@idosgames/mcp 0.1.23 → 0.1.25
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 +11 -11
- package/registry/index.json +123 -91
- package/registry/modules/ai.json +2 -2
- package/registry/modules/board-game.json +2 -2
- package/registry/modules/boosts.json +2 -2
- package/registry/modules/character.json +33 -11
- package/registry/modules/chat.json +2 -2
- package/registry/modules/collections.json +2 -2
- package/registry/modules/coop-events.json +2 -2
- package/registry/modules/craft.json +2 -2
- package/registry/modules/deals.json +2 -2
- package/registry/modules/events.json +2 -2
- package/registry/modules/friends.json +2 -2
- package/registry/modules/idle-rpg.json +92 -53
- package/registry/modules/inventory.json +2 -2
- package/registry/modules/invite.json +2 -2
- package/registry/modules/leaderboard.json +2 -2
- package/registry/modules/lootboxes.json +2 -2
- package/registry/modules/mailbox.json +2 -2
- package/registry/modules/marketplace.json +2 -2
- package/registry/modules/mini-game.json +2 -2
- package/registry/modules/multiplayer.json +2 -2
- package/registry/modules/premium.json +2 -2
- package/registry/modules/profile.json +12 -13
- package/registry/modules/pvp.json +2 -2
- package/registry/modules/quests.json +5 -5
- package/registry/modules/rewards.json +2 -2
- package/registry/modules/season.json +2 -2
- package/registry/modules/store.json +2 -2
- package/registry/modules/tutorials.json +2 -2
- package/registry/modules/voxelcraft.json +1 -1
- package/registry/modules/workshop.json +2 -2
- package/registry/skills/idosgames-compose-modules.json +1 -1
- package/registry/skills/idosgames-getting-started.json +1 -1
- package/registry/skills/idosgames-module-contract.json +1 -1
- package/registry/skills/user-profile.json +1 -1
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "idosgames-getting-started",
|
|
3
3
|
"description": "Start a new game or app on the iDosGames composable-module architecture: scaffold the base (sign-in + the lobby on the host shell) and plug in modules — the systems (shop, heroes, leaderboards…) and the games (board-game, idle-rpg, voxelcraft, mini-game, …). Use this whenever a developer wants to CREATE an iDosGames project from scratch, add an iDosGames game module to a project, or asks how @idosgames/app-shell, @idosgames/module-sdk, the host shell, mountHost, or src/modules.ts fit together. Pairs with idosgames-module-contract (writing a module) and idosgames-compose-modules (merging several) and idosgames-project-structure (where code goes as the project grows). If pulling modules over MCP, use the @idosgames/mcp tools get_host_scaffold / get_module / get_manifest.",
|
|
4
|
-
"content": "---\nname: idosgames-getting-started\ndescription: >-\n Start a new game or app on the iDosGames composable-module architecture: scaffold the base (sign-in\n + the lobby on the host shell) and plug in modules — the systems (shop, heroes, leaderboards…) and\n the games (board-game, idle-rpg, voxelcraft, mini-game, …). Use this whenever\n a developer wants to CREATE an iDosGames project from scratch, add an iDosGames game module to a\n project, or asks how @idosgames/app-shell, @idosgames/module-sdk, the host shell, mountHost, or\n src/modules.ts fit together. Pairs with idosgames-module-contract (writing a module) and\n idosgames-compose-modules (merging several) and idosgames-project-structure (where code goes as\n the project grows). If pulling modules over MCP, use the @idosgames/mcp\n tools get_host_scaffold / get_module / get_manifest.\n---\n\n# Getting started (iDosGames composable modules)\n\nAn iDosGames project is **one host shell + N feature modules**. The host owns everything that exists\nonce — the SDK client, login, the React root, the screen, a module registry, and a Mode Router that\nswitches between modules. A module is a library (a game or app) that plugs into the host; it never\ncreates the client, logs in, or owns the root.\n\n## Runtime packages (npm)\n\n- `@idosgames/core` — the SDK client (`createIDosGamesClient`): auth, currency, store, characters,\n blockchain, ~28 services. See the per-service skills (currency-system, store-system, …). Its\n **central cache** `client.cache` decides every read: the login brings the title config (by version)\n and the player's state (by each container's `Rev`) in ONE call; afterwards read state through\n `client.cache.ensureState([...containers])`, definitions through `getDefinitions()` (served from the\n config cache), server views through their service (cached by policy) — never re-fetch on start-up.\n The server views the game reads ride on that same login call (`ClientState.Views`): the client\n option `loginViews` — `\"auto\"` (default, what the game read last time), `\"all\"`, `\"none\"` or a list.\n- `@idosgames/module-sdk` — the module contract types (`Module`, `ModuleContext`, `EngineScene`,\n `UiPanel`). See idosgames-module-contract.\n- `@idosgames/react` — shared React glue (`IDosGamesProvider`, `useIDosGamesClient`, `useUserState`,\n `StatusProvider`, `createControllerContext`).\n- `@idosgames/app-shell` — the host runtime (`mountHost`, the Mode Router, the module registry).\n- `@idosgames/wallet` — optional wallet bridge (EVM/Solana) for on-chain deposits/withdrawals.\n\nInstall the exact versions from `get_manifest` (MCP) or the registry `index.json` `runtimePackages`.\n\n## Project shape\n\n```\nIDOS.md # the project guide every agent reads first (short, evergreen)\nAGENTS.md, CLAUDE.md # pointers to IDOS.md for external tools\ndocs/feature-history/ # one file per game system + README.md index (the project's memory)\nindex.html # mounts #app\nsrc/main.tsx # creates ONE client and calls mountHost({container, client, modules})\nsrc/modules.ts # the registry: export const modules: Module[] = [ … ] — imports + array only\nsrc/modules/{id}/ # each module's source + its module.meta.json (from get_module)\n```\n\nPlatform-created projects also carry `idos.modules.lock.json` (which modules came from the catalog,\nwith file fingerprints) — it is platform-owned; don't edit it. Where new code goes as the game grows,\nand how the project documents itself, is **idosgames-project-structure**.\n\n`src/main.tsx` (host-owned) is the only place that creates the client — but it does **not** sign in.\n`mountHost` owns sign-in: it replays a previous session (`autoLogin`) and renders the login screen\nwhen there is nothing to replay. Calling a `login*` method here skips that screen for good, taking\n\"switch account\" and wallet sign-in with it:\n\n```ts\nconst client = createIDosGamesClient({ titleID, buildKey, throttleMs: 0 });\n// Do NOT log in here — the host does it.\nmountHost({\n container: app,\n client,\n modules, // from ./modules\n renderLogin, // optional: your own screen; omitted = a plain guest-only default\n});\n```\n\nWhether a returning player is signed back in silently is the login screen's business, not the\nhost's: it calls `client.auth.setRememberSession(remember)` before a `login*` method. See the\nauthentication skill.\n\n`src/modules.ts` registers what the project composes:\n\n```ts\nimport type { Module } from \"@idosgames/module-sdk\";\nimport { boardGameModule } from \"./modules/board-game\";\nexport const modules: Module[] = [boardGameModule];\n```\n\n## Steps to scaffold\n\n1. **Base** — write the host scaffold to the project root (`get_host_scaffold`, or copy\n `templates/base`): sign-in and the lobby in `src/base/`, `src/app.config.ts` (start in the lobby or\n a game), an empty `src/modules.ts` → an empty lobby.\n2. **Bind the Title** — open `src/idos.title.ts` and set `IDOS_TITLE_ID` to the game's canonical\n Title id (and `IDOS_BUILD_KEY` if the title enforces one). This file is the project's single\n centralized identity — it is the highest-priority source and the only channel a packaged mobile\n build, iframe embed, or shared link has. On platform-created projects the platform generates it;\n on a manually scaffolded project **you fill it yourself**. Do NOT bind the title via `.env.local`\n (`VITE_IDOS_TITLE_ID`) — that is a local-dev fallback for the raw template only, and it does not\n travel with the code.\n3. **Pick modules** — `list_modules` / `search`, then `get_module {id}` for each. Write its files\n into `src/modules/{id}/`. The base's systems are the modules with `inBase: true` (profile,\n inventory, invite, friends, quests, mailbox); add the game(s) with the modules each game `uses`, and any\n other system (shop, VIP, leaderboards…) only when the app needs it.\n4. **Register** — for each module add `import { {camelCase(id)}Module } from \"./modules/{id}\"` and\n push it into the `modules` array (e.g. `board-game` → `boardGameModule`). Then add the module to\n the \"Installed modules\" block of `IDOS.md` (one line: ``- `board-game` (0.1.0) — src/modules/board-game/``)\n — on platform projects the platform maintains that block itself.\n5. **Install deps** — the union of `runtimePackages` + each module's `dependencies`. Modules bring\n their own engine (three, phaser); the host brings react/react-dom/app-shell.\n6. **Run** — sign-in → the lobby: the systems' screens are its tabs (a tab hides itself while the\n title has nothing for it), every game gets a \"Play\" button, and a small button over a game returns\n to the lobby. The lobby draws the balances and the wallet; games hide their own copies by\n themselves (`sharedUi` roles).\n\nTo combine multiple genres into one game, see **idosgames-compose-modules**. To write or edit a\nmodule, see **idosgames-module-contract**.\n\n## Where state lives (decide this before writing the first save)\n\nThe project is client-side code in the player's browser. `localStorage`, module fields, and React\nstate are **not storage** — nothing there survives a device change, and nothing there is trusted.\n\n1. **A dedicated module owns it?** Use that module. Currencies, inventory, quests, characters,\n leaderboards, store purchases each have a service that enforces the rules server-side.\n2. **Otherwise, per-player data → `client.userCustomData`** — buckets `Private`/`Public` are\n client-writable (settings, cosmetics), `ReadOnly`/`Internal` are server-only. Anything a player\n could cheat by editing goes in the server-only buckets. See **user-custom-data**.\n3. **Shared by all players → `client.titleCustomData`** (event state, global counters, server\n thresholds, feature toggles). Read-only for clients. See **title-custom-data**.\n4. **Writing any of the server-only data, or any rule the player must not be able to fake** →\n a CloudCode handler, called with `client.cloudCode.execute(...)`. See **cloud-code**.\n\n## Two MCP surfaces: game CODE vs. a Title's live DATA\n\nThe platform exposes **two independent MCP servers** — don't confuse them:\n\n- **`@idosgames/mcp`** (this one) serves the **CODE registry**. Use it to WRITE a game's source:\n `get_host_scaffold`, `list_modules` / `search` / `get_module`, `get_manifest`, `list_skills` /\n `get_skill`. Transport: stdio (`npx -y @idosgames/mcp`). Its registry is bundled offline; to use the\n hosted copy set `IDOSGAMES_REGISTRY_URL=https://cloud.idosgames.com/drive/registry/latest` — a **base**\n the loader appends `/index.json`, `/modules/{id}.json`, etc. to (the base itself is not fetchable on\n R2; open `.../latest/index.json` to browse the catalog). Read-only, no auth. It never reads or changes\n a live Title's data.\n- **The Title-configuration MCP** (a separate backend server) owns a **live Title's DATA**. Use it to\n read/write the Title's `TitlePublicConfiguration` (`get_<field>` / `save_<field>`, or the whole\n model) and to generate assets (`generate_image` / `generate_audio` / `generate_text` /\n `generate_three_d` / `generate_video`). Transport: HTTP JSON-RPC at\n `POST https://site.idosgames.com/api/v2/mcp`; every tool call takes a `title_id` argument.\n Authorization is **OAuth 2.1** — there is no API key and nothing to paste. Connect it as a plain\n HTTP MCP server with **no headers**: your client gets a `401`, discovers the authorization\n server, registers itself, and opens a browser where the publisher picks which Titles and which\n permissions to grant. The token lives in your client's own credential store, so committed config\n holds only the URL:\n\n ```json\n {\n \"mcpServers\": {\n \"idosgames-title\": {\n \"type\": \"http\",\n \"url\": \"https://site.idosgames.com/api/v2/mcp\"\n }\n }\n }\n ```\n\n Permissions the publisher can grant: `config:read`, `config:write`, `cloudcode:write`,\n `ai:generate`. A grant is scoped to the Titles ticked on the consent screen, and the publisher\n can revoke it any time from **Connected apps** in the dashboard. If a call comes back\n `SCOPE_NOT_ALLOWED` or `TITLE_NOT_ALLOWED`, the token is fine — that permission or that Title\n simply was not granted; ask the publisher to re-authorize rather than retrying.\n\n Configuring a **fresh (empty) Title** so a game can actually run against it (currencies → game\n loop → bots) is its own checklist: see **idosgames-title-bootstrap**.\n\nRule of thumb: **game CODE → `@idosgames/mcp`; a Title's live config DATA and generated ASSETS → the\nbackend `v2/mcp` server.** Scaffolding a project and configuring/populating the Title it runs as are\ntwo different jobs on two different servers — connect the one that matches the task (or both).\n",
