@energy8platform/platform-core 0.16.0 → 0.16.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +35 -5
- package/dist/dev-bridge.cjs.js +223 -23
- package/dist/dev-bridge.cjs.js.map +1 -1
- package/dist/dev-bridge.d.ts +42 -1
- package/dist/dev-bridge.esm.js +223 -23
- package/dist/dev-bridge.esm.js.map +1 -1
- package/dist/index.cjs.js +223 -23
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +42 -1
- package/dist/index.esm.js +223 -23
- package/dist/index.esm.js.map +1 -1
- package/dist/lua.cjs.js +89 -7
- package/dist/lua.cjs.js.map +1 -1
- package/dist/lua.d.ts +16 -3
- package/dist/lua.esm.js +89 -7
- package/dist/lua.esm.js.map +1 -1
- package/dist/simulation.d.ts +6 -0
- package/package.json +1 -1
- package/src/dev-bridge/DevBridge.ts +247 -26
- package/src/lua/LuaEngine.ts +88 -5
- package/src/lua/SessionManager.ts +23 -1
- package/src/lua/types.ts +6 -0
package/README.md
CHANGED
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@@ -164,6 +164,14 @@ session.destroy();
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Inside `game-engine`, `GameApplication` wraps this. For non-pixi consumers, this is the layer you talk to directly.
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**Session continuations: pass the triggering bet, not zero.** When the previous result returns `nextActions: ['free_spin']` (or any other in-session action with `debit: 'none'`), pass the same bet that triggered the session:
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```typescript
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const fs = await session.play({ action: 'free_spin', bet: triggeringBet, roundId: result.roundId });
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```
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+
The platform validates `bet` against `bet_levels` and rejects `bet: 0`. No double debit happens — the action's `debit: 'none'` keeps the wallet still, and LuaEngine reads the actual session bet from server-side session state regardless of what the client sends. See [Game Development Guide §13.16](https://github.com/energy8platform/game-engine/blob/main/game_development_guide.md#13-conventions-and-best-practices) for the full conventions list.
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+
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---
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## Writing your game (config + Lua)
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@@ -214,11 +222,11 @@ export default {
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```lua
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local SYMBOLS = { 'A', 'K', 'Q', 'J', '10', '9' }
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-
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-- Payouts are *bet multipliers*. The platform scales by the player's
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-- actual bet on the way out — never multiply by bet inside the script.
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local PAYOUT = { A = 50, K = 30, Q = 20, J = 10, ['10'] = 5, ['9'] = 2 }
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function execute(state)
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-
local bet = state.variables.bet
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-
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-- 3 columns × 3 rows of random symbols
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local matrix = {}
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for col = 1, 3 do
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@@ -232,7 +240,7 @@ function execute(state)
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local center = { matrix[1][2], matrix[2][2], matrix[3][2] }
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local total_win = 0
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if center[1] == center[2] and center[2] == center[3] then
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-
total_win =
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total_win = PAYOUT[center[1]]
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end
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return {
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@@ -242,7 +250,7 @@ function execute(state)
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end
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```
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-
That's the entire contract: `
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That's the entire contract: a stage to dispatch on (here just `base_game`) plus a `total_win` (a **bet multiplier**, not absolute currency) and an arbitrary `data` payload. The platform handles the rest — debit/credit (`real_win = bet × total_win`), balance updates, session lifecycle, cap enforcement. See [Game Development Guide §13.2](https://github.com/energy8platform/game-engine/blob/main/game_development_guide.md#13-conventions-and-best-practices) for the full convention.
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### Full reference
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@@ -312,6 +320,28 @@ bridge.destroy();
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Most of the time you don't construct DevBridge yourself — `createPlatformSession({ dev: { … } })` does it for you.
