@energy8platform/game-engine 0.34.2 → 0.35.0

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Files changed (45) hide show
  1. package/dist/audio.cjs.js +114 -59
  2. package/dist/audio.cjs.js.map +1 -1
  3. package/dist/audio.d.ts +25 -0
  4. package/dist/audio.esm.js +114 -59
  5. package/dist/audio.esm.js.map +1 -1
  6. package/dist/core.cjs.js +222 -66
  7. package/dist/core.cjs.js.map +1 -1
  8. package/dist/core.d.ts +25 -0
  9. package/dist/core.esm.js +223 -67
  10. package/dist/core.esm.js.map +1 -1
  11. package/dist/flow.cjs.js +246 -0
  12. package/dist/flow.cjs.js.map +1 -1
  13. package/dist/flow.d.ts +192 -33
  14. package/dist/flow.esm.js +238 -1
  15. package/dist/flow.esm.js.map +1 -1
  16. package/dist/host.cjs.js +343 -82
  17. package/dist/host.cjs.js.map +1 -1
  18. package/dist/host.d.ts +82 -2
  19. package/dist/host.esm.js +344 -83
  20. package/dist/host.esm.js.map +1 -1
  21. package/dist/index.cjs.js +222 -66
  22. package/dist/index.cjs.js.map +1 -1
  23. package/dist/index.d.ts +72 -0
  24. package/dist/index.esm.js +223 -67
  25. package/dist/index.esm.js.map +1 -1
  26. package/dist/scene-devtools.cjs.js +529 -115
  27. package/dist/scene-devtools.cjs.js.map +1 -1
  28. package/dist/scene-devtools.d.ts +187 -34
  29. package/dist/scene-devtools.esm.js +529 -115
  30. package/dist/scene-devtools.esm.js.map +1 -1
  31. package/dist/scene.cjs.js +704 -46
  32. package/dist/scene.cjs.js.map +1 -1
  33. package/dist/scene.d.ts +228 -41
  34. package/dist/scene.esm.js +698 -47
  35. package/dist/scene.esm.js.map +1 -1
  36. package/package.json +2 -2
  37. package/src/audio/AudioManager.ts +111 -53
  38. package/src/core/GameApplication.ts +47 -5
  39. package/src/host/buildConfig.ts +17 -4
  40. package/src/host/createSlotGame.ts +114 -12
  41. package/src/host/index.ts +3 -0
  42. package/src/host/types.ts +58 -0
  43. package/src/loading/LoadingScene.ts +76 -2
  44. package/src/loading/index.ts +6 -0
  45. package/src/types.ts +2 -0
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@energy8platform/game-engine",
3
- "version": "0.34.2",
3
+ "version": "0.35.0",
4
4
  "description": "Universal casino game engine built on PixiJS v8 and @energy8platform/game-sdk",
5
5
  "type": "module",
6
6
  "main": "./dist/index.cjs.js",
@@ -93,7 +93,7 @@
93
93
  "prepublishOnly": "npm run build"
94
94
  },
95
95
  "dependencies": {
96
- "@energy8platform/platform-core": ">=0.30.8",
96
+ "@energy8platform/platform-core": ">=0.31.0",
97
97
  "@energy8platform/shell": ">=0.7.0"
98
98
  },
99
99
  "peerDependencies": {
@@ -37,6 +37,12 @@ export class AudioManager {
37
37
  private _categories: Record<AudioCategoryName, CategoryState>;
38
38
  private _masterGain = 1.0;
39
39
  private _currentMusic: string | null = null;
40
+ /** Duck factor (0..1) from duckMusic/unduckMusic. A presentation state, not a player setting. */
41
+ private _musicDuck = 1;
42
+ /** Crossfade ramp (0..1) for the track that is fading IN. 1 whenever no fade is running. */
43
+ private _musicFade = 1;
44
+ /** Generation counter so a superseded crossfade ramp stops writing over the new track's. */
45
+ private _musicFadeToken = 0;
40
46
  private _unlocked = false;
41
47
  private _unlockHandler: (() => void) | null = null;
42
48
 
@@ -106,7 +112,10 @@ export class AudioManager {
106
112
  if (this._globalMuted || this._categories[category].muted) return;
107
113
 
108
114
  const { sound } = this._soundModule;
109
- const vol = (options?.volume ?? 1) * this._categories[category].volume * this._masterGain;
115
+ // The master gain lives on the GLOBAL bus (`sound.volumeAll`, see applyVolumes) and @pixi/sound
116
+ // already multiplies it in — folding it in here as well squared it, so a master of 0.5 played
117
+ // sfx at 0.25.
118
+ const vol = (options?.volume ?? 1) * this._categories[category].volume;
110
119
 
