@genex-ai/cli-demo 0.14.2 → 0.15.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
CHANGED
|
@@ -1,15 +1,16 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: genex-threejs-embed-auth
|
|
3
|
-
description: Wire up player identity for a Genex game via @genex-ai/embed-sdk. Load this UNCONDITIONALLY for every game, multiplayer or not, BEFORE writing any boot code — every player gets an identity (signed-in account or guest);
|
|
3
|
+
description: Wire up player identity AND durable game state for a Genex game via @genex-ai/embed-sdk. Load this UNCONDITIONALLY for every game, multiplayer or not, BEFORE writing any boot code — every player gets an identity (signed-in account or guest); per-player saves, shared world state, and leaderboards are one-line SDK calls; multiplayer requires the SDK's token either way.
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Genex Three.js Embed Auth
|
|
7
7
|
|
|
8
|
-
`@genex-ai/embed-sdk` is how a Genex game learns **who is playing it
|
|
9
|
-
game needs it. Published games are playable by
|
|
10
|
-
SDK mints a temporary identity like `Guest-1234`
|
|
11
|
-
**signing in** unlocks saving/loading progress
|
|
12
|
-
|
|
8
|
+
`@genex-ai/embed-sdk` is how a Genex game learns **who is playing it** — and
|
|
9
|
+
how it **saves**. Every game needs it. Published games are playable by
|
|
10
|
+
**guests** (no account — the SDK mints a temporary identity like `Guest-1234`
|
|
11
|
+
automatically), while **signing in** unlocks saving/loading progress (each
|
|
12
|
+
player gets their own save slot) and leaderboard entries; multiplayer works
|
|
13
|
+
for both, using the SDK's token. The SDK handles every context with one
|
|
13
14
|
`initEmbed(...)` call:
|
|
14
15
|
|
|
15
16
|
- **Embedded in the Genex dashboard (an iframe):** a silent handshake signs
|
|
@@ -102,10 +103,10 @@ boot-path gate; `waitForAuth()` guards saves only.
|
|
|
102
103
|
synchronous.
|
|
103
104
|
- `getUser()` → `{ id, name, image? } | null` — non-null once authenticated OR
|
|
104
105
|
guest. Guest ids are prefixed `guest:`.
|
|
105
|
-
- `getEmbedToken()` → `string | undefined` — for
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
106
|
+
- `getEmbedToken()` → `string | undefined` — the raw token, for the RARE
|
|
107
|
+
advanced case of calling the Genex API by hand. The state/leaderboard
|
|
108
|
+
helpers below attach it automatically — prefer them; never hand-roll fetch
|
|
109
|
+
calls to `/state` endpoints.
|
|
109
110
|
- `getColyseusAuth()` → `{ embedToken } | undefined` — pass as `connect()`'s
|
|
110
111
|
`auth` option (REQUIRED — the relay rejects tokenless joins; guest tokens
|
|
111
112
|
are accepted). Read it fresh at every `connect()` call; tokens rotate
|
|
@@ -114,6 +115,31 @@ boot-path gate; `waitForAuth()` guards saves only.
|
|
|
114
115
|
`"blocked"`, `"error"`. A mid-game sign-in fires `"authenticated"` after
|
|
115
116
|
`"guest"` — progress saving can start right then, no reload.
|
|
116
117
|
|
|
118
|
+
Durable state + leaderboards (all six are safe to call from boot — they wait
|
|
119
|
+
for identity internally, never throw for guests, and reject only when the
|
|
120
|
+
session is blocked):
|
|
121
|
+
|
|
122
|
+
- `loadPlayerState()` → `Promise<{ data, version, guest? }>` — THIS player's
|
|
123
|
+
own save (per-player, per-game; other players can never read or overwrite
|
|
124
|
+
it). `{ data: null, version: 0 }` when they never saved.
