@smoregg/sdk 1.2.0 → 1.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/cjs/config.cjs.map +1 -1
- package/dist/cjs/controller.cjs +2 -3
- package/dist/cjs/controller.cjs.map +1 -1
- package/dist/cjs/screen.cjs +2 -3
- package/dist/cjs/screen.cjs.map +1 -1
- package/dist/cjs/testing.cjs +10 -22
- package/dist/cjs/testing.cjs.map +1 -1
- package/dist/esm/config.js.map +1 -1
- package/dist/esm/controller.js +2 -3
- package/dist/esm/controller.js.map +1 -1
- package/dist/esm/screen.js +2 -3
- package/dist/esm/screen.js.map +1 -1
- package/dist/esm/testing.js +10 -22
- package/dist/esm/testing.js.map +1 -1
- package/dist/types/config.d.ts +1 -2
- package/dist/types/config.d.ts.map +1 -1
- package/dist/types/controller.d.ts.map +1 -1
- package/dist/types/screen.d.ts.map +1 -1
- package/dist/types/testing.d.ts.map +1 -1
- package/dist/types/types.d.ts +24 -101
- package/dist/types/types.d.ts.map +1 -1
- package/dist/umd/smore-sdk.umd.js +14 -28
- package/dist/umd/smore-sdk.umd.js.map +1 -1
- package/dist/umd/smore-sdk.umd.min.js +1 -1
- package/dist/umd/smore-sdk.umd.min.js.map +1 -1
- package/package.json +1 -1
- package/dist/cjs/SmoreHost.cjs +0 -306
- package/dist/cjs/SmoreHost.cjs.map +0 -1
- package/dist/cjs/SmorePlayer.cjs +0 -229
- package/dist/cjs/SmorePlayer.cjs.map +0 -1
- package/dist/cjs/components/DirectionPad.cjs +0 -68
- package/dist/cjs/components/DirectionPad.cjs.map +0 -1
- package/dist/cjs/components/DirectionPad.module.css.cjs +0 -12
- package/dist/cjs/components/DirectionPad.module.css.cjs.map +0 -1
- package/dist/cjs/components/HoldButton.cjs +0 -57
- package/dist/cjs/components/HoldButton.cjs.map +0 -1
- package/dist/cjs/components/HoldButton.module.css.cjs +0 -12
- package/dist/cjs/components/HoldButton.module.css.cjs.map +0 -1
- package/dist/cjs/components/IframeGameBridge.cjs +0 -115
- package/dist/cjs/components/IframeGameBridge.cjs.map +0 -1
- package/dist/cjs/components/SwipeArea.cjs +0 -58
- package/dist/cjs/components/SwipeArea.cjs.map +0 -1
- package/dist/cjs/components/SwipeArea.module.css.cjs +0 -12
- package/dist/cjs/components/SwipeArea.module.css.cjs.map +0 -1
- package/dist/cjs/components/TapButton.cjs +0 -58
- package/dist/cjs/components/TapButton.cjs.map +0 -1
- package/dist/cjs/components/TapButton.module.css.cjs +0 -12
- package/dist/cjs/components/TapButton.module.css.cjs.map +0 -1
- package/dist/cjs/context/RoomProvider.cjs +0 -118
- package/dist/cjs/context/RoomProvider.cjs.map +0 -1
- package/dist/cjs/hooks/useExternalGames.cjs +0 -49
- package/dist/cjs/hooks/useExternalGames.cjs.map +0 -1
- package/dist/cjs/hooks/useGameHost.cjs +0 -206
- package/dist/cjs/hooks/useGameHost.cjs.map +0 -1
- package/dist/cjs/hooks/useGamePlayer.cjs +0 -134
- package/dist/cjs/hooks/useGamePlayer.cjs.map +0 -1
- package/dist/cjs/iframe/index.cjs +0 -260
- package/dist/cjs/iframe/index.cjs.map +0 -1
- package/dist/cjs/node_modules/.pnpm/style-inject@0.3.0/node_modules/style-inject/dist/style-inject.es.cjs +0 -33
- package/dist/cjs/node_modules/.pnpm/style-inject@0.3.0/node_modules/style-inject/dist/style-inject.es.cjs.map +0 -1
- package/dist/cjs/server/index.cjs +0 -45
- package/dist/cjs/server/index.cjs.map +0 -1
- package/dist/cjs/transport/DirectTransport.cjs +0 -23
- package/dist/cjs/transport/DirectTransport.cjs.map +0 -1
- package/dist/cjs/utils/connectionMonitor.cjs +0 -77
- package/dist/cjs/utils/connectionMonitor.cjs.map +0 -1
- package/dist/cjs/utils/preloadAssets.cjs +0 -66
- package/dist/cjs/utils/preloadAssets.cjs.map +0 -1
- package/dist/cjs/utils/serverTime.cjs +0 -43
- package/dist/cjs/utils/serverTime.cjs.map +0 -1
- package/dist/esm/SmoreHost.js +0 -304
- package/dist/esm/SmoreHost.js.map +0 -1
- package/dist/esm/SmorePlayer.js +0 -227
- package/dist/esm/SmorePlayer.js.map +0 -1
- package/dist/esm/components/DirectionPad.js +0 -66
- package/dist/esm/components/DirectionPad.js.map +0 -1
- package/dist/esm/components/DirectionPad.module.css.js +0 -8
- package/dist/esm/components/DirectionPad.module.css.js.map +0 -1
- package/dist/esm/components/HoldButton.js +0 -55
- package/dist/esm/components/HoldButton.js.map +0 -1
- package/dist/esm/components/HoldButton.module.css.js +0 -8
- package/dist/esm/components/HoldButton.module.css.js.map +0 -1
- package/dist/esm/components/IframeGameBridge.js +0 -113
- package/dist/esm/components/IframeGameBridge.js.map +0 -1
- package/dist/esm/components/SwipeArea.js +0 -56
- package/dist/esm/components/SwipeArea.js.map +0 -1
- package/dist/esm/components/SwipeArea.module.css.js +0 -8
- package/dist/esm/components/SwipeArea.module.css.js.map +0 -1
- package/dist/esm/components/TapButton.js +0 -56
- package/dist/esm/components/TapButton.js.map +0 -1
- package/dist/esm/components/TapButton.module.css.js +0 -8
- package/dist/esm/components/TapButton.module.css.js.map +0 -1
- package/dist/esm/context/RoomProvider.js +0 -109
- package/dist/esm/context/RoomProvider.js.map +0 -1
- package/dist/esm/hooks/useExternalGames.js +0 -47
- package/dist/esm/hooks/useExternalGames.js.map +0 -1
- package/dist/esm/hooks/useGameHost.js +0 -204
- package/dist/esm/hooks/useGameHost.js.map +0 -1
- package/dist/esm/hooks/useGamePlayer.js +0 -132
- package/dist/esm/hooks/useGamePlayer.js.map +0 -1
- package/dist/esm/iframe/index.js +0 -257
- package/dist/esm/iframe/index.js.map +0 -1
- package/dist/esm/node_modules/.pnpm/style-inject@0.3.0/node_modules/style-inject/dist/style-inject.es.js +0 -29
- package/dist/esm/node_modules/.pnpm/style-inject@0.3.0/node_modules/style-inject/dist/style-inject.es.js.map +0 -1
- package/dist/esm/server/index.js +0 -43
- package/dist/esm/server/index.js.map +0 -1
- package/dist/esm/transport/DirectTransport.js +0 -21
- package/dist/esm/transport/DirectTransport.js.map +0 -1
- package/dist/esm/utils/connectionMonitor.js +0 -75
- package/dist/esm/utils/connectionMonitor.js.map +0 -1
- package/dist/esm/utils/preloadAssets.js +0 -63
- package/dist/esm/utils/preloadAssets.js.map +0 -1
- package/dist/esm/utils/serverTime.js +0 -41
- package/dist/esm/utils/serverTime.js.map +0 -1
- package/dist/types/SmoreHost.d.ts +0 -187
- package/dist/types/SmoreHost.d.ts.map +0 -1
- package/dist/types/SmorePlayer.d.ts +0 -146
- package/dist/types/SmorePlayer.d.ts.map +0 -1
- package/dist/types/components/DirectionPad.d.ts +0 -21
- package/dist/types/components/DirectionPad.d.ts.map +0 -1
- package/dist/types/components/HoldButton.d.ts +0 -22
- package/dist/types/components/HoldButton.d.ts.map +0 -1
- package/dist/types/components/IframeGameBridge.d.ts +0 -38
- package/dist/types/components/IframeGameBridge.d.ts.map +0 -1
- package/dist/types/components/SwipeArea.d.ts +0 -19
- package/dist/types/components/SwipeArea.d.ts.map +0 -1
- package/dist/types/components/TapButton.d.ts +0 -19
- package/dist/types/components/TapButton.d.ts.map +0 -1
- package/dist/types/components/index.d.ts +0 -6
- package/dist/types/components/index.d.ts.map +0 -1
- package/dist/types/context/RoomProvider.d.ts +0 -69
- package/dist/types/context/RoomProvider.d.ts.map +0 -1
- package/dist/types/context/index.d.ts +0 -3
- package/dist/types/context/index.d.ts.map +0 -1
- package/dist/types/dev/DevSimulator.d.ts +0 -31
- package/dist/types/dev/DevSimulator.d.ts.map +0 -1
- package/dist/types/dev/index.d.ts +0 -2
- package/dist/types/dev/index.d.ts.map +0 -1
- package/dist/types/hooks/index.d.ts +0 -7
- package/dist/types/hooks/index.d.ts.map +0 -1
- package/dist/types/hooks/useExternalGames.d.ts +0 -32
- package/dist/types/hooks/useExternalGames.d.ts.map +0 -1
- package/dist/types/hooks/useGameHost.d.ts +0 -67
- package/dist/types/hooks/useGameHost.d.ts.map +0 -1
- package/dist/types/hooks/useGamePlayer.d.ts +0 -55
- package/dist/types/hooks/useGamePlayer.d.ts.map +0 -1
- package/dist/types/iframe/IframeRoomProvider.d.ts +0 -31
- package/dist/types/iframe/IframeRoomProvider.d.ts.map +0 -1
- package/dist/types/iframe/index.d.ts +0 -18
- package/dist/types/iframe/index.d.ts.map +0 -1
- package/dist/types/iframe/vanilla-entry.d.ts +0 -7
- package/dist/types/iframe/vanilla-entry.d.ts.map +0 -1
- package/dist/types/iframe/vanilla.d.ts +0 -49
- package/dist/types/iframe/vanilla.d.ts.map +0 -1
- package/dist/types/server/createGameRelay.d.ts +0 -26
- package/dist/types/server/createGameRelay.d.ts.map +0 -1
- package/dist/types/server/index.d.ts +0 -3
- package/dist/types/server/index.d.ts.map +0 -1
- package/dist/types/utils/connectionMonitor.d.ts +0 -57
- package/dist/types/utils/connectionMonitor.d.ts.map +0 -1
- package/dist/types/utils/index.d.ts +0 -7
- package/dist/types/utils/index.d.ts.map +0 -1
- package/dist/types/utils/preloadAssets.d.ts +0 -29
- package/dist/types/utils/preloadAssets.d.ts.map +0 -1
- package/dist/types/utils/serverTime.d.ts +0 -28
- package/dist/types/utils/serverTime.d.ts.map +0 -1
- package/dist/umd/smore-sdk-iframe.umd.js +0 -266
- package/dist/umd/smore-sdk-iframe.umd.js.map +0 -1
- package/dist/umd/smore-sdk-iframe.umd.min.js +0 -2
- package/dist/umd/smore-sdk-iframe.umd.min.js.map +0 -1
- package/dist/umd/smore-sdk-vanilla.umd.js +0 -1275
- package/dist/umd/smore-sdk-vanilla.umd.js.map +0 -1
- package/dist/umd/smore-sdk-vanilla.umd.min.js +0 -2
- package/dist/umd/smore-sdk-vanilla.umd.min.js.map +0 -1
package/dist/cjs/config.cjs.map
CHANGED
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@@ -1 +1 @@
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{"version":3,"file":"config.cjs","sources":["../../src/config.ts"],"sourcesContent":["/**\n * Global SDK configuration.\n * Settings here apply to both Screen and Controller unless overridden per-instance.\n */\n\nexport interface SmoreGlobalConfig {\n /**\n * Automatically signal ready after initialization.\n * When true (default), the SDK calls signalReady()
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{"version":3,"file":"config.cjs","sources":["../../src/config.ts"],"sourcesContent":["/**\n * Global SDK configuration.\n * Settings here apply to both Screen and Controller unless overridden per-instance.\n */\n\nexport interface SmoreGlobalConfig {\n /**\n * Automatically signal ready after initialization.\n * When true (default), the SDK calls signalReady() automatically after init completes.\n * Set to false if your game needs to load resources before signaling ready.\n * Applies to both Screen and Controller.\n * @default true\n */\n autoReady?: boolean;\n}\n\nlet globalConfig: SmoreGlobalConfig = {};\n\n/**\n * Set global SDK configuration.\n * Call this before createScreen() / createController().\n *\n * @example\n * ```ts\n * import { configure, createScreen, createController } from '@smoregg/sdk';\n *\n * // Set once, applies to both screen and controller\n * configure({ autoReady: false });\n *\n * const screen = await createScreen({ ... });\n * const controller = await createController({ ... });\n * ```\n */\nexport function configure(config: SmoreGlobalConfig): void {\n globalConfig = { ...globalConfig, ...config };\n}\n\n/**\n * Get current global config. Used internally by Screen and Controller.\n */\nexport function getGlobalConfig(): Readonly<SmoreGlobalConfig> {\n return globalConfig;\n}\n"],"names":[],"mappings":";;AAgBA,IAAI,eAAkC,EAAC;AAiBhC,SAAS,UAAU,MAAA,EAAiC;AACzD,EAAA,YAAA,GAAe,EAAE,GAAG,YAAA,EAAc,GAAG,MAAA,EAAO;AAC9C;AAKO,SAAS,eAAA,GAA+C;AAC7D,EAAA,OAAO,YAAA;AACT;;;;;"}
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package/dist/cjs/controller.cjs
CHANGED
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@@ -151,8 +151,7 @@ class ControllerImpl {
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roomCode: this._roomCode,
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myIndex: this._myIndex
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});
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-
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const autoReady = this.config.autoReady ?? config.getGlobalConfig().autoReady ?? true;
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const autoReady = config.getGlobalConfig().autoReady ?? true;
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if (autoReady) {
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this.logger.lifecycle("Auto-signaling ready (autoReady enabled)");
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this.signalReady();
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@@ -288,7 +287,7 @@ class ControllerImpl {
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});
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this.registerHandler(events.SMORE_EVENTS.ALL_READY, () => {
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this.logger.lifecycle("All participants ready");
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this.config.
