@rpgjs/client 5.0.0-beta.25 → 5.0.0-beta.27

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Files changed (73) hide show
  1. package/CHANGELOG.md +68 -0
  2. package/dist/Game/Map.d.ts +1 -0
  3. package/dist/Game/Map.js +5 -0
  4. package/dist/Game/Map.js.map +1 -1
  5. package/dist/Game/Object.js.map +1 -1
  6. package/dist/Gui/Gui.d.ts +2 -2
  7. package/dist/Gui/Gui.js.map +1 -1
  8. package/dist/RpgClient.d.ts +2 -1
  9. package/dist/RpgClientEngine.d.ts +76 -0
  10. package/dist/RpgClientEngine.js +59 -4
  11. package/dist/RpgClientEngine.js.map +1 -1
  12. package/dist/components/scenes/draw-map.ce.js +5 -2
  13. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  14. package/dist/components/scenes/weather-lifecycle-compat.d.ts +0 -0
  15. package/dist/components/scenes/weather-lifecycle-compat.js +11 -0
  16. package/dist/components/scenes/weather-lifecycle-compat.js.map +1 -0
  17. package/dist/components/scenes/weather-tick-lifecycle.d.ts +17 -0
  18. package/dist/components/scenes/weather-tick-lifecycle.js +44 -0
  19. package/dist/components/scenes/weather-tick-lifecycle.js.map +1 -0
  20. package/dist/components/scenes/weather-tick-lifecycle.spec.d.ts +1 -0
  21. package/dist/core/inject.d.ts +4 -4
  22. package/dist/core/inject.js.map +1 -1
  23. package/dist/core/setup.d.ts +3 -3
  24. package/dist/core/setup.js +1 -1
  25. package/dist/core/setup.js.map +1 -1
  26. package/dist/core/setup.spec.d.ts +1 -0
  27. package/dist/i18n.d.ts +2 -1
  28. package/dist/i18n.js +1 -0
  29. package/dist/i18n.js.map +1 -1
  30. package/dist/index.d.ts +3 -1
  31. package/dist/index.js +3 -2
  32. package/dist/module.d.ts +2 -2
  33. package/dist/module.js.map +1 -1
  34. package/dist/public-api-types.spec.d.ts +1 -0
  35. package/dist/services/AbstractSocket.d.ts +3 -3
  36. package/dist/services/AbstractSocket.js.map +1 -1
  37. package/dist/services/loadMap.d.ts +13 -9
  38. package/dist/services/loadMap.js +4 -3
  39. package/dist/services/loadMap.js.map +1 -1
  40. package/dist/services/mapStreaming.d.ts +71 -0
  41. package/dist/services/mapStreaming.js +210 -0
  42. package/dist/services/mapStreaming.js.map +1 -0
  43. package/dist/services/mapStreaming.spec.d.ts +1 -0
  44. package/dist/services/mmorpg.d.ts +10 -26
  45. package/dist/services/mmorpg.js +2 -2
  46. package/dist/services/mmorpg.js.map +1 -1
  47. package/dist/services/standalone.d.ts +2 -98
  48. package/dist/services/standalone.js.map +1 -1
  49. package/package.json +3 -3
  50. package/src/Game/Map.ts +7 -0
  51. package/src/Game/Object.spec.ts +1 -1
  52. package/src/Game/Object.ts +4 -4
  53. package/src/Gui/Gui.ts +3 -3
  54. package/src/RpgClient.ts +2 -1
  55. package/src/RpgClientEngine.ts +147 -6
  56. package/src/components/scenes/draw-map.ce +4 -1
  57. package/src/components/scenes/weather-lifecycle-compat.ts +8 -0
  58. package/src/components/scenes/weather-tick-lifecycle.spec.ts +60 -0
  59. package/src/components/scenes/weather-tick-lifecycle.ts +69 -0
  60. package/src/core/inject.ts +6 -5
  61. package/src/core/setup.spec.ts +35 -0
  62. package/src/core/setup.ts +8 -6
  63. package/src/i18n.spec.ts +2 -1
  64. package/src/i18n.ts +1 -0
  65. package/src/index.ts +14 -1
  66. package/src/module.ts +2 -2
  67. package/src/public-api-types.spec.ts +19 -0
  68. package/src/services/AbstractSocket.ts +2 -2
  69. package/src/services/loadMap.ts +16 -9
  70. package/src/services/mapStreaming.spec.ts +240 -0
  71. package/src/services/mapStreaming.ts +277 -0
  72. package/src/services/mmorpg.ts +21 -9
  73. package/src/services/standalone.ts +4 -5
package/CHANGELOG.md CHANGED
@@ -1,5 +1,73 @@
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  # @rpgjs/client
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+ ## 5.0.0-beta.27
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+
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+ ### Patch Changes
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+
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+ - dc6aed5: Initialize recursively nested RPGJS provider lists in client and server setup so
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+ sample and consumer configurations register every provider at runtime.
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+ - e5ad24a: Establish the stable RPGJS-owned boundary for reactive gameplay properties,
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+ dependency-injection providers, Node room storage, and Cloudflare room hosting.
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+ Remove accidental Signe re-exports from the client and server roots, keep
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+ direct Signe imports as an explicitly advanced plugin path, and protect every
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+ published TypeScript entry with declaration reachability snapshots in CI.
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+ Keep provider creation strategies mutually exclusive, support asynchronous
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+ provider factories, and preserve strict member checking on the server engine.
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+ Enforce these public contracts in CI, test the RPGJS-owned Node storage
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+ lifecycle, and document complete stable migration examples.
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+ - Updated dependencies [dc6aed5]
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+ - Updated dependencies [e5ad24a]
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+ - @rpgjs/server@5.0.0-beta.27
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+ - @rpgjs/common@5.0.0-beta.26
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+
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+ ## 5.0.0-beta.26
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+
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+ ### Minor Changes
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+
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+ - 83fc2b7: Add production Signe room adapters for persistent Node servers and Cloudflare Durable Objects, plus remote Vite map publication for trusted editor workflows with transient-only retries. Resolve local TMX files and their external tilesets when publishing maps, recreate configured events safely during live map updates, and restore player and event graphics after clients reload the Tiled scene.
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+
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+ Add provider-neutral authoritative map streaming with progressive render/physics chunks, client prediction barriers, and spatial interest management for players, NPCs, events, and projectiles. Keep complete Tiled TMX/TSX sources server-side in MMORPG mode while sharing the same game module between Node.js, local Wrangler, and Cloudflare Durable Object hosts.
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+
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+ Use the physics broad-phase index when resolving synchronized entities in each player's retained chunks, avoiding full-room player and event scans on every sync packet.
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+
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+ Assign Tiled collision geometry to every streamed chunk it intersects, and preserve the generated client reference for action, dash, pointer, and interaction APIs with a dedicated interactions guide.
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+
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+ Preserve initial room synchronization on older local Workerd runtimes that expose an accepted Durable Object WebSocket with a transient `CONNECTING` ready state.
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+
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+ Prevent CanvasEngine rain layers from retaining tick subscriptions when an asynchronous mount overlaps destruction or another mount.
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+
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+ Keep component-ready standalone Studio maps intact when sharing the in-memory server, and select the Cloudflare publisher independently from the generic MMORPG entry so local Node.js development does not require a Worker secret.
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+
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+ Add Studio v2 authoritative map preparation and progressive chunk streaming, including server physics, nearby rendering data, and provider-neutral entity synchronization. Trusted Vite publishers can now resolve a complete Studio payload before sending it to Node or Cloudflare map rooms, while raw Studio map structure, events, database records, and global collision data stay server-side.
