@jgengine/convex 0.45.0 → 0.46.0

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@@ -21,7 +21,7 @@ the interval; `start()` can resume it until `close()`. Standalone
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  `GameWsServer.close()` drains its router before retiring sockets; callers still
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  own their host's final flush or stop.
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- **Player UI commands.** `useGame().commands.run(name, input)` dispatches through the shell's bound authoritative transport. Await its result before displaying success; rejection before join never mutates the replica. Offline dispatch stays synchronous. `ctx.game.commands.run` and `runAs` remain trusted local execution for hosts and game initialization. A custom host can bind the same UI seam with `bindCommandTransport` from `@jgengine/core/runtime/commandDispatch`; dispose the returned binding on teardown. Registered target commands and HUD-only input use the host too. Input coalescing is scoped to each transport and realm, so two actors never share a pending input queue.
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+ **Player UI commands.** `useGame().commands.run(name, input)` dispatches through the shell's bound authoritative transport. Await its result before displaying success; rejection before join never mutates the replica. Offline dispatch stays synchronous. `ctx.game.commands.run` and `runAs` remain trusted local execution for hosts and game initialization. A custom host can bind the same UI seam with `bindCommandTransport` from `@jgengine/core/commands/commandDispatch`; dispose the returned binding on teardown. Registered target commands and HUD-only input use the host too. Input coalescing is scoped to each transport and realm, so two actors never share a pending input queue.
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  The authoritative clock replicates through `time`; client clock hooks read that hydrated clock. Predictive movement never advances it or runs authoritative game stages.
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@@ -46,9 +46,9 @@ type MultiplayerSession = { gameId: string; userId: string; backend: LiveGameBac
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  `GameRuntimeFeeds` is a callback contract (`subscribe*(args, onChange) => FeedUnsubscribe`) — backend-neutral, no reactive-query shapes. Swapping backends = implement `GameBackend` (or the richer `LiveGameBackend` a shell session needs) + host authoritative `runCommand` elsewhere; game `commands` and `loop` do not change. Adapter configs in defineGame: `offline()`, `convexPresence({ topology })` / `convex({ topology, authority: "server" })`, `wsPresence({ topology, url? })` / `ws({ topology, url?, authority: "server" })`, `fly({ app, topology?, path? })` (ws sugar → url `wss://<app>.fly.dev<path ?? "/ws">`), `socketIo({ topology?, url? })`, `p2p({ topology?, room? })` (topology defaults `"private"`), `lan({ topology?, port?, path? })`, `servers({ maxServers, slotsPerServer, minPlayersToStart, adapter })`. `topology` is exactly `"shared" | "lobbies" | "private"` — no other values exist; a persistent MMO world is `server: "persistent"` + topology `"shared"`.
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- **Resolvers turn a game + adapter config into a `MultiplayerSession`, or `null` when the config doesn't match** — offline stays the default whenever none resolves: `resolveShellMultiplayer({ game, gameId, url?, userId?, force?, feedActions? })` (`@jgengine/shell/multiplayer`) resolves `ws` (url from arg ?? adapter ?? `ws://localhost:8080/ws`) and `lan` (url derived from `window.location`); `resolvePeerShellMultiplayer({ gameId, role, room? })` is the `p2p` counterpart over `broadcastChannelSignaling`; `resolveConvexMultiplayer({ game, gameId, url?, client?, api?, userId?, force?, feedActions?, poseTuning? })` (`@jgengine/convex/resolveConvexMultiplayer`) resolves on `"convex"`, wrapping `createConvexBackend`. `adapterOf` / `multiplayerAdapterKind` (`@jgengine/core/runtime/adapter`) are the shared classifiers every resolver calls. A host that supports several transports tries them in sequence and hands whichever resolves (or `null`) to `<GameHost multiplayer={...}>` (or passes a `resolveMultiplayer` prop) — see `apps/dev/src/main.tsx` for `resolveConvexMultiplayer(...) ?? resolveShellMultiplayer(...)`.
