@energy8platform/platform-core 0.16.0 → 0.16.2

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@@ -1,5 +1,56 @@
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  import { Bridge } from '@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',
@@ -48,10 +99,19 @@ 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() {
@@ -117,24 +177,83 @@ 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, roundId, params } = payload;
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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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- // Debit bet (server deducts before Lua execution)
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- // For session actions (free spins), debit is 0 — LuaEngine handles bet from session
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- this._balance -= bet;
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- this.executeLuaOnServer({ action, bet, roundId, params })
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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 += bet;
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- this._bridge?.send('PLAY_RESULT', this.buildFallbackResult(action, bet, roundId), id);
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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;
@@ -151,9 +270,95 @@ 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;
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+ }
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+ /**
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+ * Compute the wallet debit for a play request, mirroring the platform's
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+ * server-side ActionDefinition.DebitAmount:
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+ * - debit: 'bet' → bet (× ante_bet.cost_multiplier when params.ante_bet=true)
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+ * - debit: 'buy_bonus_cost' → bet × buy_bonus.modes[mode].cost_multiplier
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+ * - debit: 'ante_bet_cost' → bet × ante_bet.cost_multiplier
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+ * - anything else (incl. 'none', '', missing action) → 0
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+ *
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+ * The empty/missing default returns 0 to match the server's
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+ * `decimal.Zero` fallback — important for table-game continuations
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+ * (e.g. blackjack `hit`/`stand`) where the action exists with no debit.
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+ *
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+ * Note: in the platform protocol the client sends the *base* bet only
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+ * (`PlayParams.bet`); the cost multiplier lives in the GameDefinition.
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+ * Session continuations must be invoked with the triggering bet — LuaEngine
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+ * pulls the active session's bet from the persisted session state.
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+ */
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+ computeDebit(action, bet, params) {
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+ const def = this._config.gameDefinition;
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+ const actionDef = def?.actions?.[action];
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+ if (!def || !actionDef) {
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+ // Server short-circuits unknown actions before computing debit;
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+ // returning 0 here keeps semantics aligned if the guard is ever bypassed.
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+ return 0;
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+ }
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+ switch (actionDef.debit) {
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+ case 'buy_bonus_cost': {
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+ const modeName = actionDef.buy_bonus_mode;
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+ const mode = modeName ? def.buy_bonus?.modes?.[modeName] : undefined;
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+ if (!mode) {
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+ console.warn(`[DevBridge] Action "${action}" has debit: "buy_bonus_cost" but no matching buy_bonus mode (${modeName ?? '<unset>'}). Falling back to base bet.`);
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+ return bet;
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+ }
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+ return bet * mode.cost_multiplier;
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+ }
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+ case 'ante_bet_cost': {
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+ const multiplier = def.ante_bet?.cost_multiplier;
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+ if (typeof multiplier !== 'number') {
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+ console.warn(`[DevBridge] Action "${action}" has debit: "ante_bet_cost" but no ante_bet.cost_multiplier defined. Falling back to base bet.`);
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+ return bet;
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+ }
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+ return bet * multiplier;
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+ }
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+ case 'bet': {
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+ // The platform also debits ante_bet pricing on regular `bet` actions
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+ // when the client signals it via params.ante_bet. Mirror that here.
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+ if (params && params['ante_bet'] === true) {
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+ const multiplier = def.ante_bet?.cost_multiplier;
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+ if (typeof multiplier === 'number') {
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+ return bet * multiplier;
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+ }
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+ }
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+ return bet;
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+ }
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+ default:
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+ // 'none', '', or any unrecognized debit mode → 0 (server default).