|
|
4
|
+
"content": "---\nname: idosgames-getting-started\ndescription: >-\n Start a new game or app on the iDosGames composable-module architecture: scaffold the base (sign-in\n + the lobby on the host shell) and plug in modules — the systems (shop, heroes, leaderboards…) and\n the games (board-game, idle-rpg, voxelcraft, mini-game, …). Use this whenever\n a developer wants to CREATE an iDosGames project from scratch, add an iDosGames game module to a\n project, or asks how @idosgames/app-shell, @idosgames/module-sdk, the host shell, mountHost, or\n src/modules.ts fit together. Pairs with idosgames-module-contract (writing a module) and\n idosgames-compose-modules (merging several) and idosgames-project-structure (where code goes as\n the project grows). If pulling modules over MCP, use the @idosgames/mcp\n tools get_host_scaffold / get_module / get_manifest.\n---\n\n# Getting started (iDosGames composable modules)\n\nAn iDosGames project is **one host shell + N feature modules**. The host owns everything that exists\nonce — the SDK client, login, the React root, the screen, a module registry, and a Mode Router that\nswitches between modules. A module is a library (a game or app) that plugs into the host; it never\ncreates the client, logs in, or owns the root.\n\n## Runtime packages (npm)\n\n- `@idosgames/core` — the SDK client (`createIDosGamesClient`): auth, currency, store, characters,\n blockchain, ~28 services. See the per-service skills (currency-system, store-system, …). Its\n **central cache** `client.cache` decides every read: the login brings the title config (by version)\n and the player's state (by each container's `Rev`) in ONE call; afterwards read state through\n `client.cache.ensureState([...containers])`, definitions through `getDefinitions()` (served from the\n config cache), server views through their service (cached by policy) — never re-fetch on start-up.\n The server views the game reads ride on that same login call (`ClientState.Views`): the client\n option `loginViews` — `\"auto\"` (default, what the game read last time), `\"all\"`, `\"none\"` or a list.\n- `@idosgames/module-sdk` — the module contract types (`Module`, `ModuleContext`, `EngineScene`,\n `UiPanel`). See idosgames-module-contract.\n- `@idosgames/react` — shared React glue (`IDosGamesProvider`, `useIDosGamesClient`, `useUserState`,\n `StatusProvider`, `createControllerContext`).\n- `@idosgames/app-shell` — the host runtime (`mountHost`, the Mode Router, the module registry).\n- `@idosgames/wallet` — optional wallet bridge (EVM/Solana) for on-chain deposits/withdrawals.\n\nInstall the exact versions from `get_manifest` (MCP) or the registry `index.json` `runtimePackages`.\n\n## Project shape\n\n```\nIDOS.md # the project guide every agent reads first (short, evergreen)\nAGENTS.md, CLAUDE.md # pointers to IDOS.md for external tools\ndocs/feature-history/ # one file per game system + README.md index (the project's memory)\nindex.html # mounts #app\nsrc/main.tsx # creates ONE client and calls mountHost({container, client, modules})\nsrc/modules.ts # the registry: export const modules: Module[] = [ … ] — imports + array only\nsrc/modules/{id}/ # each module's source + its module.meta.json (from get_module)\n```\n\nPlatform-created projects also carry `idos.modules.lock.json` (which modules came from the catalog,\nwith file fingerprints) — it is platform-owned; don't edit it. Where new code goes as the game grows,\nand how the project documents itself, is **idosgames-project-structure**.\n\n`src/main.tsx` (host-owned) is the only place that creates the client — but it does **not** sign in.\n`mountHost` owns sign-in: it replays a previous session (`autoLogin`) and renders the login screen\nwhen there is nothing to replay. Calling a `login*` method here skips that screen for good, taking\n\"switch account\" and wallet sign-in with it:\n\n```ts\nconst client = createIDosGamesClient({ titleID, buildKey, throttleMs: 0 });\n// Do NOT log in here — the host does it.\nmountHost({\n container: app,\n client,\n modules, // from ./modules\n renderLogin, // optional: your own screen; omitted = a plain guest-only default\n});\n```\n\nWhether a returning player is signed back in silently is the login screen's business, not the\nhost's: it calls `client.auth.setRememberSession(remember)` before a `login*` method. See the\nauthentication skill.\n\n`src/modules.ts` registers what the project composes:\n\n```ts\nimport type { Module } from \"@idosgames/module-sdk\";\nimport { boardGameModule } from \"./modules/board-game\";\nexport const modules: Module[] = [boardGameModule];\n```\n\n## Steps to scaffold\n\n1. **Base** — write the host scaffold to the project root (`get_host_scaffold`, or copy\n `templates/base`): sign-in and the lobby in `src/base/`, `src/app.config.ts` (start in the lobby or\n a game), an empty `src/modules.ts` → an empty lobby.\n2. **Bind the Title** — open `src/idos.title.ts` and set `IDOS_TITLE_ID` to the game's canonical\n Title id (and `IDOS_BUILD_KEY` if the title enforces one). This file is the project's single\n centralized identity — it is the highest-priority source and the only channel a packaged mobile\n build, iframe embed, or shared link has. On platform-created projects the platform generates it;\n on a manually scaffolded project **you fill it yourself**. Do NOT bind the title via `.env.local`\n (`VITE_IDOS_TITLE_ID`) — that is a local-dev fallback for the raw template only, and it does not\n travel with the code.\n3. **Pick modules** — `list_modules` / `search`, then `get_module {id}` for each. Write its files\n into `src/modules/{id}/`. The base's systems are the modules with `inBase: true` (profile,\n inventory, invite, friends, quests, mailbox); add the game(s) with the modules each game `uses`, and any\n other system (shop, VIP, leaderboards…) only when the app needs it.\n4. **Register** — for each module add `import { {camelCase(id)}Module } from \"./modules/{id}\"` and\n push it into the `modules` array (e.g. `board-game` → `boardGameModule`). Then add the module to\n the \"Installed modules\" block of `IDOS.md` (one line: ``- `board-game` (0.1.0) — src/modules/board-game/``)\n — on platform projects the platform maintains that block itself.\n5. **Install deps** — the union of `runtimePackages` + each module's `dependencies`. Modules bring\n their own engine (three, phaser); the host brings react/react-dom/app-shell.\n6. **Run** — sign-in → the game inside the lobby: the lobby's balances on top, its tabs at the\n bottom — \"Play\" is the game, the systems' screens are the other tabs (a tab hides itself while the\n title has nothing for it). The lobby draws the balances and the wallet; games hide their own copies by\n themselves (`sharedUi` roles).\n\nTo combine multiple genres into one game, see **idosgames-compose-modules**. To write or edit a\nmodule, see **idosgames-module-contract**.\n\n## Where state lives (decide this before writing the first save)\n\nThe project is client-side code in the player's browser. `localStorage`, module fields, and React\nstate are **not storage** — nothing there survives a device change, and nothing there is trusted.\n\n1. **A dedicated module owns it?** Use that module. Currencies, inventory, quests, characters,\n leaderboards, store purchases each have a service that enforces the rules server-side.\n2. **Otherwise, per-player data → `client.userCustomData`** — buckets `Private`/`Public` are\n client-writable (settings, cosmetics), `ReadOnly`/`Internal` are server-only. Anything a player\n could cheat by editing goes in the server-only buckets. See **user-custom-data**.\n3. **Shared by all players → `client.titleCustomData`** (event state, global counters, server\n thresholds, feature toggles). Read-only for clients. See **title-custom-data**.\n4. **Writing any of the server-only data, or any rule the player must not be able to fake** →\n a CloudCode handler, called with `client.cloudCode.execute(...)`. See **cloud-code**.\n\n## Two MCP surfaces: game CODE vs. a Title's live DATA\n\nThe platform exposes **two independent MCP servers** — don't confuse them:\n\n- **`@idosgames/mcp`** (this one) serves the **CODE registry**. Use it to WRITE a game's source:\n `get_host_scaffold`, `list_modules` / `search` / `get_module`, `get_manifest`, `list_skills` /\n `get_skill`. Transport: stdio (`npx -y @idosgames/mcp`). Its registry is bundled offline; to use the\n hosted copy set `IDOSGAMES_REGISTRY_URL=https://cloud.idosgames.com/drive/registry/latest` — a **base**\n the loader appends `/index.json`, `/modules/{id}.json`, etc. to (the base itself is not fetchable on\n R2; open `.../latest/index.json` to browse the catalog). Read-only, no auth. It never reads or changes\n a live Title's data.\n- **The Title-configuration MCP** (a separate backend server) owns a **live Title's DATA**. Use it to\n read/write the Title's `TitlePublicConfiguration` (`get_<field>` / `save_<field>`, or the whole\n model) and to generate assets (`generate_image` / `generate_audio` / `generate_text` /\n `generate_three_d` / `generate_video`). Transport: HTTP JSON-RPC at\n `POST https://site.idosgames.com/api/v2/mcp`; every tool call takes a `title_id` argument.\n Authorization is **OAuth 2.1** — there is no API key and nothing to paste. Connect it as a plain\n HTTP MCP server with **no headers**: your client gets a `401`, discovers the authorization\n server, registers itself, and opens a browser where the publisher picks which Titles and which\n permissions to grant. The token lives in your client's own credential store, so committed config\n holds only the URL:\n\n ```json\n {\n \"mcpServers\": {\n \"idosgames-title\": {\n \"type\": \"http\",\n \"url\": \"https://site.idosgames.com/api/v2/mcp\"\n }\n }\n }\n ```\n\n Permissions the publisher can grant: `config:read`, `config:write`, `cloudcode:write`,\n `ai:generate`. A grant is scoped to the Titles ticked on the consent screen, and the publisher\n can revoke it any time from **Connected apps** in the dashboard. If a call comes back\n `SCOPE_NOT_ALLOWED` or `TITLE_NOT_ALLOWED`, the token is fine — that permission or that Title\n simply was not granted; ask the publisher to re-authorize rather than retrying.\n\n Configuring a **fresh (empty) Title** so a game can actually run against it (currencies → game\n loop → bots) is its own checklist: see **idosgames-title-bootstrap**.\n\nRule of thumb: **game CODE → `@idosgames/mcp`; a Title's live config DATA and generated ASSETS → the\nbackend `v2/mcp` server.** Scaffolding a project and configuring/populating the Title it runs as are\ntwo different jobs on two different servers — connect the one that matches the task (or both).\n",
|
|
5
5
|
"references": []
|
|
6
6
|
}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "idosgames-module-contract",
