@invonetwork/web-sdk 0.8.0 → 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,194 +1,208 @@
1
- # Changelog
2
-
3
- All notable changes to `@invonetwork/web-sdk` are documented here. This project follows
4
- [Semantic Versioning](https://semver.org/). Releases are managed with
5
- [changesets](https://github.com/changesets/changesets).
6
-
7
- ## [0.8.0] — 2026-07-01
8
-
9
- Completes the **discovery layer** for send/transfer UIs.
10
-
11
- - **`InvoClient.getBalance()`** (browser, player-token, `GET /api/sdk/balance`)the
12
- player's balances for the token's game: `balances[]` (`currencyId`, `currencyName`,
13
- `currencySymbol`/`currencySymbolUrl` (nullable), `availableBalance`/`reservedBalance`/
14
- `totalBalance` as decimal strings) plus `totalValue` / `currencyCount` / `hasFunds`. A
15
- player who hasn't transacted here yet returns an empty `balances` array (a `200`, not an
16
- error); `404 GAME_NOT_FOUND` throws.
17
- - **`InvoServer.getLinkedIdentities({ playerEmail | playerPhone })`** (server-only,
18
- game-secret) — a player's linked wallet identities (game-scoped). Provide one identifier
19
- (phone wins if both); no in-game match returns `notFound: true` with empty `emails`
20
- instead of throwing. **Returns first-party PII — never expose to the browser.**
21
-
22
- ## [0.7.0] — 2026-07-01
23
-
24
- Start of the **discovery layer** for send/transfer UIs.
25
-
26
- - **`InvoClient.getDestinations({ direction })`** one player-token call
27
- (`GET /api/sdk/destinations`) returns every game the player can send/transfer to, with
28
- all display metadata **inline** (game name, icon, currency name/symbol, min/max transfer
29
- limits) no per-game lookup. Includes source game/currency info and `transferMode`
30
- (`universal`/`linked` + `linkedGameIds`).
31
- - _(Coming in 0.7.x: `getBalance` single-game player-token read; `getLinkedIdentities`
32
- server-side.)_
33
-
34
- ## [0.6.0]2026-07-01
35
-
36
- Three additive browser flows the dashboard needed, built to the live backend contracts.
37
-
38
- - **`InvoClient.getPendingCollect()`** the player's own pending-to-collect list
39
- (player-token `GET /api/sdk/transfers/pending`), PII-free. Each row's `kind`
40
- (`identity_gate` `approve*`, `receiving_confirm` `confirmReceipt*`) tells you the
41
- action; typed fields incl. `held` / `holdReason` / `stepUpRequired`.
42
- - **First-enrollment OTP grant** — `enrollmentBegin()` / `enrollmentVerify(code)` for
43
- `ENROLLMENT_REQUIRES_AUTHORIZATION` (send OTP to phone+email, verify, then retry the
44
- same `enrollPasskey()` the server grant is auto-consumed). New `InvoError` helpers
45
- `isEnrollmentAuthorizationRequired` / `isEnrollmentProofRequired`.
46
- - **Typed approve/confirm holds** — `approve*`/`confirmReceipt*` now surface a typed
47
- `holdReason` (from `error_code ?? code`) on HTTP 202 holds, plus `risk` /
48
- `guardianApproval` / `pollEndpoint` on approve. `RECIPIENT_IDENTITY_PENDING` correctly
49
- surfaces on confirm-receipt. Success carries no `holdReason`.
50
-
51
- ## [0.5.0] — 2026-07-01
52
-
53
- Support partner `metadata` end-to-end on the purchase flow (additive, backward-compatible).
54
-
55
- - **`PurchaseCompletedData.metadata?`** the `purchase.completed` webhook now echoes your
56
- metadata back (all rails); `event.data.metadata` is typed.
57
- - **`purchaseCurrency`** now accepts and forwards `metadata` (the direct `/purchase-currency`
58
- endpoint accepts it too, matching `createCheckout`).
59
-
60
- ## [0.4.2]2026-06-30
61
-
62
- Fixes from an independent line-by-line audit against the live backend.
63
-
64
- - **`linkDevice` now works.** `device/link/webauthn/begin` returns a wrapped
65
- `{ link_id, options }` body (challenge nested under `options`) and binds the
66
- challenge to a server-generated `link_id`. The client now unwraps `options` and
67
- echoes the server's `link_id` to `/complete` (it previously threw on an undefined
68
- challenge and sent the wrong id).
69
- - **`InvoError.code` is now populated for the direct purchase rail + guardian flows.**
70
- `errorFromResponse` reads `error_code` (SecureErrorHandler + `/purchase-currency`)
71
- in addition to `code`, and promotes known no-code tokens (`flow_paused`,
72
- `spending_limit_exceeded`, `receiver_not_enrolled_use_claim_code`) to `.code`. Fixes
73
- `isDuplicateRequest` on the direct rail.
74
- - **Guardian/minor routing.** The 202 guardian body also carries
75
- `verification_method:"sms"`; the SDK now suppresses it (reports
76
- `verificationMethod: undefined`) so a guardian-pending minor isn't routed into the
77
- SMS-PIN UI. README example reordered to branch on `guardianApproval` first.
