@playcademy/sdk 0.0.5 → 0.0.6

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Files changed (46) hide show
  1. package/dist/index.d.ts +3998 -7
  2. package/dist/index.js +1962 -1938
  3. package/dist/types.d.ts +4219 -31
  4. package/dist/types.js +1 -748
  5. package/package.json +5 -3
  6. package/dist/core/auth/flows/popup.d.ts +0 -14
  7. package/dist/core/auth/flows/redirect.d.ts +0 -15
  8. package/dist/core/auth/flows/unified.d.ts +0 -11
  9. package/dist/core/auth/login.d.ts +0 -20
  10. package/dist/core/auth/oauth.d.ts +0 -115
  11. package/dist/core/auth/utils.d.ts +0 -23
  12. package/dist/core/cache/cooldown-cache.d.ts +0 -31
  13. package/dist/core/cache/index.d.ts +0 -14
  14. package/dist/core/cache/permanent-cache.d.ts +0 -39
  15. package/dist/core/cache/singleton-cache.d.ts +0 -29
  16. package/dist/core/cache/ttl-cache.d.ts +0 -54
  17. package/dist/core/cache/types.d.ts +0 -23
  18. package/dist/core/client.d.ts +0 -521
  19. package/dist/core/errors.d.ts +0 -11
  20. package/dist/core/namespaces/achievements.d.ts +0 -84
  21. package/dist/core/namespaces/admin.d.ts +0 -385
  22. package/dist/core/namespaces/auth.d.ts +0 -54
  23. package/dist/core/namespaces/character.d.ts +0 -205
  24. package/dist/core/namespaces/credits.d.ts +0 -51
  25. package/dist/core/namespaces/dev.d.ts +0 -323
  26. package/dist/core/namespaces/games.d.ts +0 -173
  27. package/dist/core/namespaces/identity.d.ts +0 -98
  28. package/dist/core/namespaces/index.d.ts +0 -19
  29. package/dist/core/namespaces/leaderboard.d.ts +0 -48
  30. package/dist/core/namespaces/levels.d.ts +0 -90
  31. package/dist/core/namespaces/maps.d.ts +0 -93
  32. package/dist/core/namespaces/realtime.client.d.ts +0 -129
  33. package/dist/core/namespaces/realtime.d.ts +0 -90
  34. package/dist/core/namespaces/runtime.d.ts +0 -222
  35. package/dist/core/namespaces/scores.d.ts +0 -55
  36. package/dist/core/namespaces/shop.d.ts +0 -25
  37. package/dist/core/namespaces/sprites.d.ts +0 -35
  38. package/dist/core/namespaces/telemetry.d.ts +0 -28
  39. package/dist/core/namespaces/timeback.d.ts +0 -111
  40. package/dist/core/namespaces/users.d.ts +0 -172
  41. package/dist/core/request.d.ts +0 -24
  42. package/dist/core/static/identity.d.ts +0 -37
  43. package/dist/core/static/index.d.ts +0 -3
  44. package/dist/core/static/init.d.ts +0 -21
  45. package/dist/core/static/login.d.ts +0 -34
  46. package/dist/messaging.d.ts +0 -544
@@ -1,544 +0,0 @@
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- /**
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- * @fileoverview Playcademy Messaging System
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- *
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- * This file implements a unified messaging system for the Playcademy platform that handles
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- * communication between different contexts:
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- *
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- * 1. **Iframe-to-Parent Communication**: When games run inside iframes (production/development),
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- * they need to communicate with the parent window using postMessage API
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- *
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- * 2. **Local Communication**: When games run in the same context (local development),
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- * they use CustomEvents for internal messaging
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- *
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- * The system automatically detects the runtime environment and chooses the appropriate
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- * transport method, abstracting this complexity from the developer.
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- *
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- * **Architecture Overview**:
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- * - Games run in iframes for security and isolation
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- * - Parent window (Playcademy shell) manages game lifecycle
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- * - Messages flow bidirectionally between parent and iframe
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- * - Local development mode simulates this architecture without iframes
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- */
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- import type { AuthCallbackPayload, AuthStateChangePayload, GameContextPayload, KeyEventPayload, TelemetryPayload, TokenRefreshPayload } from './types';
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- /**
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- * Enumeration of all message types used in the Playcademy messaging system.
