@genex-ai/multiplayer 0.4.1 → 0.7.1

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package/README.md CHANGED
@@ -13,15 +13,24 @@ import { connect } from '@genex-ai/multiplayer';
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  ## Connect
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  ```ts
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+ import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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+
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  type State = { x: number; y: number; z: number }; // YOUR per-player state — any JSON shape
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+ await waitForPlayer(); // identity gate — resolves for guests AND accounts
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  const room = await connect<State>({
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  url: 'wss://demo-colyseus.glotech.world', // the genex multiplayer server
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  room: '<game-id>', // everyone with the same id shares a room (use the project slug)
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  name: 'ada', // optional display name
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+ auth: getColyseusAuth()!, // REQUIRED — the relay rejects tokenless joins
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  });
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  ```
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+ `auth` is **required** — the relay rejects tokenless joins. Get it from `@genex-ai/embed-sdk`:
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+ `await waitForPlayer()` first (never `waitForAuth()` — that resolves only for signed-in accounts
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+ and keeps guests out forever), then read `getColyseusAuth()` **fresh at every `connect()`** —
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+ tokens rotate every ~10 min, so never cache the object across reconnects. Never log it.
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+
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  Different `room` ids are **fully isolated** — players in game A never see game B.
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  ---
@@ -82,8 +91,10 @@ player. `state` is smoothed; `stateRaw` is the raw latest (hit-tests). `objects.
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  ## `isHost` / `host` — the elected room authority
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- One client is the **host** (the first joiner still present, re-elected automatically when they
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- leave). Use it to pick a single writer for scores/rounds or a single simulator for NPCs.
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+ One client is the **host** — the earliest **signed-in** player still present (guests host only
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+ while no account is in the room), re-elected automatically. The host can change on **join** as
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+ well as leave: the first account entering a guest-hosted room takes over. Use it to pick a single
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+ writer for scores/rounds or a single simulator for NPCs.
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  ```ts
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  if (room.isHost) room.shared.set('round', nextRound); // only the host advances the round
@@ -141,9 +152,15 @@ Remote players are **smoothed automatically** — nothing to configure. `room.pl
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  ```ts
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  import { connect } from '@genex-ai/multiplayer';
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+ import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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  type S = { x: number; z: number };
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- const room = await connect<S>({ url: 'wss://demo-colyseus.glotech.world', room: GAME_ID });
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+ await waitForPlayer(); // identity gate (guest OR signed-in) — see Connect above
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+ const room = await connect<S>({
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+ url: 'wss://demo-colyseus.glotech.world',
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+ room: GAME_ID,
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+ auth: getColyseusAuth()!, // REQUIRED — tokenless joins are rejected
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+ });
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  const me = { x: 0, z: 0 };
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@@ -169,6 +186,76 @@ onKey('right', () => { me.x += 1; });
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  ---
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+ ## `matchmake` — competitive matches (server-owned)
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+
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+ When players should be **matched into separate capped rooms** instead of sharing one big room (1v1, FFA, teams, invite lobby), use `matchmake()` instead of `connect()`. The queue, roles, winner-stays, forfeit, timeout, and win condition are all **server-owned** — the client declares nothing and runs no matchmaking logic.
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+
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+ ```ts
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+ import { matchmake } from "@genex-ai/multiplayer";
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+
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+ // Pass `auth` as a FUNCTION — a handle re-joins many times (re-search/requeue) and tokens rotate
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+ // (~10 min); a function is read fresh each join, a static object goes stale mid-session.
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+ const mm = await matchmake<State>({ url, room: slug, auth: () => getColyseusAuth() });
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+
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+ // `session` is null WHILE SEARCHING — render your own "finding a match…" HUD until it goes live.