78
-
79
- ## [0.4.1] 2026-06-30
80
-
81
- Docs only — replaced the README's internal-leaking "Deployment prerequisites"
82
- (backend flag names, DB columns, gating mechanics) with a partner-facing
83
- "Before you go live"; republished so the npm page README is current.
84
-
85
- ## [0.4.0] 2026-06-30
86
-
87
- Additive release more server reads, edge-ready webhooks, cancellation, and tooling.
88
-
89
- - **`getInboundPending({ playerEmail | playerPhone })`** — live, unclaimed inbound
90
- sends/transfers for a player (the source of truth behind the "you have X to collect"
91
- badge; pairs with `transfer.claim_pending`).
92
- - **`verifyWebhookAsync`** — Web Crypto variant of `verifyWebhook` that runs on
93
- Cloudflare Workers / Deno / Vercel+Netlify Edge / Bun / browsers; and
94
- **`createWebhookHandler`** — a zero-dep Fetch-API `(Request) => Promise<Response>`
95
- webhook route handler (Next.js App Router, Workers, Deno, Hono, Bun).
96
- - **`iterateItemPurchaseHistory`** async iterator that pages through a player's
97
- full item-purchase history.
98
- - **Per-call `AbortSignal`** — every method accepts an optional `{ signal }`; an
99
- aborted call throws `InvoError` code `ABORTED` and is never retried.
100
- - **Tooling**: ESLint (+ lint in CI), changesets release automation, `SECURITY.md`,
101
- and `CODEOWNERS`.
102
-
103
- ## [0.3.0]2026-06-30
104
-
105
- Additive release new server capabilities plus transport resilience/observability.
106
-
107
- - **Webhook verification** (`/server`): `verifyWebhook(rawBody, signatureHeader, secret | secrets, opts?)`
108
- constant-time HMAC-SHA256 over `${t}.${rawBody}`, 5-minute replay window,
109
- multi-secret rotation; returns a typed `InvoWebhookEvent` discriminated union
110
- (`purchase.*`, `item.purchased`, `transfer.*`, `payout.status_changed`, `webhook.test`).
111
- Throws `InvoError` (`WEBHOOK_SIGNATURE_INVALID` / `WEBHOOK_TIMESTAMP_EXPIRED` /
112
- `WEBHOOK_MALFORMED` / `WEBHOOK_SECRET_MISSING`). Server-only; the browser bundle
113
- stays crypto-free. Independently security-audited.
114
- - **`getPlayerBalance({ playerEmail | playerId })`** (`/server`): typed `player` / `balances` / `summary`.
115
- - **Automatic retries**: network errors/timeouts, `429` (honoring `retry_after`), and
116
- `5xx` are retried with exponential backoff + jitter. New config `maxRetries`
117
- (default 2, `0` disables) and `retryBaseDelayMs` (default 250).
118
- - **Observability hooks**: optional `onRequest` / `onResponse` / `onError` on both
119
- entries (best-effort/non-throwing); `InvoError.requestId` carries the backend
120
- request id for support/tracing.
121
- - **Typed reads**: `confirmPayment` `ConfirmPaymentResult`; `getOrderDetails` /
122
- `getItemOrderDetails` `OrderDetailsResult`; `getItemPurchaseHistory`
123
- `ItemHistoryResult` (previously untyped `Record`). All keep `raw`.
124
- - **Light validation**: `mintPlayerToken` and `createCheckout` require a non-blank
125
- `playerEmail` (throws `INVALID_INPUT` before the network call).
126
- - **License**: `package.json` `license` is now `SEE LICENSE IN LICENSE` (was
127
- `UNLICENSED`); `LICENSE` rewritten as an explicit install-and-use grant for
128
- building INVO integrations.
129
-
130
- ## [0.2.1] 2026-06-30
131
-
132
- Docs only no code change (republished so the npm page README is current).
133
-
134
- - Rewrote the README into a complete integration/deployment guide: capability
135
- overview, architecture, deployment prerequisites, per-flow sections (currency
136
- purchase, item purchase, sends, transfers, passkeys), webhooks, errors, and a
137
- full API reference for both entries.
138
- - Added INVO console onboarding: `https://console.invo.network` (production) and
139
- `https://dev.console.invo.network` (testing/sandbox), mapped to their API base URLs.
140
-
141
- ## [0.2.0] 2026-06-30
142
-
143
- Adds **item purchase** (spend existing game currency on an in-game item, §4.8) — an
144
- additive, server-only surface.
145
-
146
- - `InvoServer` (`/server`): `purchaseItem`, `getItemPurchaseHistory`, `getItemOrderDetails`.
147
- - Server-side, game-secret auth — no passkey, no real money, no payment rail (it's a
148
- balance debit). Grant the item off the `item.purchased` webhook.
149
- - Client-side guards: required fields (trim-checked), `itemQuantity` integer `1..1000`,
150
- prices `> 0` and `<= 999999.99` (magnitude-safe 2-decimal check), and
151
- `totalPrice == unitPrice × itemQuantity (±0.01)` compared in integer cents.
152
- - Load-bearing response fields (`transaction_id`, `order_id`) throw `INVALID_RESPONSE`
153
- if missing on a 200.