|
|
125
|
+
- `savePlayerState(data, { ifVersion? }?)` → `Promise<{ saved, version?,
|
|
126
|
+
conflict?, guest?, queued? }>` — save any JSON ≤ 256KB to their slot. For
|
|
127
|
+
guests the value is QUEUED in memory and auto-flushed if they sign in
|
|
128
|
+
mid-game — no extra code. Small saves survive tab close automatically.
|
|
129
|
+
- `loadWorldState()` / `saveWorldState(data, { ifVersion? }?)` — the game's
|
|
130
|
+
ONE shared world slot (≤ 1MB, every player reads/writes the same blob) —
|
|
131
|
+
level layouts, persistent-world object positions. Multiplayer games: only
|
|
132
|
+
the host writes it (see the multiplayer skill). Always pass `ifVersion`
|
|
133
|
+
here (shared slot = real races); a losing write resolves
|
|
134
|
+
`{ conflict: true, version }` — reload, merge, retry.
|
|
135
|
+
- `submitScore(score, { board?, mode? }?)` → `Promise<{ submitted, best?,
|
|
136
|
+
improved?, guest?, queued? }>` — keep-best leaderboard submit (`mode:
|
|
137
|
+
"min"` for lap-time boards). Guests: best value queues, flushes on sign-in.
|
|
138
|
+
- `getLeaderboard({ board?, limit?, order? }?)` → `Promise<{ items, me }>` —
|
|
139
|
+
top entries (verified display names — never trust client-side name input
|
|
140
|
+
for this) + the signed-in player's own `{ rank, score }`. Works for guests
|
|
141
|
+
too (`me: null`).
|
|
142
|
+
|
|
117
143
|
From `@genex-ai/embed-sdk/sentry` (crash reporting; exactly these two):
|
|
118
144
|
|
|
119
145
|
- `initGameSentry({ slug, dsn?, environment? })` — call once, BEFORE
|
|
@@ -134,30 +160,53 @@ function animate() {
|
|
|
134
160
|
}
|
|
135
161
|
```
|
|
136
162
|
|
|
137
|
-
## Saving progress
|
|
163
|
+
## Saving progress (per-player — every player has their own slot)
|
|
138
164
|
|
|
139
|
-
|
|
165
|
+
Use the SDK helpers; never hand-roll fetch calls to the state API. Progression,
|
|
166
|
+
inventory, unlocks — anything about ONE player — goes in their player slot:
|
|
140
167
|
|
|
141
168
|
```ts
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
|
|
151
|
-
|
|
169
|
+
import { loadPlayerState, savePlayerState } from "@genex-ai/embed-sdk";
|
|
170
|
+
|
|
171
|
+
// boot: load whatever this player saved last time (fine for guests — resolves
|
|
172
|
+
// { data: null, guest: true } instead of failing)
|
|
173
|
+
const { data } = await loadPlayerState();
|
|
174
|
+
applyProgress(data ?? defaultProgress());
|
|
175
|
+
|
|
176
|
+
// checkpoints / level-ups: fire-and-forget, DEBOUNCED (not per frame)
|
|
177
|
+
void savePlayerState(progress);
|
|
178
|
+
```
|
|
179
|
+
|
|
180
|
+
Guests need zero special handling: their saves queue in memory and auto-flush
|
|
181
|
+
the moment they sign in mid-game (so a guest's progress follows them into
|
|
182
|
+
their new account), and `waitForAuth()` resolving is the signal that a real
|
|
183
|
+
account now exists. The SDK already tells guests to sign in (its popover / the
|
|
184
|
+
dashboard's card) — don't add another prompt.
|
|
185
|
+
|
|
186
|
+
**Per-player vs world:** `savePlayerState` is each player's own progress;
|
|
187
|
+
`saveWorldState` is the game's ONE shared world (persistent-world layouts —
|
|
188
|
+
see the multiplayer skill's persistence section for the host-writes pattern).
|
|
189
|
+
Never store per-player progression in the world slot: every player of the
|
|
190
|
+
game shares that single blob.