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+ **Resolvers turn a game + adapter config into a `MultiplayerSession`, or `null` when the config doesn't match** — offline stays the default whenever none resolves: `resolveShellMultiplayer({ game, gameId, url?, userId?, force?, feedActions? })` (`@jgengine/core/multiplayer/multiplayer.draw`) resolves `ws` (url from arg ?? adapter ?? `ws://localhost:8080/ws`) and `lan` (url derived from `window.location`); `resolvePeerShellMultiplayer({ gameId, role, room? })` is the `p2p` counterpart over `broadcastChannelSignaling`; `resolveConvexMultiplayer({ game, gameId, url?, client?, api?, userId?, force?, feedActions?, poseTuning? })` (`@jgengine/convex/resolveConvexMultiplayer`) resolves on `"convex"`, wrapping `createConvexBackend`. `adapterOf` / `multiplayerAdapterKind` (`@jgengine/core/runtime/adapter`) are the shared classifiers every resolver calls. A host that supports several transports tries them in sequence and hands whichever resolves (or `null`) to `<GameServerHost multiplayer={...}>` (or passes a `resolveMultiplayer` prop) — see `apps/dev/src/main.tsx` for `resolveConvexMultiplayer(...) ?? resolveShellMultiplayer(...)`.
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- Once a session resolves, the shell (`GameHost`'s internal player) wires it up with **no game code changes**: pose presence (subscribes `presenceSync`, renders every other member as `RemotePlayers`), `feedActions` (default `entity.died`) bridged both ways through `pushFeedEntry` / `feeds.subscribeFeed` with echo suppression, and — only when the backend exposes `chatSyncFor` — `global`-kind chat channels relayed through it (`whisper` / `party` / `proximity` stay local regardless of backend). Everything else in `GameContext` (inventories, quests, world state) stays client-local unless the game also registers a server-side `GameRuntime`.
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+ Once a session resolves, the shell (`GameServerHost`'s internal player) wires it up with **no game code changes**: pose presence (subscribes `presenceSync`, renders every other member as `RemotePlayers`), `feedActions` (default `entity.died`) bridged both ways through `pushFeedEntry` / `feeds.subscribeFeed` with echo suppression, and — only when the backend exposes `chatSyncFor` — `global`-kind chat channels relayed through it (`whisper` / `party` / `proximity` stay local regardless of backend). Everything else in `GameContext` (inventories, quests, world state) stays client-local unless the game also registers a server-side `GameRuntime`.
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  A synced pose (`@jgengine/ws/protocol`'s `WsPose`/`WsPresenceRow`) carries an optional `appearance: Record<string, string | number | boolean>` alongside position/rotation — primitive-valued client-set tags (skin id, mount id, active emote, team color) riding the same pose-sync frames as position, so a remote player's cosmetic state updates on the existing presence channel instead of a second round-trip.
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@@ -66,7 +66,7 @@ A synced pose (`@jgengine/ws/protocol`'s `WsPose`/`WsPresenceRow`) carries an op
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  Auth defaults to `"anonymous"` (`JgAuthMode`) on every factory — the client's `externalId` is trusted as claimed, fine for local dev but spoofable. Pass `{ auth: "required" }` to every factory for production; the resolved actor becomes `ctx.auth.getUserIdentity()`'s `subject` and `externalId` is only cross-checked against it, never trusted alone.
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- **Flip a game online, step by step:** (1) add `multiplayer: convexPresence({ topology: "shared" })` to `game.config.ts` (any game with that adapter) — or `convex({ topology: "shared", authority: "server" })` for a genuinely shared sim, see `examples/HOSTED.md`; (2) stand up a Convex deployment — `bunx convex dev` inside `examples/convex-host` codegens `convex/_generated/` and prints the dev URL; (3) run the client with `VITE_CONVEX_URL=<url>` (env or `.env.local`) — `apps/dev/src/main.tsx` reads it and forces `resolveConvexMultiplayer`. No Convex Cloud account is required: `examples/convex-host/docker-compose.yml` runs the open-source backend (FSL-1.1-Apache-2.0) locally or on any Docker host (Fly.io/Railway templates upstream; Vercel can host only the game client, never the backend) — set `CONVEX_SELF_HOSTED_URL` + `CONVEX_SELF_HOSTED_ADMIN_KEY` in `.env.local` and the same `bunx convex dev` deploys there with full parity (crons, scheduling, file storage). The ws path is the same shape: `multiplayer: wsPresence({ topology })`, a `@jgengine/node` host (`createGameHost` + `createGameWsServer`), and `VITE_JG_WS_URL` forcing `resolveShellMultiplayer`.