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+ return 0;
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+ }
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+ }
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  async executeLuaOnServer(params) {
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  const response = await fetch('/__lua-play', {
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  method: 'POST',
@@ -180,21 +385,9 @@ class DevBridge {
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  data: luaResult.data,
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  nextActions: luaResult.nextActions,
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  session: luaResult.session,
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- creditPending: !shouldCredit,
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- bonusFreeSpin: null,
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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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- }
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- buildFallbackResult(action, bet, roundId) {
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- return {
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- roundId: roundId ?? `dev-round-${this._roundCounter}`,
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- action,
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- balanceAfter: this._balance,
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- totalWin: 0,
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- data: { error: 'Lua execution failed' },
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- nextActions: ['spin'],
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- session: null,
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+ // creditPending=true on the wire means "wallet credit failed, queued
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+ // for retry" — not "credit deferred until session completes". DevBridge
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+ // never simulates credit failures, so this is always false.
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  creditPending: false,
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  bonusFreeSpin: null,
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  currency: this._config.currency,
@@ -210,7 +403,14 @@ class DevBridge {
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  this.delayedSend('BALANCE_UPDATE', { balance: this._balance }, id);
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  }
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  handleGetState(id) {
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- this.delayedSend('STATE_RESPONSE', { session: this._config.session ?? null }, id);
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+ // Mirror the platform's GET /games/{id}/session: the response wraps the
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+ // last PlayResult-shaped snapshot, which the SDK reads back as
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+ // `payload.session.session` (SessionData) and `payload.session.balanceAfter`.
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+ // Only surface it while a session is active and not yet completed —
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+ // matches GameUseCase.GetActiveSession.
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+ const last = this._lastPlayResult;
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+ const session = last && last.session && !last.session.completed ? last : null;
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+ this.delayedSend('STATE_RESPONSE', { session }, id);
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  }
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  handleOpenDeposit() {
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  if (this._config.debug) {
@@ -1 +1 @@
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- 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package/dist/index.cjs.js CHANGED
@@ -2,6 +2,57 @@
2
2
 
3
3
  var gameSdk = require('@energy8platform/game-sdk');
4
4
 
5
+ /** Default session TTL when GameDefinition.session_ttl is omitted (24h). */
6
+ const DEFAULT_SESSION_TTL_MS = 24 * 60 * 60 * 1000;
7
+ /**
8
+ * Parse a Go-style duration string ("24h", "5ms", "30s", "10m") into
9
+ * milliseconds. Mirrors GameDefinition.SessionTTLDuration on the server.
10
+ */
11
+ function parseSessionTtl(ttl) {
12
+ if (!ttl)
13
+ return DEFAULT_SESSION_TTL_MS;
14
+ const m = ttl.match(/^(\d+(?:\.\d+)?)(ms|s|m|h)$/);
15
+ if (!m)
16
+ return DEFAULT_SESSION_TTL_MS;
17
+ const n = parseFloat(m[1]);
18
+ switch (m[2]) {
19
+ case 'ms': return n;
20
+ case 's': return n * 1000;
21
+ case 'm': return n * 60 * 1000;
22
+ case 'h': return n * 60 * 60 * 1000;
23
+ default: return DEFAULT_SESSION_TTL_MS;
24
+ }
25
+ }
26
+ /**
27
+ * Validate a bet against the game's bet_levels config — mirrors the server's
28
+ * validateBet. Levels-list takes priority over min/max range.
29
+ */
30
+ function isBetAllowed(bet, levels) {
31
+ if (!levels)
32
+ return true;
33
+ if (Array.isArray(levels)) {
34
+ return levels.includes(bet);
35
+ }
36
+ if (levels.levels && levels.levels.length > 0) {
37
+ return levels.levels.includes(bet);
38
+ }
39
+ if (levels.min !== undefined && bet < levels.min)
40
+ return false;
41
+ if (levels.max !== undefined && bet > levels.max)
42
+ return false;
43
+ return true;
44
+ }
45
+ /**
46
+ * Generate a server-style UUID for a fresh round. Falls back to a counter
47
+ * suffix if `crypto.randomUUID` isn't available (very old runtimes).
