@makefully/adaptfully 3.15.1 → 3.16.0
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
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@@ -2,6 +2,18 @@
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All notable changes to this project are documented in this file.
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## 3.16.0 — 2026-09-02
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### Added
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- **Apple-only iOS `social-auth`** — `providers.google: false` + `providers.apple: true` no longer requires `google.webClientId`. On iOS, missing `apple.clientId` defaults to the platform `packageName`; runtime also falls back to `window.gameConfig.packageName`.
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- **Publish gitignore** — ignore `assets/meta/deployments/**/apple/` (`.p12` / `.mobileprovision`).
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### Docs
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- Registrations are owned by prebuild HTML markers (do not double-inline at compile time).
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- Capacitor iOS signing is file-based under `apple/` (not Cordova-era `build.json` ios fields).
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## 3.15.1 — 2026-09-01
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### Fixed
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package/README.md
CHANGED
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@@ -63,7 +63,7 @@ A **platform** (`config.platforms.<key>`) describes *how* to build — registrat
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> **Back-compat:** projects with no `assets/meta/deployments/` directory keep the legacy behavior — the entire `assets/meta/` tree (including `assets/meta/publish/`) is shipped as `meta/`, and a single set of credentials is read from `meta/publish/`.
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Place `<!-- adaptfully -->` / `<!-- /adaptfully -->` markers in your HTML templates where registrations should be injected (typically between split bundle scripts, before `account.js` runs).
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Place `<!-- adaptfully -->` / `<!-- /adaptfully -->` markers in your HTML templates where registrations should be injected (typically between split bundle scripts, before `account.js` runs). **Do not also inline Adaptfully auth scripts at game compile time** — prebuild/release owns the marker block for each platform.
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```javascript
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// Injected into deploy/index.html for the target platform (before game code):
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@@ -224,7 +224,11 @@ The renderer `steam-auth` plugin reads the Steam ID from that bridge. When Steam
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When `social-auth` is registered on a **`capacitor`** platform, Adaptfully prebuild writes **`social-login-config.js`** (`window.__ADAPTFULLY_SOCIAL_LOGIN__`) from `platforms.<name>.socialLogin`. Wrapfully installs [`@capgo/capacitor-social-login`](https://github.com/Cap-go/capacitor-social-login) and syncs it into the native project (same role as `steamworks.js` for Electron).
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The runtime plugin calls Capgo `SocialLogin.initialize` / `login` / `logout` / `isLoggedIn`. Default provider is `google` on Android and `apple` on iOS when both are enabled (override with `socialLogin.defaultProvider`).
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The runtime plugin calls Capgo `SocialLogin.initialize` / `login` / `logout` / `isLoggedIn`. Default provider is `google` on Android and `apple` on iOS when both are enabled (override with `socialLogin.defaultProvider`).
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**Apple-only iOS** (`providers.google: false`, `providers.apple: true`) is supported — Google `webClientId` is not required. On iOS, if `apple.clientId` is omitted, Adaptfully defaults it to the platform `packageName` (Capgo uses this as a plugin label on native iOS, not an Apple Services ID). On Android, Apple Sign-In still requires `apple.clientId`. At runtime, an empty Apple `clientId` also falls back to `window.gameConfig.packageName`.
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Optional config keys:
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| Key | Default | Purpose |
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|-----|---------|---------|
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#### Apple (`ios`, `ios-dev`, `ios-sim`, `mac`)
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-
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**Capacitor iOS** signing is file-based under the deployment folder (not the Cordova-style `build.json` `ios.*` identity fields):
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```
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"packageType": "development",
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"automaticProvisioning": false
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},
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"release": {
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"codeSignIdentity": "iPhone Distribution",
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"provisioningProfile": "(your distribution provisioning profile id)",
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"developmentTeam": "(your team id)",
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"packageType": "app-store",
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"automaticProvisioning": false
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}
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}
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}
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```
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assets/meta/deployments/<deployment>/
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apple.json
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apple/distribution.p12 # release
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apple/app-store.mobileprovision # release
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apple/development.p12 # ios-dev device
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apple/development.mobileprovision # ios-dev device
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```
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The `.p12` passphrase must match `MAC_KEYCHAIN_PASSWORD` on the Mac Wrapfully host. Team ID and profile UUID are read from the `.mobileprovision`. Enable **Sign in with Apple** on the App ID when using Capgo Apple auth.
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Optional `build.json` may still be present for tooling compatibility; Capacitor does not require its `ios.*` code-sign fields.
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To deploy to the App Store, include `assets/meta/deployments/<deployment>/apple.json`. The easiest path is:
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```bash
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```json
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{
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"category": "
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"identity": "(your team
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"username": "(
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"password": "(
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"category": "public.app-category.games",
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"identity": "(your team id)",
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"username": "(Apple ID email)",
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"password": "(app-specific password)"
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}
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```
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iOS IPA upload uses `username` + `password` via `xcrun altool --upload-app`. `category` / `identity` matter more for macOS Electron signing/notarization.