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+ **Flip a game online, step by step:** (1) add `multiplayer: convexPresence({ topology: "shared" })` to `game.config.ts` (any game with that adapter) — or `convex({ topology: "shared", authority: "server" })` for a genuinely shared sim, see `examples/HOSTED.md`; (2) stand up a Convex deployment — `bunx convex dev` inside `examples/convex-host` codegens `convex/_generated/` and prints the dev URL; (3) run the client with `VITE_CONVEX_URL=<url>` (env or `.env.local`) — `apps/dev/src/main.tsx` reads it and forces `resolveConvexMultiplayer`. No Convex Cloud account is required: `examples/convex-host/docker-compose.yml` runs the open-source backend (FSL-1.1-Apache-2.0) locally or on any Docker host (Fly.io/Railway templates upstream; Vercel can host only the game client, never the backend) — set `CONVEX_SELF_HOSTED_URL` + `CONVEX_SELF_HOSTED_ADMIN_KEY` in `.env.local` and the same `bunx convex dev` deploys there with full parity (crons, scheduling, file storage). The ws path is the same shape: `multiplayer: wsPresence({ topology })`, a `@jgengine/node` host (`createGameServerHost` + `createGameWsServer`), and `VITE_JG_WS_URL` forcing `resolveShellMultiplayer`.
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  **Game code never calls backend functions for gameplay verbs.** The generic server surface (no game nouns): `joinServer / leaveServer / runCommand / getServer / getPlayerProfile / getFeed / listOpenServers`, leaderboard `getTop / getProfile` (writes are internal — increments stage under `LEADERBOARD_PENDING_KEY` in server session and drain through the persistence seam on flush).
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@@ -78,12 +78,12 @@ Persistence tiers (`@jgengine/core/runtime/hostPersistence` — `HostPersistence
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  - **Lag-compensated hit reg** (`multiplayer/lagCompensation`, #104). `createPositionHistory({ historyMs })` is an N-sample ring per entity; the authoritative `@jgengine/node` ws host records every accepted presence pose and exposes `server.rewind({ serverId, atMs })`. A hitscan command rewinds to `rewindTimestamp(now, rtt, interpDelay)` (= `now − rtt/2 − interpDelay`) and calls `resolveHitscan(history, targets, ray, atMs)` — coarse server-side rewind, **not** full rollback. Valorant/Apex twitch hit reg.
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  - **Simultaneous hidden-commit + reveal** (`multiplayer/simultaneousCommit`, #105). `createCommitRound({ participants })`: each side `seal`s a sealed action; nothing is readable until `allSealed()`, then `reveal()` returns commits in **participant order** (deterministic regardless of arrival), which `resolveCommits` folds. Marvel Snap face-down-then-reveal.
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  - **Combat-snapshot replay** (`multiplayer/combatSnapshot`, #106). `serializeBoard({ ownerId, units, stats, seed })` deep-freezes a build into a portable `BoardSnapshot`; `replayCombat(a, b, rules)` resolves it **deterministically** (seeded PRNG) against a live opponent's snapshot — distinct from live-sync adapters. The Bazaar async PvP.
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- - **Auth identity seam** (`multiplayer/identity`). `AuthSession { userId, displayName?, avatarUrl?, email?, isNew? }` is the one shape every social/multiplayer system keys off. `sessionPlayer(session)` maps it onto the `player: { userId, isNew }` argument of `createGameContext`; `resolveGuestSession(seed?)` mints a stable anonymous id for local/dev. Clerk and better-auth wire in through the `@jgengine/react/identity` adapters (`clerkIdentity(useUser())`, `betterAuthIdentity(authClient.useSession())`) — structural mappers over the shapes those hooks return, so neither SDK is a dependency of any engine package.
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+ - **Auth identity seam** (`multiplayer/identity`). `AuthSession { userId, displayName?, avatarUrl?, email?, isNew? }` is the one shape every social/multiplayer system keys off. `sessionPlayer(session)` maps it onto the `player: { userId, isNew }` argument of `createGameContext`; `resolveGuestSession(seed?)` mints a stable anonymous id for local/dev. Clerk and better-auth wire in through the `@jgengine/core/multiplayer/identity.view` adapters (`clerkIdentity(useUser())`, `betterAuthIdentity(authClient.useSession())`) — structural mappers over the shapes those hooks return, so neither SDK is a dependency of any engine package.