111
120
  try {
112
121
  sound.play(alias, {
@@ -129,47 +138,45 @@ export class AudioManager {
129
138
  if (!this._initialized || !this._soundModule) return;
130
139
 
131
140
  const { sound } = this._soundModule;
132
-
133
- // Stop current music with fade-out, start new music with fade-in
134
- if (this._currentMusic && fadeDuration > 0) {
135
- const prevAlias = this._currentMusic;
136
- this._currentMusic = alias;
137
-
138
- if (this._globalMuted || this._categories.music.muted) return;
139
-
140
- // Fade out the previous track
141
- this.fadeVolume(prevAlias, this._categories.music.volume * this._masterGain, 0, fadeDuration, () => {
142
- try { sound.stop(prevAlias); } catch { /* ignore */ }
143
- });
144
-
145
- // Start new track at zero volume, fade in
146
- try {
147
- sound.play(alias, {
148
- volume: 0,
149
- loop: true,
141
+ const prevAlias = this._currentMusic;
142
+ const crossfade = !!prevAlias && prevAlias !== alias && fadeDuration > 0;
143
+
144
+ // Retire the outgoing track. Its own SOUND-level volume is the only thing still pointing at it,
145
+ // so fading that to 0 is safe — nothing else writes it once `_currentMusic` has moved on.
146
+ if (prevAlias) {
147
+ if (crossfade) {
148
+ const from = this.soundVolumeOf(prevAlias);
149
+ this.fadeVolume(prevAlias, from, 0, fadeDuration, () => {
150
+ try { sound.stop(prevAlias); } catch { /* ignore */ }
150
151
  });
151
- this.fadeVolume(alias, 0, this._categories.music.volume * this._masterGain, fadeDuration);
152
- } catch (e) {
153
- console.warn(`[AudioManager] Failed to play music "${alias}":`, e);
154
- }
155
- } else {
156
- // No crossfade — instant switch
157
- if (this._currentMusic) {
158
- try { sound.stop(this._currentMusic); } catch { /* ignore */ }
152
+ } else {
153
+ try { sound.stop(prevAlias); } catch { /* ignore */ }
159
154
  }
155
+ }
160
156
 
161
- this._currentMusic = alias;
162
- if (this._globalMuted || this._categories.music.muted) return;
163
-
164
- try {
165
- sound.play(alias, {
166
- volume: this._categories.music.volume * this._masterGain,
167
- loop: true,
168
- });
169
- } catch (e) {
170
- console.warn(`[AudioManager] Failed to play music "${alias}":`, e);
171
- }
157
+ this._currentMusic = alias;
158
+ this._musicFadeToken++; // any ramp still running belongs to a track we just replaced
159
+
160
+ // Deliberately started even while muted. Global mute is the @pixi/sound CONTEXT mute and a
161
+ // muted music category is a 0 term in `musicGain()` — both already make this inaudible, and
162
+ // both undo themselves the moment the player flips them back. Returning early here instead
163
+ // meant a track begun while muted never existed, so unmuting restored silence until some
164
+ // later mode change happened to switch tracks.
165
+
166
+ // The incoming track plays at INSTANCE volume 1 and carries its whole gain on the SOUND layer
167
+ // (`musicGain()`), which is the layer the slider, the duck and this fade all write. Splitting
168
+ // them across layers is what silenced every crossfade: the track was started at instance volume
169
+ // 0 and the ramp then moved the sound layer, whose product with 0 is 0 for the track's life.
170
+ // The gain is written BEFORE play() so the first frame is never at full volume.
171
+ this._musicFade = crossfade ? 0 : 1;
172
+ this.applyMusicGain();
173
+ try {
174
+ sound.play(alias, { volume: 1, loop: true });
175
+ } catch (e) {
176
+ console.warn(`[AudioManager] Failed to play music "${alias}":`, e);
177
+ return;
172
178
  }
179
+ if (crossfade) this.rampMusicFade(fadeDuration);
173
180
  }
174
181
 
175
182
  /**
@@ -184,6 +191,10 @@ export class AudioManager {
184
191
  // ignore
185
192
  }
186
193
  this._currentMusic = null;
194
+ // Retire any running ramp and clear the fade term, so the next track does not inherit a
195
+ // half-finished crossfade and start silent.
196
+ this._musicFadeToken++;
197
+ this._musicFade = 1;
187
198
  }
188
199
 
