@genex-ai/cli-demo 1.7.0-dev.446 → 1.7.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@genex-ai/cli-demo",
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- "version": "1.7.0-dev.446",
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+ "version": "1.7.0",
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  "description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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  "type": "module",
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  "bin": {
@@ -225,7 +225,7 @@ first one is the one a screenshot of the whole arena will not show you.
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  ## Troubleshooting
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- - **"Not authorized"** — run `npx @genex-ai/cli-demo@dev init` first (it writes your `GENEX_TOKEN`).
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+ - **"Not authorized"** — run `npx @genex-ai/cli-demo@latest init` first (it writes your `GENEX_TOKEN`).
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  - **"Out of credits" (`insufficient_credits`)** — the account has no credits left for
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  this texture generation. Tell the user the facts the CLI printed: their balance,
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  this generation's cost, and when their credits refill. Then offer to continue the
@@ -151,7 +151,7 @@ set belongs to `$genex-ai-hud` — both build on `npx genex image`/`video`.
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  ## Troubleshooting
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- - **"Not authorized"** — run `npx @genex-ai/cli-demo@dev init` first (it writes your `GENEX_TOKEN`).
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+ - **"Not authorized"** — run `npx @genex-ai/cli-demo@latest init` first (it writes your `GENEX_TOKEN`).
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  - **"Prompt rejected"** — the provider's content-safety filter blocked the prompt.
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  This is non-retryable; retrying the same wording fails again. Rewrite the prompt.
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  - **Nothing plays / black surface** — the first `video.play()` must run inside a user
@@ -59,7 +59,6 @@ copy demo architecture.
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  | in-world motion art or another requested video | `$genex-ai-video` |
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  | sound effect, one looping music bed, or a short spoken line | `$genex-ai-sfx`, `$genex-ai-music`, or `$genex-ai-voice` |
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  | requested UI/HUD/menu/interface work, a visible UI problem, or an interface you decided this game wants built with generated art | `$genex-threejs-game-ui` |
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- | selling anything for platform coin: a shop, an item catalog, boosts, cosmetics, "make it earn"; also any request for a loot box, gacha, wager, casino mechanic or donation prompt, which that skill refuses and replaces | `$genex-monetization` |
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  | cinematic menu/title/pause/victory/defeat/lobby/credits video treatment | `$genex-ai-menu` |
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  | drawn HUD chrome the game's style wants—one element or a matched set of frames, masks, and icons | `$genex-ai-hud` |
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  | the game works but feels flat, floaty, or unresponsive: input response, camera, impacts, cooldowns, difficulty, fail/retry | `$genex-threejs-game-feel` |
@@ -150,55 +150,23 @@ If unsure, use `games` (also the server's fallback for anything unrecognized).
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  Your own files were left untouched. `genex init` only adds missing files and
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  refreshes the genex-owned ones.
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- ## Working on one game from more than one machine
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+ ## Reconnecting an existing game (`genex link`)
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- A game's connection to its live page is folder-local (`.genex/project.json`), so
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- a new machine — or a folder that got deleted has no link. **Never run `init`
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- to "recover" a game**: that creates a brand-new game at a new URL.
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-
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- **Picking the game up somewhere new** run `link` in an EMPTY folder and it
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- downloads the game too, binary assets and all:
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+ Each game's connection to its live page is folder-local (`.genex/project.json`).
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+ If that folder is gonedeleted, or the game
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+ was built on another machine **don't run `init` to "recover" it**: that
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+ creates a brand-new game at a new URL. Instead, clone the game's source repo
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+ and re-link the clone to the same live game:
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  ```bash
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- mkdir my-game && cd my-game
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- npx @genex-ai/cli-demo@dev link <slug> # slug = the name in the play URL
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+ git clone <the game's repo url> my-game && cd my-game
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  npm install
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+ npx @genex-ai/cli-demo@latest link <slug> # slug = the name in the play URL
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  ```
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  Don't know the slug? **`npx genex list`** prints every game on your account —
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- slug, status, and page link for each. In a folder that already has files, `link`
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- writes the link and downloads nothing, so it can never overwrite work.
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-
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- **Catching a folder up** — `npx genex pull` replaces this folder with the
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- game's current draft. It refuses if the folder holds changes you never deployed,
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- because there is nothing to merge them against.