154
- - `InvoError` helpers: `isInsufficientBalance` (gated to 400; not the `429` throttle),
155
- `isDuplicateRequest` (409), `retryAfter` (numeric or string `retry_after`); all
156
- null-safe against non-JSON error bodies.
157
- - Independently audited (2 agents) against handoff doc §4.8/§6/§8; contract verified,
158
- error-classification edge cases fixed.
159
-
160
- ## [0.1.0] 2026-06-30
161
-
162
- Initial scaffold.
163
-
164
- - `InvoServer` (`/server`): `mintPlayerToken`, `initiateSend`, `initiateTransfer`,
165
- `createCheckout`, `purchaseCurrency`, `confirmPayment`, `getOrderDetails`.
166
- - Client-side purchase guards (§4.7): USD amount `0 < x ≤ 999.99`, required
167
- `purchaseReference`, and `rail:"steam"` rejected before the network call
168
- (`INVALID_INPUT` / `MISSING_PURCHASE_REFERENCE` / `WRONG_RAIL_ENDPOINT`).
169
- - `InvoClient` (browser): `enrollPasskey`, `approveSend`/`approveTransfer`,
170
- `confirmReceiptSend`/`confirmReceiptTransfer`, and `linkDevice` for the
171
- interchangeable-methods flow (§4.6).
172
- - Optional `refreshToken` hook: transparently re-mints and retries once on
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- `SDK_TOKEN_EXPIRED` (§11.2).
174
- - Shared: typed `InvoError`, isomorphic HTTP client, WebAuthn JSON⇄binary helpers.
175
- - Tests: HTTP layer, server request mapping + purchase guards, browser client
176
- flows (enroll/approve/link/token-refresh), and WebAuthn serialization.
177
- - Contracts extracted + auditor-verified against the INVO backend.
178
-
179
- ### Hardening (independent red-team pass)
180
-
181
- - **Guardian/minor `202` path no longer mismapped to `verificationMethod:"sms"`** —
182
- `initiateSend`/`initiateTransfer` now return `verificationMethod: undefined` and a
183
- `guardianApproval` block on the guardian path, so callers don't route into the
184
- PIN UI by mistake (§4.3).
185
- - `usdAmount` validation tightened: rejects non-plain-decimal strings
186
- (`"0x10"`, `"1e2"`, whitespace) and >2 decimal places before any network call.
187
- - Load-bearing response fields (`token`, `checkout_url`) now throw `INVALID_RESPONSE`
188
- instead of silently surfacing as empty strings.
189
- - `getOrderDetails` requires at least one of `orderId`/`transactionId`.
190
- - Token refresh now re-runs the **whole** passkey ceremony on `SDK_TOKEN_EXPIRED`
191
- (never replays a single-use assertion) and single-flights concurrent refreshes.
192
- - `baseUrl` must be `https://` (localhost exempt) so the token/secret can't travel
193
- in cleartext.
194
- - Published tarball excludes sourcemaps (no proprietary source shipped).
1
+ # Changelog
2
+
3
+ All notable changes to `@invonetwork/web-sdk` are documented here. This project follows
4
+ [Semantic Versioning](https://semver.org/). Releases are managed with
5
+ [changesets](https://github.com/changesets/changesets).
6
+
7
+ ## [1.0.0] — 2026-07-01
8
+
9
+ **1.0 stable.** The public API is now covered by a stability commitment: it follows
10
+ semver and no breaking change ships without a major bump + migration note. This is a
11
+ milestone release, **not a breaking change** code on `0.8.x` continues to work unchanged.
12
+
13
+ Also in this release (docs + DX):
14
+
15
+ - **Integration modes** documented **browser-direct** (default) and **behind your proxy**
16
+ (keep the INVO player token server-side via a custom `baseUrl`/`fetch`; no CORS or
17
+ security-posture change). Plus a token-bootstrap example and a CORS + RP-ID/origins
18
+ go-live checklist.
19
+ - `linkDevice` called out as the lowest-risk first adoption (additive, no refactor).
20
+
21
+ ## [0.8.0] — 2026-07-01
22
+
23
+ Completes the **discovery layer** for send/transfer UIs.
24
+
25
+ - **`InvoClient.getBalance()`** (browser, player-token, `GET /api/sdk/balance`) — the
26
+ player's balances for the token's game: `balances[]` (`currencyId`, `currencyName`,
27
+ `currencySymbol`/`currencySymbolUrl` (nullable), `availableBalance`/`reservedBalance`/
28
+ `totalBalance` as decimal strings) plus `totalValue` / `currencyCount` / `hasFunds`. A
29
+ player who hasn't transacted here yet returns an empty `balances` array (a `200`, not an
30
+ error); `404 GAME_NOT_FOUND` throws.
31
+ - **`InvoServer.getLinkedIdentities({ playerEmail | playerPhone })`** (server-only,
32
+ game-secret) — a player's linked wallet identities (game-scoped). Provide one identifier
33
+ (phone wins if both); no in-game match returns `notFound: true` with empty `emails`
34
+ instead of throwing. **Returns first-party PII never expose to the browser.**
35
+
36
+ ## [0.7.0] 2026-07-01
37
+
38
+ Start of the **discovery layer** for send/transfer UIs.