189
200
  /**
@@ -212,6 +223,9 @@ export class AudioManager {
212
223
  */
213
224
  setVolume(category: AudioCategoryName, volume: number): void {
214
225
  this._categories[category].volume = Math.max(0, Math.min(1, volume));
226
+ // applyVolumes() re-pushes the music gain, so moving the Music slider is heard on the track
227
+ // that is ALREADY playing — it used to take effect only at the next playMusic (a mode change).
228
+ // SFX need no push: play() reads the category volume fresh on every call.
215
229
  this.applyVolumes();
216
230
  this.saveState();
217
231
  }
@@ -291,27 +305,20 @@ export class AudioManager {
291
305
  * @param factor - Volume multiplier (0..1), e.g. 0.3 = 30% of normal
292
306
  */
293
307
  duckMusic(factor: number): void {
294
- if (!this._initialized || !this._soundModule || !this._currentMusic) return;
295
- const { sound } = this._soundModule;
296
- const vol = this._categories.music.volume * factor;
297
- try {
298
- sound.volume(this._currentMusic, vol);
299
- } catch {
300
- // ignore
301
- }
308
+ // Held as a FACTOR rather than written as a finished volume: the duck used to write
309
+ // `category × factor` onto a track whose instance already carried the category volume, so it
310
+ // ducked to category², and unducking restored category² instead of category. Keeping it as one
311
+ // term of `musicGain()` also keeps the slider live while ducked.
312
+ this._musicDuck = Math.max(0, Math.min(1, factor));
313
+ this.applyMusicGain();
302
314
  }
303
315
 
304
316
  /**
305
317
  * Restore music to normal volume after ducking.
306
318
  */
307
319
  unduckMusic(): void {
308
- if (!this._initialized || !this._soundModule || !this._currentMusic) return;
309
- const { sound } = this._soundModule;
310
- try {
311
- sound.volume(this._currentMusic, this._categories.music.volume);
312
- } catch {
313
- // ignore
314
- }
320
+ this._musicDuck = 1;
321
+ this.applyMusicGain();
315
322
  }
316
323
 
317
324
  /**
@@ -357,12 +364,63 @@ export class AudioManager {
357
364
  requestAnimationFrame(tick);
358
365
  }
359
366
 
367
+ /**
368
+ * The SOUND-layer gain for the running music track.
369
+ *
370
+ * @pixi/sound resolves a playing instance as `instance × sound × global` (WebAudioInstance.
371
+ * refresh). Each of those three has exactly ONE owner here, which is what keeps the mixer honest:
372
+ * global — the master gain (`applyVolumes`)
373
+ * sound — music: this function. sfx: untouched, left at 1.
374
+ * instance — sfx: the per-call volume × the sfx category. music: always 1.
375
+ * Everything that can move music volume — the player's slider, the category mute, a big-win duck,
376
+ * a crossfade — is a term below, so they compose instead of overwriting each other.
377
+ */
378
+ private musicGain(): number {
379
+ const c = this._categories.music;
380
+ return (c.muted ? 0 : 1) * c.volume * this._musicDuck * this._musicFade;
381
+ }
382
+
383
+ /** Push `musicGain()` at the current track. Safe before it starts playing and with none playing. */
384
+ private applyMusicGain(): void {
385
+ if (!this._soundModule || !this._currentMusic) return;
386
+ try {
387
+ this._soundModule.sound.volume(this._currentMusic, this.musicGain());
388
+ } catch {
389
+ // ignore — alias not registered yet
390
+ }
391
+ }
392
+
393
+ /** Current SOUND-layer volume of `alias`, or 0 when it cannot be read. */
394
+ private soundVolumeOf(alias: string): number {
395
+ try {
396
+ return Number(this._soundModule.sound.volume(alias)) || 0;
397
+ } catch {
398
+ return 0;
399
+ }
400
+ }
401
+
402
+ /** Ramp the crossfade term 0 → 1 over `durationMs`, recomposing the gain each frame so a slider
403
+ * drag or a duck landing mid-fade is honoured rather than overwritten when the fade ends. */
404
+ private rampMusicFade(durationMs: number): void {
405
+ const token = this._musicFadeToken;
406
+ const start = Date.now();
407
+ const tick = (): void => {
408
+ if (token !== this._musicFadeToken) return; // a newer track owns the music now
409
+ const t = Math.min((Date.now() - start) / durationMs, 1);
410
+ this._musicFade = t;
411
+ this.applyMusicGain();
412
+ if (t < 1) requestAnimationFrame(tick);
413
+ };
414
+ requestAnimationFrame(tick);
415
+ }
416
+
360
417
  private applyVolumes(): void {
361
418
  if (!this._soundModule) return;
362
419
  const { sound } = this._soundModule;
363
420
  // Global mute is owned by sound.muteAll()/unmuteAll() (context.muted),
364
421
  // not by volumeAll — mixing both leaves mute un-undoable after reload.
365
422
  sound.volumeAll = this._masterGain; // master multiplies the global bus
423
+ this.applyMusicGain(); // category volume/mute reach the RUNNING track
366
424
  }
367
425
 
