@idosgames/mcp 0.1.22 → 0.1.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/registry/host.json +2 -2
- package/registry/index.json +173 -140
- package/registry/modules/ai.json +5 -5
- package/registry/modules/board-game.json +9 -9
- package/registry/modules/boosts.json +7 -7
- package/registry/modules/character.json +34 -12
- package/registry/modules/chat.json +3 -3
- package/registry/modules/collections.json +5 -5
- package/registry/modules/coop-events.json +5 -5
- package/registry/modules/craft.json +5 -5
- package/registry/modules/deals.json +5 -5
- package/registry/modules/events.json +5 -5
- package/registry/modules/friends.json +5 -5
- package/registry/modules/idle-rpg.json +93 -54
- package/registry/modules/inventory.json +5 -5
- package/registry/modules/invite.json +5 -5
- package/registry/modules/leaderboard.json +5 -5
- package/registry/modules/lootboxes.json +6 -6
- package/registry/modules/mailbox.json +5 -5
- package/registry/modules/marketplace.json +6 -6
- package/registry/modules/mini-game.json +3 -3
- package/registry/modules/multiplayer.json +7 -7
- package/registry/modules/premium.json +5 -5
- package/registry/modules/profile.json +3 -3
- package/registry/modules/pvp.json +7 -7
- package/registry/modules/quests.json +6 -6
- package/registry/modules/rewards.json +5 -5
- package/registry/modules/season.json +5 -5
- package/registry/modules/store.json +5 -5
- package/registry/modules/tutorials.json +3 -3
- package/registry/modules/voxelcraft.json +6 -6
- package/registry/modules/workshop.json +3 -3
- package/registry/skills/blockchain-system.json +1 -1
- package/registry/skills/community-marketing-system.json +1 -1
- package/registry/skills/idosgames-getting-started.json +1 -1
- package/registry/skills/idosgames-ui-kit.json +1 -1
- package/registry/skills/mailbox-system.json +1 -1
- package/registry/skills/match-system.json +2 -2
- package/registry/skills/multiplayer-realtime.json +2 -2
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"version": "0.1.1"
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},
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"dependencies": {
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"@idosgames/core": "0.
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"@idosgames/module-sdk": "0.8.
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"@idosgames/react": "0.4.
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"@idosgames/core": "0.21.0",
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"@idosgames/module-sdk": "0.8.2",
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"@idosgames/react": "0.4.4",
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"react": "19.2.7"
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"contentHash": "0ba5427e5a9bd1f0c9f2a7375e210a832525cbd4ecda0e6641c0b9c743a113fc",
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"files": [
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"path": "i18n.ts",
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"path": "MarketplaceScreen.tsx",
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"content": "import { useCallback, useEffect, useState, type ReactNode } from \"react\";\nimport type {\n MarketplaceDefinitions,\n MarketplaceGroupedOfferView,\n MarketplaceHistoryEntryView,\n MarketplaceMyStateResponse,\n MarketplaceOfferView,\n} from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n IconButton,\n ItemTile,\n Popup,\n ResourceList,\n Spinner,\n Tabs,\n Timer,\n bundleLines,\n canAfford,\n errorText,\n formatAmount,\n grantedBy,\n outlined,\n panel,\n plural,\n useCatalog,\n useCelebrate,\n useNow,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n v,\n type ItemDefinitionView,\n} from \"@idosgames/react/ui\";\nimport {\n auctionDurations,\n commissionPercent,\n listingDurations,\n minNextBid,\n offerPrice,\n groupCounts,\n priceBundle,\n sellableItems,\n sortOffers,\n tradableCurrencies,\n type SellableItem,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The marketplace (Unity Alikhan/Marketplace): a window of tabs — the market by item, my lots, my\n// bids, trades, things to claim, history — and everything with detail in popups: an item's lots, one\n// lot (buy / bid / take back), and selling (pick an item → listing or auction → price and duration).\n// The server holds every escrow and settles every trade.\n\ntype Tab = \"market\" | \"mine\" | \"bids\" | \"trades\" | \"claims\" | \"history\";\n\nexport function makeMarketplaceScreen(features: FeatureRegistry) {\n return function MarketplaceScreen(_: FeatureScreenProps): ReactNode {\n return <Marketplace features={features} />;\n };\n}\n\nfunction Marketplace({ features }: { features: FeatureRegistry }): ReactNode {\n const client = useIDosGamesClient();\n const [defs, setDefs] = useState<{\n defs: MarketplaceDefinitions | null;\n open: boolean;\n } | null>(null);\n const [mine, setMine] = useState<MarketplaceMyStateResponse | null>(null);\n const [tab, setTab] = useState<Tab>(\"market\");\n const [selling, setSelling] = useState(false);\n const [offer, setOffer] = useState<MarketplaceOfferView | null>(null);\n const [itemID, setItemID] = useState<string | null>(null);\n const [version, setVersion] = useState(0);\n\n const loadMine = useCallback(async () => {\n const res = await client.marketplace.getMyState();\n if (res.ok) {\n setMine(res.data);\n features.setBadge(\n \"marketplace\",\n (res.data.Claimables?.length ?? 0) +\n (res.data.IncomingTrades?.length ?? 0),\n );\n }\n }, [client, features]);\n\n useEffect(() => {\n void client.marketplace.getDefinitions().then((res) =>\n setDefs(\n res.ok\n ? {\n defs: res.data.Definitions ?? null,\n open:\n res.data.IsOpenNow !== false && res.data.GatePassed !== false,\n }\n : { defs: null, open: false },\n ),\n );\n void client.user.getUserInventory();\n void loadMine();\n }, [client, loadMine]);\n\n const refresh = () => {\n setVersion((n) => n + 1);\n void loadMine();\n };\n\n if (!defs)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (!defs.defs || defs.defs.Enabled === false)\n return <EmptyState glyph=\"market\" text={t(\"disabled\")} />;\n\n const tabs: Array<{ id: Tab; label: string; badge?: number }> = [\n { id: \"market\", label: t(\"market\") },\n { id: \"mine\", label: t(\"myLots\"), badge: 0 },\n { id: \"bids\", label: t(\"myBids\") },\n ...((mine?.IncomingTrades?.length ?? 0) +\n (mine?.OutgoingTrades?.length ?? 0) >\n 0\n ? [\n {\n id: \"trades\" as const,\n label: t(\"trades\"),\n badge: mine?.IncomingTrades?.length ?? 0,\n },\n ]\n : []),\n { id: \"claims\", label: t(\"claims\"), badge: mine?.Claimables?.length ?? 0 },\n { id: \"history\", label: t(\"history\") },\n ];\n\n return (\n // minmax(0, 1fr): the tab row scrolls instead of widening the column past the screen.\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 14,\n }}\n >\n {!defs.open ? (\n <div\n style={{\n ...panel,\n padding: 10,\n ...outlined,\n fontSize: 13,\n textAlign: \"center\",\n color: v.gold,\n }}\n >\n {t(\"closed\")}\n </div>\n ) : null}\n <div style={{ display: \"flex\", gap: 10, alignItems: \"center\" }}>\n <div style={{ flex: 1, minWidth: 0 }}>\n <Tabs tabs={tabs} value={tab} onChange={setTab} />\n </div>\n <Button\n tone=\"gold\"\n size=\"sm\"\n disabled={!defs.open}\n onClick={() => setSelling(true)}\n data-tutorial-anchor=\"market:sell\"\n >\n <Icon glyph=\"plus\" size={16} /> {t(\"sell\")}\n </Button>\n </div>\n <div key={`${tab}:${version}`}>\n {tab === \"market\" ? <MarketTab onPick={setItemID} /> : null}\n {tab === \"mine\" ? (\n <OfferList\n offers={[...(mine?.MyOffers ?? []), ...(mine?.MyBuyOrders ?? [])]}\n onPick={setOffer}\n />\n ) : null}\n {tab === \"bids\" ? (\n <OfferList offers={mine?.MyBids ?? []} onPick={setOffer} />\n ) : null}\n {tab === \"trades\" ? <Trades mine={mine} onDone={refresh} /> : null}\n {tab === \"claims\" ? (\n <Claims offers={mine?.Claimables ?? []} onDone={refresh} />\n ) : null}\n {tab === \"history\" ? <History /> : null}\n </div>\n {itemID ? (\n <ItemOffersPopup\n itemID={itemID}\n version={version}\n onPick={(o) => setOffer(o)}\n onClose={() => setItemID(null)}\n />\n ) : null}\n {offer ? (\n <OfferPopup\n offer={offer}\n defs={defs.defs}\n onDone={refresh}\n onClose={() => setOffer(null)}\n />\n ) : null}\n {selling ? (\n <SellPopup\n defs={defs.defs}\n onDone={refresh}\n onClose={() => setSelling(false)}\n />\n ) : null}\n </div>\n );\n}\n\n// ── Market ───────────────────────────────────────────────────────────────────────────────────\n\nfunction MarketTab({\n onPick,\n}: {\n onPick: (itemID: string) => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const [groups, setGroups] = useState<MarketplaceGroupedOfferView[] | null>(\n null,\n );\n useEffect(() => {\n void client.marketplace\n .getGroupedOffers()\n .then((res) => setGroups(res.ok ? (res.data.Groups ?? []) : []));\n }, [client]);\n if (!groups)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n const items = groups.filter((g) => g.GoodsItemID);\n if (items.length === 0)\n return <EmptyState glyph=\"market\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {items.map((g, i) => (\n <Card\n key={g.GoodsItemID!}\n onClick={() => onPick(g.GoodsItemID!)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 12,\n padding: 10,\n ...stagger(i),\n }}\n >\n <ItemTile itemID={g.GoodsItemID!} size={56} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.itemName(g.GoodsItemID!)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {countsLine(groupCounts(g))}\n </div>\n </div>\n </Card>\n ))}\n </div>\n );\n}\n\nfunction countsLine({\n listings,\n auctions,\n}: {\n listings: number;\n auctions: number;\n}): string {\n return [\n listings > 0\n ? `${formatAmount(listings)} ${plural(listings, t(\"lots\"))}`\n : \"\",\n auctions > 0\n ? `${formatAmount(auctions)} ${plural(auctions, t(\"auctions\"))}`\n : \"\",\n ]\n .filter(Boolean)\n .join(\" · \");\n}\n\nfunction OfferRow({\n offer,\n onPick,\n index,\n}: {\n offer: MarketplaceOfferView;\n onPick: (o: MarketplaceOfferView) => void;\n index: number;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const now = useNow();\n const me = client.auth.context?.userID;\n const auction = offer.OfferType === \"Auction\";\n const bid = Number(\n offer.Auction?.CurrentBid ?? offer.Auction?.StartingBid ?? 0,\n );\n const bidLine = offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\" as const,\n id: offer.Auction.BidCurrencyID,\n amount: bid,\n },\n ]\n : [];\n return (\n <Card\n onClick={() => onPick(offer)}\n highlight={auction && offer.Auction?.CurrentBidderID === me}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 12,\n padding: 10,\n ...stagger(index),\n }}\n >\n {offer.GoodsItemID ? (\n <ItemTile\n itemID={offer.GoodsItemID}\n count={Number(offer.GoodsAmount ?? 1)}\n size={52}\n />\n ) : (\n <Icon glyph=\"coin\" size={40} />\n )}\n <div style={{ flex: 1, minWidth: 0, display: \"grid\", gap: 2 }}>\n <span style={{ ...outlined, fontSize: 14 }}>\n {offer.GoodsItemID\n ? catalog.itemName(offer.GoodsItemID)\n : offer.GoodsCurrencyID}\n </span>\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {auction\n ? t(\"auction\")\n : offer.OfferType === \"Listing\"\n ? t(\"listing\")\n : offer.OfferType}{\" \"}\n ·{\" \"}\n {offer.CreatorUserID === me\n ? t(\"you\")\n : (offer.CreatorPublicData?.Username ??\n `${t(\"seller\")} ${String(offer.CreatorUserID ?? \"\").slice(-4)}`)}\n </span>\n {offer.ExpiresAt ? (\n <Timer at={offer.ExpiresAt} now={now} label={t(\"endsIn\")} />\n ) : null}\n </div>\n <ResourceList lines={auction ? bidLine : offerPrice(offer)} size={18} />\n </Card>\n );\n}\n\nfunction OfferList({\n offers,\n onPick,\n}: {\n offers: MarketplaceOfferView[];\n onPick: (o: MarketplaceOfferView) => void;\n}): ReactNode {\n if (offers.length === 0)\n return <EmptyState glyph=\"market\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {offers.map((o, i) => (\n <OfferRow key={o.OfferID ?? i} offer={o} onPick={onPick} index={i} />\n ))}\n </div>\n );\n}\n\n// `version` bumps after any trade on the screen: the list re-reads, so a bought or withdrawn lot leaves it.\nfunction ItemOffersPopup({\n itemID,\n version,\n onPick,\n onClose,\n}: {\n itemID: string;\n version: number;\n onPick: (o: MarketplaceOfferView) => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const [offers, setOffers] = useState<MarketplaceOfferView[] | null>(null);\n useEffect(() => {\n void client.marketplace\n .getOffersByItem(itemID)\n .then((res) =>\n setOffers(res.ok ? sortOffers(res.data.Offers ?? []) : []),\n );\n }, [client, itemID, version]);\n return (\n <Popup title={catalog.itemName(itemID)} onClose={onClose} width={480}>\n {offers === null ? (\n <Center minHeight={120}>\n <Spinner />\n </Center>\n ) : (\n <OfferList offers={offers} onPick={onPick} />\n )}\n </Popup>\n );\n}\n\n// ── One lot ──────────────────────────────────────────────────────────────────────────────────\n\nfunction OfferPopup({\n offer,\n defs,\n onDone,\n onClose,\n}: {\n offer: MarketplaceOfferView;\n defs: MarketplaceDefinitions;\n onDone: () => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const state = useUserState();\n const now = useNow();\n const me = client.auth.context?.userID;\n const own = offer.CreatorUserID === me;\n const auction = offer.OfferType === \"Auction\";\n const ended = offer.ExpiresAt\n ? new Date(offer.ExpiresAt).getTime() <= now\n : false;\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n const price = offerPrice(offer);\n const [bid, setBid] = useState(minNextBid(offer, defs));\n const bidLine = offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\" as const,\n id: offer.Auction.BidCurrencyID,\n amount: bid,\n },\n ]\n : [];\n\n return (\n <Popup\n title={\n offer.GoodsItemID ? catalog.itemName(offer.GoodsItemID) : t(\"market\")\n }\n onClose={onClose}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 8 }}>\n {offer.GoodsItemID ? (\n <ItemTile\n itemID={offer.GoodsItemID}\n count={Number(offer.GoodsAmount ?? 1)}\n size={96}\n />\n ) : null}\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {auction ? t(\"auction\") : t(\"listing\")} ·{\" \"}\n {own ? t(\"you\") : (offer.CreatorPublicData?.Username ?? t(\"seller\"))}\n </div>\n {offer.ExpiresAt ? (\n <Timer at={offer.ExpiresAt} now={now} label={t(\"endsIn\")} />\n ) : null}\n {auction ? (\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}>\n <span style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {offer.Auction?.CurrentBidderID\n ? t(\"currentBid\")\n : t(\"startingBid\")}\n </span>\n <ResourceList\n lines={\n offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\",\n id: offer.Auction.BidCurrencyID,\n amount: Number(\n offer.Auction.CurrentBid ??