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-
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- **If two machines have both moved on**, `preview` refuses rather than
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- overwriting the other one, and tells you both ways forward:
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-
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- ```
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- ✗ my-game was updated from another device — nothing was deployed.
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- npx genex pull — take the other device's work (refuses if you have unshipped changes)
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- npx genex preview --force — keep yours and replace theirs
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- ```
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-
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- **Prefer taking their work and redoing yours on top.** You know what you just
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- changed, so you can re-apply it — which no merge tool could do for you, and which
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- loses nothing:
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-
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- ```bash
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- npx genex pull --force # takes their version; keeps what was here under .genex/replaced-*
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- # redo your change on the new base, then:
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- npx genex preview
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- ```
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-
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- `pull --force` never deletes: what was in the folder is copied to
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- `.genex/replaced-<timestamp>/` first, so you can diff against it while re-applying.
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-
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- Use `preview --force` instead only when the user says their side should win.
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- Either way **say which version you are keeping before you run it** — both commands
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- are irreversible for one side, and the user may know something you don't about what
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- is on the other machine.
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+ slug, status, and page link for each signing you in first if needed. Find the
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+ game there, then `link` its slug.
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  `link` never creates a project: it signs in if needed (the browser opens once)
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  and rewrites the local link (source pushes authorize over HTTPS, so there's no
@@ -220,7 +188,7 @@ Safe to run any time — genex-owned skills are refreshed to the latest version,
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  and your own files are never touched:
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  ```bash
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- npx @genex-ai/cli-demo@dev init
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+ npx @genex-ai/cli-demo@latest init
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  ```
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  Use `--force` only if you intentionally want your own existing files overwritten
@@ -36,15 +36,18 @@ calling multiplayer done, run the mandatory
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  ## Install
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  ```bash
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- npm i @genex-ai/multiplayer@^0.12.0
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+ npm i @genex-ai/multiplayer@^0.16.0
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  ```
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- > Pin `@^0.12.0` (not a bare `npm i`): cross-region invites can select the inviter's exact
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- > relay with the optional `url` override; unowned object writes warn instead of failing silently;
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- > live connected-player presence, supplier-form `connect()`
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- > auth, regional relay selection (`getColyseusUrls()` + `urls`)
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- > landed in 0.10; confirmed object controls, snaps, host-tick teardown, and reconnect rebasing
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- > in 0.9. An older resolve does not have those.
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+ > Pin `@^0.16.0` (not a bare `npm i`, and not an older range): automatic TURN the thing that
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+ > lets players behind symmetric NAT or carrier CGNAT be heard at all landed in 0.16, mesh voice
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+ > in 0.15, room text chat in 0.14, host-only `setRoomOpen()` in 0.13; cross-region invites can
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+ > select the inviter's exact relay with the optional `url` override since 0.11; unowned object
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+ > writes warn instead of failing silently, live connected-player presence, supplier-form
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+ > `connect()` auth and regional relay selection (`getColyseusUrls()` + `urls`) landed in 0.10;
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+ > confirmed object controls, snaps, host-tick teardown, and reconnect rebasing in 0.9. An older
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+ > resolve does not have those — and because this package is still `0.x`, a caret range is
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+ > minor-locked, so `^0.12.0` would resolve to 0.12.x and give you no voice at all.
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  This skill targets `@genex-ai/multiplayer` **≥ 0.16.0** (`objects`/`host` since 0.4; verified per-player `avatarUrl` since 0.12;
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  room text chat via `room.chat` since 0.14; mesh voice via `room.voice` since 0.15;
@@ -1021,7 +1024,7 @@ host-driven saving works as long as ANY account is in the room.
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  ## Checklist
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- - [ ] `npm i @genex-ai/multiplayer@^0.12.0` (connected presence, supplier auth, confirmed controls, snap epochs, reconnect-safe host ticks, unowned-write warnings, cross-region exact-relay overrides); config wired into the build.
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+ - [ ] `npm i @genex-ai/multiplayer@^0.16.0` (automatic TURN, mesh voice, room text chat, connected presence, supplier auth, confirmed controls, snap epochs, reconnect-safe host ticks, unowned-write warnings, cross-region exact-relay overrides); config wired into the build.