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+ // each frame:
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+ if (mm.session) renderGame(mm.session); // a live Session (same API as connect())
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+ else renderSearchingHud(mm.matchmaking);
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+
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+ mm.on("matched", () => {/* session is live */});
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+ mm.on("matchStart", ({ roundId }) => {/* round began */});
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+ mm.on("matchEnded", ({ winnerId, scores, draw }) => {/* result screen */});
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+ mm.on("spectate", () => {/* seated as a spectator (overflow) — read-only */});
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+ mm.on("error", (e) => {/* queue join failed even after the SDK's automatic retries — persistent
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+ (broken auth / server unreachable); fix the cause, then mm.retry() */});
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+
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+ // Report ONLY your own outcome — the server adjudicates. Pick the call that matches the win condition:
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+ mm.eliminated(); // I'm out (lastStanding)
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+ mm.score(1); // I scored (firstToScore / highScoreInTime)
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+ mm.finish(); // I finished the race (firstToFinish)
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+
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+ mm.retry(); // re-enter the queue after a terminal 'error' (no-op in any other state)
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+ mm.cancel(); // stop searching / leave the match
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+ ```
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+
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+ A failed queue join is **retried automatically** with backoff (~10s total), so transient failures
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+ (a token mid-rotation, identity still settling on page load) never surface. Only a persistent
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+ failure emits `error`; the handle then idles until you call `mm.retry()`.
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+
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+ **`mm.matchmaking`** (read every frame for your HUD): `status` (`searching` | `waiting` | `countdown` | `playing` | `ended` | `spectating`), `queue` (`{ position, size }`), `players`, `opponents`, `teams`, `myTeam`, `scores`, `winCondition`, `config` (numeric knobs), `roundId`, `winnerId`, `message`. `championId`/`challengerId` are 1v1 aliases.
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+
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+ Configure once in the game's `package.json` (reported at `genex preview` AND `genex publish`;
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+ removing it clears the stored config on the next preview/publish — never sent from the client):
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+
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+ ```jsonc
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+ "genex": {
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+ "matchmaking": {
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+ "preset": "arena", // duel | arena | teams | private
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+ "winCondition": "firstToScore", // lastStanding | firstToScore | highScoreInTime | firstToFinish
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+ "config": { "scoreTarget": 20, "maxPlayers": 8 } // numeric knobs, optional
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+ }
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+ }
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+ ```
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+
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+ Presets: **duel** (1v1 winner-stays), **arena** (N-player FFA, join-anytime), **teams** (balanced N-v-N), **private** (invite-code lobby). Win conditions: **lastStanding**, **firstToScore**, **highScoreInTime**, **firstToFinish**; a round that hits the time cap undecided is a draw.
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+
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+ ### Private lobbies — `createPrivate` / `joinPrivate`
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+
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+ For `preset: 'private'` games, skip the queue: a host mints an invite **code**, friends join it, and everyone lands in the SAME persistent lobby (rounds replay, nobody is evicted). Both handles have the same shape as `matchmake()`, but `session` is live on return (no searching phase).
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+
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+ ```ts
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+ import { createPrivate, joinPrivate } from "@genex-ai/multiplayer";
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+
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+ // host
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+ const lobby = await createPrivate<State>({ url, room: slug, auth: () => getColyseusAuth() });
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+ share(lobby.code); // e.g. show it in the UI
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+
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+ // friend (elsewhere)
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+ const joined = await joinPrivate<State>(code, { url, room: slug, auth: () => getColyseusAuth() });
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+
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+ // then identical to matchmake(): .session, .matchmaking, eliminated()/score()/finish(), cancel()
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+ ```
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+
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  ## Rules of thumb
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  - **`me` / `shared` are synced; everything else is local.** Movement input → mutate a local object → `me.set` it on the tick.
package/dist/index.d.ts CHANGED
@@ -13,10 +13,11 @@ type ConnectOptions = {
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  /**
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  * Verified-identity credential — REQUIRED to actually join: the relay
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  * rejects tokenless joins (there is no anonymous play). Pass
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- * `genexEmbed.getColyseusAuth()` AFTER `await genexEmbed.waitForAuth()`
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- * (from `@genex-ai/embed-sdk`), and read it fresh at every connect() call —
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- * never cache the object across reconnects (tokens rotate every ~10 min).
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- * NEVER log this value.