368
426
  private setupMobileUnlock(): void {
@@ -11,7 +11,14 @@ import { AudioManager } from '../audio/AudioManager';
11
11
  import { InputManager } from '../input/InputManager';
12
12
  import { ViewportManager } from '../viewport/ViewportManager';
13
13
  import { LoadingScene } from '../loading/LoadingScene';
14
- import { createCSSPreloader, removeCSSPreloader } from '@energy8platform/platform-core/loading';
14
+ import {
15
+ createCSSPreloader,
16
+ removeCSSPreloader,
17
+ adoptExternalOverlay,
18
+ advanceExternalOverlay,
19
+ releaseExternalOverlay,
20
+ hasExternalOverlay,
21
+ } from '@energy8platform/platform-core/loading';
15
22
  import { FPSOverlay } from '../debug/FPSOverlay';
16
23
 
17
24
  /**
@@ -155,17 +162,40 @@ export class GameApplication extends EventEmitter<GameEngineEvents> {
155
162
  }
156
163
 
157
164
  try {
165
+ // 0. Adopt a game-supplied loading overlay (`loading.externalOverlay`) BEFORE anything that
166
+ // can throw. Such an overlay is already on screen — Artube's is injected into index.html,
167
+ // so it paints before this bundle is even fetched — and until the engine has adopted it,
168
+ // the catch below has no way to take it down. A bad `container` selector (step 1) would
169
+ // otherwise strand it on screen forever. It needs no container of ours.
170
+ // Adoption is also where its minimum display time starts counting, which is why the
171
+ // config value is handed over here rather than read at the hand-over: this is the
172
+ // earliest moment the engine runs, and the overlay has been on screen since before it.
173
+ const external = this.config.loading?.externalOverlay;
174
+ if (external)
175
+ adoptExternalOverlay(external, this.config.loading?.externalOverlayMinDisplayTime);
176
+
158
177
  // 1. Resolve container element
159
178
  this._container = this.resolveContainer();
160
179
 
161
- // 2. Show CSS preloader immediately (before PixiJS)
162
- createCSSPreloader(this._container, this.config.loading);
180
+ // 2. Show the CSS preloader immediately (before PixiJS) — UNLESS a game-supplied overlay is
181
+ // already covering the screen. In that case the preloader is mounted later, by LoadingScene
182
+ // at its first frame, which is where the hand-over happens. Mounting it here instead would
183
+ // put our brand over theirs for the whole of Pixi init and the SDK handshake, i.e. hand
184
+ // over long before the gap the external overlay exists to cover has closed.
185
+ if (!hasExternalOverlay()) createCSSPreloader(this._container, this.config.loading);
163
186
 
164
187
  // 3. Initialize PixiJS
165
188
  await this.initPixi();
189
+ // Milestones through the pre-first-frame gap, for a game-supplied overlay only (no-ops
190
+ // otherwise, so the built-in preloader's behaviour is untouched). They are also what makes
191
+ // Artube's loader crossfade from its dark partner phase to its branded one: that transition
192
+ // fires on the first progress above zero, and without it the player would never see the
193
+ // brand the loader exists to show. Values are honest weights of what remains, not a timer.
194
+ advanceExternalOverlay(0.35);
166
195
 
167
196
  // 4. Initialize SDK (if enabled)
168
197
  await this.initSDK();
198
+ advanceExternalOverlay(0.7);
169
199
 
170
200
  // 4b. Mount the branded game shell after the SDK handshake (optional)
171
201
  if (this.config.shell) {
@@ -178,12 +208,19 @@ export class GameApplication extends EventEmitter<GameEngineEvents> {
178
208
 
179
209
  // 6. Initialize sub-systems
180
210
  this.initSubSystems();
211
+ advanceExternalOverlay(0.85);
181
212
 
