@genex-ai/multiplayer 0.8.0 → 0.8.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md 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
@@ -167,13 +178,13 @@ room.leave();
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  ## Smoothing remote players
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- Remote players are **smoothed automatically** — nothing to configure. `room.players` gives each remote player's `state` rendered slightly in the past and interpolated between snapshots, so motion glides between network updates (you send ~10–20Hz but render at 60). Interpolation runs on the **sender's clock** (each update is timestamped and mapped to your local clock), the way Valve/Unity/Mirror do it — so jitter doesn't distort the motion. The delay **self-tunes to the live snapshot rate**, so it works whether you send at 5Hz or 30Hz.
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+ Remote players are **smoothed automatically** — nothing to configure. `room.players` gives each remote player's `state` rendered slightly in the past and interpolated between snapshots, so motion glides between network updates (you send ~10–20Hz but render at 60). Interpolation runs on the **sender's clock** (each update is timestamped and mapped to your local clock), the way Valve/Unity/Mirror do it — so jitter doesn't distort the motion. The delay **self-tunes to both the live snapshot rate and the link's measured jitter**, so it stays smooth whether you send at 5Hz or 30Hz and whether the connection is a clean LAN or a jittery mobile link — a deeper buffer is used only where the jitter demands it.
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  - `player.state` is the **smoothed** value (what you draw); `player.stateRaw` is the **latest raw** snapshot — use it for hit-tests / discrete logic.
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  - **Your own player is never delayed** — you always render yourself live.
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  - **Numbers** are interpolated; a 4-element `[x, y, z, w]` **quaternion** is **slerped** (shortest-arc); anything else snaps.
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  - **Send rotation as a quaternion:** `state.q = mesh.quaternion.toArray()`, then on the remote `mesh.quaternion.fromArray(p.state.q)`. The package slerps it and **output-smooths** it so it glides through turns.
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- - **Late/dropped packets keep moving:** **position** dead-reckons forward from its last velocity (capped ~0.25s, Source-style) until fresh snapshots arrive; **rotation** holds its last orientation rather than extrapolating (extrapolating a turn overshoots and snaps — Mirror/Unity interpolate rotation only). Both are output-smoothed, so the catch-up glides. This is what holds up on high-latency links.
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+ - **Late/dropped packets keep moving:** **position** dead-reckons forward from its last velocity (capped ~0.25s, Source-style) until fresh snapshots arrive; **rotation** also continues the turn but on a **tighter cap** (~0.15s), so a remote's heading keeps moving through a brief gap instead of freezing and then snapping when the next packet lands — the short cap plus output-smoothing bound any overshoot. This is what holds up on high-latency links.
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  > No client-side prediction/reconciliation: in this relay you're authoritative over **yourself** (you render instantly, the server never corrects you), so there's nothing to predict — smoothing *remote* players is the piece that matters.