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- *
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- * **Message Flow Patterns**:
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- *
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- * **Parent → Game (Overworld → Game)**:
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- * - INIT: Provides game with authentication token and configuration
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- * - TOKEN_REFRESH: Updates game's authentication token before expiry
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- * - PAUSE/RESUME: Controls game execution state
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- * - FORCE_EXIT: Immediately terminates the game
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- * - OVERLAY: Shows/hides UI overlays over the game
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- *
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- * **Game → Parent (Game → Overworld)**:
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- * - READY: Game has loaded and is ready to receive messages
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- * - EXIT: Game requests to be closed (user clicked exit, game ended, etc.)
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- * - TELEMETRY: Game reports performance metrics (FPS, memory usage, etc.)
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- */
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- export declare enum MessageEvents {
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- /**
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- * Initializes the game with authentication context and configuration.
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- * Sent immediately after game iframe loads.
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- * Payload:
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- * - `baseUrl`: string
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- * - `token`: string
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- * - `gameId`: string
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- */
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- INIT = "PLAYCADEMY_INIT",
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- /**
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- * Updates the game's authentication token before it expires.
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- * Sent periodically to maintain valid authentication.
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- * Payload:
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- * - `token`: string
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- * - `exp`: number
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- */
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- TOKEN_REFRESH = "PLAYCADEMY_TOKEN_REFRESH",
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- /**
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- * Pauses game execution (e.g., when user switches tabs).
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- * Game should pause timers, animations, and user input.
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- * Payload: void
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- */
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- PAUSE = "PLAYCADEMY_PAUSE",
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- /**
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- * Resumes game execution after being paused.
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- * Game should restore timers, animations, and user input.
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- * Payload: void
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- */
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- RESUME = "PLAYCADEMY_RESUME",
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- /**
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- * Forces immediate game termination (emergency exit).
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- * Game should clean up resources and exit immediately.
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- * Payload: void
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- */
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- FORCE_EXIT = "PLAYCADEMY_FORCE_EXIT",
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- /**
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- * Shows or hides UI overlays over the game.
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- * Game may need to pause or adjust rendering accordingly.
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- * Payload: boolean (true = show overlay, false = hide overlay)
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- */
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- OVERLAY = "PLAYCADEMY_OVERLAY",
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- /**
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- * Game has finished loading and is ready to receive messages.
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- * Sent once after game initialization is complete.
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- * Payload: void
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- */
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- READY = "PLAYCADEMY_READY",
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- /**
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- * Game requests to be closed/exited.
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- * Sent when user clicks exit button or game naturally ends.
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- * Payload: void
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- */
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- EXIT = "PLAYCADEMY_EXIT",
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- /**
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- * Game reports performance telemetry data.
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- * Sent periodically for monitoring and analytics.
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- * Payload:
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- * - `fps`: number
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- * - `mem`: number
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- */
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- TELEMETRY = "PLAYCADEMY_TELEMETRY",
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- /**
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- * Game reports key events to parent.
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- * Sent when certain keys are pressed within the game iframe.
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- * Payload:
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- * - `key`: string
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- * - `code?`: string
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- * - `type`: 'keydown' | 'keyup'
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- */
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- KEY_EVENT = "PLAYCADEMY_KEY_EVENT",
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- /**
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- * Notifies about authentication state changes.
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- * Can be sent in both directions depending on auth flow.
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- * Payload:
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- * - `authenticated`: boolean
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- * - `user`: UserInfo | null
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- * - `error`: Error | null
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- */
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- AUTH_STATE_CHANGE = "PLAYCADEMY_AUTH_STATE_CHANGE",
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- /**
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- * OAuth callback data from popup/new-tab windows.
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- * Sent from popup window back to parent after OAuth completes.
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- * Payload:
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- * - `code`: string (OAuth authorization code)
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- * - `state`: string (OAuth state for CSRF protection)
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- * - `error`: string | null (OAuth error if any)
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- */
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- AUTH_CALLBACK = "PLAYCADEMY_AUTH_CALLBACK"
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- }
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- /**
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- * Type definition for message handler functions.
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- * These functions are called when a specific message type is received.
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- *
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- * @template T - The type of payload data the handler expects
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- * @param payload - The data sent with the message
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- */
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- type MessageHandler<T = unknown> = (payload: T) => void;
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- /**
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- * Type mapping that defines the payload structure for each message type.
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- * This ensures type safety when sending and receiving messages.