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#### Cordova
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Set `packager: "cordova"` on an `android` or `ios` platform to use Cordova instead of Capacitor. Requires the Android and Apple package requirements above.
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import fs from 'node:fs';
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import path from 'node:path';
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import { Packager } from './base.js';
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import { resolvePlatformConfig } from '../platform-config.js';
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const CAPACITOR_CSP = '<meta http-equiv="Content-Security-Policy" content="default-src * \'self\' data: blob: \'unsafe-inline\' \'unsafe-eval\'; style-src * \'self\' \'unsafe-inline\'; script-src * \'self\' \'unsafe-inline\' \'unsafe-eval\'; connect-src *; img-src * data: blob:; media-src * data: blob:; frame-src *;" />';
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@@ -17,24 +18,40 @@ export function resolvePlatformSocialLogin(platformKey, pkg) {
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return pkg.config?.platforms?.[platformKey]?.socialLogin;
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}
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/**
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* @param {string} platformKey
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*/
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function isIosPlatformKey(platformKey) {
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return platformKey === 'ios'
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|| platformKey === 'ios-dev'
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|| platformKey === 'ios-sim'
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|| String(platformKey).startsWith('ios');
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}
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/**
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* @param {object} socialLogin
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* @param {string} platformKey
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* @param {{ packageName?: string }} [options]
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*/
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function normalizeSocialLoginConfig(socialLogin = {}, platformKey) {
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export function normalizeSocialLoginConfig(socialLogin = {}, platformKey, options = {}) {
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const providers = socialLogin.providers ?? { google: true, apple: true };
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const googleEnabled = providers.google !== false;
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const appleEnabled = providers.apple !== false;
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let defaultProvider = socialLogin.defaultProvider;
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if (!defaultProvider) {
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if (platformKey
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if (isIosPlatformKey(platformKey)) {
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defaultProvider = appleEnabled ? 'apple' : 'google';
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} else {
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defaultProvider = googleEnabled ? 'google' : 'apple';
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}
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}
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const apple = { ...(socialLogin.apple ?? {}) };
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if (appleEnabled && !apple.clientId && options.packageName && isIosPlatformKey(platformKey)) {
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apple.clientId = options.packageName;
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}
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return {
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providers: {
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google: googleEnabled,
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twitter: providers.twitter === true,
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},
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google: socialLogin.google ?? {},
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apple
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apple,
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defaultProvider,
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platform: platformKey,
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};
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/**
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* @param {object} config
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*/
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function validateSocialLoginConfig(config) {
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export function validateSocialLoginConfig(config) {
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const { providers, google, apple } = config;
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if (!providers.google && !providers.apple) {
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/** @type {string[]} */
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static defaultPlatforms = ['ios', 'android'];
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#socialLoginPackageName() {
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return resolvePlatformConfig(this.pkg, this.platformKey).packageName;
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}
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validate() {
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super.validate();
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const config = normalizeSocialLoginConfig(
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socialLogin ?? this.pkg.config?.socialLogin,
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this.platformKey ?? 'android',
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{ packageName: this.#socialLoginPackageName() },
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);
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validateSocialLoginConfig(config);
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}
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const socialLogin = resolvePlatformSocialLogin(this.platformKey, this.pkg)
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?? this.pkg.config?.socialLogin
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?? {};
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const config = normalizeSocialLoginConfig(socialLogin, this.platformKey
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const config = normalizeSocialLoginConfig(socialLogin, this.platformKey, {
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packageName: this.#socialLoginPackageName(),
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});
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const content = `window.__ADAPTFULLY_SOCIAL_LOGIN__ = ${JSON.stringify(config, null, 4)};\n`;
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fs.writeFileSync(path.join(dest, 'social-login-config.js'), content);
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this.log('adaptfully: write social-login-config.js (social-auth)');
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import { Packager, VALID_PACKAGERS } from './base.js';
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import { WebPackager } from './web.js';
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export {
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export {
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CapacitorPackager,
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normalizeSocialLoginConfig,
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resolvePlatformSocialLogin,
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validateSocialLoginConfig,
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} from './capacitor.js';
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export {
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ElectronPackager,
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'assets/meta/deployments/**/ms.json',
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'assets/meta/deployments/**/apple/',
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if (config.providers?.apple !== false) {
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options.apple = {
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clientId: config.apple?.clientId
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clientId: config.apple?.clientId
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|| window.gameConfig?.packageName
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|| '',
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redirectUrl: config.apple?.redirectUrl,
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useProperTokenExchange: config.apple?.useProperTokenExchange !== false,
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useBroadcastChannel: config.apple?.useBroadcastChannel !== false,
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