@idosgames/core 0.5.1 → 0.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +148 -0
- package/dist/index.cjs +2 -2
- package/dist/index.d.cts +1047 -42
- package/dist/index.d.ts +1047 -42
- package/dist/index.js +2 -2
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -14,6 +14,154 @@ and this project follows [Semantic Versioning](https://semver.org/spec/v2.0.0.ht
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## [Unreleased]
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## [0.7.0] - 2026-08-10
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Real-money payment support. Every configured price becomes a **`PriceOptions` dictionary**, a
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store SKU becomes one of the ways to pay, and the client now tells the server which platform it
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runs on. Breaking — see below.
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### Added
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- **`PriceOption` / `PriceOptions` (`zPriceOption`, `zPriceOptions`)** — the platform-wide price
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standard. A `ResourceConsume` is charged as a whole ("and"); a price across platforms is a
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choice ("or") — a store SKU on mobile, a token on web. The dictionary key is the `OptionID`,
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and the server substitutes it when the field is empty.
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- **`ResourceEntryType.Purchase` + `ResourceEntry.ProductID`** — an entry that means "paid in a
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store". `ProductID` addresses `Purchase.Products`, our stable id, not a per-store SKU.
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- **`PaymentProof` (`zPaymentProof`)** — the receipt attached to a request. Required exactly when
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the chosen option holds a `Purchase` entry: the server never takes money itself, it verifies
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what the store issued to this client.
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- **`client.purchase` (`PurchaseService`)** — `getDefinitions`, `getUserState`,
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`validatePurchase`, `validatePurchasesBatch`. `Resources` is applied only when `Granted` is
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true: `AlreadyProcessed` and `Restored` carry the same block, and crediting it would pay the
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reward twice for one payment — which is exactly what a store's re-delivered receipt looks like.
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- **`client.checkout` (`CheckoutService`)** — `availableOptions`, `isAvailable`, `requirementOf`,
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`storeProductOf`, `cryptoShortfallOf`. It deliberately buys nothing: the purchase belongs to the
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module that owns the entity (`client.store.purchase`, `client.lootbox.open`, …), which is the
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only place that knows count, target ids and the idempotency key.
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- **`ClientPlatform`** (`Unknown | Web | Android | Ios`) and `IDosGamesClientConfig.clientPlatform`.
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Auto-detected by `detectClientPlatform()` and sent as **`X-IG-Platform`** on every request —
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once, in the transport, because a service that forgot to pass it would silently get a different
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price list. Detection is conservative: a browser is `Web` even on a phone, only a real native
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wrapper (Capacitor / Cordova) counts as `Android`/`Ios`, and no `navigator` at all is `Unknown`
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rather than `Web`.
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- `SegmentGate.Platforms` — gate any definition on the client platform.
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- Optional **`selectedOptionID`** on every call that charges a configured price —
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`store.purchase`, `lootbox.open`, `craft.craft`, `premium.purchaseItemOrCurrency`,
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`character.unlockCharacter`, `collection.openPack`, `dealOffer.executeNode`,
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`timedBoost.activate`, `item.upgradeLevel`, `coopEvent.spin`, `gameLoop.boardSpecialChoose`,
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`match.createMatch`, `marketplace.createListing` / `createAuction`. Omitting it keeps
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single-price entities working with no client change: the server takes the first option
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available on this platform.
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- Optional **`payment`** (a `PaymentProof`) on the calls the server can settle against a store
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receipt: `store.purchase`, `lootbox.open`, `character.unlockCharacter`, `collection.openPack`,
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`dealOffer.executeNode`, `timedBoost.activate`. The rest deliberately have none — an upgrade
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priced by a level formula, a per-fact coop spin, a refundable listing fee and a P2P match stake
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cannot be one store SKU, and the server rejects a `Purchase` entry in those places.
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### Changed
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- **Every price field is now `PriceOptions`.** `StoreOfferDefinition.Cost`,
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`CraftDefinition.RequiredResources`, `LootboxDefinition.PriceOptions` (was a list of
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`LootboxPriceOption`), `PremiumDefinition.PriceOptions`, `CollectionPackDefinition.Cost`,
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`CharacterDefinition.Unlock.Cost` / stat & level `BaseCostResource` / `UpgradeCost`,
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`ItemUpgrade.BaseCostResource`, `TimedBoostDefinition.ActivationCost`,
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`CoopEventBuildObjects.SpinCost`, `GameLoop` special-mode choice `EntryCost`,
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`DealOfferPurchaseAction.DirectCost`, `MatchCreationSettings.Cost`,
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`MarketplaceListingSettings.ListingFee` — all replaced by a `PriceOptions` dictionary.
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- `lootbox.open`'s `selectedOptionID` is a **string** (was `number`) and is now optional.
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- Prices come back **already filtered by the request's platform**, and the charge re-checks it.
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The client renders what the server gave; a hidden option cannot be paid anyway.
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### Removed
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- **`ResourceEntryType.UsdCent`** — it was declared but never worked (any operation with it
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failed inside the inventory layer), so a price in real money looked configurable while the
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entity was impossible to buy. `Purchase` replaces it.
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### Migration
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Read a price through `client.checkout.availableOptions(entity.PriceOptions)` instead of the old
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single cost field, and pass the chosen `OptionID` to the module's buying call. A price paid in a
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store additionally needs a `PaymentProof` — buy in the store first, then hand the receipt to the
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same call. Nothing else changes for entities that keep a single price.