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+
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+ Make initial map streaming explicit and hibernation-safe: clients request a fresh manifest after joining, trusted map updates are durably stored before acknowledgement, and recreated Durable Object room instances rebuild their transient streaming runtime. Stream Studio terrain control masks per chunk so transition rendering and prediction physics work without disclosing the complete map, and reset spatial visibility on reconnect so existing clients receive newly joined players.
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+
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+ Preserve custom streaming providers when Studio's built-in streaming is disabled, refresh cached client controllers after Durable Object hibernation, and key terrain-control buffers by their complete streamed region content to prevent stale masks.
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+
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+ Suppress projectile lifecycle packets that fall outside a player's disclosed interest window, clear client prediction barriers after the final streamed chunk is evicted, and coalesce concurrent requests for the same map stream. Exercise these paths with server, client, and real Workerd WebSocket tests, and run the Cloudflare MMORPG and Studio runtime suites in CI.
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+ Avoid dereferencing an empty Studio weather state while switching maps.
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+
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+ Publish authenticated world topology updates to every map room, persist them across Durable Object hibernation, and refresh automatic world-map transitions without restarting the MMORPG server.
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+
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+ Document the Durable Object room model, map-and-world publication flow, hibernation recovery, production deployment, and common Cloudflare diagnostics.
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+
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+ Correct the documented default runtime to standalone RPG and add a beginner deployment path that takes the v5 starter through explicit MMORPG development, private map bundling, authenticated map publication, a persistent Node Docker deployment, or a Cloudflare Durable Object deployment. Include an executable production map publisher in the Cloudflare sample and make the production pages discoverable from both documentation navigations.
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+
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+ Declare the RPGJS Durable Object binding explicitly in Wrangler staging and production environments so isolated deployments keep their room namespace.
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+
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+ Cover the previous Studio scene before unmounting it during World transfers, preserve recent directional movement into the destination room, then reveal the new map through a full-screen dark transition with a centered, delayed localized loader and a bounded asset wait so stale or white frames cannot flash while fast local transitions stay unobtrusive.
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+
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+ ### Patch Changes
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+
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+ - b6ab003: Establish `defineModule()` as the canonical runtime module authoring API, export it from the client and server packages, keep `createModule()` for advanced provider composition, and align runtime-specific module installation documentation and examples.
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+ - Updated dependencies [b6ab003]
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+ - Updated dependencies [777541a]
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+ - Updated dependencies [48fcd25]
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+ - Updated dependencies [83fc2b7]
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+ - @rpgjs/common@5.0.0-beta.25
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+ - @rpgjs/server@5.0.0-beta.26
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+
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  ## 5.0.0-beta.25
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  ### Minor Changes
@@ -9,6 +9,7 @@ export declare class RpgClientMap extends RpgCommonMap<any> {
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  currentPlayer: import('canvasengine').ComputedSignal<RpgClientPlayer>;
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  weatherState: import('canvasengine').WritableSignal<WeatherState | null>;
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  localWeatherOverride: import('canvasengine').WritableSignal<WeatherState | null>;
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+ private localWeatherValue;
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  lightingState: import('canvasengine').WritableSignal<LightingState | null>;
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  localLightSpots: import('canvasengine').WritableObjectSignal<Record<string, LightSpot>>;
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  weather: import('canvasengine').ComputedSignal<WeatherState | null>;
package/dist/Game/Map.js CHANGED
@@ -25,6 +25,7 @@ var RpgClientMap = class extends RpgCommonMap {
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  this.currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()]);
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  this.weatherState = signal(null);
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  this.localWeatherOverride = signal(null);
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+ this.localWeatherValue = null;
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  this.lightingState = signal(null);
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  this.localLightSpots = signal({});
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  this.weather = computed(() => {
@@ -72,6 +73,7 @@ var RpgClientMap = class extends RpgCommonMap {
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  this.players.set(currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {});
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  this.events.set({});
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  this.weatherState.set(null);
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+ this.localWeatherValue = null;
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  this.localWeatherOverride.set(null);
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  this.lightingState.set(null);
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  this.localLightSpots.set({});
@@ -81,9 +83,12 @@ var RpgClientMap = class extends RpgCommonMap {
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  return this.weather();
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  }
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  setLocalWeather(next) {
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+ if (this.localWeatherValue === next) return;
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+ this.localWeatherValue = next;
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  this.localWeatherOverride.set(next);
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  }
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  clearLocalWeather() {
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+ this.localWeatherValue = null;
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  this.localWeatherOverride.set(null);
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  }
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  getLighting() {
@@ -1 +1 @@