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+ * `genexEmbed.getColyseusAuth()` AFTER `await genexEmbed.waitForPlayer()`
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+ * (from `@genex-ai/embed-sdk`). NOT `waitForAuth()` — that resolves only for
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+ * signed-in accounts and would keep guests out of multiplayer forever.
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+ * Read it fresh at every connect() call — never cache the object across
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+ * reconnects (tokens rotate every ~10 min). NEVER log this value.
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  */
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  auth?: {
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  embedToken: string;
@@ -65,7 +66,8 @@ type Session<TState extends Record<string, unknown>> = {
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  readonly shared: {
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  /** Read a shared value (any JSON), or `undefined`. */
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  get(key: string): unknown;
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- /** Set a shared value (any JSON). Any client may set any key (no auth — demo). */
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+ /** Set a shared value (any JSON). Any client may write game keys — by convention only
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+ * the host writes agreed facts (see `isHost`); `__*` keys are reserved and rejected. */
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  set(key: string, value: unknown): void;
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  /** All shared keys currently set. */
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  keys(): string[];
@@ -90,8 +92,10 @@ type Session<TState extends Record<string, unknown>> = {
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  /** Ids of every object seen so far. */
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  ids(): string[];
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  };
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- /** True if you are the elected room host (first joiner still present). Settles within the
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- * first state patch after connect — read it in your loop or react to `on('host')`, not once. */
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+ /** True if you are the elected room host — the earliest signed-in player still present
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+ * (guests host only while no account is in the room); can migrate on join as well as leave.
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+ * Settles within the first state patch after connect — read it in your loop or react to
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+ * `on('host')`, not once. */
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  readonly isHost: boolean;
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  /** Session id of the current room host, or `undefined` until the first host patch lands. */
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  readonly host: string | undefined;
@@ -116,8 +120,12 @@ type Session<TState extends Record<string, unknown>> = {
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  * Connect to a genex multiplayer room. You must supply your player-state type:
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  *
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  * ```ts
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+ * import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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+ *
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+ * await waitForPlayer(); // identity gate (guest OR signed-in)
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  * const room = await connect<{ x: number; y: number; z: number }>({
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  * url: 'ws://localhost:2567', room: gameId, name: 'ada',
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+ * auth: getColyseusAuth()!, // REQUIRED — the relay rejects tokenless joins
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  * });
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  * room.me.set({ x, y, z }); // typed + validated by the compiler
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  * room.players.get(id)?.state.x; // number — auto-smoothed for remote players
@@ -128,5 +136,106 @@ type Session<TState extends Record<string, unknown>> = {
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  * automatically (entity interpolation) — `state` is smooth, `stateRaw` is raw.
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  */
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  declare function connect<TState extends Record<string, unknown> = never>(opts: ConnectOptions): Promise<Session<TState>>;
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+ type MatchStatus = 'searching' | 'waiting' | 'countdown' | 'playing' | 'ended' | 'spectating';
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+ type MatchmakingView = {
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+ status: MatchStatus;
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+ role: 'player' | 'spectator';
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+ /** Your place in the search line while `status === 'searching'`. */
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+ queue: {
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+ position: number;
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+ size: number;
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+ };
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+ /** Every active participant id (N-player: 1v1, FFA, teams). */
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+ players: string[];
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+ /** The other active player id(s) — everyone in `players` except you. */
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+ opponents: string[];
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+ /** teamId -> member ids for team presets; empty for FFA + 1v1. */
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+ teams: Record<string, string[]>;
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+ /** Your team id, if the preset uses teams and you're an active player; else null. */
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+ myTeam: string | null;
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+ scores: Record<string, number>;
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+ /** The server-owned numeric preset knobs in effect (e.g. { countdownMs, maxRoundMs, scoreTarget }). */
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+ config: Record<string, number>;
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+ /** The win condition this game runs: 'lastStanding' | 'firstToScore' | 'highScoreInTime' | 'firstToFinish'. */
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+ winCondition: string;
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+ /** 1v1 (duel) convenience aliases; null for presets without a champion/challenger role. */
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+ championId: string | null;
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+ challengerId: string | null;
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+ roundId: number;
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+ /** Winner of the round shown while `status === 'ended'` (competitor id; null on a draw). */
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+ winnerId: string | null;
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+ message: string;
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+ };
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+ type Matchmaking<TState extends Record<string, unknown>> = {
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+ /** The live game session, or null while searching for a match. */
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+ readonly session: Session<TState> | null;
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+ /** Read every frame to render your matchmaking HUD. */
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+ readonly matchmaking: MatchmakingView;
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+ /**
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+ * searching: (re)entered the queue. queue: your position changed ({position,size}).