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### Platform-parity behavior (Lua mode)
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In Lua mode (`luaScript` + `gameDefinition`), DevBridge mirrors the server's `PlayRound` contract so error-handling code written against dev runs unchanged in prod. Invalid requests come back as `PLAY_ERROR` and the SDK's `play()` rejects with `SDKError(code, message)`:
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| code | when |
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|-------------------------|----------------------------------------------------------|
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| `INVALID_INPUT` | unknown action |
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| `INVALID_AMOUNT` | `bet` not in `bet_levels` (list or `{min, max}` range) |
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| `INSUFFICIENT_FUNDS` | computed debit > balance (no wallet movement, no fetch) |
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| `ACTIVE_SESSION_EXISTS` | non-session action while a session is in progress |
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| `NO_ACTIVE_SESSION` | session-required action without an active session |
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| `SESSION_EXPIRED` | session past `gameDefinition.session_ttl` (default 24h) |
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| `ENGINE_ERROR` | Lua execution failed (debit is rolled back) |
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Other contract details DevBridge enforces:
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- **Round IDs are server-generated** (`crypto.randomUUID`). The client value in `PlayParams.roundId` is ignored for non-session actions and replaced with the active session's id for session-based ones — matches the platform's `playRound` UUID rules.
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- **`STATE_RESPONSE`** returns the last `PlayResultData` (with `session.history` populated) while a session is active and not yet completed, mirroring `GET /api/games/{id}/session`.
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- **`creditPending`** is `false` in the normal path. The wire flag means "wallet credit failed, queued for retry" — never "credit deferred until session completes".
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- **`session.history`** is appended on every session round (`{spinIndex, win, data}`), so the client can rebuild the screen after reload.
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- **`MapState` parity** — `multiplier`, `global_multiplier`, `free_spins_total`, `max_win_reached` are auto-injected into `result.data` from engine variables when the Lua script doesn't set them explicitly.
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---
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## RTP Simulation CLI
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package/dist/dev-bridge.cjs.js
CHANGED
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@@ -2,6 +2,57 @@
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2
2
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var gameSdk = require('@energy8platform/game-sdk');
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/** Default session TTL when GameDefinition.session_ttl is omitted (24h). */
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const DEFAULT_SESSION_TTL_MS = 24 * 60 * 60 * 1000;
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/**
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* Parse a Go-style duration string ("24h", "5ms", "30s", "10m") into
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* milliseconds. Mirrors GameDefinition.SessionTTLDuration on the server.
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*/
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function parseSessionTtl(ttl) {
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if (!ttl)
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return DEFAULT_SESSION_TTL_MS;
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const m = ttl.match(/^(\d+(?:\.\d+)?)(ms|s|m|h)$/);
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if (!m)
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return DEFAULT_SESSION_TTL_MS;
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const n = parseFloat(m[1]);
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switch (m[2]) {
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case 'ms': return n;
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case 's': return n * 1000;
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case 'm': return n * 60 * 1000;
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case 'h': return n * 60 * 60 * 1000;
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default: return DEFAULT_SESSION_TTL_MS;
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}
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}
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/**
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* Validate a bet against the game's bet_levels config — mirrors the server's
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* validateBet. Levels-list takes priority over min/max range.
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*/
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function isBetAllowed(bet, levels) {
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if (!levels)
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return true;
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if (Array.isArray(levels)) {
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return levels.includes(bet);
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}
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if (levels.levels && levels.levels.length > 0) {
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return levels.levels.includes(bet);
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}
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if (levels.min !== undefined && bet < levels.min)
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return false;
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if (levels.max !== undefined && bet > levels.max)
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return false;
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return true;
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}
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/**
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* Generate a server-style UUID for a fresh round. Falls back to a counter
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* suffix if `crypto.randomUUID` isn't available (very old runtimes).
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*/
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function generateRoundId() {
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const c = globalThis.crypto;
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if (c && typeof c.randomUUID === 'function')
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return c.randomUUID();
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// Minimal fallback — not crypto-strong, but keeps the wire shape sane.