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- {"version":3,"file":"Map.js","names":[],"sources":["../../src/Game/Map.ts"],"sourcesContent":["import {\n RpgCommonMap,\n cloneLightingState,\n normalizeLightingState,\n type LightSpot,\n type LightingState,\n type WeatherState,\n type MapPhysicsInitContext,\n type MapPhysicsEntityContext,\n} from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed, effect } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\ntype TestGlobalScope = typeof globalThis & {\n process?: {\n env?: {\n TEST?: string;\n };\n };\n __RPGJS_TEST__?: boolean;\n};\n\nconst lightingColorsEqual = (\n left: LightSpot[\"color\"],\n right: LightSpot[\"color\"],\n): boolean => {\n if (Array.isArray(left) || Array.isArray(right)) {\n return Array.isArray(left)\n && Array.isArray(right)\n && left.length === right.length\n && left.every((value, index) => value === right[index]);\n }\n return left === right;\n};\n\nconst lightSpotsEqual = (left: LightSpot | undefined, right: LightSpot): boolean => {\n if (!left) return false;\n return left.id === right.id\n && left.x === right.x\n && left.y === right.y\n && left.radius === right.radius\n && left.intensity === right.intensity\n && lightingColorsEqual(left.color, right.color)\n && left.flicker === right.flicker\n && left.flickerSpeed === right.flickerSpeed\n && left.pulse === right.pulse\n && left.pulseSpeed === right.pulseSpeed\n && left.phase === right.phase;\n};\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n weatherState = signal<WeatherState | null>(null);\n localWeatherOverride = signal<WeatherState | null>(null);\n lightingState = signal<LightingState | null>(null);\n localLightSpots = signal<Record<string, LightSpot>>({});\n weather = computed<WeatherState | null>(() => {\n const local = this.localWeatherOverride() \n const state = this.weatherState()\n return local ?? state\n });\n lighting = computed<LightingState | null>(() => {\n const state = cloneLightingState(this.lightingState());\n const localSpots = Object.entries(this.localLightSpots()).map(([id, spot]) => ({\n ...spot,\n id: spot.id ?? id,\n }));\n\n if (!state && localSpots.length === 0) {\n return null;\n }\n\n const next: LightingState = { ...(state ?? {}) };\n if (!state?.ambient) {\n delete next.ambient;\n }\n next.spots = [\n ...(state?.spots ?? []),\n ...localSpots,\n ];\n return next;\n });\n private manualClientPhysicsTick = false;\n private readonly isTestEnvironment: boolean;\n\n constructor() {\n super();\n // Détecter l'environnement de test\n const testGlobal = globalThis as TestGlobalScope;\n const isTest = testGlobal.process?.env?.TEST === 'true'\n || testGlobal.__RPGJS_TEST__ === true;\n this.isTestEnvironment = isTest;\n if (isTest) {\n this.autoTickEnabled = false;\n }\n }\n\n configureClientPrediction(enabled: boolean): void {\n this.manualClientPhysicsTick = enabled;\n this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;\n }\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset(force = false) {\n const currentPlayerId = this.engine.playerIdSignal();\n const currentPlayer = !force && currentPlayerId\n ? this.players()[currentPlayerId]\n : undefined;\n const players = this.players();\n const events = this.events();\n\n Object.entries(players).forEach(([id, player]) => {\n if (!player || (!force && id === currentPlayerId)) return;\n (player as any).resetAnimationState?.();\n });\n Object.values(events).forEach((event) => {\n (event as any)?.resetAnimationState?.();\n });\n\n this.players.set(\n currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}\n );\n this.events.set({})\n this.weatherState.set(null);\n this.localWeatherOverride.set(null);\n this.lightingState.set(null);\n this.localLightSpots.set({});\n this.clearPhysic()\n }\n\n getWeather(): WeatherState | null {\n return this.weather();\n }\n\n setLocalWeather(next: WeatherState | null): void {\n this.localWeatherOverride.set(next);\n }\n\n clearLocalWeather(): void {\n this.localWeatherOverride.set(null);\n }\n\n getLighting(): LightingState | null {\n return this.lighting();\n }\n\n addLightSpot(id: string, spot: LightSpot): void {\n const normalized = normalizeLightingState({ spots: [{ ...spot, id }] });\n const nextSpot = normalized?.spots?.[0];\n if (!nextSpot) {\n return;\n }\n this.localLightSpots.update((spots) => {\n if (lightSpotsEqual(spots[id], nextSpot)) {\n return spots;\n }\n return {\n ...spots,\n [id]: nextSpot,\n };\n });\n }\n\n patchLightSpot(id: string, patch: Partial<LightSpot>): void {\n this.localLightSpots.update((spots) => {\n const current = spots[id];\n if (!current) {\n return spots;\n }\n return {\n ...spots,\n [id]: {\n ...current,\n ...patch,\n id,\n x: patch.x ?? 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+ {"version":3,"file":"Map.js","names":[],"sources":["../../src/Game/Map.ts"],"sourcesContent":["import {\n RpgCommonMap,\n cloneLightingState,\n normalizeLightingState,\n type LightSpot,\n type LightingState,\n type WeatherState,\n type MapPhysicsInitContext,\n type MapPhysicsEntityContext,\n} from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed, effect } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\ntype TestGlobalScope = typeof globalThis & {\n process?: {\n env?: {\n TEST?: string;\n };\n };\n __RPGJS_TEST__?: boolean;\n};\n\nconst lightingColorsEqual = (\n left: LightSpot[\"color\"],\n right: LightSpot[\"color\"],\n): boolean => {\n if (Array.isArray(left) || Array.isArray(right)) {\n return Array.isArray(left)\n && Array.isArray(right)\n && left.length === right.length\n && left.every((value, index) => value === right[index]);\n }\n return left === right;\n};\n\nconst lightSpotsEqual = (left: LightSpot | undefined, right: LightSpot): boolean => {\n if (!left) return false;\n return left.id === right.id\n && left.x === right.x\n && left.y === right.y\n && left.radius === right.radius\n && left.intensity === right.intensity\n && lightingColorsEqual(left.color, right.color)\n && left.flicker === right.flicker\n && left.flickerSpeed === right.flickerSpeed\n && left.pulse === right.pulse\n && left.pulseSpeed === right.pulseSpeed\n && left.phase === right.phase;\n};\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n weatherState = signal<WeatherState | null>(null);\n localWeatherOverride = signal<WeatherState | null>(null);\n private localWeatherValue: WeatherState | null = null;\n lightingState = signal<LightingState | null>(null);\n localLightSpots = signal<Record<string, LightSpot>>({});\n weather = computed<WeatherState | null>(() => {\n const local = this.localWeatherOverride() \n const state = this.weatherState()\n return local ?? state\n });\n lighting = computed<LightingState | null>(() => {\n const state = cloneLightingState(this.lightingState());\n const localSpots = Object.entries(this.localLightSpots()).map(([id, spot]) => ({\n ...spot,\n id: spot.id ?? id,\n }));\n\n if (!state && localSpots.length === 0) {\n return null;\n }\n\n const next: LightingState = { ...(state ?? {}) };\n if (!state?.ambient) {\n delete next.ambient;\n }\n next.spots = [\n ...(state?.spots ?? []),\n ...localSpots,\n ];\n return next;\n });\n private manualClientPhysicsTick = false;\n private readonly isTestEnvironment: boolean;\n\n constructor() {\n super();\n // Détecter l'environnement de test\n const testGlobal = globalThis as TestGlobalScope;\n const isTest = testGlobal.process?.env?.TEST === 'true'\n || testGlobal.__RPGJS_TEST__ === true;\n this.isTestEnvironment = isTest;\n if (isTest) {\n this.autoTickEnabled = false;\n }\n }\n\n configureClientPrediction(enabled: boolean): void {\n this.manualClientPhysicsTick = enabled;\n this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;\n }\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset(force = false) {\n const currentPlayerId = this.engine.playerIdSignal();\n const currentPlayer = !force && currentPlayerId\n ? this.players()[currentPlayerId]\n : undefined;\n const players = this.players();\n const events = this.events();\n\n Object.entries(players).forEach(([id, player]) => {\n if (!player || (!force && id === currentPlayerId)) return;\n (player as any).resetAnimationState?.();\n });\n Object.values(events).forEach((event) => {\n (event as any)?.resetAnimationState?.();\n });\n\n this.players.set(\n currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}\n );\n this.events.set({})\n this.weatherState.set(null);\n this.localWeatherValue = null;\n this.localWeatherOverride.set(null);\n this.lightingState.set(null);\n this.localLightSpots.set({});\n this.clearPhysic()\n }\n\n getWeather(): WeatherState | null {\n return this.weather();\n }\n\n setLocalWeather(next: WeatherState | null): void {\n if (this.localWeatherValue === next) {\n return;\n }\n this.localWeatherValue = next;\n this.localWeatherOverride.set(next);\n }\n\n clearLocalWeather(): void {\n this.localWeatherValue = null;\n this.localWeatherOverride.set(null);\n }\n\n getLighting(): LightingState | null {\n return this.lighting();\n }\n\n addLightSpot(id: string, spot: LightSpot): void {\n const normalized = normalizeLightingState({ spots: [{ ...spot, id }] });\n const nextSpot = normalized?.spots?.[0];\n if (!nextSpot) {\n return;\n }\n this.localLightSpots.update((spots) => {\n if (lightSpotsEqual(spots[id], nextSpot)) {\n return spots;\n }\n return {\n ...spots,\n [id]: nextSpot,\n };\n });\n }\n\n patchLightSpot(id: string, patch: Partial<LightSpot>): void {\n this.localLightSpots.update((spots) => {\n const current = spots[id];\n if (!current) {\n return spots;\n }\n return {\n ...spots,\n [id]: {\n ...current,\n ...patch,\n id,\n x: patch.x ?? 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@@ -1 +1 @@