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@@ -183,9 +194,15 @@ 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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@@ -231,18 +248,26 @@ 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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  // 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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+ 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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+ 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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- Configure once in the game's `package.json` (reported at publish; never sent from the client):
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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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  ```jsonc
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  "genex": {
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;
@@ -154,8 +158,12 @@ 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
@@ -205,6 +213,8 @@ type Matchmaking<TState extends Record<string, unknown>> = {
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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). */
@@ -213,6 +223,9 @@ type Matchmaking<TState extends Record<string, unknown>> = {
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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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  };
@@ -238,6 +251,10 @@ type MatchmakeOptions = {
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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`. */
package/dist/index.js CHANGED
@@ -4,10 +4,12 @@ var RELAY_ROOM_TYPE = "play";
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4
  var QUEUE_ROOM_TYPE = "queue";
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5
  var MATCH_ROOM_TYPE = "match";
6
6
  var INTERP_RATIO = 1.5;
7
- var INTERP_MIN_MS = 50;
7
+ var INTERP_MIN_MS = 90;
8
8
  var INTERP_MAX_MS = 300;
9
+ var JITTER_SAFETY = 1.2;
9
10
  var INTERP_EASE = 0.1;
10
11
  var MAX_EXTRAP_MS = 250;
12
+ var ROT_EXTRAP_MS = 150;
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  var CLOCK_WIN = 80;
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14
  var SMOOTH_TAU_POS = 30;
13
15
  var SMOOTH_TAU_ROT = 70;
@@ -43,6 +45,14 @@ function parseValue(s) {
43
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  return void 0;
44
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  }
45
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  }
48
+ var finiteReplacer = (_k, v) => {
49
+ if (typeof v === "number") return Number.isFinite(v) ? v : 0;
50
+ if (typeof v === "bigint") return Number(v);
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+ return v;
52
+ };
53
+ function sanitizeFinite(obj) {
54
+ return JSON.parse(JSON.stringify(obj, finiteReplacer));
55
+ }
46
56
  var nowMs = () => typeof performance !== "undefined" && performance.now ? performance.now() : Date.now();
47
57
  function slerp(a, b, t) {
48
58
  let [bx, by, bz, bw] = b;
@@ -71,6 +81,7 @@ function isQuat(v) {
71
81
  }
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82
  function blend(a, b, tNum, tQuat) {
73
83
  const out = {};
84
+ const interpolating = tNum < 1;
74
85
  for (const k in b) {
75
86
  const av = a[k];
76
87
  const bv = b[k];
@@ -79,7 +90,7 @@ function blend(a, b, tNum, tQuat) {
79
90
  } else if (isQuat(av) && isQuat(bv)) {
80
91
  out[k] = slerp(av, bv, tQuat);
81
92
  } else {
82
- out[k] = bv;
93
+ out[k] = interpolating && k in a ? av : bv;
83
94
  }
84
95
  }
85
96
  return out;
@@ -111,9 +122,9 @@ function sampleBuffer(buf, renderTime) {
111
122
  const b2 = buf[n - 1];
112
123
  const span2 = b2.t - a2.t;
113
124
  if (span2 <= 0) return b2.state;
114
- const capped = Math.min(renderTime, b2.t + MAX_EXTRAP_MS);
115
- const t2 = (capped - a2.t) / span2;
116
- return blend(a2.state, b2.state, t2, 1);
125
+ const tPos = (Math.min(renderTime, b2.t + MAX_EXTRAP_MS) - a2.t) / span2;
126
+ const tRot = (Math.min(renderTime, b2.t + ROT_EXTRAP_MS) - a2.t) / span2;
127
+ return blend(a2.state, b2.state, tPos, tRot);
117
128
  }
118
129
  const a = buf[j - 1];
119
130
  const b = buf[j];
@@ -126,6 +137,12 @@ function median(xs) {
126
137
  const s = [...xs].sort((a, b) => a - b);
127
138
  return s[s.length >> 1];
128
139
  }
140
+ function quantile(xs, q) {
141
+ if (xs.length === 0) return 0;
142
+ const s = [...xs].sort((a, b) => a - b);
143
+ const i = Math.min(s.length - 1, Math.max(0, Math.round(q * (s.length - 1))));
144
+ return s[i];
145
+ }
129
146
  async function connect(opts) {
130
147
  const client = new Client(opts.url);
131
148
  const room = await client.joinOrCreate(RELAY_ROOM_TYPE, {
@@ -138,7 +155,21 @@ async function connect(opts) {
138
155
  });
139
156
  return attachSession(client, room);
140
157
  }
141
- var RESERVED_SEND_TYPES = /* @__PURE__ */ new Set(["state", "shared", "claim", "obj", "release", "destroy"]);
158
+ var RESERVED_SEND_TYPES = /* @__PURE__ */ new Set([
159
+ "state",
160
+ "shared",
161
+ "claim",
162
+ "obj",
163
+ "release",
164
+ "destroy",
165
+ // Server→client control verbs a game must never ORIGINATE — they'd broadcast to peers via the
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+ // relay's `*` handler: 'server:restart' would trip every peer's save-flush, 'rate:drop' a bogus
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+ // over-budget warning, 'queue'/'seat' spurious matchmaking control.