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+ * matched: `session` is now live. matchStart: a round began ({roundId}).
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+ * matchEnded: {winnerId,loserId,draw,scores}. spectate: you're watching, not playing.
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+ * error: joining the queue failed even after the SDK's automatic retries (persistent —
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+ * e.g. auth is broken or the server is unreachable); fix the cause, then call `retry()`.
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+ */
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+ on(event: 'searching' | 'queue' | 'matched' | 'matchStart' | 'matchEnded' | 'spectate' | 'error', cb: (payload?: unknown) => void): () => void;
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+ /** Report your OWN elimination (the `lastStanding` win condition). */
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+ eliminated(): void;
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+ /** Report a score delta for yourself (the `firstToScore` / `highScoreInTime` conditions). */
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+ score(delta?: number): void;
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+ /** Report that you finished (the `firstToFinish` win condition — a race). */
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+ finish(): void;
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+ /** Re-enter the queue after a terminal `error`. No-op while searching/matched, after
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+ * `cancel()`, and for private lobbies (create/join a new lobby instead). */
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+ retry(): void;
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+ /** Stop searching / leave the current match. */
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+ cancel(): void;
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+ };
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+ type MatchmakeOptions = {
195
+ /** Colyseus server url. */
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+ url: string;
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+ /** Game id (your project slug/id) — isolates this game's matchmaking. */
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+ room: string;
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+ name?: string;
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+ /**
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+ * Verified-identity credential (see ConnectOptions.auth). Required to join. Tokens rotate (~10 min),
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+ * and a single matchmake() handle re-joins the queue/match many times over its life (re-search,
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+ * requeue). Pass a FUNCTION — `() => genexEmbed.getColyseusAuth()` — so each (re)join reads a FRESH
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+ * token; a static object is read only once and will be rejected once it expires.
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+ */
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+ auth?: {
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+ embedToken: string;
208
+ } | (() => {
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+ embedToken: string;
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+ } | undefined);
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+ };
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+ /**
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+ * Join a game's matchmaking. Returns immediately in the SEARCHING state (`session` is null); the
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+ * matchmaker seats you into a match room, at which point `session` becomes a live Session and a
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+ * `matched` event fires. The preset + config are owned by the project (server-side).
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+ *
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+ * A failed queue join is retried automatically with backoff (~10s total) — transient failures
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+ * (token rotation, identity settling) never surface. A persistent failure emits 'error' and the
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+ * handle idles until `retry()` is called.
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+ */
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+ declare function matchmake<TState extends Record<string, unknown> = never>(opts: MatchmakeOptions): Promise<Matchmaking<TState>>;
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+ /** A private lobby handle — a Matchmaking whose `session` is live immediately, plus the invite `code`. */
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+ type PrivateMatch<TState extends Record<string, unknown>> = Matchmaking<TState> & {
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+ /** Share this with friends; they pass it to `joinPrivate()` to land in the SAME lobby. */
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+ readonly code: string;
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+ };
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+ /**
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+ * Create a PRIVATE lobby for a game and return a shareable invite `code`. Unlike matchmake() there's
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+ * no queue: you're the host, `session` is live immediately, and friends join the SAME lobby with
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+ * `joinPrivate(code, …)`. The preset + rules are still server-owned (the game's config) — a game that
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+ * wants invite lobbies publishes `preset: 'private'`, a persistent lobby that replays rounds without
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+ * evicting anyone.