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## [0.6.0] - 2026-08-09
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### Added
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- **`client.tutorial` (`TutorialService`)** — onboarding flows: `getTutorialDefinitions`,
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`getUserTutorialState`, `startFlow`, `reportStepShown`, `completeStep`,
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`completeStepsBatch`, `skipStep`, `skipFlow`, `claimFlowReward`, `resetFlow`. Definitions
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are cached like the rest of the title config.
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- **Tutorial progress rides on every response.** A tutorial step is usually closed by an
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ordinary game action (a purchase, a dice roll), not by a tutorial call — so the backend puts
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an optional `TutorialProgress` block into the envelope of **any** response, the transport
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lifts it out, and `UserData` merges it into the state. Subscribe to `tutorial:systemProgress`
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instead of polling `getUserTutorialState`: the state is already fresh after any request, and
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polling also skews the `ReportStepShown` funnel.
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- `SegmentGate.Tutorial` (`TutorialGateCondition` / `TutorialGateMode`) — gate any module's
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definitions on the player's onboarding progress.
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- **`client.localization` (`LocalizationService`)** — `t(key, params)`, `has`, `locale`,
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`fallbackLocale`, `locales`, `setLocale`, `getManifest`. Resolution is
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**own table → fallback table → the key itself**, so a title whose config holds literal
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display names ("Iron Sword") keeps working without migration: the literal is a key with no
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translation. Plural forms come from `Intl.PluralRules` (suffixes `.one/.few/.many/.other`).
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- Translation tables arrive **with the player state** — no separate load. `UserService` sends
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the locale and the versions of the tables it already has and resolves what comes back
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through the same source chain as the title config (storage → CDN → endpoint → stale copy),
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with one deliberate difference: a failure here does **not** fail the login. No config means
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nothing to play; no translations means the UI shows keys.
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- `settings.locale` (`SettingsInput.locale`) — the starting locale, defaulting to the device
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language. It is a **wish**, not a fact: the server folds it to what the title is actually
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translated into (`pt-BR` → `pt` → `en`), and the answer is `client.localization.locale`.
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- `TitlePublicConfigurationModel.Localization` — locale settings only. The tables are
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delivered separately, one file per locale.
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- `localization:changed` event (login, `setLocale`, new tables). `t()` is synchronous, so
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already-rendered labels need this signal to repaint.
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- `PostOptions.throttleKey` — override the throttle / in-flight-dedup key when one route
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serves genuinely different requests back to back. Added for the localization tables: own and
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fallback both go through `Localization/GetLocalizationTable`, and under the default key
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(the endpoint) the second call would be dropped as a duplicate — the fallback table would
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never arrive, silently, and only for players whose language is partially translated. The
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throttle window still applies, just per key.
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- **Batch claims** — `season.claimTierRewardsBatch(seasonChainID, tierNumbers)` and
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`referral.claimInviteRewardsBatch(inviteRewardIDs)`. Season tiers in particular are reached
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in batches: one token grant can raise a player through several at once. The merged
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`Resources` is applied **once** from the top level; per-item `Data.Resources` is null by
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contract so summing both cannot double count.
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- **Multi-open ceilings** — `collection.openPack(collectionID, packTypeID, count?)`,
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`collection.openCollectionChest(collectionID, chestID, count?)` and
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`coopEvent.spin(chainID, groupID, count?)` open/spin `count` times in one atomic operation
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(`count` defaults to 1, so existing calls are unaffected). Each roll sees the state left by
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the previous one, so a repeat drop is correctly counted as a duplicate. The count is clamped
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server-side; responses report what actually happened (`OpenedCount` + per-item `Packs` /
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`Chests`, `RequestedSpins` / `SpinsUsed` / `Sectors`). Only spins that happen are charged —
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a run stops at the spin that completes the object.
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- Config for those ceilings: `LootboxDefinitions.Settings` (`LootboxGlobalSettings`) and
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`LootboxDefinition.MaxOpenCount`, `CollectionDefinitions.Settings`
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(`CollectionGlobalSettings`), `CollectionPackTypeDefinition.MaxOpenCount`,
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`CollectionChestDefinition.MaxOpenCount`, `CoopBuildObjectsDefinition.MaxSpinsPerCall`.
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- `FriendActionResponse.Target` (the other side's public profile) and `.Counters`
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(`SocialCounters`) — a new friend can be shown without a second `getFriendsList()`.
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- New events: `tutorial:definitionsLoaded` / `:userStateLoaded` / `:flowStarted` /
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`:flowSkipped` / `:flowReset` / `:stepChanged` / `:stepsCompletedBatch` / `:rewardClaimed` /
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`:systemProgress`, `localization:changed`, `season:tierRewardsBatchClaimed`,
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`referral:inviteRewardsBatchClaimed`, `user:tutorialUpdated`.
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### Notes
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- Everything here is additive: the new `count` parameters default to `1`, the new response
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fields are optional, and no existing signature changed.
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- `TutorialStepPolicy.TimeoutSeconds` is carried in the schema but **not applied** — neither
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the backend (it has no "N seconds passed" moment) nor `core` (it renders no UI) can enforce
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it. Whoever draws the tutorial implements it, and only for `ClientAck` steps; on a step
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waiting for a game event the backend rejects `completeStep`.
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## [0.5.1] - 2026-08-05
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Version-only republish of 0.5.0 — no source changes.
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## [0.5.0] - 2026-08-04
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### Added
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