1
- {"version":3,"file":"Object.js","names":[],"sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, type Trigger } from \"canvasengine\";\nimport { combineLatest, from, map, of, startWith, Subscription, switchMap } from \"rxjs\";\nimport { inject } from \"../core/inject\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\ntype Frame = { x: number; y: number; ts: number };\n\ntype AnimationRestoreOptions = {\n restoreAnimationName?: string;\n restoreGraphics?: any[];\n timeoutMs?: number;\n};\n\ntype FlashType = 'alpha' | 'tint' | 'both';\n\ntype FlashOptions = {\n type?: FlashType;\n duration?: number;\n cycles?: number;\n alpha?: number;\n tint?: number | string;\n};\n\ntype FlashTriggerOptions = Omit<FlashOptions, \"tint\"> & {\n tint: number;\n};\n\ntype ConfigurableTrigger<T> = Omit<Trigger<T>, \"start\"> & {\n start(config?: T): Promise<void>;\n};\n\nconst toFiniteScale = (value: unknown, fallback: number): number => {\n if (typeof value === \"number\" && Number.isFinite(value)) return value;\n if (typeof value === \"string\" && value.trim()) {\n const parsed = Number(value);\n return Number.isFinite(parsed) ? parsed : fallback;\n }\n return fallback;\n};\n\nconst normalizeGraphicScale = (value: unknown, fallback: [number, number] = [1, 1]): [number, number] => {\n if (typeof value === \"number\" || typeof value === \"string\") {\n const scale = toFiniteScale(value, fallback[0]);\n return [scale, scale];\n }\n if (Array.isArray(value)) {\n const x = toFiniteScale(value[0], fallback[0]);\n const y = toFiniteScale(value[1] ?? value[0], x);\n return [x, y];\n }\n if (value && typeof value === \"object\") {\n const scale = value as { x?: unknown; y?: unknown };\n const x = toFiniteScale(scale.x, fallback[0]);\n const y = toFiniteScale(scale.y ?? scale.x, x);\n return [x, y];\n }\n return fallback;\n};\n\nexport const multiplyGraphicDisplayScale = (\n baseScale: unknown,\n instanceScale: unknown,\n): [number, number] => {\n const base = normalizeGraphicScale(baseScale);\n const instance = normalizeGraphicScale(instanceScale);\n return [base[0] * instance[0], base[1] * instance[1]];\n};\n\nexport const withGraphicDisplayScale = (spritesheet: any, scale: unknown): any => {\n if (!spritesheet || typeof spritesheet !== \"object\") return spritesheet;\n if (scale === undefined || scale === null) return spritesheet;\n return {\n ...spritesheet,\n displayScale: multiplyGraphicDisplayScale(spritesheet.displayScale, scale),\n };\n};\n\nexport const appendFramePayload = (current: unknown, items: unknown): Frame[] => {\n const frameItems = Array.isArray(items) ? items : items ? [items] : [];\n const nextFrames = frameItems.flatMap((item): Frame[] =>\n Array.isArray(item) ? item : [item as Frame]\n );\n const currentFrames = Array.isArray(current) ? current as Frame[] : [];\n return currentFrames.concat(nextFrames);\n};\n\nexport const getFrameTimestamp = (frame: Frame): number => {\n const timestamp = Number(frame.ts);\n return Number.isFinite(timestamp) ? timestamp : 0;\n};\n\nexport const mergeFreshFramePayload = (\n current: unknown,\n items: unknown,\n lastAppliedFrameTs = 0,\n): Frame[] => {\n return appendFramePayload(current, items)\n .filter((frame) => {\n const timestamp = getFrameTimestamp(frame);\n return timestamp === 0 || timestamp > lastAppliedFrameTs;\n })\n .sort((a, b) => getFrameTimestamp(a) - getFrameTimestamp(b));\n};\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract _type: string;\n emitParticleTrigger = trigger();\n particleName = signal(\"\");\n animationCurrentIndex = signal(0);\n animationIsPlaying = signal(false);\n _param = signal({});\n frames: Frame[] = [];\n graphicsSignals = signal<any[]>([]);\n flashTrigger: ConfigurableTrigger<FlashTriggerOptions> = trigger<FlashTriggerOptions>();\n private lastAppliedFrameTs = 0;\n private animationRestoreState?: {\n animationName: string;\n graphics: any[];\n };\n\n constructor() {\n super();\n const engine = this.engine;\n this.hooks.callHooks(\"client-sprite-onInit\", this).subscribe();\n\n this._frames.observable.subscribe(({ items }) => {\n if (!this.id) return;\n //if (this.id == this.engine.playerIdSignal()!) return;\n this.frames = mergeFreshFramePayload(\n this.frames,\n items,\n this.lastAppliedFrameTs,\n );\n });\n\n const graphics$ = this.graphics.observable.pipe(map(({ items }) => items));\n const graphicScale$ = this._graphicScale.observable.pipe(\n startWith({ value: this._graphicScale() }),\n map((payload: any) => payload?.value ?? payload),\n );\n\n combineLatest([graphics$, graphicScale$])\n .pipe(\n switchMap(([graphics, scale]) => {\n const graphicRefs = Array.isArray(graphics) ? graphics : [];\n if (graphicRefs.length === 0) return of([]);\n return from(Promise.all(graphicRefs.map(async (graphic) => {\n const spritesheet = await engine.getSpriteSheet(graphic);\n return withGraphicDisplayScale(spritesheet, scale);\n })));\n })\n )\n .subscribe((sheets) => { \n this.graphicsSignals.set(sheets);\n });\n\n engine.tick\n .pipe\n //throttleTime(10)\n ()\n .subscribe(() => {\n const frame = this.frames.shift();\n if (frame) {\n if (typeof frame.x !== \"number\" || typeof frame.y !== \"number\") return;\n const frameTs = this.getFrameTimestamp(frame);\n if (frameTs > 0 && frameTs <= this.lastAppliedFrameTs) return;\n engine.scene.setBodyPosition(\n this.id,\n frame.x,\n frame.y,\n \"top-left\"\n );\n if (frameTs > this.lastAppliedFrameTs) {\n this.lastAppliedFrameTs = frameTs;\n }\n }\n });\n }\n\n private getFrameTimestamp(frame: Frame): number {\n return getFrameTimestamp(frame);\n }\n\n /**\n * Access the shared client hook registry.\n *\n * @returns The hook service used to register and trigger client-side hooks.\n */\n get hooks() {\n return inject<Hooks>(ModulesToken);\n }\n\n /**\n * Access the current client engine instance.\n *\n * @returns The active {@link RpgClientEngine} instance.\n */\n get engine() {\n return inject(RpgClientEngine);\n }\n\n setHitbox(width: number, height: number): void {\n if (typeof width !== \"number\" || width <= 0) {\n throw new Error(\"setHitbox: width must be a positive number\");\n }\n if (typeof height !== \"number\" || height <= 0) {\n throw new Error(\"setHitbox: height must be a positive number\");\n }\n\n this.hitbox.set({\n w: width,\n h: height,\n });\n\n const sceneMap = (this.engine as any)?.sceneMap;\n if (sceneMap && this.id) {\n sceneMap.updateHitbox?.(this.id, this.x(), this.y(), width, height);\n }\n }\n\n private animationSubscription?: Subscription;\n private animationResetTimeout?: ReturnType<typeof setTimeout>;\n private animationWaitResolve?: () => void;\n\n private clearAnimationControls() {\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n if (this.animationResetTimeout) {\n clearTimeout(this.animationResetTimeout);\n this.animationResetTimeout = undefined;\n }\n }\n\n private resolveAnimationWait() {\n const resolve = this.animationWaitResolve;\n this.animationWaitResolve = undefined;\n resolve?.();\n }\n\n private finishTemporaryAnimation() {\n const restoreState = this.animationRestoreState;\n this.clearAnimationControls();\n this.animationCurrentIndex.set(0);\n this.animationRestoreState = undefined;\n this.animationIsPlaying.set(false);\n if (restoreState) {\n this.animationName.set(restoreState.animationName);\n this.graphics.set([...restoreState.graphics]);\n }\n this.resolveAnimationWait();\n }\n\n /**\n * Trigger a flash animation on this sprite\n * \n * This method triggers a flash effect using CanvasEngine's flash directive.\n * The flash can be configured with various options including type (alpha, tint, or both),\n * duration, cycles, and color.\n * \n * ## Design\n * \n * The flash uses a trigger system that is connected to the flash directive in the\n * character component. This allows for flexible configuration and can be triggered\n * from both server events and client-side code.\n * \n * @param options - Flash configuration options\n * @param options.type - Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both' (default: 'alpha')\n * @param options.duration - Duration of the flash animation in milliseconds (default: 300)\n * @param options.cycles - Number of flash cycles (flash on/off) (default: 1)\n * @param options.alpha - Alpha value when flashing, from 0 to 1 (default: 0.3)\n * @param options.tint - Tint color when flashing as hex value or color name (default: 0xffffff - white)\n * \n * @example\n * ```ts\n * // Simple flash with default settings (alpha flash)\n * player.flash();\n * \n * // Flash with red tint\n * player.flash({ type: 'tint', tint: 0xff0000 });\n * \n * // Flash with both alpha and tint\n * player.flash({ \n * type: 'both', \n * alpha: 0.5, \n * tint: 0xff0000,\n * duration: 200,\n * cycles: 2\n * });\n * \n * // Quick damage flash\n * player.flash({ \n * type: 'tint', \n * tint: 0xff0000, \n * duration: 150,\n * cycles: 1\n * });\n * ```\n */\n flash(options?: FlashOptions): void {\n const flashOptions = {\n type: options?.type || 'alpha',\n duration: options?.duration ?? 