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  - [ ] The plan names one net model, the player-experience reason, start/quorum, late-join/backfill,
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  and below-quorum/end behavior. The agent inferred it unless the experience was genuinely ambiguous.
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  - [ ] `reconnecting`/`reconnected`/`disconnect` render an overlay (don't tear the scene down).
@@ -134,13 +134,9 @@ everything twice.
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  visible; the lock may only ever engage from the Play/Resume click or a
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  gameplay canvas click (the phase binding `setPaused(phase !== "playing")` is
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  what guarantees this — check it rides `setPhase`, not the render loop).
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- Headless caveat, measured on Chromium 151: `requestPointerLock` does NOT
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- throw it locks, with or without a user gesture, so the lock and the
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- unlocked cue ARE yours to assert headless. What does not survive is the
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- both-axes look check: synthesised mouse movement cancels to a net zero
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- delta, so turning right then left proves nothing about direction. Assert the
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- wiring and the cue in a screenshot, and say plainly that confirming which way
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- the view turns needs one manual pass with a real mouse.
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+ Headless caveat: `requestPointerLock` throws in headless Chromium —
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+ assert the wiring and the unlocked cue in a screenshot, and say plainly that
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+ the lock itself needs one manual click (do the both-axes look check there).
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  7. **Ask the scene the three things the screenshot cannot answer** (below). Run it
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  once, in the same browser you already have open.
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@@ -38,7 +38,7 @@ update, so update immediately.)
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  Run exactly the command the nudge printed, from the game project root:
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  ```bash
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- npm i -D @genex-ai/cli-demo@dev # the genex CLI (a dev dependency)
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+ npm i -D @genex-ai/cli-demo@latest # the genex CLI (a dev dependency)
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  npm i @genex-ai/embed-sdk@latest # identity/saves SDK (ships inside the game)
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  npm i @genex-ai/multiplayer@latest # multiplayer SDK (only if the game uses it)
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  ```
@@ -1,292 +0,0 @@
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- ---
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- name: genex-monetization
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- description: Build an in-game shop that sells for platform coin — item catalog, purchase flow, delivery, and the per-game soft-currency economy a purchase attaches to. Use when the player asks to sell things, add a shop, monetize, or make the game earn. Carries the hard rules: no paid randomness, no gambling in coin, no donation mechanics, and a real-money price beside every coin price.
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- ---
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-
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- # Genex Monetization
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-
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- Games on Genex can sell things for **coin**, the platform currency. The player
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- buys coin with real money once; spending it inside a game is a ledger movement
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- the game never touches. You design what is for sale; the platform owns the
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- wallet, the confirmation, and the money.
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-
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- Load this when the game should sell something. Ask first if it should — a game
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- with no loop worth monetizing is better without a shop (see §1).
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-
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- ## The hard rules, and the test that generalizes them
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-
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- Before you build ANY purchasable thing, run this test:
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-
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- > **Does the player pay?** (with coin, or with anything bought with coin —
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- > directly or indirectly, including a per-game token or key that coin bought.)
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- > **Is the outcome uncertain when they pay?**
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- > **Is there a prize** — an item, currency, or advantage they wanted?
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- >
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- > **All three yes = paid randomness. Build the deterministic version instead.**
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-
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- That triad is the test used by every app store to identify gambling, and it
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- catches mechanics that do not exist yet — which a list of banned names cannot.
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-
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- Four things are never built, whatever the request:
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-
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- 1. **No paid randomness.** No loot boxes, gacha, mystery boxes, crates, packs,
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- prize wheels, raffles, "spin for a bonus", "chance to double your coins".
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- Directly or indirectly.
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- 2. **No gambling in coin.** No wagering, staking, betting, coinflips, casino or
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- slot mechanics denominated in coin or in anything coin buys.
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- 3. **No donation or begging mechanics.** No "donate to me" prompts, tip jars, or
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- player-to-player coin transfers. Coin buys goods; it never just moves.
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- 4. **No pressure.** No countdown timers, "ends in", "limited time", "only N
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- left", or stock counters anywhere in the shop.
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-
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- **Randomness the player EARNS by playing is gameplay, not commerce, and is
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- completely fine**: an enemy dropping a random item, a chest you found in the
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- level, a procedural layout, a critical-hit roll, a shuffled deck. The line is
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- what triggered the roll — play, or payment. Build those freely.
