@indiegems/gem-web-sdk 10.4.0 → 11.0.0

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@@ -1457,41 +1457,91 @@ This is a platform rule, not advice — see
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  ### Arcade avatars: the character the player wears, and changing it mid-game
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- Some games draw **Arcade avatars**: whole characters the player owns as Arcade portrait items and
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- wears as their Arcade portrait (store tag `arcade-avatars`). Such a game keys its own model on
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- **`avatarIconId`**, the worn item's id — on `gem.player` for the signed-in player, as on every room
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- member — rather than on the thumbnail.
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+ Some games draw **Arcade avatars** (store tag `arcade-avatars`): the player's look in your game is
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+ something they own and wear in the Arcade. The Arcade's avatar picker has **two tabs**, and they
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+ are **two separate worn choices** — wearing one never changes the other:
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+
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+ | Tab | What the player wears | On `gem.player` and every room member |
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+ |---|---|---|
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+ | **2D** | a portrait — a picture | `avatarIconId`, `avatarIconUrl` (`avatar_icon_id`, `avatar_icon_url` on the wire) |
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+ | **3D** | a 3D character — a rigged model | `avatar3dId`, `avatar3dModelUrl`, `avatar3dIconUrl` (`avatar_3d_id`, `avatar_3d_model_url`, `avatar_3d_icon_url`) |
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+
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+ - **`avatar3dId`** is the worn 3D character's item id. Absent means none is worn — draw your
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+ game's default look.
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+ - **`avatar3dModelUrl`** is its model: a binary glTF (`.glb`, a few hundred kB) with one rig,
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+ `root > body > (head, arm_l, arm_r > hand_socket, leg_l, leg_r)`, sometimes with animation clips
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+ (an idle, say). It never changes at its URL, so cache it by URL.
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+ - **`avatar3dIconUrl`** is a rendered portrait of that character, for a roster or a menu where
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+ loading the model is too much. It is **not** the 2D portrait.
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+
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+ **Draw the 3D character, falling back to what you did before.** A game that drew characters
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+ before the 3D tab existed keyed its own models on `avatarIconId`. Keep that mapping as the
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+ fallback, and prefer the 3D character when one is worn:
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- **Redraw from `onPlayer`, not from boot alone.** The Arcade sends the player again whenever the
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- portrait they wear changes, including mid-game from the Arcade's own menu, without your game
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- asking. `onPlayer` runs and `gem.player` holds the new value; a field missing from the new player
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- is missing now.
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+ ```js
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+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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+ import { platformIconUrl } from '@indiegems/gem-web-sdk/sdk';
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+
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+ const loader = new GLTFLoader();
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+
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+ async function characterFor(p) {
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+ // 1. The 3D character the player wears — the platform's own model.
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+ const url = platformIconUrl(p.avatar3dModelUrl); // pins the host, as for pictures
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+ if (p.avatar3dId && url) {
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+ try {
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+ const gltf = await loader.loadAsync(url);
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+ return { scene: gltf.scene, clips: gltf.animations };
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+ } catch {
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+ // A model that fails to load is not a reason to show nothing.
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+ }
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+ }
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+ // 2. Your old mapping of the worn 2D portrait, then your default.
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+ return myModelForPortrait(p.avatarIconId) ?? myDefaultCharacter();
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+ }
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+
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+ const gem = createGem({ onPlayer: async (p) => hero.wear(await characterFor(p)) });
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+ ```
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+
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+ - **Pass every URL through `platformIconUrl` first** — the model too. Loading it is a request that
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+ carries your player's `Referer`, so only the platform's own item host is allowed; anything else
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+ reads as absent. Against a development backend that includes the development image host, so
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+ there the fallback is what you see.
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+ - **Attach things by the rig's names**, not by your old model's: a held item goes on
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+ `hand_socket`. Play the model's own clips when it has them; your game's animations may not fit
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+ its rig.
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+ - **Keep loading off the critical path.** Start the boot with your default look and swap the
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+ character in when the model arrives; a player on a slow connection should not wait for it.
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+
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+ **Redraw from `onPlayer`, not from boot alone.** The Arcade sends the player again whenever what
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+ they wear changes — either tab — including mid-game from the Arcade's own menu, without your game
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+ asking. `onPlayer` runs and `gem.player` holds the new values; a field missing from the new player
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+ is missing now (a player who takes off their 3D character has no `avatar3dId`).