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+ "server:restart",
169
+ "rate:drop",
170
+ "queue",
171
+ "seat"
172
+ ]);
142
173
  var isReservedSendType = (type) => RESERVED_SEND_TYPES.has(type) || type.startsWith("match:") || type.startsWith(RESERVED_PREFIX);
143
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  var RECONNECT_DELAYS_MS = [500, 1e3, 2e3, 4e3, 8e3];
144
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  var ROOM_REF = /* @__PURE__ */ Symbol("genex.roomRef");
@@ -172,12 +203,17 @@ function attachSession(client, initialRoom) {
172
203
  lastStamp.set(id, t);
173
204
  if (prev != null) {
174
205
  const gap = t - prev;
175
- if (gap > 5 && gap < 1e3) {
206
+ if (gap > 5 && gap < 2e3) {
176
207
  let iv = intervalsById.get(id);
177
208
  if (!iv) intervalsById.set(id, iv = []);
178
209
  iv.push(gap);
179
210
  if (iv.length > 30) iv.shift();
180
- const target = Math.min(INTERP_MAX_MS, Math.max(INTERP_MIN_MS, INTERP_RATIO * median(iv)));
211
+ const ow = offsetWin.get(id);
212
+ const jitter = ow && ow.length >= 8 ? quantile(ow, 0.9) - Math.min(...ow) : 0;
213
+ const target = Math.min(
214
+ INTERP_MAX_MS,
215
+ Math.max(INTERP_MIN_MS, INTERP_RATIO * median(iv), JITTER_SAFETY * jitter)
216
+ );
181
217
  const cur = autoDelayById.get(id) ?? 100;
182
218
  autoDelayById.set(id, cur + (target - cur) * INTERP_EASE);
183
219
  }
@@ -228,8 +264,10 @@ function attachSession(client, initialRoom) {
228
264
  "reconnecting",
229
265
  "reconnected",
230
266
  "disconnect",
231
- INPUT_MSG
267
+ INPUT_MSG,
232
268
  // inputs.on() has its own channel — never bridged as a custom event
269
+ "rate:drop"
270
+ // relay → us only (over-budget warning); handled internally, never bridged
233
271
  ]);
234
272
  const emit = (event, ...args) => emitters.get(event)?.forEach((cb) => cb(...args));
235
273
  const lastShared = /* @__PURE__ */ new Map();
@@ -254,7 +292,10 @@ function attachSession(client, initialRoom) {
254
292
  if (ownerChanged) {
255
293
  if (owner) objOwners.set(id, owner);
256
294
  else objOwners.delete(id);
257
- if (owner !== room.sessionId) localObjState.delete(id);
295
+ if (owner !== room.sessionId) {
296
+ localObjState.delete(id);
297
+ clearStream(key);
298
+ }
258
299
  }
259
300
  if (blob.d && typeof blob.d === "object" && Object.keys(blob.d).length > 0) {
260
301
  objRaw.set(id, blob.d);
@@ -276,6 +317,17 @@ function attachSession(client, initialRoom) {
276
317
  };
277
318
  let intentionalLeave = false;
278
319
  let dead = false;
320
+ let droppedWhileOffline = 0;
321
+ const send0 = (type, payload, countIfDropped = false) => {
322
+ if (room.connection?.isOpen) {
323
+ try {
324
+ room.send(type, payload);
325
+ return;
326
+ } catch {
327
+ }
328
+ }
329
+ if (countIfDropped) droppedWhileOffline++;
330
+ };
279
331
  const wireRoom = (r) => {
280
332
  const $ = getStateCallbacks(r);
281
333
  $(r.state).players.onAdd((player, id) => {
@@ -316,6 +368,11 @@ function attachSession(client, initialRoom) {
316
368
  r.onMessage(INPUT_MSG, (msg) => {
317
369
  if (msg && typeof msg.from === "string") emit(INPUT_MSG, msg.from, msg.d);
318
370
  });
371
+ r.onMessage("rate:drop", (msg) => {