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-
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- Genex refuses paid randomness outright rather than allowing it with disclosed
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- odds. That is stricter than any app store, and it is why no Genex game needs an
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- odds table, an age gate, or a per-country check.
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-
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- ### When a request crosses a line
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-
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- Answer in exactly three parts, then build:
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-
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- 1. **Name it.** "A loot crate is paid randomness — the player pays before
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- knowing what they get."
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- 2. **Why.** One sentence. "Genex doesn't sell chance; it's a purchase the player
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- can't price, and it's what regulators fine studios over."
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- 3. **Offer the alternative,** concretely enough to start on, and build that.
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-
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- Never build the banned version "as an option", never build a partial one, and
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- never ask the user to confirm they want it. If they insist, restate the rule
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- once and build the compliant version. There is no escalation path.
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-
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- **What to build instead:**
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-
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- | They asked for | Build |
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- | --- | --- |
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- | Loot box, crate, mystery box, card pack | A direct-purchase shop: every item listed at a fixed price, contents visible. For the collecting feel, add a **visible catalog with a completion track** — any purchase advances a meter to a stated milestone reward. |
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- | Gacha, banner, pull, summon | A **deterministic unlock**: the character costs a fixed price, or unlocks at a stated number of runs. Coin may buy a stated, visible number of those points. |
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- | Prize wheel, spin-to-win, slot machine | A **free spin earned by finishing a run** (never bought), or a **"pick one of three"** screen where all three are visible and the player chooses. Keeps the moment, drops the wager. |
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- | Casino game, blackjack, poker, roulette | The same game with **chips that are granted free each session, reset on restart, cannot be bought and cannot become coin**. It becomes a card game. Sell cosmetics — table felt, card backs — for coin. |
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- | Coinflip, double-or-nothing, wager my coins | A **skill-based risk/reward inside the run**: a harder route with a bigger payout, staking the run's own score, which was never purchasable. |
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- | Betting on matches, PvP wagers | **Leaderboards with a fixed cosmetic reward for placement**, paid by the game. Nobody's balance goes down. |
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- | Donate button, tip jar, "pls donate" | A **gift that is a purchase**: they buy a specific item at a stated price and give it. Or a **supporter cosmetic** — a badge or aura at a normal price, where what's delivered is visible. |
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- | Pay to remove a wait / energy gate | **Delete the gate** and sell a permanent upgrade or a cosmetic. Pace with difficulty, not with a timer. |
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- | Limited-time offer, flash sale | A **permanent tiered ladder** — the value comes from volume, not from a clock. |
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- | Pay-to-win stat boost in a competitive game | **Cosmetics**, or a boost that only applies in single-player content. |
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-
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- ## Designing a shop worth buying from
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-
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- Nine checks. Each one is answerable about your actual design.
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-
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- 1. **The shop attaches to a progression that already exists.** Name the screen
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- it opens from and the meter a purchase moves. Build the loop first; a shop in
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- a game with nothing to want is furniture.
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- 2. **A boost shortens a grind the player has already felt.** State it in one
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- sentence: "this skips the ore-gathering they've done four times." If you
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- can't, it isn't a boost, it's a number.
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- 3. **Nothing sold invalidates the core loop.** If a paying and a non-paying
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- player both reach the end, the payer must not have skipped the part that IS
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- the game.
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- 4. **No manufactured friction.** If the annoyance wouldn't exist without the
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- shop, remove the annoyance instead of selling the cure.
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- 5. **Everything sold is reachable free.** Spending is a shortcut or a
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- decoration, never the only path.
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- 6. **Prices land on the grid.** Item prices use 50 / 100 / 200 / 500 / 1000 coin
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- so every coin pack divides evenly into them and nobody is left holding change
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- they cannot spend.
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- 7. **Every price shows real money next to it.** The server sends
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- `priceDisplayUsdCents` with every item — render it. `250 coins ($2.49)`.
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- 8. **One currency layer between money and goods.** Coin buys items. A per-game
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- earned currency buys per-game upgrades. They never convert into each other.
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- 9. **Purchases never expire and survive a reinstall.** Entitlements live on the
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- server; the game re-reads them on every boot.