\n offer.Auction.StartingBid ??\n 0,\n ),\n },\n ]\n : []\n }\n size={24}\n />\n {offer.Auction?.CurrentBidderID === me ? (\n <span style={{ ...outlined, fontSize: 13, color: v.green }}>\n {t(\"leading\")}\n </span>\n ) : null}\n </div>\n ) : (\n <ResourceList lines={price} size={24} />\n )}\n </div>\n {own ? (\n auction ? (\n ended ? (\n <Act\n label={t(\"claim\")}\n tone=\"gold\"\n run={() => client.marketplace.claimAuction(offer.OfferID!)}\n onDone={onDone}\n />\n ) : (\n // An auction runs to its end: bids are escrowed, so the seller cannot pull it.\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"auctionRuns\")}\n </div>\n )\n ) : (\n <Act\n label={t(\"cancel\")}\n tone=\"grey\"\n run={() => client.marketplace.cancelListing(offer.OfferID!)}\n onDone={onDone}\n />\n )\n ) : auction ? (\n ended ? (\n <Act\n label={t(\"claim\")}\n tone=\"gold\"\n run={() => client.marketplace.claimAuction(offer.OfferID!)}\n onDone={onDone}\n />\n ) : (\n <>\n <Stepper\n value={bid}\n min={minNextBid(offer, defs)}\n onChange={setBid}\n />\n <Act\n label={\n <>\n {t(\"bid\")} <ResourceList lines={bidLine} size={18} />\n </>\n }\n tone=\"gold\"\n disabled={!canAfford(bidLine, balances)}\n run={() => client.marketplace.placeBid(offer.OfferID!, bid)}\n onDone={onDone}\n sound=\"purchase\"\n />\n </>\n )\n ) : (\n <Act\n label={\n <>\n {t(\"buy\")} <ResourceList lines={price} size={18} />\n </>\n }\n tone=\"gold\"\n disabled={!canAfford(price, balances)}\n run={() => client.marketplace.buy(offer.OfferID!)}\n onDone={onDone}\n sound=\"purchase\"\n celebrateGoods={offer}\n />\n )}\n </Popup>\n );\n}\n\ntype Result =\n { ok: true; data: unknown } | { ok: false; error?: string | null };\n\n/** A button that runs one marketplace call, then closes the popup and celebrates what came in. */\nfunction Act({\n label,\n tone,\n run,\n onDone,\n disabled = false,\n sound = \"claim\",\n celebrateGoods,\n}: {\n label: ReactNode;\n tone: \"gold\" | \"grey\" | \"green\" | \"red\";\n run: () => Promise<Result>;\n onDone: () => void;\n disabled?: boolean;\n sound?: \"claim\" | \"purchase\";\n celebrateGoods?: MarketplaceOfferView;\n}): ReactNode {\n const close = usePopupClose();\n const celebrate = useCelebrate();\n const toast = useToast();\n const play = useSound();\n const [busy, setBusy] = useState(false);\n return (\n <Button\n tone={tone}\n size=\"lg\"\n disabled={disabled}\n busy={busy}\n onClick={() => {\n setBusy(true);\n void run().then((res) => {\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n play(sound);\n close();\n onDone();\n const granted = grantedBy(res.data);\n if (granted.length > 0) celebrate(granted);\n else if (celebrateGoods?.GoodsItemID)\n celebrate([\n {\n kind: \"item\",\n id: celebrateGoods.GoodsItemID,\n amount: Number(celebrateGoods.GoodsAmount ?? 1),\n },\n ]);\n });\n }}\n >\n {label}\n </Button>\n );\n}\n\nfunction Stepper({\n value,\n min,\n onChange,\n max,\n}: {\n value: number;\n min: number;\n onChange: (n: number) => void;\n max?: number;\n}): ReactNode {\n const clamp = (n: number) =>\n Math.max(min, max !== undefined ? Math.min(max, n) : n);\n const step = Math.max(1, Math.round(value * 0.1));\n return (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n justifyContent: \"center\",\n }}\n >\n <IconButton\n glyph=\"back\"\n label=\"-\"\n onClick={() => onChange(clamp(value - step))}\n size={36}\n />\n <input\n type=\"number\"\n inputMode=\"numeric\"\n value={value}\n min={min}\n max={max}\n onChange={(e) =>\n onChange(clamp(Math.floor(Number(e.target.value) || min)))\n }\n style={{\n width: 110,\n textAlign: \"center\",\n padding: \"8px 10px\",\n borderRadius: 12,\n border: `2px solid ${v.panelEdge}`,\n background: v.wellSoft,\n color: v.text,\n fontFamily: v.font,\n fontSize: 18,\n fontWeight: 800,\n }}\n />\n <IconButton\n glyph=\"plus\"\n label=\"+\"\n onClick={() => onChange(clamp(value + step))}\n size={36}\n />\n </div>\n );\n}\n\n// ── Trades, claims, history ──────────────────────────────────────────────────────────────────\n\nfunction Trades({\n mine,\n onDone,\n}: {\n mine: MarketplaceMyStateResponse | null;\n onDone: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const celebrate = useCelebrate();\n const incoming = mine?.IncomingTrades ?? [];\n const outgoing = mine?.OutgoingTrades ?? [];\n const answer = async (offer: MarketplaceOfferView, accept: boolean) => {\n const res = await client.marketplace.respondDirectTrade(\n offer.OfferID!,\n accept,\n );\n if (!res.ok) return toast(errorText(res.error), \"error\");\n if (accept && offer.GoodsItemID)\n celebrate([\n {\n kind: \"item\",\n id: offer.GoodsItemID,\n amount: Number(offer.GoodsAmount ?? 1),\n },\n ]);\n onDone();\n };\n if (incoming.length + outgoing.length === 0)\n return <EmptyState glyph=\"swords\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {incoming.map((o) => (\n <Card key={o.OfferID!} highlight style={{ display: \"grid\", gap: 8 }}>\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 10 }}>\n {o.GoodsItemID ? (\n <ItemTile itemID={o.GoodsItemID} size={52} />\n ) : null}\n <div style={{ flex: 1 }}>\n <div style={{ ...outlined, fontSize: 14 }}>\n {o.GoodsItemID ? catalog.itemName(o.GoodsItemID) : \"\"}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"from\")}{\" \"}\n {o.CreatorPublicData?.Username ??\n String(o.CreatorUserID ?? \"\").slice(-6)}{\" \"}\n ·{\" \"}\n {bundleLines(o.Price as never).length ? t(\"wants\") : t(\"gift\")}\n </div>\n </div>\n <ResourceList lines={bundleLines(o.Price as never)} />\n </div>\n <div\n style={{ display: \"grid\", gridTemplateColumns: \"1fr 1fr\", gap: 8 }}\n >\n <Button tone=\"grey\" size=\"sm\" onClick={() => void answer(o, false)}>\n {t(\"decline\")}\n </Button>\n <Button tone=\"green\" size=\"sm\" onClick={() => void answer(o, true)}>\n {t(\"accept\")}\n </Button>\n </div>\n </Card>\n ))}\n {outgoing.map((o, i) => (\n <OfferRow\n key={o.OfferID!}\n offer={o}\n index={i}\n onPick={() =>\n void client.marketplace\n .cancelDirectTrade(o.OfferID!)\n .then(() => onDone())\n }\n />\n ))}\n </div>\n );\n}\n\nfunction Claims({\n offers,\n onDone,\n}: {\n offers: MarketplaceOfferView[];\n onDone: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const celebrate = useCelebrate();\n const toast = useToast();\n const [busy, setBusy] = useState<string | null>(null);\n const claim = async (offer: MarketplaceOfferView | null) => {\n setBusy(offer?.OfferID ?? \"all\");\n const res = offer\n ? offer.OfferType === \"Auction\"\n ? await client.marketplace.claimAuction(offer.OfferID!)\n : await client.marketplace.claimBack(offer.OfferID!)\n : await client.marketplace.claimBack();\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n celebrate(grantedBy(res.data));\n onDone();\n };\n if (offers.length === 0) return <EmptyState glyph=\"gift\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {offers.length > 1 ? (\n <Button\n tone=\"gold\"\n attract\n busy={busy === \"all\"}\n onClick={() => void claim(null)}\n >\n {t(\"claimAll\")}\n </Button>\n ) : null}\n {offers.map((o, i) => (\n <div\n key={o.OfferID!}\n style={{\n display: \"grid\",\n gridTemplateColumns: \"1fr auto\",\n gap: 8,\n alignItems: \"center\",\n }}\n >\n <OfferRow offer={o} index={i} onPick={() => void claim(o)} />\n <Button\n tone=\"gold\"\n size=\"sm\"\n busy={busy === o.OfferID}\n onClick={() => void claim(o)}\n >\n {t(\"claim\")}\n </Button>\n </div>\n ))}\n </div>\n );\n}\n\nfunction History(): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const me = client.auth.context?.userID;\n const [entries, setEntries] = useState<MarketplaceHistoryEntryView[] | null>(\n null,\n );\n useEffect(() => {\n void client.marketplace\n .getHistory()\n .then((res) => setEntries(res.ok ? (res.data.Entries ?? []) : []));\n }, [client]);\n if (!entries)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (entries.length === 0)\n return <EmptyState glyph=\"clock\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {entries.map((e, i) => (\n <Card\n key={e.OfferID ?? i}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n padding: 10,\n ...stagger(i),\n }}\n >\n {e.GoodsItemID ? (\n <ItemTile\n itemID={e.GoodsItemID}\n count={Number(e.GoodsAmount ?? 1)}\n size={48}\n />\n ) : null}\n <div style={{ flex: 1 }}>\n <div style={{ ...outlined, fontSize: 14 }}>\n {e.GoodsItemID ? catalog.itemName(e.GoodsItemID) : \"\"}\n </div>\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: e.SellerUserID === me ? v.green : v.gold,\n }}\n >\n {e.SellerUserID === me ? t(\"sold\") : t(\"bought\")}\n </div>\n </div>\n <ResourceList lines={bundleLines(e.PricePaid as never)} size={16} />\n </Card>\n ))}\n </div>\n );\n}\n\n// ── Selling ──────────────────────────────────────────────────────────────────────────────────\n\nfunction SellPopup({\n defs,\n onDone,\n onClose,\n}: {\n defs: MarketplaceDefinitions;\n onDone: () => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const [picked, setPicked] = useState<SellableItem | null>(null);\n const items = catalog.items as Map<\n string,\n ItemDefinitionView & { CatalogID?: string; IsTradable?: boolean | null }\n >;\n const sellable = sellableItems(state?.InventoryV2 as never, items);\n const currencies = tradableCurrencies(catalog.currencies as never);\n const [kind, setKind] = useState<\"listing\" | \"auction\">(\"listing\");\n const [amount, setAmount] = useState(1);\n const [currency, setCurrency] = useState(currencies[0] ?? \"CO\");\n const [price, setPrice] = useState(100);\n const durations =\n kind === \"listing\" ? listingDurations(defs) : auctionDurations(defs);\n const [hours, setHours] = useState(durations[0] ?? 24);\n const auctionsOn = defs.Auctions?.Enabled !== false;\n\n if (!picked)\n return (\n <Popup title={t(\"pickItem\")} onClose={onClose} width={480}>\n {currencies.length === 0 ? (\n <EmptyState glyph=\"market\" text={t(\"noTradableCurrency\")} />\n ) : sellable.length === 0 ? (\n <EmptyState glyph=\"market\" text={t(\"nothingToSell\")} />\n ) : (\n <div\n style={{\n display: \"flex\",\n flexWrap: \"wrap\",\n gap: 10,\n justifyContent: \"center\",\n }}\n >\n {sellable.map((s) => (\n <ItemTile\n key={s.itemID}\n itemID={s.itemID}\n count={s.amount}\n size={72}\n onClick={() => setPicked(s)}\n />\n ))}\n </div>\n )}\n </Popup>\n );\n\n const create = () =>\n kind === \"listing\"\n ? client.marketplace.createListing(\n picked.itemID,\n picked.catalogID,\n picked.instances.length ? 1 : amount,\n priceBundle(currency, price) as never,\n hours,\n picked.instances.length ? [picked.instances[0]!] : undefined,\n )\n : client.marketplace.createAuction(\n picked.itemID,\n picked.catalogID,\n picked.instances.length ? 1 : amount,\n \"VirtualCurrency\" as never,\n price,\n hours,\n {\n bidCurrencyID: currency,\n itemInstanceIDs: picked.instances.length\n ? [picked.instances[0]!]\n : undefined,\n },\n );\n\n return (\n <Popup\n title={catalog.itemName(picked.itemID)}\n onClose={onClose}\n width={440}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\" }}>\n <ItemTile\n itemID={picked.itemID}\n count={picked.instances.length ? 1 : amount}\n size={88}\n />\n </div>\n {auctionsOn ? (\n <Tabs\n tabs={[\n { id: \"listing\", label: t(\"listing\") },\n { id: \"auction\", label: t(\"auction\") },\n ]}\n value={kind}\n onChange={(k) => {\n setKind(k);\n setHours(\n (k === \"listing\"\n ? listingDurations(defs)\n : auctionDurations(defs))[0] ?? 24,\n );\n }}\n />\n ) : null}\n {picked.instances.length === 0 && picked.amount > 1 ? (\n <Field label={t(\"amount\")}>\n <Stepper\n value={amount}\n min={1}\n max={picked.amount}\n onChange={setAmount}\n />\n </Field>\n ) : null}\n <Field label={kind === \"listing\" ? t(\"price\") : t(\"startingBid\")}>\n {currencies.length > 1 ? (\n <Tabs\n tabs={currencies.map((c) => ({\n id: c,\n label: catalog.currencyName(c),\n glyph: catalog.iconOf({ kind: \"currency\", id: c, amount: 0 }),\n }))}\n value={currency}\n onChange={setCurrency}\n />\n ) : null}\n <Stepper value={price} min={1} onChange={setPrice} />\n </Field>\n <Field label={t(\"duration\")}>\n <Tabs\n tabs={durations.map((h) => ({\n id: String(h),\n label: `${h} ${t(\"hours\")}`,\n }))}\n value={String(hours)}\n onChange={(h) => setHours(Number(h))}\n />\n </Field>\n {commissionPercent(defs) > 0 ? (\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"commission\")}: {commissionPercent(defs)}%\n </div>\n ) : null}\n <Act label={t(\"create\")} tone=\"gold\" run={create} onDone={onDone} />\n </Popup>\n );\n}\n\nfunction Field({\n label,\n children,\n}: {\n label: string;\n children: ReactNode;\n}): ReactNode {\n return (\n <div style={{ display: \"grid\", gap: 6 }}>\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>{label}</div>\n {children}\n </div>\n );\n}\n"