|
|
3
3
|
"description": "Write or modify an iDosGames feature module against the module contract in @idosgames/module-sdk: the Module manifest, ModuleContext, EngineScene (Three/Phaser/vanilla), UiPanel (React), route registration, and the shared controller-box bridge between an imperative scene and React panels. Use this whenever a developer authors a NEW module, edits an existing one (board-game, idle-rpg, voxelcraft, mini-game, store, character, workshop…), or asks about defineModule, registerScene/registerPanel/registerRoute, ctx.features (register / open / setBadge / setAvailable), ctx.modes, activate/suspend, SceneMountContext, sharedUi / ctx.sharedUi.shouldDraw, ctx.events / defineTopic, ctx.content / ContentTypeHandler (letting the Workshop publish and open the game's content), ctx.multiplayer / registerGame (playing online through the lobby's rooms system), ctx.navigate, the --idos-safe-* layout variables, or the {camelCase(id)}Module export convention.",
|
|
4
|
-
"content": "---\nname: idosgames-module-contract\ndescription: >-\n Write or modify an iDosGames feature module against the module contract in @idosgames/module-sdk:\n the Module manifest, ModuleContext, EngineScene (Three/Phaser/vanilla), UiPanel (React), route\n registration, and the shared controller-box bridge between an imperative scene and React panels.\n Use this whenever a developer authors a NEW module, edits an existing one (board-game, idle-rpg,\n voxelcraft, mini-game, store, character, workshop…), or asks about defineModule,\n registerScene/registerPanel/registerRoute, ctx.features (register / open / setBadge / setAvailable),\n ctx.modes,\n activate/suspend, SceneMountContext, sharedUi / ctx.sharedUi.shouldDraw, ctx.events / defineTopic,\n ctx.content / ContentTypeHandler (letting the Workshop publish and open the game's content),\n ctx.multiplayer / registerGame (playing online through the lobby's rooms system),\n ctx.navigate, the --idos-safe-* layout variables, or the {camelCase(id)}Module export convention.\n---\n\n# The module contract (@idosgames/module-sdk)\n\nA module is a manifest the host installs once. It exports `{camelCase(id)}Module` from its\n`index.ts` (e.g. `board-game` → `boardGameModule`, `idle-rpg` → `idleRpgModule`) — the host seeder\nderives the import name from the id, so this convention is required.\n\n```ts\nimport { defineModule } from \"@idosgames/module-sdk\";\n\nexport const boardGameModule = defineModule({\n id: \"board-game\",\n meta: { name: \"Board Game\", type: \"game\", genre: \"board\", engine: \"three\" }, // engine: three|phaser|dom\n setup(ctx) {\n // ctx.client (shared, authed) · ctx.events (typed cross-module bus) · ctx.sharedUi · ctx.surface\n ctx.registerScene(createScene(box)); // rendered engine scene (optional)\n ctx.registerPanel({ id: \"root\", slot: \"overlay\", component: RootPanel }); // React UI (optional)\n ctx.registerRoute({ id: \"board-game\", label: \"Board\", icon: \"🎲\" }); // a mode → the lobby's \"Play\"\n },\n});\n```\n\nTwo kinds of module plug into the base (`src/base/` — sign-in and the lobby):\n\n- a **game** (`meta.type: \"game\"`) registers a route: the lobby shows a \"Play\" button for it, and\n over it the base draws only a small \"To the lobby\" button;\n- a **system** (`meta.type: \"app\"`) registers a feature — its screen becomes a lobby tab:\n `ctx.features.register({ id, label, icon, group, order, primary?, available?, Screen })`. A tab\n that depends on title data registers with `available: false` and calls\n `ctx.features.setAvailable(id, ok, reason)` once it knows (details: **idosgames-ui-kit**).\n\n`ctx.modes.list()` / `current()` / `subscribe()` — every mode (id, label, icon, module, module type),\nfilled once all modules are installed (read it at render time, not inside `setup()`).\n`ctx.navigate(id)` switches (`\"lobby\"` is the base); called inside `setup()` it picks the mode the app\nstarts in. `ctx.features.open(id, args)` from a game (the lobby not on screen) switches to the lobby\nand opens that tab there.\n\n`ctx.multiplayer` — a game that plays online registers itself (`registerGame({ mode, topology,\nchatMode, maxPlayers, joinInProgress, settings, start(room) })`) and takes the room the lobby's\nrooms system hands it on \"Play\"; it never creates or joins rooms (skill **multiplayer-realtime**).\n\nOptional static field: `sharedUi: { provides?: SharedUiRole[]; requires?: SharedUiRole[] }` — see\n\"Shared chrome\" below.\n\n`meta.type` is `game | app | ai-app`; `meta.engine` is `three | phaser | dom` (`dom` = no renderer —\na pure React/DOM app module). `setup` is called ONCE with `ctx: ModuleContext`.\n\n## EngineScene (the rendered part)\n\nA scene mounts into a bare `HTMLElement` (framework-free — this is why a vanilla Three game like\nvoxelcraft fits). The host's Mode Router drives it; only the active mode runs.\n\n```ts\nconst scene: EngineScene = {\n surface: \"fullbleed-canvas\",\n mount(ctx: SceneMountContext) {\n controller = new Controller(ctx.host);\n box.set(controller);\n },\n activate() {\n controller?.setRunning(true);\n }, // became the active mode → resume RAF\n suspend() {\n controller?.setRunning(false);\n }, // hidden → stop RAF (invariant: only active ticks)\n destroy() {\n controller?.destroy();\n }, // permanent teardown\n};\n```\n\n`mount` takes a context object (not a bare element) so it can grow — e.g. a host-shared renderer in\nthe composition era — without breaking the contract. A scene MUST stop its RAF on `suspend`.\n\n### Loading — never a still screen\n\nA scene's FIRST start goes behind the app's loading screen by itself: the host shows it (themed,\n\"Loading «<mode>»…\"), lets it paint, THEN calls `mount` — so heavy synchronous work in `mount`\n(generating terrain, building meshes) never looks like a frozen app. The screen goes away after the\nfirst frame, or — when the scene has more to do — when its optional `ready(): Promise<void>` resolves\n(voxelcraft: the last played world restored from storage). Never draw your own start-up spinner.\n\nLong work AFTER the start goes through `ctx.loading` — the same screen:\n\n- `await ctx.loading.track(fetchWorld(), \"Loading the world…\")` — async work;\n- `await ctx.loading.run(() => buildWorld(seed), \"Building the world…\")` — work that BLOCKS the page:\n the screen is shown and painted first (calling heavy code right after `begin()` freezes the page\n before the screen appears);\n- `const task = ctx.loading.begin(\"…\"); task.progress(0.4, \"Textures…\"); task.done();` — with progress.\n\n### Notifications — `ctx.notifications`\n\nThe app's one system of toasts and alert windows (the UI kit draws them, themed): never draw a banner\nof your own. `ctx.notifications.toast({ level, title, message, icon, image, source, key, actions })`\n— `level`: `info | success | warning | error | reward`; `source` defaults to the module's id (the\ntoast shows that screen's name and a tap opens it). `await ctx.notifications.alert({ level, title,\nmessage, actions: [{ id: \"go\", label: \"Open\", primary: true, openFeature: \"season\" }, { label: \"Later\" }] })`\nresolves with the pressed action's id (`null` — closed). React screens: `useNotify()` from the kit.\n\nA module that registers a scene MUST also publish its debug surface — `ctx.exposeToAgent({ state,\nactions, describeActions })` — and must NOT gate controls on Pointer Lock (unavailable in the\npreview's cross-origin iframe). Nothing inside a `<canvas>` is observable from the DOM, so without\nthe surface neither the AI Coder nor a human reviewer can tell what the game is doing. See the\n`idosgames-agent-debug-surface` skill.\n\n### `capture()` — the frame for \"Take a shot and share\"\n\nidosgames.com has a **Shot** button under the game: it asks the game for one frame, puts the\nplatform's branding and a QR code on it and offers to post it. A scene answers through the optional\n`capture?(): Promise<Blob | null>`. The host (`@idosgames/app-shell`) wires the request itself —\na module only has to return a picture of its active scene.\n\n**Implement it in any scene that renders to a canvas.** Without it the host falls back to reading\nthe `<canvas>` from outside, and for WebGL that is a trap: a renderer created WITHOUT\n`preserveDrawingBuffer` (the default, and the right default — the flag costs memory and a copy every\nframe) has already cleared its buffer by the time anyone reads it, so `toBlob()` returns a **fully\nblack** image and reports nothing. The host rejects single-colour frames, so the player gets the\ngame's cover instead of their moment.\n\nRender and read in the SAME tick:\n\n```ts\n// three.js\ncapture() {\n return new Promise((resolve) => {\n renderer.render(scene, camera); // draw now…\n renderer.domElement.toBlob(resolve, \"image/png\"); // …and read before the buffer is cleared\n });\n},\n\n// Phaser — use its own snapshot, it handles the timing\ncapture() {\n return new Promise((resolve) => {\n setTimeout(() => resolve(null), 1500); // no frame came (context lost) → answer \"no\", don't hang\n game.loop.wake(); // a sleeping loop never draws again → snapshot never fires\n game.renderer.snapshot((image) => {\n if (!(image instanceof HTMLImageElement)) return resolve(null);\n const c = document.createElement(\"canvas\");\n c.width = image.naturalWidth || image.width;\n c.height = image.naturalHeight || image.height;\n c.getContext(\"2d\")?.drawImage(image, 0, 0);\n c.toBlob(resolve, \"image/png\");\n });\n });\n},\n```\n\nAlways answer — with a Blob or `null`. A `capture()` that never settles makes the site wait out its\ntimeout before it falls back, and the player stares at a spinner.\n\nReturn `null` when there is nothing worth showing (loading, no scene yet) — the site then uses the\ncover. Only the scene is captured, not the React panels over it: a shot for a feed reads better\nwithout the HUD. DOM-only modules (no canvas) simply omit `capture`. Working references:\n`modules/board-game` and `modules/voxelcraft` (three), `modules/idle-rpg` (Phaser).\n\n## UiPanel (the React part)\n\nPanels are React components the host renders inside its provider stack (client + status already\nprovided). Use `@idosgames/react` hooks (`useIDosGamesClient`, `useUserState`) — do NOT re-create\nproviders.\n\n- `slot`: `hud | sidebar | overlay | modal`.\n- `activeOnly` (default true): show only while this module's mode is active. Set `false` for shared\n chrome that stays across every mode (e.g. a persistent HUD).\n- `overlay`/`sidebar` layers sit between the shared HUD and the nav (the host measures both), so a\n panel positioned `absolute` inside its layer never ends up under them. Things drawn outside the\n layers use `var(--idos-safe-top, 0px)` / `var(--idos-safe-bottom, 0px)`.\n- A `hud` panel's wrapper is `display: contents`: the panel is a direct flex child of the HUD row\n (can `flex: 1`) and must set `pointer-events: auto` only on its controls.\n\n## Shared chrome (`sharedUi`)\n\nRoles: `currency-bar` (virtual-currency balances), `wallet` (crypto wallet entry — `LazyWalletPanel`),\n`status` (the `useStatus()` line), `account` (Log out + player ID), `menu` (the menu of features),\n`modes` (the switch between modes). The base takes `currency-bar`, `wallet`, `account`, `menu` and\n`modes` — its lobby draws them; `status` stays with each game. A module that draws one for every\nmode declares `sharedUi: { provides: [...] }` on the module object — statically, so the host resolves\nowners before any `setup()` and the answer never depends on module order.\n\n**Rule for templates: yield every role you draw yourself.