372
+ console.warn(
373
+ `[multiplayer] the relay dropped ${msg?.dropped ?? "some"} of your messages in the last second \u2014 you are publishing over budget. Publish idle/unchanged objects at \u22642Hz keepalive, not every tick (see the multiplayer skill's "message budget" section).`
374
+ );
375
+ });
319
376
  for (const event of bridged) r.onMessage(event, (msg) => emit(event, msg));
320
377
  r.onLeave((code) => handleLeave(r, code ?? 1006));
321
378
  r.onError(() => {
@@ -332,18 +389,27 @@ function attachSession(client, initialRoom) {
332
389
  void attemptReconnect(left.reconnectionToken, code);
333
390
  };
334
391
  const attemptReconnect = async (token, code) => {
335
- for (let attempt = 1; attempt <= RECONNECT_DELAYS_MS.length; attempt++) {
392
+ for (let attempt = 1; attempt <= RECONNECT_DELAYS_MS.length + 1; attempt++) {
336
393
  emit("reconnecting", { attempt, code });
337
- await new Promise((r) => setTimeout(r, RECONNECT_DELAYS_MS[attempt - 1]));
338
394
  if (intentionalLeave || dead) return;
339
395
  try {
340
396
  const next = await client.reconnect(token);
341
397
  room = next;
342
398
  wireRoom(next);
343
399
  emit("reconnected");
400
+ if (droppedWhileOffline > 0) {
401
+ console.warn(
402
+ `[multiplayer] ${droppedWhileOffline} fire-and-forget event(s)/input(s) were dropped while reconnecting \u2014 they are not buffered; player/object state re-synced automatically.`
403
+ );
404
+ droppedWhileOffline = 0;
405
+ }
344
406
  return;
345
407
  } catch {
346
408
  }
409
+ if (attempt <= RECONNECT_DELAYS_MS.length) {
410
+ await new Promise((r) => setTimeout(r, RECONNECT_DELAYS_MS[attempt - 1]));
411
+ if (intentionalLeave || dead) return;
412
+ }
347
413
  }
348
414
  dead = true;
349
415
  emit("disconnect", code);
@@ -384,8 +450,12 @@ function attachSession(client, initialRoom) {
384
450
  },
385
451
  me: {
386
452
  set(state) {
387
- localState = { ...state };
388
- room.send("state", JSON.stringify({ ...state, [SEND_TIME_KEY]: nowMs() }));
453
+ if (SEND_TIME_KEY in state) {
454
+ console.warn(`[multiplayer] '${SEND_TIME_KEY}' is a reserved field name and will be overwritten by the send timestamp \u2014 rename it.`);
455
+ }
456
+ const clean = sanitizeFinite(state);
457
+ localState = clean;
458
+ send0("state", JSON.stringify({ ...clean, [SEND_TIME_KEY]: nowMs() }));
389
459
  }
390
460
  },
391
461
  shared: {
@@ -395,7 +465,7 @@ function attachSession(client, initialRoom) {
395
465
  },
396
466
  set(key, value) {
397
467
  if (key.startsWith(RESERVED_PREFIX)) return;
398
- room.send("shared", { key, value: JSON.stringify(value) });
468
+ send0("shared", { key, value: JSON.stringify(sanitizeFinite(value)) });
399
469
  },
400
470
  keys() {
401
471
  return room.state?.shared ? Array.from(room.state.shared.keys()).filter((k) => !k.startsWith(RESERVED_PREFIX)) : [];
@@ -405,13 +475,13 @@ function attachSession(client, initialRoom) {
405
475
  claim(id) {
406
476
  const key = String(id);
407
477
  objOwners.set(key, room.sessionId);
408
- room.send("claim", { id: key });
478
+ send0("claim", { id: key });
409
479
  },
410
480
  release(id) {
411
481
  const key = String(id);