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  - **Session matchmaking** (`multiplayer/matchmaking`, #109). Filters are DATA: `browseSessions(listings, filter, { limit })` hides private/closed, `findByJoinCode` (loose-normalized codes), `quickMatch` fills the fullest joinable lobby. The node host carries generic `SessionAttributes` (`label`/`mode`/`visibility`/`joinCode`/`tags`) on `GameServerRecord`/`ServerListing` and adds `browseServers` + `joinByCode`; the ws backend exposes `browse` / `joinByCode` / `createSession`. Fortnite island browse, Web Fishing join-by-code.
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  **Transport pipe seam** (`@jgengine/ws/pipe`) — `createWsBackend` and the host-side `createHostRouter` don't require a raw WebSocket; both run over any bidirectional string channel. `TransportPipe { send(data: string), close() }` + `TransportPipeHandlers { onOpen, onMessage(data), onClose }`; a `TransportPipeFactory = (handlers) => TransportPipe` opens one connection. `webSocketPipe(url, webSocketFactory?)` is the browser-`WebSocket` default. `createWsBackend({ userId, url?, pipe? })` takes either (one of the two is required) — this seam is what lets the same JSON wire protocol ride a raw ws socket, socket.io, an in-process loopback, or a WebRTC data channel with one implementation.
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- **Browser-safe host + router** (`@jgengine/ws/host`, `@jgengine/ws/hostRouter`) — `createGameHost({ runtimes, persistence, tickMs? })` and `memoryPersistence()` moved here from `@jgengine/node` (which still re-exports both, unchanged, from `@jgengine/node/host` / `@jgengine/node/persistence` — not a breaking change); the host itself has zero Node dependencies, so a browser tab can host a session. `createHostRouter({ host, authenticate?, poseRules?, positionHistoryMs?, chatRateLimit?, chatHistoryLimit?, chatMaxBodyLength?, now? }): HostRouter` is the ws wire-protocol session logic extracted out of `createGameWsServer` — `.connect(transport: { send, close }) → { handleRaw, close }` binds one connection, `.rewind` replays lag-comp history, `.close` tears the router down. `loopbackPipe(router): TransportPipeFactory` wires a `createWsBackend` straight into an in-process router — how a host player plays over their own hosted session with no socket at all.
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+ **Browser-safe host + router** (`@jgengine/ws/host`, `@jgengine/ws/hostRouter`) — `createGameServerHost({ runtimes, persistence, tickMs? })` and `memoryPersistence()` moved here from `@jgengine/node` (which still re-exports both, unchanged, from `@jgengine/node/host` / `@jgengine/node/persistence` — not a breaking change); the host itself has zero Node dependencies, so a browser tab can host a session. `createHostRouter({ host, authenticate?, poseRules?, positionHistoryMs?, chatRateLimit?, chatHistoryLimit?, chatMaxBodyLength?, now? }): HostRouter` is the ws wire-protocol session logic extracted out of `createGameWsServer` — `.connect(transport: { send, close }) → { handleRaw, close }` binds one connection, `.rewind` replays lag-comp history, `.close` tears the router down. `loopbackPipe(router): TransportPipeFactory` wires a `createWsBackend` straight into an in-process router — how a host player plays over their own hosted session with no socket at all.
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  Host notifications keep one read in flight and one pending refresh per connection/subscription. Slow subscribers coalesce intermediate notifications; world cursors advance only after a frame is sent. Unsubscribe, disconnect, and baseline requests invalidate older reads. Subscription acknowledgements precede their initial update and do not wait for the read.
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@@ -91,17 +91,17 @@ Disconnect cleanup also covers admissions that finish after their connection clo
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  **Socket.IO transport** (`@jgengine/ws/socketIoPipe`, `@jgengine/node/socketIoServer`) — `SocketIoLikeSocket` is a structural client-socket shape (`connected`/`on`/`off`/`send`/`disconnect`; no socket.io dependency). `socketIoPipe(socket): TransportPipeFactory` + `createSocketIoBackend({ socket, userId, … }): WsBackend` ride the existing wire protocol over socket.io's `send`/`message` frames. Server side, `@jgengine/node`'s `attachGameSocketIoServer({ io, host, …router options }): { rewind, close }` binds a structural `SocketIoLikeServer`/`SocketIoLikeServerSocket` to the router — no socket.io dependency in the type, just the shape.