** Read it once in `setup()` and close over\nthe answer (it is fixed for the session):\n\n```ts\nsetup(ctx) {\n const chrome = {\n wallet: ctx.sharedUi.shouldDraw(\"wallet\"),\n balances: ctx.sharedUi.shouldDraw(\"currency-bar\"),\n status: ctx.sharedUi.shouldDraw(\"status\"),\n };\n ctx.registerPanel({ id: \"root\", slot: \"overlay\", component: makeRootPanel(box, chrome) });\n}\n```\n\nHide only the SHARED pieces — genre UI (the board's stage/tile/cycle chips) always stays. Never\nwrap your UI in your own `<StatusProvider>`: the host provides ONE, and a nested one would swallow\nyour messages so the shared status line never sees them. A module that needs a role but does not\ndraw it declares `sharedUi: { requires: [\"currency-bar\"] }`. `ctx.sharedUi.ownerOf(role)` names the\nprovider (or `null`). A full-screen mode (its own bottom tab bar) that shows the player ID and\n\"Log out\" in its own header declares `sharedUi: { drawsOwn: [\"account\"] }` and draws them only while\n`shouldDraw(\"account\")`: the host then hides its floating bottom-left copy while that mode is on\nscreen (it would cover the tab bar) and keeps it in the other modes. `drawsOwn` takes no role —\nwith the base installed the lobby draws the account and the mode hides its copy.\n\n## Events (`ctx.events`)\n\nTyped topic tokens — `defineTopic(\"<your-id>:<event>@1\", shape({ … }))` from\n`@idosgames/module-sdk`; emit only your own namespace; to listen to another module, copy its topic\nand payload descriptor from the catalog into your own `defineTopic` (never import it); declare both\nin `module.meta.json` (`events.emits` / `events.listens`). **Subscribe in `setup()`**, not in a panel\neffect — `activeOnly` panels unmount with their mode and miss events; store what arrives in a small\nstore the panel reads. Full rules and examples: **idosgames-compose-modules** (\"Signals between\nmodules\"). The string overloads (`emit(\"x\", …)`) are deprecated.\n\n## Content types (`ctx.content`) and switching modes (`ctx.navigate`)\n\nA game whose players make things (worlds, levels, skins) registers a **content type handler** so the\nshared Workshop module can publish and open them — the Workshop never imports the game:\n\n```ts\nsetup(ctx) {\n ctx.content.registerType({\n type: \"voxelcraft.world\", // = a key of Workshop.ContentTypes in the title config\n label: \"VoxelCraft world\",\n icon: \"⛏️\",\n modeId: \"voxelcraft\", // route to switch to after open()\n async listLocal() { return saves.map((s) => ({ id: s.id, name: s.name, updatedAt: s.at })); },\n async capture(localId) { // roles/MIME types must fit the title's content type config\n return { files: [{ role: \"main\", contentType: \"application/json\", data: json }],\n thumbnail: { contentType: \"image/webp\", data: webp }, suggestedTitle: name };\n },\n async open(content) { importSave(content.files[0].data); },\n });\n}\n```\n\nHandlers registered in `setup()` are removed with the module; `registerType` returns an unregister\nfunction for anything dynamic. `ctx.navigate(modeId)` switches the host to another module's route\n(the Workshop uses it to jump into the game after `open`); an unknown id is ignored. Details:\n**workshop-system**.\n\n## Bridging scene ↔ panel\n\nThe scene creates its controller at `mount` (needs the canvas), but panels render before that. Share\nit with a one-slot observable and read it with `useSyncExternalStore`:\n\n```ts\nexport function createControllerBox<T>() {\n /* get/set/subscribe */\n}\n// panel: const controller = useSyncExternalStore(box.subscribe, box.get); if (!controller) return <Loading/>;\n```\n\nFor the module's controller React context use the shared factory instead of hand-writing it:\n\n```ts\nexport const [BoardControllerProvider, useBoardController] =\n createControllerContext<BoardController>(\"BoardController\"); // from @idosgames/react\n```\n\n## Layout and boundaries\n\nA module is one folder, `src/modules/<id>/`. It imports only its own files, the game's shared code\nin `src/shared/` and npm packages — never another module's files or host files. Talk to other\nmodules through the shared `ctx.client` (durable state) and `ctx.events` (live signals, typed\ntopics `<module-id>:<event>@<major>` declared in `module.meta.json`). A module shipped in the catalog is fully self-contained — it never uses\n`src/shared/`, so it installs into any game; a game's own module may use it, and its shared code is\ncopied into it when it is published for other creators.\n\n```\nsrc/modules/<id>/\n index.ts export { <camelCaseId>Module } from \"./module\";\n module.ts defineModule({ … })\n module.meta.json manifest: type (template|feature), summary, provides, tags, version, author\n components/ game/ data/ react/ — as needed\n```\n\nEvery module carries its own `module.meta.json` (the `ModuleManifest` shape), including a game's own\nmodules. The full standard — where a new feature goes, file size, documentation — is\n**idosgames-project-structure**.\n\n## Dependencies\n\nDeclare only the module's UNIQUE deps (e.g. `phaser` for idle-rpg, `three` for board/voxel) plus the\nshared baseline (react, @idosgames/*). The platform pins shared libs identically across modules; two\nmodules must not request different versions of one package (the build allowlist rejects it).\n\nStudy a real module via `get_module {id}` (MCP) before writing a new one.\n",
|
|
4
|
+
"content": "---\nname: idosgames-module-contract\ndescription: >-\n Write or modify an iDosGames feature module against the module contract in @idosgames/module-sdk:\n the Module manifest, ModuleContext, EngineScene (Three/Phaser/vanilla), UiPanel (React), route\n registration, and the shared controller-box bridge between an imperative scene and React panels.\n Use this whenever a developer authors a NEW module, edits an existing one (board-game, idle-rpg,\n voxelcraft, mini-game, store, character, workshop…), or asks about defineModule,\n registerScene/registerPanel/registerRoute, ctx.features (register / open / setBadge / setAvailable),\n ctx.modes,\n activate/suspend, SceneMountContext, sharedUi / ctx.sharedUi.shouldDraw, ctx.events / defineTopic,\n ctx.content / ContentTypeHandler (letting the Workshop publish and open the game's content),\n ctx.multiplayer / registerGame (playing online through the lobby's rooms system),\n ctx.navigate, the --idos-safe-* layout variables, or the {camelCase(id)}Module export convention.\n---\n\n# The module contract (@idosgames/module-sdk)\n\nA module is a manifest the host installs once. It exports `{camelCase(id)}Module` from its\n`index.ts` (e.g. `board-game` → `boardGameModule`, `idle-rpg` → `idleRpgModule`) — the host seeder\nderives the import name from the id, so this convention is required.\n\n```ts\nimport { defineModule } from \"@idosgames/module-sdk\";\n\nexport const boardGameModule = defineModule({\n id: \"board-game\",\n meta: { name: \"Board Game\", type: \"game\", genre: \"board\", engine: \"three\" }, // engine: three|phaser|dom\n setup(ctx) {\n // ctx.client (shared, authed) · ctx.events (typed cross-module bus) · ctx.sharedUi · ctx.surface\n ctx.registerScene(createScene(box)); // rendered engine scene (optional)\n ctx.registerPanel({ id: \"root\", slot: \"overlay\", component: RootPanel }); // React UI (optional)\n ctx.registerRoute({ id: \"board-game\", label: \"Board\", icon: \"🎲\" }); // a mode → the lobby's \"Play\"\n },\n});\n```\n\nTwo kinds of module plug into the base (`src/base/` — sign-in and the lobby):\n\n- a **game** (`meta.type: \"game\"`) registers a route: it is the lobby's \"Play\" tab — the base keeps\n its balances and tabs around the game through the host's `header`/`footer` panel slots (the app's\n frame: the canvas and every other slot are laid out between them, so a game needs nothing for it);\n- a **system** (`meta.type: \"app\"`) registers a feature — its screen becomes a lobby tab:\n `ctx.features.register({ id, label, icon, group, order, primary?, available?, Screen })`. A tab\n that depends on title data registers with `available: false` and calls\n `ctx.features.setAvailable(id, ok, reason)` once it knows (details: **idosgames-ui-kit**).\n\n`ctx.modes.list()` / `current()` / `subscribe()` — every mode (id, label, icon, module, module type),\nfilled once all modules are installed (read it at render time, not inside `setup()`).\n`ctx.navigate(id)` switches (`\"lobby\"` is the base); called inside `setup()` it picks the mode the app\nstarts in. `ctx.features.open(id, args)` from a game (the lobby not on screen) switches to the lobby\nand opens that tab there.\n\n`ctx.multiplayer` — a game that plays online registers itself (`registerGame({ mode, topology,\nchatMode, maxPlayers, joinInProgress, settings, start(room) })`) and takes the room the lobby's\nrooms system hands it on \"Play\"; it never creates or joins rooms (skill **multiplayer-realtime**).\n\nOptional static field: `sharedUi: { provides?: SharedUiRole[]; requires?: SharedUiRole[] }` — see\n\"Shared chrome\" below.\n\n`meta.type` is `game | app | ai-app`; `meta.engine` is `three | phaser | dom` (`dom` = no renderer —\na pure React/DOM app module). `setup` is called ONCE with `ctx: ModuleContext`.\n\n## EngineScene (the rendered part)\n\nA scene mounts into a bare `HTMLElement` (framework-free — this is why a vanilla Three game like\nvoxelcraft fits). The host's Mode Router drives it; only the active mode runs.\n\n```ts\nconst scene: EngineScene = {\n surface: \"fullbleed-canvas\",\n mount(ctx: SceneMountContext) {\n controller = new Controller(ctx.host);\n box.set(controller);\n },\n activate() {\n controller?.setRunning(true);\n }, // became the active mode → resume RAF\n suspend() {\n controller?.setRunning(false);\n }, // hidden → stop RAF (invariant: only active ticks)\n destroy() {\n controller?.destroy();\n }, // permanent teardown\n};\n```\n\n`mount` takes a context object (not a bare element) so it can grow — e.g. a host-shared renderer in\nthe composition era — without breaking the contract. A scene MUST stop its RAF on `suspend`.\n\n### Loading — never a still screen\n\nA scene's FIRST start goes behind the app's loading screen by itself: the host shows it (themed,\n\"Loading «<mode>»…\"), lets it paint, THEN calls `mount` — so heavy synchronous work in `mount`\n(generating terrain, building meshes) never looks like a frozen app. The screen goes away after the\nfirst frame, or — when the scene has more to do — when its optional `ready(): Promise<void>` resolves\n(voxelcraft: the last played world restored from storage). Never draw your own start-up spinner.\n\nLong work AFTER the start goes through `ctx.loading` — the same screen:\n\n- `await ctx.loading.track(fetchWorld(), \"Loading the world…\")` — async work;\n- `await ctx.loading.run(() => buildWorld(seed), \"Building the world…\")` — work that BLOCKS the page:\n the screen is shown and painted first (calling heavy code right after `begin()` freezes the page\n before the screen appears);\n- `const task = ctx.loading.begin(\"…\"); task.progress(0.4, \"Textures…\"); task.done();` — with progress.\n\n### Notifications — `ctx.notifications`\n\nThe app's one system of toasts and alert windows (the UI kit draws them, themed): never draw a banner\nof your own. `ctx.notifications.toast({ level, title, message, icon, image, source, key, actions })`\n— `level`: `info | success | warning | error | reward`; `source` defaults to the module's id (the\ntoast shows that screen's name and a tap opens it). `await ctx.notifications.alert({ level, title,\nmessage, actions: [{ id: \"go\", label: \"Open\", primary: true, openFeature: \"season\" }, { label: \"Later\" }] })`\nresolves with the pressed action's id (`null` — closed). React screens: `useNotify()` from the kit.\n\nA module that registers a scene MUST also publish its debug surface — `ctx.exposeToAgent({ state,\nactions, describeActions })` — and must NOT gate controls on Pointer Lock (unavailable in the\npreview's cross-origin iframe). Nothing inside a `<canvas>` is observable from the DOM, so without\nthe surface neither the AI Coder nor a human reviewer can tell what the game is doing. See the\n`idosgames-agent-debug-surface` skill.\n\n### `capture()` — the frame for \"Take a shot and share\"\n\nidosgames.com has a **Shot** button under the game: it asks the game for one frame, puts the\nplatform's branding and a QR code on it and offers to post it. A scene answers through the optional\n`capture?(): Promise<Blob | null>`. The host (`@idosgames/app-shell`) wires the request itself —\na module only has to return a picture of its active scene.