182
213
  this.emit('initialized');
183
214
 
184
215
  // 7. Load assets. The CSS preloader stays on screen — LoadingScene drives
185
216
  // its progress/tap and removes it before entering the game, so there's
186
217
  // a single continuous overlay from boot to gameplay (no logo flash).
218
+ //
219
+ // With a game-supplied overlay the sequence has one extra step at the
220
+ // front: LoadingScene MOUNTS the preloader, waits for its first painted
221
+ // frame, and only then dismisses the external overlay. From that frame
222
+ // on this path and every other are identical — same brand, same bar,
223
+ // same tap-to-start.
187
224
  await this.loadAssets(firstScene, sceneData);
188
225
 
189
226
  this.emit('loaded');
@@ -193,8 +230,13 @@ export class GameApplication extends EventEmitter<GameEngineEvents> {
193
230
  this.emit('started');
194
231
  } catch (err) {
195
232
  console.error('[GameEngine] Failed to start:', err);
196
- // Tear down the preloader so a failure doesn't strand the brand frame.
197
- if (this._container) removeCSSPreloader(this._container);
233
+ // Tear down both possible overlays so a failure strands neither brand frame. BOTH calls run:
234
+ // a throw during the hand-over window can leave the preloader mounted AND the external
235
+ // overlay still adopted, and each call is a no-op when there is nothing to remove. The
236
+ // container may never have resolved (step 1 is inside this try), hence the `document.body`
237
+ // fallback — the external overlay ignores the element entirely.
238
+ releaseExternalOverlay();
239
+ void removeCSSPreloader(this._container ?? document.body);
198
240
  this.emit('error', err instanceof Error ? err : new Error(String(err)));
199
241
  throw err;
200
242
  }
@@ -6,12 +6,18 @@ import type { SlotSpinResultBase } from '@energy8platform/platform-core/slot-res
6
6
 
7
7
  /**
8
8
  * Pure: map host options to a GameApplicationConfig with sane defaults.
9
- * `isStakeNow` is computed by the orchestrator (kept out of here so this
10
- * stays a pure, renderer-free function).
9
+ * `isStakeNow` / `isArtubeNow` are computed by the orchestrator (kept out of
10
+ * here so this stays a pure, renderer-free function).
11
+ *
12
+ * Both host bridges run IN-PROCESS with the game, so either one means the SDK
13
+ * must be in `devMode` — that is what makes it talk over the in-memory channel
14
+ * the bridge listens on instead of postMessage-ing an outer host that isn't
15
+ * there. (`dev` is the third, unrelated reason for the same flag: DevBridge.)
11
16
  */
12
17
  export function buildAppConfig<T extends SlotSpinResultBase = SlotSpinResultBase>(
13
18
  opts: CreateSlotGameOptions<T>,
14
19
  isStakeNow: boolean,
20
+ isArtubeNow = false,
15
21
  ): GameApplicationConfig {
16
22
  return {
17
23
  container: opts.container ?? '#game',
@@ -19,11 +25,18 @@ export function buildAppConfig<T extends SlotSpinResultBase = SlotSpinResultBase
19
25
  designHeight: opts.design?.height ?? 1080,
20
26
  scaleMode: opts.scaleMode ?? ScaleMode.FILL,
21
27
  orientation: opts.orientation ?? Orientation.ANY,
22
- loading: opts.loading ?? { tapToStart: false, minDisplayTime: 600 },
28
+ // MERGED, not replaced. `opts.loading ?? {…}` looked equivalent and was not: a game that
29
+ // passes ANY loading option loses every default it did not restate, so `{ minDisplayTime: 900 }`
30
+ // silently re-armed tap-to-start (the engine's own default for that flag is `true`, for
31
+ // backwards compatibility with direct GameApplication users). The Artube target made it
32
+ // visible — a game supplying only `externalOverlay` waited for a tap there and nowhere else,
33
+ // i.e. the same source line behaved differently per platform. Spreading `opts.loading` last
34
+ // keeps every explicit value winning while unset keys stay on the host's defaults.
35
+ loading: { tapToStart: false, minDisplayTime: 600, ...opts.loading },
23
36
  manifest: opts.manifest,
24
37
  audio: opts.audio,
25
38
  pixi: opts.pixi,
26
- sdk: { devMode: isStakeNow || (opts.dev ?? false) },
39
+ sdk: { devMode: isStakeNow || isArtubeNow || (opts.dev ?? false) },
27
40
  debug: opts.dev ?? false,
28
41
  };
29
42
  }
@@ -5,13 +5,14 @@ import { buildAppConfig } from './buildConfig';
5
5
  import { loadFonts, applyTextureDefaults, bootGuard } from './preboot';
6
6
  import { showFatalError, installGlobalErrorHandlers } from './fatalError';
7
7
  import type { CreateSlotGameOptions, SlotGameHandle } from './types';
8
+ import { releaseExternalOverlay } from '@energy8platform/platform-core/loading';
8
9
  import type { SlotSpinResultBase } from '@energy8platform/platform-core/slot-result';
9
10
  import type { ShellMode } from '@energy8platform/shell/pixi';
10
11
  import type { SceneApi, SlotSceneController, RenderContext } from './sceneController';
11
12
  import type { FreeSpinsView } from './freeSpinsCounter';
12
13
 