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- **WebRTC P2P** (`@jgengine/ws/peer`) — one browser tab is the authoritative host; no server process. `encodePeerSignal`/`decodePeerSignal` turn an SDP offer/answer into a copy-pasteable base64url code. `createPeerHost({ userId, host?, runtimes?, persistence?, tickMs?, router?, rtc? }): PeerHost` (persistence defaults to `memoryPersistence()`) runs a `GameHost` + `HostRouter` in the host tab, exposing `backend` (the host player's own loopback `WsBackend`) and `accept(offerCode) → Promise<answerCode>` per joining guest. `createPeerGuest({ userId, token?, rtc? }): PeerGuest` exposes `backend`, `offer()`, `connect(answerCode)`; both close via `.close()`. A rejected host `accept()` closes and releases only that failed negotiation connection; existing peers remain owned by the host until teardown. Signaling is a swappable seam — `PeerSignaling { publishOffer, onOffer, close }` — with `broadcastChannelSignaling(room)` covering same-origin multi-tab automatically; `announcePeerHost(host, signaling)` / `joinPeerSession(guest, signaling) → Promise<WsBackend>` wire a host/guest to a signaling channel in one call. Cross-machine play is manual copy/paste of the offer/answer codes; there is no auto-reconnect. `broadcastChannelSignaling.close()` is idempotent and permanent: it rejects outstanding offers with `Peer signaling is closed`, refuses new offers/listeners, and ignores answer callbacks that finish after close. Create a fresh signaling instance for another session. A shell guest whose bootstrap fails releases its signaling and guest transport through the existing failure cleanup path.
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+ **WebRTC P2P** (`@jgengine/ws/peer`) — one browser tab is the authoritative host; no server process. `encodePeerSignal`/`decodePeerSignal` turn an SDP offer/answer into a copy-pasteable base64url code. `createPeerHost({ userId, host?, runtimes?, persistence?, tickMs?, router?, rtc? }): PeerHost` (persistence defaults to `memoryPersistence()`) runs a `GameServerHost` + `HostRouter` in the host tab, exposing `backend` (the host player's own loopback `WsBackend`) and `accept(offerCode) → Promise<answerCode>` per joining guest. `createPeerGuest({ userId, token?, rtc? }): PeerGuest` exposes `backend`, `offer()`, `connect(answerCode)`; both close via `.close()`. A rejected host `accept()` closes and releases only that failed negotiation connection; existing peers remain owned by the host until teardown. Signaling is a swappable seam — `PeerSignaling { publishOffer, onOffer, close }` — with `broadcastChannelSignaling(room)` covering same-origin multi-tab automatically; `announcePeerHost(host, signaling)` / `joinPeerSession(guest, signaling) → Promise<WsBackend>` wire a host/guest to a signaling channel in one call. Cross-machine play is manual copy/paste of the offer/answer codes; there is no auto-reconnect. `broadcastChannelSignaling.close()` is idempotent and permanent: it rejects outstanding offers with `Peer signaling is closed`, refuses new offers/listeners, and ignores answer callbacks that finish after close. Create a fresh signaling instance for another session. A shell guest whose bootstrap fails releases its signaling and guest transport through the existing failure cleanup path.
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  `filePersistence.loadChunks` treats a missing chunk directory (`ENOENT`) as no saved chunks. Other directory read errors reject restoration before hydration or admission. Repair the directory and retry on the same host; a failed read never hydrates an empty replacement for an existing checkpoint.
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  - **Convex** — `@jgengine/convex` `createConvexBackend({ client, gameId, userId, api?, poseTuning?, presence? })` (a `LiveGameBackend`, `api` defaults to `anyApi`); server side is `@jgengine/convex/server`'s factories (tables `jgGameServers`, `jgPlayerProfiles`, `jgWorldChunks`, `jgLeaderboardRows`, `jgFeedBuffers`, `jgPoses`, `jgChatMessages`); a 1s tick cron runs loop ticks + auto-save, a 60s cron flushes dirty servers.