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+ */
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+ declare function createPrivate<TState extends Record<string, unknown> = never>(opts: MatchmakeOptions): Promise<PrivateMatch<TState>>;
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+ /**
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+ * Join an existing private lobby by its invite `code` (from createPrivate()). `session` is live on
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+ * return — render the game immediately (there is no searching phase for a private lobby).
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+ */
239
+ declare function joinPrivate<TState extends Record<string, unknown> = never>(code: string, opts: MatchmakeOptions): Promise<Matchmaking<TState>>;
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- export { type ConnectOptions, type ObjectView, type PlayerView, type Session, connect };
241
+ export { type ConnectOptions, type MatchStatus, type MatchmakeOptions, type Matchmaking, type MatchmakingView, type ObjectView, type PlayerView, type PrivateMatch, type Session, connect, createPrivate, joinPrivate, matchmake };
package/dist/index.js CHANGED
@@ -1,6 +1,8 @@
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1
  // src/index.ts
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  import { Client, getStateCallbacks } from "colyseus.js";
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  var RELAY_ROOM_TYPE = "play";
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+ var QUEUE_ROOM_TYPE = "queue";
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+ var MATCH_ROOM_TYPE = "match";
4
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  var INTERP_RATIO = 1.5;
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  var INTERP_MIN_MS = 50;
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  var INTERP_MAX_MS = 300;
@@ -13,6 +15,7 @@ var SEND_TIME_KEY = "__t";
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  var RESERVED_PREFIX = "__";
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  var OBJ_PREFIX = "__obj:";
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  var HOST_KEY = "__host";
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+ var MATCH_KEY = "__match";
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  var MP_PROTOCOL = 1;
17
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  function parseData(s) {
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  if (!s) return { state: {} };
@@ -132,6 +135,9 @@ async function connect(opts) {
132
135
  __v: MP_PROTOCOL
133
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  // tells the relay this client hides reserved `__` keys (see MP_PROTOCOL)
134
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  });
138
+ return attachSession(room);
139
+ }
140
+ function attachSession(room) {
135
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  const buffers = /* @__PURE__ */ new Map();
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  const lastStamp = /* @__PURE__ */ new Map();
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  const clockOffsets = /* @__PURE__ */ new Map();
@@ -226,6 +232,7 @@ async function connect(opts) {
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232
  const handleShared = (value, key) => {
227
233
  if (lastShared.get(key) === value) return;
228
234
  lastShared.set(key, value);
235
+ if (key === MATCH_KEY) return;
229
236
  if (key === HOST_KEY) {
230
237
  const next = parseValue(value) || void 0;
231
238
  if (next !== hostId) {
@@ -389,6 +396,245 @@ async function connect(opts) {
389
396
  }
390
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  };
391
398
  }
399
+ var SEARCH_BACKOFF_MS = [1e3, 2e3, 4e3];
400
+ var resolveAuth = (auth) => typeof auth === "function" ? auth() : auth;
401
+ var matchJoinOptions = (opts) => ({
402
+ gameId: opts.room,
403
+ name: opts.name,