13
14
  /**
14
- * One-call slot bootstrap: preboot → (optional Stake bridge) → GameApplication
15
+ * One-call slot bootstrap: preboot → (optional Stake / Artube bridge) → GameApplication
15
16
  * → register scene → start. Collapses the per-game main.ts boilerplate.
16
17
  *
17
18
  * Not unit-tested: GameApplication.init() drives Pixi, which hangs in headless
@@ -29,6 +30,24 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
29
30
  let shell: SlotGameHandle['shell'] = null;
30
31
 
31
32
  const fatal = (message: string) => {
33
+ // Take down a game-supplied loading overlay (`loading.externalOverlay`) first. Several fatal
34
+ // paths below — a refused Artube launch, a bridge that cannot connect — happen BEFORE
35
+ // `GameApplication.start()`, so its own error path never runs and nothing else would ever
36
+ // dismiss the overlay. Artube's is already on screen from index.html at z-index 9999: leaving
37
+ // it up means the player stares at a frozen loading screen, and a custom `onFatalError`
38
+ // renderer would be hidden underneath it entirely.
39
+ //
40
+ // `releaseExternalOverlay` handles the case where the engine already adopted it (and keeps the
41
+ // dismissal idempotent, which matters now that the normal hand-over also dismisses it). Its
42
+ // `false` means the engine never got that far — those are exactly the pre-boot refusals, where
43
+ // hiding the game's overlay directly is the only thing that can work.
44
+ if (!releaseExternalOverlay()) {
45
+ try {
46
+ opts.loading?.externalOverlay?.hideLoader();
47
+ } catch {
48
+ /* the overlay is the game's; a throw here must not swallow the error we came to report */
49
+ }
50
+ }
32
51
  if (opts.onFatalError) return opts.onFatalError(message);
33
52
  // Once the shell is up, use ITS branded modal (consistent chrome, social vocabulary, fit
34
53
  // scaling) rather than the bare DOM fallback. Errors thrown before the shell boots (asset
@@ -100,7 +119,66 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
100
119
  }
101
120
  }
102
121
 
103
- const game = new GameApplication(buildAppConfig(opts, isStakeNow));
122
+ let artubeBridge: SlotGameHandle['artubeBridge'] = null;
123
+ let isArtubeNow = false;
124
+ // `!isStakeNow`: both bridges install themselves in-process on the SAME SDK memory channel, so
125
+ // whichever launch already claimed the game wins. (The two launch shapes are disjoint in practice
126
+ // — Stake's marker is `sessionID`/`replay`, Artube's is `sessionId` — so this never fires; it just
127
+ // makes the precedence explicit rather than leaving two bridges racing.)
128
+ if (opts.artube && !isStakeNow) {
129
+ // The GAME supplies the loader (see `ArtubeIntegration.load`): a bare
130
+ // `import('@energy8platform/artube-bridge')` here would be resolved statically by every bundler
131
+ // and would break — loudly or, under Vite, silently — every game that never installed the
132
+ // package. Classifier and bridge come from the same module, so this is one load.
133
+ let artube: import('./types').ArtubeModule;
134
+ try {
135
+ artube = await opts.artube.load();
136
+ } catch (err) {
137
+ fatal('Could not start the game.');
138
+ throw err;
139
+ }
140
+ // Security gate, the Artube counterpart of the Stake one above. Artube's only launch marker is
141
+ // `sessionId`, and unlike Stake there is no attacker-suppliable server address to validate
142
+ // (`apiBase` is the launch URL's own origin). What IS reachable is stripping the session: a URL
143
+ // that carries `sessionId` with an empty/blank value claims a session it doesn't have, fails the
144
+ // "is this Artube?" check, and would silently fall through to the offline/dev bridge — the
145
+ // free-play hole. 'artube' = a real launch (load the bridge); 'offline' = no marker at all, a
146
+ // genuine dev launch.
147
+ //
148
+ // What URL classification cannot catch: a marker removed ENTIRELY is indistinguishable from a
149
+ // dev launch. In a production BUILD there is nothing to fall through to anyway — the DevBridge
150
+ // bootstrapper is injected by a Vite plugin with `apply: 'serve'`, so no build carries one,
151
+ // whatever BUILD_TARGET says. Under a plain `npm run dev` the bootstrapper HAS already started a
152
+ // DevBridge before this code runs (it wraps the entry module), so there the protection is this
153
+ // gate refusing to start the game — not the absence of a bridge.
154
+ const launch = artube.classifyArtubeLaunch(location.href);
155
+ if (launch === 'blocked') {
156
+ fatal('Invalid game session. Please relaunch the game from the lobby.');
157
+ throw new Error(
158
+ 'createSlotGame: refusing to run — Artube launch with a missing or blank sessionId',
159
+ );
160
+ }
161
+ isArtubeNow = launch === 'artube';
162
+ if (isArtubeNow) {
163
+ try {
164
+ artubeBridge = new artube.ArtubeBridge({
165
+ // In-process over the SDK's MemoryChannel (see buildAppConfig's devMode).
166
+ devMode: true,
167
+ gameId: opts.model.spec.id,
168
+ url: location.href,
169
+ // Same-origin in production; both fields are dev/demo escape hatches (see ArtubeIntegration).
170
+ ...(opts.artube.apiBase ? { apiBase: opts.artube.apiBase } : {}),
171
+ ...(opts.artube.demoBalance != null ? { demoBalance: opts.artube.demoBalance } : {}),
172
+ });
173
+ await artubeBridge.ready();
174
+ } catch (err) {
175
+ fatal('Could not connect to the game server. Please reload.');
176
+ throw err;
177
+ }
178
+ }
179
+ }
180
+
181
+ const game = new GameApplication(buildAppConfig(opts, isStakeNow, isArtubeNow));
104
182
 