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this.config.onReady?.();
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});
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if (this.config.onHostDisconnect) {
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this.logger.warn("onHostDisconnect is reserved for future use and currently non-functional");
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{"version":3,"file":"controller.cjs","sources":["../../src/controller.ts"],"sourcesContent":["/**\n * createController - Factory function for creating a Controller instance.\n *\n * Returns a Promise that resolves when the controller is ready and initialized.\n * Uses PostMessageTransport for iframe communication with parent window.\n *\n * @example Promise-based (recommended)\n * ```ts\n * const controller = await createController<MyEvents>({\n * listeners: {\n * 'phase-update': (data) => setPhase(data.phase),\n * },\n * });\n *\n * console.log(`Ready! My index: ${controller.myIndex}`);\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const controller = createController<MyEvents>({\n * onReady: () => {\n * console.log('Ready!');\n * },\n * listeners: { ... },\n * });\n * // Use controller.instance for immediate access\n * ```\n */\n\nimport type {\n Controller,\n ControllerConfig,\n ControllerEventHandler,\n ControllerInfo,\n EventData,\n EventMap,\n EventNames,\n PlayerIndex,\n RoomCode,\n} from './types';\nimport { PostMessageTransport } from './transport/PostMessageTransport';\nimport type { TransportEventHandler } from './transport/types';\nimport {\n isBridgeMessage,\n validateInitPayload,\n type BridgeInitMessage,\n type BridgeUpdateMessage,\n} from './transport/protocol';\nimport { SmoreSDKError } from './errors';\nimport { SMORE_EVENTS, validateEventName } from './events';\nimport { DebugLogger } from './logger';\nimport { getGlobalConfig } from './config';\n\n// =============================================================================\n// CONSTANTS\n// =============================================================================\n\nconst DEFAULT_TIMEOUT = 10000;\n\n// =============================================================================\n// CONTROLLER IMPLEMENTATION\n// =============================================================================\n\nclass ControllerImpl<TEvents extends EventMap> implements Controller<TEvents> {\n private transport: PostMessageTransport | null = null;\n private config: ControllerConfig<TEvents>;\n private logger: DebugLogger;\n private _roomCode: RoomCode = '';\n private _myIndex: PlayerIndex = -1;\n private _isReady: boolean = false;\n private _isDestroyed: boolean = false;\n private boundMessageHandler: ((e: MessageEvent) => void) | null = null;\n private registeredHandlers: Array<{ event: string; handler: TransportEventHandler }> = [];\n private eventListeners = new Map<string, Set<ControllerEventHandler<unknown>>>();\n // Maps user-facing handler -> transport wrappedHandler for proper cleanup in on()/off()\n private handlerToTransport = new Map<Function, { event: string; transportHandler: TransportEventHandler }>();\n private _controllers: ControllerInfo[] = [];\n // Tracks event names registered via config.listeners so off(event) without handler won't remove them\n private _configListenerEvents = new Set<string>();\n\n constructor(config: ControllerConfig<TEvents> = {}) {\n this.config = config;\n this.logger = new DebugLogger(config.debug, '[SmoreController]');\n\n // Validate event names in listeners\n if (config.listeners) {\n for (const event of Object.keys(config.listeners)) {\n validateEventName(event);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Properties (readonly)\n // ---------------------------------------------------------------------------\n\n get myIndex(): PlayerIndex {\n return this._myIndex;\n }\n\n get roomCode(): RoomCode {\n return this._roomCode;\n }\n\n get isReady(): boolean {\n return this._isReady;\n }\n\n get isDestroyed(): boolean {\n return this._isDestroyed;\n }\n\n /**\n * Read-only list of all known controllers (players) in the room.\n * Returns full ControllerInfo including playerIndex, nickname, connected status, and appearance.\n *\n * Returns a new shallow copy on every access. Cache the result if accessing\n * repeatedly in the same frame/tick.\n */\n get controllers(): readonly ControllerInfo[] {\n return [...this._controllers];\n }\n\n /**\n * Returns the number of currently connected players.\n */\n getControllerCount(): number {\n return this._controllers.filter(c => c.connected).length;\n }\n\n // ---------------------------------------------------------------------------\n // Initialization\n // ---------------------------------------------------------------------------\n\n async initialize(): Promise<void> {\n const parentOrigin = this.config.parentOrigin ?? '*';\n const timeout = this.config.timeout ?? DEFAULT_TIMEOUT;\n\n this.logger.lifecycle('Initializing controller...', { parentOrigin, timeout });\n\n return new Promise<void>((resolve, reject) => {\n const timeoutId = setTimeout(() => {\n this.cleanup();\n const error = new SmoreSDKError(\n 'TIMEOUT',\n `Controller initialization timed out after ${timeout}ms. ` +\n `Make sure the parent window sends _bridge:init message. ` +\n `Check that the iframe has correct sandbox attributes (allow-scripts required) and same-origin/cross-origin settings. ` +\n `Create a new Controller instance to retry (this instance has been cleaned up).`,\n { details: { timeout } },\n );\n this.handleError(error);\n reject(error);\n }, timeout);\n\n // Listen for init message from parent\n this.boundMessageHandler = (e: MessageEvent) => {\n if (parentOrigin !== '*' && e.origin !== parentOrigin) return;\n\n const msg = e.data;\n if (!isBridgeMessage(msg)) return;\n\n if (msg.type === '_bridge:init') {\n clearTimeout(timeoutId);\n this.handleInit(msg as BridgeInitMessage, parentOrigin, resolve, reject);\n } else if (msg.type === '_bridge:update') {\n this.handleUpdate(msg as BridgeUpdateMessage);\n }\n };\n\n window.addEventListener('message', this.boundMessageHandler);\n\n // Signal ready to parent\n this.logger.lifecycle('Sending _bridge:ready to parent');\n window.parent.postMessage({ type: '_bridge:ready' }, parentOrigin);\n });\n }\n\n private handleInit(\n msg: BridgeInitMessage,\n parentOrigin: string,\n resolve: () => void,\n reject: (err: Error) => void,\n ): void {\n const initPayload = msg.payload;\n\n this.logger.debug('Received _bridge:init', initPayload);\n\n // MIN-A1-1: Runtime validation of _bridge:init payload structure\n try {\n validateInitPayload(initPayload);\n } catch (err) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Invalid _bridge:init payload: ${err instanceof Error ? err.message : String(err)}`,\n { details: { payload: initPayload } }\n );\n this.logger.warn('_bridge:init validation failed', error);\n this.handleError(error);\n reject(error);\n return;\n }\n\n const initData = initPayload;\n\n if (initData.side !== 'player') {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Controller received init for wrong side: ${initData.side}`,\n { details: { side: initData.side } },\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n if (initData.myIndex === undefined) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n 'Missing myIndex in init payload',\n { details: initData },\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n // Initialize transport\n this.transport = new PostMessageTransport(parentOrigin);\n this._roomCode = initData.roomCode;\n this._myIndex = initData.myIndex;\n\n // Track known players for join/leave detection (full ControllerInfo)\n const initPlayers = initData.players as Record<string, unknown>[];\n this._controllers = initPlayers\n .filter(p => typeof p.playerIndex === 'number')\n .map((p) => ({\n playerIndex: (p.playerIndex as number),\n nickname: (p.nickname as string) || (p.name as string) || `Player ${(p.playerIndex as number) + 1}`,\n connected: p.connected !== false,\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n\n this.setupEventHandlers();\n\n this._isReady = true;\n this.logger.lifecycle('Controller ready', {\n roomCode: this._roomCode,\n myIndex: this._myIndex,\n });\n\n this.config.onReady?.();\n\n // Auto-signal ready unless explicitly disabled\n // Check: instance config > global config > default (true)\n const autoReady = this.config.autoReady ?? getGlobalConfig().autoReady ?? true;\n if (autoReady) {\n this.logger.lifecycle('Auto-signaling ready (autoReady enabled)');\n this.signalReady();\n }\n\n resolve();\n }\n\n private handleUpdate(msg: BridgeUpdateMessage): void {\n if (!this._isReady) {\n this.logger.debug('Ignoring _bridge:update before init completes');\n return;\n }\n const updateData = msg.payload;\n this.logger.debug('Received _bridge:update', updateData);\n\n if (updateData.players && Array.isArray(updateData.players)) {\n const players = updateData.players as Record<string, unknown>[];\n const newControllers: ControllerInfo[] = players\n .filter(p => typeof p.playerIndex === 'number')\n .map(p => ({\n playerIndex: p.playerIndex as number,\n nickname: (p.nickname as string) || (p.name as string) || `Player ${(p.playerIndex as number) + 1}`,\n connected: p.connected !== false,\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n\n const oldControllers = this._controllers;\n\n // Detect joins\n for (const nc of newControllers) {\n if (!oldControllers.some(oc => oc.playerIndex === nc.playerIndex)) {\n this.config.onControllerJoin?.(nc.playerIndex, nc);\n }\n }\n\n // Detect leaves\n for (const oc of oldControllers) {\n if (!newControllers.some(nc => nc.playerIndex === oc.playerIndex)) {\n this.config.onControllerLeave?.(oc.playerIndex);\n }\n }\n\n // Update connected state for existing players and fire disconnect/reconnect callbacks\n for (const nc of newControllers) {\n const oc = oldControllers.find(c => c.playerIndex === nc.playerIndex);\n if (oc) {\n // Detect disconnect (was connected, now not)\n if (oc.connected && !nc.connected) {\n this.logger.debug('Player disconnected (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerDisconnect?.(nc.playerIndex);\n }\n // Detect reconnect (was disconnected, now connected)\n if (!oc.connected && nc.connected) {\n this.logger.debug('Player reconnected (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerReconnect?.(nc.playerIndex, nc);\n }\n }\n }\n\n this._controllers = newControllers;\n }\n }\n\n private setupEventHandlers(): void {\n if (!this.transport) return;\n\n // System events: player join/leave\n // These smore:* events are forwarded by IframeGameBridge's GAME_FACING_EVENTS allowlist.\n // Each handler updates _controllers to stay consistent and prevent duplicate\n // callbacks if _bridge:update also fires with the same data.\n this.registerHandler(SMORE_EVENTS.PLAYER_JOINED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerInfo = data.player as Record<string, unknown> | undefined;\n const playerIndex = playerInfo?.playerIndex as number | undefined ?? data.playerIndex;\n if (playerIndex !== undefined) {\n if (this._controllers.some(c => c.playerIndex === playerIndex)) return;\n const controllerInfo: ControllerInfo = playerInfo ? {\n playerIndex,\n nickname: (playerInfo.nickname as string) || (playerInfo.name as string) || `Player ${playerIndex + 1}`,\n connected: playerInfo.connected !== false,\n appearance: (playerInfo.appearance ?? playerInfo.character) as ControllerInfo['appearance'],\n } : {\n playerIndex,\n nickname: `Player ${playerIndex + 1}`,\n connected: true,\n };\n this._controllers = [...this._controllers, controllerInfo];\n this.logger.debug('Player joined', { playerIndex });\n this.config.onControllerJoin?.(playerIndex, controllerInfo);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_LEFT, (raw: unknown) => {\n const data = raw as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = data.player?.playerIndex ?? data.playerIndex;\n if (playerIndex !== undefined) {\n if (!this._controllers.some(c => c.playerIndex === playerIndex)) return;\n this._controllers = this._controllers.filter(c => c.playerIndex !== playerIndex);\n this.logger.debug('Player left', { playerIndex });\n this.config.onControllerLeave?.(playerIndex);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_DISCONNECTED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerData = data.player;\n const playerIndex = (playerData?.playerIndex as number | undefined) ?? data.playerIndex;\n if (playerIndex !== undefined) {\n // Update connected state in _controllers\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n this.logger.debug('Player disconnected', { playerIndex });\n this.config.onControllerDisconnect?.(playerIndex);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_RECONNECTED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerData = data.player;\n const playerIndex = (playerData?.playerIndex as number | undefined) ?? data.playerIndex;\n if (playerIndex !== undefined) {\n // Build ControllerInfo to match Screen SDK behavior\n const controllerInfo: ControllerInfo = playerData ? {\n playerIndex,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${playerIndex + 1}`,\n connected: true,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n } : {\n playerIndex,\n nickname: `Player ${playerIndex + 1}`,\n connected: true,\n };\n // Update full ControllerInfo in _controllers (reconnect may carry updated data)\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? controllerInfo : c\n );\n this.logger.debug('Player reconnected', { playerIndex });\n this.config.onControllerReconnect?.(playerIndex, controllerInfo);\n }\n });\n\n // Character updated: update appearance in _controllers\n // Server emits { player: player.toDTO(), room: room.toDTO() }\n this.registerHandler(SMORE_EVENTS.PLAYER_CHARACTER_UPDATED, (raw: unknown) => {\n const payload = raw as { player?: { playerIndex?: number; character?: Record<string, unknown> | null; name?: string; nickname?: string } };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const appearance = (playerData.character ?? null) as ControllerInfo['appearance'];\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerData.playerIndex ? { ...c, appearance } : c\n );\n this.logger.debug('Player character updated', { playerIndex: playerData.playerIndex });\n this.config.onCharacterUpdated?.(playerData.playerIndex, appearance ?? null);\n }\n });\n\n // Rate limited: notify when server rate-limits an event\n this.registerHandler(SMORE_EVENTS.RATE_LIMITED, (raw: unknown) => {\n const data = raw as { event?: string };\n const event = data?.event ?? 'unknown';\n this.logger.warn(`Rate limited: ${event}`);\n this.config.onRateLimited?.(event);\n });\n\n // All ready: all participants have signaled ready\n this.registerHandler(SMORE_EVENTS.ALL_READY, () => {\n this.logger.lifecycle('All participants ready');\n this.config.onAllReady?.();\n });\n\n // Host disconnect/reconnect callbacks (@experimental)\n // The server emits 'smore:host-disconnected' and 'smore:host-reconnected' events,\n // but they are not in IframeGameBridge's GAME_FACING_EVENTS allowlist, so they\n // won't reach SDK games. Once GAME_FACING_EVENTS is updated to include these,\n // register handlers here:\n // this.registerHandler('smore:host-disconnected', () => this.config.onHostDisconnect?.());\n // this.registerHandler('smore:host-reconnected', () => this.config.onHostReconnect?.());\n if (this.config.onHostDisconnect) {\n this.logger.warn('onHostDisconnect is reserved for future use and currently non-functional');\n }\n if (this.config.onHostReconnect) {\n this.logger.warn('onHostReconnect is reserved for future use and currently non-functional');\n }\n\n // User event listeners from config\n // These are tracked in _configListenerEvents so off(event) without handler won't remove them.\n if (this.config.listeners) {\n for (const [event, handler] of Object.entries(this.config.listeners)) {\n if (!handler) continue;\n this._configListenerEvents.add(event);\n\n this.registerHandler(event, (data: unknown) => {\n this.logReceive(event, data);\n try {\n (handler as ControllerEventHandler<unknown>)(data);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event },\n })\n );\n }\n });\n }\n }\n }\n\n private registerHandler(event: string, handler: TransportEventHandler): void {\n if (!this.transport) return;\n this.transport.on(event, handler);\n this.registeredHandlers.push({ event, handler });\n }\n\n // ---------------------------------------------------------------------------\n // Communication Methods\n // ---------------------------------------------------------------------------\n\n /**\n * Send an event to the Screen. Controller-to-Controller direct communication\n * is not supported; all messages must go through the Screen.\n *\n * Data is sent to the Screen only (not to other controllers). For Screen→Controller communication,\n * Screen uses broadcast() or sendToController().\n *\n * @note Fire-and-forget sends (no callback) will silently fail if rate-limited.\n * Use the onError callback or smore:rate-limited event to detect rate limiting.\n */\n send<K extends EventNames<TEvents>>(event: K, data: EventData<TEvents, K>): void {\n this.ensureReady('send');\n validateEventName(event);\n\n if (typeof data !== 'object' || data === null) {\n this.logger.warn(\n 'Event data should be an object. Primitive values will be wrapped as { data: value } by the relay server. ' +\n 'To avoid confusion, wrap explicitly: send(\"event\", { value: 42 }) instead of send(\"event\", 42).'\n );\n }\n\n this.logSend(event, data);\n this.transport!.emit(event, data);\n }\n\n sendRaw(event: string, data?: unknown): void {\n this.ensureReady('sendRaw');\n validateEventName(event);\n\n this.logSend(event, data);\n this.transport!.emit(event, data);\n }\n\n signalReady(): void {\n this.ensureReady('signalReady');\n this.logSend(SMORE_EVENTS.GAME_READY, {});\n this.transport!.emit(SMORE_EVENTS.GAME_READY, {});\n }\n\n // ---------------------------------------------------------------------------\n // Event Subscription\n // ---------------------------------------------------------------------------\n\n /**\n * Register a handler for custom events.