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-
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- For a per-game earned currency, the load-bearing number is **minutes of play per
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- unit earned**. Set it, then price the cheapest meaningful item at one to three
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- sessions of earning. Everything else follows. Spend sinks come in three kinds —
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- permanent upgrades, refills, cosmetics — and cosmetics are what absorbs late-game
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- currency without touching balance.
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-
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- ## Stocking the shop
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-
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- Items live on the platform, not in the game's code. You create them with the CLI,
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- and the game names them by id — which is what stops a game inventing its own
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- items or repricing them.
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-
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- ```bash
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- npx genex shop add "Iron Key" --price 100 --type durable
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- # → id: sku_a1b2c3 ← what the game passes to buy()
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-
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- npx genex shop list # what this game sells, and the valid prices
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- npx genex shop set sku_a1b2c3 --price 200
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- npx genex shop remove sku_a1b2c3 # retires it; players who bought it keep it
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- ```
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-
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- `--type consumable` (default) is spent on use; `durable` is owned permanently.
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-
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- **Prices come off a fixed grid** — `genex shop list` prints it, and an off-grid
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- price is refused. The grid exists so every coin pack divides evenly by the
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- cheapest item, which is what stops a player being left holding change too small
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- to spend. Pick the nearest grid price rather than working around it.
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-
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- Record the ids in `DESIGN.md` next to what each item does. They are the one
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- thing the game's code cannot regenerate for itself.
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-
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- ## The API
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-
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- From `@genex-ai/embed-sdk`, already installed. `initEmbed()` must have run.
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-
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- ```ts
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- import { getShop, buy, getEntitlements, consumeEntitlement } from '@genex-ai/embed-sdk';
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-
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- const items = await getShop();
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- // [{ id, type, name, iconUrl, priceCoins, priceDisplayUsdCents }]
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- ```
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-
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- Render `name`, `iconUrl`, `priceCoins` **and** `priceDisplayUsdCents`. Never
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- hardcode a price: the server charges what its own catalog says, so a hardcoded
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- number can silently disagree with what the player is charged.
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-
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- `getShop()` works for a **guest** and inside a **preview** build, so the shop
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- window renders for everyone — that is the point of showing it to a signed-out
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- player at all. Buying is what needs an account.
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-
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- **Your game cannot read the player's coin balance, and no HUD should show one.**
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- The wallet spans every game on the platform, so an untrusted game is not told how
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- much a player can spend. Show what you *can* know — what they own, from
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- `getEntitlements()` — and let `buy()` report `insufficient_balance` if it comes
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- to that.
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-
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- ### Buying
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-
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- ```ts
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- buyButton.addEventListener('click', async () => { // must be a real click
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- const result = await buy({ skuId: item.id });
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- if (result.status === 'canceled') return; // normal — say nothing
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- if (result.status !== 'succeeded') {
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- showMessage(result.message ?? 'That did not go through.');
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- return;
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- }
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- await deliverPending();
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- });
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- ```
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-
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- **Call `buy()` synchronously from the click handler.** On the game's own origin
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- the confirmation is a popup, and browsers only allow one while a user gesture is
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- live — an `await` before it loses the gesture and nothing opens.
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-
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- `buy()` resolves when the SERVER says what happened, not when a window closes.
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- Statuses: `succeeded`, `canceled`, `expired`, `insufficient_balance`, `failed`.
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-
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- The player confirms on a Genex-drawn surface — your game does not render the
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- price sheet, cannot skin it, and cannot complete a purchase itself. That is
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- deliberate: it is what lets a player trust a purchase in a game they have never
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- played before.
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-
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- ### Delivering
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-
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- ```ts
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- async function deliverPending() {
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- for (const e of await getEntitlements({ excludeConsumed: true })) {
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- // Branch on skuType (consumable | durable), NEVER on type — `type` is how
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- // it was acquired (purchase/gift/test/free) and can't answer this.
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- if (e.skuType === 'durable') {
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- wear(e.name); // ownership, re-applied on every boot. Do not consume.