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"content": "import { useCallback, useEffect, useState, type ReactNode } from \"react\";\nimport type {\n MarketplaceDefinitions,\n MarketplaceGroupedOfferView,\n MarketplaceHistoryEntryView,\n MarketplaceMyStateResponse,\n MarketplaceOfferView,\n} from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n IconButton,\n ItemTile,\n Popup,\n ResourceList,\n Spinner,\n Tabs,\n Timer,\n bundleLines,\n canAfford,\n errorText,\n formatAmount,\n grantedBy,\n outlined,\n panel,\n plural,\n useCatalog,\n useCelebrate,\n useNow,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n v,\n type ItemDefinitionView,\n} from \"@idosgames/react/ui\";\nimport {\n auctionDurations,\n commissionPercent,\n listingDurations,\n minNextBid,\n offerPrice,\n groupCounts,\n priceBundle,\n sellableItems,\n sortOffers,\n tradableCurrencies,\n type SellableItem,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The marketplace (Unity Alikhan/Marketplace): a window of tabs — the market by item, my lots, my\n// bids, trades, things to claim, history — and everything with detail in popups: an item's lots, one\n// lot (buy / bid / take back), and selling (pick an item → listing or auction → price and duration).\n// The server holds every escrow and settles every trade.\n\ntype Tab = \"market\" | \"mine\" | \"bids\" | \"trades\" | \"claims\" | \"history\";\n\nexport function makeMarketplaceScreen(features: FeatureRegistry) {\n return function MarketplaceScreen(_: FeatureScreenProps): ReactNode {\n return <Marketplace features={features} />;\n };\n}\n\nfunction Marketplace({ features }: { features: FeatureRegistry }): ReactNode {\n const client = useIDosGamesClient();\n const [defs, setDefs] = useState<{\n defs: MarketplaceDefinitions | null;\n open: boolean;\n } | null>(null);\n const [mine, setMine] = useState<MarketplaceMyStateResponse | null>(null);\n const [tab, setTab] = useState<Tab>(\"market\");\n const [selling, setSelling] = useState(false);\n const [offer, setOffer] = useState<MarketplaceOfferView | null>(null);\n const [itemID, setItemID] = useState<string | null>(null);\n const [version, setVersion] = useState(0);\n\n const loadMine = useCallback(async () => {\n const res = await client.marketplace.getMyState();\n if (res.ok) {\n setMine(res.data);\n features.setBadge(\n \"marketplace\",\n (res.data.Claimables?.length ?? 0) +\n (res.data.IncomingTrades?.length ?? 0),\n );\n }\n }, [client, features]);\n\n useEffect(() => {\n void client.marketplace.getDefinitions().then((res) =>\n setDefs(\n res.ok\n ? {\n defs: res.data.Definitions ?? null,\n open:\n res.data.IsOpenNow !== false && res.data.GatePassed !== false,\n }\n : { defs: null, open: false },\n ),\n );\n void client.cache.ensureState([\"InventoryV2\"], { maxAgeMs: 60_000 });\n void loadMine();\n }, [client, loadMine]);\n\n const refresh = () => {\n setVersion((n) => n + 1);\n void loadMine();\n };\n\n if (!defs)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (!defs.defs || defs.defs.Enabled === false)\n return <EmptyState glyph=\"market\" text={t(\"disabled\")} />;\n\n const tabs: Array<{ id: Tab; label: string; badge?: number }> = [\n { id: \"market\", label: t(\"market\") },\n { id: \"mine\", label: t(\"myLots\"), badge: 0 },\n { id: \"bids\", label: t(\"myBids\") },\n ...((mine?.IncomingTrades?.length ?? 0) +\n (mine?.OutgoingTrades?.length ?? 0) >\n 0\n ? [\n {\n id: \"trades\" as const,\n label: t(\"trades\"),\n badge: mine?.IncomingTrades?.length ?? 0,\n },\n ]\n : []),\n { id: \"claims\", label: t(\"claims\"), badge: mine?.Claimables?.length ?? 0 },\n { id: \"history\", label: t(\"history\") },\n ];\n\n return (\n // minmax(0, 1fr): the tab row scrolls instead of widening the column past the screen.\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 14,\n }}\n >\n {!defs.open ? (\n <div\n style={{\n ...panel,\n padding: 10,\n ...outlined,\n fontSize: 13,\n textAlign: \"center\",\n color: v.gold,\n }}\n >\n {t(\"closed\")}\n </div>\n ) : null}\n <div style={{ display: \"flex\", gap: 10, alignItems: \"center\" }}>\n <div style={{ flex: 1, minWidth: 0 }}>\n <Tabs tabs={tabs} value={tab} onChange={setTab} />\n </div>\n <Button\n tone=\"gold\"\n size=\"sm\"\n disabled={!defs.open}\n onClick={() => setSelling(true)}\n data-tutorial-anchor=\"market:sell\"\n >\n <Icon glyph=\"plus\" size={16} /> {t(\"sell\")}\n </Button>\n </div>\n <div key={`${tab}:${version}`}>\n {tab === \"market\" ? <MarketTab onPick={setItemID} /> : null}\n {tab === \"mine\" ? (\n <OfferList\n offers={[...(mine?.MyOffers ?? []), ...(mine?.MyBuyOrders ?? [])]}\n onPick={setOffer}\n />\n ) : null}\n {tab === \"bids\" ? (\n <OfferList offers={mine?.MyBids ?? []} onPick={setOffer} />\n ) : null}\n {tab === \"trades\" ? <Trades mine={mine} onDone={refresh} /> : null}\n {tab === \"claims\" ? (\n <Claims offers={mine?.Claimables ?? []} onDone={refresh} />\n ) : null}\n {tab === \"history\" ? <History /> : null}\n </div>\n {itemID ? (\n <ItemOffersPopup\n itemID={itemID}\n version={version}\n onPick={(o) => setOffer(o)}\n onClose={() => setItemID(null)}\n />\n ) : null}\n {offer ? (\n <OfferPopup\n offer={offer}\n defs={defs.defs}\n onDone={refresh}\n onClose={() => setOffer(null)}\n />\n ) : null}\n {selling ? (\n <SellPopup\n defs={defs.defs}\n onDone={refresh}\n onClose={() => setSelling(false)}\n />\n ) : null}\n </div>\n );\n}\n\n// ── Market ───────────────────────────────────────────────────────────────────────────────────\n\nfunction MarketTab({\n onPick,\n}: {\n onPick: (itemID: string) => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const [groups, setGroups] = useState<MarketplaceGroupedOfferView[] | null>(\n null,\n );\n useEffect(() => {\n void client.marketplace\n .getGroupedOffers()\n .then((res) => setGroups(res.ok ? (res.data.Groups ?? []) : []));\n }, [client]);\n if (!groups)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n const items = groups.filter((g) => g.GoodsItemID);\n if (items.length === 0)\n return <EmptyState glyph=\"market\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {items.map((g, i) => (\n <Card\n key={g.GoodsItemID!}\n onClick={() => onPick(g.GoodsItemID!)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 12,\n padding: 10,\n ...stagger(i),\n }}\n >\n <ItemTile itemID={g.GoodsItemID!} size={56} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.itemName(g.GoodsItemID!)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {countsLine(groupCounts(g))}\n </div>\n </div>\n </Card>\n ))}\n </div>\n );\n}\n\nfunction countsLine({\n listings,\n auctions,\n}: {\n listings: number;\n auctions: number;\n}): string {\n return [\n listings > 0\n ? `${formatAmount(listings)} ${plural(listings, t(\"lots\"))}`\n : \"\",\n auctions > 0\n ? `${formatAmount(auctions)} ${plural(auctions, t(\"auctions\"))}`\n : \"\",\n ]\n .filter(Boolean)\n .join(\" · \");\n}\n\nfunction OfferRow({\n offer,\n onPick,\n index,\n}: {\n offer: MarketplaceOfferView;\n onPick: (o: MarketplaceOfferView) => void;\n index: number;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const now = useNow();\n const me = client.auth.context?.userID;\n const auction = offer.OfferType === \"Auction\";\n const bid = Number(\n offer.Auction?.CurrentBid ?? offer.Auction?.StartingBid ?? 0,\n );\n const bidLine = offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\" as const,\n id: offer.Auction.BidCurrencyID,\n amount: bid,\n },\n ]\n : [];\n return (\n <Card\n onClick={() => onPick(offer)}\n highlight={auction && offer.Auction?.CurrentBidderID === me}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 12,\n padding: 10,\n ...stagger(index),\n }}\n >\n {offer.GoodsItemID ? (\n <ItemTile\n itemID={offer.GoodsItemID}\n count={Number(offer.GoodsAmount ?? 1)}\n size={52}\n />\n ) : (\n <Icon glyph=\"coin\" size={40} />\n )}\n <div style={{ flex: 1, minWidth: 0, display: \"grid\", gap: 2 }}>\n <span style={{ ...outlined, fontSize: 14 }}>\n {offer.GoodsItemID\n ? catalog.itemName(offer.GoodsItemID)\n : offer.GoodsCurrencyID}\n </span>\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {auction\n ? t(\"auction\")\n : offer.OfferType === \"Listing\"\n ? t(\"listing\")\n : offer.OfferType}{\" \"}\n ·{\" \"}\n {offer.CreatorUserID === me\n ? t(\"you\")\n : (offer.CreatorPublicData?.Username ??\n `${t(\"seller\")} ${String(offer.CreatorUserID ?? \"\").slice(-4)}`)}\n </span>\n {offer.ExpiresAt ? (\n <Timer at={offer.ExpiresAt} now={now} label={t(\"endsIn\")} />\n ) : null}\n </div>\n <ResourceList lines={auction ? bidLine : offerPrice(offer)} size={18} />\n </Card>\n );\n}\n\nfunction OfferList({\n offers,\n onPick,\n}: {\n offers: MarketplaceOfferView[];\n onPick: (o: MarketplaceOfferView) => void;\n}): ReactNode {\n if (offers.length === 0)\n return <EmptyState glyph=\"market\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {offers.map((o, i) => (\n <OfferRow key={o.OfferID ?? i} offer={o} onPick={onPick} index={i} />\n ))}\n </div>\n );\n}\n\n// `version` bumps after any trade on the screen: the list re-reads, so a bought or withdrawn lot leaves it.\nfunction ItemOffersPopup({\n itemID,\n version,\n onPick,\n onClose,\n}: {\n itemID: string;\n version: number;\n onPick: (o: MarketplaceOfferView) => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const [offers, setOffers] = useState<MarketplaceOfferView[] | null>(null);\n useEffect(() => {\n void client.marketplace\n .getOffersByItem(itemID)\n .then((res) =>\n setOffers(res.ok ? sortOffers(res.data.Offers ?? []) : []),\n );\n }, [client, itemID, version]);\n return (\n <Popup title={catalog.itemName(itemID)} onClose={onClose} width={480}>\n {offers === null ? (\n <Center minHeight={120}>\n <Spinner />\n </Center>\n ) : (\n <OfferList offers={offers} onPick={onPick} />\n )}\n </Popup>\n );\n}\n\n// ── One lot ──────────────────────────────────────────────────────────────────────────────────\n\nfunction OfferPopup({\n offer,\n defs,\n onDone,\n onClose,\n}: {\n offer: MarketplaceOfferView;\n defs: MarketplaceDefinitions;\n onDone: () => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const state = useUserState();\n const now = useNow();\n const me = client.auth.context?.userID;\n const own = offer.CreatorUserID === me;\n const auction = offer.OfferType === \"Auction\";\n const ended = offer.ExpiresAt\n ? new Date(offer.ExpiresAt).getTime() <= now\n : false;\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n const price = offerPrice(offer);\n const [bid, setBid] = useState(minNextBid(offer, defs));\n const bidLine = offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\" as const,\n id: offer.Auction.BidCurrencyID,\n amount: bid,\n },\n ]\n : [];\n\n return (\n <Popup\n title={\n offer.GoodsItemID ? catalog.itemName(offer.GoodsItemID) : t(\"market\")\n }\n onClose={onClose}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 8 }}>\n {offer.GoodsItemID ? (\n <ItemTile\n itemID={offer.GoodsItemID}\n count={Number(offer.GoodsAmount ?? 1)}\n size={96}\n />\n ) : null}\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {auction ? t(\"auction\") : t(\"listing\")} ·{\" \"}\n {own ? t(\"you\") : (offer.CreatorPublicData?.Username ?? t(\"seller\"))}\n </div>\n {offer.ExpiresAt ? (\n <Timer at={offer.ExpiresAt} now={now} label={t(\"endsIn\")} />\n ) : null}\n {auction ? (\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}>\n <span style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {offer.Auction?.CurrentBidderID\n ? t(\"currentBid\")\n : t(\"startingBid\")}\n </span>\n <ResourceList\n lines={\n offer.Auction?.BidCurrencyID\n ? [\n {\n kind: \"currency\",\n id: offer.Auction.BidCurrencyID,\n amount: Number(\n offer.Auction.CurrentBid ??\n offer.Auction.StartingBid ??\n 0,\n ),\n },\n ]\n : []\n }\n size={24}\n />\n {offer.Auction?.CurrentBidderID === me ? (\n <span style={{ ...outlined, fontSize: 13, color: v.green }}>\n {t(\"leading\")}\n </span>\n ) : null}\n </div>\n ) : (\n <ResourceList lines={price} size={24} />\n )}\n </div>\n {own ? (\n auction ? (\n ended ? (\n <Act\n label={t(\"claim\")}\n tone=\"gold\"\n run={() => client.marketplace.claimAuction(offer.OfferID!)}\n onDone={onDone}\n />\n ) : (\n // An auction runs to its end: bids are escrowed, so the seller cannot pull it.\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"auctionRuns\")}\n </div>\n )\n ) : (\n <Act\n label={t(\"cancel\")}\n tone=\"grey\"\n run={() => client.marketplace.cancelListing(offer.OfferID!)}\n onDone={onDone}\n />\n )\n ) : auction ? (\n ended ? (\n <Act\n label={t(\"claim\")}\n tone=\"gold\"\n run={() => client.marketplace.claimAuction(offer.OfferID!)}\n onDone={onDone}\n />\n ) : (\n <>\n <Stepper\n value={bid}\n min={minNextBid(offer, defs)}\n onChange={setBid}\n />\n <Act\n label={\n <>\n {t(\"bid\")} <ResourceList lines={bidLine} size={18} />\n </>\n }\n tone=\"gold\"\n disabled={!canAfford(bidLine, balances)}\n run={() => client.marketplace.placeBid(offer.OfferID!, bid)}\n onDone={onDone}\n sound=\"purchase\"\n />\n </>\n )\n ) : (\n <Act\n label={\n <>\n {t(\"buy\")} <ResourceList lines={price} size={18} />\n </>\n }\n tone=\"gold\"\n disabled={!canAfford(price, balances)}\n run={() => client.marketplace.buy(offer.OfferID!)}\n onDone={onDone}\n sound=\"purchase\"\n celebrateGoods={offer}\n />\n )}\n </Popup>\n );\n}\n\ntype Result =\n { ok: true; data: unknown } | { ok: false; error?: string | null };\n\n/** A button that runs one marketplace call, then closes the popup and celebrates what came in. */\nfunction Act({\n label,\n tone,\n run,\n onDone,\n disabled = false,\n sound = \"claim\",\n celebrateGoods,\n}: {\n label: ReactNode;\n tone: \"gold\" | \"grey\" | \"green\" | \"red\";\n run: () => Promise<Result>;\n onDone: () => void;\n disabled?: boolean;\n sound?: \"claim\" | \"purchase\";\n celebrateGoods?: MarketplaceOfferView;\n}): ReactNode {\n const close = usePopupClose();\n const celebrate = useCelebrate();\n const toast = useToast();\n const play = useSound();\n const [busy, setBusy] = useState(false);\n return (\n <Button\n tone={tone}\n size=\"lg\"\n disabled={disabled}\n busy={busy}\n onClick={() => {\n setBusy(true);\n void run().then((res) => {\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n play(sound);\n close();\n onDone();\n const granted = grantedBy(res.data);\n if (granted.length > 0) celebrate(granted);\n else if (celebrateGoods?.GoodsItemID)\n celebrate([\n {\n kind: \"item\",\n id: celebrateGoods.GoodsItemID,\n amount: Number(celebrateGoods.GoodsAmount ?? 1),\n },\n ]);\n });\n }}\n >\n {label}\n </Button>\n );\n}\n\nfunction Stepper({\n value,\n min,\n onChange,\n max,\n}: {\n value: number;\n min: number;\n onChange: (n: number) => void;\n max?: number;\n}): ReactNode {\n const clamp = (n: number) =>\n Math.max(min, max !== undefined ? Math.min(max, n) : n);\n const step = Math.max(1, Math.round(value * 0.1));\n return (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n justifyContent: \"center\",\n }}\n >\n <IconButton\n glyph=\"back\"\n label=\"-\"\n onClick={() => onChange(clamp(value - step))}\n size={36}\n />\n <input\n type=\"number\"\n inputMode=\"numeric\"\n value={value}\n min={min}\n max={max}\n onChange={(e) =>\n onChange(clamp(Math.floor(Number(e.target.value) || min)))\n }\n style={{\n width: 110,\n textAlign: \"center\",\n padding: \"8px 10px\",\n borderRadius: 12,\n border: `2px solid ${v.panelEdge}`,\n background: v.wellSoft,\n color: v.text,\n fontFamily: v.font,\n fontSize: 18,\n fontWeight: 800,\n }}\n />\n <IconButton\n glyph=\"plus\"\n label=\"+\"\n onClick={() => onChange(clamp(value + step))}\n size={36}\n />\n </div>\n );\n}\n\n// ── Trades, claims, history ──────────────────────────────────────────────────────────────────\n\nfunction Trades({\n mine,\n onDone,\n}: {\n mine: MarketplaceMyStateResponse | null;\n onDone: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const celebrate = useCelebrate();\n const incoming = mine?.IncomingTrades ?? [];\n const outgoing = mine?.OutgoingTrades ?? [];\n const answer = async (offer: MarketplaceOfferView, accept: boolean) => {\n const res = await client.marketplace.respondDirectTrade(\n offer.OfferID!,\n accept,\n );\n if (!res.ok) return toast(errorText(res.error), \"error\");\n if (accept && offer.GoodsItemID)\n celebrate([\n {\n kind: \"item\",\n id: offer.GoodsItemID,\n amount: Number(offer.GoodsAmount ?? 