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- - **Node host** — `createGameHost({ runtimes, persistence, tickMs? })` now lives in `@jgengine/ws/host` (browser-safe); `@jgengine/node` re-exports it unchanged from `@jgengine/node/host` (same for `memoryPersistence` from `@jgengine/node/persistence`) — runs the authoritative loop in any JS process (in-memory snapshots, save-cadence flush), plus `browseServers({ gameId, filter? })` / `joinByCode({ userId, gameId, code })` and `joinServer({ …, attributes })` for coded/private lobbies. `memoryPersistence()` / `filePersistence(dir)` (Node-only, still `@jgengine/node`) implement `HostPersistence`. `createGameWsServer({ host, port | server, authenticate?, poseRules?, positionHistoryMs? })` is now a thin `@jgengine/node` binding of `@jgengine/ws/hostRouter`'s `createHostRouter` onto the `ws` npm package (same public API + `RewoundPosition` re-export, versioned JSON protocol in `@jgengine/ws/protocol`, poses clamped server-side via `decidePoseSync`) and retains presence history for `rewind`. `toNodeHandler(webHandler)` (`@jgengine/node/webHandler`) bridges a fetch-standard `(Request) => Promise<Response>` handler onto `(IncomingMessage, ServerResponse)` for express/node servers — e.g. mounting `createReadsHandler(...)` on an express route.
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- - **WebSocket client** — `@jgengine/ws` `createWsBackend({ userId, url?, pipe? })` returns a `GameBackend` (plus `pushFeedEntry`, `browse` / `joinByCode` / `createSession`, `presenceSync` with client-side `poseSyncGate`); one of `url`/`pipe` is required — `url` opens the default `webSocketPipe`, `pipe` accepts any `TransportPipeFactory` (socket.io, WebRTC, loopback, custom). Browser-safe, imports core only. `createHttpReads({ baseUrl, gameId })` gives plain-fetch reads (`getTop / getLeaderboardProfile / getPlayerProfile / listOpenServers`) — no live-query dependency. `createReadsHandler({ persistence, basePath?, listOpenServers? })` (`@jgengine/ws/readsHandler`) is the server side of the same contract: a fetch-standard `(Request) => Promise<Response>` serving those four read routes, mountable directly in any framework's route handler (Next catch-all, TanStack Start server route); `persistence` accepts a lazy factory memoized on first request; `listOpenServers` lets a live `createGameHost` serve fresher listings than persistence has flushed.
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+ - **Node host** — `createGameServerHost({ runtimes, persistence, tickMs? })` now lives in `@jgengine/ws/host` (browser-safe); `@jgengine/node` re-exports it unchanged from `@jgengine/node/host` (same for `memoryPersistence` from `@jgengine/node/persistence`) — runs the authoritative loop in any JS process (in-memory snapshots, save-cadence flush), plus `browseServers({ gameId, filter? })` / `joinByCode({ userId, gameId, code })` and `joinServer({ …, attributes })` for coded/private lobbies. `memoryPersistence()` / `filePersistence(dir)` (Node-only, still `@jgengine/node`) implement `HostPersistence`. `createGameWsServer({ host, port | server, authenticate?, poseRules?, positionHistoryMs? })` is now a thin `@jgengine/node` binding of `@jgengine/ws/hostRouter`'s `createHostRouter` onto the `ws` npm package (same public API + `RewoundPosition` re-export, versioned JSON protocol in `@jgengine/ws/protocol`, poses clamped server-side via `decidePoseSync`) and retains presence history for `rewind`. `toNodeHandler(webHandler)` (`@jgengine/node/webHandler`) bridges a fetch-standard `(Request) => Promise<Response>` handler onto `(IncomingMessage, ServerResponse)` for express/node servers — e.g. mounting `createReadsHandler(...)` on an express route.
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+ - **WebSocket client** — `@jgengine/ws` `createWsBackend({ userId, url?, pipe? })` returns a `GameBackend` (plus `pushFeedEntry`, `browse` / `joinByCode` / `createSession`, `presenceSync` with client-side `poseSyncGate`); one of `url`/`pipe` is required — `url` opens the default `webSocketPipe`, `pipe` accepts any `TransportPipeFactory` (socket.io, WebRTC, loopback, custom). Browser-safe, imports core only. `createHttpReads({ baseUrl, gameId })` gives plain-fetch reads (`getTop / getLeaderboardProfile / getPlayerProfile / listOpenServers`) — no live-query dependency. `createReadsHandler({ persistence, basePath?, listOpenServers? })` (`@jgengine/ws/readsHandler`) is the server side of the same contract: a fetch-standard `(Request) => Promise<Response>` serving those four read routes, mountable directly in any framework's route handler (Next catch-all, TanStack Start server route); `persistence` accepts a lazy factory memoized on first request; `listOpenServers` lets a live `createGameServerHost` serve fresher listings than persistence has flushed.