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- continue;
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- }
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- const { alreadyConsumed } = await consumeEntitlement(e.id);
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- if (alreadyConsumed) continue; // someone got there first
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- applyItem(e.skuId); // AFTER the consume
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- await savePlayerState(currentSave());
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- }
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- }
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- ```
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-
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- **Consume first, apply second, and run `deliverPending()` on every boot.**
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-
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- That order is not stylistic. If the game dies between consuming and applying,
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- the player loses one item — a support ticket. If you apply first and die before
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- consuming, every boot re-delivers it forever — an exploit. Re-listing on boot is
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- what makes a purchase survive a crash, a refresh, or a closed tab.
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-
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- **`e.skuType` is the field that decides this, not `e.type`.** `type` says how the
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- player got it (`purchase`/`gift`/`test`/`free`); `skuType` says what it is
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- (`consumable`/`durable`).
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-
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- A **consumable** is spent: consume it, then apply the effect once.
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-
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- A **durable** is owned forever, and you have two honest ways to handle it. If the
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- effect is ownership — a cosmetic, a skin, an unlock — do **not** consume it: the
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- row's presence in the list IS the ownership, it survives reinstalls, and there is
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- no local save to drift out of sync. Only consume a durable when it grants
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- something once and non-idempotently (a permanent +100 gold), and then record it
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- in the player's save, because re-applying that on every boot would be a bug.
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-
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- ### Testing the shop you just built
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-
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- ```bash
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- npx genex shop test <sku-id> # a free copy, for the owner only
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- ```
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-
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- That grants the entitlement without a sale — no coin moves — so the delivery
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- path, the inventory and the effect all run exactly as they would after a real
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- purchase. Reload the game and it should be there.
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-
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- You *can* also just buy your own item, but it costs you the full price and pays
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- you nothing: your share of a sale you funded goes to the platform, never into
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- your own earnings. Use the test grant instead.
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-
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- ## Checklist
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-
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- - [ ] Items exist (`npx genex shop list`) before the shop UI is written
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- - [ ] Delivery was verified with `npx genex shop test`, not by trying to buy your own item
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- - [ ] The game has a loop and a progression before it has a shop
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- - [ ] Every item price is on the 50/100/200/500/1000 grid
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- - [ ] Every price renders `priceDisplayUsdCents` beside the coin figure
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- - [ ] `buy()` is called synchronously inside a click/tap handler
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- - [ ] `canceled` is silent; only real failures show a message
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- - [ ] `deliverPending()` runs on every boot, before the player can act
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- - [ ] `consumeEntitlement()` is awaited BEFORE the effect is applied
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- - [ ] `alreadyConsumed: true` skips the effect
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- - [ ] Durable purchases are written to the player's save
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- - [ ] No timer, "limited", "ends in", or stock counter anywhere
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- - [ ] Nothing sold is unreachable without paying
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- - [ ] No paid randomness, no coin wagering, no donation prompt
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-
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- ## Troubleshooting
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-
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- **`buy()` returns `failed` with "the confirmation window was blocked"** — `buy()`
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- was not called inside a user gesture, or an `await` ran before it. Move it to the
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- first line of the click handler.
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-
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- **The purchase succeeded but the player got nothing** — the game applied the
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- effect without consuming, or never ran `deliverPending()` on boot. The
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- entitlement is still there; re-list it.
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-
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- **The player got the item twice** — the effect was applied before consuming, or
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- `alreadyConsumed` was ignored. Both are the same bug.
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-
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- **`unauthorized` from `getShop()`** — no player identity yet. `initEmbed()` must
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- have run and `waitForPlayer()` resolved. See `$genex-threejs-embed-auth`.
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-
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- **`guest_no_wallet`** — guests play but hold no wallet. Show the shop as
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- sign-in-to-buy rather than hiding it.
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-
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- **`staging_no_purchase`** — a `genex preview` build cannot spend real coin. Test
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- the shop's layout on staging; test a purchase after `genex promote`.
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-
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- **`getShop()` returns nothing** — the game has no items yet. `npx genex shop add
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- "<name>" --price <coin>` and use the id it prints.
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-
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- **`price_off_grid`** — that price isn't on the platform's grid. `npx genex shop
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- list` prints the valid ones; pick the nearest.
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-
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- **Everything coin-related 404s** — in-game purchases aren't enabled on this
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- environment. Nothing to fix in the game; say so and build the rest.
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-
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- **Purchases do nothing in local testing** — local test mode has no wallet and no
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- server. `buy()` returns `failed` immediately by design. Test purchases on a
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- preview or published build.