1),\n },\n ]);\n onDone();\n };\n if (incoming.length + outgoing.length === 0)\n return <EmptyState glyph=\"swords\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {incoming.map((o) => (\n <Card key={o.OfferID!} highlight style={{ display: \"grid\", gap: 8 }}>\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 10 }}>\n {o.GoodsItemID ? (\n <ItemTile itemID={o.GoodsItemID} size={52} />\n ) : null}\n <div style={{ flex: 1 }}>\n <div style={{ ...outlined, fontSize: 14 }}>\n {o.GoodsItemID ? catalog.itemName(o.GoodsItemID) : \"\"}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"from\")}{\" \"}\n {o.CreatorPublicData?.Username ??\n String(o.CreatorUserID ?? \"\").slice(-6)}{\" \"}\n ·{\" \"}\n {bundleLines(o.Price as never).length ? t(\"wants\") : t(\"gift\")}\n </div>\n </div>\n <ResourceList lines={bundleLines(o.Price as never)} />\n </div>\n <div\n style={{ display: \"grid\", gridTemplateColumns: \"1fr 1fr\", gap: 8 }}\n >\n <Button tone=\"grey\" size=\"sm\" onClick={() => void answer(o, false)}>\n {t(\"decline\")}\n </Button>\n <Button tone=\"green\" size=\"sm\" onClick={() => void answer(o, true)}>\n {t(\"accept\")}\n </Button>\n </div>\n </Card>\n ))}\n {outgoing.map((o, i) => (\n <OfferRow\n key={o.OfferID!}\n offer={o}\n index={i}\n onPick={() =>\n void client.marketplace\n .cancelDirectTrade(o.OfferID!)\n .then(() => onDone())\n }\n />\n ))}\n </div>\n );\n}\n\nfunction Claims({\n offers,\n onDone,\n}: {\n offers: MarketplaceOfferView[];\n onDone: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const celebrate = useCelebrate();\n const toast = useToast();\n const [busy, setBusy] = useState<string | null>(null);\n const claim = async (offer: MarketplaceOfferView | null) => {\n setBusy(offer?.OfferID ?? \"all\");\n const res = offer\n ? offer.OfferType === \"Auction\"\n ? await client.marketplace.claimAuction(offer.OfferID!)\n : await client.marketplace.claimBack(offer.OfferID!)\n : await client.marketplace.claimBack();\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n celebrate(grantedBy(res.data));\n onDone();\n };\n if (offers.length === 0) return <EmptyState glyph=\"gift\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {offers.length > 1 ? (\n <Button\n tone=\"gold\"\n attract\n busy={busy === \"all\"}\n onClick={() => void claim(null)}\n >\n {t(\"claimAll\")}\n </Button>\n ) : null}\n {offers.map((o, i) => (\n <div\n key={o.OfferID!}\n style={{\n display: \"grid\",\n gridTemplateColumns: \"1fr auto\",\n gap: 8,\n alignItems: \"center\",\n }}\n >\n <OfferRow offer={o} index={i} onPick={() => void claim(o)} />\n <Button\n tone=\"gold\"\n size=\"sm\"\n busy={busy === o.OfferID}\n onClick={() => void claim(o)}\n >\n {t(\"claim\")}\n </Button>\n </div>\n ))}\n </div>\n );\n}\n\nfunction History(): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const me = client.auth.context?.userID;\n const [entries, setEntries] = useState<MarketplaceHistoryEntryView[] | null>(\n null,\n );\n useEffect(() => {\n void client.marketplace\n .getHistory()\n .then((res) => setEntries(res.ok ? (res.data.Entries ?? []) : []));\n }, [client]);\n if (!entries)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (entries.length === 0)\n return <EmptyState glyph=\"clock\" text={t(\"empty\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {entries.map((e, i) => (\n <Card\n key={e.OfferID ?? i}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n padding: 10,\n ...stagger(i),\n }}\n >\n {e.GoodsItemID ? (\n <ItemTile\n itemID={e.GoodsItemID}\n count={Number(e.GoodsAmount ?? 1)}\n size={48}\n />\n ) : null}\n <div style={{ flex: 1 }}>\n <div style={{ ...outlined, fontSize: 14 }}>\n {e.GoodsItemID ? catalog.itemName(e.GoodsItemID) : \"\"}\n </div>\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: e.SellerUserID === me ? v.green : v.gold,\n }}\n >\n {e.SellerUserID === me ? t(\"sold\") : t(\"bought\")}\n </div>\n </div>\n <ResourceList lines={bundleLines(e.PricePaid as never)} size={16} />\n </Card>\n ))}\n </div>\n );\n}\n\n// ── Selling ──────────────────────────────────────────────────────────────────────────────────\n\nfunction SellPopup({\n defs,\n onDone,\n onClose,\n}: {\n defs: MarketplaceDefinitions;\n onDone: () => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const [picked, setPicked] = useState<SellableItem | null>(null);\n const items = catalog.items as Map<\n string,\n ItemDefinitionView & { CatalogID?: string; IsTradable?: boolean | null }\n >;\n const sellable = sellableItems(state?.InventoryV2 as never, items);\n const currencies = tradableCurrencies(catalog.currencies as never);\n const [kind, setKind] = useState<\"listing\" | \"auction\">(\"listing\");\n const [amount, setAmount] = useState(1);\n const [currency, setCurrency] = useState(currencies[0] ?? \"CO\");\n const [price, setPrice] = useState(100);\n const durations =\n kind === \"listing\" ? listingDurations(defs) : auctionDurations(defs);\n const [hours, setHours] = useState(durations[0] ?? 24);\n const auctionsOn = defs.Auctions?.Enabled !== false;\n\n if (!picked)\n return (\n <Popup title={t(\"pickItem\")} onClose={onClose} width={480}>\n {currencies.length === 0 ? (\n <EmptyState glyph=\"market\" text={t(\"noTradableCurrency\")} />\n ) : sellable.length === 0 ? (\n <EmptyState glyph=\"market\" text={t(\"nothingToSell\")} />\n ) : (\n <div\n style={{\n display: \"flex\",\n flexWrap: \"wrap\",\n gap: 10,\n justifyContent: \"center\",\n }}\n >\n {sellable.map((s) => (\n <ItemTile\n key={s.itemID}\n itemID={s.itemID}\n count={s.amount}\n size={72}\n onClick={() => setPicked(s)}\n />\n ))}\n </div>\n )}\n </Popup>\n );\n\n const create = () =>\n kind === \"listing\"\n ? client.marketplace.createListing(\n picked.itemID,\n picked.catalogID,\n picked.instances.length ? 1 : amount,\n priceBundle(currency, price) as never,\n hours,\n picked.instances.length ? [picked.instances[0]!] : undefined,\n )\n : client.marketplace.createAuction(\n picked.itemID,\n picked.catalogID,\n picked.instances.length ? 1 : amount,\n \"VirtualCurrency\" as never,\n price,\n hours,\n {\n bidCurrencyID: currency,\n itemInstanceIDs: picked.instances.length\n ? [picked.instances[0]!]\n : undefined,\n },\n );\n\n return (\n <Popup\n title={catalog.itemName(picked.itemID)}\n onClose={onClose}\n width={440}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\" }}>\n <ItemTile\n itemID={picked.itemID}\n count={picked.instances.length ? 1 : amount}\n size={88}\n />\n </div>\n {auctionsOn ? (\n <Tabs\n tabs={[\n { id: \"listing\", label: t(\"listing\") },\n { id: \"auction\", label: t(\"auction\") },\n ]}\n value={kind}\n onChange={(k) => {\n setKind(k);\n setHours(\n (k === \"listing\"\n ? listingDurations(defs)\n : auctionDurations(defs))[0] ?? 24,\n );\n }}\n />\n ) : null}\n {picked.instances.length === 0 && picked.amount > 1 ? (\n <Field label={t(\"amount\")}>\n <Stepper\n value={amount}\n min={1}\n max={picked.amount}\n onChange={setAmount}\n />\n </Field>\n ) : null}\n <Field label={kind === \"listing\" ? t(\"price\") : t(\"startingBid\")}>\n {currencies.length > 1 ? (\n <Tabs\n tabs={currencies.map((c) => ({\n id: c,\n label: catalog.currencyName(c),\n glyph: catalog.iconOf({ kind: \"currency\", id: c, amount: 0 }),\n }))}\n value={currency}\n onChange={setCurrency}\n />\n ) : null}\n <Stepper value={price} min={1} onChange={setPrice} />\n </Field>\n <Field label={t(\"duration\")}>\n <Tabs\n tabs={durations.map((h) => ({\n id: String(h),\n label: `${h} ${t(\"hours\")}`,\n }))}\n value={String(hours)}\n onChange={(h) => setHours(Number(h))}\n />\n </Field>\n {commissionPercent(defs) > 0 ? (\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"commission\")}: {commissionPercent(defs)}%\n </div>\n ) : null}\n <Act label={t(\"create\")} tone=\"gold\" run={create} onDone={onDone} />\n </Popup>\n );\n}\n\nfunction Field({\n label,\n children,\n}: {\n label: string;\n children: ReactNode;\n}): ReactNode {\n return (\n <div style={{ display: \"grid\", gap: 6 }}>\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>{label}</div>\n {children}\n </div>\n );\n}\n"
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"content": "import { createElement, useEffect } from \"react\";\nimport {\n defineModule,\n type FeatureRegistry,\n type Module,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport { configSection } from \"@idosgames/react/ui\";\nimport { makeMarketplaceScreen } from \"./MarketplaceScreen\";\nimport { hasTitleData, marketplaceBadge } from \"./model\";\nimport { t } from \"./i18n\";\n\n// The marketplace as a feature of the game. Badge: things to claim (won lots, expired escrow) and\n// incoming trades waiting for an answer — read once at start and after every marketplace action.\nexport const marketplaceModule: Module = defineModule({\n id: \"marketplace\",\n meta: { name: \"Marketplace\", type: \"app\", engine: \"dom\" },\n setup(ctx) {\n ctx.features.register({\n id: \"marketplace\",\n label: t(\"title\"),\n icon: \"market\",\n group: \"economy\",\n order: 70,\n available: false,\n Screen: makeMarketplaceScreen(ctx.features),\n });\n ctx.features.setAvailable(\n
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"content": "import { createElement, useEffect } from \"react\";\nimport {\n defineModule,\n type FeatureRegistry,\n type Module,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport { configSection } from \"@idosgames/react/ui\";\nimport { makeMarketplaceScreen } from \"./MarketplaceScreen\";\nimport { hasTitleData, marketplaceBadge } from \"./model\";\nimport { t } from \"./i18n\";\n\n// The marketplace as a feature of the game. Badge: things to claim (won lots, expired escrow) and\n// incoming trades waiting for an answer — read once at start and after every marketplace action.\nexport const marketplaceModule: Module = defineModule({\n id: \"marketplace\",\n meta: { name: \"Marketplace\", type: \"app\", engine: \"dom\" },\n setup(ctx) {\n ctx.features.register({\n id: \"marketplace\",\n label: t(\"title\"),\n icon: \"market\",\n group: \"economy\",\n order: 70,\n available: false,\n Screen: makeMarketplaceScreen(ctx.features),\n });\n const decide = () =>\n ctx.features.setAvailable(\n \"marketplace\",\n hasTitleData(\n configSection<{ Enabled?: boolean | null }>(\n ctx.client,\n \"Marketplace\",\n ),\n ),\n \"the marketplace is not set up on the title, or switched off\",\n );\n decide();\n // The engine does not put Marketplace into the client's title config: read it once with its own\n // call (it lands in the same config section). Without this the tab never showed on any title.\n if (!configSection(ctx.client, \"Marketplace\"))\n void ctx.client.marketplace.getDefinitions().then(decide);\n ctx.registerPanel({\n id: \"badge\",\n slot: \"modal\",\n activeOnly: false,\n component: makeBadgeWatcher(ctx.features),\n });\n ctx.exposeToAgent({\n state: () => ({ ui: \"dom\", feature: \"marketplace\" }),\n describeActions: {},\n });\n },\n});\n\nfunction makeBadgeWatcher(features: FeatureRegistry) {\n return function MarketplaceBadge() {\n const client = useIDosGamesClient();\n useEffect(() => {\n // A title without the section has no marketplace — no request at all. The section arrives by\n // its own call (module setup), so the watcher starts once the definitions are in.\n let id: ReturnType<typeof setInterval> | null = null;\n const check = () =>\n void client.marketplace\n .getMyState()\n .then(\n (res) =>\n res.ok &&\n features.setBadge(\"marketplace\", marketplaceBadge(res.data)),\n );\n const start = () => {\n if (id || !hasTitleData(configSection(client, \"Marketplace\"))) return;\n check();\n id = setInterval(check, 5 * 60_000);\n };\n start();\n const off = client.on(\"marketplace:definitionsLoaded\", start);\n return () => {\n off();\n if (id) clearInterval(id);\n };\n }, [client]);\n return createElement(\"span\", { hidden: true });\n };\n}\n"
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"content": "// Pure helpers of the rooms system — covered by model.test.ts. No React, no network.\n\nimport type { MultiplayerGame } from \"@idosgames/module-sdk\";\n\n/** The title's Multiplayer section, as far as the rooms system cares. */\nexport interface MultiplayerSection {\n SystemState?: { Enabled?: boolean | null } | null;\n MaxPlayersPerRoom?: number | null;\n MemberTimeoutMs?: number | null;\n}\n\nexport interface RoomMember {\n UserID?: string | null;\n Username?: string | null;\n Ready?: boolean | null;\n IsHost?: boolean | null;\n LastSeenMs?: number | null;\n State?: Record<string, string> | null;\n}\n\nexport interface MemberRow {\n userID: string;\n name: string;\n host: boolean;\n ready: boolean;\n online: boolean;\n me: boolean;\n}\n\n/** The room's members: host first, then by name; a member silent past the timeout is offline. */\nexport function memberRows(\n members: Iterable<RoomMember> | null | undefined,\n me: string | null | undefined,\n hostId: string | null | undefined,\n nowMs: number,\n timeoutMs: number,\n): MemberRow[] {\n return [...(members ?? [])]\n .filter((m): m is RoomMember & { UserID: string } => !!m?.UserID)\n .map((m) => ({\n userID: m.UserID,\n name: m.Username || m.UserID,\n host: hostId ? m.UserID === hostId : m.IsHost === true,\n ready: m.Ready === true,\n online