\n\n**Implement it in any scene that renders to a canvas.** Without it the host falls back to reading\nthe `<canvas>` from outside, and for WebGL that is a trap: a renderer created WITHOUT\n`preserveDrawingBuffer` (the default, and the right default — the flag costs memory and a copy every\nframe) has already cleared its buffer by the time anyone reads it, so `toBlob()` returns a **fully\nblack** image and reports nothing. The host rejects single-colour frames, so the player gets the\ngame's cover instead of their moment.\n\nRender and read in the SAME tick:\n\n```ts\n// three.js\ncapture() {\n return new Promise((resolve) => {\n renderer.render(scene, camera); // draw now…\n renderer.domElement.toBlob(resolve, \"image/png\"); // …and read before the buffer is cleared\n });\n},\n\n// Phaser — use its own snapshot, it handles the timing\ncapture() {\n return new Promise((resolve) => {\n setTimeout(() => resolve(null), 1500); // no frame came (context lost) → answer \"no\", don't hang\n game.loop.wake(); // a sleeping loop never draws again → snapshot never fires\n game.renderer.snapshot((image) => {\n if (!(image instanceof HTMLImageElement)) return resolve(null);\n const c = document.createElement(\"canvas\");\n c.width = image.naturalWidth || image.width;\n c.height = image.naturalHeight || image.height;\n c.getContext(\"2d\")?.drawImage(image, 0, 0);\n c.toBlob(resolve, \"image/png\");\n });\n });\n},\n```\n\nAlways answer — with a Blob or `null`. A `capture()` that never settles makes the site wait out its\ntimeout before it falls back, and the player stares at a spinner.\n\nReturn `null` when there is nothing worth showing (loading, no scene yet) — the site then uses the\ncover. Only the scene is captured, not the React panels over it: a shot for a feed reads better\nwithout the HUD. DOM-only modules (no canvas) simply omit `capture`. Working references:\n`modules/board-game` and `modules/voxelcraft` (three), `modules/idle-rpg` (Phaser).\n\n## UiPanel (the React part)\n\nPanels are React components the host renders inside its provider stack (client + status already\nprovided). Use `@idosgames/react` hooks (`useIDosGamesClient`, `useUserState`) — do NOT re-create\nproviders.\n\n- `slot`: `hud | sidebar | overlay | modal`.\n- `activeOnly` (default true): show only while this module's mode is active. Set `false` for shared\n chrome that stays across every mode (e.g. a persistent HUD).\n- `overlay`/`sidebar` layers sit between the shared HUD and the nav (the host measures both), so a\n panel positioned `absolute` inside its layer never ends up under them. Things drawn outside the\n layers use `var(--idos-safe-top, 0px)` / `var(--idos-safe-bottom, 0px)`.\n- A `hud` panel's wrapper is `display: contents`: the panel is a direct flex child of the HUD row\n (can `flex: 1`) and must set `pointer-events: auto` only on its controls.\n\n## Shared chrome (`sharedUi`)\n\nRoles: `currency-bar` (virtual-currency balances), `wallet` (crypto wallet entry — `LazyWalletPanel`),\n`status` (the `useStatus()` line), `account` (Log out + player ID), `menu` (the menu of features),\n`modes` (the switch between modes). The base takes `currency-bar`, `wallet`, `account`, `menu` and\n`modes` — its lobby draws them; `status` stays with each game. A module that draws one for every\nmode declares `sharedUi: { provides: [...] }` on the module object — statically, so the host resolves\nowners before any `setup()` and the answer never depends on module order.\n\n**Rule for templates: yield every role you draw yourself.** Read it once in `setup()` and close over\nthe answer (it is fixed for the session):\n\n```ts\nsetup(ctx) {\n const chrome = {\n wallet: ctx.sharedUi.shouldDraw(\"wallet\"),\n balances: ctx.sharedUi.shouldDraw(\"currency-bar\"),\n status: ctx.sharedUi.shouldDraw(\"status\"),\n };\n ctx.registerPanel({ id: \"root\", slot: \"overlay\", component: makeRootPanel(box, chrome) });\n}\n```\n\nHide only the SHARED pieces — genre UI (the board's stage/tile/cycle chips) always stays. Never\nwrap your UI in your own `<StatusProvider>`: the host provides ONE, and a nested one would swallow\nyour messages so the shared status line never sees them. A module that needs a role but does not\ndraw it declares `sharedUi: { requires: [\"currency-bar\"] }`. `ctx.sharedUi.ownerOf(role)` names the\nprovider (or `null`). A full-screen mode (its own bottom tab bar) that shows the player ID and\n\"Log out\" in its own header declares `sharedUi: { drawsOwn: [\"account\"] }` and draws them only while\n`shouldDraw(\"account\")`: the host then hides its floating bottom-left copy while that mode is on\nscreen (it would cover the tab bar) and keeps it in the other modes. `drawsOwn` takes no role —\nwith the base installed the lobby draws the account and the mode hides its copy.\n\n## Events (`ctx.events`)\n\nTyped topic tokens — `defineTopic(\"<your-id>:<event>@1\", shape({ … }))` from\n`@idosgames/module-sdk`; emit only your own namespace; to listen to another module, copy its topic\nand payload descriptor from the catalog into your own `defineTopic` (never import it); declare both\nin `module.meta.json` (`events.emits` / `events.listens`). **Subscribe in `setup()`**, not in a panel\neffect — `activeOnly` panels unmount with their mode and miss events; store what arrives in a small\nstore the panel reads. Full rules and examples: **idosgames-compose-modules** (\"Signals between\nmodules\"). The string overloads (`emit(\"x\", …)`) are deprecated.\n\n## Content types (`ctx.content`) and switching modes (`ctx.navigate`)\n\nA game whose players make things (worlds, levels, skins) registers a **content type handler** so the\nshared Workshop module can publish and open them — the Workshop never imports the game:\n\n```ts\nsetup(ctx) {\n ctx.content.registerType({\n type: \"voxelcraft.world\", // = a key of Workshop.ContentTypes in the title config\n label: \"VoxelCraft world\",\n icon: \"⛏️\",\n modeId: \"voxelcraft\", // route to switch to after open()\n async listLocal() { return saves.map((s) => ({ id: s.id, name: s.name, updatedAt: s.at })); },\n async capture(localId) { // roles/MIME types must fit the title's content type config\n return { files: [{ role: \"main\", contentType: \"application/json\", data: json }],\n thumbnail: { contentType: \"image/webp\", data: webp }, suggestedTitle: name };\n },\n async open(content) { importSave(content.files[0].data); },\n });\n}\n```\n\nHandlers registered in `setup()` are removed with the module; `registerType` returns an unregister\nfunction for anything dynamic. `ctx.navigate(modeId)` switches the host to another module's route\n(the Workshop uses it to jump into the game after `open`); an unknown id is ignored. Details:\n**workshop-system**.\n\n## Bridging scene ↔ panel\n\nThe scene creates its controller at `mount` (needs the canvas), but panels render before that. Share\nit with a one-slot observable and read it with `useSyncExternalStore`:\n\n```ts\nexport function createControllerBox<T>() {\n /* get/set/subscribe */\n}\n// panel: const controller = useSyncExternalStore(box.subscribe, box.get); if (!controller) return <Loading/>;\n```\n\nFor the module's controller React context use the shared factory instead of hand-writing it:\n\n```ts\nexport const [BoardControllerProvider, useBoardController] =\n createControllerContext<BoardController>(\"BoardController\"); // from @idosgames/react\n```\n\n## Layout and boundaries\n\nA module is one folder, `src/modules/<id>/`. It imports only its own files, the game's shared code\nin `src/shared/` and npm packages — never another module's files or host files. Talk to other\nmodules through the shared `ctx.client` (durable state) and `ctx.events` (live signals, typed\ntopics `<module-id>:<event>@<major>` declared in `module.meta.json`). A module shipped in the catalog is fully self-contained — it never uses\n`src/shared/`, so it installs into any game; a game's own module may use it, and its shared code is\ncopied into it when it is published for other creators.\n\n```\nsrc/modules/<id>/\n index.ts export { <camelCaseId>Module } from \"./module\";\n module.ts defineModule({ … })\n module.meta.json manifest: type (template|feature), summary, provides, tags, version, author\n components/ game/ data/ react/ — as needed\n```\n\nEvery module carries its own `module.meta.json` (the `ModuleManifest` shape), including a game's own\nmodules. The full standard — where a new feature goes, file size, documentation — is\n**idosgames-project-structure**.\n\n## Dependencies\n\nDeclare only the module's UNIQUE deps (e.g. `phaser` for idle-rpg, `three` for board/voxel) plus the\nshared baseline (react, @idosgames/*). The platform pins shared libs identically across modules; two\nmodules must not request different versions of one package (the build allowlist rejects it).\n\nStudy a real module via `get_module {id}` (MCP) before writing a new one.\n",
|
|
5
5
|
"references": []
|
|
6
6
|
}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "user-profile",
|
|
3
3
|
"description": "Work with the player's own account/session state in the iDosGames TS SDK (@idosgames/core) via client.user (UserService): bootstrap the whole per-player cache at login (ClientState — title config + every module's user state), load the raw inventory snapshot (currencies, items, unstackable instances), read usage-time / session stats, change the username, and delete the account. Use this whenever the user is working in the iDosGames TS SDK or its game templates (board-game, idle-rpg) and wants login/session bootstrapping, a profile or account screen, usage-time / playtime tracking, username changes, account deletion, raw inventory reads, or otherwise touches client.user, UserService, ClientState, UserState, UserInventoryState, UsageTimeStats, or client.data.user.state — even if they don't name the module explicitly.",
|
|
4
|
-
"content": "---\nname: user-profile\ndescription: >-\n Work with the player's own account/session state in the iDosGames TS SDK\n (@idosgames/core) via client.user (UserService): bootstrap the whole\n per-player cache at login (ClientState — title config + every module's user\n state), load the raw inventory snapshot (currencies, items, unstackable\n instances), read usage-time / session stats, change the username, and delete\n the account. Use this whenever the user is working in the iDosGames TS SDK or\n its game templates (board-game, idle-rpg) and wants login/session\n bootstrapping, a profile or account screen, usage-time / playtime tracking,\n username changes, account deletion, raw inventory reads, or otherwise touches\n client.user, UserService, ClientState, UserState, UserInventoryState,\n UsageTimeStats, or client.data.user.state — even if they don't name the\n module explicitly.\n---\n\n# User profile & session (iDosGames TS SDK)\n\n`UserService` is the root/session module: it has no gameplay concept of its\nown (no \"profile\" entity to level up), and instead owns **the state bootstrap\nthat every other module builds on**. When a player logs in, `UserService` is\nwhat fetches the entire per-player state tree (`ClientState`) and the title's\npublic config in one call, mirrors both into the cache, and only then does the\nrest of the SDK have anything to read. Past login, it also covers a handful of\naccount-level actions that don't belong to any feature module: raw inventory\nreads, usage-time tracking, username changes, and account deletion.\n\nThis skill is for **using** the production `UserService`, not for porting or\nextending it. If a call is rejected, that's the backend enforcing a rule —\nsurface the error, don't try to reproduce the check client-side.