300,\n cycles: options?.cycles ?? 1,\n alpha: options?.alpha ?? 0.3,\n tint: options?.tint ?? 0xffffff,\n };\n \n // Convert color name to hex if needed\n let tintValue = flashOptions.tint;\n if (typeof tintValue === 'string') {\n // Common color name to hex mapping\n const colorMap: Record<string, number> = {\n 'white': 0xffffff,\n 'red': 0xff0000,\n 'green': 0x00ff00,\n 'blue': 0x0000ff,\n 'yellow': 0xffff00,\n 'cyan': 0x00ffff,\n 'magenta': 0xff00ff,\n 'black': 0x000000,\n };\n tintValue = colorMap[tintValue.toLowerCase()] ?? 0xffffff;\n }\n \n this.flashTrigger.start({\n ...flashOptions,\n tint: tintValue,\n });\n }\n\n /**\n * Reset animation state when animation changes externally\n *\n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n *\n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n if (this.animationRestoreState) {\n this.finishTemporaryAnimation();\n return;\n }\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n this.clearAnimationControls();\n this.resolveAnimationWait();\n }\n\n /**\n * Set a custom animation for a specific number of times\n *\n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n *\n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation 3 times\n * await player.setAnimation('attack', 3);\n *\n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * await player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n setAnimation(\n animationName: string,\n graphicOrNbTimes?: string | string[] | number,\n nbTimesOrOptions?: number | AnimationRestoreOptions,\n options?: AnimationRestoreOptions\n ): Promise<void> {\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n let restoreOptions: AnimationRestoreOptions | undefined = options;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n restoreOptions = typeof nbTimesOrOptions === 'object' ? nbTimesOrOptions : options;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n if (typeof nbTimesOrOptions === 'number') {\n finalNbTimes = nbTimesOrOptions;\n } else {\n finalNbTimes = Infinity;\n restoreOptions = nbTimesOrOptions ?? options;\n }\n } else {\n // setAnimation(animationName) - nbTimes remains Infinity\n finalNbTimes = Infinity;\n }\n\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n\n const waitPromise =\n finalNbTimes === Infinity\n ? Promise.resolve()\n : new Promise<void>((resolve) => {\n this.animationWaitResolve = resolve;\n });\n\n this.animationIsPlaying.set(true);\n const previousAnimationName =\n restoreOptions?.restoreAnimationName ?? this.animationName();\n const previousGraphics = restoreOptions?.restoreGraphics\n ? 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+ {"version":3,"file":"Object.js","names":[],"sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, type Trigger } from \"canvasengine\";\nimport { combineLatest, from, map, of, startWith, Subscription, switchMap, type Observable } from \"rxjs\";\nimport { inject } from \"../core/inject\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\ntype Frame = { x: number; y: number; ts: number };\n\ntype AnimationRestoreOptions = {\n restoreAnimationName?: string;\n restoreGraphics?: any[];\n timeoutMs?: number;\n};\n\ntype FlashType = 'alpha' | 'tint' | 'both';\n\ntype FlashOptions = {\n type?: FlashType;\n duration?: number;\n cycles?: number;\n alpha?: number;\n tint?: number | string;\n};\n\ntype FlashTriggerOptions = Omit<FlashOptions, \"tint\"> & {\n tint: number;\n};\n\ntype ConfigurableTrigger<T> = Omit<Trigger<T>, \"start\"> & {\n start(config?: T): Promise<void>;\n};\n\nconst toFiniteScale = (value: unknown, fallback: number): number => {\n if (typeof value === \"number\" && Number.isFinite(value)) return value;\n if (typeof value === \"string\" && value.trim()) {\n const parsed = Number(value);\n return Number.isFinite(parsed) ? parsed : fallback;\n }\n return fallback;\n};\n\nconst normalizeGraphicScale = (value: unknown, fallback: [number, number] = [1, 1]): [number, number] => {\n if (typeof value === \"number\" || typeof value === \"string\") {\n const scale = toFiniteScale(value, fallback[0]);\n return [scale, scale];\n }\n if (Array.isArray(value)) {\n const x = toFiniteScale(value[0], fallback[0]);\n const y = toFiniteScale(value[1] ?? value[0], x);\n return [x, y];\n }\n if (value && typeof value === \"object\") {\n const scale = value as { x?: unknown; y?: unknown };\n const x = toFiniteScale(scale.x, fallback[0]);\n const y = toFiniteScale(scale.y ?? scale.x, x);\n return [x, y];\n }\n return fallback;\n};\n\nexport const multiplyGraphicDisplayScale = (\n baseScale: unknown,\n instanceScale: unknown,\n): [number, number] => {\n const base = normalizeGraphicScale(baseScale);\n const instance = normalizeGraphicScale(instanceScale);\n return [base[0] * instance[0], base[1] * instance[1]];\n};\n\nexport const withGraphicDisplayScale = (spritesheet: any, scale: unknown): any => {\n if (!spritesheet || typeof spritesheet !== \"object\") return spritesheet;\n if (scale === undefined || scale === null) return spritesheet;\n return {\n ...spritesheet,\n displayScale: multiplyGraphicDisplayScale(spritesheet.displayScale, scale),\n };\n};\n\nexport const appendFramePayload = (current: unknown, items: unknown): Frame[] => {\n const frameItems = Array.isArray(items) ? items : items ? [items] : [];\n const nextFrames = frameItems.flatMap((item): Frame[] =>\n Array.isArray(item) ? item : [item as Frame]\n );\n const currentFrames = Array.isArray(current) ? current as Frame[] : [];\n return currentFrames.concat(nextFrames);\n};\n\nexport const getFrameTimestamp = (frame: Frame): number => {\n const timestamp = Number(frame.ts);\n return Number.isFinite(timestamp) ? timestamp : 0;\n};\n\nexport const mergeFreshFramePayload = (\n current: unknown,\n items: unknown,\n lastAppliedFrameTs = 0,\n): Frame[] => {\n return appendFramePayload(current, items)\n .filter((frame) => {\n const timestamp = getFrameTimestamp(frame);\n return timestamp === 0 || timestamp > lastAppliedFrameTs;\n })\n .sort((a, b) => getFrameTimestamp(a) - getFrameTimestamp(b));\n};\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract _type: string;\n emitParticleTrigger = trigger();\n particleName = signal(\"\");\n animationCurrentIndex = signal(0);\n animationIsPlaying = signal(false);\n _param = signal({});\n frames: Frame[] = [];\n graphicsSignals = signal<any[]>([]);\n flashTrigger: ConfigurableTrigger<FlashTriggerOptions> = trigger<FlashTriggerOptions>();\n private lastAppliedFrameTs = 0;\n private animationRestoreState?: {\n animationName: string;\n graphics: any[];\n };\n\n constructor() {\n super();\n const engine = this.engine;\n this.hooks.callHooks(\"client-sprite-onInit\", this).subscribe();\n\n (this._frames as any).observable.subscribe(({ items }) => {\n if (!this.id) return;\n //if (this.id == this.engine.playerIdSignal()!) return;\n this.frames = mergeFreshFramePayload(\n this.frames,\n items,\n this.lastAppliedFrameTs,\n );\n });\n\n const graphics$: Observable<unknown> = (this.graphics as any).observable.pipe(map(({ items }) => items));\n const graphicScale$: Observable<unknown> = (this._graphicScale as any).observable.pipe(\n startWith({ value: this._graphicScale() }),\n map((payload: any) => payload?.value ?? payload),\n );\n\n combineLatest([graphics$, graphicScale$])\n .pipe(\n switchMap(([graphics, scale]) => {\n const graphicRefs = Array.isArray(graphics) ? graphics : [];\n if (graphicRefs.length === 0) return of([]);\n return from(Promise.all(graphicRefs.map(async (graphic) => {\n const spritesheet = await engine.getSpriteSheet(graphic);\n return withGraphicDisplayScale(spritesheet, scale);\n })));\n })\n )\n .subscribe((sheets) => { \n this.graphicsSignals.set(sheets);\n });\n\n engine.tick\n .pipe\n //throttleTime(10)\n ()\n .subscribe(() => {\n const frame = this.frames.shift();\n if (frame) {\n if (typeof frame.x !== \"number\" || typeof frame.y !== \"number\") return;\n const frameTs = this.getFrameTimestamp(frame);\n if (frameTs > 0 && frameTs <= this.lastAppliedFrameTs) return;\n engine.scene.setBodyPosition(\n this.id,\n frame.x,\n frame.y,\n \"top-left\"\n );\n if (frameTs > this.lastAppliedFrameTs) {\n this.lastAppliedFrameTs = frameTs;\n }\n }\n });\n }\n\n private getFrameTimestamp(frame: Frame): number {\n return getFrameTimestamp(frame);\n }\n\n /**\n * Access the shared client hook registry.\n *\n * @returns The hook service used to register and trigger client-side hooks.\n */\n get hooks() {\n return inject<Hooks>(ModulesToken);\n }\n\n /**\n * Access the current client engine instance.\n *\n * @returns The active {@link RpgClientEngine} instance.