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  **A "Change avatar" button belongs in your own UI**, and `gem.openAvatarPicker()` opens the
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- Arcade's picker from it. The Arcade pauses your game while the picker is open, saves the player's
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- choice, sends the player again, and resumes you:
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+ Arcade's picker from it. Pass `{ tab: '3d' }` or `{ tab: '2d' }` to open on a tab; omit it and
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+ the Arcade decides (a game tagged `arcade-avatars` gets the 3D tab). The Arcade pauses your game
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+ while the picker is open, saves the player's choice, sends the player again, and resumes you:
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  ```js
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- const gem = createGem({ onPlayer: (p) => hero.wear(avatarOfItem(p.avatarIconId)) });
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-
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  changeAvatar.hidden = !gem.avatarPickerAvailable; // read it live
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  changeAvatar.onclick = () => {
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- if (!gem.openAvatarPicker()) changeAvatar.hidden = true;
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+ if (!gem.openAvatarPicker({ tab: '3d' })) changeAvatar.hidden = true;
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  };
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  ```
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  - **`gem.avatarPickerAvailable`** says whether the Arcade will open its picker here. It is `false`
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  outside the Arcade, before the bridge is up, and under an embedder that has no picker.
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  - **`gem.openAvatarPicker()`** returns `true` when the Arcade was asked and `false` when it was not
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- (the same cases, or more than six asks a minute). It never throws and never waits.
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+ (the same cases, or more than six asks a minute). It never throws and never waits. An Arcade
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+ older than the tabs ignores `tab` and opens its picker as before.
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  - **Nothing answers it.** The outcome is the new player through `onPlayer`. A player who closes the
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  picker unchanged produces nothing, so never wait for an answer or poll `gem.player`.
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- **Your server is not told.** A server-authoritative game reads each member's `avatar_icon_id` from
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- the room read (`GET /v1/games/{game_id}/game-rooms/{game_room_id}`, or `gem.room.get()` on a
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- dedicated server), and nothing pushes a change to it. So when `onPlayer` brings a different
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- `avatarIconId`, have your client tell your server, and have the server **re-read the room** —
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- never trust the id the client sends.
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+ **Your server is not told.** A server-authoritative game reads each member's `avatar_3d_id`,
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+ `avatar_3d_model_url` and `avatar_icon_id` from the room read
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+ (`GET /v1/games/{game_id}/game-rooms/{game_room_id}`, or `gem.room.get()` on a dedicated server),
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+ and nothing pushes a change to it. So when `onPlayer` brings a different avatar, have your client
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+ tell your server, and have the server **re-read the room** — never trust an id the client sends.
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  ## Which backend — no longer yours, and what the override is for
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@indiegems/gem-web-sdk",
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- "version": "10.4.0",
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+ "version": "11.0.0",
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  "description": "postMessage bridge contract between gem-web and browser-playable games",
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  "license": "UNLICENSED",
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  "type": "module",
@@ -557,7 +557,13 @@
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  "from the parent's menu. A frame replaces its whole copy with each one; a",
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  "field absent from the latest message is absent now. There is no other",
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  "signal that the portrait changed, and no reply to the request that",
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- "opened the picker: this message is the outcome."
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+ "opened the picker: this message is the outcome.",
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+ "",
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+ "The WORN 3D CHARACTER (`avatar3dId`, `avatar3dModelUrl`,",
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+ "`avatar3dIconUrl`) is re-sent the same way: whenever it changes, from",
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+ "either tab of the parent's picker, the whole message goes again. It is",
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+ "a separate worn choice from the portrait — wearing one never changes",
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+ "the other — so a message may carry either, both or neither."
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  ],
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  "fields": {
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  "untrusted": {
@@ -620,6 +626,52 @@
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  "the way it drops a non-digit `discriminator`."
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  ]
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  },
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+ "avatar3dId": {
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+ "kind": "string",
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+ "maxLength": 64,
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+ "optional": true,
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+ "$comment": [
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+ "The item-definition id of the 3D CHARACTER the player wears (gem-api",
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+ "`avatar_3d_id`, a UUID; item type `avatar_3d`) — the same id a",
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+ "game-room member's `avatar_3d_id` carries. A game that draws Arcade",
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+ "avatars keys its character on this first, and falls back to its own",
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+ "mapping of `avatarIconId` when it is absent.",
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+ "",
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+ "INDEPENDENT of `avatarIconId`: the portrait and the 3D character are",
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+ "two worn choices, and wearing one never changes the other. Absent",
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+ "means no 3D character is worn (the game's default look), or an older",
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+ "parent; a parent never sends an empty string. Sent with",
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+ "`avatar3dModelUrl` and `avatar3dIconUrl`, all three describing the",
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+ "same item.",
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+ "",
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+ "Bounded here and shape-checked by the frame, exactly as `avatarIconId`",
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+ "is and for the same reason: the frame keeps it only when it is a UUID."