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  - **Postgres** — `@jgengine/sql` `ensureSchema(pool)` + `sqlPersistence(pool)` implement `HostPersistence` over any pg-compatible pool (structural interface, no hard `pg` dep; tables `jg_game_servers`, `jg_player_profiles`, `jg_world_chunks`, `jg_leaderboard_rows`, `jg_feed_entries`). `HostPersistence.savePlan` applies a whole `ServerPersistPlan` in one transaction (leaderboard drain included); hosts fall back to per-tier calls when absent.
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- - **Clients** — `@jgengine/shell` (`GameHost`; each client supplies its own `GameRegistry`) is the shared player mount: it works in Vite, Next.js, or a Tauri webview; the authoritative ws host stays a standalone process (or, over `@jgengine/ws/peer`, the host player's own browser tab).
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- - **Shell multiplayer** — every resolver produces a `MultiplayerSession` (`ShellMultiplayer` is an alias of it). `resolveShellMultiplayer` resolves straight off `defineGame`'s `multiplayer` adapter config: `ws(...)` connects to `url ?? adapter.url ?? ws://localhost:8080/ws`; `lan(...)` derives `ws(s)://<page hostname>:<port ?? 8080><path ?? /ws>` from `window.location`, so any browser on the LAN auto-connects to whichever machine served the page; other adapter kinds resolve to `null` (or fall back to the plain ws URL under `force` / the web dev route's `?ws` / desktop's `VITE_JG_WS_URL`). `resolvePeerShellMultiplayer({ gameId, role: "host" | "join", room?, userId?, feedActions? }): Promise<ShellMultiplayer & { close }>` is the `p2p` counterpart — hosts or joins over `broadcastChannelSignaling`, no ws URL involved; `apps/dev` wires it behind `?p2p=host` / `?p2p=join`. `resolveConvexMultiplayer` is the `convex` counterpart (forced by `VITE_CONVEX_URL` the same way). `<GameHost multiplayer={session}>` then joins a server, pose-syncs the local player, renders remote players from the presence roster, bridges feed actions (default `entity.died`) both ways with echo suppression, and — when the backend exposes `chatSyncFor` — relays `global`-kind chat channels too. Game code unchanged either way.
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+ - **Clients** — `@jgengine/shell` (`GameServerHost`; each client supplies its own `GameRegistry`) is the shared player mount: it works in Vite, Next.js, or a Tauri webview; the authoritative ws host stays a standalone process (or, over `@jgengine/ws/peer`, the host player's own browser tab).
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+ - **Shell multiplayer** — every resolver produces a `MultiplayerSession` (`ShellMultiplayer` is an alias of it). `resolveShellMultiplayer` resolves straight off `defineGame`'s `multiplayer` adapter config: `ws(...)` connects to `url ?? adapter.url ?? ws://localhost:8080/ws`; `lan(...)` derives `ws(s)://<page hostname>:<port ?? 8080><path ?? /ws>` from `window.location`, so any browser on the LAN auto-connects to whichever machine served the page; other adapter kinds resolve to `null` (or fall back to the plain ws URL under `force` / the web dev route's `?ws` / desktop's `VITE_JG_WS_URL`). `resolvePeerShellMultiplayer({ gameId, role: "host" | "join", room?, userId?, feedActions? }): Promise<ShellMultiplayer & { close }>` is the `p2p` counterpart — hosts or joins over `broadcastChannelSignaling`, no ws URL involved; `apps/dev` wires it behind `?p2p=host` / `?p2p=join`. `resolveConvexMultiplayer` is the `convex` counterpart (forced by `VITE_CONVEX_URL` the same way). `<GameServerHost multiplayer={session}>` then joins a server, pose-syncs the local player, renders remote players from the presence roster, bridges feed actions (default `entity.died`) both ways with echo suppression, and — when the backend exposes `chatSyncFor` — relays `global`-kind chat channels too. Game code unchanged either way.
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  - **Appearance replication.** Presence rows (`WsPresenceRow`) carry an optional per-slot `appearance?: WsAppearance` (`Record<string, string | number | boolean>`) channel alongside pose — cosmetic ids, `"#rrggbb"` tints, model keys; slot semantics are game-defined, but the convention is slot `"tint"` = a hex tint the shell's `RemotePlayers` applies to recolor the remote capsule in place of the default hash color. Appearance rides the existing pose message — no protocol bump. The client pose-sync gate force-sends when appearance differs (shallow compare) even with zero movement, still rate-limited by `minIntervalMs`/heartbeat; the server accepts appearance-only changes and echoes the last-known appearance on every presence row. Wire `ctx.player.cosmetics.get(userId)` into the outgoing pose's `appearance` to replicate a player's equipped cosmetics for free.