39
+
40
+ - **`InvoClient.getDestinations({ direction })`** one player-token call
41
+ (`GET /api/sdk/destinations`) returns every game the player can send/transfer to, with
42
+ all display metadata **inline** (game name, icon, currency name/symbol, min/max transfer
43
+ limits) no per-game lookup. Includes source game/currency info and `transferMode`
44
+ (`universal`/`linked` + `linkedGameIds`).
45
+ - _(Coming in 0.7.x: `getBalance` single-game player-token read; `getLinkedIdentities`
46
+ server-side.)_
47
+
48
+ ## [0.6.0] 2026-07-01
49
+
50
+ Three additive browser flows the dashboard needed, built to the live backend contracts.
51
+
52
+ - **`InvoClient.getPendingCollect()`** — the player's own pending-to-collect list
53
+ (player-token `GET /api/sdk/transfers/pending`), PII-free. Each row's `kind`
54
+ (`identity_gate` → `approve*`, `receiving_confirm` → `confirmReceipt*`) tells you the
55
+ action; typed fields incl. `held` / `holdReason` / `stepUpRequired`.
56
+ - **First-enrollment OTP grant** — `enrollmentBegin()` / `enrollmentVerify(code)` for
57
+ `ENROLLMENT_REQUIRES_AUTHORIZATION` (send OTP to phone+email, verify, then retry the
58
+ same `enrollPasskey()` the server grant is auto-consumed). New `InvoError` helpers
59
+ `isEnrollmentAuthorizationRequired` / `isEnrollmentProofRequired`.
60
+ - **Typed approve/confirm holds** `approve*`/`confirmReceipt*` now surface a typed
61
+ `holdReason` (from `error_code ?? code`) on HTTP 202 holds, plus `risk` /
62
+ `guardianApproval` / `pollEndpoint` on approve. `RECIPIENT_IDENTITY_PENDING` correctly
63
+ surfaces on confirm-receipt. Success carries no `holdReason`.
64
+
65
+ ## [0.5.0] 2026-07-01
66
+
67
+ Support partner `metadata` end-to-end on the purchase flow (additive, backward-compatible).
68
+
69
+ - **`PurchaseCompletedData.metadata?`** the `purchase.completed` webhook now echoes your
70
+ metadata back (all rails); `event.data.metadata` is typed.
71
+ - **`purchaseCurrency`** now accepts and forwards `metadata` (the direct `/purchase-currency`
72
+ endpoint accepts it too, matching `createCheckout`).
73
+
74
+ ## [0.4.2] 2026-06-30
75
+
76
+ Fixes from an independent line-by-line audit against the live backend.
77
+
78
+ - **`linkDevice` now works.** `device/link/webauthn/begin` returns a wrapped
79
+ `{ link_id, options }` body (challenge nested under `options`) and binds the
80
+ challenge to a server-generated `link_id`. The client now unwraps `options` and
81
+ echoes the server's `link_id` to `/complete` (it previously threw on an undefined
82
+ challenge and sent the wrong id).
83
+ - **`InvoError.code` is now populated for the direct purchase rail + guardian flows.**
84
+ `errorFromResponse` reads `error_code` (SecureErrorHandler + `/purchase-currency`)
85
+ in addition to `code`, and promotes known no-code tokens (`flow_paused`,
86
+ `spending_limit_exceeded`, `receiver_not_enrolled_use_claim_code`) to `.code`. Fixes
87
+ `isDuplicateRequest` on the direct rail.
88
+ - **Guardian/minor routing.** The 202 guardian body also carries
89
+ `verification_method:"sms"`; the SDK now suppresses it (reports
90
+ `verificationMethod: undefined`) so a guardian-pending minor isn't routed into the
91
+ SMS-PIN UI. README example reordered to branch on `guardianApproval` first.
92
+
93
+ ## [0.4.1] 2026-06-30
94
+
95
+ Docs only replaced the README's internal-leaking "Deployment prerequisites"
96
+ (backend flag names, DB columns, gating mechanics) with a partner-facing
97
+ "Before you go live"; republished so the npm page README is current.
98
+
99
+ ## [0.4.0] 2026-06-30
100
+
101
+ Additive release — more server reads, edge-ready webhooks, cancellation, and tooling.
102
+
103
+ - **`getInboundPending({ playerEmail | playerPhone })`** live, unclaimed inbound
104
+ sends/transfers for a player (the source of truth behind the "you have X to collect"
105
+ badge; pairs with `transfer.claim_pending`).
106
+ - **`verifyWebhookAsync`** — Web Crypto variant of `verifyWebhook` that runs on
107
+ Cloudflare Workers / Deno / Vercel+Netlify Edge / Bun / browsers; and
108
+ **`createWebhookHandler`** a zero-dep Fetch-API `(Request) => Promise<Response>`
109
+ webhook route handler (Next.js App Router, Workers, Deno, Hono, Bun).
110
+ - **`iterateItemPurchaseHistory`** async iterator that pages through a player's
111
+ full item-purchase history.