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"content": "// Pure helpers of the rooms system — covered by model.test.ts. No React, no network.\n\nimport type { MultiplayerGame } from \"@idosgames/module-sdk\";\n\n/** The title's Multiplayer section, as far as the rooms system cares. */\nexport interface MultiplayerSection {\n SystemState?: { Enabled?: boolean | null } | null;\n MaxPlayersPerRoom?: number | null;\n MemberTimeoutMs?: number | null;\n}\n\nexport interface RoomMember {\n UserID?: string | null;\n Username?: string | null;\n Ready?: boolean | null;\n IsHost?: boolean | null;\n LastSeenMs?: number | null;\n State?: Record<string, string> | null;\n}\n\nexport interface MemberRow {\n userID: string;\n name: string;\n host: boolean;\n ready: boolean;\n online: boolean;\n me: boolean;\n}\n\n/** The room's members: host first, then by name; a member silent past the timeout is offline. */\nexport function memberRows(\n members: Iterable<RoomMember> | null | undefined,\n me: string | null | undefined,\n hostId: string | null | undefined,\n nowMs: number,\n timeoutMs: number,\n): MemberRow[] {\n return [...(members ?? [])]\n .filter((m): m is RoomMember & { UserID: string } => !!m?.UserID)\n .map((m) => ({\n userID: m.UserID,\n name: m.Username || m.UserID,\n host: hostId ? m.UserID === hostId : m.IsHost === true,\n ready: m.Ready === true,\n // The player looking at the list is online by definition (their own heartbeat in the local\n // snapshot is only as fresh as the last member refresh).\n online:\n m.UserID === me || !m.LastSeenMs || nowMs - m.LastSeenMs <= timeoutMs,\n me: m.UserID === me,\n }))\n .sort(\n (a, b) => Number(b.host) - Number(a.host) || a.name.localeCompare(b.name),\n );\n}\n\n// ── The host's member state: the game's settings and \"the game started\" ─────────────────────\n//\n// The server keeps a small string map per member. The host's map carries the room's settings\n// (`set:<id>`) from the moment the room is created, and `start` once \"Play\" is pressed — so a player\n// who joins later reads both from the snapshot, and a guest who missed the DataChannel message still\n// learns about the start from the next member refresh.\n\nexport const START_KEY = \"start\";\nconst SETTING_PREFIX = \"set:\";\n\n/** The room's settings as the host's member state stores them. */\nexport function settingsToState(\n settings: Record<string, string | boolean>,\n): Record<string, string> {\n const out: Record<string, string> = {};\n for (const [id, value] of Object.entries(settings))\n out[SETTING_PREFIX + id] =\n typeof value === \"boolean\" ? (value ? \"1\" : \"0\") : value;\n return out;\n}\n\n/** The room's settings read back from the host's member state, defaults filled in from the game. */\nexport function settingsFromState(\n game: Pick<MultiplayerGame, \"settings\"> | undefined,\n state: Record<string, string> | null | undefined,\n): Record<string, string | boolean> {\n const out: Record<string, string | boolean> = {};\n for (const field of game?.settings ?? []) {\n const raw = state?.[SETTING_PREFIX + field.id];\n out[field.id] =\n raw === undefined\n ? field.default\n : field.kind === \"toggle\"\n ? raw === \"1\"\n : field.options?.some((o) => o.value === raw)\n ? raw\n : field.default;\n }\n return out;\n}\n\n/** Default settings of a game (what \"Create a room\" starts with). */\nexport function defaultSettings(\n game: Pick<MultiplayerGame, \"settings\"> | undefined,\n): Record<string, string | boolean> {\n return settingsFromState(game, null);\n}\n\n/** The game mode the host started for the room (null — still in the lobby). */\nexport function startedMode(\n host: RoomMember | null | undefined,\n): string | null {\n return host?.State?.[START_KEY] || null;\n}\n\n// ── The lobby's own DataChannel message ──────────────────────────────────────────────────────\n//\n// \"Play\" reaches guests at once over the links the lobby already opened (the member-state poll of a\n// guest is slow on purpose). The game owns the channels only after it started, and the host sends\n// this before any game message, on the ordered channel — so a game never sees it.\n\nconst START_TAG = \"idos.lobby.start\";\n\nexport function encodeStart(mode: string): Uint8Array {\n return new TextEncoder().encode(JSON.stringify({ t: START_TAG, mode }));\n}\n\n/** The mode a lobby start message carries, or null for anything else. */\nexport function decodeStart(data: Uint8Array): string | null {\n if (data.length > 256 || data[0] !== 0x7b) return null;\n try {\n const msg = JSON.parse(new TextDecoder().decode(data)) as {\n t?: unknown;\n mode?: unknown;\n };\n return msg.t === START_TAG && typeof msg.mode === \"string\"\n ? msg.mode\n : null;\n } catch {\n return null;\n }\n}\n\n// ── Rooms list ───────────────────────────────────────────────────────────────────────────────\n\nexport interface ListedRoom {\n RoomID?: string | null;\n Name?: string | null;\n Mode?: string | null;\n MemberCount?: number | null;\n MaxPlayers?: number | null;\n}\n\n/** Rooms the player can see: only those of a game this app has; of one game when asked. */\nexport function visibleRooms(\n rooms: ListedRoom[],\n games: string[],\n onlyMode: string | null | undefined,\n): ListedRoom[] {\n return rooms.filter(\n (r) =>\n !!r.RoomID &&\n !!r.Mode &&\n games.includes(r.Mode) &&\n (!onlyMode || r.Mode === onlyMode),\n );\n}\n\n/** A join code the way players type it: letters and digits, upper case. */\nexport function cleanCode(value: string): string {\n return value\n .toUpperCase()\n .replace(/[^A-Z0-9]/g, \"\")\n .slice(0, 12);\n}\n\n/** A fresh private-room code: six letters and digits without look-alikes. */\nexport function newCode(random: () => number = Math.random): string {\n const abc = \"ABCDEFGHJKLMNPQRSTUVWXYZ23456789\";\n let out = \"\";\n for (let i = 0; i < 6; i++) out += abc[Math.floor(random() * abc.length)];\n return out;\n}\n\n/** Whether multiplayer is on for the title. */\nexport function hasTitleData(section: MultiplayerSection | undefined): boolean {\n return !!section && section.SystemState?.Enabled !== false;\n}\n"
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"content": "import {\n useCallback,\n useEffect,\n useMemo,\n useState,\n useSyncExternalStore,\n type ReactNode,\n} from \"react\";\nimport type { RoomListItem } from \"@idosgames/core\";\nimport type {\n FeatureScreenProps,\n ModeRegistry,\n MultiplayerGame,\n MultiplayerRegistry,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n Popup,\n SectionTitle,\n Spinner,\n configSection,\n errorText,\n outlined,\n panel,\n useNow,\n usePopupClose,\n useStagger,\n useToast,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n cleanCode,\n defaultSettings,\n memberRows,\n newCode,\n settingsFromState,\n visibleRooms,\n type MultiplayerSection,\n} from \"./model\";\nimport type { Rooms } from \"./rooms\";\nimport { t } from \"./i18n\";\n\n// The rooms system's screen (a lobby tab): the rooms of the games this app plays online, \"Create a\n// room\" for one of them, joining by code — and, once in a room, its members, \"Ready\", the room chat and\n// the host's \"Play\", which takes the whole room into the game. Opened with `{ mode }` it shows one\n// game's rooms (the lobby's \"With friends\"); with `{ mode, create: true }` straight on \"Create\" (a\n// game's \"Open for friends\").\n\nexport interface ScreenDeps {\n rooms: Rooms;\n games: MultiplayerRegistry;\n modes: ModeRegistry;\n}\n\nconst useGames = (games: MultiplayerRegistry) =>\n useSyncExternalStore(games.subscribe, games.listGames, games.listGames);\n\nexport function makeMultiplayerScreen(deps: ScreenDeps) {\n return function MultiplayerScreen({ args }: FeatureScreenProps): ReactNode {\n const state = useSyncExternalStore(\n deps.rooms.subscribe,\n deps.rooms.get,\n deps.rooms.get,\n );\n const mode = typeof args?.mode === \"string\" ? args.mode : null;\n return state.session ? (\n <Room deps={deps} />\n ) : (\n <Rooms deps={deps} mode={mode} create={args?.create === true} />\n );\n };\n}\n\n/** A game's label: its own, else its route's. */\nfunction gameLabel(\n game: MultiplayerGame | undefined,\n modes: ModeRegistry,\n mode: string | null | undefined,\n): string {\n return (\n game?.label ?? modes.list().find((m) => m.id === mode)?.label ?? mode ?? \"\"\n );\n}\n\n// ── The list of rooms ────────────────────────────────────────────────────────────────────────\n\nfunction Rooms({\n deps,\n mode,\n create,\n}: {\n deps: ScreenDeps;\n mode: string | null;\n create: boolean;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const stagger = useStagger();\n const games = useGames(deps.games);\n const [rooms, setRooms] = useState<RoomListItem[] | null>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const [popup, setPopup] = useState<\"create\" | \"code\" | null>(\n create ? \"create\" : null,\n );\n const modesList = useMemo(() => games.map((g) => g.mode), [games]);\n\n const load = useCallback(async () => {\n const res = await client.multiplayer.listRooms(0, 50);\n setRooms(res.ok ? (res.data.Rooms ?? []) : []);\n }, [client]);\n useEffect(() => {\n void load();\n const id = setInterval(() => void load(), 5_000);\n return () => clearInterval(id);\n }, [load]);\n\n const join = async (roomID: string, code?: string) => {\n setBusy(roomID);\n const error = await deps.rooms.join(roomID, code);\n setBusy(null);\n if (error)\n toast(\n error === \"inProgress\" ? t(\"inProgress\") : errorText(error),\n \"error\",\n );\n };\n\n const shown = visibleRooms(rooms ?? [], modesList, mode);\n const title = mode\n ? `${t(\"roomsOf\")} ${gameLabel(deps.games.getGame(mode), deps.modes, mode)}`\n : t(\"open\");\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <div style={{ display: \"flex\", gap: 8 }}>\n <Button\n tone=\"green\"\n attract\n onClick={() => setPopup(\"create\")}\n style={{ flex: 1 }}\n data-tutorial-anchor=\"multiplayer:create\"\n >\n <Icon glyph=\"plus\" size={18} /> {t(\"create\")}\n </Button>\n <Button tone=\"blue\" onClick={() => setPopup(\"code\")}>\n {t(\"byCode\")}\n </Button>\n </div>\n <SectionTitle>{title}</SectionTitle>\n {!rooms ? (\n <Center>\n <Spinner />\n </Center>\n ) : shown.length === 0 ? (\n <EmptyState glyph=\"globe\" text={t(\"noRooms\")} />\n ) : (\n shown.map((r, i) => (\n <Card\n key={r.RoomID}\n style={{\n display: \"grid\",\n gridTemplateColumns: \"auto 1fr auto\",\n alignItems: \"center\",\n gap: 12,\n ...stagger(i),\n }}\n >\n <Icon glyph=\"globe\" size={34} />\n <div style={{ minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {r.Name || t(\"room\")}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {gameLabel(\n deps.games.getGame(r.Mode ?? \"\"),\n deps.modes,\n r.Mode,\n )}{\" \"}\n · {t(\"players\")}: {r.MemberCount ?? 0} / {r.MaxPlayers ?? 8}\n </div>\n </div>\n <Button\n tone=\"green\"\n size=\"sm\"\n busy={busy === r.RoomID}\n disabled={(r.MemberCount ?? 0) >= (r.MaxPlayers ?? 8)}\n onClick={() => void join(r.RoomID ?? \"\")}\n >\n {t(\"join\")}\n </Button>\n </Card>\n ))\n )}\n {popup === \"create\" ? (\n <Popup title={t(\"create\")} onClose={() => setPopup(null)} width={420}>\n <CreateForm deps={deps} games={games} preset={mode} />\n </Popup>\n ) : popup === \"code\" ? (\n <Popup title={t(\"byCode\")} onClose={() => setPopup(null)} width={400}>\n <CodeForm onJoin={(id, code) => void join(id, code)} />\n </Popup>\n ) : null}\n </div>\n );\n}\n\nconst input = {\n ...panel,\n padding: \"10px 12px\",\n color: v.text,\n fontSize: 15,\n width: \"100%\",\n boxSizing: \"border-box\" as const,\n};\n\nfunction CreateForm({\n deps,\n games,\n preset,\n}: {\n deps: ScreenDeps;\n games: MultiplayerGame[];\n preset: string | null;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const close = usePopupClose();\n const [mode, setMode] = useState(\n games.find((g) => g.mode === preset)?.mode ?? games[0]?.mode ?? \"\",\n );\n const game = games.find((g) => g.mode === mode);\n const cap = Math.min(\n Number(\n configSection<MultiplayerSection>(client, \"Multiplayer\")\n ?.MaxPlayersPerRoom ?? 8,\n ),\n game?.maxPlayers ?? 8,\n );\n const sizes = [2, 4, 8].filter((n) => n <= cap);\n const [name, setName] = useState(\"\");\n const [max, setMax] = useState(sizes[sizes.length - 1] ?? 2);\n const [priv, setPriv] = useState(false);\n const [settings, setSettings] = useState(() => defaultSettings(game));\n const [busy, setBusy] = useState(false);\n useEffect(() => setSettings(defaultSettings(game)), [mode]);\n\n if (!game) return <EmptyState glyph=\"globe\" text={t(\"noGames\")} />;\n\n const create = async () => {\n setBusy(true);\n const error = await deps.rooms.create({\n name: name.trim() || t(\"room\"),\n mode,\n maxPlayers: max,\n private: priv,\n joinCode: newCode(),\n settings,\n });\n setBusy(false);\n if (error) return toast(errorText(error), \"error\");\n close();\n };\n\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n {games.length > 1 ? (\n <div style={{ display: \"flex\", gap: 6, flexWrap: \"wrap\" }}>\n {games.map((g) => (\n <Button\n key={g.mode}\n size=\"sm\"\n tone={g.mode === mode ? \"gold\" : \"grey\"}\n onClick={() => setMode(g.mode)}\n >\n {gameLabel(g, deps.modes, g.mode)}\n </Button>\n ))}\n </div>\n ) : null}\n <input\n value={name}\n maxLength={40}\n placeholder={t(\"roomName\")}\n onChange={(e) => setName(e.target.value)}\n style={input}\n />\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n ...outlined,\n fontSize: 14,\n }}\n >\n {t(\"players\")}:\n {sizes.map((n) => (\n <Button\n key={n}\n size=\"sm\"\n tone={max === n ? \"gold\" : \"grey\"}\n onClick={() => setMax(n)}\n >\n {n}\n </Button>\n ))}\n </div>\n <Button\n tone={priv ? \"gold\" : \"grey\"}\n size=\"sm\"\n onClick={() => setPriv(!priv)}\n >\n <Icon glyph=\"lock\" size={16} /> {priv ? t(\"private\") : t(\"public\")}\n </Button>\n {(game.settings ?? []).map((field) =>\n field.kind === \"toggle\" ? (\n <Button\n key={field.id}\n size=\"sm\"\n tone={settings[field.id] === true ? \"gold\" : \"grey\"}\n onClick={() =>\n setSettings({\n ...settings,\n [field.id]: settings[field.id] !== true,\n })\n }\n >\n {settings[field.id] === true ? \"✓ \" : \"\"}\n {field.label}\n </Button>\n ) : (\n <div key={field.id} style={{ display: \"grid\", gap: 6 }}>\n <span style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {field.label}\n </span>\n <div style={{ display: \"flex\", gap: 6, flexWrap: \"wrap\" }}>\n {(field.options ?? []).map((o) => (\n <Button\n key={o.value}\n size=\"sm\"\n tone={settings[field.id] === o.value ? \"gold\" : \"grey\"}\n onClick={() =>\n setSettings({ ...settings, [field.id]: o.value })\n }\n >\n {o.label}\n </Button>\n ))}\n </div>\n </div>\n ),\n )}\n <Button tone=\"green\" busy={busy} onClick={() => void create()}>\n {t(\"create\")}\n </Button>\n </div>\n );\n}\n\nfunction CodeForm({\n onJoin,\n}: {\n onJoin: (roomID: string, code: string) => void;\n}): ReactNode {\n const close = usePopupClose();\n const [invite, setInvite] = useState(\"\");\n // An invite is \"<room id>:<code>\" (what the room screen shows for copying); a bare id works too.