|
|
191
|
+
|
|
192
|
+
## Leaderboards
|
|
193
|
+
|
|
194
|
+
```ts
|
|
195
|
+
import { submitScore, getLeaderboard } from "@genex-ai/embed-sdk";
|
|
196
|
+
|
|
197
|
+
// on game over / lap complete — keep-best, so just submit every run
|
|
198
|
+
void submitScore(finalScore); // higher is better
|
|
199
|
+
void submitScore(lapMs, { board: "laps", mode: "min" }); // lower is better
|
|
152
200
|
|
|
153
|
-
//
|
|
154
|
-
|
|
155
|
-
// signed in (possibly after starting as a guest) — load their save now
|
|
156
|
-
}).catch(() => { /* blocked — SDK overlay owns the UX */ });
|
|
201
|
+
// render a top-10 + the player's own rank
|
|
202
|
+
const { items, me } = await getLeaderboard({ limit: 10 });
|
|
157
203
|
```
|
|
158
204
|
|
|
159
|
-
|
|
160
|
-
|
|
205
|
+
Scores are per-account (one row per player per board, real display names from
|
|
206
|
+
their Genex account) and keep-best — submitting a worse score changes nothing
|
|
207
|
+
(`improved: false`). Guests can READ leaderboards; their submits queue and
|
|
208
|
+
post when they sign in. Send a consistent `mode` per board. Scores are
|
|
209
|
+
client-reported (arcade-style trust) — don't present them as anti-cheat.
|
|
161
210
|
|
|
162
211
|
## Crash reporting rules
|
|
163
212
|
|
|
@@ -216,9 +265,13 @@ concerns.
|
|
|
216
265
|
- [ ] `genex.config.ts` includes `dashboardOrigins` (from `.genex/project.json`).
|
|
217
266
|
- [ ] Multiplayer `connect()` and player-name UI await `waitForPlayer()` —
|
|
218
267
|
NEVER `waitForAuth()` (guests would hang forever).
|
|
219
|
-
- [ ]
|
|
220
|
-
|
|
221
|
-
|
|
268
|
+
- [ ] Saves/loads use the SDK helpers (`savePlayerState`/`loadPlayerState` for
|
|
269
|
+
per-player progress, `saveWorldState`/`loadWorldState` for the shared
|
|
270
|
+
world, `submitScore`/`getLeaderboard` for scores) — no hand-rolled fetch
|
|
271
|
+
to `/state` endpoints, no manual guest gating (the helpers own it).
|
|
272
|
+
- [ ] Per-player progression lives in the PLAYER slot, never in the shared
|
|
273
|
+
world slot.
|
|
274
|
+
- [ ] Saves are debounced (checkpoints/level-ups), not per-frame.
|
|
222
275
|
- [ ] No token value is ever logged or sent to analytics.
|
|
223
276
|
- [ ] No custom sign-in prompt, guest badge, or auth overlay — the SDK popover/
|
|
224
277
|
overlay and the dashboard own all of that UX.
|
|
@@ -241,6 +294,12 @@ concerns.
|
|
|
241
294
|
- **Multiplayer join rejected with 403 "guest capacity"** — the room is at its
|
|
242
295
|
guest limit; only signing in gets the player a seat right now. Surface the
|
|
243
296
|
relay's message as-is.
|
|
244
|
-
- **`/state` returns 401/403** — missing `Authorization`
|
|
245
|
-
token (403 `guest_no_save`
|
|
246
|
-
|
|
297
|
+
- **`/state` returns 401/403 (hand-rolled fetch)** — missing `Authorization`
|
|
298
|
+
header (401), a guest token (403 `guest_no_save`), or the token belongs to a
|
|
299
|
+
different game (403). All three mean the code bypassed the SDK helpers —
|
|
300
|
+
switch to `savePlayerState`/`saveWorldState`, which handle every case.
|
|
301
|
+
- **`saveWorldState` resolves `{ conflict: true }`** — another player wrote the
|
|
302
|
+
shared slot since your last read. Expected under concurrency: reload with
|
|
303
|
+
`loadWorldState()`, merge, retry with the fresh `version`. If it happens
|
|
304
|
+
constantly, more than one client is acting as the writer — in multiplayer,
|
|
305
|
+
only the host should save the world.
