@idosgames/mcp 0.1.24 → 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 +41 -42
- package/registry/modules/ai.json +1 -1
- package/registry/modules/board-game.json +1 -1
- package/registry/modules/boosts.json +1 -1
- package/registry/modules/character.json +4 -4
- package/registry/modules/chat.json +1 -1
- package/registry/modules/collections.json +1 -1
- package/registry/modules/coop-events.json +1 -1
- package/registry/modules/craft.json +1 -1
- package/registry/modules/deals.json +1 -1
- package/registry/modules/events.json +1 -1
- package/registry/modules/friends.json +1 -1
- package/registry/modules/idle-rpg.json +21 -21
- package/registry/modules/inventory.json +1 -1
- package/registry/modules/invite.json +1 -1
- package/registry/modules/leaderboard.json +1 -1
- package/registry/modules/lootboxes.json +1 -1
- package/registry/modules/mailbox.json +1 -1
- package/registry/modules/marketplace.json +1 -1
- package/registry/modules/mini-game.json +1 -1
- package/registry/modules/multiplayer.json +1 -1
- package/registry/modules/premium.json +1 -1
- package/registry/modules/profile.json +11 -12
- package/registry/modules/pvp.json +1 -1
- package/registry/modules/quests.json +1 -1
- package/registry/modules/rewards.json +1 -1
- package/registry/modules/season.json +1 -1
- package/registry/modules/store.json +1 -1
- package/registry/modules/tutorials.json +1 -1
- package/registry/modules/voxelcraft.json +1 -1
- package/registry/modules/workshop.json +1 -1
- 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
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"name": "user-profile",
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"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.",
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"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",
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"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",
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