48
+ */
49
+ function generateRoundId() {
50
+ const c = globalThis.crypto;
51
+ if (c && typeof c.randomUUID === 'function')
52
+ return c.randomUUID();
53
+ // Minimal fallback — not crypto-strong, but keeps the wire shape sane.
54
+ return 'dev-' + Math.random().toString(16).slice(2) + '-' + Date.now().toString(16);
55
+ }
5
56
  const DEFAULT_CONFIG = {
6
57
  balance: 10000,
7
58
  currency: 'USD',
@@ -50,10 +101,19 @@ class DevBridge {
50
101
  _roundCounter = 0;
51
102
  _bridge = null;
52
103
  _useLuaServer;
104
+ /** Last PlayResult sent — mirrors what `GET /games/{id}/session` returns. */
105
+ _lastPlayResult = null;
106
+ /** Active session round id; non-null while a session is in progress. */
107
+ _activeRoundId = null;
108
+ /** Wall-clock expiry timestamp for the active session. */
109
+ _sessionExpiresAt = null;
110
+ /** Pre-parsed session TTL from gameDefinition.session_ttl. */
111
+ _sessionTtlMs;
53
112
  constructor(config = {}) {
54
113
  this._config = { ...DEFAULT_CONFIG, ...config };
55
114
  this._balance = this._config.balance;
56
115
  this._useLuaServer = !!(this._config.luaScript && this._config.gameDefinition);
116
+ this._sessionTtlMs = parseSessionTtl(this._config.gameDefinition?.session_ttl);
57
117
  }
58
118
  /** Current mock balance */
59
119
  get balance() {
@@ -119,24 +179,83 @@ class DevBridge {
119
179
  this.delayedSend('INIT', initData, id);
120
180
  }
121
181
  handlePlayRequest(payload, id) {
122
- const { action, bet, roundId, params } = payload;
182
+ const { action, bet, params } = payload;
123
183
  this._roundCounter++;
124
184
  if (this._useLuaServer) {
125
- // Debit bet (server deducts before Lua execution)
126
- // For session actions (free spins), debit is 0 — LuaEngine handles bet from session
127
- this._balance -= bet;
128
- this.executeLuaOnServer({ action, bet, roundId, params })
185
+ const def = this._config.gameDefinition;
186
+ // Mirror the server's INVALID_INPUT short-circuit: an unknown action
187
+ // is rejected before any wallet movement, with no PLAY_RESULT.
188
+ const actionDef = def.actions?.[action];
189
+ if (!actionDef) {
190
+ this.sendError(id, 'INVALID_INPUT', `unknown action "${action}"`);
191
+ return;
192
+ }
193
+ // Bet validation — server returns 400 INVALID_AMOUNT before the
194
+ // engine. We mirror that so games can't silently accept bad bets.
195
+ if (!isBetAllowed(bet, def.bet_levels)) {
196
+ this.sendError(id, 'INVALID_AMOUNT', `bet ${bet} is not in allowed bet_levels`);
197
+ return;
198
+ }
199
+ // Session-state guards (server: 409 ACTIVE_SESSION_EXISTS / 404 NoActiveSession / 410 ExpiredSession).
200
+ const sessionExpired = this._activeRoundId !== null &&
201
+ this._sessionExpiresAt !== null &&
202
+ Date.now() > this._sessionExpiresAt;
203
+ if (actionDef.requires_session) {
204
+ if (sessionExpired) {
205
+ this.clearSessionState();
206
+ this.sendError(id, 'SESSION_EXPIRED', 'game session has expired');
207
+ return;
208
+ }
209
+ if (this._activeRoundId === null) {
210
+ this.sendError(id, 'NO_ACTIVE_SESSION', `action "${action}" requires an active session`);
211
+ return;
212
+ }
213
+ }
214
+ else {
215
+ // Non-session action over an active (non-expired) session — server's
216
+ // acquireSession would fail with ACTIVE_SESSION_EXISTS.
