@looplay/sdk 0.8.6 → 0.8.8
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- package/dist/looplay-sdk.cjs.js +81 -11
- package/dist/looplay-sdk.cjs.js.map +1 -1
- package/dist/looplay-sdk.esm.js +81 -12
- package/dist/looplay-sdk.esm.js.map +1 -1
- package/dist/looplay-sdk.min.js +5 -3
- package/dist/looplay-sdk.min.js.map +1 -1
- package/dist/types/apps/LooplaySDK.types.d.ts +6 -0
- package/dist/types/apps/api-client.d.ts +3 -0
- package/dist/types/apps/service-client.d.ts +8 -1
- package/dist/types/iframe/iframe-auth.d.ts +10 -1
- package/dist/types/index.d.ts +1 -0
- package/dist/types/looplay-sdk.d.ts +7 -0
- package/dist/types/version.d.ts +1 -0
- package/package.json +1 -1
package/dist/types/index.d.ts
CHANGED
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@@ -39,5 +39,12 @@ export declare class LooplaySDK {
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}): Promise<EmitGameEventResponse>;
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private assertInitialized;
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private verifyGameId;
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+
/**
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* Best-effort self-report — must never block init(). A missing/misconfigured
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* whitelist (a separate setup step from SDK integration) makes the backend
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* reject this call; if that rejection propagated, the whole init() would
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* reject too and every other SDK method would throw NotInitializedError,
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* breaking a game over what's really just an unfinished onboarding step.
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*/
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private detectIntegration;
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}
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@@ -0,0 +1 @@
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1
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+
export declare const LOOPLAY_SDK_VERSION = "0.8.5";
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