\n */\n get engine() {\n return inject(RpgClientEngine);\n }\n\n setHitbox(width: number, height: number): void {\n if (typeof width !== \"number\" || width <= 0) {\n throw new Error(\"setHitbox: width must be a positive number\");\n }\n if (typeof height !== \"number\" || height <= 0) {\n throw new Error(\"setHitbox: height must be a positive number\");\n }\n\n this.hitbox.set({\n w: width,\n h: height,\n });\n\n const sceneMap = (this.engine as any)?.sceneMap;\n if (sceneMap && this.id) {\n sceneMap.updateHitbox?.(this.id, this.x(), this.y(), width, height);\n }\n }\n\n private animationSubscription?: Subscription;\n private animationResetTimeout?: ReturnType<typeof setTimeout>;\n private animationWaitResolve?: () => void;\n\n private clearAnimationControls() {\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n if (this.animationResetTimeout) {\n clearTimeout(this.animationResetTimeout);\n this.animationResetTimeout = undefined;\n }\n }\n\n private resolveAnimationWait() {\n const resolve = this.animationWaitResolve;\n this.animationWaitResolve = undefined;\n resolve?.();\n }\n\n private finishTemporaryAnimation() {\n const restoreState = this.animationRestoreState;\n this.clearAnimationControls();\n this.animationCurrentIndex.set(0);\n this.animationRestoreState = undefined;\n this.animationIsPlaying.set(false);\n if (restoreState) {\n this.animationName.set(restoreState.animationName);\n this.graphics.set([...restoreState.graphics]);\n }\n this.resolveAnimationWait();\n }\n\n /**\n * Trigger a flash animation on this sprite\n * \n * This method triggers a flash effect using CanvasEngine's flash directive.\n * The flash can be configured with various options including type (alpha, tint, or both),\n * duration, cycles, and color.\n * \n * ## Design\n * \n * The flash uses a trigger system that is connected to the flash directive in the\n * character component. This allows for flexible configuration and can be triggered\n * from both server events and client-side code.\n * \n * @param options - Flash configuration options\n * @param options.type - Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both' (default: 'alpha')\n * @param options.duration - Duration of the flash animation in milliseconds (default: 300)\n * @param options.cycles - Number of flash cycles (flash on/off) (default: 1)\n * @param options.alpha - Alpha value when flashing, from 0 to 1 (default: 0.3)\n * @param options.tint - Tint color when flashing as hex value or color name (default: 0xffffff - white)\n * \n * @example\n * ```ts\n * // Simple flash with default settings (alpha flash)\n * player.flash();\n * \n * // Flash with red tint\n * player.flash({ type: 'tint', tint: 0xff0000 });\n * \n * // Flash with both alpha and tint\n * player.flash({ \n * type: 'both', \n * alpha: 0.5, \n * tint: 0xff0000,\n * duration: 200,\n * cycles: 2\n * });\n * \n * // Quick damage flash\n * player.flash({ \n * type: 'tint', \n * tint: 0xff0000, \n * duration: 150,\n * cycles: 1\n * });\n * ```\n */\n flash(options?: FlashOptions): void {\n const flashOptions = {\n type: options?.type || 'alpha',\n duration: options?.duration ?? 300,\n cycles: options?.cycles ?? 1,\n alpha: options?.alpha ?? 0.3,\n tint: options?.tint ?? 0xffffff,\n };\n \n // Convert color name to hex if needed\n let tintValue = flashOptions.tint;\n if (typeof tintValue === 'string') {\n // Common color name to hex mapping\n const colorMap: Record<string, number> = {\n 'white': 0xffffff,\n 'red': 0xff0000,\n 'green': 0x00ff00,\n 'blue': 0x0000ff,\n 'yellow': 0xffff00,\n 'cyan': 0x00ffff,\n 'magenta': 0xff00ff,\n 'black': 0x000000,\n };\n tintValue = colorMap[tintValue.toLowerCase()] ?? 0xffffff;\n }\n \n this.flashTrigger.start({\n ...flashOptions,\n tint: tintValue,\n });\n }\n\n /**\n * Reset animation state when animation changes externally\n *\n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n *\n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n if (this.animationRestoreState) {\n this.finishTemporaryAnimation();\n return;\n }\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n this.clearAnimationControls();\n this.resolveAnimationWait();\n }\n\n /**\n * Set a custom animation for a specific number of times\n *\n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n *\n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation 3 times\n * await player.setAnimation('attack', 3);\n *\n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * await player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n setAnimation(\n animationName: string,\n graphicOrNbTimes?: string | string[] | number,\n nbTimesOrOptions?: number | AnimationRestoreOptions,\n options?: AnimationRestoreOptions\n ): Promise<void> {\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n let restoreOptions: AnimationRestoreOptions | undefined = options;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n restoreOptions = typeof nbTimesOrOptions === 'object' ? nbTimesOrOptions : options;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n if (typeof nbTimesOrOptions === 'number') {\n finalNbTimes = nbTimesOrOptions;\n } else {\n finalNbTimes = Infinity;\n restoreOptions = nbTimesOrOptions ?? options;\n }\n } else {\n // setAnimation(animationName) - nbTimes remains Infinity\n finalNbTimes = Infinity;\n }\n\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n\n const waitPromise =\n finalNbTimes === Infinity\n ? Promise.resolve()\n : new Promise<void>((resolve) => {\n this.animationWaitResolve = resolve;\n });\n\n this.animationIsPlaying.set(true);\n const previousAnimationName =\n restoreOptions?.restoreAnimationName ?? this.animationName();\n const previousGraphics = restoreOptions?.restoreGraphics\n ? [...restoreOptions.restoreGraphics]\n : [...this.graphics()];\n this.animationRestoreState = {\n animationName: previousAnimationName,\n graphics: previousGraphics,\n };\n this.animationCurrentIndex.set(0);\n\n // Temporarily change graphic if provided\n if (graphic !== undefined) {\n if (Array.isArray(graphic)) {\n this.graphics.set(graphic);\n } else {\n this.graphics.set([graphic]);\n }\n }\n\n this.clearAnimationControls();\n\n this.animationSubscription =\n this.animationCurrentIndex.observable.subscribe((index) => {\n if (index >= finalNbTimes) {\n this.finishTemporaryAnimation();\n }\n });\n\n if (finalNbTimes !== Infinity) {\n this.animationResetTimeout = setTimeout(() => {\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n }, restoreOptions?.timeoutMs ?? Math.max(1000, finalNbTimes * 1000));\n }\n\n this.animationName.set(animationName);\n\n return waitPromise;\n }\n\n /**\n * Display a registered component animation effect on this object.\n *\n * @param id - Identifier of the component animation to play.\n * @param params - Parameters forwarded to the animation effect.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showComponentAnimation(id: string, params: any): Promise<void> {\n const engine = inject(RpgClientEngine);\n return engine.getComponentAnimation(id).displayEffect(params, this);\n }\n\n /**\n * Display a registered spritesheet animation effect on this object.\n *\n * @param graphic - Identifier of the spritesheet to use.\n * @param animationName - Name of the animation inside the spritesheet.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showAnimation(graphic: string, animationName: string = 'default'): Promise<void> {\n return 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package/dist/Gui/Gui.d.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { Context } from '@signe/di';
2
1
  import { Signal, WritableSignal } from 'canvasengine';
3
2
  import { Subscription } from 'rxjs';
3
+ import { RpgContext } from '@rpgjs/common';
4
4
  interface GuiOptions {
5
5
  name?: string;
6
6
  id?: string;
@@ -60,7 +60,7 @@ export declare class RpgGui {
60
60
  * Key: player ID, Value: boolean (true = show, false = hide)
61
61
  */
62
62
  attachedGuiDisplayState: import('canvasengine').WritableObjectSignal<Record<string, boolean>>;
63
- constructor(context: Context);
63
+ constructor(context: RpgContext);
64
64
  _initialize(): Promise<void>;
65
65
  /**
66
66
  * Set the VueGui instance reference for Vue component management
@@ -1 +1 @@
1