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- *
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- * **Usage Examples**:
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- * ```typescript
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- * // Type-safe message sending
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- * messaging.send(MessageEvents.INIT, { baseUrl: '/api', token: 'abc', gameId: '123' })
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- *
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- * // Type-safe message handling
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- * messaging.listen(MessageEvents.TOKEN_REFRESH, ({ token, exp }) => {
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- * console.log(`New token expires at: ${new Date(exp)}`)
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- * })
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- * ```
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- */
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- export type MessageEventMap = {
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- /** Game initialization context with API endpoint, auth token, and game ID */
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- [MessageEvents.INIT]: GameContextPayload;
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- /** Token refresh data with new token and expiration timestamp */
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- [MessageEvents.TOKEN_REFRESH]: TokenRefreshPayload;
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- /** Pause message has no payload data */
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- [MessageEvents.PAUSE]: void;
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- /** Resume message has no payload data */
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- [MessageEvents.RESUME]: void;
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- /** Force exit message has no payload data */
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- [MessageEvents.FORCE_EXIT]: void;
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- /** Overlay visibility state (true = show, false = hide) */
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- [MessageEvents.OVERLAY]: boolean;
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- /** Ready message has no payload data */
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- [MessageEvents.READY]: void;
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- /** Exit message has no payload data */
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- [MessageEvents.EXIT]: void;
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- /** Performance telemetry data */
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- [MessageEvents.TELEMETRY]: TelemetryPayload;
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- /** Key event data */
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- [MessageEvents.KEY_EVENT]: KeyEventPayload;
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- /** Authentication state change notification */
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- [MessageEvents.AUTH_STATE_CHANGE]: AuthStateChangePayload;
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- /** OAuth callback data from popup/new-tab windows */
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- [MessageEvents.AUTH_CALLBACK]: AuthCallbackPayload;
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- };
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- /**
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- * **PlaycademyMessaging Class**
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- *
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- * This is the core messaging system that handles all communication in the Playcademy platform.
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- * It automatically detects the runtime environment and chooses the appropriate transport method.
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- *
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- * **Key Features**:
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- * 1. **Automatic Transport Selection**: Detects iframe vs local context and uses appropriate method
187
- * 2. **Type Safety**: Full TypeScript support with payload type checking
188
- * 3. **Bidirectional Communication**: Handles both parent→game and game→parent messages
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- * 4. **Event Cleanup**: Proper listener management to prevent memory leaks
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- *
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- * **Transport Methods**:
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- * - **postMessage**: Used for iframe-to-parent communication (production/development)
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- * - **CustomEvent**: Used for local same-context communication (local development)
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- *
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- * **Runtime Detection Logic**:
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- * - If `window.self !== window.top`: We're in an iframe, use postMessage
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- * - If `window.self === window.top`: We're in the same context, use CustomEvent
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- *
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- * **Example Usage**:
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- * ```typescript
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- * // Send a message (automatically chooses transport)
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- * messaging.send(MessageEvents.READY, undefined)
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- *
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- * // Listen for messages (handles both transports)
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- * messaging.listen(MessageEvents.INIT, (payload) => {
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- * console.log('Game initialized with:', payload)
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- * })
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- *
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- * // Clean up listeners
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- * messaging.unlisten(MessageEvents.INIT, handler)
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- * ```
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- */
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- declare class PlaycademyMessaging {
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- /**
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- * Internal storage for message listeners.
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- *
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- * **Structure Explanation**:
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- * - Outer Map: MessageEvents → Map of handlers for that event type
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- * - Inner Map: MessageHandler → Object containing both listener types
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- * - Object: { postMessage: EventListener, customEvent: EventListener }
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- *
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- * **Why Two Listeners Per Handler?**:
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- * Since we don't know at registration time which transport will be used,
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- * we register both a postMessage listener and a CustomEvent listener.
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- * The appropriate one will be triggered based on the runtime context.
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- */
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- private listeners;
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- /**
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- * **Send Message Method**
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- *
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- * Sends a message using the appropriate transport method based on the runtime context.
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- * This is the main public API for sending messages in the Playcademy system.
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- *
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- * **How It Works**:
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- * 1. Analyzes the message type and current runtime context
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- * 2. Determines if we're in an iframe and if this message should use postMessage
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- * 3. Routes to the appropriate transport method (postMessage or CustomEvent)
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- *
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- * **Transport Selection Logic**:
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- * - **postMessage**: Used when game is in iframe and sending to parent, OR when target window is specified
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- * - **CustomEvent**: Used for local/same-context communication
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- *
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- * **Type Safety**:
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- * The generic type parameter `K` ensures that the payload type matches
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- * the expected type for the given message event.