\n *\n * When receiving events from Screen's `broadcast()`:\n * handler receives `(data)` — no playerIndex included.\n *\n * When receiving events from Screen's `sendToController()`:\n * handler receives `(data)` — targeted to this specific controller.\n *\n * @note Unlike Screen's `on()` which receives `(playerIndex, data)`,\n * Controller's `on()` receives only `(data)` since there's only one player per controller.\n *\n * Controller's on() handler signature: (data) => void\n * Unlike Screen's (playerIndex, data) => void, Controller doesn't receive playerIndex\n * because Controller only receives events from Screen, not from other controllers.\n * The sender is always the Screen, so playerIndex is not applicable.\n *\n * **Important:** If called before the Controller is ready (i.e., before `await createController()`\n * resolves or before the `onReady` callback fires), the handler is stored locally but\n * will NOT receive events until the transport is initialized. Always call `on()` after\n * initialization completes, or use `config.listeners` for handlers needed from the start.\n */\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event);\n\n // Add to local listeners map\n let listeners = this.eventListeners.get(event);\n if (!listeners) {\n listeners = new Set();\n this.eventListeners.set(event, listeners);\n }\n listeners.add(handler as ControllerEventHandler<unknown>);\n\n // Register with transport if ready\n const transportHandler: TransportEventHandler = (data: unknown) => {\n this.logReceive(event, data);\n try {\n (handler as ControllerEventHandler<unknown>)(data);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event },\n })\n );\n }\n };\n\n if (this.transport) {\n this.transport.on(event, transportHandler);\n this.registeredHandlers.push({ event, handler: transportHandler });\n this.handlerToTransport.set(handler as Function, { event, transportHandler });\n }\n\n // Return unsubscribe function\n return () => {\n listeners?.delete(handler as ControllerEventHandler<unknown>);\n if (listeners?.size === 0) {\n this.eventListeners.delete(event);\n }\n this.transport?.off(event, transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== transportHandler,\n );\n this.handlerToTransport.delete(handler as Function);\n };\n }\n\n /**\n * Add a one-time listener that auto-removes after first call.\n *\n * @note The handler is internally wrapped, so it cannot be removed via\n * `off(event, originalHandler)`. Use the returned unsubscribe function instead.\n *\n * @example\n * ```ts\n * const unsubscribe = controller.once('game-start', (data) => {\n * console.log('Game started!', data);\n * });\n *\n * // To cancel before it fires:\n * unsubscribe();\n * ```\n */\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n const unsubscribe = this.on(event, ((data: EventData<TEvents, K>) => {\n unsubscribe();\n handler(data);\n }) as ControllerEventHandler<EventData<TEvents, K>>);\n return unsubscribe;\n }\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ControllerEventHandler<EventData<TEvents, K>>,\n ): void {\n if (!handler) {\n // Remove all dynamically-added listeners for this event, but preserve\n // config listeners (registered via ControllerConfig.listeners) which are\n // permanent for the lifetime of the Controller instance.\n if (this._configListenerEvents.has(event)) {\n // Only remove handlers that were added via on(), not config listeners.\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) {\n this.transport?.off(event, val.transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== val.transportHandler,\n );\n this.handlerToTransport.delete(key);\n }\n }\n } else {\n // No config listener for this event -- safe to remove everything\n this.eventListeners.delete(event);\n this.transport?.off(event);\n this.registeredHandlers = this.registeredHandlers.filter((h) => h.event !== event);\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) this.handlerToTransport.delete(key);\n }\n }\n } else {\n // Remove specific handler\n const listeners = this.eventListeners.get(event);\n listeners?.delete(handler as ControllerEventHandler<unknown>);\n if (listeners?.size === 0) {\n this.eventListeners.delete(event);\n }\n // Remove specific transport handler via handlerToTransport map\n const entry = this.handlerToTransport.get(handler as Function);\n if (entry) {\n this.transport?.off(event, entry.transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== entry.transportHandler,\n );\n this.handlerToTransport.delete(handler as Function);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Cleanup\n // ---------------------------------------------------------------------------\n\n destroy(): void {\n if (this._isDestroyed) return;\n\n this.logger.lifecycle('Destroying controller');\n this.cleanup();\n this._isDestroyed = true;\n }\n\n private cleanup(): void {\n this._isReady = false;\n\n // Remove all registered handlers\n for (const { event, handler } of this.registeredHandlers) {\n this.transport?.off(event, handler);\n }\n this.registeredHandlers = [];\n\n // Clear event listeners\n this.eventListeners.clear();\n this.handlerToTransport.clear();\n\n // Destroy transport\n if (this.transport) {\n this.transport.destroy();\n this.transport = null;\n }\n\n // Remove message listener\n if (this.boundMessageHandler) {\n window.removeEventListener('message', this.boundMessageHandler);\n this.boundMessageHandler = null;\n }\n }\n\n // ---------------------------------------------------------------------------\n // Private Helpers\n // ---------------------------------------------------------------------------\n\n private ensureReady(method: string): void {\n if (this._isDestroyed) {\n throw new SmoreSDKError(\n 'DESTROYED',\n `Cannot call ${method}() after destroy()`,\n { details: { method } },\n );\n }\n if (!this._isReady || !this.transport) {\n throw new SmoreSDKError(\n 'NOT_READY',\n `Cannot call ${method}() before controller is ready. ` +\n `Use await createController() or wait for onReady callback.`,\n { details: { method, isReady: this._isReady } },\n );\n }\n }\n\n private handleError(error: SmoreSDKError): void {\n // Always log at warn level so errors are never completely silent\n this.logger.warn(`Error in handler: ${error.message}`);\n if (this.config.onError) {\n this.config.onError(error.toSmoreError());\n } else {\n this.logger.error(error.message, error.details);\n }\n }\n\n private logSend(event: string, data?: unknown): void {\n this.logger.send(event, data);\n }\n\n private logReceive(event: string, data?: unknown): void {\n this.logger.receive(event, data);\n }\n}\n\n// =============================================================================\n// FACTORY FUNCTION\n// =============================================================================\n\n/**\n * Create a Controller instance for the player/phone side of your game.\n *\n * Returns a Promise that resolves when the controller is ready.\n * The returned object also has an `instance` property for immediate access.\n *\n * @template TEvents - Event map type for type-safe events\n * @param config - Controller configuration\n * @returns Promise that resolves to the Controller instance when ready\n *\n * @example Promise-based (recommended)\n * ```ts\n * const controller = await createController<MyEvents>({\n * listeners: {\n * 'phase-update': (data) => setPhase(data.phase),\n * },\n * });\n *\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const result = createController<MyEvents>({\n * onReady: () => {\n * result.instance.send('ready', {});\n * },\n * listeners: { ... },\n * });\n * ```\n */\nexport function createController<TEvents extends EventMap = EventMap>(\n config?: ControllerConfig<TEvents>,\n): Promise<Controller<TEvents>> & { instance: Controller<TEvents> } {\n const controller = new ControllerImpl<TEvents>(config ?? {});\n\n const promise = controller.initialize().then(() => controller as Controller<TEvents>);\n\n // Attach instance property for immediate access\n (promise as Promise<Controller<TEvents>> & { instance: Controller<TEvents> }).instance =\n controller;\n\n return promise as Promise<Controller<TEvents>> & { instance: Controller<TEvents> 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{"version":3,"file":"controller.cjs","sources":["../../src/controller.ts"],"sourcesContent":["/**\n * createController - Factory function for creating a Controller instance.\n *\n * Returns a Promise that resolves when the controller is ready and initialized.\n * Uses PostMessageTransport for iframe communication with parent window.\n *\n * @example Promise-based (recommended)\n * ```ts\n * const controller = await createController<MyEvents>({\n * listeners: {\n * 'phase-update': (data) => setPhase(data.phase),\n * },\n * });\n *\n * console.log(`Ready! My index: ${controller.myIndex}`);\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const controller = createController<MyEvents>({\n * onReady: () => {\n * console.log('Ready!');\n * },\n * listeners: { ... },\n * });\n * // Use controller.instance for immediate access\n * ```\n */\n\nimport type {\n Controller,\n ControllerConfig,\n ControllerEventHandler,\n ControllerInfo,\n EventData,\n EventMap,\n EventNames,\n PlayerIndex,\n RoomCode,\n} from './types';\nimport { PostMessageTransport } from './transport/PostMessageTransport';\nimport type { TransportEventHandler } from './transport/types';\nimport {\n isBridgeMessage,\n validateInitPayload,\n type BridgeInitMessage,\n type BridgeUpdateMessage,\n} from './transport/protocol';\nimport { SmoreSDKError } from './errors';\nimport { SMORE_EVENTS, validateEventName } from './events';\nimport { DebugLogger } from './logger';\nimport { getGlobalConfig } from './config';\n\n// =============================================================================\n// CONSTANTS\n// =============================================================================\n\nconst DEFAULT_TIMEOUT = 10000;\n\n// =============================================================================\n// CONTROLLER IMPLEMENTATION\n// =============================================================================\n\nclass ControllerImpl<TEvents extends EventMap> implements Controller<TEvents> {\n private transport: PostMessageTransport | null = null;\n private config: ControllerConfig<TEvents>;\n private logger: DebugLogger;\n private _roomCode: RoomCode = '';\n private _myIndex: PlayerIndex = -1;\n private _isReady: boolean = false;\n private _isDestroyed: boolean = false;\n private boundMessageHandler: ((e: MessageEvent) => void) | null = null;\n private registeredHandlers: Array<{ event: string; handler: TransportEventHandler }> = [];\n private eventListeners = new Map<string, Set<ControllerEventHandler<unknown>>>();\n // Maps user-facing handler -> transport wrappedHandler for proper cleanup in on()/off()\n private handlerToTransport = new Map<Function, { event: string; transportHandler: TransportEventHandler }>();\n private _controllers: ControllerInfo[] = [];\n // Tracks event names registered via config.listeners so off(event) without handler won't remove them\n private _configListenerEvents = new Set<string>();\n\n constructor(config: ControllerConfig<TEvents> = {}) {\n this.config = config;\n this.logger = new DebugLogger(config.debug, '[SmoreController]');\n\n // Validate event names in listeners\n if (config.listeners) {\n for (const event of Object.keys(config.listeners)) {\n validateEventName(event);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Properties (readonly)\n // ---------------------------------------------------------------------------\n\n get myIndex(): PlayerIndex {\n return this._myIndex;\n }\n\n get roomCode(): RoomCode {\n return this._roomCode;\n }\n\n get isReady(): boolean {\n return this._isReady;\n }\n\n get isDestroyed(): boolean {\n return this._isDestroyed;\n }\n\n /**\n * Read-only list of all known controllers (players) in the room.\n * Returns full ControllerInfo including playerIndex, nickname, connected status, and appearance.\n *\n * Returns a new shallow copy on every access. Cache the result if accessing\n * repeatedly in the same frame/tick.\n */\n get controllers(): readonly ControllerInfo[] {\n return [...this._controllers];\n }\n\n /**\n * Returns the number of currently connected players.\n */\n getControllerCount(): number {\n return this._controllers.filter(c => c.connected).length;\n }\n\n // ---------------------------------------------------------------------------\n // Initialization\n // ---------------------------------------------------------------------------\n\n async initialize(): Promise<void> {\n const parentOrigin = this.config.parentOrigin ?? '*';\n const timeout = this.config.timeout ?? DEFAULT_TIMEOUT;\n\n this.logger.lifecycle('Initializing controller...', { parentOrigin, timeout });\n\n return new Promise<void>((resolve, reject) => {\n const timeoutId = setTimeout(() => {\n this.cleanup();\n const error = new SmoreSDKError(\n 'TIMEOUT',\n `Controller initialization timed out after ${timeout}ms. ` +\n `Make sure the parent window sends _bridge:init message. ` +\n `Check that the iframe has correct sandbox attributes (allow-scripts required) and same-origin/cross-origin settings. ` +\n `Create a new Controller instance to retry (this instance has been cleaned up).`,\n { details: { timeout } },\n );\n this.handleError(error);\n reject(error);\n }, timeout);\n\n // Listen for init message from parent\n this.boundMessageHandler = (e: MessageEvent) => {\n if (parentOrigin !== '*' && e.origin !== parentOrigin) return;\n\n const msg = e.data;\n if (!isBridgeMessage(msg)) return;\n\n if (msg.type === '_bridge:init') {\n clearTimeout(timeoutId);\n this.handleInit(msg as BridgeInitMessage, parentOrigin, resolve, reject);\n } else if (msg.type === '_bridge:update') {\n this.handleUpdate(msg as BridgeUpdateMessage);\n }\n };\n\n window.addEventListener('message', this.boundMessageHandler);\n\n // Signal ready to parent\n this.logger.lifecycle('Sending _bridge:ready to parent');\n window.parent.postMessage({ type: '_bridge:ready' }, parentOrigin);\n });\n }\n\n private handleInit(\n msg: BridgeInitMessage,\n parentOrigin: string,\n resolve: () => void,\n reject: (err: Error) => void,\n ): void {\n const initPayload = msg.payload;\n\n this.logger.debug('Received _bridge:init', initPayload);\n\n // MIN-A1-1: Runtime validation of _bridge:init payload structure\n try {\n validateInitPayload(initPayload);\n } catch (err) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Invalid _bridge:init payload: ${err instanceof Error ? err.message : String(err)}`,\n { details: { payload: initPayload } }\n );\n this.logger.warn('_bridge:init validation failed', error);\n this.handleError(error);\n reject(error);\n return;\n }\n\n const initData = initPayload;\n\n if (initData.side !== 'player') {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Controller received init for wrong side: ${initData.side}`,\n { details: { side: initData.side } },\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n if (initData.myIndex === undefined) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n 'Missing myIndex in init payload',\n { details: initData },\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n // Initialize transport\n this.transport = new PostMessageTransport(parentOrigin);\n this._roomCode = initData.roomCode;\n this._myIndex = initData.myIndex;\n\n // Track known players for join/leave detection (full ControllerInfo)\n const initPlayers = initData.players as Record<string, unknown>[];\n this._controllers = initPlayers\n .filter(p => typeof p.playerIndex === 'number')\n .map((p) => ({\n playerIndex: (p.playerIndex as number),\n nickname: (p.nickname as string) || (p.name as string) || `Player ${(p.playerIndex as number) + 1}`,\n connected: p.connected !== false,\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n\n this.setupEventHandlers();\n\n this._isReady = true;\n this.logger.lifecycle('Controller ready', {\n roomCode: this._roomCode,\n myIndex: this._myIndex,\n });\n\n // Auto-signal ready unless explicitly disabled via configure()\n const autoReady = getGlobalConfig().autoReady ?? true;\n if (autoReady) {\n this.logger.lifecycle('Auto-signaling ready (autoReady enabled)');\n this.signalReady();\n }\n\n resolve();\n }\n\n private handleUpdate(msg: BridgeUpdateMessage): void {\n if (!this._isReady) {\n this.logger.debug('Ignoring _bridge:update before init completes');\n return;\n }\n const updateData = msg.payload;\n this.logger.debug('Received _bridge:update', updateData);\n\n if (updateData.players && Array.isArray(updateData.players)) {\n const players = updateData.players as Record<string, unknown>[];\n const newControllers: ControllerInfo[] = players\n .filter(p => typeof p.playerIndex === 'number')\n .map(p => ({\n playerIndex: p.playerIndex as number,\n nickname: (p.nickname as string) || (p.name as string) || `Player ${(p.playerIndex as number) + 1}`,\n connected: p.connected !== false,\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n\n const oldControllers = this._controllers;\n\n // Detect joins\n for (const nc of newControllers) {\n if (!oldControllers.some(oc => oc.playerIndex === nc.playerIndex)) {\n this.config.onControllerJoin?.(nc.playerIndex, nc);\n }\n }\n\n // Detect leaves\n for (const oc of oldControllers) {\n if (!newControllers.some(nc => nc.playerIndex === oc.playerIndex)) {\n this.config.onControllerLeave?.(oc.playerIndex);\n }\n }\n\n // Update connected state for existing players and fire disconnect/reconnect callbacks\n for (const nc of newControllers) {\n const oc = oldControllers.find(c => c.playerIndex === nc.playerIndex);\n if (oc) {\n // Detect disconnect (was connected, now not)\n if (oc.connected && !nc.connected) {\n this.logger.debug('Player disconnected (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerDisconnect?.(nc.playerIndex);\n }\n // Detect reconnect (was disconnected, now connected)\n if (!oc.connected && nc.connected) {\n this.logger.debug('Player reconnected (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerReconnect?.(nc.playerIndex, nc);\n }\n }\n }\n\n this._controllers = newControllers;\n }\n }\n\n private setupEventHandlers(): void {\n if (!this.transport) return;\n\n // System events: player join/leave\n // These smore:* events are forwarded by IframeGameBridge's GAME_FACING_EVENTS allowlist.