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- - **Voice channels** — `@jgengine/ws/voiceChannel` (`createVoiceChannelRouter(channels?)`) is a thin, coarse layer on top of the same transport/presence model: it ships the channel/falloff **routing model**, not a WebRTC media stack (no audio transport — the media plane stays behind `multiplayer/voiceContract`'s `VoiceTransport` signaling seam: `join / leave / publish(streamId) / subscribers`; `createWsBackend(...).voiceSync` / `.voiceTransportFor(serverId)` implement it over `voiceJoin`/`voiceLeave`/`voicePublish` frames with host-relayed channel rosters, and `createLocalVoiceTransport()` covers local/dev; peers exchange stream **descriptors** here and negotiate actual media host-side). Mic capture lives in `@jgengine/react/voice` (`useVoice`, plus `PushToTalkButton` / `MicToggle` / `SpeakingIndicator` / `VoiceRoster`); the push-to-talk state model (`createPushToTalk`: hold / toggle / openMic, mute-gated) is a core export — `@jgengine/core/multiplayer/voiceContract`. `VoiceChannelDef = { id, positional, falloff?, gain? }` — `positional: true` channels (proximity voice) attenuate by distance using the same `@jgengine/core/audio/audioFalloff` curve as positional SFX; `positional: false` channels (walkie/crew) play at flat gain regardless of distance. A member `join`s any number of channels at once (a Sea of Thieves–style crew channel *and* nearby-ship proximity, simultaneously); `updatePosition(userId, xyz)` feeds positions (typically mirrored from `WsPresenceRow`); `setMuted(userId, bool)` silences every channel from that speaker at once. `resolveRoutes(listenerUserId)` returns one `{ fromUserId, channelId, gain }` per shared channel — the mixer plays each route independently, so the same speaker can be loud on `walkie` and near-silent on `proximity` at the same time.
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+ - **Voice channels** — `@jgengine/ws/voiceChannel` (`createVoiceChannelRouter(channels?)`) is a thin, coarse layer on top of the same transport/presence model: it ships the channel/falloff **routing model**, not a WebRTC media stack (no audio transport — the media plane stays behind `multiplayer/voiceContract`'s `VoiceTransport` signaling seam: `join / leave / publish(streamId) / subscribers`; `createWsBackend(...).voiceSync` / `.voiceTransportFor(serverId)` implement it over `voiceJoin`/`voiceLeave`/`voicePublish` frames with host-relayed channel rosters, and `createLocalVoiceTransport()` covers local/dev; peers exchange stream **descriptors** here and negotiate actual media host-side). Mic capture lives in `@jgengine/core/multiplayer/voice.view` (`useVoice`, plus `PushToTalkButton` / `MicToggle` / `SpeakingIndicator` / `VoiceRoster`); the push-to-talk state model (`createPushToTalk`: hold / toggle / openMic, mute-gated) is a core export — `@jgengine/core/multiplayer/voiceContract`. `VoiceChannelDef = { id, positional, falloff?, gain? }` — `positional: true` channels (proximity voice) attenuate by distance using the same `@jgengine/core/audio/audioFalloff` curve as positional SFX; `positional: false` channels (walkie/crew) play at flat gain regardless of distance. A member `join`s any number of channels at once (a Sea of Thieves–style crew channel *and* nearby-ship proximity, simultaneously); `updatePosition(userId, xyz)` feeds positions (typically mirrored from `WsPresenceRow`); `setMuted(userId, bool)` silences every channel from that speaker at once. `resolveRoutes(listenerUserId)` returns one `{ fromUserId, channelId, gain }` per shared channel — the mixer plays each route independently, so the same speaker can be loud on `walkie` and near-silent on `proximity` at the same time.
@@ -1,6 +1,6 @@
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  # Playable browser peer worlds
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- `resolvePeerShellMultiplayer` from `@jgengine/shell/multiplayer` accepts a
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+ `resolvePeerShellMultiplayer` from `@jgengine/core/multiplayer/multiplayer.draw` accepts a
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  `playable` game with `p2p({ authority: "server" })`. The host constructs one
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  `HostedWorldSession` and `createWorldGameHost`; host and guest command transports
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  operate on that shared simulation. Passing only `gameId` retains the existing