteractionKey(): string | null {\n const store = useInteractionUiStore();\n const subscribed = useStore(\n store,\n (state: DraftState) => state.pendingInteractionKey ?? null,\n );\n return store.getPendingInteraction() ?? subscribed;\n}\n\n/** Subscribe to pending interaction route attempts. */\nexport function usePendingInteractionRevision(): number {\n const store = useInteractionUiStore();\n const subscribed = useStore(\n store,\n (state: DraftState) => state.pendingInteractionRevision,\n );\n return Math.max(store.getPendingInteractionRevision(), subscribed);\n}\n\n/** Subscribe to local submitting status for a single interaction key. */\nexport function useInteractionSubmitting(interactionId: string): boolean {\n const store = useInteractionUiStore();\n return useStore(\n store,\n (state: DraftState) => state.submitting[interactionId] === true,\n );\n}\n","import {\n createContext,\n useContext,\n useMemo,\n useSyncExternalStore,\n type ReactNode,\n} from \"react\";\nimport type {\n PluginPlayerSummary,\n PluginSessionDescriptor,\n} from \"@dreamboard-games/plugin-runtime-contract\";\nimport type { PluginRuntimeClient } from \"../core/types.js\";\nimport type { PluginSessionState } from \"../types/runtime-api\";\n\n/**\n * Context for plugin session metadata.\n * This context is provided by the RuntimeContext after receiving init message from parent.\n */\ntype PluginSessionContextRegistry = {\n session: React.Context<PluginSessionState | null>;\n descriptor: React.Context<PluginSessionDescriptor | null>;\n};\n\nconst contextRegistryKey = \"__dreamboardPluginSessionContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: PluginSessionContextRegistry;\n};\nconst contextRegistry =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = {\n session: createContext<PluginSessionState | null>(null),\n descriptor: createContext<PluginSessionDescriptor | null>(null),\n });\n\nexport const PluginSessionContext = contextRegistry.session;\nconst PluginSessionDescriptorContext = contextRegistry.descriptor;\n\nfunction sessionStateFromClient(\n runtime: PluginRuntimeClient,\n): PluginSessionState {\n const session = runtime.getSession();\n const frame = runtime.getFrame();\n return {\n status: session ? \"ready\" : \"loading\",\n sessionId: session?.sessionId ?? null,\n controllingPlayerId: frame?.basis.perspectivePlayerId ?? null,\n };\n}\n\nfunction pluginSessionStatesEqual(\n left: PluginSessionState,\n right: PluginSessionState,\n): boolean {\n if (\n left.status !== right.status ||\n left.sessionId !== right.sessionId ||\n left.controllingPlayerId !== right.controllingPlayerId\n ) {\n return false;\n }\n return true;\n}\n\nfunction pluginSessionDescriptorsEqual(\n left: PluginSessionDescriptor | null,\n right: PluginSessionDescriptor | null,\n): boolean {\n if (left === right) return true;\n if (!left || !right) return false;\n if (\n left.sessionId !== right.sessionId ||\n left.players.length !== right.players.length\n ) {\n return false;\n }\n\n return left.players.every((player, index) => {\n const next = right.players[index];\n return (\n player.playerId === next?.playerId &&\n player.displayName === next.displayName &&\n player.color === next.color\n );\n });\n}\n\nexport function PluginSessionProvider({\n runtime,\n children,\n}: {\n runtime: PluginRuntimeClient;\n children: ReactNode;\n}) {\n const sessionStore = useMemo(() => {\n let current = sessionStateFromClient(runtime);\n return {\n subscribe: (onStoreChange: () => void) => {\n const refresh = () => {\n const next = sessionStateFromClient(runtime);\n if (pluginSessionStatesEqual(current, next)) {\n return;\n }\n current = next;\n onStoreChange();\n };\n const unsubscribeSession = runtime.subscribeSession(refresh);\n const unsubscribeFrame = runtime.subscribeFrame(refresh);\n return () => {\n unsubscribeFrame();\n unsubscribeSession();\n };\n },\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n const descriptorStore = useMemo(() => {\n let current = runtime.getSession();\n return {\n subscribe: (onStoreChange: () => void) => {\n const refresh = () => {\n const next = runtime.getSession();\n if (pluginSessionDescriptorsEqual(current, next)) {\n return;\n }\n current = next;\n onStoreChange();\n };\n const unsubscribeSession = runtime.subscribeSession(refresh);\n return () => {\n unsubscribeSession();\n };\n },\n getSnapshot: () => current,\n getServerSnapshot: () => current,\n };\n }, [runtime]);\n const sessionState = useSyncExternalStore(\n sessionStore.subscribe,\n sessionStore.getSnapshot,\n sessionStore.getServerSnapshot,\n );\n const sessionDescriptor = useSyncExternalStore(\n descriptorStore.subscribe,\n descriptorStore.getSnapshot,\n descriptorStore.getServerSnapshot,\n );\n\n return (\n <PluginSessionContext.Provider value={sessionState}>\n <PluginSessionDescriptorContext.Provider value={sessionDescriptor}>\n {children}\n </PluginSessionDescriptorContext.Provider>\n </PluginSessionContext.Provider>\n );\n}\n\nexport function PluginSessionDescriptorProvider({\n descriptor,\n children,\n}: {\n descriptor: PluginSessionDescriptor | null;\n children: ReactNode;\n}) {\n return (\n <PluginSessionDescriptorContext.Provider value={descriptor}>\n {children}\n </PluginSessionDescriptorContext.Provider>\n );\n}\n\n/**\n * Hook to access plugin session metadata.