- {"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent, InputComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui } from \"@rpgjs/common\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component?: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport interface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\ntype GuiState = {\n name: string;\n component: any;\n display: boolean;\n data: any;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiState) => void;\n initializeGuiStates?: (states: GuiState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n });\n this.add({\n name: PrebuiltGui.Input,\n component: InputComponent,\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions | any) {\n const component = this.resolveComponent(gui);\n const guiId = this.resolveGuiId(gui, component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(gui, component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n display: signal<boolean>(gui.display || false),\n data: signal<any>(gui.data || {}),\n openId: undefined,\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, gui.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId, gui.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = [], openId?: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n const show = () => {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n if (isVueComponent) {\n this._notifyVueGui(id, true, data);\n }\n };\n\n const deps = dependencies.length > 0\n ? dependencies\n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n show();\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n show();\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return typeof gui.component !== \"function\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n this.extraGuis = this.extraGuis.filter(existing => existing.name !== guiId);\n }\n }\n\n private resolveComponent(gui: GuiOptions | any) {\n return gui?.component ?? gui;\n }\n\n private resolveGuiId(gui: GuiOptions | any, component: any) {\n return gui?.name || gui?.id || component?.name || component?.__name;\n }\n\n private resolveAttachToSprite(gui: GuiOptions | any, component: any) {\n return !!(gui?.attachToSprite || gui?.rpgAttachToSprite || component?.attachToSprite || component?.rpgAttachToSprite);\n }\n\n private toGuiState(gui: GuiInstance, display = gui.display(), data = gui.data()): GuiState {\n return {\n name: gui.name,\n component: gui.component,\n display,\n data,\n openId: gui.openId,\n attachToSprite: gui.attachToSprite || false,\n };\n }\n\n private clearPendingActions(guiId: string) {\n this.pendingActions.delete(guiId);\n }\n\n private applyReducers(guiId: string, data: any, actions: GuiAction[]) {\n const reducers = this.optimisticReducers.get(guiId);\n if (!reducers || reducers.length === 0) return data;\n let next = data;\n for (const action of actions) {\n for (const reducer of reducers) {\n const updated = reducer(next, action);\n if (updated !== undefined && updated !== null && updated !== next) {\n next = updated;\n }\n }\n }\n return next;\n }\n\n private applyOptimisticAction(action: GuiAction) {\n const guiInstance = this.get(action.guiId);\n if (!guiInstance) return;\n const reducers = this.optimisticReducers.get(action.guiId);\n if (!reducers || reducers.length === 0) return;\n const currentData = guiInstance.data();\n const nextData = this.applyReducers(action.guiId, currentData, [action]);\n if (nextData === currentData) return;\n guiInstance.data.set(nextData);\n const pending = this.pendingActions.get(action.guiId) || [];\n pending.push(action);\n this.pendingActions.set(action.guiId, pending);\n if (this.isVueComponent(action.guiId)) {\n this._notifyVueGui(action.guiId, guiInstance.display(), nextData);\n }\n }\n\n private applyServerUpdate(guiId: string, data: any, clientActionId?: string) {\n const guiInstance = this.get(guiId);\n if (!guiInstance) return;\n let pending = this.pendingActions.get(guiId) || [];\n if (clientActionId) {\n pending = pending.filter(action => action.clientActionId !== clientActionId);\n } else {\n pending = [];\n }\n let nextData = data;\n if (pending.length) {\n nextData = this.applyReducers(guiId, nextData, pending);\n }\n guiInstance.data.set(nextData);\n this.pendingActions.set(guiId, pending);\n if (this.isVueComponent(guiId)) {\n this._notifyVueGui(guiId, guiInstance.display(), nextData);\n }\n 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+ {"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent, InputComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui, type RpgContext } from \"@rpgjs/common\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component?: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport interface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\ntype GuiState = {\n name: string;\n component: any;\n display: boolean;\n data: any;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiState) => void;\n initializeGuiStates?: (states: GuiState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: RpgContext) {\n this.webSocket = inject(context as Context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n });\n this.add({\n name: PrebuiltGui.Input,\n component: InputComponent,\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions | any) {\n const component = this.resolveComponent(gui);\n const guiId = this.resolveGuiId(gui, component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(gui, component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n display: signal<boolean>(gui.display || false),\n data: signal<any>(gui.data || {}),\n openId: undefined,\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, gui.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId, gui.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = [], openId?: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n const show = () => {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n if (isVueComponent) {\n this._notifyVueGui(id, true, data);\n }\n };\n\n const deps = dependencies.length > 0\n ? dependencies\n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n show();\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n show();\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return typeof gui.component !== \"function\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n this.extraGuis = this.extraGuis.filter(existing => existing.name !== guiId);\n }\n }\n\n private resolveComponent(gui: GuiOptions | any) {\n return gui?.component ?? gui;\n }\n\n private resolveGuiId(gui: GuiOptions | any, component: any) {\n return gui?.name || gui?.id || component?.name || component?.__name;\n }\n\n private resolveAttachToSprite(gui: GuiOptions | any, component: any) {\n return !!(gui?.attachToSprite || gui?.rpgAttachToSprite || component?.attachToSprite || component?.rpgAttachToSprite);\n }\n\n private toGuiState(gui: GuiInstance, display = gui.display(), data = gui.data()): GuiState {\n return {\n name: gui.name,\n component: gui.component,\n display,\n data,\n openId: gui.openId,\n attachToSprite: gui.attachToSprite || false,\n };\n }\n\n private clearPendingActions(guiId: string) {\n this.pendingActions.delete(guiId);\n }\n\n private applyReducers(guiId: string, data: any, actions: GuiAction[]) {\n const reducers = this.optimisticReducers.get(guiId);\n if (!reducers || reducers.length === 0) return data;\n let next = data;\n for (const action of actions) {\n for (const reducer of reducers) {\n const updated = reducer(next, action);\n if (updated !== undefined && updated !== null && updated !== next) {\n next = updated;\n }\n }\n }\n return next;\n }\n\n private applyOptimisticAction(action: GuiAction) {\n const guiInstance = this.get(action.guiId);\n if (!guiInstance) return;\n const reducers = this.optimisticReducers.get(action.guiId);\n if (!reducers || reducers.length === 0) return;\n const currentData = guiInstance.data();\n const nextData = this.applyReducers(action.guiId, currentData, [action]);\n if (nextData === currentData) return;\n guiInstance.data.set(nextData);\n const pending = this.pendingActions.get(action.guiId) || [];\n pending.push(action);\n this.pendingActions.set(action.guiId, pending);\n if (this.isVueComponent(action.guiId)) {\n this._notifyVueGui(action.guiId, guiInstance.display(), nextData);\n }\n }\n\n private applyServerUpdate(guiId: string, data: any, clientActionId?: string) {\n const guiInstance = this.get(guiId);\n if (!guiInstance) return;\n let pending = this.pendingActions.get(guiId) || [];\n if (clientActionId) {\n pending = pending.filter(action => action.clientActionId !== clientActionId);\n } else {\n pending = [];\n }\n let nextData = data;\n if (pending.length) {\n nextData = this.applyReducers(guiId, nextData, pending);\n }\n guiInstance.data.set(nextData);\n this.pendingActions.set(guiId, pending);\n if (this.isVueComponent(guiId)) {\n this._notifyVueGui(guiId, guiInstance.display(), nextData);\n }\n 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@@ -230,7 +230,8 @@ export interface RpgSceneHooks<Scene> {
230
230
  */
231
231
  onRemoveSprite?: (scene: Scene, sprite: RpgComponent) => any;
232
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  /**
233
- * Before the scene is loaded
233
+ * Before the scene is loaded. Async hooks are awaited while the previous
234
+ * scene is still mounted, allowing transition UI to cover it before teardown.