\n // Each handler updates _controllers to stay consistent and prevent duplicate\n // callbacks if _bridge:update also fires with the same data.\n this.registerHandler(SMORE_EVENTS.PLAYER_JOINED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerInfo = data.player as Record<string, unknown> | undefined;\n const playerIndex = playerInfo?.playerIndex as number | undefined ?? data.playerIndex;\n if (playerIndex !== undefined) {\n if (this._controllers.some(c => c.playerIndex === playerIndex)) return;\n const controllerInfo: ControllerInfo = playerInfo ? {\n playerIndex,\n nickname: (playerInfo.nickname as string) || (playerInfo.name as string) || `Player ${playerIndex + 1}`,\n connected: playerInfo.connected !== false,\n appearance: (playerInfo.appearance ?? playerInfo.character) as ControllerInfo['appearance'],\n } : {\n playerIndex,\n nickname: `Player ${playerIndex + 1}`,\n connected: true,\n };\n this._controllers = [...this._controllers, controllerInfo];\n this.logger.debug('Player joined', { playerIndex });\n this.config.onControllerJoin?.(playerIndex, controllerInfo);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_LEFT, (raw: unknown) => {\n const data = raw as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = data.player?.playerIndex ?? data.playerIndex;\n if (playerIndex !== undefined) {\n if (!this._controllers.some(c => c.playerIndex === playerIndex)) return;\n this._controllers = this._controllers.filter(c => c.playerIndex !== playerIndex);\n this.logger.debug('Player left', { playerIndex });\n this.config.onControllerLeave?.(playerIndex);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_DISCONNECTED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerData = data.player;\n const playerIndex = (playerData?.playerIndex as number | undefined) ?? data.playerIndex;\n if (playerIndex !== undefined) {\n // Update connected state in _controllers\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n this.logger.debug('Player disconnected', { playerIndex });\n this.config.onControllerDisconnect?.(playerIndex);\n }\n });\n\n this.registerHandler(SMORE_EVENTS.PLAYER_RECONNECTED, (raw: unknown) => {\n const data = raw as { player?: Record<string, unknown>; playerIndex?: number };\n const playerData = data.player;\n const playerIndex = (playerData?.playerIndex as number | undefined) ?? data.playerIndex;\n if (playerIndex !== undefined) {\n // Build ControllerInfo to match Screen SDK behavior\n const controllerInfo: ControllerInfo = playerData ? {\n playerIndex,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${playerIndex + 1}`,\n connected: true,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n } : {\n playerIndex,\n nickname: `Player ${playerIndex + 1}`,\n connected: true,\n };\n // Update full ControllerInfo in _controllers (reconnect may carry updated data)\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? controllerInfo : c\n );\n this.logger.debug('Player reconnected', { playerIndex });\n this.config.onControllerReconnect?.(playerIndex, controllerInfo);\n }\n });\n\n // Character updated: update appearance in _controllers\n // Server emits { player: player.toDTO(), room: room.toDTO() }\n this.registerHandler(SMORE_EVENTS.PLAYER_CHARACTER_UPDATED, (raw: unknown) => {\n const payload = raw as { player?: { playerIndex?: number; character?: Record<string, unknown> | null; name?: string; nickname?: string } };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const appearance = (playerData.character ?? null) as ControllerInfo['appearance'];\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerData.playerIndex ? { ...c, appearance } : c\n );\n this.logger.debug('Player character updated', { playerIndex: playerData.playerIndex });\n this.config.onCharacterUpdated?.(playerData.playerIndex, appearance ?? null);\n }\n });\n\n // Rate limited: notify when server rate-limits an event\n this.registerHandler(SMORE_EVENTS.RATE_LIMITED, (raw: unknown) => {\n const data = raw as { event?: string };\n const event = data?.event ?? 'unknown';\n this.logger.warn(`Rate limited: ${event}`);\n this.config.onRateLimited?.(event);\n });\n\n // All ready: all participants have signaled ready\n this.registerHandler(SMORE_EVENTS.ALL_READY, () => {\n this.logger.lifecycle('All participants ready');\n this.config.onReady?.();\n });\n\n // Host disconnect/reconnect callbacks (@experimental)\n // The server emits 'smore:host-disconnected' and 'smore:host-reconnected' events,\n // but they are not in IframeGameBridge's GAME_FACING_EVENTS allowlist, so they\n // won't reach SDK games. Once GAME_FACING_EVENTS is updated to include these,\n // register handlers here:\n // this.registerHandler('smore:host-disconnected', () => this.config.onHostDisconnect?.());\n // this.registerHandler('smore:host-reconnected', () => this.config.onHostReconnect?.());\n if (this.config.onHostDisconnect) {\n this.logger.warn('onHostDisconnect is reserved for future use and currently non-functional');\n }\n if (this.config.onHostReconnect) {\n this.logger.warn('onHostReconnect is reserved for future use and currently non-functional');\n }\n\n // User event listeners from config\n // These are tracked in _configListenerEvents so off(event) without handler won't remove them.\n if (this.config.listeners) {\n for (const [event, handler] of Object.entries(this.config.listeners)) {\n if (!handler) continue;\n this._configListenerEvents.add(event);\n\n this.registerHandler(event, (data: unknown) => {\n this.logReceive(event, data);\n try {\n (handler as ControllerEventHandler<unknown>)(data);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event },\n })\n );\n }\n });\n }\n }\n }\n\n private registerHandler(event: string, handler: TransportEventHandler): void {\n if (!this.transport) return;\n this.transport.on(event, handler);\n this.registeredHandlers.push({ event, handler });\n }\n\n // ---------------------------------------------------------------------------\n // Communication Methods\n // ---------------------------------------------------------------------------\n\n /**\n * Send an event to the Screen. Controller-to-Controller direct communication\n * is not supported; all messages must go through the Screen.\n *\n * Data is sent to the Screen only (not to other controllers). For Screen→Controller communication,\n * Screen uses broadcast() or sendToController().\n *\n * @note Fire-and-forget sends (no callback) will silently fail if rate-limited.\n * Use the onError callback or smore:rate-limited event to detect rate limiting.\n */\n send<K extends EventNames<TEvents>>(event: K, data: EventData<TEvents, K>): void {\n this.ensureReady('send');\n validateEventName(event);\n\n if (typeof data !== 'object' || data === null) {\n this.logger.warn(\n 'Event data should be an object. Primitive values will be wrapped as { data: value } by the relay server. ' +\n 'To avoid confusion, wrap explicitly: send(\"event\", { value: 42 }) instead of send(\"event\", 42).'\n );\n }\n\n this.logSend(event, data);\n this.transport!.emit(event, data);\n }\n\n sendRaw(event: string, data?: unknown): void {\n this.ensureReady('sendRaw');\n validateEventName(event);\n\n this.logSend(event, data);\n this.transport!.emit(event, data);\n }\n\n signalReady(): void {\n this.ensureReady('signalReady');\n this.logSend(SMORE_EVENTS.GAME_READY, {});\n this.transport!.emit(SMORE_EVENTS.GAME_READY, {});\n }\n\n // ---------------------------------------------------------------------------\n // Event Subscription\n // ---------------------------------------------------------------------------\n\n /**\n * Register a handler for custom events.\n *\n * When receiving events from Screen's `broadcast()`:\n * handler receives `(data)` — no playerIndex included.\n *\n * When receiving events from Screen's `sendToController()`:\n * handler receives `(data)` — targeted to this specific controller.\n *\n * @note Unlike Screen's `on()` which receives `(playerIndex, data)`,\n * Controller's `on()` receives only `(data)` since there's only one player per controller.\n *\n * Controller's on() handler signature: (data) => void\n * Unlike Screen's (playerIndex, data) => void, Controller doesn't receive playerIndex\n * because Controller only receives events from Screen, not from other controllers.\n * The sender is always the Screen, so playerIndex is not applicable.\n *\n * **Important:** If called before the Controller is ready (i.e., before `await createController()`\n * resolves or before the `onReady` callback fires), the handler is stored locally but\n * will NOT receive events until the transport is initialized. Always call `on()` after\n * initialization completes, or use `config.listeners` for handlers needed from the start.\n */\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event);\n\n // Add to local listeners map\n let listeners = this.eventListeners.get(event);\n if (!listeners) {\n listeners = new Set();\n this.eventListeners.set(event, listeners);\n }\n listeners.add(handler as ControllerEventHandler<unknown>);\n\n // Register with transport if ready\n const transportHandler: TransportEventHandler = (data: unknown) => {\n this.logReceive(event, data);\n try {\n (handler as ControllerEventHandler<unknown>)(data);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event },\n })\n );\n }\n };\n\n if (this.transport) {\n this.transport.on(event, transportHandler);\n this.registeredHandlers.push({ event, handler: transportHandler });\n this.handlerToTransport.set(handler as Function, { event, transportHandler });\n }\n\n // Return unsubscribe function\n return () => {\n listeners?.delete(handler as ControllerEventHandler<unknown>);\n if (listeners?.size === 0) {\n this.eventListeners.delete(event);\n }\n this.transport?.off(event, transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== transportHandler,\n );\n this.handlerToTransport.delete(handler as Function);\n };\n }\n\n /**\n * Add a one-time listener that auto-removes after first call.\n *\n * @note The handler is internally wrapped, so it cannot be removed via\n * `off(event, originalHandler)`. Use the returned unsubscribe function instead.\n *\n * @example\n * ```ts\n * const unsubscribe = controller.once('game-start', (data) => {\n * console.log('Game started!', data);\n * });\n *\n * // To cancel before it fires:\n * unsubscribe();\n * ```\n */\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n const unsubscribe = this.on(event, ((data: EventData<TEvents, K>) => {\n unsubscribe();\n handler(data);\n }) as ControllerEventHandler<EventData<TEvents, K>>);\n return unsubscribe;\n }\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ControllerEventHandler<EventData<TEvents, K>>,\n ): void {\n if (!handler) {\n // Remove all dynamically-added listeners for this event, but preserve\n // config listeners (registered via ControllerConfig.listeners) which are\n // permanent for the lifetime of the Controller instance.\n if (this._configListenerEvents.has(event)) {\n // Only remove handlers that were added via on(), not config listeners.\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) {\n this.transport?.off(event, val.transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== val.transportHandler,\n );\n this.handlerToTransport.delete(key);\n }\n }\n } else {\n // No config listener for this event -- safe to remove everything\n this.eventListeners.delete(event);\n this.transport?.off(event);\n this.registeredHandlers = this.registeredHandlers.filter((h) => h.event !== event);\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) this.handlerToTransport.delete(key);\n }\n }\n } else {\n // Remove specific handler\n const listeners = this.eventListeners.get(event);\n listeners?.delete(handler as ControllerEventHandler<unknown>);\n if (listeners?.size === 0) {\n this.eventListeners.delete(event);\n }\n // Remove specific transport handler via handlerToTransport map\n const entry = this.handlerToTransport.get(handler as Function);\n if (entry) {\n this.transport?.off(event, entry.transportHandler);\n this.registeredHandlers = this.registeredHandlers.filter(\n (h) => h.handler !== entry.transportHandler,\n );\n this.handlerToTransport.delete(handler as Function);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Cleanup\n // ---------------------------------------------------------------------------\n\n destroy(): void {\n if (this._isDestroyed) return;\n\n this.logger.lifecycle('Destroying controller');\n this.cleanup();\n this._isDestroyed = true;\n }\n\n private cleanup(): void {\n this._isReady = false;\n\n // Remove all registered handlers\n for (const { event, handler } of this.registeredHandlers) {\n this.transport?.off(event, handler);\n }\n this.registeredHandlers = [];\n\n // Clear event listeners\n this.eventListeners.clear();\n this.handlerToTransport.clear();\n\n // Destroy transport\n if (this.transport) {\n this.transport.destroy();\n this.transport = null;\n }\n\n // Remove message listener\n if (this.boundMessageHandler) {\n window.removeEventListener('message', this.boundMessageHandler);\n this.boundMessageHandler = null;\n }\n }\n\n // ---------------------------------------------------------------------------\n // Private Helpers\n // ---------------------------------------------------------------------------\n\n private ensureReady(method: string): void {\n if (this._isDestroyed) {\n throw new SmoreSDKError(\n 'DESTROYED',\n `Cannot call ${method}() after destroy()`,\n { details: { method } },\n );\n }\n if (!this._isReady || !this.transport) {\n throw new SmoreSDKError(\n 'NOT_READY',\n `Cannot call ${method}() before controller is ready. ` +\n `Use await createController() or wait for onReady callback.`,\n { details: { method, isReady: this._isReady } },\n );\n }\n }\n\n private handleError(error: SmoreSDKError): void {\n // Always log at warn level so errors are never completely silent\n this.logger.warn(`Error in handler: ${error.message}`);\n if (this.config.onError) {\n this.config.onError(error.toSmoreError());\n } else {\n this.logger.error(error.message, error.details);\n }\n }\n\n private logSend(event: string, data?: unknown): void {\n this.logger.send(event, data);\n }\n\n private logReceive(event: string, data?: unknown): void {\n this.logger.receive(event, data);\n }\n}\n\n// =============================================================================\n// FACTORY FUNCTION\n// =============================================================================\n\n/**\n * Create a Controller instance for the player/phone side of your game.\n *\n * Returns a Promise that resolves when the controller is ready.\n * The returned object also has an `instance` property for immediate access.\n *\n * @template TEvents - Event map type for type-safe events\n * @param config - Controller configuration\n * @returns Promise that resolves to the Controller instance when ready\n *\n * @example Promise-based (recommended)\n * ```ts\n * const controller = await createController<MyEvents>({\n * listeners: {\n * 'phase-update': (data) => setPhase(data.phase),\n * },\n * });\n *\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const result = createController<MyEvents>({\n * onReady: () => {\n * result.instance.send('ready', {});\n * },\n * listeners: { ... },\n * });\n * ```\n */\nexport function createController<TEvents extends EventMap = EventMap>(\n config?: ControllerConfig<TEvents>,\n): Promise<Controller<TEvents>> & { instance: Controller<TEvents> } {\n const controller = new ControllerImpl<TEvents>(config ?? {});\n\n const promise = controller.initialize().then(() => controller as Controller<TEvents>);\n\n // Attach instance property for immediate access\n (promise as Promise<Controller<TEvents>> & { instance: Controller<TEvents> }).instance =\n controller;\n\n return promise as Promise<Controller<TEvents>> & { instance: Controller<TEvents> 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package/dist/cjs/screen.cjs
CHANGED
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@@ -105,8 +105,7 @@ class ScreenImpl {
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|
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105
105
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roomCode: this._roomCode,
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106
106
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controllers: this._controllers.length
|
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107
107
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});
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108
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-
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109
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-
const autoReady = this.config.autoReady ?? config.getGlobalConfig().autoReady ?? true;
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108
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+
const autoReady = config.getGlobalConfig().autoReady ?? true;
|
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110
109
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if (autoReady) {
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|
111
110
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this.logger.lifecycle("Auto-signaling ready (autoReady enabled)");
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|
112
111
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this.signalReady();
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@@ -231,7 +230,7 @@ class ScreenImpl {
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231
230
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});
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|
232
231
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this.registerTransportHandler(events.SMORE_EVENTS.ALL_READY, () => {
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233
232
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this.logger.lifecycle("All participants ready");
|
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234
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-
this.config.