|
|
@@ -207,38 +207,42 @@ file layout.
|
|
|
207
207
|
## Persistent worlds (optional — survives restarts)
|
|
208
208
|
|
|
209
209
|
The relay is in-memory: room state is gone when everyone leaves or the server restarts. For a world
|
|
210
|
-
that persists
|
|
211
|
-
|
|
212
|
-
Both calls **require a signed-in identity** (`Authorization: Bearer` with the token
|
|
213
|
-
from `getEmbedToken()`) — guests play multiplayer but cannot read or write saves
|
|
214
|
-
(the server answers their token `403 guest_no_save`). Gate them on
|
|
215
|
-
`await waitForAuth()` — the ACCOUNT gate, deliberately stricter than the
|
|
216
|
-
`waitForPlayer()` gate `connect()` uses (see the `genex-threejs-embed-auth` skill):
|
|
210
|
+
that persists (a driven car stays where it was parked, built structures survive), save/load the
|
|
211
|
+
game's shared world slot via the embed SDK, from **one authority** (the host):
|
|
217
212
|
|
|
218
213
|
```ts
|
|
219
|
-
import {
|
|
214
|
+
import { loadWorldState, saveWorldState } from "@genex-ai/embed-sdk";
|
|
220
215
|
|
|
221
|
-
// load on boot (
|
|
222
|
-
|
|
223
|
-
|
|
224
|
-
}
|
|
216
|
+
// load on boot (safe to call immediately — waits for identity internally;
|
|
217
|
+
// guests resolve { data: null, guest: true } and receive the live world
|
|
218
|
+
// through the room instead)
|
|
219
|
+
const { data, version } = await loadWorldState();
|
|
225
220
|
initWorld(data ?? defaultWorld());
|
|
226
|
-
|
|
227
|
-
|
|
228
|
-
|
|
229
|
-
|
|
230
|
-
|
|
231
|
-
|
|
232
|
-
|
|
233
|
-
|
|
234
|
-
|
|
235
|
-
|
|
221
|
+
let worldVersion = version;
|
|
222
|
+
|
|
223
|
+
// save from ONE authority — the elected host — debounced, WITH ifVersion so a
|
|
224
|
+
// stale host handoff loses loudly instead of silently clobbering:
|
|
225
|
+
async function persistWorld(world: unknown) {
|
|
226
|
+
if (!room.isHost) return;
|
|
227
|
+
const res = await saveWorldState(world, { ifVersion: worldVersion });
|
|
228
|
+
if (res.saved) worldVersion = res.version!;
|
|
229
|
+
else if (res.conflict) {
|
|
230
|
+
// someone else wrote since our read (host migration race) — resync
|
|
231
|
+
const fresh = await loadWorldState();
|
|
232
|
+
worldVersion = fresh.version;
|
|
233
|
+
mergeWorld(fresh.data);
|
|
234
|
+
}
|
|
235
|
+
// res.guest: this host is a guest (guest-only room) — saving is off until a
|
|
236
|
+
// signed-in player joins; the relay prefers signed-in hosts automatically.
|
|
237
|
+
}
|
|
236
238
|
```
|
|
237
239
|
|
|
238
|
-
|
|
239
|
-
|
|
240
|
-
|
|
241
|
-
|
|
240
|
+
The slot is one JSON blob per game (≤ 1 MB) shared by every player — world layout only,
|
|
241
|
+
NEVER per-player progression (that belongs in each player's own `savePlayerState()` slot —
|
|
242
|
+
see the embed-auth skill). Don't save every frame: debounce (~1/sec), and also flush on
|
|
243
|
+
`document.visibilitychange === "hidden"` so the last edits survive the host closing the tab.
|
|
244
|
+
Guests can't write it, but the relay elects a signed-in host whenever one is present, so
|
|
245
|
+
host-driven saving works as long as ANY account is in the room.