112
+ - **Per-call `AbortSignal`** every method accepts an optional `{ signal }`; an
113
+ aborted call throws `InvoError` code `ABORTED` and is never retried.
114
+ - **Tooling**: ESLint (+ lint in CI), changesets release automation, `SECURITY.md`,
115
+ and `CODEOWNERS`.
116
+
117
+ ## [0.3.0] 2026-06-30
118
+
119
+ Additive release new server capabilities plus transport resilience/observability.
120
+
121
+ - **Webhook verification** (`/server`): `verifyWebhook(rawBody, signatureHeader, secret | secrets, opts?)`
122
+ constant-time HMAC-SHA256 over `${t}.${rawBody}`, 5-minute replay window,
123
+ multi-secret rotation; returns a typed `InvoWebhookEvent` discriminated union
124
+ (`purchase.*`, `item.purchased`, `transfer.*`, `payout.status_changed`, `webhook.test`).
125
+ Throws `InvoError` (`WEBHOOK_SIGNATURE_INVALID` / `WEBHOOK_TIMESTAMP_EXPIRED` /
126
+ `WEBHOOK_MALFORMED` / `WEBHOOK_SECRET_MISSING`). Server-only; the browser bundle
127
+ stays crypto-free. Independently security-audited.
128
+ - **`getPlayerBalance({ playerEmail | playerId })`** (`/server`): typed `player` / `balances` / `summary`.
129
+ - **Automatic retries**: network errors/timeouts, `429` (honoring `retry_after`), and
130
+ `5xx` are retried with exponential backoff + jitter. New config `maxRetries`
131
+ (default 2, `0` disables) and `retryBaseDelayMs` (default 250).
132
+ - **Observability hooks**: optional `onRequest` / `onResponse` / `onError` on both
133
+ entries (best-effort/non-throwing); `InvoError.requestId` carries the backend
134
+ request id for support/tracing.
135
+ - **Typed reads**: `confirmPayment` `ConfirmPaymentResult`; `getOrderDetails` /
136
+ `getItemOrderDetails` `OrderDetailsResult`; `getItemPurchaseHistory`
137
+ `ItemHistoryResult` (previously untyped `Record`). All keep `raw`.
138
+ - **Light validation**: `mintPlayerToken` and `createCheckout` require a non-blank
139
+ `playerEmail` (throws `INVALID_INPUT` before the network call).
140
+ - **License**: `package.json` `license` is now `SEE LICENSE IN LICENSE` (was
141
+ `UNLICENSED`); `LICENSE` rewritten as an explicit install-and-use grant for
142
+ building INVO integrations.
143
+
144
+ ## [0.2.1] — 2026-06-30
145
+
146
+ Docs only — no code change (republished so the npm page README is current).
147
+
148
+ - Rewrote the README into a complete integration/deployment guide: capability
149
+ overview, architecture, deployment prerequisites, per-flow sections (currency
150
+ purchase, item purchase, sends, transfers, passkeys), webhooks, errors, and a
151
+ full API reference for both entries.
152
+ - Added INVO console onboarding: `https://console.invo.network` (production) and
153
+ `https://dev.console.invo.network` (testing/sandbox), mapped to their API base URLs.
154
+
155
+ ## [0.2.0] 2026-06-30
156
+
157
+ Adds **item purchase** (spend existing game currency on an in-game item, §4.8) an
158
+ additive, server-only surface.
159
+
160
+ - `InvoServer` (`/server`): `purchaseItem`, `getItemPurchaseHistory`, `getItemOrderDetails`.
161
+ - Server-side, game-secret auth — no passkey, no real money, no payment rail (it's a
162
+ balance debit). Grant the item off the `item.purchased` webhook.
163
+ - Client-side guards: required fields (trim-checked), `itemQuantity` integer `1..1000`,
164
+ prices `> 0` and `<= 999999.99` (magnitude-safe 2-decimal check), and
165
+ `totalPrice == unitPrice × itemQuantity (±0.01)` compared in integer cents.
166
+ - Load-bearing response fields (`transaction_id`, `order_id`) throw `INVALID_RESPONSE`
167
+ if missing on a 200.
168
+ - `InvoError` helpers: `isInsufficientBalance` (gated to 400; not the `429` throttle),
169
+ `isDuplicateRequest` (409), `retryAfter` (numeric or string `retry_after`); all
170
+ null-safe against non-JSON error bodies.
171
+ - Independently audited (2 agents) against handoff doc §4.8/§6/§8; contract verified,
172
+ error-classification edge cases fixed.
173
+
174
+ ## [0.1.0] 2026-06-30
175
+
176
+ Initial scaffold.
177
+
178
+ - `InvoServer` (`/server`): `mintPlayerToken`, `initiateSend`, `initiateTransfer`,
179
+ `createCheckout`, `purchaseCurrency`, `confirmPayment`, `getOrderDetails`.
180
+ - Client-side purchase guards (§4.7): USD amount `0 < x ≤ 999.99`, required
181
+ `purchaseReference`, and `rail:"steam"` rejected before the network call
182
+ (`INVALID_INPUT` / `MISSING_PURCHASE_REFERENCE` / `WRONG_RAIL_ENDPOINT`).