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+ embedToken: resolveAuth(opts.auth)?.embedToken,
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+ __v: MP_PROTOCOL
406
+ });
407
+ function buildView(matchRoom, queueInfo) {
408
+ const raw = matchRoom?.state?.shared?.get(MATCH_KEY);
409
+ const parsed = raw != null ? parseValue(raw) : null;
410
+ const m = parsed && typeof parsed === "object" ? parsed : null;
411
+ if (!m) {
412
+ return {
413
+ status: matchRoom ? "waiting" : "searching",
414
+ role: "player",
415
+ queue: queueInfo,
416
+ players: [],
417
+ opponents: [],
418
+ teams: {},
419
+ myTeam: null,
420
+ scores: {},
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+ config: {},
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+ winCondition: "lastStanding",
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+ championId: null,
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+ challengerId: null,
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+ roundId: 0,
426
+ winnerId: null,
427
+ message: matchRoom ? "Waiting for players\u2026" : "Finding a match\u2026"
428
+ };
429
+ }
430
+ const myId = matchRoom?.sessionId;
431
+ const championId = m.championId ?? null;
432
+ const challengerId = m.challengerId ?? null;
433
+ const teams = m.teams ?? {};
434
+ const players = m.players ?? [championId, challengerId].filter((x) => !!x);
435
+ const isPlayer = myId != null && players.includes(myId);
436
+ const status = isPlayer ? m.phase : "spectating";
437
+ const opponents = players.filter((id) => id !== myId);
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+ const myTeam = myId ? Object.keys(teams).find((t) => teams[t]?.includes(myId)) ?? null : null;
439
+ const { winCondition: wc, ...numericCfg } = m.cfg ?? {};
440
+ return {
441
+ status,
442
+ role: isPlayer ? "player" : "spectator",
443
+ queue: { position: 0, size: 0 },
444
+ players,
445
+ opponents,
446
+ teams,
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+ myTeam,
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+ scores: m.scores ?? {},
449
+ config: numericCfg,
450
+ winCondition: wc?.type ?? "lastStanding",
451
+ championId,
452
+ challengerId,
453
+ roundId: m.roundId ?? 0,
454
+ winnerId: m.winnerId ?? null,
455
+ message: m.message ?? ""
456
+ };
457
+ }
458
+ async function matchmake(opts) {
459
+ const client = new Client(opts.url);
460
+ const emitters = /* @__PURE__ */ new Map();
461
+ const emit = (event, ...args) => emitters.get(event)?.forEach((cb) => cb(...args));
462
+ const on = ((event, cb) => {
463
+ let set = emitters.get(event);
464
+ if (!set) emitters.set(event, set = /* @__PURE__ */ new Set());
465
+ set.add(cb);
466
+ return () => void set?.delete(cb);
467
+ });
468
+ let session = null;
469
+ let matchRoom = null;
470
+ let queueRoom = null;
471
+ let queueInfo = { position: 0, size: 0 };
472
+ let cancelled = false;
473
+ let searching = false;
474
+ const search = async () => {
475
+ if (cancelled || searching) return;
476
+ searching = true;
477
+ try {
478
+ session = null;
479
+ matchRoom = null;
480
+ for (let attempt = 0; ; attempt++) {
481
+ if (queueRoom) {
482
+ void queueRoom.leave();
483
+ queueRoom = null;
484
+ }
485
+ queueInfo = { position: 0, size: 0 };
486
+ let q;
487
+ try {
488
+ q = await client.joinOrCreate(QUEUE_ROOM_TYPE, matchJoinOptions(opts));
489
+ } catch (err) {
490
+ if (cancelled) return;
491
+ const delay = SEARCH_BACKOFF_MS[attempt];
492
+ if (delay == null) {
493
+ emit("error", err);
494
+ return;
495
+ }
496
+ await new Promise((r) => setTimeout(r, delay));
497
+ if (cancelled) return;
498
+ continue;
499
+ }
500
+ if (cancelled) {
501
+ void q.leave();
502
+ return;
503
+ }
504
+ queueRoom = q;
505
+ q.onMessage("queue", (msg) => {
506
+ queueInfo = { position: msg.position, size: msg.size };
507
+ emit("queue", msg);
508
+ });
509
+ q.onMessage(
510
+ "seat",
511