\n const [roomId, code = \"\"] = invite.trim().split(\":\");\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n <input\n value={invite}\n placeholder={t(\"invitePlaceholder\")}\n onChange={(e) => setInvite(e.target.value)}\n style={input}\n />\n <Button\n tone=\"green\"\n disabled={!roomId}\n onClick={() => {\n close();\n onJoin(roomId ?? \"\", cleanCode(code));\n }}\n >\n {t(\"join\")}\n </Button>\n </div>\n );\n}\n\n// ── In a room ────────────────────────────────────────────────────────────────────────────────\n\nfunction Room({ deps }: { deps: ScreenDeps }): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const now = useNow();\n const state = useSyncExternalStore(\n deps.rooms.subscribe,\n deps.rooms.get,\n deps.rooms.get,\n );\n const [text, setText] = useState(\"\");\n const [busy, setBusy] = useState(false);\n const session = state.session!;\n const game = deps.games.getGame(session.mode ?? \"\");\n const timeout = Number(\n configSection<MultiplayerSection>(client, \"Multiplayer\")?.MemberTimeoutMs ??\n 15_000,\n );\n const rows = memberRows(\n session.members.values(),\n session.selfId,\n session.hostId,\n now,\n timeout,\n );\n const me = rows.find((r) => r.me);\n const nameOf = (id: string) =>\n rows.find((r) => r.userID === id)?.name ?? t(\"player\");\n const settings = settingsFromState(\n game,\n session.members.get(session.hostId)?.State,\n );\n const invite = `${session.roomId}${state.joinCode ? `:${state.joinCode}` : \"\"}`;\n\n const act = async (run: () => Promise<string | null>) => {\n setBusy(true);\n const error = await run();\n setBusy(false);\n if (error) toast(errorText(error), \"error\");\n };\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 4 }}>\n <div style={{ ...outlined, fontSize: 17 }}>\n {gameLabel(game, deps.modes, session.mode)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"players\")}: {rows.length}\n {(game?.settings ?? []).map((f) => {\n const value = settings[f.id];\n const shown =\n f.kind === \"toggle\"\n ? value === true\n ? f.label\n : null\n : `${f.label}: ${f.options?.find((o) => o.value === value)?.label ?? value}`;\n return shown ? ` · ${shown}` : null;\n })}\n </div>\n <button\n type=\"button\"\n className=\"idos-press\"\n onClick={() =>\n void navigator.clipboard\n ?.writeText(invite)\n .then(() => toast(t(\"copied\")))\n }\n style={{\n border: \"none\",\n background: \"none\",\n padding: 0,\n textAlign: \"left\",\n cursor: \"pointer\",\n ...outlined,\n fontSize: 12,\n color: v.gold,\n }}\n >\n <Icon glyph=\"copy\" size={14} /> {t(\"invite\")}: {invite}\n </button>\n </div>\n\n {state.started ? (\n <Button\n tone=\"gold\"\n size=\"lg\"\n attract\n onClick={() => deps.rooms.resume()}\n >\n {t(\"backToGame\")}\n </Button>\n ) : null}\n {state.error ? (\n <div style={{ ...outlined, fontSize: 13, color: v.red }}>\n {t(state.error === \"noGame\" ? \"noGame\" : \"startFailed\")}\n </div>\n ) : null}\n\n <SectionTitle>{t(\"members\")}</SectionTitle>\n {rows.map((m) => (\n <Card\n key={m.userID}\n highlight={m.me}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n opacity: m.online ? 1 : 0.5,\n }}\n >\n <Icon glyph={m.host ? \"crown\" : \"user\"} size={24} />\n <span style={{ ...outlined, fontSize: 14, flex: 1 }}>\n {m.me ? `${m.name} (${t(\"you\")})` : m.name}\n </span>\n {m.ready ? <Icon glyph=\"check\" size={20} /> : null}\n {session.isHost && !m.me && !state.started ? (\n <Button\n tone=\"grey\"\n size=\"sm\"\n onClick={() => void act(() => deps.rooms.kick(m.userID))}\n >\n {t(\"kick\")}\n </Button>\n ) : null}\n </Card>\n ))}\n\n {state.started ? null : session.isHost ? (\n <Button\n tone=\"gold\"\n size=\"lg\"\n attract\n busy={busy}\n disabled={!game}\n onClick={() => void act(() => deps.rooms.start())}\n data-tutorial-anchor=\"multiplayer:play\"\n >\n {t(\"play\")} · {gameLabel(game, deps.modes, session.mode)}\n </Button>\n ) : (\n <>\n <Button\n tone={me?.ready ? \"grey\" : \"green\"}\n busy={busy}\n onClick={() => void act(() => deps.rooms.setReady(!me?.ready))}\n >\n {me?.ready ? t(\"notReady\") : t(\"ready\")}\n </Button>\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"waitHost\")}\n </div>\n </>\n )}\n\n {session.chatMode === \"ServerRelay\" ? (\n <div style={{ ...panel, padding: 10, display: \"grid\", gap: 8 }}>\n <div\n style={{\n display: \"grid\",\n gap: 4,\n maxHeight: 180,\n overflowY: \"auto\",\n }}\n >\n {state.chat.length === 0 ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"noChat\")}\n </div>\n ) : (\n state.chat.map((c, i) => (\n <div key={i} style={{ fontSize: 13, color: v.text }}>\n <b>{nameOf(c.from)}:</b> {c.text}\n </div>\n ))\n )}\n </div>\n <div style={{ display: \"flex\", gap: 8 }}>\n <input\n value={text}\n maxLength={200}\n placeholder={t(\"message\")}\n onChange={(e) => setText(e.target.value)}\n onKeyDown={(e) => {\n if (e.key !== \"Enter\") return;\n const msg = text;\n setText(\"\");\n void act(() => deps.rooms.sendChat(msg));\n }}\n style={{ ...input, flex: 1 }}\n />\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => {\n const msg = text;\n setText(\"\");\n void act(() => deps.rooms.sendChat(msg));\n }}\n >\n {t(\"send\")}\n </Button>\n </div>\n </div>\n ) : null}\n\n <Button tone=\"grey\" size=\"sm\" onClick={() => void deps.rooms.leave()}>\n {t(\"leave\")}\n </Button>\n </div>\n );\n}\n"
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"content": "import {\n useCallback,\n useEffect,\n useMemo,\n useState,\n useSyncExternalStore,\n type ReactNode,\n} from \"react\";\nimport type { RoomListItem } from \"@idosgames/core\";\nimport type {\n FeatureScreenProps,\n ModeRegistry,\n MultiplayerGame,\n MultiplayerRegistry,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n Popup,\n SectionTitle,\n Spinner,\n configSection,\n errorText,\n outlined,\n panel,\n useNow,\n usePopupClose,\n useStagger,\n useToast,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n cleanCode,\n defaultSettings,\n memberRows,\n newCode,\n settingsFromState,\n visibleRooms,\n type MultiplayerSection,\n} from \"./model\";\nimport type { Rooms } from \"./rooms\";\nimport { t } from \"./i18n\";\n\n// The rooms system's screen (a lobby tab): the rooms of the games this app plays online, \"Create a\n// room\" for one of them, joining by code — and, once in a room, its members, \"Ready\", the room chat and\n// the host's \"Play\", which takes the whole room into the game. Opened with `{ mode }` it shows one\n// game's rooms (the lobby's \"With friends\"); with `{ mode, create: true }` straight on \"Create\" (a\n// game's \"Open for friends\").\n\nexport interface ScreenDeps {\n rooms: Rooms;\n games: MultiplayerRegistry;\n modes: ModeRegistry;\n}\n\nconst useGames = (games: MultiplayerRegistry) =>\n useSyncExternalStore(games.subscribe, games.listGames, games.listGames);\n\nexport function makeMultiplayerScreen(deps: ScreenDeps) {\n return function MultiplayerScreen({ args }: FeatureScreenProps): ReactNode {\n const state = useSyncExternalStore(\n deps.rooms.subscribe,\n deps.rooms.get,\n deps.rooms.get,\n );\n const mode = typeof args?.mode === \"string\" ? args.mode : null;\n return state.session ? (\n <Room deps={deps} />\n ) : (\n <Rooms deps={deps} mode={mode} create={args?.create === true} />\n );\n };\n}\n\n/** A game's label: its own, else its route's. */\nfunction gameLabel(\n game: MultiplayerGame | undefined,\n modes: ModeRegistry,\n mode: string | null | undefined,\n): string {\n return (\n game?.label ?? modes.list().find((m) => m.id === mode)?.label ?? mode ?? \"\"\n );\n}\n\n// ── The list of rooms ────────────────────────────────────────────────────────────────────────\n\nfunction Rooms({\n deps,\n mode,\n create,\n}: {\n deps: ScreenDeps;\n mode: string | null;\n create: boolean;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const stagger = useStagger();\n const games = useGames(deps.games);\n const [rooms, setRooms] = useState<RoomListItem[] | null>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const [popup, setPopup] = useState<\"create\" | \"code\" | null>(\n create ? \"create\" : null,\n );\n const modesList = useMemo(() => games.map((g) => g.mode), [games]);\n\n const load = useCallback(async () => {\n const res = await client.multiplayer.listRooms(0, 50);\n setRooms(res.ok ? (res.data.Rooms ?? []) : []);\n }, [client]);\n useEffect(() => {\n void load();\n const id = setInterval(() => void load(), 5_000);\n return () => clearInterval(id);\n }, [load]);\n\n const join = async (roomID: string, code?: string) => {\n setBusy(roomID);\n const error = await deps.rooms.join(roomID, code);\n setBusy(null);\n if (error)\n toast(\n error === \"inProgress\" ? t(\"inProgress\") : errorText(error),\n \"error\",\n );\n };\n\n const shown = visibleRooms(rooms ?? [], modesList, mode);\n const title = mode\n ? `${t(\"roomsOf\")} ${gameLabel(deps.games.getGame(mode), deps.modes, mode)}`\n : t(\"open\");\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <div style={{ display: \"flex\", gap: 8 }}>\n <Button\n tone=\"green\"\n attract\n onClick={() => setPopup(\"create\")}\n style={{ flex: 1 }}\n data-tutorial-anchor=\"multiplayer:create\"\n >\n <Icon glyph=\"plus\" size={18} /> {t(\"create\")}\n </Button>\n <Button tone=\"blue\" onClick={() => setPopup(\"code\")}>\n {t(\"byCode\")}\n </Button>\n </div>\n <SectionTitle>{title}</SectionTitle>\n {!rooms ? (\n <Center>\n <Spinner />\n </Center>\n ) : shown.length === 0 ? (\n <EmptyState glyph=\"globe\" text={t(\"noRooms\")} />\n ) : (\n shown.map((r, i) => (\n <Card\n key={r.RoomID}\n style={{\n display: \"grid\",\n gridTemplateColumns: \"auto 1fr auto\",\n alignItems: \"center\",\n gap: 12,\n ...stagger(i),\n }}\n >\n <Icon glyph=\"globe\" size={34} />\n <div style={{ minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {r.Name || t(\"room\")}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {gameLabel(\n deps.games.getGame(r.Mode ?? \"\"),\n deps.modes,\n r.Mode,\n )}{\" \"}\n · {t(\"players\")}: {r.MemberCount ?? 0} / {r.MaxPlayers ?? 8}\n </div>\n </div>\n <Button\n tone=\"green\"\n size=\"sm\"\n busy={busy === r.RoomID}\n disabled={(r.MemberCount ?? 0) >= (r.MaxPlayers ?? 8)}\n onClick={() => void join(r.RoomID ?? \"\")}\n >\n {t(\"join\")}\n </Button>\n </Card>\n ))\n )}\n {popup === \"create\" ? (\n <Popup title={t(\"create\")} onClose={() => setPopup(null)} width={420}>\n <CreateForm deps={deps} games={games} preset={mode} />\n </Popup>\n ) : popup === \"code\" ? (\n <Popup title={t(\"byCode\")} onClose={() => setPopup(null)} width={400}>\n <CodeForm onJoin={(id, code) => void join(id, code)} />\n </Popup>\n ) : null}\n </div>\n );\n}\n\nconst input = {\n ...panel,\n padding: \"10px 12px\",\n color: v.text,\n fontSize: 15,\n width: \"100%\",\n boxSizing: \"border-box\" as const,\n};\n\nfunction CreateForm({\n deps,\n games,\n preset,\n}: {\n deps: ScreenDeps;\n games: MultiplayerGame[];\n preset: string | null;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const close = usePopupClose();\n const [mode, setMode] = useState(\n games.find((g) => g.mode === preset)?.mode ?? games[0]?.mode ?? \"\",\n );\n const game = games.find((g) => g.mode === mode);\n const cap = Math.min(\n Number(\n configSection<MultiplayerSection>(client, \"Multiplayer\")\n ?.MaxPlayersPerRoom ?? 8,\n ),\n game?.maxPlayers ?? 8,\n );\n const sizes = [2, 4, 8].filter((n) => n <= cap);\n const [name, setName] = useState(\"\");\n const [max, setMax] = useState(sizes[sizes.length - 1] ?? 2);\n const [priv, setPriv] = useState(false);\n const [settings, setSettings] = useState(() => defaultSettings(game));\n const [busy, setBusy] = useState(false);\n useEffect(() => setSettings(defaultSettings(game)), [mode]);\n\n if (!game) return <EmptyState glyph=\"globe\" text={t(\"noGames\")} />;\n\n const create = async () => {\n setBusy(true);\n const error = await deps.rooms.create({\n name: name.trim() || t(\"room\"),\n mode,\n maxPlayers: max,\n private: priv,\n joinCode: newCode(),\n settings,\n });\n setBusy(false);\n if (error) return toast(errorText(error), \"error\");\n close();\n };\n\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n {games.length > 1 ? (\n <div style={{ display: \"flex\", gap: 6, flexWrap: \"wrap\" }}>\n {games.map((g) => (\n <Button\n key={g.mode}\n size=\"sm\"\n tone={g.mode === mode ? \"gold\" : \"grey\"}\n onClick={() => setMode(g.mode)}\n >\n {gameLabel(g, deps.modes, g.mode)}\n </Button>\n ))}\n </div>\n ) : null}\n <input\n value={name}\n maxLength={40}\n placeholder={t(\"roomName\")}\n onChange={(e) => setName(e.target.value)}\n style={input}\n />\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n ...outlined,\n fontSize: 14,\n }}\n >\n {t(\"players\")}:\n {sizes.map((n) => (\n <Button\n key={n}\n size=\"sm\"\n tone={max === n ? \"gold\" : \"grey\"}\n onClick={() => setMax(n)}\n >\n {n}\n </Button>\n ))}\n </div>\n <Button\n tone={priv ? \"gold\" : \"grey\"}\n size=\"sm\"\n onClick={() => setPriv(!priv)}\n >\n <Icon glyph=\"lock\" size={16} /> {priv ? t(\"private\") : t(\"public\")}\n </Button>\n {(game.settings ?? []).map((field) =>\n field.kind === \"toggle\" ? (\n <Button\n key={field.id}\n size=\"sm\"\n tone={settings[field.id] === true ? \"gold\" : \"grey\"}\n onClick={() =>\n setSettings({\n ...settings,\n [field.id]: settings[field.id] !== true,\n })\n }\n >\n {settings[field.id] === true ? \"✓ \" : \"\"}\n {field.label}\n </Button>\n ) : (\n <div key={field.id} style={{ display: \"grid\", gap: 6 }}>\n <span style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {field.label}\n </span>\n <div style={{ display: \"flex\", gap: 6, flexWrap: \"wrap\" }}>\n {(field.options ?? []).map((o) => (\n <Button\n key={o.value}\n size=\"sm\"\n tone={settings[field.id] === o.value ? \"gold\" : \"grey\"}\n onClick={() =>\n setSettings({ ...settings, [field.id]: o.value })\n }\n >\n {o.label}\n </Button>\n ))}\n </div>\n </div>\n ),\n )}\n <Button tone=\"green\" busy={busy} onClick={() => void create()}>\n {t(\"create\")}\n </Button>\n </div>\n );\n}\n\nfunction CodeForm({\n onJoin,\n}: {\n onJoin: (roomID: string, code: string) => void;\n}): ReactNode {\n const close = usePopupClose();\n const [invite, setInvite] = useState(\"\");\n // An invite is \"<room id>:<code>\" (what the room screen shows for copying); a bare id works too.