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return 'dev-' + Math.random().toString(16).slice(2) + '-' + Date.now().toString(16);
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}
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const DEFAULT_CONFIG = {
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balance: 10000,
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currency: 'USD',
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@@ -50,10 +101,19 @@ class DevBridge {
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_roundCounter = 0;
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_bridge = null;
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_useLuaServer;
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/** Last PlayResult sent — mirrors what `GET /games/{id}/session` returns. */
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_lastPlayResult = null;
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/** Active session round id; non-null while a session is in progress. */
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_activeRoundId = null;
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/** Wall-clock expiry timestamp for the active session. */
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_sessionExpiresAt = null;
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/** Pre-parsed session TTL from gameDefinition.session_ttl. */
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_sessionTtlMs;
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constructor(config = {}) {
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this._config = { ...DEFAULT_CONFIG, ...config };
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this._balance = this._config.balance;
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this._useLuaServer = !!(this._config.luaScript && this._config.gameDefinition);
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this._sessionTtlMs = parseSessionTtl(this._config.gameDefinition?.session_ttl);
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}
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/** Current mock balance */
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get balance() {
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@@ -119,24 +179,83 @@ class DevBridge {
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this.delayedSend('INIT', initData, id);
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}
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handlePlayRequest(payload, id) {
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const { action, bet,
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const { action, bet, params } = payload;
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this._roundCounter++;
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if (this._useLuaServer) {
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-
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//
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-
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const def = this._config.gameDefinition;
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// Mirror the server's INVALID_INPUT short-circuit: an unknown action
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// is rejected before any wallet movement, with no PLAY_RESULT.
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const actionDef = def.actions?.[action];
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if (!actionDef) {
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this.sendError(id, 'INVALID_INPUT', `unknown action "${action}"`);
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return;
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}
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// Bet validation — server returns 400 INVALID_AMOUNT before the
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// engine. We mirror that so games can't silently accept bad bets.
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if (!isBetAllowed(bet, def.bet_levels)) {
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this.sendError(id, 'INVALID_AMOUNT', `bet ${bet} is not in allowed bet_levels`);
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return;
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}
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// Session-state guards (server: 409 ACTIVE_SESSION_EXISTS / 404 NoActiveSession / 410 ExpiredSession).
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const sessionExpired = this._activeRoundId !== null &&
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this._sessionExpiresAt !== null &&
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Date.now() > this._sessionExpiresAt;
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if (actionDef.requires_session) {
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if (sessionExpired) {
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this.clearSessionState();
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this.sendError(id, 'SESSION_EXPIRED', 'game session has expired');
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return;
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}
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if (this._activeRoundId === null) {
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this.sendError(id, 'NO_ACTIVE_SESSION', `action "${action}" requires an active session`);
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return;
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}
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}
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else {
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// Non-session action over an active (non-expired) session — server's
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// acquireSession would fail with ACTIVE_SESSION_EXISTS.
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if (this._activeRoundId !== null && !sessionExpired) {
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this.sendError(id, 'ACTIVE_SESSION_EXISTS', 'an active game session already exists');
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return;
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}
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if (sessionExpired) {
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// Drop stale session state so a fresh non-session action can proceed.
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this.clearSessionState();
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}
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}
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// Compute the debit amount for this action — mirrors the platform's
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// server-side rules so Buy Bonus / Ante Bet actions debit the right
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// multiple of bet instead of just the base bet.
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const debit = this.computeDebit(action, bet, params);
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// Server returns 402 INSUFFICIENT_FUNDS before the wallet is touched
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// and never reaches the engine. DevBridge must do the same so the
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// SDK's play() rejects with the right SDKError code.
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if (debit > this._balance) {
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this.sendError(id, 'INSUFFICIENT_FUNDS', `insufficient funds (need ${debit}, have ${this._balance})`);
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return;
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}
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this._balance -= debit;
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// Round id rules mirror server's playRound:
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// non-session → fresh UUID, client-supplied id is ignored
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// session-based → reuse the active session's round id
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const serverRoundId = actionDef.requires_session
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? this._activeRoundId
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: generateRoundId();
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this.executeLuaOnServer({ action, bet, roundId: serverRoundId, params })
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.then((result) => {
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this._lastPlayResult = result;
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this.updateSessionState(result);
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this._bridge?.send('PLAY_RESULT', result, id);
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})
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.catch((err) => {
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console.error('[DevBridge] Lua server error:', err);
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this._balance +=
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this.