234
235
  *
235
236
  * @prop { (scene: RpgScene) => any } [onBeforeLoading]
236
237
  * @memberof RpgSceneHooks
@@ -43,7 +43,40 @@ export declare class RpgClientEngine<T = any> {
43
43
  componentAnimations: any[];
44
44
  clientVisuals: ClientVisualRegistry;
45
45
  projectiles: ProjectileManager;
46
+ /**
47
+ * Read the latest pointer position tracked by the client canvas. World
48
+ * coordinates are suitable for action payloads and map interactions.
49
+ *
50
+ * @title pointer
51
+ * @prop pointer: ClientPointerContext
52
+ * @memberof RpgClientEngine
53
+ * @example
54
+ * ```ts
55
+ * const target = engine.pointer.world()
56
+ * if (target) engine.processAction('projectile:shoot', { target })
57
+ * ```
58
+ */
46
59
  pointer: ClientPointerContext;
60
+ /**
61
+ * Register client-only pointer behaviors for map sprites. Interactions remain
62
+ * local unless a behavior explicitly sends an action to the server.
63
+ *
64
+ * See the [client interactions guide](../../guide/interactions.md) for hover,
65
+ * selection, hit testing, drag-and-drop, overlays, and network rules.
66
+ *
67
+ * @title interactions
68
+ * @prop interactions: RpgClientInteractions
69
+ * @memberof RpgClientEngine
70
+ * @example
71
+ * ```ts
72
+ * engine.interactions.use('Guard', {
73
+ * cursor: 'pointer',
74
+ * click(ctx) {
75
+ * ctx.action('guard:talk', { eventId: ctx.target.id })
76
+ * }
77
+ * })
78
+ * ```
79
+ */
47
80
  interactions: RpgClientInteractions;
48
81
  private spritesheetResolver?;
49
82
  private soundResolver?;
@@ -86,6 +119,8 @@ export declare class RpgClientEngine<T = any> {
86
119
  private pingInterval;
87
120
  private readonly PING_INTERVAL_MS;
88
121
  private lastInputTime;
122
+ private latestDirectionalInput?;
123
+ private pendingMapTransferInput?;
89
124
  private readonly MOVE_PATH_RESEND_INTERVAL_MS;
90
125
  private readonly MAX_MOVE_TRAJECTORY_POINTS;
91
126
  private lastMovePathSentAt;
@@ -98,6 +133,7 @@ export declare class RpgClientEngine<T = any> {
98
133
  private sceneResetQueued;
99
134
  private mapTransitionInProgress;
100
135
  private currentMapRoomId?;
136
+ private activeMapStreamController?;
101
137
  private socketListenersInitialized;
102
138
  private clientReadyForMapChanges;
103
139
  private pendingMapChanges;
@@ -170,6 +206,7 @@ export declare class RpgClientEngine<T = any> {
170
206
  private normalizeAckWithSyncState;
171
207
  private initListeners;
172
208
  private beginMapTransfer;
209
+ private resetSceneForMapTransfer;
173
210
  private clearComponentAnimations;
174
211
  private shouldProcessProjectilePacket;
175
212
  private callConnectError;
@@ -223,6 +260,7 @@ export declare class RpgClientEngine<T = any> {
223
260
  */
224
261
  private sendPing;
225
262
  private loadScene;
263
+ private resumeMapTransferMovement;
226
264
  addSpriteSheet<T = any>(spritesheetClass: any, id?: string): any;
227
265
  /**
228
266
  * Set a resolver function for spritesheets
@@ -676,7 +714,44 @@ export declare class RpgClientEngine<T = any> {
676
714
  processInput({ input }: {
677
715
  input: RpgMovementInput;
678
716
  }): Promise<void>;
717
+ /**
718
+ * Start a predicted dash for the current player and send it through the
719
+ * authoritative movement channel.
720
+ *
721
+ * @title processDash
722
+ * @method processDash(input?: Partial<RpgDashInput>): Promise<void>
723
+ * @param input - Optional direction, speed, duration, and cooldown overrides.
724
+ * @returns A promise resolved after the dash input has been processed locally.
725
+ * @memberof RpgClientEngine
726
+ * @example
727
+ * ```ts
728
+ * await engine.processDash({
729
+ * direction: { x: 1, y: 0 },
730
+ * additionalSpeed: 10,
731
+ * duration: 220,
732
+ * cooldown: 600,
733
+ * })
734
+ * ```
735
+ */
679
736
  processDash(input?: Partial<RpgDashInput>): Promise<void>;
737
+ /**
738
+ * Send an action intent to the authoritative server. Client-provided data
739
+ * must be validated by the receiving player input handler or action.
740
+ *
741
+ * @title processAction
742
+ * @method processAction(action: RpgActionName | RpgActionInput, data?: any): void
743
+ * @param action - Action name/control value, or a normalized action object.
744
+ * @param data - Optional serializable context sent with an action name.
745
+ * @returns Nothing.
746
+ * @memberof RpgClientEngine
747
+ * @example
748
+ * ```ts
749
+ * engine.processAction('projectile:shoot', {
750
+ * target: engine.pointer.world(),
751
+ * source: 'map-click',
752
+ * })
753
+ * ```
754
+ */
680
755
  processAction(action: RpgActionName, data?: any): void;
681
756
  processAction(action: RpgActionInput): void;
682
757
  get PIXI(): typeof PIXI;
@@ -742,6 +817,7 @@ export declare class RpgClientEngine<T = any> {
742
817
  * ```
743
818
  */
744
819
  clearClientPredictionStates(): void;
820
+ private clearMapTransferPredictionStates;
745
821
  /**
746
822
  * Stop local movement immediately and discard pending predicted movement.
747
823
  *