183
+ - `InvoClient` (browser): `enrollPasskey`, `approveSend`/`approveTransfer`,
184
+ `confirmReceiptSend`/`confirmReceiptTransfer`, and `linkDevice` for the
185
+ interchangeable-methods flow (§4.6).
186
+ - Optional `refreshToken` hook: transparently re-mints and retries once on
187
+ `SDK_TOKEN_EXPIRED` (§11.2).
188
+ - Shared: typed `InvoError`, isomorphic HTTP client, WebAuthn JSON⇄binary helpers.
189
+ - Tests: HTTP layer, server request mapping + purchase guards, browser client
190
+ flows (enroll/approve/link/token-refresh), and WebAuthn serialization.
191
+ - Contracts extracted + auditor-verified against the INVO backend.
192
+
193
+ ### Hardening (independent red-team pass)
194
+
195
+ - **Guardian/minor `202` path no longer mismapped to `verificationMethod:"sms"`** —
196
+ `initiateSend`/`initiateTransfer` now return `verificationMethod: undefined` and a
197
+ `guardianApproval` block on the guardian path, so callers don't route into the
198
+ PIN UI by mistake (§4.3).
199
+ - `usdAmount` validation tightened: rejects non-plain-decimal strings
200
+ (`"0x10"`, `"1e2"`, whitespace) and >2 decimal places before any network call.
201
+ - Load-bearing response fields (`token`, `checkout_url`) now throw `INVALID_RESPONSE`
202
+ instead of silently surfacing as empty strings.
203
+ - `getOrderDetails` requires at least one of `orderId`/`transactionId`.
204
+ - Token refresh now re-runs the **whole** passkey ceremony on `SDK_TOKEN_EXPIRED`
205
+ (never replays a single-use assertion) and single-flights concurrent refreshes.
206
+ - `baseUrl` must be `https://` (localhost exempt) so the token/secret can't travel
207
+ in cleartext.
208
+ - Published tarball excludes sourcemaps (no proprietary source shipped).
package/README.md CHANGED
@@ -2,7 +2,7 @@
2
2
 
3
3
  First-party TypeScript SDK for integrating **INVO** into partner **web** platforms (storefronts, web games, dashboards). It wraps INVO's web money flows behind a typed, versioned API — the web analog of the Unity/Unreal plugins.
4
4
 
5
- > **Status:** `v0.8.0`, published on npm. The backend it wraps is **live** on sandbox + production, so you can build and test against sandbox today.
5
+ > **Status:** `v1.0.0` — stable, published on npm. The backend it wraps is **live** on sandbox + production. The API is now covered by a [stability commitment](#stability): no breaking changes without a major bump.
6
6
  > Canonical partner reference: **https://docs.invo.network/docs/currency-purchase** and **https://docs.invo.network/docs/game-developer-integration**.
7
7
 
8
8
  ## What it does
@@ -78,12 +78,54 @@ Build and test against the **dev console + sandbox** first, then switch to the *
78
78
 
79
79
  **Never import `/server` into browser code** — it carries the game secret. The two entries are built separately for exactly this reason.
80
80
 
81
+ ## Integration modes
82
+
83
+ `InvoClient` needs a `token` and a `baseUrl` — which lets you adopt it **two ways**. Same SDK, same code in your components; only the config differs.
84
+
85
+ ### Token bootstrap (both modes)
86
+
87
+ Expose one small backend endpoint that calls `mintPlayerToken` (server-side, with the game secret) and hand the token to the browser:
88
+
89
+ ```ts
90
+ // browser
91
+ const client = new InvoClient({
92
+ baseUrl: "https://api.invo.network",
93
+ token: await fetch("/your/sdk-token").then((r) => r.json()).then((j) => j.token),
94
+ // Called automatically on SDK_TOKEN_EXPIRED (~15 min TTL) — just re-fetch from your backend:
95
+ refreshToken: () => fetch("/your/sdk-token").then((r) => r.json()).then((j) => j.token),
96
+ });
97
+ ```
98
+
99
+ ### Mode A — browser-direct (default)
100
+
101
+ The browser holds the short-lived, game-scoped player token and calls INVO directly (`baseUrl` = the INVO API). Fewer moving parts. Requires INVO to **CORS-allow your web origin** and to have your **RP ID / origins** set up for passkeys (see [Before you go live](#before-you-go-live)).
102
+
103
+ ### Mode B — behind your proxy (keep the token server-side)
104
+
105
+ If your architecture requires the INVO player token to **never reach the browser**, route the SDK through your own backend — **no CORS setup needed, and no security-posture change**:
106
+
107
+ - Set `baseUrl` to your proxy (e.g. `https://yourgame.com/invo`), which forwards to the INVO API and **injects the real `Authorization` header server-side**.
108
+ - Give the browser a short-lived **session/CSRF token** (not the INVO token) as `token`; your proxy validates it and swaps in the real player token. Or use cookie auth with a custom `fetch`:
109
+
110
+ ```ts
111
+ const client = new InvoClient({
112
+ baseUrl: "https://yourgame.com/invo", // your proxy → INVO
113
+ token: sessionToken, // your token; the proxy swaps in the real one
114
+ fetch: (url, init) => fetch(url, { ...init, credentials: "include" }), // send your cookie
115
+ });
116
+ ```
117
+
118
+ The WebAuthn ceremony still runs in the browser (it must — it's `navigator.credentials`), but transport/auth stays behind your proxy. You keep the SDK's ceremony handling, token-refresh, typed holds, and error classifiers either way.