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233
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+
this.config.onReady?.();
|
|
235
234
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});
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236
235
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if (this.config.listeners) {
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237
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for (const [event, handler] of Object.entries(this.config.listeners)) {
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package/dist/cjs/screen.cjs.map
CHANGED
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screen.cjs","sources":["../../src/screen.ts"],"sourcesContent":["/**\n * createScreen - Factory function for Screen instances (Host/TV side)\n *\n * Promise-based factory with type-safe event handling and comprehensive error management.\n *\n * @example Promise-based (recommended)\n * ```ts\n * interface MyEvents {\n * tap: { x: number; y: number };\n * 'phase-update': { phase: 'lobby' | 'playing' | 'results' };\n * }\n *\n * const screen = await createScreen<MyEvents>({\n * listeners: {\n * tap: (playerIndex, data) => console.log(`Player ${playerIndex} tapped at`, data.x, data.y),\n * },\n * });\n *\n * screen.broadcast('phase-update', { phase: 'playing' });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const screen = createScreen<MyEvents>({\n * onReady: () => screen.broadcast('ready', {}),\n * listeners: { ... },\n * });\n * // Use screen.instance for immediate access\n * ```\n */\n\nimport type {\n EventMap,\n EventNames,\n EventData,\n Screen,\n ScreenConfig,\n ScreenEventHandler,\n ControllerInfo,\n PlayerIndex,\n RoomCode,\n GameResults,\n} from './types';\nimport type { Transport, TransportEventHandler } from './transport/types';\nimport { PostMessageTransport } from './transport/PostMessageTransport';\nimport { isBridgeMessage, validateInitPayload, type BridgeInitMessage, type BridgeUpdateMessage } from './transport/protocol';\nimport { SmoreSDKError } from './errors';\nimport { SMORE_EVENTS, validateEventName } from './events';\nimport { DebugLogger } from './logger';\nimport { getGlobalConfig } from './config';\n\n// =============================================================================\n// CONSTANTS\n// =============================================================================\n\nconst DEFAULT_TIMEOUT = 10000;\n\n// =============================================================================\n// VALIDATION\n// =============================================================================\n\nfunction validatePlayerIndex(playerIndex: PlayerIndex, controllers: readonly ControllerInfo[]): void {\n if (typeof playerIndex !== 'number' || !Number.isInteger(playerIndex)) {\n throw new SmoreSDKError('INVALID_PLAYER', 'Player index must be an integer');\n }\n if (!controllers.some(c => c.playerIndex === playerIndex)) {\n throw new SmoreSDKError(\n 'INVALID_PLAYER',\n `No controller found with player index ${playerIndex}`,\n { details: { playerIndex } }\n );\n }\n}\n\n// =============================================================================\n// SCREEN IMPLEMENTATION\n// =============================================================================\n\nclass ScreenImpl<TEvents extends EventMap> implements Screen<TEvents> {\n private transport: Transport | null = null;\n private config: ScreenConfig<TEvents>;\n private logger: DebugLogger;\n\n private _controllers: ControllerInfo[] = [];\n private _roomCode: RoomCode = '';\n private _isReady = false;\n private _isDestroyed = false;\n\n private eventHandlers = new Map<string, Set<ScreenEventHandler<unknown>>>();\n private registeredTransportHandlers: Array<{ event: string; handler: TransportEventHandler }> = [];\n private boundMessageHandler: ((e: MessageEvent) => void) | null = null;\n // Maps user-facing handler → transport wrappedHandler for proper cleanup in on()/off()\n private handlerToTransport = new Map<Function, { event: string; transportHandler: TransportEventHandler }>();\n // Tracks event names registered via config.listeners so off(event) without handler won't remove them\n private _configListenerEvents = new Set<string>();\n\n constructor(config: ScreenConfig<TEvents> = {}) {\n this.config = config;\n this.logger = new DebugLogger(config.debug, '[SmoreScreen]');\n\n // Validate event names in initial listeners\n if (config.listeners) {\n for (const event of Object.keys(config.listeners)) {\n validateEventName(event);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Initialization (called by factory)\n // ---------------------------------------------------------------------------\n\n async initialize(): Promise<void> {\n this.logger.lifecycle('Initializing screen...');\n\n const parentOrigin = this.config.parentOrigin ?? '*';\n const timeout = this.config.timeout ?? DEFAULT_TIMEOUT;\n\n return new Promise<void>((resolve, reject) => {\n const timeoutId = setTimeout(() => {\n this.cleanup();\n const error = new SmoreSDKError(\n 'TIMEOUT',\n `Screen initialization timed out after ${timeout}ms. ` +\n `Make sure the parent frame sends _bridge:init. ` +\n `Check that the iframe has correct sandbox attributes (allow-scripts required) and same-origin/cross-origin settings. ` +\n `Create a new Screen instance to retry (this instance has been cleaned up).`,\n { details: { timeout } }\n );\n this.handleError(error);\n reject(error);\n }, timeout);\n\n this.boundMessageHandler = (e: MessageEvent) => {\n if (parentOrigin !== '*' && e.origin !== parentOrigin) return;\n\n const msg = e.data;\n if (!isBridgeMessage(msg)) return;\n\n if (msg.type === '_bridge:init') {\n clearTimeout(timeoutId);\n const initPayload = (msg as BridgeInitMessage).payload;\n\n // MIN-A1-1: Runtime validation of _bridge:init payload structure\n try {\n validateInitPayload(initPayload);\n } catch (err) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Invalid _bridge:init payload: ${err instanceof Error ? err.message : String(err)}`,\n { details: { payload: initPayload } }\n );\n this.logger.warn('_bridge:init validation failed', error);\n this.handleError(error);\n reject(error);\n return;\n }\n\n const initData = initPayload;\n\n if (initData.side !== 'host') {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Received init for wrong side: ${initData.side}. Expected \"host\".`,\n { details: { side: initData.side } }\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n // Initialize transport\n this.transport = new PostMessageTransport(parentOrigin);\n this._roomCode = initData.roomCode;\n this._controllers = this.mapControllersFromInit(initData.players);\n\n // MIN-14: Warn if initialized with zero controllers\n if (this._controllers.length === 0) {\n this.logger.warn('Screen initialized with zero controllers');\n }\n\n this.setupEventHandlers();\n this._isReady = true;\n\n this.logger.lifecycle('Screen ready', {\n roomCode: this._roomCode,\n controllers: this._controllers.length,\n });\n\n this.config.onReady?.();\n\n // Auto-signal ready unless explicitly disabled\n // Check: instance config > global config > default (true)\n const autoReady = this.config.autoReady ?? getGlobalConfig().autoReady ?? true;\n if (autoReady) {\n this.logger.lifecycle('Auto-signaling ready (autoReady enabled)');\n this.signalReady();\n }\n\n resolve();\n } else if (msg.type === '_bridge:update') {\n if (!this._isReady) {\n this.logger.debug('Ignoring _bridge:update before init completes');\n return;\n }\n const updateData = (msg as BridgeUpdateMessage).payload;\n\n if (updateData.players && Array.isArray(updateData.players)) {\n const oldControllers = this._controllers;\n const newControllers = this.mapControllersFromInit(updateData.players);\n this._controllers = newControllers;\n\n // NOTE: _bridge:update is only delivered during initialization or when GameOverlay\n // re-renders (rare). Mid-game player updates are handled by transport events\n // (smore:player-joined, smore:player-left, etc.) which bypass _bridge:update entirely.\n // The join/leave detection below is a defensive fallback, not the primary update path.\n\n // Detect joins\n for (const nc of newControllers) {\n if (!oldControllers.some(oc => oc.playerIndex === nc.playerIndex)) {\n this.logger.lifecycle('Controller joined (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerJoin?.(nc.playerIndex, nc);\n }\n }\n\n // Detect leaves\n for (const oc of oldControllers) {\n if (!newControllers.some(nc => nc.playerIndex === oc.playerIndex)) {\n this.logger.lifecycle('Controller left (via update)', { playerIndex: oc.playerIndex });\n this.config.onControllerLeave?.(oc.playerIndex);\n }\n }\n }\n this.logger.lifecycle('Room updated', {\n controllers: this._controllers.length,\n });\n }\n };\n\n window.addEventListener('message', this.boundMessageHandler);\n\n // Signal ready to parent\n window.parent.postMessage({ type: '_bridge:ready' }, parentOrigin);\n this.logger.lifecycle('Sent _bridge:ready to parent');\n });\n }\n\n private mapControllersFromInit(players: unknown[]): ControllerInfo[] {\n return (players as Record<string, unknown>[]).map((p, index) => ({\n playerIndex: (p.playerIndex as number) ?? index,\n // Fallback to `nickname` for defensive compatibility (server currently always sends `name`)\n nickname: (p.nickname as string) || (p.name as string) || `Player ${index + 1}`,\n connected: p.connected !== false,\n // Fallback to `appearance` for defensive compatibility (server currently always sends `character`)\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n }\n\n\n private setupEventHandlers(): void {\n if (!this.transport) return;\n\n // System events: player join/leave/reconnect\n // These smore:* events are forwarded by IframeGameBridge's GAME_FACING_EVENTS allowlist.\n // Each handler updates _controllers to stay consistent and prevent duplicate\n // callbacks if _bridge:update also fires with the same data.\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_JOINED, (data: unknown) => {\n const payload = data as { player?: Record<string, unknown> };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const controllerInfo: ControllerInfo = {\n playerIndex: playerData.playerIndex as number,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${(playerData.playerIndex as number) + 1}`,\n connected: playerData.connected !== false,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n };\n if (this._controllers.some(c => c.playerIndex === controllerInfo.playerIndex)) return;\n this._controllers = [...this._controllers, controllerInfo];\n this.logger.lifecycle('Controller joined', { playerIndex: controllerInfo.playerIndex });\n this.config.onControllerJoin?.(controllerInfo.playerIndex, controllerInfo);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_LEFT, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = payload?.player?.playerIndex ?? payload?.playerIndex;\n if (typeof playerIndex === 'number') {\n if (!this._controllers.some(c => c.playerIndex === playerIndex)) return;\n this._controllers = this._controllers.filter(c => c.playerIndex !== playerIndex);\n this.logger.lifecycle('Controller left', { playerIndex });\n this.config.onControllerLeave?.(playerIndex);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_DISCONNECTED, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = payload?.player?.playerIndex ?? payload?.playerIndex;\n if (typeof playerIndex === 'number') {\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n this.logger.lifecycle('Controller disconnected', { playerIndex });\n this.config.onControllerDisconnect?.(playerIndex);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_RECONNECTED, (data: unknown) => {\n const payload = data as { player?: Record<string, unknown> };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const controllerInfo: ControllerInfo = {\n playerIndex: playerData.playerIndex as number,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${(playerData.playerIndex as number) + 1}`,\n connected: true,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n };\n this._controllers = this._controllers.map(c =>\n c.playerIndex === controllerInfo.playerIndex ? controllerInfo : c\n );\n this.logger.lifecycle('Controller reconnected', { playerIndex: controllerInfo.playerIndex });\n this.config.onControllerReconnect?.(controllerInfo.playerIndex, controllerInfo);\n }\n });\n\n // Character updated: update appearance in _controllers\n // Server emits { player: player.toDTO(), room: room.toDTO() }\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_CHARACTER_UPDATED, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number; character?: Record<string, unknown> | null; name?: string; nickname?: string } };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const appearance = (playerData.character ?? null) as ControllerInfo['appearance'];\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerData.playerIndex ? { ...c, appearance } : c\n );\n this.logger.lifecycle('Player character updated', { playerIndex: playerData.playerIndex });\n this.config.onCharacterUpdated?.(playerData.playerIndex, appearance ?? null);\n }\n });\n\n // Rate limited: notify when server rate-limits an event\n this.registerTransportHandler(SMORE_EVENTS.RATE_LIMITED, (data: unknown) => {\n const payload = data as { event?: string };\n const event = payload?.event ?? 'unknown';\n this.logger.warn(`Rate limited: ${event}`);\n this.config.onRateLimited?.(event);\n });\n\n // All ready: all participants have signaled ready\n this.registerTransportHandler(SMORE_EVENTS.ALL_READY, () => {\n this.logger.lifecycle('All participants ready');\n this.config.onAllReady?.();\n });\n\n // User event listeners from config\n // These are tracked in _configListenerEvents so off(event) without handler won't remove them.\n if (this.config.listeners) {\n for (const [event, handler] of Object.entries(this.config.listeners)) {\n if (!handler) continue;\n this._configListenerEvents.add(event);\n this.setupUserEventHandler(event, handler as ScreenEventHandler<unknown>);\n }\n }\n }\n\n /**\n * Sets up a user event handler with playerIndex extraction.\n *\n * Events received from controllers are dropped if they lack a playerIndex field.\n * This is a security measure to prevent controller impersonation - the relay server\n * automatically attaches playerIndex based on the sender's authenticated session,\n * ensuring controllers cannot forge events as other players.\n *\n * Note: `playerIndex` is a reserved field name in event payloads.\n * It is automatically extracted by the SDK and passed as the first argument\n * to Screen event handlers. Game developers must NOT use `playerIndex` as\n * a custom data field name -- it will be stripped from the data object.\n */\n private setupUserEventHandler(event: string, handler: ScreenEventHandler<unknown>): void {\n const wrappedHandler = (data: unknown) => {\n this.logger.receive(event, data);\n const payload = data as { playerIndex?: number };\n // `playerIndex` is a reserved field injected by the relay server.\n // It is extracted here and passed as the first argument to the handler.