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- *
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- * @template K - The message event type (ensures type safety)
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- * @param type - The message event type to send
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- * @param payload - The data to send with the message (type-checked)
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- * @param options - Optional configuration for message sending
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- *
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- * @example
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- * ```typescript
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- * // Send game ready signal (no payload)
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- * messaging.send(MessageEvents.READY, undefined)
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- *
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- * // Send telemetry data (typed payload)
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- * messaging.send(MessageEvents.TELEMETRY, { fps: 60, mem: 128 })
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- *
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- * // Send to specific iframe window (parent to iframe communication)
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- * messaging.send(MessageEvents.INIT, { baseUrl, token, gameId }, {
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- * target: iframe.contentWindow,
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- * origin: '*'
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- * })
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- *
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- * // TypeScript will error if payload type is wrong
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- * messaging.send(MessageEvents.INIT, "wrong type") // ❌ Error
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- * ```
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- */
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- send<K extends MessageEvents>(type: K, payload: MessageEventMap[K], options?: {
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- target?: Window;
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- origin?: string;
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- }): void;
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- /**
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- * **Listen for Messages Method**
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- *
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- * Registers a message listener that will be called when the specified message type is received.
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- * This method automatically handles both postMessage and CustomEvent sources.
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- *
280
- * **Why Register Two Listeners?**:
281
- * Since we don't know at registration time which transport method will be used to send
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- * messages, we register listeners for both possible sources:
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- * 1. **postMessage listener**: Handles messages from iframe-to-parent communication
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- * 2. **CustomEvent listener**: Handles messages from local same-context communication
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- *
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- * **Message Processing**:
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- * - **postMessage**: Extracts data from `event.data.payload` or `event.data`
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- * - **CustomEvent**: Extracts data from `event.detail`
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- *
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- * **Type Safety**:
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- * The handler function receives the correctly typed payload based on the message type.
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- *
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- * @template K - The message event type (ensures type safety)
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- * @param type - The message event type to listen for
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- * @param handler - Function to call when the message is received
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- *
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- * @example
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- * ```typescript
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- * // Listen for game initialization
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- * messaging.listen(MessageEvents.INIT, (payload) => {
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- * // payload is automatically typed as GameContextPayload
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- * console.log(`Game ${payload.gameId} initialized`)
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- * console.log(`API base URL: ${payload.baseUrl}`)
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- * })
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- *
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- * // Listen for token refresh
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- * messaging.listen(MessageEvents.TOKEN_REFRESH, ({ token, exp }) => {
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- * // payload is automatically typed as { token: string; exp: number }
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- * updateAuthToken(token)
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- * scheduleTokenRefresh(exp)
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- * })
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- * ```
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- */
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- listen<K extends MessageEvents>(type: K, handler: MessageHandler<MessageEventMap[K]>): void;
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- /**
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- * **Remove Message Listener Method**
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- *
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- * Removes a previously registered message listener to prevent memory leaks and unwanted callbacks.
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- * This method cleans up both the postMessage and CustomEvent listeners that were registered.
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- *
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- * **Why Clean Up Both Listeners?**:
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- * When we registered the listener with `listen()`, we created two browser event listeners:
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- * 1. A 'message' event listener for postMessage communication
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- * 2. A custom event listener for local CustomEvent communication
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- *
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- * Both must be removed to prevent memory leaks and ensure the handler is completely unregistered.
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- *
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- * **Memory Management**:
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- * - Removes both event listeners from the browser
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- * - Cleans up internal tracking maps
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- * - If no more handlers exist for a message type, removes the entire type entry
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- *
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- * **Safe to Call Multiple Times**:
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- * This method is idempotent - calling it multiple times with the same handler is safe.