412
482
  localObjState.delete(key);
413
483
  if (objOwners.get(key) === room.sessionId) objOwners.delete(key);
414
- room.send("release", { id: key });
484
+ send0("release", { id: key });
415
485
  },
416
486
  remove(id) {
417
487
  const key = String(id);
@@ -421,12 +491,13 @@ function attachSession(client, initialRoom) {
421
491
  objOwners.delete(key);
422
492
  clearStream(OBJ_PREFIX + key);
423
493
  }
424
- room.send("destroy", { id: key });
494
+ send0("destroy", { id: key });
425
495
  },
426
496
  set(id, state) {
427
497
  const key = String(id);
428
- if (objOwners.get(key) === room.sessionId) localObjState.set(key, { ...state });
429
- room.send("obj", { id: key, d: { ...state } });
498
+ const clean = sanitizeFinite(state);
499
+ if (objOwners.get(key) === room.sessionId) localObjState.set(key, clean);
500
+ send0("obj", { id: key, d: clean, t: nowMs() });
430
501
  },
431
502
  get(id) {
432
503
  const key = String(id);
@@ -457,7 +528,7 @@ function attachSession(client, initialRoom) {
457
528
  },
458
529
  inputs: {
459
530
  send(payload) {
460
- room.send(INPUT_MSG, payload);
531
+ send0(INPUT_MSG, sanitizeFinite(payload), true);
461
532
  },
462
533
  on(cb) {
463
534
  let set = emitters.get(INPUT_MSG);
@@ -476,7 +547,7 @@ function attachSession(client, initialRoom) {
476
547
  last = nowMs();
477
548
  timer = setInterval(() => {
478
549
  const t = nowMs();
479
- cb(t - last);
550
+ cb(Math.min(t - last, 250));
480
551
  last = t;
481
552
  }, Math.max(10, Math.round(1e3 / hz)));
482
553
  } else if (!shouldRun && timer) {
@@ -498,7 +569,7 @@ function attachSession(client, initialRoom) {
498
569
  console.warn(`[multiplayer] send('${type}') collides with a relay-internal channel \u2014 use a different event name`);
499
570
  return;
500
571
  }
501
- room.send(type, payload);
572
+ send0(type, payload, true);
502
573
  },
503
574
  leave() {
504
575
  intentionalLeave = true;
@@ -508,6 +579,7 @@ function attachSession(client, initialRoom) {
508
579
  Object.defineProperty(session, ROOM_REF, { value: () => room, enumerable: false });
509
580
  return session;
510
581
  }
582
+ var SEARCH_BACKOFF_MS = [1e3, 2e3, 4e3];
511
583
  var resolveAuth = (auth) => typeof auth === "function" ? auth() : auth;
512
584
  var matchJoinOptions = (opts) => ({
513
585
  gameId: opts.room,
@@ -581,48 +653,64 @@ async function matchmake(opts) {
581
653
  let queueRoom = null;
582
654
  let queueInfo = { position: 0, size: 0 };
583
655
  let cancelled = false;
656
+ let searching = false;
584
657
  const search = async () => {
585
- if (cancelled) return;
586
- session = null;
587
- matchRoom = null;
588
- if (queueRoom) {
589
- void queueRoom.leave();
590
- queueRoom = null;
591
- }
592
- queueInfo = { position: 0, size: 0 };
593
- let q;
658
+ if (cancelled || searching) return;
659
+ searching = true;
594
660
  try {
595
- q = await client.joinOrCreate(QUEUE_ROOM_TYPE, matchJoinOptions(opts));
596
- } catch (err) {
597
- if (!cancelled) emit("error", err);
598
- return;
599
- }
600
- if (cancelled) {
601
- void q.leave();
602
- return;
603
- }
604
- queueRoom = q;
605
- q.onMessage("queue", (msg) => {