105
183
  // Register EVERY scene up front so any of them can navigate to any other.
106
184
  for (const { key, scene } of opts.scenes) game.scenes.register(key, scene);
@@ -174,6 +252,8 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
174
252
 
175
253
  const ps = game.platformSession;
176
254
  const balance = (game.initData?.balance as number | undefined) ?? 0;
255
+ // Replay is a STAKE concept (a shared link that re-plays one recorded round). Artube has no
256
+ // equivalent, so an Artube launch is always 'base' — nothing to mirror here.
177
257
  const isReplay = !!stakeBridge?.isReplay;
178
258
  const mode: ShellMode = isReplay ? 'replay' : 'base';
179
259
  // initData.config carries the Stake bridge's currency/social/disclaimer surface (GameConfigData);
@@ -189,9 +269,16 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
189
269
  stake?: { defaultBetLevel?: number; minBet?: number; maxBet?: number };
190
270
  /** Set by the Stake bridge when `/wallet/authenticate` returned a still-open round. */
191
271
  activeRound?: { bet?: number; roundId?: string; mode?: string };
272
+ /** Artube's platform block. The default bet arrives as an INDEX into `config.betLevels`
273
+ * (the platform's `allowed_bets`), where Stake states an amount. */
274
+ artube?: { defaultBetIndex?: number };
192
275
  };
193
- /** Present only on a resume — the bridge synthesises it from the open round. */
276
+ /** Present only on a resume — the bridge synthesises it from the open round. Both the Stake
277
+ * and the Artube bridge fill it the same way, so the resumed-bet path below is shared. */
194
278
  session?: { betAmount?: number };
279
+ /** Session currency CODE. The Artube bridge's only currency surface (the platform picks it
280
+ * per session; demo sessions are 'FUN'); Stake sends full meta on `config.currency` instead. */
281
+ currency?: string;
195
282
  lang?: string;
196
283
  } | null;
197
284
  const config = initData?.config;
@@ -203,33 +290,44 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
203
290
  // carrier for the same value (INIT only ever has a session on a resume). Both are ignored when
204
291
  // absent or 0 so an ordinary launch still starts on the default.
205
292
  const resumedBet = config?.activeRound?.bet || initData?.session?.betAmount || undefined;
293
+ // Artube states its per-session default bet as an INDEX into the platform's ladder; resolve it
294
+ // against that SAME ladder so `runtime.defaultBet` is an amount on both platforms.
295
+ const artubeDefaultBet = isArtubeNow
296
+ ? config?.betLevels?.[config?.artube?.defaultBetIndex ?? -1]
297
+ : undefined;
206
298
  const { resolveCurrency } = await import('./shellConfig');
207
299
  // SINGLE source of truth for the symbol: the Stake bridge already puts a full CurrencyMetaData
208
300
  // (symbol + placement) on initData.config.currency. In the non-stake/devBridge path that meta
209
301
  // is absent and we only have the spec's currency CODE — resolve it through the SAME table
210
302
  // (stake-bridge's lookupCurrency) so e.g. 'EUR' renders as '€', not the literal text "EUR".
211
303
  // stake-bridge ships with every scaffold; if it's somehow absent we degrade to the code.
304
+ // On Artube the session currency is the PLATFORM's (per player, and 'FUN' for demo sessions) and
305
+ // arrives as a bare code on initData — there is no meta object. It outranks the spec's static
306
+ // code, which would otherwise show every Artube player the spec's currency symbol.
307