\n const { playerIndex, ...rest } = payload as { playerIndex?: number; [key: string]: unknown };\n if (typeof playerIndex === 'number') {\n try {\n handler(playerIndex, rest);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event, playerIndex },\n })\n );\n }\n } else {\n // Drop events without playerIndex to prevent impersonation.\n // The relay server attaches playerIndex automatically based on sender's session.\n this.logger.debug(`Dropping event \"${event}\" without playerIndex`, data);\n }\n };\n\n this.registerTransportHandler(event, wrappedHandler);\n\n // Also store in eventHandlers for on/off management\n let handlers = this.eventHandlers.get(event);\n if (!handlers) {\n handlers = new Set();\n this.eventHandlers.set(event, handlers);\n }\n handlers.add(handler);\n }\n\n private registerTransportHandler(event: string, handler: TransportEventHandler): void {\n if (!this.transport) return;\n this.transport.on(event, handler);\n this.registeredTransportHandlers.push({ event, handler });\n }\n\n // ---------------------------------------------------------------------------\n // Properties (readonly)\n // ---------------------------------------------------------------------------\n\n /**\n * Returns a new shallow copy of the controllers array on every access.\n * Cache the result if accessing repeatedly in the same frame/tick.\n */\n get controllers(): readonly ControllerInfo[] {\n return [...this._controllers];\n }\n\n get roomCode(): RoomCode {\n return this._roomCode;\n }\n\n get isReady(): boolean {\n return this._isReady;\n }\n\n get isDestroyed(): boolean {\n return this._isDestroyed;\n }\n\n // ---------------------------------------------------------------------------\n // Communication Methods\n // ---------------------------------------------------------------------------\n\n /**\n * Send type-safe events to all controllers.\n *\n * Uses EventMap generic for compile-time type checking of event names and data payloads.\n * Runtime behavior is identical to broadcastRaw - both call validateEventName at runtime.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n * @note Fire-and-forget sends (no callback) will silently fail if rate-limited.\n * Use the onError callback or smore:rate-limited event to detect rate limiting.\n *\n * Warning: Avoid sending primitive values directly (string, number, boolean).\n * Wrap in an object: broadcast('event', { value: 42 }) instead of broadcast('event', 42)\n *\n * @see broadcastRaw for bypassing TypeScript type checking (runtime behavior identical)\n */\n broadcast<K extends EventNames<TEvents>>(event: K, data: EventData<TEvents, K>): void {\n this.ensureReady('broadcast');\n validateEventName(event);\n this.logger.send(event, data);\n this.transport!.emit(event, data);\n }\n\n /**\n * Send events to all controllers without TypeScript type checking.\n *\n * Bypasses EventMap generic type checks at compile time.\n * Runtime behavior is identical to broadcast - both call validateEventName at runtime.\n *\n * Use this when you need dynamic event names or when working without a predefined EventMap.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n *\n * @see broadcast for type-safe version using EventMap generic\n */\n broadcastRaw(event: string, data?: unknown): void {\n this.ensureReady('broadcastRaw');\n validateEventName(event);\n this.logger.send(event, data);\n this.transport!.emit(event, data);\n }\n\n /**\n * Send an event to a specific controller.\n *\n * **Reserved field:** `targetPlayerIndex` is automatically merged into the data payload\n * to route the event to the specified controller. Game developers should avoid using\n * `targetPlayerIndex` as a custom data field name to prevent conflicts.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n *\n * @param playerIndex - Target controller's player index\n * @param event - Event name\n * @param data - Event data payload\n */\n sendToController<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>\n ): void {\n this.ensureReady('sendToController');\n validateEventName(event);\n validatePlayerIndex(playerIndex, this._controllers);\n\n // MIN-A2-2: Warn if targetPlayerIndex already exists in data (reserved field)\n if (data && typeof data === 'object' && 'targetPlayerIndex' in data) {\n this.logger.warn(\n `Event \"${event}\" data contains reserved field \"targetPlayerIndex\" which will be overwritten for routing.`\n );\n }\n\n this.logger.send(`${event} -> Player ${playerIndex}`, data);\n this.transport!.emit(event, {\n targetPlayerIndex: playerIndex,\n ...(data && typeof data === 'object' ? data : { data }),\n });\n }\n\n sendToControllerRaw(playerIndex: PlayerIndex, event: string, data?: unknown): void {\n this.ensureReady('sendToControllerRaw');\n validateEventName(event);\n validatePlayerIndex(playerIndex, this._controllers);\n\n // MIN-A2-2: Warn if targetPlayerIndex already exists in data (reserved field)\n if (data && typeof data === 'object' && 'targetPlayerIndex' in data) {\n this.logger.warn(\n `Event \"${event}\" data contains reserved field \"targetPlayerIndex\" which will be overwritten for routing.`\n );\n }\n\n this.logger.send(`${event} -> Player ${playerIndex}`, data);\n this.transport!.emit(event, {\n targetPlayerIndex: playerIndex,\n ...(data && typeof data === 'object' ? data : { data }),\n });\n }\n\n // ---------------------------------------------------------------------------\n // Game Lifecycle\n // ---------------------------------------------------------------------------\n\n gameOver(results?: GameResults): void {\n this.ensureReady('gameOver');\n this.logger.lifecycle('Game over', results);\n this.transport!.emit(SMORE_EVENTS.GAME_OVER, { results });\n }\n\n signalReady(): void {\n this.ensureReady('signalReady');\n this.logger.lifecycle('Signaling ready');\n this.transport!.emit(SMORE_EVENTS.GAME_READY, {});\n }\n\n // ---------------------------------------------------------------------------\n // Event Subscription\n // ---------------------------------------------------------------------------\n\n /**\n * Register an event handler for messages from controllers.\n *\n * **Important:** If called before the Screen is ready (i.e., before `await createScreen()`\n * resolves or before the `onReady` callback fires), the handler is stored locally but\n * will NOT be registered with the transport layer. This means the handler will never\n * fire for events received during the pre-ready window. Always call `on()` after\n * initialization completes, or use `config.listeners` for handlers needed from the start.\n */\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>\n ): () => void {\n validateEventName(event);\n\n let handlers = this.eventHandlers.get(event);\n if (!handlers) {\n handlers = new Set();\n this.eventHandlers.set(event, handlers);\n }\n handlers.add(handler as ScreenEventHandler<unknown>);\n\n // Also register on transport if ready\n let wrappedHandler: TransportEventHandler | null = null;\n if (this.transport) {\n wrappedHandler = (data: unknown) => {\n this.logger.receive(event, data);\n const payload = data as { playerIndex?: number };\n const { playerIndex, ...rest } = payload as { playerIndex?: number; [key: string]: unknown };\n if (typeof playerIndex === 'number') {\n try {\n handler(playerIndex, rest as EventData<TEvents, K>);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n })\n );\n }\n } else {\n this.logger.debug(`Dropping event \"${event}\" without playerIndex`, data);\n }\n };\n this.registerTransportHandler(event, wrappedHandler);\n this.handlerToTransport.set(handler as Function, { event, transportHandler: wrappedHandler });\n }\n\n // Return unsubscribe function\n return () => {\n handlers?.delete(handler as ScreenEventHandler<unknown>);\n if (handlers?.size === 0) {\n this.eventHandlers.delete(event);\n }\n if (wrappedHandler) {\n this.transport?.off(event, wrappedHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== wrappedHandler\n );\n this.handlerToTransport.delete(handler as Function);\n }\n };\n }\n\n /**\n * Register an event handler that will be called only once.\n *\n * The handler is automatically removed after the first invocation.\n *\n * **Important:** The wrapped handler cannot be removed via `off(event, originalHandler)`.\n * Use the returned unsubscribe function instead.\n *\n * @param event - Event name to listen for\n * @param handler - Handler function to call once\n * @returns Unsubscribe function to remove the handler before it fires\n *\n * @example\n * ```ts\n * const unsubscribe = screen.once('ready', (playerIndex, data) => {\n * console.log('Ready event received');\n * });\n *\n * // To remove before the event fires:\n * unsubscribe();\n * ```\n */\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>\n ): () => void {\n const wrappedHandler: ScreenEventHandler<EventData<TEvents, K>> = (playerIndex, data) => {\n unsubscribe();\n handler(playerIndex, data);\n };\n const unsubscribe = this.on(event, wrappedHandler);\n return unsubscribe;\n }\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ScreenEventHandler<EventData<TEvents, K>>\n ): void {\n if (!handler) {\n // Remove all dynamically-added handlers for this event, but preserve\n // config listeners (registered via ScreenConfig.listeners) which are\n // permanent for the lifetime of the Screen instance.\n if (this._configListenerEvents.has(event)) {\n // Only remove handlers that were added via on(), not config listeners.\n // Remove handlerToTransport entries (these are from on() calls only).\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) {\n this.transport?.off(event, val.transportHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== val.transportHandler\n );\n this.handlerToTransport.delete(key);\n }\n }\n // Remove dynamically-added entries from eventHandlers but don't delete the Set\n // (config handler is still in it)\n } else {\n // No config listener for this event -- safe to remove everything\n this.eventHandlers.delete(event);\n this.transport?.off(event);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(h => h.event !== event);\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) this.handlerToTransport.delete(key);\n }\n }\n } else {\n const handlers = this.eventHandlers.get(event);\n handlers?.delete(handler as ScreenEventHandler<unknown>);\n if (handlers?.size === 0) {\n this.eventHandlers.delete(event);\n }\n // Remove specific transport handler\n const entry = this.handlerToTransport.get(handler as Function);\n if (entry) {\n this.transport?.off(event, entry.transportHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== entry.transportHandler\n );\n this.handlerToTransport.delete(handler as Function);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Utilities\n // ---------------------------------------------------------------------------\n\n getController(playerIndex: PlayerIndex): ControllerInfo | undefined {\n return this._controllers.find((c) => c.playerIndex === playerIndex);\n }\n\n getControllerCount(): number {\n return this._controllers.filter((c) => c.connected).length;\n }\n\n /**\n * Check if there is at least one connected controller.\n * Useful for detecting when all players have disconnected\n * (e.g., to pause the game or show a waiting screen).\n *\n * Use this in onControllerDisconnect callback to detect when all controllers have disconnected.\n *\n * @example\n * ```ts\n * const screen = await createScreen<MyEvents>({\n * onControllerDisconnect: (playerIndex) => {\n * if (!screen.hasAnyConnectedControllers()) {\n * console.log('All controllers disconnected!');\n * screen.broadcast('waiting-for-players', {});\n * }\n * },\n * });\n * ```\n */\n hasAnyConnectedControllers(): boolean {\n return this._controllers.some((c) => c.connected);\n }\n\n // ---------------------------------------------------------------------------\n // Cleanup\n // ---------------------------------------------------------------------------\n\n destroy(): void {\n if (this._isDestroyed) return;\n\n this.logger.lifecycle('Destroying screen...');\n this._isDestroyed = true;\n this._isReady = false;\n\n this.cleanup();\n this.logger.lifecycle('Screen destroyed');\n }\n\n private cleanup(): void {\n // Remove all registered transport handlers\n for (const { event, handler } of this.registeredTransportHandlers) {\n this.transport?.off(event, handler);\n }\n this.registeredTransportHandlers = [];\n\n // Clear event handlers\n this.eventHandlers.clear();\n this.handlerToTransport.clear();\n\n // Destroy transport\n if (this.transport instanceof PostMessageTransport) {\n this.transport.destroy();\n }\n this.transport = null;\n\n // Remove message listener\n if (this.boundMessageHandler) {\n window.removeEventListener('message', this.boundMessageHandler);\n this.boundMessageHandler = null;\n }\n }\n\n // ---------------------------------------------------------------------------\n // Error Handling\n // ---------------------------------------------------------------------------\n\n private handleError(error: SmoreSDKError): void {\n // Always log at warn level so errors are never completely silent\n this.logger.warn(`Error in handler: ${error.message}`);\n const smoreError = error.toSmoreError();\n if (this.config.onError) {\n this.config.onError(smoreError);\n } else {\n this.logger.error(error.message, error.details);\n }\n }\n\n private ensureReady(method: string): void {\n if (this._isDestroyed) {\n throw new SmoreSDKError(\n 'DESTROYED',\n `Cannot call ${method}() after destroy()`,\n { details: { method } }\n );\n }\n if (!this._isReady || !this.transport) {\n throw new SmoreSDKError(\n 'NOT_READY',\n `Cannot call ${method}() before screen is ready. Use await createScreen() or onReady callback.`,\n { details: { method } }\n );\n }\n }\n}\n\n// =============================================================================\n// FACTORY FUNCTION\n// =============================================================================\n\n/**\n * Create a Screen instance for the host/TV side of your game.\n *\n * Returns a Promise that resolves when the screen is ready.\n * The promise also has an `instance` property for immediate access (use with onReady callback).\n *\n * @template TEvents - Event map type for type-safe events\n * @param config - Screen configuration\n * @returns Promise that resolves to the Screen instance when ready\n *\n * @example Promise-based (recommended)\n * ```ts\n * const screen = await createScreen<MyEvents>({\n * listeners: {\n * tap: (playerIndex, data) => handleTap(playerIndex, data),\n * },\n * });\n *\n * screen.broadcast('game-start', { countdown: 3 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const { instance: screen } = createScreen<MyEvents>({\n * onReady: () => {\n * screen.broadcast('game-start', { countdown: 3 });\n * },\n * listeners: { ... },\n * });\n * ```\n */\nexport function createScreen<TEvents extends EventMap = EventMap>(\n config?: ScreenConfig<TEvents>\n): Promise<Screen<TEvents>> & { instance: Screen<TEvents> } {\n const screen = new ScreenImpl<TEvents>(config);\n\n const promise = screen.initialize().then(() => screen as Screen<TEvents>);\n\n // Attach instance for callback-based usage\n (promise as Promise<Screen<TEvents>> & { instance: Screen<TEvents> }).instance =\n screen as Screen<TEvents>;\n\n return promise as Promise<Screen<TEvents>> & { instance: Screen<TEvents> 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{"version":3,"file":"screen.cjs","sources":["../../src/screen.ts"],"sourcesContent":["/**\n * createScreen - Factory function for Screen instances (Host/TV side)\n *\n * Promise-based factory with type-safe event handling and comprehensive error management.