119
+
120
+ > **Lowest-risk first step:** adopt just `linkDevice` (passkey ↔ app device interchange) — it's purely additive and needs no refactor. See [Passkeys](#passkeys-enroll-approve-link).
121
+
81
122
  ## Before you go live
82
123
 
83
124
  INVO enables each flow for your tenant in the [console](#get-your-account--game-secret-invo-console). What you need to do:
84
125
 
85
126
  - **Store the game secret server-side** and expose a small endpoint that calls `mintPlayerToken` so the browser can fetch/refresh its token. Never ship the secret to the browser.
86
- - **For passkeys (sends/transfers):** give INVO the **web origin(s)** you'll serve from. Passkeys only validate on approved origins — if a call returns `WEBAUTHN_NOT_ENABLED_FOR_TENANT`, your origins aren't set up yet; contact INVO. (Until enrolled, the sender falls back to the SMS-PIN path automatically.)
127
+ - **If you use browser-direct ([Mode A](#mode-a--browser-direct-default)):** ask INVO to **CORS-allow your web origin(s)** so the browser can call the API directly. (Not needed for [Mode B / proxy](#mode-b--behind-your-proxy-keep-the-token-server-side) those requests are same-origin to your backend.)
128
+ - **For passkeys (sends/transfers):** give INVO the **RP ID + web origin(s)** you'll serve from. Passkeys only validate on approved origins — if a call returns `WEBAUTHN_NOT_ENABLED_FOR_TENANT`, your origins aren't set up yet; contact INVO. (Until enrolled, the sender falls back to the SMS-PIN path automatically.)
87
129
  - **For currency purchase:** card checkout works out of the box; ask INVO to enable the `game`/`steam` rails if you need them.
88
130
  - **For item purchase:** nothing extra — it's a currency-balance debit.
89
131
 
@@ -520,7 +562,11 @@ npm run typecheck # tsc --noEmit
520
562
  npm test # vitest
521
563
  ```
522
564
 
523
- The package follows **semver**: patch = fixes, minor = additive surface, major = breaking changes (rare, with a migration note). The server contract is backward-compatible within a major, so an old pinned SDK keeps working. Pin a version and subscribe to release notes for security updates. Full history: [CHANGELOG](https://github.com/Invo-Technologies/invo-web-sdk/blob/main/CHANGELOG.md) · [release notes](https://github.com/Invo-Technologies/invo-web-sdk/blob/main/docs/RELEASES.md) (absolute links to `main`).
565
+ ### Stability
566
+
567
+ As of **`1.0.0`** the public API is **stable**: it follows [semver](https://semver.org/), and **no breaking change ships without a major version bump + a migration note**. Patch = fixes, minor = additive surface (new methods/fields, backward-compatible), major = breaking changes (rare). The wire contract is the same live INVO API you'd call directly, and it's backward-compatible within a major — so a pinned SDK keeps working. Safe to depend on in production; pin a version and watch [releases](https://github.com/Invo-Technologies/invo-web-sdk/releases) for security updates.
568
+
569
+ Full history: [CHANGELOG](https://github.com/Invo-Technologies/invo-web-sdk/blob/main/CHANGELOG.md) · [release notes](https://github.com/Invo-Technologies/invo-web-sdk/blob/main/docs/RELEASES.md) (absolute links to `main`).