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this._balance += debit;
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this.sendError(id, 'ENGINE_ERROR', err?.message ?? 'lua execution failed');
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});
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}
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else {
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// Fallback to onPlay callback
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const { roundId } = payload;
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const customResult = this._config.onPlay({ action, bet, roundId, params });
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const totalWin = customResult.totalWin ?? (Math.random() > 0.6 ? bet * (1 + Math.random() * 10) : 0);
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this._balance += totalWin;
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@@ -153,9 +272,95 @@ class DevBridge {
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currency: this._config.currency,
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gameId: this._config.gameConfig?.id ?? 'dev-game',
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};
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this._lastPlayResult = result;
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this.delayedSend('PLAY_RESULT', result, id);
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}
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}
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/** Send a PLAY_ERROR correlated to the original PLAY_REQUEST id. */
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sendError(id, code, message) {
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this._bridge?.send('PLAY_ERROR', { code, message }, id);
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}
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/**
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* Refresh tracked session state from the latest PlayResult.
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* - new/ongoing session → remember roundId + (re)set expiry
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* - completed/no session → clear tracking
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*/
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updateSessionState(result) {
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const session = result.session;
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if (session && !session.completed) {
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if (this._activeRoundId === null) {
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this._activeRoundId = result.roundId;
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this._sessionExpiresAt = Date.now() + this._sessionTtlMs;
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}
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}
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else {
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this.clearSessionState();
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}
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}
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/** Drop active-session tracking (called on completion or expiry sweep). */
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clearSessionState() {
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this._activeRoundId = null;
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|
+
this._sessionExpiresAt = null;
|
|
304
|
+
}
|
|
305
|
+
/**
|
|
306
|
+
* Compute the wallet debit for a play request, mirroring the platform's
|
|
307
|
+
* server-side ActionDefinition.DebitAmount:
|
|
308
|
+
* - debit: 'bet' → bet (× ante_bet.cost_multiplier when params.ante_bet=true)
|
|
309
|
+
* - debit: 'buy_bonus_cost' → bet × buy_bonus.modes[mode].cost_multiplier
|
|
310
|
+
* - debit: 'ante_bet_cost' → bet × ante_bet.cost_multiplier
|
|
311
|
+
* - anything else (incl. 'none', '', missing action) → 0
|
|
312
|
+
*
|
|
313
|
+
* The empty/missing default returns 0 to match the server's
|
|
314
|
+
* `decimal.Zero` fallback — important for table-game continuations
|
|
315
|
+
* (e.g. blackjack `hit`/`stand`) where the action exists with no debit.
|
|
316
|
+
*
|
|
317
|
+
* Note: in the platform protocol the client sends the *base* bet only
|
|
318
|
+
* (`PlayParams.bet`); the cost multiplier lives in the GameDefinition.
|
|
319
|
+
* Session continuations must be invoked with the triggering bet — LuaEngine
|
|
320
|
+
* pulls the active session's bet from the persisted session state.
|
|
321
|
+
*/
|
|
322
|
+
computeDebit(action, bet, params) {
|
|
323
|
+
const def = this._config.gameDefinition;
|
|
324
|
+
const actionDef = def?.actions?.[action];
|
|
325
|
+
if (!def || !actionDef) {
|
|
326
|
+
// Server short-circuits unknown actions before computing debit;
|
|
327
|
+
// returning 0 here keeps semantics aligned if the guard is ever bypassed.
|
|
328
|
+
return 0;
|
|
329
|
+
}
|
|
330
|
+
switch (actionDef.debit) {
|
|
331
|
+
case 'buy_bonus_cost': {
|
|
332
|
+
const modeName = actionDef.buy_bonus_mode;
|
|
333
|
+
const mode = modeName ? def.buy_bonus?.modes?.[modeName] : undefined;
|
|
334
|
+
if (!mode) {
|
|
335
|
+
console.warn(`[DevBridge] Action "${action}" has debit: "buy_bonus_cost" but no matching buy_bonus mode (${modeName ?? '<unset>'}). Falling back to base bet.`);
|
|
336
|
+
return bet;
|
|
337
|
+
}
|
|
338
|
+
return bet * mode.cost_multiplier;
|
|
339
|
+
}
|
|
340
|
+
case 'ante_bet_cost': {
|
|
341
|
+
const multiplier = def.ante_bet?.cost_multiplier;
|
|
342
|
+
if (typeof multiplier !== 'number') {
|
|
343
|
+
console.warn(`[DevBridge] Action "${action}" has debit: "ante_bet_cost" but no ante_bet.cost_multiplier defined. Falling back to base bet.`);
|
|
344
|
+
return bet;
|
|
345
|
+
}
|
|
346
|
+
return bet * multiplier;
|
|
347
|
+
}
|
|
348
|
+
case 'bet': {
|
|
349
|
+
// The platform also debits ante_bet pricing on regular `bet` actions
|
|
350
|
+
// when the client signals it via params.ante_bet. Mirror that here.