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- *
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- * @template K - The message event type (ensures type safety)
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- * @param type - The message event type to stop listening for
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- * @param handler - The exact handler function that was passed to listen()
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- *
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- * @example
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- * ```typescript
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- * // Register a handler
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- * const handleInit = (payload) => console.log('Game initialized')
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- * messaging.listen(MessageEvents.INIT, handleInit)
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- *
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- * // Later, remove the handler
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- * messaging.unlisten(MessageEvents.INIT, handleInit)
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- *
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- * // Safe to call multiple times
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- * messaging.unlisten(MessageEvents.INIT, handleInit) // No error
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- * ```
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- */
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- unlisten<K extends MessageEvents>(type: K, handler: MessageHandler<MessageEventMap[K]>): void;
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- /**
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- * **Get Messaging Context Method**
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- *
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- * Analyzes the current runtime environment and message type to determine the appropriate
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- * transport method and configuration for sending messages.
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- *
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- * **Runtime Environment Detection**:
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- * The method detects whether the code is running in an iframe by comparing:
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- * - `window.self`: Reference to the current window
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- * - `window.top`: Reference to the topmost window in the hierarchy
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- *
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- * If they're different, we're in an iframe. If they're the same, we're in the top-level window.
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- *
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- * **Message Direction Analysis**:
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- * Different message types flow in different directions:
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- * - **Game → Parent**: READY, EXIT, TELEMETRY (use postMessage when in iframe)
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- * - **Parent → Game**: INIT, TOKEN_REFRESH, PAUSE, etc. (use CustomEvent in local dev, or postMessage with target)
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- *
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- * **Cross-Context Communication**:
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- * The messaging system supports cross-context targeting through the optional `target` parameter.
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- * When a target window is specified, postMessage is used regardless of the current context.
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- * This enables parent-to-iframe communication through the unified messaging API.
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- *
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- * **Transport Selection Logic**:
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- * - **postMessage**: Used when game is in iframe AND sending to parent, OR when target window is specified
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- * - **CustomEvent**: Used for all other cases (local development, same-context communication)
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- *
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- * **Security Considerations**:
382
- * The origin is currently set to '*' for development convenience, but should be
383
- * configurable for production security.
384
- *
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- * @param eventType - The message event type being sent
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- * @returns Configuration object with transport method and target information
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- *
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- * @example
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- * ```typescript
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- * // In iframe sending READY to parent
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- * const context = getMessagingContext(MessageEvents.READY)
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- * // Returns: { shouldUsePostMessage: true, target: window.parent, origin: '*' }
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- *
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- * // In same context sending INIT
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- * const context = getMessagingContext(MessageEvents.INIT)
396
- * // Returns: { shouldUsePostMessage: false, target: undefined, origin: '*' }
397
- * ```
398
- */
399
- private getMessagingContext;
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- /**
401
- * **Send Via PostMessage Method**
402
- *
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- * Sends a message using the browser's postMessage API for iframe-to-parent communication.
404
- * This method is used when the game is running in an iframe and needs to communicate
405
- * with the parent window (the Playcademy shell).
406
- *
407
- * **PostMessage Protocol**:
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- * The postMessage API is the standard way for iframes to communicate with their parent.
409
- * It's secure, cross-origin capable, and designed specifically for this use case.
410
- *
411
- * **Message Structure**:
412
- * The method creates a message object with the following structure:
413
- * - `type`: The message event type (e.g., 'PLAYCADEMY_READY')
414
- * - `payload`: The message data (if any)
415
- *
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- * **Payload Handling**:
417
- * - **All payloads**: Wrapped in a `payload` property for consistency (e.g., { type, payload: data })
418
- * - **Undefined payloads**: Only the type is sent (e.g., { type })
419
- *
420
- * **Security**:
421
- * The origin parameter controls which domains can receive the message.
422
- * Currently set to '*' for development, but should be restricted in production.
423
- *
424
- * @template K - The message event type (ensures type safety)
425
- * @param type - The message event type to send
426
- * @param payload - The data to send with the message
427
- * @param target - The target window (defaults to parent window)
428
- * @param origin - The allowed origin for the message (defaults to '*')
429
- *
430
- * @example
431
- * ```typescript
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- * // Send ready signal (no payload)
433
- * sendViaPostMessage(MessageEvents.READY, undefined)
434
- * // Sends: { type: 'PLAYCADEMY_READY' }
435
- *
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- * // Send telemetry data (object payload)
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- * sendViaPostMessage(MessageEvents.TELEMETRY, { fps: 60, mem: 128 })
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- * // Sends: { type: 'PLAYCADEMY_TELEMETRY', payload: { fps: 60, mem: 128 } }
439
- *
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- * // Send overlay state (primitive payload)
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- * sendViaPostMessage(MessageEvents.OVERLAY, true)
442
- * // Sends: { type: 'PLAYCADEMY_OVERLAY', payload: true }
443
- * ```
444
- */
445
- private sendViaPostMessage;
446
- /**
447
- * **Send Via CustomEvent Method**
448
- *
449
- * Sends a message using the browser's CustomEvent API for local same-context communication.