217
+ if (this._activeRoundId !== null && !sessionExpired) {
218
+ this.sendError(id, 'ACTIVE_SESSION_EXISTS', 'an active game session already exists');
219
+ return;
220
+ }
221
+ if (sessionExpired) {
222
+ // Drop stale session state so a fresh non-session action can proceed.
223
+ this.clearSessionState();
224
+ }
225
+ }
226
+ // Compute the debit amount for this action — mirrors the platform's
227
+ // server-side rules so Buy Bonus / Ante Bet actions debit the right
228
+ // multiple of bet instead of just the base bet.
229
+ const debit = this.computeDebit(action, bet, params);
230
+ // Server returns 402 INSUFFICIENT_FUNDS before the wallet is touched
231
+ // and never reaches the engine. DevBridge must do the same so the
232
+ // SDK's play() rejects with the right SDKError code.
233
+ if (debit > this._balance) {
234
+ this.sendError(id, 'INSUFFICIENT_FUNDS', `insufficient funds (need ${debit}, have ${this._balance})`);
235
+ return;
236
+ }
237
+ this._balance -= debit;
238
+ // Round id rules mirror server's playRound:
239
+ // non-session → fresh UUID, client-supplied id is ignored
240
+ // session-based → reuse the active session's round id
241
+ const serverRoundId = actionDef.requires_session
242
+ ? this._activeRoundId
243
+ : generateRoundId();
244
+ this.executeLuaOnServer({ action, bet, roundId: serverRoundId, params })
129
245
  .then((result) => {
246
+ this._lastPlayResult = result;
247
+ this.updateSessionState(result);
130
248
  this._bridge?.send('PLAY_RESULT', result, id);
131
249
  })
132
250
  .catch((err) => {
133
251
  console.error('[DevBridge] Lua server error:', err);
134
- this._balance += bet;
135
- this._bridge?.send('PLAY_RESULT', this.buildFallbackResult(action, bet, roundId), id);
252
+ this._balance += debit;
253
+ this.sendError(id, 'ENGINE_ERROR', err?.message ?? 'lua execution failed');
136
254
  });
137
255
  }
138
256
  else {
139
257
  // Fallback to onPlay callback
258
+ const { roundId } = payload;
140
259
  const customResult = this._config.onPlay({ action, bet, roundId, params });
141
260
  const totalWin = customResult.totalWin ?? (Math.random() > 0.6 ? bet * (1 + Math.random() * 10) : 0);
142
261
  this._balance += totalWin;
@@ -153,9 +272,95 @@ class DevBridge {
153
272
  currency: this._config.currency,
154
273
  gameId: this._config.gameConfig?.id ?? 'dev-game',
155
274
  };
275
+ this._lastPlayResult = result;
156
276
  this.delayedSend('PLAY_RESULT', result, id);
157
277
  }
158
278
  }
279
+ /** Send a PLAY_ERROR correlated to the original PLAY_REQUEST id. */
280
+ sendError(id, code, message) {
281
+ this._bridge?.send('PLAY_ERROR', { code, message }, id);
282
+ }
283
+ /**
284
+ * Refresh tracked session state from the latest PlayResult.
285
+ * - new/ongoing session → remember roundId + (re)set expiry
286
+ * - completed/no session → clear tracking
287
+ */
288
+ updateSessionState(result) {
289
+ const session = result.session;
290
+ if (session && !session.completed) {
291
+ if (this._activeRoundId === null) {
292
+ this._activeRoundId = result.roundId;
293
+ this._sessionExpiresAt = Date.now() + this._sessionTtlMs;
294
+ }
295
+ }
296
+ else {
297
+ this.clearSessionState();
298
+ }
299
+ }
300
+ /** Drop active-session tracking (called on completion or expiry sweep). */
301
+ clearSessionState() {
302
+ this._activeRoundId = null;
303
+ 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: !shouldCredit,
186
- bonusFreeSpin: null,
187
- currency: this._config.currency,
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
- this.delayedSend('STATE_RESPONSE', { session: this._config.session ?? null }, id);
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) {