\n * Returns session initialization status and IDs.\n *\n * @returns Plugin session state with status, sessionId, and controllingPlayerId\n *\n * @example\n * ```tsx\n * function MyPluginComponent() {\n * const { status, sessionId, controllingPlayerId } = usePluginSession();\n *\n * if (status === \"loading\") {\n * return <div>Initializing...</div>;\n * }\n *\n * return (\n * <div>\n * <p>Session: {sessionId}</p>\n * <p>Current perspective: {controllingPlayerId}</p>\n * </div>\n * );\n * }\n * ```\n */\nexport function usePluginSession(): PluginSessionState {\n const context = useContext(PluginSessionContext);\n\n if (context === null) {\n throw new Error(\n \"usePluginSession must be used within a PluginSessionContext.Provider (provided by RuntimeContext)\",\n );\n }\n\n return context;\n}\n\nexport function useOptionalPluginSessionDescriptor(): PluginSessionDescriptor | null {\n return useContext(PluginSessionDescriptorContext);\n}\n\nexport function usePluginSessionDescriptor(): PluginSessionDescriptor {\n const descriptor = useOptionalPluginSessionDescriptor();\n if (!descriptor) {\n throw new Error(\n \"usePluginSessionDescriptor must be used within PluginSessionProvider.\",\n );\n }\n return descriptor;\n}\n\nexport function usePluginPlayers(): readonly PluginPlayerSummary[] {\n return usePluginSessionDescriptor().players;\n}\n","import React, { createContext, useContext, useState, useEffect } from \"react\";\nimport type { RuntimeAPI, PluginSessionState } from \"../types/runtime-api.js\";\nimport { PluginSessionContext } from \"./PluginSessionContext.js\";\n\n/**\n * React Context for providing RuntimeAPI to plugin components.\n * This context must be provided by the plugin wrapper, not by the plugin code itself.\n */\nconst contextRegistryKey = \"__dreamboardRuntimeContext\";\nconst contextRegistryGlobal = globalThis as typeof globalThis & {\n [contextRegistryKey]?: React.Context<RuntimeAPI | null>;\n};\nexport const RuntimeContext =\n contextRegistryGlobal[contextRegistryKey] ??\n (contextRegistryGlobal[contextRegistryKey] = createContext<RuntimeAPI | null>(\n null,\n ));\n\n/**\n * Hook to access the RuntimeAPI from context.\n *\n * @throws Error if used outside of RuntimeContext.Provider\n * @returns RuntimeAPI instance\n *\n * @example\n * ```typescript\n * function MyPluginComponent() {\n * const runtime = useRuntimeContext();\n * return (\n * <button onClick={() => runtime.submitInteraction(\"pass\", {})}>\n * Pass\n * </button>\n * );\n * }\n * ```\n */\nexport function useRuntimeContext(): RuntimeAPI {\n const context = useContext(RuntimeContext);\n\n if (!context) {\n throw new Error(\n \"useRuntimeContext must be used within a RuntimeContext.Provider\",\n );\n }\n\n return context;\n}\n\n/**\n * RuntimeProvider component that provides both RuntimeAPI and PluginSessionContext.\n * This component subscribes to session state changes from the RuntimeAPI and provides\n * them through PluginSessionContext.\n *\n * @example\n * ```tsx\n * function PluginRoot() {\n * const runtime = createPluginRuntimeClient({ transport });\n *\n * return (\n * <RuntimeProvider runtime={runtime}>\n * <App />\n * </RuntimeProvider>\n * );\n * }\n * ```\n */\nexport function RuntimeProvider({\n runtime,\n children,\n}: {\n runtime: RuntimeAPI;\n children: React.ReactNode;\n}) {\n // Subscribe to session state changes\n const [sessionState, setSessionState] = useState<PluginSessionState>(() =>\n runtime.getSessionState(),\n );\n\n useEffect(() => {\n // Subscribe to session state changes via internal API\n const runtimeWithInternal = runtime as RuntimeAPI & {\n _subscribeToSessionState?: (\n listener: (state: PluginSessionState) => void,\n ) => () => void;\n };\n\n if (runtimeWithInternal._subscribeToSessionState) {\n return runtimeWithInternal._subscribeToSessionState((state) => {\n setSessionState(state);\n });\n }\n\n // Fallback: no session state subscription available\n return () => {};\n }, [runtime]);\n\n return (\n <RuntimeContext.Provider value={runtime}>\n <PluginSessionContext.Provider value={sessionState}>\n {children}\n </PluginSessionContext.Provider>\n </RuntimeContext.Provider>\n 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