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+ ]
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+ },
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+ "avatar3dModelUrl": {
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+ "kind": "string",
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+ "maxLength": 2048,
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+ "format": "url",
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+ "optional": true,
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+ "$comment": [
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+ "The worn 3D character's MODEL (gem-api `avatar_3d_model_url`): a",
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+ "binary glTF (`.glb`, `model/gltf-binary`) on the platform's item CDN,",
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+ "one rig `root > body > (head, arm_l, arm_r > hand_socket, leg_l,",
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+ "leg_r)`, possibly with animation clips. Immutable at its URL. Absent",
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+ "when no 3D character is worn. Structurally validated only, like",
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+ "`avatarIconUrl`, with the same pin caveat: THE CONSUMER MUST PIN THE",
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+ "ORIGIN before fetching it — the SDK's `platformIconUrl` does, for",
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+ "models as for pictures — or a hostile parent supplies a request-time",
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+ "beacon carrying the Referer."
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+ ]
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+ },
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+ "avatar3dIconUrl": {
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+ "kind": "string",
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+ "maxLength": 2048,
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+ "format": "url",
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+ "optional": true,
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+ "$comment": "The worn 3D character's PORTRAIT RENDER (gem-api `avatar_3d_icon_url`) — a picture of the model, for a roster or a menu where loading the model is too much. NOT the 2D portrait (`avatarIconUrl`), which is a separate worn choice. Absent when no 3D character is worn. Same pin caveat as `avatarIconUrl`."
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+ },
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  "badges": {
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  "kind": "array",
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  "maxItems": 2,
@@ -2888,11 +2940,14 @@
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  "ASKS, and the parent, which holds the account session, renders the",
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  "picker in its own chrome and saves the choice.",
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  "",
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- "NO FIELDS, AND NO REPLY. The game names nothing — not an item, not a",
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- "filter, not a line of text: which portraits are offered and what the",
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+ "ONE OPTIONAL FIELD, AND NO REPLY. The game names nothing but which tab",
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+ "it would like the picker to open on (`tab`, below) — not an item, not",
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+ "a filter, not a line of text: which avatars are offered and what the",
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  "picker says are the parent's. And nothing answers this message. THE",
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- "OUTCOME IS A NEW `gem.player`: when the worn portrait changes, the",
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- "parent re-sends it with the new `avatarIconId` and `avatarIconUrl`, as",
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+ "OUTCOME IS A NEW `gem.player`: when the worn portrait or 3D character",
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+ "changes, the parent re-sends it with the new `avatarIconId` and",
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+ "`avatarIconUrl`, or `avatar3dId`, `avatar3dModelUrl` and",
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+ "`avatar3dIconUrl`, as",
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  "it does for a change the player makes from the parent's menu without",
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  "the game asking. A reply would be a second copy of an identity fact",
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  "(`gem.signInResult`'s argument), and the picker may stay open for as",
@@ -2922,7 +2977,25 @@
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  "picker is the control, and the account-session save is the",
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  "enforcement."
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  ],
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- "fields": {},
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+ "fields": {
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+ "tab": {
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+ "kind": "enum",
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+ "values": ["2d", "3d"],
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+ "optional": true,
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+ "$comment": [
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+ "Which tab the picker opens on: `2d` the portrait (`avatarIconId`),",
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+ "`3d` the 3D character (`avatar3dId`). Absent",
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+ "means the parent decides — for a game that draws Arcade avatars it",
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+ "opens the 3D tab. A HINT, not a restriction: the player may switch",
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+ "tabs, and a parent with one tab ignores it.",
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+ "",
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+ "ADDITIVE, so no `v` bump: an older parent validated this message",
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+ "with no fields and ignores an unknown one (rule 4), so it opens its",
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+ "picker as before. A CLOSED enum, so a third value is a breaking",
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+ "change under the freeze — an older parent would refuse the whole ask."
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+ ]
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+ }
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+ },
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  "rateLimit": {
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  "perMinute": 6,
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  "$comment": "Bounds a BUGGY game. NOT a security control: a hostile game posts on the port it holds rather than calling the SDK. What stops a game nagging is the parent's one-at-a-time rule and its freedom to drop an ask."