|
|
351
|
+
if (params && params['ante_bet'] === true) {
|
|
352
|
+
const multiplier = def.ante_bet?.cost_multiplier;
|
|
353
|
+
if (typeof multiplier === 'number') {
|
|
354
|
+
return bet * multiplier;
|
|
355
|
+
}
|
|
356
|
+
}
|
|
357
|
+
return bet;
|
|
358
|
+
}
|
|
359
|
+
default:
|
|
360
|
+
// 'none', '', or any unrecognized debit mode → 0 (server default).
|
|
361
|
+
return 0;
|
|
362
|
+
}
|
|
363
|
+
}
|
|
159
364
|
async executeLuaOnServer(params) {
|
|
160
365
|
const response = await fetch('/__lua-play', {
|
|
161
366
|
method: 'POST',
|
|
@@ -182,21 +387,9 @@ class DevBridge {
|
|
|
182
387
|
data: luaResult.data,
|
|
183
388
|
nextActions: luaResult.nextActions,
|
|
184
389
|
session: luaResult.session,
|
|
185
|
-
creditPending
|
|
186
|
-
|
|
187
|
-
|
|
188
|
-
gameId: this._config.gameConfig?.id ?? 'dev-game',
|
|
189
|
-
};
|
|
190
|
-
}
|
|
191
|
-
buildFallbackResult(action, bet, roundId) {
|
|
192
|
-
return {
|
|
193
|
-
roundId: roundId ?? `dev-round-${this._roundCounter}`,
|
|
194
|
-
action,
|
|
195
|
-
balanceAfter: this._balance,
|
|
196
|
-
totalWin: 0,
|
|
197
|
-
data: { error: 'Lua execution failed' },
|
|
198
|
-
nextActions: ['spin'],
|
|
199
|
-
session: null,
|
|
390
|
+
// creditPending=true on the wire means "wallet credit failed, queued
|
|
391
|
+
// for retry" — not "credit deferred until session completes". DevBridge
|
|
392
|
+
// never simulates credit failures, so this is always false.
|
|
200
393
|
creditPending: false,
|
|
201
394
|
bonusFreeSpin: null,
|
|
202
395
|
currency: this._config.currency,
|
|
@@ -212,7 +405,14 @@ class DevBridge {
|
|
|
212
405
|
this.delayedSend('BALANCE_UPDATE', { balance: this._balance }, id);
|
|
213
406
|
}
|
|
214
407
|
handleGetState(id) {
|
|
215
|
-
|
|
408
|
+
// Mirror the platform's GET /games/{id}/session: the response wraps the
|
|
409
|
+
// last PlayResult-shaped snapshot, which the SDK reads back as
|
|
410
|
+
// `payload.session.session` (SessionData) and `payload.session.balanceAfter`.
|
|
411
|
+
// Only surface it while a session is active and not yet completed —
|
|
412
|
+
// matches GameUseCase.GetActiveSession.
|
|
413
|
+
const last = this._lastPlayResult;
|
|
414
|
+
const session = last && last.session && !last.session.completed ? last : null;
|
|
415
|
+
this.delayedSend('STATE_RESPONSE', { session }, id);
|
|
216
416
|
}
|
|
217
417
|
handleOpenDeposit() {
|
|
218
418
|
if (this._config.debug) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|
package/dist/dev-bridge.d.ts
CHANGED
|
@@ -9,6 +9,12 @@ interface GameDefinition {
|
|
|
9
9
|
buy_bonus?: BuyBonusConfig;
|
|
10
10
|
ante_bet?: AnteBetConfig;
|
|
11
11
|
persistent_state?: PersistentStateConfig;
|
|
12
|
+
/**
|
|
13
|
+
* Session expiry duration as a Go-style duration string ("24h", "2h", "5ms").