524
570
 
525
571
  ## License
526
572
 
package/dist/server.cjs CHANGED
@@ -418,7 +418,7 @@ async function hmacHexSubtle(secret, message) {
418
418
  }
419
419
 
420
420
  // src/server.ts
421
- var DEFAULT_UA = "invonetwork-web-sdk/0.8.0 (+https://invo.network)";
421
+ var DEFAULT_UA = "invonetwork-web-sdk/1.0.0 (+https://invo.network)";
422
422
  var MAX_USD_AMOUNT = 999.99;
423
423
  var MAX_ITEM_PRICE = 999999.99;
424
424
  function invalidInput(label, value, why) {
package/dist/server.js CHANGED
@@ -161,7 +161,7 @@ async function hmacHexSubtle(secret, message) {
161
161
  }
162
162
 
163
163
  // src/server.ts
164
- var DEFAULT_UA = "invonetwork-web-sdk/0.8.0 (+https://invo.network)";
164
+ var DEFAULT_UA = "invonetwork-web-sdk/1.0.0 (+https://invo.network)";
165
165
  var MAX_USD_AMOUNT = 999.99;
166
166
  var MAX_ITEM_PRICE = 999999.99;
167
167
  function invalidInput(label, value, why) {
package/package.json CHANGED
@@ -1,76 +1,76 @@
1
- {
2
- "name": "@invonetwork/web-sdk",
3
- "version": "0.8.0",
4
- "description": "INVO Web SDK — currency purchase + passkey (WebAuthn) verification for partner web platforms.",
5
- "license": "SEE LICENSE IN LICENSE",
6
- "private": false,
7
- "repository": {
8
- "type": "git",
9
- "url": "git+https://github.com/Invo-Technologies/invo-web-sdk.git"
10
- },
11
- "homepage": "https://docs.invo.network",
12
- "bugs": {
13
- "url": "https://github.com/Invo-Technologies/invo-web-sdk/issues"
14
- },
15
- "type": "module",
16
- "engines": {
17
- "node": ">=18"
18
- },
19
- "sideEffects": false,
20
- "files": [
21
- "dist",
22
- "!dist/**/*.map",
23
- "README.md",
24
- "LICENSE",
25
- "CHANGELOG.md"
26
- ],
27
- "exports": {
28
- ".": {
29
- "types": "./dist/index.d.ts",
30
- "import": "./dist/index.js",
31
- "require": "./dist/index.cjs"
32
- },
33
- "./server": {
34
- "types": "./dist/server.d.ts",
35
- "import": "./dist/server.js",
36
- "require": "./dist/server.cjs"
37
- }
38
- },
39
- "main": "./dist/index.cjs",
40
- "module": "./dist/index.js",
41
- "types": "./dist/index.d.ts",
42
- "scripts": {
43
- "build": "tsup",
44
- "dev": "tsup --watch",
45
- "typecheck": "tsc --noEmit",
46
- "lint": "eslint .",
47
- "test": "vitest run",
48
- "test:watch": "vitest",
49
- "clean": "rimraf dist",
50
- "changeset": "changeset",
51
- "version-packages": "changeset version",
52
- "release": "npm run build && changeset publish",
53
- "prepublishOnly": "npm run clean && npm run build"
54
- },
55
- "keywords": [
56
- "invo",
57
- "webauthn",
58
- "passkey",
59
- "payments",
60
- "game-currency",
61
- "sdk"
62
- ],
63
- "publishConfig": {
64
- "access": "public"
65
- },
66
- "devDependencies": {
67
- "@changesets/cli": "^2.31.0",
68
- "@eslint/js": "^10.0.1",
69
- "eslint": "^10.6.0",
70
- "rimraf": "^5.0.5",
71
- "tsup": "^8.0.1",
72
- "typescript": "^5.4.5",
73
- "typescript-eslint": "^8.62.1",
74
- "vitest": "^1.5.0"
75
- }
76
- }
1
+ {
2
+ "name": "@invonetwork/web-sdk",
3
+ "version": "1.0.0",
4
+ "description": "INVO Web SDK — currency purchase + passkey (WebAuthn) verification for partner web platforms.",
5
+ "license": "SEE LICENSE IN LICENSE",
6
+ "private": false,
7
+ "repository": {
8
+ "type": "git",
9
+ "url": "git+https://github.com/Invo-Technologies/invo-web-sdk.git"
10
+ },
11
+ "homepage": "https://docs.invo.network",
12
+ "bugs": {
13
+ "url": "https://github.com/Invo-Technologies/invo-web-sdk/issues"
14
+ },
15
+ "type": "module",
16
+ "engines": {
17
+ "node": ">=18"
18
+ },
19
+ "sideEffects": false,
20
+ "files": [
21
+ "dist",
22
+ "!dist/**/*.map",
23
+ "README.md",
24
+ "LICENSE",
25
+ "CHANGELOG.md"
26
+ ],
27
+ "exports": {
28
+ ".": {
29
+ "types": "./dist/index.d.ts",
30
+ "import": "./dist/index.js",
31
+ "require": "./dist/index.cjs"
32
+ },
33
+ "./server": {
34
+ "types": "./dist/server.d.ts",
35
+ "import": "./dist/server.js",
36
+ "require": "./dist/server.cjs"
37
+ }
38
+ },
39
+ "main": "./dist/index.cjs",
40
+ "module": "./dist/index.js",
41
+ "types": "./dist/index.d.ts",
42
+ "scripts": {
43
+ "build": "tsup",
44
+ "dev": "tsup --watch",
45
+ "typecheck": "tsc --noEmit",
46
+ "lint": "eslint .",
47
+ "test": "vitest run",
48
+ "test:watch": "vitest",
49
+ "clean": "rimraf dist",
50
+ "changeset": "changeset",
51
+ "version-packages": "changeset version",
52
+ "release": "npm run build && changeset publish",
53
+ "prepublishOnly": "npm run clean && npm run build"
54
+ },
55
+ "keywords": [
56
+ "invo",
57
+ "webauthn",
58
+ "passkey",
59
+ "payments",
60
+ "game-currency",
61
+ "sdk"
62
+ ],
63
+ "publishConfig": {
64
+ "access": "public"
65
+ },
66
+ "devDependencies": {
67
+ "@changesets/cli": "^2.31.0",
68
+ "@eslint/js": "^10.0.1",
69
+ "eslint": "^10.6.0",
70
+ "rimraf": "^5.0.5",
71
+ "tsup": "^8.0.1",
72
+ "typescript": "^5.4.5",
73
+ "typescript-eslint": "^8.62.1",
74
+ "vitest": "^1.5.0"
75
+ }
76
+ }