450
- * This method is used when both the sender and receiver are in the same window context,
451
- * typically during local development or when the parent needs to send messages to the game.
452
- *
453
- * **CustomEvent Protocol**:
454
- * CustomEvent is a browser API for creating and dispatching custom events within the same
455
- * window context. It's simpler than postMessage but only works within the same origin/context.
456
- *
457
- * **Event Structure**:
458
- * - **type**: The event name (e.g., 'PLAYCADEMY_INIT')
459
- * - **detail**: The payload data attached to the event
460
- *
461
- * **When This Is Used**:
462
- * - Local development when game and shell run in the same context
463
- * - Parent-to-game communication (INIT, TOKEN_REFRESH, PAUSE, etc.)
464
- * - Any scenario where postMessage isn't needed
465
- *
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- * **Event Bubbling**:
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- * CustomEvents are dispatched on the window object and can be listened to by any
468
- * code in the same context using `addEventListener(type, handler)`.
469
- *
470
- * @template K - The message event type (ensures type safety)
471
- * @param type - The message event type to send (becomes the event name)
472
- * @param payload - The data to send with the message (stored in event.detail)
473
- *
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- * @example
475
- * ```typescript
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- * // Send initialization data
477
- * sendViaCustomEvent(MessageEvents.INIT, {
478
- * baseUrl: '/api',
479
- * token: 'abc123',
480
- * gameId: 'game-456'
481
- * })
482
- * // Creates: CustomEvent('PLAYCADEMY_INIT', { detail: { baseUrl, token, gameId } })
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- *
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- * // Send pause signal
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- * sendViaCustomEvent(MessageEvents.PAUSE, undefined)
486
- * // Creates: CustomEvent('PLAYCADEMY_PAUSE', { detail: undefined })
487
- *
488
- * // Listeners can access the data via event.detail:
489
- * window.addEventListener('PLAYCADEMY_INIT', (event) => {
490
- * console.log(event.detail.gameId) // 'game-456'
491
- * })
492
- * ```
493
- */
494
- private sendViaCustomEvent;
495
- }
496
- /**
497
- * **Playcademy Messaging Singleton**
498
- *
499
- * This is the main messaging instance used throughout the Playcademy platform.
500
- * It's exported as a singleton to ensure consistent communication across all parts
501
- * of the application.
502
- *
503
- * **Why a Singleton?**:
504
- * - Ensures all parts of the app use the same messaging instance
505
- * - Prevents conflicts between multiple messaging systems
506
- * - Simplifies the API - no need to pass instances around
507
- * - Maintains consistent event listener management
508
- *
509
- * **Usage in Different Contexts**:
510
- *
511
- * **In Games**:
512
- * ```typescript
513
- * import { messaging, MessageEvents } from '@playcademy/sdk'
514
- *
515
- * // Tell parent we're ready
516
- * messaging.send(MessageEvents.READY, undefined)
517
- *
518
- * // Listen for pause/resume
519
- * messaging.listen(MessageEvents.PAUSE, () => game.pause())
520
- * messaging.listen(MessageEvents.RESUME, () => game.resume())
521
- * ```
522
- *
523
- * **In Parent Shell**:
524
- * ```typescript
525
- * import { messaging, MessageEvents } from '@playcademy/sdk'
526
- *
527
- * // Send initialization data to game
528
- * messaging.send(MessageEvents.INIT, { baseUrl, token, gameId })
529
- *
530
- * // Listen for game events
531
- * messaging.listen(MessageEvents.EXIT, () => closeGame())
532
- * messaging.listen(MessageEvents.READY, () => showGame())
533
- * ```
534
- *
535
- * **Automatic Transport Selection**:
536
- * The messaging system automatically chooses the right transport method:
537
- * - Uses postMessage when game is in iframe sending to parent
538
- * - Uses CustomEvent for local development and parent-to-game communication
539
- *
540
- * **Type Safety**:
541
- * All message sending and receiving is fully type-safe with TypeScript.
542
- */
543
- export declare const messaging: PlaycademyMessaging;
544
- export {};