606
- queueInfo = { position: msg.position, size: msg.size };
607
- emit("queue", msg);
608
- });
609
- q.onMessage(
610
- "seat",
611
- (msg) => void consumeSeat(msg.reservation, msg.role)
612
- );
613
- q.onLeave(() => {
614
- if (cancelled || queueRoom !== q) return;
615
- queueRoom = null;
616
- void (async () => {
617
- for (const delayMs of RECONNECT_DELAYS_MS) {
618
- await new Promise((r) => setTimeout(r, delayMs));
619
- if (cancelled || queueRoom || session) return;
620
- await search();
621
- if (queueRoom || session) return;
661
+ session = null;
662
+ matchRoom = null;
663
+ for (let attempt = 0; ; attempt++) {
664
+ if (queueRoom) {
665
+ void queueRoom.leave();
666
+ queueRoom = null;
622
667
  }
623
- })();
624
- });
625
- emit("searching");
668
+ queueInfo = { position: 0, size: 0 };
669
+ let q;
670
+ try {
671
+ q = await client.joinOrCreate(QUEUE_ROOM_TYPE, matchJoinOptions(opts));
672
+ } catch (err) {
673
+ if (cancelled) return;
674
+ const delay = SEARCH_BACKOFF_MS[attempt];
675
+ if (delay == null) {
676
+ emit("error", err);
677
+ return;
678
+ }
679
+ await new Promise((r) => setTimeout(r, delay));
680
+ if (cancelled) return;
681
+ continue;
682
+ }
683
+ if (cancelled) {
684
+ void q.leave();
685
+ return;
686
+ }
687
+ queueRoom = q;
688
+ q.onMessage("queue", (msg) => {
689
+ queueInfo = { position: msg.position, size: msg.size };
690
+ emit("queue", msg);
691
+ });
692
+ q.onMessage(
693
+ "seat",
694
+ (msg) => void consumeSeat(msg.reservation, msg.role)
695
+ );
696
+ q.onLeave(() => {
697
+ if (cancelled || queueRoom !== q) return;
698
+ queueRoom = null;
699
+ void (async () => {
700
+ for (const delayMs of RECONNECT_DELAYS_MS) {
701
+ await new Promise((r) => setTimeout(r, delayMs));
702
+ if (cancelled || queueRoom || session) return;
703
+ await search();
704
+ if (queueRoom || session) return;
705
+ }
706
+ })();
707
+ });
708
+ emit("searching");
709
+ return;
710
+ }
711
+ } finally {
712
+ searching = false;
713
+ }
626
714
  };
627
715
  const consumeSeat = async (reservation, role) => {
628
716
  try {
@@ -656,7 +744,7 @@ async function matchmake(opts) {
656
744
  session = null;
657
745
  await search();
658
746
  };
659
- await search();
747
+ void search();
660
748
  const liveRoom = () => session ? roomOf(session) : null;
661
749
  return {
662
750
  get session() {
@@ -675,6 +763,10 @@ async function matchmake(opts) {
675
763
  finish() {
676
764
  liveRoom()?.send("match:finish", {});
677
765
  },
766
+ retry() {
767
+ if (cancelled || searching || queueRoom || matchRoom) return;
768
+ void search();
769
+ },
678
770
  cancel() {
679
771
  cancelled = true;
680
772
  session?.leave();
@@ -719,6 +811,8 @@ function wirePrivate(client, room) {
719
811
  finish() {
720
812
  liveRoom()?.send("match:finish", {});
721
813
  },
814
+ retry() {
815
+ },
722
816
  cancel() {
723
817
  session.leave();
724
818
  live = false;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/multiplayer",
3
- "version": "0.8.0",
3
+ "version": "0.8.2",
4
4
  "description": "The multiplayer client wrapper + shared room schema for genex.",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",