+ const currencyCode = (isArtubeNow ? initData?.currency : undefined) || opts.model.spec.currency;
212
308
  let currencyMeta = config?.currency;
213
- if (!currencyMeta?.symbol && opts.model.spec.currency) {
309
+ if (!currencyMeta?.symbol && currencyCode) {
214
310
  try {
215
311
  const { lookupCurrency } = await import('@energy8platform/stake-bridge');
216
- currencyMeta = lookupCurrency(opts.model.spec.currency);
312
+ currencyMeta = lookupCurrency(currencyCode);
217
313
  } catch {
218
314
  /* stake-bridge not installed — resolveCurrency falls back to the code */
219
315
  }
220
316
  }
221
317
  const runtime = {
222
318
  balance,
223
- currency: resolveCurrency(currencyMeta, opts.model.spec.currency),
319
+ currency: resolveCurrency(currencyMeta, currencyCode),
224
320
  language: initData?.lang,
225
321
  mode,
226
322
  social: config?.socialMode,
227
323
  disclaimerLines: config?.disclaimerLines,
228
324
  jurisdiction: config?.jurisdiction,
229
- // Currency-specific ladder + per-currency default from /wallet/authenticate (Stake);
230
- // absent on dev/devBridge → buildShellConfig falls back to the spec.
325
+ // Currency-specific ladder + per-currency default from /wallet/authenticate (Stake) or the
326
+ // backend's `allowed_bets` (Artube); absent on dev/devBridge → buildShellConfig falls back to
327
+ // the spec.
231
328
  betLevels: config?.betLevels,
232
- defaultBet: resumedBet ?? config?.stake?.defaultBetLevel ?? config?.defaultBet,
329
+ defaultBet:
330
+ resumedBet ?? config?.stake?.defaultBetLevel ?? artubeDefaultBet ?? config?.defaultBet,
233
331
  // Hard stake window; the bridge rejects anything outside it before /bet/play.
234
332
  minBet: config?.stake?.minBet,
235
333
  maxBet: config?.stake?.maxBet,
@@ -238,10 +336,14 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
238
336
  // spec's (EUR-shaped) ladder here would put the game on bets the wallet can't honour — every
239
337
  // spin rejected on a high-denomination currency (ARS minBet 50), or silently mispriced. Fail
240
338
  // where the cause is visible instead of at the first spin.
241
- if (isStakeNow && !runtime.betLevels?.length) {
339
+ // Artube is the same requirement by a different route: the wire carries a bet INDEX, not an
340
+ // amount, and the bridge maps the amount the game plays to the NEAREST rung of the platform's
341
+ // ladder — so a spec-shaped ladder wouldn't be rejected, it would silently charge a different
342
+ // price than the bar shows. Refuse there too.
343
+ if ((isStakeNow || isArtubeNow) && !runtime.betLevels?.length) {
242
344
  fatal('Could not load the bet levels for your currency. Please relaunch the game.');
243
345
  throw new Error(
244
- 'createSlotGame: Stake launch returned no config.betLevels — refusing to fall back to the spec ladder',
346
+ `createSlotGame: ${isStakeNow ? 'Stake' : 'Artube'} launch returned no config.betLevels — refusing to fall back to the spec ladder`,
245
347
  );
246
348
  }
247
349
  if (opts.dev) {
@@ -811,5 +913,5 @@ export async function createSlotGame<T extends SlotSpinResultBase = SlotSpinResu
811
913
  }
812
914
  }
813
915
 
814
- return { game, stakeBridge, shell };
916
+ return { game, stakeBridge, artubeBridge, shell };
815
917
  }
package/src/host/index.ts CHANGED
@@ -4,6 +4,9 @@ export type {
4
4
  CreateSlotGameOptions,
5
5
  SlotGameHandle,
6
6
  StakeIntegration,
7
+ ArtubeIntegration,
8
+ ArtubeModule,
9
+ ArtubeBridgeLike,
7
10
  SceneRegistration,
8
11
  SceneNavData,
9
12
  ShellFactory,