\n *\n * @example Promise-based (recommended)\n * ```ts\n * interface MyEvents {\n * tap: { x: number; y: number };\n * 'phase-update': { phase: 'lobby' | 'playing' | 'results' };\n * }\n *\n * const screen = await createScreen<MyEvents>({\n * listeners: {\n * tap: (playerIndex, data) => console.log(`Player ${playerIndex} tapped at`, data.x, data.y),\n * },\n * });\n *\n * screen.broadcast('phase-update', { phase: 'playing' });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const screen = createScreen<MyEvents>({\n * onReady: () => screen.broadcast('ready', {}),\n * listeners: { ... },\n * });\n * // Use screen.instance for immediate access\n * ```\n */\n\nimport type {\n EventMap,\n EventNames,\n EventData,\n Screen,\n ScreenConfig,\n ScreenEventHandler,\n ControllerInfo,\n PlayerIndex,\n RoomCode,\n GameResults,\n} from './types';\nimport type { Transport, TransportEventHandler } from './transport/types';\nimport { PostMessageTransport } from './transport/PostMessageTransport';\nimport { isBridgeMessage, validateInitPayload, type BridgeInitMessage, type BridgeUpdateMessage } from './transport/protocol';\nimport { SmoreSDKError } from './errors';\nimport { SMORE_EVENTS, validateEventName } from './events';\nimport { DebugLogger } from './logger';\nimport { getGlobalConfig } from './config';\n\n// =============================================================================\n// CONSTANTS\n// =============================================================================\n\nconst DEFAULT_TIMEOUT = 10000;\n\n// =============================================================================\n// VALIDATION\n// =============================================================================\n\nfunction validatePlayerIndex(playerIndex: PlayerIndex, controllers: readonly ControllerInfo[]): void {\n if (typeof playerIndex !== 'number' || !Number.isInteger(playerIndex)) {\n throw new SmoreSDKError('INVALID_PLAYER', 'Player index must be an integer');\n }\n if (!controllers.some(c => c.playerIndex === playerIndex)) {\n throw new SmoreSDKError(\n 'INVALID_PLAYER',\n `No controller found with player index ${playerIndex}`,\n { details: { playerIndex } }\n );\n }\n}\n\n// =============================================================================\n// SCREEN IMPLEMENTATION\n// =============================================================================\n\nclass ScreenImpl<TEvents extends EventMap> implements Screen<TEvents> {\n private transport: Transport | null = null;\n private config: ScreenConfig<TEvents>;\n private logger: DebugLogger;\n\n private _controllers: ControllerInfo[] = [];\n private _roomCode: RoomCode = '';\n private _isReady = false;\n private _isDestroyed = false;\n\n private eventHandlers = new Map<string, Set<ScreenEventHandler<unknown>>>();\n private registeredTransportHandlers: Array<{ event: string; handler: TransportEventHandler }> = [];\n private boundMessageHandler: ((e: MessageEvent) => void) | null = null;\n // Maps user-facing handler → transport wrappedHandler for proper cleanup in on()/off()\n private handlerToTransport = new Map<Function, { event: string; transportHandler: TransportEventHandler }>();\n // Tracks event names registered via config.listeners so off(event) without handler won't remove them\n private _configListenerEvents = new Set<string>();\n\n constructor(config: ScreenConfig<TEvents> = {}) {\n this.config = config;\n this.logger = new DebugLogger(config.debug, '[SmoreScreen]');\n\n // Validate event names in initial listeners\n if (config.listeners) {\n for (const event of Object.keys(config.listeners)) {\n validateEventName(event);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Initialization (called by factory)\n // ---------------------------------------------------------------------------\n\n async initialize(): Promise<void> {\n this.logger.lifecycle('Initializing screen...');\n\n const parentOrigin = this.config.parentOrigin ?? '*';\n const timeout = this.config.timeout ?? DEFAULT_TIMEOUT;\n\n return new Promise<void>((resolve, reject) => {\n const timeoutId = setTimeout(() => {\n this.cleanup();\n const error = new SmoreSDKError(\n 'TIMEOUT',\n `Screen initialization timed out after ${timeout}ms. ` +\n `Make sure the parent frame sends _bridge:init. ` +\n `Check that the iframe has correct sandbox attributes (allow-scripts required) and same-origin/cross-origin settings. ` +\n `Create a new Screen instance to retry (this instance has been cleaned up).`,\n { details: { timeout } }\n );\n this.handleError(error);\n reject(error);\n }, timeout);\n\n this.boundMessageHandler = (e: MessageEvent) => {\n if (parentOrigin !== '*' && e.origin !== parentOrigin) return;\n\n const msg = e.data;\n if (!isBridgeMessage(msg)) return;\n\n if (msg.type === '_bridge:init') {\n clearTimeout(timeoutId);\n const initPayload = (msg as BridgeInitMessage).payload;\n\n // MIN-A1-1: Runtime validation of _bridge:init payload structure\n try {\n validateInitPayload(initPayload);\n } catch (err) {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Invalid _bridge:init payload: ${err instanceof Error ? err.message : String(err)}`,\n { details: { payload: initPayload } }\n );\n this.logger.warn('_bridge:init validation failed', error);\n this.handleError(error);\n reject(error);\n return;\n }\n\n const initData = initPayload;\n\n if (initData.side !== 'host') {\n const error = new SmoreSDKError(\n 'INIT_FAILED',\n `Received init for wrong side: ${initData.side}. Expected \"host\".`,\n { details: { side: initData.side } }\n );\n this.handleError(error);\n reject(error);\n return;\n }\n\n // Initialize transport\n this.transport = new PostMessageTransport(parentOrigin);\n this._roomCode = initData.roomCode;\n this._controllers = this.mapControllersFromInit(initData.players);\n\n // MIN-14: Warn if initialized with zero controllers\n if (this._controllers.length === 0) {\n this.logger.warn('Screen initialized with zero controllers');\n }\n\n this.setupEventHandlers();\n this._isReady = true;\n\n this.logger.lifecycle('Screen ready', {\n roomCode: this._roomCode,\n controllers: this._controllers.length,\n });\n\n // Auto-signal ready unless explicitly disabled via configure()\n const autoReady = getGlobalConfig().autoReady ?? true;\n if (autoReady) {\n this.logger.lifecycle('Auto-signaling ready (autoReady enabled)');\n this.signalReady();\n }\n\n resolve();\n } else if (msg.type === '_bridge:update') {\n if (!this._isReady) {\n this.logger.debug('Ignoring _bridge:update before init completes');\n return;\n }\n const updateData = (msg as BridgeUpdateMessage).payload;\n\n if (updateData.players && Array.isArray(updateData.players)) {\n const oldControllers = this._controllers;\n const newControllers = this.mapControllersFromInit(updateData.players);\n this._controllers = newControllers;\n\n // NOTE: _bridge:update is only delivered during initialization or when GameOverlay\n // re-renders (rare). Mid-game player updates are handled by transport events\n // (smore:player-joined, smore:player-left, etc.) which bypass _bridge:update entirely.\n // The join/leave detection below is a defensive fallback, not the primary update path.\n\n // Detect joins\n for (const nc of newControllers) {\n if (!oldControllers.some(oc => oc.playerIndex === nc.playerIndex)) {\n this.logger.lifecycle('Controller joined (via update)', { playerIndex: nc.playerIndex });\n this.config.onControllerJoin?.(nc.playerIndex, nc);\n }\n }\n\n // Detect leaves\n for (const oc of oldControllers) {\n if (!newControllers.some(nc => nc.playerIndex === oc.playerIndex)) {\n this.logger.lifecycle('Controller left (via update)', { playerIndex: oc.playerIndex });\n this.config.onControllerLeave?.(oc.playerIndex);\n }\n }\n }\n this.logger.lifecycle('Room updated', {\n controllers: this._controllers.length,\n });\n }\n };\n\n window.addEventListener('message', this.boundMessageHandler);\n\n // Signal ready to parent\n window.parent.postMessage({ type: '_bridge:ready' }, parentOrigin);\n this.logger.lifecycle('Sent _bridge:ready to parent');\n });\n }\n\n private mapControllersFromInit(players: unknown[]): ControllerInfo[] {\n return (players as Record<string, unknown>[]).map((p, index) => ({\n playerIndex: (p.playerIndex as number) ?? index,\n // Fallback to `nickname` for defensive compatibility (server currently always sends `name`)\n nickname: (p.nickname as string) || (p.name as string) || `Player ${index + 1}`,\n connected: p.connected !== false,\n // Fallback to `appearance` for defensive compatibility (server currently always sends `character`)\n appearance: (p.appearance ?? p.character) as ControllerInfo['appearance'],\n }));\n }\n\n\n private setupEventHandlers(): void {\n if (!this.transport) return;\n\n // System events: player join/leave/reconnect\n // These smore:* events are forwarded by IframeGameBridge's GAME_FACING_EVENTS allowlist.\n // Each handler updates _controllers to stay consistent and prevent duplicate\n // callbacks if _bridge:update also fires with the same data.\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_JOINED, (data: unknown) => {\n const payload = data as { player?: Record<string, unknown> };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const controllerInfo: ControllerInfo = {\n playerIndex: playerData.playerIndex as number,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${(playerData.playerIndex as number) + 1}`,\n connected: playerData.connected !== false,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n };\n if (this._controllers.some(c => c.playerIndex === controllerInfo.playerIndex)) return;\n this._controllers = [...this._controllers, controllerInfo];\n this.logger.lifecycle('Controller joined', { playerIndex: controllerInfo.playerIndex });\n this.config.onControllerJoin?.(controllerInfo.playerIndex, controllerInfo);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_LEFT, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = payload?.player?.playerIndex ?? payload?.playerIndex;\n if (typeof playerIndex === 'number') {\n if (!this._controllers.some(c => c.playerIndex === playerIndex)) return;\n this._controllers = this._controllers.filter(c => c.playerIndex !== playerIndex);\n this.logger.lifecycle('Controller left', { playerIndex });\n this.config.onControllerLeave?.(playerIndex);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_DISCONNECTED, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number }; playerIndex?: number };\n const playerIndex = payload?.player?.playerIndex ?? payload?.playerIndex;\n if (typeof playerIndex === 'number') {\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n this.logger.lifecycle('Controller disconnected', { playerIndex });\n this.config.onControllerDisconnect?.(playerIndex);\n }\n });\n\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_RECONNECTED, (data: unknown) => {\n const payload = data as { player?: Record<string, unknown> };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const controllerInfo: ControllerInfo = {\n playerIndex: playerData.playerIndex as number,\n nickname: (playerData.nickname as string) || (playerData.name as string) || `Player ${(playerData.playerIndex as number) + 1}`,\n connected: true,\n appearance: (playerData.appearance ?? playerData.character) as ControllerInfo['appearance'],\n };\n this._controllers = this._controllers.map(c =>\n c.playerIndex === controllerInfo.playerIndex ? controllerInfo : c\n );\n this.logger.lifecycle('Controller reconnected', { playerIndex: controllerInfo.playerIndex });\n this.config.onControllerReconnect?.(controllerInfo.playerIndex, controllerInfo);\n }\n });\n\n // Character updated: update appearance in _controllers\n // Server emits { player: player.toDTO(), room: room.toDTO() }\n this.registerTransportHandler(SMORE_EVENTS.PLAYER_CHARACTER_UPDATED, (data: unknown) => {\n const payload = data as { player?: { playerIndex?: number; character?: Record<string, unknown> | null; name?: string; nickname?: string } };\n const playerData = payload?.player;\n if (playerData && typeof playerData.playerIndex === 'number') {\n const appearance = (playerData.character ?? null) as ControllerInfo['appearance'];\n this._controllers = this._controllers.map(c =>\n c.playerIndex === playerData.playerIndex ? { ...c, appearance } : c\n );\n this.logger.lifecycle('Player character updated', { playerIndex: playerData.playerIndex });\n this.config.onCharacterUpdated?.(playerData.playerIndex, appearance ?? null);\n }\n });\n\n // Rate limited: notify when server rate-limits an event\n this.registerTransportHandler(SMORE_EVENTS.RATE_LIMITED, (data: unknown) => {\n const payload = data as { event?: string };\n const event = payload?.event ?? 'unknown';\n this.logger.warn(`Rate limited: ${event}`);\n this.config.onRateLimited?.(event);\n });\n\n // All ready: all participants have signaled ready\n this.registerTransportHandler(SMORE_EVENTS.ALL_READY, () => {\n this.logger.lifecycle('All participants ready');\n this.config.onReady?.();\n });\n\n // User event listeners from config\n // These are tracked in _configListenerEvents so off(event) without handler won't remove them.\n if (this.config.listeners) {\n for (const [event, handler] of Object.entries(this.config.listeners)) {\n if (!handler) continue;\n this._configListenerEvents.add(event);\n this.setupUserEventHandler(event, handler as ScreenEventHandler<unknown>);\n }\n }\n }\n\n /**\n * Sets up a user event handler with playerIndex extraction.\n *\n * Events received from controllers are dropped if they lack a playerIndex field.\n * This is a security measure to prevent controller impersonation - the relay server\n * automatically attaches playerIndex based on the sender's authenticated session,\n * ensuring controllers cannot forge events as other players.\n *\n * Note: `playerIndex` is a reserved field name in event payloads.\n * It is automatically extracted by the SDK and passed as the first argument\n * to Screen event handlers. Game developers must NOT use `playerIndex` as\n * a custom data field name -- it will be stripped from the data object.\n */\n private setupUserEventHandler(event: string, handler: ScreenEventHandler<unknown>): void {\n const wrappedHandler = (data: unknown) => {\n this.logger.receive(event, data);\n const payload = data as { playerIndex?: number };\n // `playerIndex` is a reserved field injected by the relay server.\n // It is extracted here and passed as the first argument to the handler.\n const { playerIndex, ...rest } = payload as { playerIndex?: number; [key: string]: unknown };\n if (typeof playerIndex === 'number') {\n try {\n handler(playerIndex, rest);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n details: { event, playerIndex },\n })\n );\n }\n } else {\n // Drop events without playerIndex to prevent impersonation.\n // The relay server attaches playerIndex automatically based on sender's session.