|
|
242
246
|
|
|
243
247
|
## Checklist
|
|
244
248
|
|
|
@@ -183,35 +183,50 @@ const px = t.stateRaw.x, pz = t.stateRaw.z; // test against the raw latest
|
|
|
183
183
|
## Persistence helper
|
|
184
184
|
|
|
185
185
|
```ts
|
|
186
|
-
// persistence.ts —
|
|
187
|
-
//
|
|
188
|
-
|
|
186
|
+
// persistence.ts — the embed SDK owns tokens, guest handling, and conflict
|
|
187
|
+
// decoding (see the genex-threejs-embed-auth skill). World slot = shared
|
|
188
|
+
// layout only; per-player progression goes in savePlayerState() instead.
|
|
189
|
+
import { loadWorldState, saveWorldState } from "@genex-ai/embed-sdk";
|
|
190
|
+
|
|
191
|
+
let worldVersion = 0;
|
|
189
192
|
|
|
190
193
|
export async function loadWorld<T>(fallback: T): Promise<T> {
|
|
191
194
|
try {
|
|
192
|
-
const { data } = await
|
|
193
|
-
|
|
194
|
-
}).then(r => r.json());
|
|
195
|
+
const { data, version } = await loadWorldState(); // waits for identity itself
|
|
196
|
+
worldVersion = version;
|
|
195
197
|
return (data as T) ?? fallback;
|
|
196
198
|
} catch { return fallback; }
|
|
197
199
|
}
|
|
198
200
|
|
|
199
201
|
let saveTimer: ReturnType<typeof setTimeout> | null = null;
|
|
202
|
+
let latest: unknown;
|
|
200
203
|
export function saveWorld(world: unknown) {
|
|
201
|
-
|
|
202
|
-
|
|
203
|
-
|
|
204
|
-
|
|
205
|
-
|
|
206
|
-
|
|
207
|
-
|
|
208
|
-
|
|
209
|
-
|
|
210
|
-
|
|
211
|
-
}).catch(() => {});
|
|
212
|
-
}, 1000);
|
|
204
|
+
latest = world; // debounce: at most one write/sec, host only
|
|
205
|
+
if (saveTimer) return;
|
|
206
|
+
saveTimer = setTimeout(() => { saveTimer = null; void flushWorld(); }, 1000);
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
async function flushWorld() {
|
|
210
|
+
const res = await saveWorldState(latest, { ifVersion: worldVersion }).catch(() => null);
|
|
211
|
+
if (!res) return;
|
|
212
|
+
if (res.saved) worldVersion = res.version!;
|
|
213
|
+
else if (res.conflict) worldVersion = res.version!; // stale after a host race — next save wins
|
|
213
214
|
}
|
|
215
|
+
|
|
216
|
+
// The host closing their tab must not lose the last edits: flush immediately
|
|
217
|
+
// when the page goes hidden (savePlayerState/saveWorldState small writes ride
|
|
218
|
+
// fetch keepalive, so this completes even mid-unload).
|
|
219
|
+
document.addEventListener("visibilitychange", () => {
|
|
220
|
+
if (document.visibilityState === "hidden" && saveTimer) {
|
|
221
|
+
clearTimeout(saveTimer);
|
|
222
|
+
saveTimer = null;
|
|
223
|
+
void flushWorld();
|
|
224
|
+
}
|
|
225
|
+
});
|
|
214
226
|
```
|
|
215
227
|
|
|
216
|
-
State is one JSON blob per project, max 1 MB,
|
|
217
|
-
(`room.isHost`) so concurrent writers don't clobber each other
|
|
228
|
+
State is one JSON blob per project, max 1 MB, shared by every player. Save from a single
|
|
229
|
+
authority (`room.isHost`) so concurrent writers don't clobber each other; `ifVersion` turns
|
|
230
|
+
any remaining race into a visible `conflict` instead of silent data loss. Guests can't
|
|
231
|
+
write it — the relay prefers signed-in players as host, so saving works whenever any
|
|
232
|
+
account is in the room (guest-only rooms simply don't persist until one joins).
|