|
|
14
|
+
* Mirrors the platform's GameDefinition.SessionTTL — defaults to 24h on
|
|
15
|
+
* the server when absent. Used by DevBridge to surface SESSION_EXPIRED.
|
|
16
|
+
*/
|
|
17
|
+
session_ttl?: string;
|
|
12
18
|
}
|
|
13
19
|
interface BetLevelsConfig {
|
|
14
20
|
levels?: number[];
|
|
@@ -115,6 +121,14 @@ declare class DevBridge {
|
|
|
115
121
|
private _roundCounter;
|
|
116
122
|
private _bridge;
|
|
117
123
|
private _useLuaServer;
|
|
124
|
+
/** Last PlayResult sent — mirrors what `GET /games/{id}/session` returns. */
|
|
125
|
+
private _lastPlayResult;
|
|
126
|
+
/** Active session round id; non-null while a session is in progress. */
|
|
127
|
+
private _activeRoundId;
|
|
128
|
+
/** Wall-clock expiry timestamp for the active session. */
|
|
129
|
+
private _sessionExpiresAt;
|
|
130
|
+
/** Pre-parsed session TTL from gameDefinition.session_ttl. */
|
|
131
|
+
private _sessionTtlMs;
|
|
118
132
|
constructor(config?: DevBridgeConfig);
|
|
119
133
|
/** Current mock balance */
|
|
120
134
|
get balance(): number;
|
|
@@ -128,8 +142,35 @@ declare class DevBridge {
|
|
|
128
142
|
destroy(): void;
|
|
129
143
|
private handleGameReady;
|
|
130
144
|
private handlePlayRequest;
|
|
145
|
+
/** Send a PLAY_ERROR correlated to the original PLAY_REQUEST id. */
|
|
146
|
+
private sendError;
|
|
147
|
+
/**
|
|
148
|
+
* Refresh tracked session state from the latest PlayResult.
|
|
149
|
+
* - new/ongoing session → remember roundId + (re)set expiry
|
|
150
|
+
* - completed/no session → clear tracking
|
|
151
|
+
*/
|
|
152
|
+
private updateSessionState;
|
|
153
|
+
/** Drop active-session tracking (called on completion or expiry sweep). */
|
|
154
|
+
private clearSessionState;
|
|
155
|
+
/**
|
|
156
|
+
* Compute the wallet debit for a play request, mirroring the platform's
|
|
157
|
+
* server-side ActionDefinition.DebitAmount:
|
|
158
|
+
* - debit: 'bet' → bet (× ante_bet.cost_multiplier when params.ante_bet=true)
|
|
159
|
+
* - debit: 'buy_bonus_cost' → bet × buy_bonus.modes[mode].cost_multiplier
|
|
160
|
+
* - debit: 'ante_bet_cost' → bet × ante_bet.cost_multiplier
|
|
161
|
+
* - anything else (incl. 'none', '', missing action) → 0
|
|
162
|
+
*
|
|
163
|
+
* The empty/missing default returns 0 to match the server's
|
|
164
|
+
* `decimal.Zero` fallback — important for table-game continuations
|
|
165
|
+
* (e.g. blackjack `hit`/`stand`) where the action exists with no debit.
|
|
166
|
+
*
|
|
167
|
+
* Note: in the platform protocol the client sends the *base* bet only
|
|
168
|
+
* (`PlayParams.bet`); the cost multiplier lives in the GameDefinition.
|
|
169
|
+
* Session continuations must be invoked with the triggering bet — LuaEngine
|
|
170
|
+
* pulls the active session's bet from the persisted session state.
|
|
171
|
+
*/
|
|
172
|
+
private computeDebit;
|
|
131
173
|
private executeLuaOnServer;
|
|
132
|
-
private buildFallbackResult;
|
|
133
174
|
private handlePlayAck;
|
|
134
175
|
private handleGetBalance;
|
|
135
176
|
private handleGetState;
|