\n\n## Mental model: ClientState is the trunk, every module is a branch\n\n`client.data.user.state` (type `UserState`) is **one shared object**. Most\nfeature modules (`Character`, `Quest`, `Store`, `Lootbox`, `Reward`,\n`Leaderboard`, `Season`, `Premium`, `Match`, `Collection`, `CoopEvent`,\n`DealOffer`, `Referral`, `Social`, `CustomData`, `GameLoop`, `Blockchain`, …)\nown one key on it and write there through their own service. `UserService`\ndoesn't own most of those keys — it owns the **mechanism that first populates\nthe whole tree**, plus a few keys nobody else claims: `InventoryV2` (the only\none it also refreshes into the cache on its own, via `getUserInventory`),\n`EventToken` (read via `getEventTokens`, result-only), and the ambient\n`UserID` / `PublicData` / `Usage` / `EconomyTuning` fields that ride along on\nthe login `ClientState.User`.\n\n**Two module keys are declared on `UserState` but never populated by\n`getClientState`/`getClientStateExcept`: `TimedBoost` and `Marketplace`.** The\nbackend's `ClientState.User` builder (`UserV2` in `User.cs`) only copies\n`InventoryV2`, `EventToken`, `Premium`, `PublicData`, `Social`, `Quest`,\n`GameLoop`, `Season`, `CoopEvent`, `Collection`, `Lootbox`, `Store`,\n`DealOffer`, `Referral`, `Leaderboard`, `EconomyTuning`, `Usage`,\n`CustomData`, `Blockchain`, `Reward`, `Character`, and `Match` — `TimedBoost`\nand `Marketplace` are absent from both its default field list and its\nfield-copier table, even though the underlying DB document has both. Those\ntwo modules populate their own cache keys exclusively through their own\nfetch calls (`client.timedBoost.getActiveTimedBoosts()` →\n`applyTimedBoost`, `client.marketplace.getMyState()` →\n`applyMarketplaceState`) — never assume `state?.TimedBoost` or\n`state?.Marketplace` is populated just because you called a `ClientState`\nmethod. See each module's own skill for how to load them.\n\n`AuthenticationService` calls `UserService.getClientStateExcept(...)` internally\non every login method (`loginWithDeviceID`, etc.) — you don't normally call\n`getClientState`/`getClientStateExcept` yourself. It's exposed because:\n\n- a mid-session hard refresh (\"resync everything\") is a legitimate thing to\n trigger from a debug menu or a stale-cache recovery path;\n- `getClientStateExcept` lets you refetch everything **except** a field you\n want to preserve (the SDK itself uses this for `GameLoop`, which is loaded\n per-stage by the GameLoop feature and would otherwise get wiped by a\n mid-session state refresh).\n\n### `ClientState.Title` is often absent on the wire — and that is not an error\n\nThe title config is identical for every player and changes rarely, so the SDK\ncaches it across sessions. Each response carries `ClientState.TitleConfigVersion`;\nthe SDK stores it next to the config and sends it back as\n`KnownTitleConfigVersion` on the next call. When it still matches, the backend\n**omits the `Title` key entirely** and only the player state travels.\n\n`UserService` resolves this for you — it re-fills `result.data.Title` from local\nstorage before applying it, so `client.data.config.titlePublicConfiguration` is\nalways populated and nothing in game code changes. What you must **not** do is\nread `Title` straight off a raw envelope you captured yourself (a network log, a\nhand-rolled fetch) and conclude the config is gone.\n\nStorage is `localStorage` with a memory fallback; pass `configStorage` to\n`createIDosGamesClient` to supply your own (React Native, a native shell). Any\nstorage failure degrades to the previous behaviour — a full config download —\nnever to a broken launch. The cached config is public title data, not player\ndata, so it deliberately survives logout.\n\n## Setup\n\n```ts\nimport { createIDosGamesClient } from \"@idosgames/core\";\n\nconst client = createIDosGamesClient({ titleID: \"your-title-id\" });\nawait client.auth.loginWithDeviceID(); // or any auth.* method\n// client.data.user.state and client.data.config are already populated here.\n\nconst user = client.user; // the UserService\n```\n\nEvery method requires an authenticated session. Without one they return\n`{ ok: false, reason: \"unauthorized\" }` — they do not throw. There is one\n`client` per player; don't share it across sessions.\n\n## Methods\n\nAll methods return `Promise<OperationResult<T>>`: a discriminated union that is\neither `{ ok: true, data }` or `{ ok: false, reason, error }`. Always branch on\n`result.ok` before touching `result.data`. `reason` is one of `\"client\"` (bad\nlocal args), `\"unauthorized\"`, `\"throttled\"` (fired the same endpoint again\ninside the throttle window), `\"connection\"` (transient, offer Retry),\n`\"validation\"` (response/schema drift), or `\"server\"` (backend rejected it —\n`error` carries the human-readable reason).\n\n| Method | Purpose | `data` on success |\n| --------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------- |\n| `getClientState()` | Fetch the state tree using the backend's **default** field set (which omits `Usage`/`EconomyTuning`/`CustomData`) and replace the cache wholesale. | `ClientState` |\n| `getClientStateExcept(excludeFields?, excludeTitleFields?)` | Fetch **every** field except the named ones, and preserve the current cached value of the named `User.*` / `Title.*` keys instead of overwriting them with the response (used at login to protect `GameLoop`). Prefer this for resyncs. | `ClientState` |\n| `getUserInventory()` | Load this player's raw inventory (currencies, stackable/unstackable items). | `UserInventoryState` |\n| `getEventTokens()` | Load the player's event-token buckets (per-feature token balances, e.g. Quest points). | `UserEventTokensState` |\n| `getUsageTime()` | Load aggregated playtime stats (today/week/month/total, sessions, reactivations). | `UsageTimeStats` |\n| `addUsageTime(usageTime, isNewSession, sessionDurationSeconds)` | Report elapsed foreground time for this session (heartbeat call). | `SuccessResponse` |\n| `changeUsername(username)` | Change the player's username. | `ChangeUsernameResponse` (`Username`) |\n| `deleteUserAccount()` | Permanently delete the player's account. | `SuccessResponse` |\n\nOn success, each method emits an event (see below for exactly which), but only\n`getClientState`/`getClientStateExcept` and `getUserInventory` also write the\ncache — `getEventTokens`, `getUsageTime`, `addUsageTime`, `changeUsername`, and\n`deleteUserAccount` hand you the response and leave `client.data` untouched.\n`addUsageTime`'s request is sent with a\n`silent` transport flag, meaning it won't spam the global error/busy UI on\nfailure the way a user-initiated action would; treat it as a background\nheartbeat, not something you need a dedicated error toast for.\n\n## Reading state and reacting to changes\n\n```ts\n// Whole-tree reads (present after any getClientState* call, i.e. after login):\nconst state = client.data.user.state; // UserState | null\nstate?.UserID;\nstate?.PublicData; // denormalized public profile snapshot (Username, AvatarUrl, Level, Power, ...)\nstate?.Usage; // UserUsageState — server-persisted usage summary (see below)\nstate?.InventoryV2; // present after getClientState* or getUserInventory()\n\n// Title config, populated by the same call:\nimport type { TitlePublicConfigurationModel } from \"@idosgames/core\";\nclient.data.config.titlePublicConfiguration; // TitlePublicConfigurationModel | null\n```\n\nSubscribe with `client.on(...)`; each returns an unsubscribe fn.\n\n**UserService's own events** (emitted directly by the methods above):\n\n- `user:clientStateReceived` → `ClientState` — fires from both\n `getClientState()` and `getClientStateExcept()`.\n- `user:inventoryReceived` → `UserInventoryState`\n- `user:eventTokensReceived` → `UserEventTokensState`\n- `user:usageTimeReceived` → `UsageTimeStats`\n- `user:usageTimeAdded` → `SuccessResponse`\n- `user:accountDeleted` → `SuccessResponse`\n- `user:usernameChanged` → `ChangeUsernameResponse`\n\n**Cache-echo events (not UserService's)**: almost every other event under the\n`user:` prefix is the _shared cache namespace_ firing on writes made by\n**other** modules' services, not by `UserService` — e.g. `user:characterUpdated`\n(CharacterService), `user:questUpdated` (QuestService), `user:storeUpdated`\n(StoreService), `user:lootboxUpdated`, `user:rewardUpdated`,\n`user:timedEventUpdated`, `user:leaderboardUpdated`, `user:seasonUpdated`,\n`user:premiumUpdated`, `user:matchUpdated`, `user:collectionUpdated`,\n`user:coopEventUpdated`, `user:dealOfferUpdated`, `user:referralUpdated`,\n`user:socialUpdated`, `user:timedBoostUpdated`, `user:customDataUpdated`,\n`user:gameLoopUpdated`, `user:blockchainUpdated`, `user:marketplaceUpdated`,\n`user:virtualCurrencyUpdated`, `user:eventTokenUpdated`. Don't document or\ntreat those as UserService methods/events — they belong to their own module's\nskill (or, for the last two, are narrower sub-signals of `user:inventoryUpdated`\nfired by the shared resource-operation apply path).\n\nTwo exceptions genuinely belong to the shared cache itself rather than any one\nmodule:\n\n- `user:stateUpdated` — fires whenever `client.data.user.state` is replaced\n wholesale (i.e. after `applyUserState`, which both `getClientState()` and\n `getClientStateExcept()` trigger internally).\n- `user:anyUpdated` — the umbrella event; fires on **every** cache write from\n **every** module, including all of the above. Good for a single \"re-render\n everything\" hook; too coarse to react to a specific change.\n\n`user:inventoryUpdated` (distinct from `user:inventoryReceived`) also fires\nwhenever inventory changes as a side effect of another module's resource\ncharge/grant (equip, purchase, upgrade, etc.) — not just from\n`getUserInventory()`. Read balances from `client.data.user.state?.InventoryV2`\nrather than assuming only `UserService` writes there.\n\n```ts\nconst off = client.on(\"user:clientStateReceived\", (state) => {\n console.log(\"logged in as\", state.User?.UserID);\n});\n// later: off();\n```\n\n## Recipes\n\n### Bootstrap after login (already done for you)\n\n```ts\nawait client.auth.loginWithDeviceID();\n// AuthenticationService already called getClientStateExcept([\"GameLoop\"], [\"GameLoop\"])\n// internally. client.data.user.state and client.data.config are populated now.\nconst state = client.data.user.state;\n```\n\nYou rarely need to call `getClientState()` / `getClientStateExcept()` yourself\n— only for an explicit \"resync\" action (e.g. a debug/settings-screen\n\"Force refresh\" button) or recovering from a suspected stale cache.\n\n### Force a full resync mid-session, without losing the active board\n\n```ts\nconst res = await client.user.getClientStateExcept([\"GameLoop\"], [\"GameLoop\"]);\nif (!res.ok) return showError(res.error);\n// Every module's User.* state and the title config are now fresh, except\n// GameLoop, which keeps whatever was cached before this call (the response's\n// GameLoop, if any, is discarded and the previous cached value re-applied).\n```\n\n### Show a profile / account screen\n\n```ts\nconst res = await client.user.getUsageTime();\nif (!res.ok) return showError(res.error);\nconst usage = res.data; // UsageTimeStats — Today/CurrentWeek/Total/TotalSessions, seconds\nconst publicData = client.data.user.state?.PublicData;\n\n// publicData.Username / AvatarUrl / Level / Power / BoardRank — denormalized\n// snapshot also used by other modules (leaderboards, social, PvP opponents).\n```\n\nRead the stats off the **result** — `getUsageTime()` does not write the cache.\n`client.data.user.state?.Usage` is a different type (`UserUsageState`, the\npersisted per-day aggregate) and is only as fresh as the last\n`getClientStateExcept` fetch (i.e. login/resync).\n\n⚠ **Per-day history is a WINDOW, not everything.** The server folds days older\nthan the window (400 by default) into `Usage.Monthly`, and months of finished\nyears into `Usage.Yearly`; the fold is irreversible. `UsageTimeStats.History`\nis that same windowed `Daily` map. So never sum per-day records for a lifetime\nor year-long figure — `Total`/`TotalSessions` are kept separately and are\nexact. See [references/data-model.md](references/data-model.md#userusagestate).