\n const [roomId, code = \"\"] = invite.trim().split(\":\");\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n <input\n value={invite}\n placeholder={t(\"invitePlaceholder\")}\n onChange={(e) => setInvite(e.target.value)}\n style={input}\n />\n <Button\n tone=\"green\"\n disabled={!roomId}\n onClick={() => {\n close();\n onJoin(roomId ?? \"\", cleanCode(code));\n }}\n >\n {t(\"join\")}\n </Button>\n </div>\n );\n}\n\n// ── In a room ────────────────────────────────────────────────────────────────────────────────\n\nfunction Room({ deps }: { deps: ScreenDeps }): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const now = useNow();\n const state = useSyncExternalStore(\n deps.rooms.subscribe,\n deps.rooms.get,\n deps.rooms.get,\n );\n const [text, setText] = useState(\"\");\n const [busy, setBusy] = useState(false);\n const session = state.session!;\n const game = deps.games.getGame(session.mode ?? \"\");\n const timeout = Number(\n configSection<MultiplayerSection>(client, \"Multiplayer\")?.MemberTimeoutMs ??\n 15_000,\n );\n // The heartbeats in the session's member list are as fresh as its last refresh — re-read it while\n // the room is on screen, or after a few seconds everyone looked offline.\n useEffect(() => {\n const id = setInterval(\n () => void session.refreshMembers(),\n Math.max(5_000, timeout / 2),\n );\n return () => clearInterval(id);\n }, [session, timeout]);\n const rows = memberRows(\n session.members.values(),\n session.selfId,\n session.hostId,\n now,\n timeout,\n );\n const me = rows.find((r) => r.me);\n const nameOf = (id: string) =>\n rows.find((r) => r.userID === id)?.name ?? t(\"player\");\n const settings = settingsFromState(\n game,\n session.members.get(session.hostId)?.State,\n );\n const invite = `${session.roomId}${state.joinCode ? `:${state.joinCode}` : \"\"}`;\n\n const act = async (run: () => Promise<string | null>) => {\n setBusy(true);\n const error = await run();\n setBusy(false);\n if (error) toast(errorText(error), \"error\");\n };\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 4 }}>\n <div style={{ ...outlined, fontSize: 17 }}>\n {gameLabel(game, deps.modes, session.mode)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"players\")}: {rows.length}\n {(game?.settings ?? []).map((f) => {\n const value = settings[f.id];\n const shown =\n f.kind === \"toggle\"\n ? value === true\n ? f.label\n : null\n : `${f.label}: ${f.options?.find((o) => o.value === value)?.label ?? value}`;\n return shown ? ` · ${shown}` : null;\n })}\n </div>\n <button\n type=\"button\"\n className=\"idos-press\"\n onClick={() =>\n void navigator.clipboard\n ?.writeText(invite)\n .then(() => toast(t(\"copied\")))\n }\n style={{\n border: \"none\",\n background: \"none\",\n padding: 0,\n textAlign: \"left\",\n cursor: \"pointer\",\n ...outlined,\n fontSize: 12,\n color: v.gold,\n }}\n >\n <Icon glyph=\"copy\" size={14} /> {t(\"invite\")}: {invite}\n </button>\n </div>\n\n {state.started ? (\n <Button\n tone=\"gold\"\n size=\"lg\"\n attract\n onClick={() => deps.rooms.resume()}\n >\n {t(\"backToGame\")}\n </Button>\n ) : null}\n {state.error ? (\n <div style={{ ...outlined, fontSize: 13, color: v.red }}>\n {t(state.error === \"noGame\" ? \"noGame\" : \"startFailed\")}\n </div>\n ) : null}\n\n <SectionTitle>{t(\"members\")}</SectionTitle>\n {rows.map((m) => (\n <Card\n key={m.userID}\n highlight={m.me}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n opacity: m.online ? 1 : 0.5,\n }}\n >\n <Icon glyph={m.host ? \"crown\" : \"user\"} size={24} />\n <span style={{ ...outlined, fontSize: 14, flex: 1 }}>\n {m.me ? `${m.name} (${t(\"you\")})` : m.name}\n </span>\n {m.ready ? <Icon glyph=\"check\" size={20} /> : null}\n {session.isHost && !m.me && !state.started ? (\n <Button\n tone=\"grey\"\n size=\"sm\"\n onClick={() => void act(() => deps.rooms.kick(m.userID))}\n >\n {t(\"kick\")}\n </Button>\n ) : null}\n </Card>\n ))}\n\n {state.started ? null : session.isHost ? (\n <Button\n tone=\"gold\"\n size=\"lg\"\n attract\n busy={busy}\n disabled={!game}\n onClick={() => void act(() => deps.rooms.start())}\n data-tutorial-anchor=\"multiplayer:play\"\n >\n {t(\"play\")} · {gameLabel(game, deps.modes, session.mode)}\n </Button>\n ) : (\n <>\n <Button\n tone={me?.ready ? \"grey\" : \"green\"}\n busy={busy}\n onClick={() => void act(() => deps.rooms.setReady(!me?.ready))}\n >\n {me?.ready ? t(\"notReady\") : t(\"ready\")}\n </Button>\n <div\n style={{\n ...outlined,\n fontSize: 12,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"waitHost\")}\n </div>\n </>\n )}\n\n {session.chatMode === \"ServerRelay\" ? (\n <div style={{ ...panel, padding: 10, display: \"grid\", gap: 8 }}>\n <div\n style={{\n display: \"grid\",\n gap: 4,\n maxHeight: 180,\n overflowY: \"auto\",\n }}\n >\n {state.chat.length === 0 ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"noChat\")}\n </div>\n ) : (\n state.chat.map((c, i) => (\n <div key={i} style={{ fontSize: 13, color: v.text }}>\n <b>{nameOf(c.from)}:</b> {c.text}\n </div>\n ))\n )}\n </div>\n <div style={{ display: \"flex\", gap: 8 }}>\n <input\n value={text}\n maxLength={200}\n placeholder={t(\"message\")}\n onChange={(e) => setText(e.target.value)}\n onKeyDown={(e) => {\n if (e.key !== \"Enter\") return;\n const msg = text;\n setText(\"\");\n void act(() => deps.rooms.sendChat(msg));\n }}\n style={{ ...input, flex: 1 }}\n />\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => {\n const msg = text;\n setText(\"\");\n void act(() => deps.rooms.sendChat(msg));\n }}\n >\n {t(\"send\")}\n </Button>\n </div>\n </div>\n ) : null}\n\n <Button tone=\"grey\" size=\"sm\" onClick={() => void deps.rooms.leave()}>\n {t(\"leave\")}\n </Button>\n </div>\n );\n}\n"
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"content": "import type { IDosGamesClient } from \"@idosgames/core\";\nimport { RealtimeSession } from \"@idosgames/core/realtime\";\nimport type {\n MultiplayerRegistry,\n MultiplayerRoom,\n} from \"@idosgames/module-sdk\";\nimport {\n START_KEY,\n decodeStart,\n encodeStart,\n settingsFromState,\n settingsToState,\n startedMode,\n} from \"./model\";\n\n// The player's room, owned by the module rather than by its screen: it has to outlive the screen —\n// the room goes into a game and comes back to the lobby, and the session (with its WebRTC links) is\n// the same all along. The screen only draws this state and calls these actions.\n//\n// Start protocol: the host writes `start = <mode>` into its member state (for late joiners and for a\n// guest who missed the message) and sends a start message over the links the lobby already opened\n// (instant, before any game message on the ordered channel). Every device then switches to the game's\n// mode and hands the room to the game's `start`. From that moment the game owns the channels.\n\nexport interface ChatLine {\n from: string;\n text: string;\n at: number;\n}\n\nexport interface RoomsState {\n session: RealtimeSession | null;\n /** The private room's code — known to its creator (to share it) and to whoever typed it. */\n joinCode: string | null;\n /** The game the room went into (null — still in the lobby). */\n started: string | null;\n chat: ChatLine[];\n /** A problem to show (a game the app does not have, a start that failed). */\n error: string | null;\n}\n\nexport interface RoomsDeps {\n client: IDosGamesClient;\n games: MultiplayerRegistry;\n navigate: (modeId: string) => void;\n}\n\n/** Test seam: how sessions are opened. */\nexport interface SessionFactory {\n create: typeof RealtimeSession.create;\n join: typeof RealtimeSession.join;\n}\n\nexport interface CreateOptions {\n name: string;\n mode: string;\n maxPlayers: number;\n private: boolean;\n joinCode: string;\n settings: Record<string, string | boolean>;\n}\n\nexport function createRooms(\n deps: RoomsDeps,\n factory: SessionFactory = {\n create: (...a) => RealtimeSession.create(...a),\n join: (...a) => RealtimeSession.join(...a),\n },\n) {\n let state: RoomsState = {\n session: null,\n joinCode: null,\n started: null,\n chat: [],\n error: null,\n };\n const listeners = new Set<() => void>();\n let offs: Array<() => void> = [];\n const set = (patch: Partial<RoomsState>) => {\n state = { ...state, ...patch };\n for (const l of listeners) l();\n };\n\n const reset = () => {\n for (const off of offs.splice(0)) off();\n set({\n session: null,\n joinCode: null,\n started: null,\n chat: [],\n error: null,\n });\n };\n\n /** Hand the room to the game — once per room. */\n const enter = (mode: string, lateJoin: boolean) => {\n const session = state.session;\n if (!session || state.started) return;\n const game = deps.games.getGame(mode);\n if (!game) {\n set({ error: \"noGame\" });\n return;\n }\n const host = session.members.get(session.hostId);\n const room: MultiplayerRoom = {\n session,\n mode,\n isHost: session.isHost,\n settings: settingsFromState(game, host?.State),\n lateJoin,\n leave: () => api.leave(),\n };\n set({ started: mode, error: null });\n deps.navigate(mode);\n // After the switch: the game's scene becomes active on the next render.\n setTimeout(() => {\n void Promise.resolve(game.start(room)).catch(() =>\n set({ error: \"startFailed\" }),\n );\n }, 0);\n };\n\n const attach = (session: RealtimeSession, joinCode: string | null) => {\n for (const off of offs.splice(0)) off();\n set({ session, joinCode, started: null, chat: [], error: null });\n offs = [\n session.on(\"message\", ({ from, data }) => {\n if (state.started || from !== session.hostId) return;\n const mode = decodeStart(data);\n if (mode) enter(mode, false);\n }),\n session.on(\"membersUpdated\", () => {\n const mode = startedMode(session.members.get(session.hostId));\n if (mode && !state.started) enter(mode, false);\n else set({});\n }),\n session.on(\"hostChanged\", () => set({})),\n session.on(\"chat\", ({ from, text }) =>\n set({\n chat: [...state.chat, { from, text, at: Date.now() }].slice(-100),\n }),\n ),\n session.on(\"roomClosed\", () => reset()),\n session.on(\"removed\", () => reset()),\n ];\n };\n\n const api = {\n get: () => state,\n subscribe(listener: () => void) {\n listeners.add(listener);\n return () => {\n listeners.delete(listener);\n };\n },\n\n /** Create a room for a game — this player hosts it. */\n async create(o: CreateOptions): Promise<string | null> {\n const game = deps.games.getGame(o.mode);\n if (!game) return \"noGame\";\n const res = await factory.create(deps.client, o.name, {\n topology: game.topology ?? \"Mesh\",\n chatMode: game.chatMode ?? \"ServerRelay\",\n maxPlayers: o.maxPlayers,\n visibility: o.private ? \"Private\" : \"Public\",\n joinCode: o.private ? o.joinCode : undefined,\n mode: o.mode,\n });\n if (!res.ok) return res.error;\n
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"content": "import type { IDosGamesClient } from \"@idosgames/core\";\nimport { RealtimeSession } from \"@idosgames/core/realtime\";\nimport type {\n MultiplayerRegistry,\n MultiplayerRoom,\n} from \"@idosgames/module-sdk\";\nimport {\n START_KEY,\n decodeStart,\n encodeStart,\n settingsFromState,\n settingsToState,\n startedMode,\n} from \"./model\";\n\n// The player's room, owned by the module rather than by its screen: it has to outlive the screen —\n// the room goes into a game and comes back to the lobby, and the session (with its WebRTC links) is\n// the same all along. The screen only draws this state and calls these actions.\n//\n// Start protocol: the host writes `start = <mode>` into its member state (for late joiners and for a\n// guest who missed the message) and sends a start message over the links the lobby already opened\n// (instant, before any game message on the ordered channel). Every device then switches to the game's\n// mode and hands the room to the game's `start`. From that moment the game owns the channels.\n\nexport interface ChatLine {\n from: string;\n text: string;\n at: number;\n}\n\nexport interface RoomsState {\n session: RealtimeSession | null;\n /** The private room's code — known to its creator (to share it) and to whoever typed it. */\n joinCode: string | null;\n /** The game the room went into (null — still in the lobby). */\n started: string | null;\n chat: ChatLine[];\n /** A problem to show (a game the app does not have, a start that failed). */\n error: string | null;\n}\n\nexport interface RoomsDeps {\n client: IDosGamesClient;\n games: MultiplayerRegistry;\n navigate: (modeId: string) => void;\n}\n\n/** Test seam: how sessions are opened. */\nexport interface SessionFactory {\n create: typeof RealtimeSession.create;\n join: typeof RealtimeSession.join;\n}\n\nexport interface CreateOptions {\n name: string;\n mode: string;\n maxPlayers: number;\n private: boolean;\n joinCode: string;\n settings: Record<string, string | boolean>;\n}\n\nexport function createRooms(\n deps: RoomsDeps,\n factory: SessionFactory = {\n create: (...a) => RealtimeSession.create(...a),\n join: (...a) => RealtimeSession.join(...a),\n },\n) {\n let state: RoomsState = {\n session: null,\n joinCode: null,\n started: null,\n chat: [],\n error: null,\n };\n const listeners = new Set<() => void>();\n let offs: Array<() => void> = [];\n const set = (patch: Partial<RoomsState>) => {\n state = { ...state, ...patch };\n for (const l of listeners) l();\n };\n\n const reset = () => {\n for (const off of offs.splice(0)) off();\n set({\n session: null,\n joinCode: null,\n started: null,\n chat: [],\n error: null,\n });\n };\n\n /** Hand the room to the game — once per room. */\n const enter = (mode: string, lateJoin: boolean) => {\n const session = state.session;\n if (!session || state.started) return;\n const game = deps.games.getGame(mode);\n if (!game) {\n set({ error: \"noGame\" });\n return;\n }\n const host = session.members.get(session.hostId);\n const room: MultiplayerRoom = {\n session,\n mode,\n isHost: session.isHost,\n settings: settingsFromState(game, host?.State),\n lateJoin,\n leave: () => api.leave(),\n };\n set({ started: mode, error: null });\n deps.navigate(mode);\n // After the switch: the game's scene becomes active on the next render.