\n this.logger.debug(`Dropping event \"${event}\" without playerIndex`, data);\n }\n };\n\n this.registerTransportHandler(event, wrappedHandler);\n\n // Also store in eventHandlers for on/off management\n let handlers = this.eventHandlers.get(event);\n if (!handlers) {\n handlers = new Set();\n this.eventHandlers.set(event, handlers);\n }\n handlers.add(handler);\n }\n\n private registerTransportHandler(event: string, handler: TransportEventHandler): void {\n if (!this.transport) return;\n this.transport.on(event, handler);\n this.registeredTransportHandlers.push({ event, handler });\n }\n\n // ---------------------------------------------------------------------------\n // Properties (readonly)\n // ---------------------------------------------------------------------------\n\n /**\n * Returns a new shallow copy of the controllers array on every access.\n * Cache the result if accessing repeatedly in the same frame/tick.\n */\n get controllers(): readonly ControllerInfo[] {\n return [...this._controllers];\n }\n\n get roomCode(): RoomCode {\n return this._roomCode;\n }\n\n get isReady(): boolean {\n return this._isReady;\n }\n\n get isDestroyed(): boolean {\n return this._isDestroyed;\n }\n\n // ---------------------------------------------------------------------------\n // Communication Methods\n // ---------------------------------------------------------------------------\n\n /**\n * Send type-safe events to all controllers.\n *\n * Uses EventMap generic for compile-time type checking of event names and data payloads.\n * Runtime behavior is identical to broadcastRaw - both call validateEventName at runtime.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n * @note Fire-and-forget sends (no callback) will silently fail if rate-limited.\n * Use the onError callback or smore:rate-limited event to detect rate limiting.\n *\n * Warning: Avoid sending primitive values directly (string, number, boolean).\n * Wrap in an object: broadcast('event', { value: 42 }) instead of broadcast('event', 42)\n *\n * @see broadcastRaw for bypassing TypeScript type checking (runtime behavior identical)\n */\n broadcast<K extends EventNames<TEvents>>(event: K, data: EventData<TEvents, K>): void {\n this.ensureReady('broadcast');\n validateEventName(event);\n this.logger.send(event, data);\n this.transport!.emit(event, data);\n }\n\n /**\n * Send events to all controllers without TypeScript type checking.\n *\n * Bypasses EventMap generic type checks at compile time.\n * Runtime behavior is identical to broadcast - both call validateEventName at runtime.\n *\n * Use this when you need dynamic event names or when working without a predefined EventMap.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n *\n * @see broadcast for type-safe version using EventMap generic\n */\n broadcastRaw(event: string, data?: unknown): void {\n this.ensureReady('broadcastRaw');\n validateEventName(event);\n this.logger.send(event, data);\n this.transport!.emit(event, data);\n }\n\n /**\n * Send an event to a specific controller.\n *\n * **Reserved field:** `targetPlayerIndex` is automatically merged into the data payload\n * to route the event to the specified controller. Game developers should avoid using\n * `targetPlayerIndex` as a custom data field name to prevent conflicts.\n *\n * @note Data should be an object. Primitive values will be wrapped as `{ data: value }` by the relay server.\n * @note Maximum payload size is 64KB. Data exceeding this limit will be silently dropped by the server.\n *\n * @param playerIndex - Target controller's player index\n * @param event - Event name\n * @param data - Event data payload\n */\n sendToController<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>\n ): void {\n this.ensureReady('sendToController');\n validateEventName(event);\n validatePlayerIndex(playerIndex, this._controllers);\n\n // MIN-A2-2: Warn if targetPlayerIndex already exists in data (reserved field)\n if (data && typeof data === 'object' && 'targetPlayerIndex' in data) {\n this.logger.warn(\n `Event \"${event}\" data contains reserved field \"targetPlayerIndex\" which will be overwritten for routing.`\n );\n }\n\n this.logger.send(`${event} -> Player ${playerIndex}`, data);\n this.transport!.emit(event, {\n targetPlayerIndex: playerIndex,\n ...(data && typeof data === 'object' ? data : { data }),\n });\n }\n\n sendToControllerRaw(playerIndex: PlayerIndex, event: string, data?: unknown): void {\n this.ensureReady('sendToControllerRaw');\n validateEventName(event);\n validatePlayerIndex(playerIndex, this._controllers);\n\n // MIN-A2-2: Warn if targetPlayerIndex already exists in data (reserved field)\n if (data && typeof data === 'object' && 'targetPlayerIndex' in data) {\n this.logger.warn(\n `Event \"${event}\" data contains reserved field \"targetPlayerIndex\" which will be overwritten for routing.`\n );\n }\n\n this.logger.send(`${event} -> Player ${playerIndex}`, data);\n this.transport!.emit(event, {\n targetPlayerIndex: playerIndex,\n ...(data && typeof data === 'object' ? data : { data }),\n });\n }\n\n // ---------------------------------------------------------------------------\n // Game Lifecycle\n // ---------------------------------------------------------------------------\n\n gameOver(results?: GameResults): void {\n this.ensureReady('gameOver');\n this.logger.lifecycle('Game over', results);\n this.transport!.emit(SMORE_EVENTS.GAME_OVER, { results });\n }\n\n signalReady(): void {\n this.ensureReady('signalReady');\n this.logger.lifecycle('Signaling ready');\n this.transport!.emit(SMORE_EVENTS.GAME_READY, {});\n }\n\n // ---------------------------------------------------------------------------\n // Event Subscription\n // ---------------------------------------------------------------------------\n\n /**\n * Register an event handler for messages from controllers.\n *\n * **Important:** If called before the Screen is ready (i.e., before `await createScreen()`\n * resolves or before the `onReady` callback fires), the handler is stored locally but\n * will NOT be registered with the transport layer. This means the handler will never\n * fire for events received during the pre-ready window. Always call `on()` after\n * initialization completes, or use `config.listeners` for handlers needed from the start.\n */\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>\n ): () => void {\n validateEventName(event);\n\n let handlers = this.eventHandlers.get(event);\n if (!handlers) {\n handlers = new Set();\n this.eventHandlers.set(event, handlers);\n }\n handlers.add(handler as ScreenEventHandler<unknown>);\n\n // Also register on transport if ready\n let wrappedHandler: TransportEventHandler | null = null;\n if (this.transport) {\n wrappedHandler = (data: unknown) => {\n this.logger.receive(event, data);\n const payload = data as { playerIndex?: number };\n const { playerIndex, ...rest } = payload as { playerIndex?: number; [key: string]: unknown };\n if (typeof playerIndex === 'number') {\n try {\n handler(playerIndex, rest as EventData<TEvents, K>);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${event}\"`, {\n cause: err instanceof Error ? err : undefined,\n })\n );\n }\n } else {\n this.logger.debug(`Dropping event \"${event}\" without playerIndex`, data);\n }\n };\n this.registerTransportHandler(event, wrappedHandler);\n this.handlerToTransport.set(handler as Function, { event, transportHandler: wrappedHandler });\n }\n\n // Return unsubscribe function\n return () => {\n handlers?.delete(handler as ScreenEventHandler<unknown>);\n if (handlers?.size === 0) {\n this.eventHandlers.delete(event);\n }\n if (wrappedHandler) {\n this.transport?.off(event, wrappedHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== wrappedHandler\n );\n this.handlerToTransport.delete(handler as Function);\n }\n };\n }\n\n /**\n * Register an event handler that will be called only once.\n *\n * The handler is automatically removed after the first invocation.\n *\n * **Important:** The wrapped handler cannot be removed via `off(event, originalHandler)`.\n * Use the returned unsubscribe function instead.\n *\n * @param event - Event name to listen for\n * @param handler - Handler function to call once\n * @returns Unsubscribe function to remove the handler before it fires\n *\n * @example\n * ```ts\n * const unsubscribe = screen.once('ready', (playerIndex, data) => {\n * console.log('Ready event received');\n * });\n *\n * // To remove before the event fires:\n * unsubscribe();\n * ```\n */\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>\n ): () => void {\n const wrappedHandler: ScreenEventHandler<EventData<TEvents, K>> = (playerIndex, data) => {\n unsubscribe();\n handler(playerIndex, data);\n };\n const unsubscribe = this.on(event, wrappedHandler);\n return unsubscribe;\n }\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ScreenEventHandler<EventData<TEvents, K>>\n ): void {\n if (!handler) {\n // Remove all dynamically-added handlers for this event, but preserve\n // config listeners (registered via ScreenConfig.listeners) which are\n // permanent for the lifetime of the Screen instance.\n if (this._configListenerEvents.has(event)) {\n // Only remove handlers that were added via on(), not config listeners.\n // Remove handlerToTransport entries (these are from on() calls only).\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) {\n this.transport?.off(event, val.transportHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== val.transportHandler\n );\n this.handlerToTransport.delete(key);\n }\n }\n // Remove dynamically-added entries from eventHandlers but don't delete the Set\n // (config handler is still in it)\n } else {\n // No config listener for this event -- safe to remove everything\n this.eventHandlers.delete(event);\n this.transport?.off(event);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(h => h.event !== event);\n for (const [key, val] of this.handlerToTransport) {\n if (val.event === event) this.handlerToTransport.delete(key);\n }\n }\n } else {\n const handlers = this.eventHandlers.get(event);\n handlers?.delete(handler as ScreenEventHandler<unknown>);\n if (handlers?.size === 0) {\n this.eventHandlers.delete(event);\n }\n // Remove specific transport handler\n const entry = this.handlerToTransport.get(handler as Function);\n if (entry) {\n this.transport?.off(event, entry.transportHandler);\n this.registeredTransportHandlers = this.registeredTransportHandlers.filter(\n h => h.handler !== entry.transportHandler\n );\n this.handlerToTransport.delete(handler as Function);\n }\n }\n }\n\n // ---------------------------------------------------------------------------\n // Utilities\n // ---------------------------------------------------------------------------\n\n getController(playerIndex: PlayerIndex): ControllerInfo | undefined {\n return this._controllers.find((c) => c.playerIndex === playerIndex);\n }\n\n getControllerCount(): number {\n return this._controllers.filter((c) => c.connected).length;\n }\n\n /**\n * Check if there is at least one connected controller.\n * Useful for detecting when all players have disconnected\n * (e.g., to pause the game or show a waiting screen).\n *\n * Use this in onControllerDisconnect callback to detect when all controllers have disconnected.\n *\n * @example\n * ```ts\n * const screen = await createScreen<MyEvents>({\n * onControllerDisconnect: (playerIndex) => {\n * if (!screen.hasAnyConnectedControllers()) {\n * console.log('All controllers disconnected!');\n * screen.broadcast('waiting-for-players', {});\n * }\n * },\n * });\n * ```\n */\n hasAnyConnectedControllers(): boolean {\n return this._controllers.some((c) => c.connected);\n }\n\n // ---------------------------------------------------------------------------\n // Cleanup\n // ---------------------------------------------------------------------------\n\n destroy(): void {\n if (this._isDestroyed) return;\n\n this.logger.lifecycle('Destroying screen...');\n this._isDestroyed = true;\n this._isReady = false;\n\n this.cleanup();\n this.logger.lifecycle('Screen destroyed');\n }\n\n private cleanup(): void {\n // Remove all registered transport handlers\n for (const { event, handler } of this.registeredTransportHandlers) {\n this.transport?.off(event, handler);\n }\n this.registeredTransportHandlers = [];\n\n // Clear event handlers\n this.eventHandlers.clear();\n this.handlerToTransport.clear();\n\n // Destroy transport\n if (this.transport instanceof PostMessageTransport) {\n this.transport.destroy();\n }\n this.transport = null;\n\n // Remove message listener\n if (this.boundMessageHandler) {\n window.removeEventListener('message', this.boundMessageHandler);\n this.boundMessageHandler = null;\n }\n }\n\n // ---------------------------------------------------------------------------\n // Error Handling\n // ---------------------------------------------------------------------------\n\n private handleError(error: SmoreSDKError): void {\n // Always log at warn level so errors are never completely silent\n this.logger.warn(`Error in handler: ${error.message}`);\n const smoreError = error.toSmoreError();\n if (this.config.onError) {\n this.config.onError(smoreError);\n } else {\n this.logger.error(error.message, error.details);\n }\n }\n\n private ensureReady(method: string): void {\n if (this._isDestroyed) {\n throw new SmoreSDKError(\n 'DESTROYED',\n `Cannot call ${method}() after destroy()`,\n { details: { method } }\n );\n }\n if (!this._isReady || !this.transport) {\n throw new SmoreSDKError(\n 'NOT_READY',\n `Cannot call ${method}() before screen is ready. Use await createScreen() or onReady callback.`,\n { details: { method } }\n );\n }\n }\n}\n\n// =============================================================================\n// FACTORY FUNCTION\n// =============================================================================\n\n/**\n * Create a Screen instance for the host/TV side of your game.\n *\n * Returns a Promise that resolves when the screen is ready.\n * The promise also has an `instance` property for immediate access (use with onReady callback).\n *\n * @template TEvents - Event map type for type-safe events\n * @param config - Screen configuration\n * @returns Promise that resolves to the Screen instance when ready\n *\n * @example Promise-based (recommended)\n * ```ts\n * const screen = await createScreen<MyEvents>({\n * listeners: {\n * tap: (playerIndex, data) => handleTap(playerIndex, data),\n * },\n * });\n *\n * screen.broadcast('game-start', { countdown: 3 });\n * ```\n *\n * @example Callback-based\n * ```ts\n * const { instance: screen } = createScreen<MyEvents>({\n * onReady: () => {\n * screen.broadcast('game-start', { countdown: 3 });\n * },\n * listeners: { ... },\n * });\n * ```\n */\nexport function createScreen<TEvents extends EventMap = EventMap>(\n config?: ScreenConfig<TEvents>\n): Promise<Screen<TEvents>> & { instance: Screen<TEvents> } {\n const screen = new ScreenImpl<TEvents>(config);\n\n const promise = screen.initialize().then(() => screen as Screen<TEvents>);\n\n // Attach instance for callback-based usage\n (promise as Promise<Screen<TEvents>> & { instance: Screen<TEvents> }).instance =\n screen as Screen<TEvents>;\n\n return promise as Promise<Screen<TEvents>> & { instance: Screen<TEvents> 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