+ (msg) => void consumeSeat(msg.reservation, msg.role)
512
+ );
513
+ emit("searching");
514
+ return;
515
+ }
516
+ } finally {
517
+ searching = false;
518
+ }
519
+ };
520
+ const consumeSeat = async (reservation, role) => {
521
+ try {
522
+ const mr = await client.consumeSeatReservation(reservation);
523
+ if (cancelled) {
524
+ void mr.leave();
525
+ return;
526
+ }
527
+ matchRoom = mr;
528
+ session = attachSession(mr);
529
+ mr.onMessage("match:start", (m) => emit("matchStart", m));
530
+ mr.onMessage("match:ended", (m) => emit("matchEnded", m));
531
+ mr.onMessage("match:requeue", () => void requeue());
532
+ if (queueRoom) {
533
+ void queueRoom.leave();
534
+ queueRoom = null;
535
+ }
536
+ emit("matched");
537
+ if (role === "spectator") emit("spectate");
538
+ } catch {
539
+ void search();
540
+ }
541
+ };
542
+ const requeue = async () => {
543
+ if (matchRoom) {
544
+ void matchRoom.leave();
545
+ matchRoom = null;
546
+ }
547
+ session = null;
548
+ await search();
549
+ };
550
+ void search();
551
+ return {
552
+ get session() {
553
+ return session;
554
+ },
555
+ get matchmaking() {
556
+ return buildView(matchRoom, queueInfo);
557
+ },
558
+ on,
559
+ eliminated() {
560
+ matchRoom?.send("match:eliminated", {});
561
+ },
562
+ score(delta = 1) {
563
+ matchRoom?.send("match:score", { delta });
564
+ },
565
+ finish() {
566
+ matchRoom?.send("match:finish", {});
567
+ },
568
+ retry() {
569
+ if (cancelled || searching || queueRoom || matchRoom) return;
570
+ void search();
571
+ },
572
+ cancel() {
573
+ cancelled = true;
574
+ if (matchRoom) void matchRoom.leave();
575
+ if (queueRoom) void queueRoom.leave();
576
+ matchRoom = null;
577
+ queueRoom = null;
578
+ session = null;
579
+ }
580
+ };
581
+ }
582
+ function wirePrivate(client, room) {
583
+ const emitters = /* @__PURE__ */ new Map();
584
+ const emit = (event, ...args) => emitters.get(event)?.forEach((cb) => cb(...args));
585
+ const on = ((event, cb) => {
586
+ let set = emitters.get(event);
587
+ if (!set) emitters.set(event, set = /* @__PURE__ */ new Set());
588
+ set.add(cb);
589
+ return () => void set?.delete(cb);
590
+ });
591
+ let matchRoom = room;
592
+ const session = attachSession(room);
593
+ room.onMessage("match:start", (m) => emit("matchStart", m));
594
+ room.onMessage("match:ended", (m) => emit("matchEnded", m));
595
+ room.onMessage("match:requeue", () => void (matchRoom = null));
596
+ room.onLeave(() => void (matchRoom = null));
597
+ return {
598
+ get session() {
599
+ return matchRoom ? session : null;
600
+ },
601
+ get matchmaking() {
602
+ return buildView(matchRoom, { position: 0, size: 0 });
603
+ },
604
+ on,
605
+ eliminated() {
606
+ matchRoom?.send("match:eliminated", {});
607
+ },
608
+ score(delta = 1) {
609
+ matchRoom?.send("match:score", { delta });
610
+ },
611
+ finish() {
612
+ matchRoom?.send("match:finish", {});
613
+ },
614
+ retry() {
615
+ },
616
+ cancel() {
617
+ if (matchRoom) void matchRoom.leave();
618
+ matchRoom = null;
619
+ void client;
620
+ }
621
+ };
622
+ }
623
+ async function createPrivate(opts) {
624
+ const client = new Client(opts.url);
625
+ const room = await client.create(MATCH_ROOM_TYPE, matchJoinOptions(opts));
626
+ const handle = wirePrivate(client, room);
627
+ Object.defineProperty(handle, "code", { value: room.roomId, enumerable: true });
628
+ return handle;
629
+ }
630
+ async function joinPrivate(code, opts) {
631
+ const client = new Client(opts.url);
632
+ const room = await client.joinById(code, matchJoinOptions(opts));
633
+ return wirePrivate(client, room);
634
+ }
392
635
  export {
393
- connect
636
+ connect,
637
+ createPrivate,
638
+ joinPrivate,
639
+ matchmake
394
640
  };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/multiplayer",
3
- "version": "0.4.1",
3
+ "version": "0.7.1",
4
4
  "description": "The multiplayer client wrapper + shared room schema for genex.",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",