\n\n### Report playtime (session heartbeat)\n\n```ts\nconst res = await client.user.addUsageTime(\n elapsedSeconds, // usageTime: seconds since the last heartbeat\n isFirstHeartbeatThisSession, // isNewSession\n sessionDurationSeconds, // total session length so far\n);\nif (!res.ok) return; // silent transport call — fail quietly, retry next tick\n```\n\nCall this periodically (e.g. every N seconds of foreground time) rather than\nonce at session end, so playtime survives an unexpected app kill.\n\n### Change username\n\n```ts\nconst res = await client.user.changeUsername(\"NewName123\");\nif (!res.ok) return showError(res.error); // \"INVALID_USERNAME\" — must be 3–24 chars after trimming\nconsole.log(res.data.Username); // the trimmed name the server stored\n```\n\nUsernames are a **display field**, not a login identity: the backend trims the\ninput, checks 3–24 characters, and stores it as-is — there is no uniqueness\ncheck, so two players can share a name. Note the SDK does **not** patch the\ncached `PublicData.Username` after this call — update your UI from\n`res.data.Username` (or re-fetch client state) rather than re-reading the cache.\n\n### Delete account\n\n```ts\nconst res = await client.user.deleteUserAccount();\nif (!res.ok) return showError(res.error);\nclient.auth.logout(); // clear local session/cache after a confirmed deletion\n```\n\nThere's no undo client-side or server-side — gate this behind an explicit\nconfirmation step in the UI; the SDK does not add its own \"are you sure\"\nprompt. The backend does a hard delete of this title's player document\n(matched by `UserID` + `TitleID`) — it removes this game's data for this\nplayer only, not other titles' data for the same platform account.\n\n### Read raw inventory (currencies + items)\n\n```ts\nawait client.user.getUserInventory();\nconst inv = client.data.user.state?.InventoryV2;\ninv?.VirtualCurrencies; // { currencyID: { Amount, Recharge?, Daily? } }\ninv?.CryptoCurrencies; // { currencyID: { Amount, Frozen, ... } } — decimal strings\ninv?.Items; // { itemID: { StackableAmount, UnstackableAmount, TotalAmount } }\ninv?.UnstackableItems; // { itemInstanceID: UnstackableItemInstanceState }\n```\n\nMost feature modules (Item, Character, Store, Lootbox) already keep\n`InventoryV2` current via their own resource-operation cache writes — you only\nneed to call `getUserInventory()` explicitly for an initial/standalone read or\na forced resync of inventory alone (cheaper than a full `getClientState()`).\n\n## Gotchas\n\n- **Don't call login-path methods redundantly.** `getClientStateExcept` runs\n automatically inside every `auth.*` login method. Calling `getClientState()`\n again right after login just re-fetches what you already have.\n- **`getClientStateExcept`'s exclusion is cache-side, not server-side.** The\n server still returns the excluded fields (or doesn't include them — either\n way the SDK ignores what it got back for them); the SDK's `applyClientState`\n re-applies the _previously cached_ value if the fresh response doesn't carry\n one. Use this to protect a key another feature is actively managing\n mid-session (the SDK itself only special-cases `GameLoop` today, but the\n mechanism is generic to any `UserState`/title-config key).\n- **`user:anyUpdated` is too coarse for targeted UI.** It fires on literally\n every cache write from every module. Prefer the specific event\n (`user:clientStateReceived`, `user:inventoryReceived`, a module's own\n `user:<domain>Updated`) unless you genuinely want a blanket re-render.\n- **`state?.TimedBoost` and `state?.Marketplace` are never filled by a\n `ClientState` fetch.** They exist on the `UserState` type, but the backend's\n `GetClientState`/`GetClientStateExcept` builder simply doesn't copy them —\n they're populated only after you call\n `client.timedBoost.getActiveTimedBoosts()` / `client.marketplace.getMyState()`\n at least once. If a profile/debug screen dumps `client.data.user.state` right\n after login, don't be surprised these two keys are missing even though\n everything else is populated.\n- **`addUsageTime` is a `silent` call.** It won't trigger the SDK's global\n error/busy signaling on failure the way a normal action does — build your\n own light retry/backoff for it if playtime accuracy matters, rather than\n relying on a global error handler to surface a problem.\n- **`PublicData` is a snapshot, not live state.** `UserState.PublicData` (and\n the same shape embedded in other modules' responses — leaderboard entries,\n social timeline actors, PvP/raid opponents, coop group members) is a\n denormalized copy taken at write time; it can lag behind the player's own\n live `InventoryV2`/`Character`/etc. Don't use it as a substitute for reading\n your own state.\n- **Crypto amounts are decimal strings.** `InventoryV2.CryptoCurrencies[id].Amount`\n and `.Frozen` are strings, not numbers — use a decimal library (the SDK uses\n `decimal.js` internally) for arithmetic, never native float math.\n",
|
|
4
|
+
"content": "---\nname: user-profile\ndescription: >-\n Work with the player's own account/session state in the iDosGames TS SDK\n (@idosgames/core) via client.user (UserService): bootstrap the whole\n per-player cache at login (ClientState — title config + every module's user\n state), load the raw inventory snapshot (currencies, items, unstackable\n instances), read usage-time / session stats, change the username, and delete\n the account. Use this whenever the user is working in the iDosGames TS SDK or\n its game templates (board-game, idle-rpg) and wants login/session\n bootstrapping, a profile or account screen, usage-time / playtime tracking,\n username changes, account deletion, raw inventory reads, or otherwise touches\n client.user, UserService, ClientState, UserState, UserInventoryState,\n UsageTimeStats, or client.data.user.state — even if they don't name the\n module explicitly.\n---\n\n# User profile & session (iDosGames TS SDK)\n\n`UserService` is the root/session module: it has no gameplay concept of its\nown (no \"profile\" entity to level up), and instead owns **the state bootstrap\nthat every other module builds on**. When a player logs in, `UserService` is\nwhat fetches the entire per-player state tree (`ClientState`) and the title's\npublic config in one call, mirrors both into the cache, and only then does the\nrest of the SDK have anything to read. Past login, it also covers a handful of\naccount-level actions that don't belong to any feature module: raw inventory\nreads, usage-time tracking, username changes, and account deletion.\n\nThis skill is for **using** the production `UserService`, not for porting or\nextending it. If a call is rejected, that's the backend enforcing a rule —\nsurface the error, don't try to reproduce the check client-side.\n\n## Mental model: ClientState is the trunk, every module is a branch\n\n`client.data.user.state` (type `UserState`) is **one shared object**. Most\nfeature modules (`Character`, `Quest`, `Store`, `Lootbox`, `Reward`,\n`Leaderboard`, `Season`, `Premium`, `Match`, `Collection`, `CoopEvent`,\n`DealOffer`, `Referral`, `Social`, `CustomData`, `GameLoop`, `Blockchain`, …)\nown one key on it and write there through their own service. `UserService`\ndoesn't own most of those keys — it owns the **mechanism that first populates\nthe whole tree**, plus a few keys nobody else claims: `InventoryV2` (the only\none it also refreshes into the cache on its own, via `getUserInventory`),\n`EventToken` (read via `getEventTokens`, result-only), and the ambient\n`UserID` / `PublicData` / `Usage` / `EconomyTuning` fields that ride along on\nthe login `ClientState.User`.\n\n**Two module keys are declared on `UserState` but never populated by\n`getClientState`/`getClientStateExcept`: `TimedBoost` and `Marketplace`.** The\nbackend's `ClientState.User` builder (`UserV2` in `User.cs`) only copies\n`InventoryV2`, `EventToken`, `Premium`, `PublicData`, `Social`, `Quest`,\n`GameLoop`, `Season`, `CoopEvent`, `Collection`, `Lootbox`, `Store`,\n`DealOffer`, `Referral`, `Leaderboard`, `EconomyTuning`, `Usage`,\n`CustomData`, `Blockchain`, `Reward`, `Character`, and `Match` — `TimedBoost`\nand `Marketplace` are absent from both its default field list and its\nfield-copier table, even though the underlying DB document has both. Those\ntwo modules populate their own cache keys exclusively through their own\nfetch calls (`client.timedBoost.getActiveTimedBoosts()` →\n`applyTimedBoost`, `client.marketplace.getMyState()` →\n`applyMarketplaceState`) — never assume `state?.TimedBoost` or\n`state?.Marketplace` is populated just because you called a `ClientState`\nmethod. See each module's own skill for how to load them.\n\n`AuthenticationService` calls `UserService.getClientStateExcept(...)` internally\non every login method (`loginWithDeviceID`, etc.) — you don't normally call\n`getClientState`/`getClientStateExcept` yourself. It's exposed because:\n\n- a mid-session hard refresh (\"resync everything\") is a legitimate thing to\n trigger from a debug menu or a stale-cache recovery path;\n- `getClientStateExcept` lets you refetch everything **except** a field you\n want to preserve (the SDK itself uses this for `GameLoop`, which is loaded\n per-stage by the GameLoop feature and would otherwise get wiped by a\n mid-session state refresh).\n\n### `ClientState.Title` is often absent on the wire — and that is not an error\n\nThe title config is identical for every player and changes rarely, so the SDK\ncaches it across sessions. Each response carries `ClientState.TitleConfigVersion`;\nthe SDK stores it next to the config and sends it back as\n`KnownTitleConfigVersion` on the next call. When it still matches, the backend\n**omits the `Title` key entirely** and only the player state travels.\n\n`UserService` resolves this for you — it re-fills `result.data.Title` from local\nstorage before applying it, so `client.data.config.titlePublicConfiguration` is\nalways populated and nothing in game code changes. What you must **not** do is\nread `Title` straight off a raw envelope you captured yourself (a network log, a\nhand-rolled fetch) and conclude the config is gone.\n\nStorage is `localStorage` with a memory fallback; pass `configStorage` to\n`createIDosGamesClient` to supply your own (React Native, a native shell). Any\nstorage failure degrades to the previous behaviour — a full config download —\nnever to a broken launch. The cached config is public title data, not player\ndata, so it deliberately survives logout.\n\n## Setup\n\n```ts\nimport { createIDosGamesClient } from \"@idosgames/core\";\n\nconst client = createIDosGamesClient({ titleID: \"your-title-id\" });\nawait client.auth.loginWithDeviceID(); // or any auth.* method\n// client.data.user.state and client.data.config are already populated here.\n\nconst user = client.user; // the UserService\n```\n\nEvery method requires an authenticated session. Without one they return\n`{ ok: false, reason: \"unauthorized\" }` — they do not throw. There is one\n`client` per player; don't share it across sessions.\n\n## Methods\n\nAll methods return `Promise<OperationResult<T>>`: a discriminated union that is\neither `{ ok: true, data }` or `{ ok: false, reason, error }`. Always branch on\n`result.ok` before touching `result.data`. `reason` is one of `\"client\"` (bad\nlocal args), `\"unauthorized\"`, `\"throttled\"` (fired the same endpoint again\ninside the throttle window), `\"connection\"` (transient, offer Retry),\n`\"validation\"` (response/schema drift), or `\"server\"` (backend rejected it —\n`error` carries the human-readable reason).\n\n| Method | Purpose | `data` on success |\n| --------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------- |\n| `getClientState()` | Fetch the state tree using the backend's **default** field set (which omits `Usage`/`EconomyTuning`/`CustomData`) and replace the cache wholesale. | `ClientState` |\n| `getClientStateExcept(excludeFields?, excludeTitleFields?)` | Fetch **every** field except the named ones, and preserve the current cached value of the named `User.*` / `Title.