\n setTimeout(() => {\n void Promise.resolve(game.start(room)).catch(() =>\n set({ error: \"startFailed\" }),\n );\n }, 0);\n };\n\n const attach = (session: RealtimeSession, joinCode: string | null) => {\n for (const off of offs.splice(0)) off();\n set({ session, joinCode, started: null, chat: [], error: null });\n offs = [\n session.on(\"message\", ({ from, data }) => {\n if (state.started || from !== session.hostId) return;\n const mode = decodeStart(data);\n if (mode) enter(mode, false);\n }),\n session.on(\"membersUpdated\", () => {\n const mode = startedMode(session.members.get(session.hostId));\n if (mode && !state.started) enter(mode, false);\n else set({});\n }),\n session.on(\"hostChanged\", () => set({})),\n session.on(\"chat\", ({ from, text }) =>\n set({\n chat: [...state.chat, { from, text, at: Date.now() }].slice(-100),\n }),\n ),\n session.on(\"roomClosed\", () => reset()),\n session.on(\"removed\", () => reset()),\n ];\n };\n\n const api = {\n get: () => state,\n subscribe(listener: () => void) {\n listeners.add(listener);\n return () => {\n listeners.delete(listener);\n };\n },\n\n /** Create a room for a game — this player hosts it. */\n async create(o: CreateOptions): Promise<string | null> {\n const game = deps.games.getGame(o.mode);\n if (!game) return \"noGame\";\n const res = await factory.create(deps.client, o.name, {\n topology: game.topology ?? \"Mesh\",\n chatMode: game.chatMode ?? \"ServerRelay\",\n maxPlayers: o.maxPlayers,\n visibility: o.private ? \"Private\" : \"Public\",\n joinCode: o.private ? o.joinCode : undefined,\n mode: o.mode,\n });\n if (!res.ok) return res.error;\n // The settings live in the host's member state: whoever joins reads them from the snapshot.\n // Saved BEFORE the room is shown: a room whose settings did not save is left at once, instead\n // of a half-made room on screen next to an error toast.\n const saved = await deps.client.multiplayer.setMemberState(\n res.data.roomId,\n undefined,\n settingsToState(o.settings),\n );\n if (!saved.ok) {\n await res.data.leave();\n return saved.error;\n }\n attach(res.data, o.private ? o.joinCode : null);\n await res.data.refreshMembers();\n return null;\n },\n\n /** Join a room; into its game right away when the game is running and lets players in. */\n async join(roomId: string, joinCode?: string): Promise<string | null> {\n const res = await factory.join(\n deps.client,\n roomId,\n joinCode || undefined,\n );\n if (!res.ok) return res.error;\n const session = res.data;\n attach(session, joinCode || null);\n const running = startedMode(session.members.get(session.hostId));\n if (running) {\n if (deps.games.getGame(running)?.joinInProgress) enter(running, true);\n else {\n await api.leave();\n return \"inProgress\";\n }\n }\n return null;\n },\n\n async setReady(ready: boolean): Promise<string | null> {\n const s = state.session;\n if (!s) return null;\n const res = await deps.client.multiplayer.setMemberState(s.roomId, ready);\n return res.ok ? null : res.error;\n },\n\n async sendChat(text: string): Promise<string | null> {\n const s = state.session;\n if (!s || !text.trim()) return null;\n const res = await deps.client.multiplayer.sendChat(s.roomId, text.trim());\n return res.ok ? null : res.error;\n },\n\n /** The host takes the whole room into its game. */\n async start(): Promise<string | null> {\n const s = state.session;\n const mode = s?.mode;\n if (!s || !mode || !s.isHost) return null;\n const host = s.members.get(s.selfId);\n const res = await deps.client.multiplayer.setMemberState(s.roomId, true, {\n ...(host?.State ?? {}),\n [START_KEY]: mode,\n });\n if (!res.ok) return res.error;\n s.broadcast(\"rel\", encodeStart(mode));\n enter(mode, false);\n return null;\n },\n\n /** Back to the running game from the lobby (the room is still on). */\n resume() {\n if (state.started) deps.navigate(state.started);\n },\n\n async kick(userId: string): Promise<string | null> {\n const s = state.session;\n if (!s) return null;\n const res = await s.kick(userId);\n return res.ok ? null : res.error;\n },\n\n async leave(): Promise<void> {\n const s = state.session;\n reset();\n await s?.leave();\n },\n };\n return api;\n}\n\nexport type Rooms = ReturnType<typeof createRooms>;\n"
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"content": "import {\n useEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n canAfford,\n Card,\n configSection,\n EmptyState,\n errorText,\n Icon,\n outlined,\n panel,\n ResourceList,\n Timer,\n toneSurface,\n useCatalog,\n useNow,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n passRows,\n premiumBadge,\n type PassRow,\n type PremiumSection,\n type PremiumStateView,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// VIP (Unity PremiumPopUp): every premium pass of the title, lowest tier first — what it gives, how\n// long it lasts, until when the player holds it, a free trial once, and buying it with in-game\n// currency. A pass paid in a store (real money) is the platform's checkout, not sold here. Other\n// systems (events, season) send the player here for their VIP prizes:\n// `features.open(\"premium\", { premiumID })` — that pass is marked.\n\nexport function PremiumScreen({ args }: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const now = useNow();\n const stagger = useStagger();\n const wanted = typeof args?.premiumID === \"string\" ? args.premiumID : null;\n const rows = passRows(\n configSection<PremiumSection>(client, \"Premium\"),\n state?.Premium as PremiumStateView | undefined,\n now,\n );\n // Fresh state on open: a pass may have run out since the last read.\n useEffect(() => {\n void client.premium.getUserState();\n }, [client]);\n\n if (rows.length === 0)\n return <EmptyState glyph=\"crown\" text={t(\"noPasses\")} />;\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n {rows.map((row, i) => (\n <PassCard\n key={row.premiumID}\n row={row}\n marked={row.premiumID === wanted}\n style={stagger(i)}\n />\n ))}\n </div>\n );\n}\n\nfunction PassCard({\n row,\n marked,\n style,\n}: {\n row: PassRow;\n marked: boolean;\n style: CSSProperties;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const now = useNow();\n const toast = useToast();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n\n useEffect(() => {\n if (marked) ref.current?.scrollIntoView({ block: \"center\" });\n }, [marked]);\n\n const done = (res: { ok: true } | { ok: false; error: string }) => {\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"purchase\");\n kit.fx.burst(ref.current);\n toast(t(\"active\"), \"success\");\n };\n const trial = async () => {\n setBusy(\"trial\");\n const res = await client.premium.activateTrial(\n row.premiumID,\n crypto.randomUUID(),\n );\n done(res);\n };\n const buy = async (optionID: string) => {\n setBusy(optionID);\n const res = await client.premium.purchaseItemOrCurrency(\n row.premiumID,\n crypto.randomUUID(),\n optionID,\n );\n done(res);\n };\n\n return (\n <div ref={ref}>\n <Card\n highlight={marked}\n style={{\n display: \"grid\",\n gap: 10,\n ...toneSurface(\"gold\"),\n ...style,\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 12 }}>\n <div className=\"idos-bounce\">\n <Icon glyph=\"crown\" size={52} />\n </div>\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 17 }}>\n {catalog.localize(row.name)}\n </div>\n {row.activeUntil ? (\n <Timer at={row.activeUntil} now={now} label={t(\"activeFor\")} />\n ) : row.durationDays > 0 ? (\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {row.durationDays} {t(\"days\")}\n </div>\n ) : null}\n </div>\n {row.activeUntil ? <Icon glyph=\"check\" size={30} /> : null}\n </div>\n {row.benefits.length > 0 ? (\n <div style={{ display: \"grid\", gap: 4 }}>\n {row.benefits.map((b, i) => (\n <div\n key={i}\n style={{\n ...panel,\n padding: 8,\n display: \"flex\",\n gap: 8,\n alignItems: \"center\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <Icon glyph=\"check\" size={18} /> {catalog.localize(b)}\n </div>\n ))}\n </div>\n ) : null}\n {row.trialDays > 0 ? (\n <Button\n tone=\"green\"\n attract\n busy={busy === \"trial\"}\n onClick={() => void trial()}\n data-tutorial-anchor={`premium:trial:${row.premiumID}`}\n >\n {t(\"trial\")} · {row.trialDays} {t(\"days\")}\n </Button>\n ) : null}\n {row.options.map((o) => {\n const affordable = canAfford(o.price, balances);\n return (\n <Button\n key={o.id}\n tone=\"gold\"\n attract={affordable && !row.activeUntil}\n disabled={!affordable}\n busy={busy === o.id}\n onClick={() => void buy(o.id)}\n data-tutorial-anchor={`premium:buy:${row.premiumID}`}\n >\n {row.activeUntil ? t(\"extend\") : t(\"buy\")}{\" \"}\n <ResourceList\n lines={o.price}\n size={18}\n dimIf={() => !affordable}\n />\n </Button>\n );\n })}\n </Card>\n </div>\n );\n}\n\n/** Badge: a free trial waiting — from the config and the cached state, no request of its own. */\nexport function makePremiumWatcher(features: FeatureRegistry) {\n return function PremiumBadge(): ReactNode {\n const client = useIDosGamesClient();\n
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"content": "import {\n useEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n canAfford,\n Card,\n configSection,\n EmptyState,\n errorText,\n Icon,\n outlined,\n panel,\n ResourceList,\n Timer,\n toneSurface,\n useCatalog,\n useNow,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n passRows,\n premiumBadge,\n type PassRow,\n type PremiumSection,\n type PremiumStateView,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// VIP (Unity PremiumPopUp): every premium pass of the title, lowest tier first — what it gives, how\n// long it lasts, until when the player holds it, a free trial once, and buying it with in-game\n// currency. A pass paid in a store (real money) is the platform's checkout, not sold here. Other\n// systems (events, season) send the player here for their VIP prizes:\n// `features.open(\"premium\", { premiumID })` — that pass is marked.\n\nexport function PremiumScreen({ args }: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const now = useNow();\n const stagger = useStagger();\n const wanted = typeof args?.premiumID === \"string\" ? args.premiumID : null;\n const rows = passRows(\n configSection<PremiumSection>(client, \"Premium\"),\n state?.Premium as PremiumStateView | undefined,\n now,\n );\n // Fresh state on open: a pass may have run out since the last read.\n useEffect(() => {\n void client.premium.getUserState();\n }, [client]);\n\n if (rows.length === 0)\n return <EmptyState glyph=\"crown\" text={t(\"noPasses\")} />;\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n {rows.map((row, i) => (\n <PassCard\n key={row.premiumID}\n row={row}\n marked={row.premiumID === wanted}\n style={stagger(i)}\n />\n ))}\n </div>\n );\n}\n\nfunction PassCard({\n row,\n marked,\n style,\n}: {\n row: PassRow;\n marked: boolean;\n style: CSSProperties;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const now = useNow();\n const toast = useToast();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n\n useEffect(() => {\n if (marked) ref.current?.scrollIntoView({ block: \"center\" });\n }, [marked]);\n\n const done = (res: { ok: true } | { ok: false; error: string }) => {\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"purchase\");\n kit.fx.burst(ref.current);\n toast(t(\"active\"), \"success\");\n };\n const trial = async () => {\n setBusy(\"trial\");\n const res = await client.premium.activateTrial(\n row.premiumID,\n crypto.randomUUID(),\n );\n done(res);\n };\n const buy = async (optionID: string) => {\n setBusy(optionID);\n const res = await client.premium.purchaseItemOrCurrency(\n row.premiumID,\n crypto.randomUUID(),\n optionID,\n );\n done(res);\n };\n\n return (\n <div ref={ref}>\n <Card\n highlight={marked}\n style={{\n display: \"grid\",\n gap: 10,\n ...toneSurface(\"gold\"),\n ...style,\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 12 }}>\n <div className=\"idos-bounce\">\n <Icon glyph=\"crown\" size={52} />\n </div>\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 17 }}>\n {catalog.localize(row.name)}\n </div>\n {row.activeUntil ? (\n <Timer at={row.activeUntil} now={now} label={t(\"activeFor\")} />\n ) : row.durationDays > 0 ? (\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {row.durationDays} {t(\"days\")}\n </div>\n ) : null}\n </div>\n {row.activeUntil ? <Icon glyph=\"check\" size={30} /> : null}\n </div>\n {row.benefits.length > 0 ? (\n <div style={{ display: \"grid\", gap: 4 }}>\n {row.benefits.map((b, i) => (\n <div\n key={i}\n style={{\n ...panel,\n padding: 8,\n display: \"flex\",\n gap: 8,\n alignItems: \"center\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <Icon glyph=\"check\" size={18} /> {catalog.localize(b)}\n </div>\n ))}\n </div>\n ) : null}\n {row.trialDays > 0 ? (\n <Button\n tone=\"green\"\n attract\n busy={busy === \"trial\"}\n onClick={() => void trial()}\n data-tutorial-anchor={`premium:trial:${row.premiumID}`}\n >\n {t(\"trial\")} · {row.trialDays} {t(\"days\")}\n </Button>\n ) : null}\n {row.options.map((o) => {\n const affordable = canAfford(o.price, balances);\n return (\n <Button\n key={o.id}\n tone=\"gold\"\n attract={affordable && !row.activeUntil}\n disabled={!affordable}\n busy={busy === o.id}\n onClick={() => void buy(o.id)}\n data-tutorial-anchor={`premium:buy:${row.premiumID}`}\n >\n {row.activeUntil ? t(\"extend\") : t(\"buy\")}{\" \"}\n <ResourceList\n lines={o.price}\n size={18}\n dimIf={() => !affordable}\n />\n </Button>\n );\n })}\n </Card>\n </div>\n );\n}\n\n/** Badge: a free trial waiting — from the config and the cached state, no request of its own. */\nexport function makePremiumWatcher(features: FeatureRegistry) {\n return function PremiumBadge(): ReactNode {\n const client = useIDosGamesClient();\n useEffect(() => {\n // Subscribed directly, not keyed on the state object: the cache may patch it in place, and an\n // effect that does not re-run leaves the badge lit after the trial is taken.\n const update = () =>\n features.setBadge(\n \"premium\",\n premiumBadge(\n passRows(\n configSection<PremiumSection>(client, \"Premium\"),\n client.data.user.state?.Premium as PremiumStateView | undefined,\n Date.now(),\n ),\n ),\n );\n update();\n const off = client.on(\"user:anyUpdated\", update);\n // A pass running out brings its trial back into view — no event for that, so look now and then.\n const id = setInterval(update, 60_000);\n return () => {\n off();\n clearInterval(id);\n };\n }, [client]);\n return null;\n };\n}\n"
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