*` keys instead of overwriting them with the response (used at login to protect `GameLoop`). Prefer this for resyncs. | `ClientState` |\n| `getUserInventory()` | Load this player's raw inventory (currencies, stackable/unstackable items). | `UserInventoryState` |\n| `getEventTokens()` | Load the player's event-token buckets (per-feature token balances, e.g. Quest points). | `UserEventTokensState` |\n| `getUsageTime()` | Load aggregated playtime stats (today/week/month/total, sessions, reactivations). | `UsageTimeStats` |\n| `addUsageTime(usageTime, isNewSession, sessionDurationSeconds)` | Report elapsed foreground time for this session (heartbeat call). | `SuccessResponse` |\n| `changeUsername(username)` | Change the player's username. | `ChangeUsernameResponse` (`Username`) |\n| `deleteUserAccount()` | Permanently delete the player's account. | `SuccessResponse` |\n\nOn success, each method emits an event (see below for exactly which), but only\n`getClientState`/`getClientStateExcept` and `getUserInventory` also write the\ncache — `getEventTokens`, `getUsageTime`, `addUsageTime`, `changeUsername`, and\n`deleteUserAccount` hand you the response and leave `client.data` untouched.\n`addUsageTime`'s request is sent with a\n`silent` transport flag, meaning it won't spam the global error/busy UI on\nfailure the way a user-initiated action would; treat it as a background\nheartbeat, not something you need a dedicated error toast for.\n\n## Reading state and reacting to changes\n\n```ts\n// Whole-tree reads (present after any getClientState* call, i.e. after login):\nconst state = client.data.user.state; // UserState | null\nstate?.UserID;\nstate?.PublicData; // denormalized public profile snapshot (Username, AvatarUrl, Level, Power, ...)\nstate?.Usage; // UserUsageState — server-persisted usage summary (see below)\nstate?.InventoryV2; // present after getClientState* or getUserInventory()\n\n// Title config, populated by the same call:\nimport type { TitlePublicConfigurationModel } from \"@idosgames/core\";\nclient.data.config.titlePublicConfiguration; // TitlePublicConfigurationModel | null\n```\n\nSubscribe with `client.on(...)`; each returns an unsubscribe fn.\n\n**UserService's own events** (emitted directly by the methods above):\n\n- `user:clientStateReceived` → `ClientState` — fires from both\n `getClientState()` and `getClientStateExcept()`.\n- `user:inventoryReceived` → `UserInventoryState`\n- `user:eventTokensReceived` → `UserEventTokensState`\n- `user:usageTimeReceived` → `UsageTimeStats`\n- `user:usageTimeAdded` → `SuccessResponse`\n- `user:accountDeleted` → `SuccessResponse`\n- `user:usernameChanged` → `ChangeUsernameResponse`\n\n**Cache-echo events (not UserService's)**: almost every other event under the\n`user:` prefix is the _shared cache namespace_ firing on writes made by\n**other** modules' services, not by `UserService` — e.g. `user:characterUpdated`\n(CharacterService), `user:questUpdated` (QuestService), `user:storeUpdated`\n(StoreService), `user:lootboxUpdated`, `user:rewardUpdated`,\n`user:timedEventUpdated`, `user:leaderboardUpdated`, `user:seasonUpdated`,\n`user:premiumUpdated`, `user:matchUpdated`, `user:collectionUpdated`,\n`user:coopEventUpdated`, `user:dealOfferUpdated`, `user:referralUpdated`,\n`user:socialUpdated`, `user:timedBoostUpdated`, `user:customDataUpdated`,\n`user:gameLoopUpdated`, `user:blockchainUpdated`, `user:marketplaceUpdated`,\n`user:virtualCurrencyUpdated`, `user:eventTokenUpdated`. Don't document or\ntreat those as UserService methods/events — they belong to their own module's\nskill (or, for the last two, are narrower sub-signals of `user:inventoryUpdated`\nfired by the shared resource-operation apply path).\n\nTwo exceptions genuinely belong to the shared cache itself rather than any one\nmodule:\n\n- `user:stateUpdated` — fires whenever `client.data.user.state` is replaced\n wholesale (i.e. after `applyUserState`, which both `getClientState()` and\n `getClientStateExcept()` trigger internally).\n- `user:anyUpdated` — the umbrella event; fires on **every** cache write from\n **every** module, including all of the above. Good for a single \"re-render\n everything\" hook; too coarse to react to a specific change.\n\n`user:inventoryUpdated` (distinct from `user:inventoryReceived`) also fires\nwhenever inventory changes as a side effect of another module's resource\ncharge/grant (equip, purchase, upgrade, etc.) — not just from\n`getUserInventory()`. Read balances from `client.data.user.state?.InventoryV2`\nrather than assuming only `UserService` writes there.\n\n```ts\nconst off = client.on(\"user:clientStateReceived\", (state) => {\n console.log(\"logged in as\", state.User?.UserID);\n});\n// later: off();\n```\n\n## Recipes\n\n### Bootstrap after login (already done for you)\n\n```ts\nawait client.auth.loginWithDeviceID();\n// AuthenticationService already called getClientStateExcept([\"GameLoop\"], [\"GameLoop\"])\n// internally. client.data.user.state and client.data.config are populated now.\nconst state = client.data.user.state;\n```\n\nYou rarely need to call `getClientState()` / `getClientStateExcept()` yourself\n— only for an explicit \"resync\" action (e.g. a debug/settings-screen\n\"Force refresh\" button) or recovering from a suspected stale cache.\n\n### Force a full resync mid-session, without losing the active board\n\n```ts\nconst res = await client.user.getClientStateExcept([\"GameLoop\"], [\"GameLoop\"]);\nif (!res.ok) return showError(res.error);\n// Every module's User.* state and the title config are now fresh, except\n// GameLoop, which keeps whatever was cached before this call (the response's\n// GameLoop, if any, is discarded and the previous cached value re-applied).\n```\n\n### Show a profile / account screen\n\n```ts\nconst res = await client.user.getUsageTime();\nif (!res.ok) return showError(res.error);\nconst usage = res.data; // UsageTimeStats — Today/CurrentWeek/Total/TotalSessions, seconds\nconst publicData = client.data.user.state?.PublicData;\n\n// publicData.Username / AvatarUrl / Level / Power / BoardRank — denormalized\n// snapshot also used by other modules (leaderboards, social, PvP opponents).\n```\n\nRead the stats off the **result** — `getUsageTime()` does not write the cache.\n`client.data.user.state?.Usage` is a different type (`UserUsageState`, the\npersisted per-day aggregate) and is only as fresh as the last\n`getClientStateExcept` fetch (i.e. login/resync).\n\n⚠ **Per-day history is a WINDOW, not everything.** The server folds days older\nthan the window (400 by default) into `Usage.Monthly`, and months of finished\nyears into `Usage.Yearly`; the fold is irreversible. `UsageTimeStats.History`\nis that same windowed `Daily` map. So never sum per-day records for a lifetime\nor year-long figure — `Total`/`TotalSessions` are kept separately and are\nexact. See [references/data-model.md](references/data-model.md#userusagestate).\n\n### Report playtime (session heartbeat)\n\n```ts\nconst res = await client.user.addUsageTime(\n elapsedSeconds, // usageTime: seconds since the last heartbeat\n isFirstHeartbeatThisSession, // isNewSession\n sessionDurationSeconds, // total session length so far\n);\nif (!res.ok) return; // silent transport call — fail quietly, retry next tick\n```\n\nCall this periodically (e.g. every N seconds of foreground time) rather than\nonce at session end, so playtime survives an unexpected app kill.\n\n### Change username\n\n```ts\nconst res = await client.user.changeUsername(\"NewName123\");\nif (!res.ok) return showError(res.error); // \"INVALID_USERNAME\" — must be 3–24 chars after trimming\nconsole.log(res.data.Username); // the trimmed name the server stored\n```\n\nUsernames are a **display field**, not a login identity: the backend trims the\ninput, checks 3–24 characters, and stores it as-is — there is no uniqueness\ncheck, so two players can share a name. Note the SDK does **not** patch the\ncached `PublicData.Username` after this call — update your UI from\n`res.data.Username` (or re-fetch client state) rather than re-reading the cache.\n\n### Delete account\n\n⚠ The platform's games have **no \"Delete account\" button** — it was removed from the `profile`\nsystem on purpose (owner's decision, 03.10.2026). Don't add one to a screen unless the publisher\nasks for it; the API below stays for that case.\n\n```ts\nconst res = await client.user.deleteUserAccount();\nif (!res.ok) return showError(res.error);\nclient.auth.logout(); // clear local session/cache after a confirmed deletion\n```\n\nThere's no undo client-side or server-side — gate this behind an explicit\nconfirmation step in the UI; the SDK does not add its own \"are you sure\"\nprompt. The backend does a hard delete of this title's player document\n(matched by `UserID` + `TitleID`) — it removes this game's data for this\nplayer only, not other titles' data for the same platform account.\n\n### Read raw inventory (currencies + items)\n\n```ts\nawait client.user.getUserInventory();\nconst inv = client.data.user.state?.InventoryV2;\ninv?.VirtualCurrencies; // { currencyID: { Amount, Recharge?, Daily? } }\ninv?.CryptoCurrencies; // { currencyID: { Amount, Frozen, ... } } — decimal strings\ninv?.Items; // { itemID: { StackableAmount, UnstackableAmount, TotalAmount } }\ninv?.UnstackableItems; // { itemInstanceID: UnstackableItemInstanceState }\n```\n\nMost feature modules (Item, Character, Store, Lootbox) already keep\n`InventoryV2` current via their own resource-operation cache writes — you only\nneed to call `getUserInventory()` explicitly for an initial/standalone read or\na forced resync of inventory alone (cheaper than a full `getClientState()`).\n\n## Gotchas\n\n- **Don't call login-path methods redundantly.** `getClientStateExcept` runs\n automatically inside every `auth.*` login method. Calling `getClientState()`\n again right after login just re-fetches what you already have.\n- **`getClientStateExcept`'s exclusion is cache-side, not server-side.** The\n server still returns the excluded fields (or doesn't include them — either\n way the SDK ignores what it got back for them); the SDK's `applyClientState`\n re-applies the _previously cached_ value if the fresh response doesn't carry\n one. Use this to protect a key another feature is actively managing\n mid-session (the SDK itself only special-cases `GameLoop` today, but the\n mechanism is generic to any `UserState`/title-config key).\n- **`user:anyUpdated` is too coarse for targeted UI.** It fires on literally\n every cache write from every module. Prefer the specific event\n (`user:clientStateReceived`, `user:inventoryReceived`, a module's own\n `user:<domain>Updated`) unless you genuinely want a blanket re-render.\n- **`state?.TimedBoost` and `state?.Marketplace` are never filled by a\n `ClientState` fetch.** They exist on the `UserState` type, but the backend's\n `GetClientState`/`GetClientStateExcept` builder simply doesn't copy them —\n they're populated only after you call\n `client.timedBoost.getActiveTimedBoosts()` / `client.marketplace.getMyState()`\n at least once. If a profile/debug screen dumps `client.data.user.state` right\n after login, don't be surprised these two keys are missing even though\n everything else is populated.\n- **`addUsageTime` is a `silent` call.** It won't trigger the SDK's global\n error/busy signaling on failure the way a normal action does — build your\n own light retry/backoff for it if playtime accuracy matters, rather than\n relying on a global error handler to surface a problem.\n- **`PublicData` is a snapshot, not live state.** `UserState.PublicData` (and\n the same shape embedded in other modules' responses — leaderboard entries,\n social timeline actors, PvP/raid opponents, coop group members) is a\n denormalized copy taken at write time; it can lag behind the player's own\n live `InventoryV2`/`Character`/etc. Don't use it as a substitute for reading\n your own state.\n- **Crypto amounts are decimal strings.** `InventoryV2.CryptoCurrencies[id].Amount`\n and `.Frozen` are strings, not numbers — use a decimal library (the SDK uses\n `decimal.js` internally) for arithmetic, never native float math.\n",
|
|
5
5
|
"references": [
|
|
6
6
|
{
|
|
7
7
|
"path": "data-model.md",
|