@smoregg/sdk 1.3.0 → 2.0.0

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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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1
+ {"version":3,"file":"controller.cjs","sources":["../../src/controller.ts"],"sourcesContent":["/**\n * createController - Factory function for creating a Controller instance.\n *\n * Returns a Controller instance synchronously. The controller begins listening\n * for the bridge init message immediately. Use `.ready` to await full\n * initialization, and `.on()` / lifecycle methods to register handlers\n * (can be called before ready).\n *\n * @example\n * ```ts\n * const controller = createController<MyEvents>({ debug: true });\n *\n * controller.on('phase-update', (data) => setPhase(data.phase));\n * controller.onAllReady(() => console.log('Ready!'));\n *\n * await controller.ready;\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n */\n\nimport type {\n Controller,\n ControllerConfig,\n ControllerEventHandler,\n ControllerInfo,\n EventData,\n EventMap,\n EventNames,\n PlayerIndex,\n RoomCode,\n SmoreError,\n CharacterAppearance,\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 _initTimeoutId: ReturnType<typeof setTimeout> | null = null;\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\n // Pending handlers registered via on() before transport is ready\n private _pendingHandlers: Array<{ event: string; handler: ControllerEventHandler<unknown> }> = [];\n\n // Lifecycle callback arrays\n private _onAllReadyCallbacks: Set<() => void> = new Set();\n private _onControllerJoinCallbacks: Set<(playerIndex: PlayerIndex, info: ControllerInfo) => void> = new Set();\n private _onControllerLeaveCallbacks: Set<(playerIndex: PlayerIndex) => void> = new Set();\n private _onControllerDisconnectCallbacks: Set<(playerIndex: PlayerIndex) => void> = new Set();\n private _onControllerReconnectCallbacks: Set<(playerIndex: PlayerIndex, info: ControllerInfo) => void> = new Set();\n private _onCharacterUpdatedCallbacks: Set<(playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void> = new Set();\n private _onRateLimitedCallbacks: Set<(event: string) => void> = new Set();\n private _onErrorCallbacks: Set<(error: SmoreError) => void> = new Set();\n\n // Whether all-ready has fired\n private _allReadyFired = false;\n\n // Ready promise\n private _readyResolve!: () => void;\n private _readyReject!: (err: Error) => void;\n readonly ready: Promise<void>;\n\n constructor(config: ControllerConfig<TEvents> = {}) {\n this.config = config;\n this.logger = new DebugLogger(config.debug, '[SmoreController]');\n\n // Create ready promise\n this.ready = new Promise<void>((resolve, reject) => {\n this._readyResolve = resolve;\n this._readyReject = reject;\n });\n\n // Start initialization immediately\n this.startInitialization();\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 private startInitialization(): 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 this._initTimeoutId = 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 this._readyReject(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(this._initTimeoutId!);\n this.handleInit(msg as BridgeInitMessage, parentOrigin);\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 private handleInit(\n msg: BridgeInitMessage,\n parentOrigin: string,\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 this._readyReject(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 this._readyReject(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 this._readyReject(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 // Register all pending user event handlers\n for (const { event, handler } of this._pendingHandlers) {\n this.setupUserEventHandler(event, handler);\n }\n this._pendingHandlers = [];\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 this._readyResolve();\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._onControllerJoinCallbacks.forEach(cb => cb(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._onControllerLeaveCallbacks.forEach(cb => cb(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._onControllerDisconnectCallbacks.forEach(cb => cb(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._onControllerReconnectCallbacks.forEach(cb => cb(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._onControllerJoinCallbacks.forEach(cb => cb(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._onControllerLeaveCallbacks.forEach(cb => cb(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._onControllerDisconnectCallbacks.forEach(cb => cb(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._onControllerReconnectCallbacks.forEach(cb => cb(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 pi = playerData.playerIndex;\n const appearance = (playerData.character ?? null) as ControllerInfo['appearance'];\n this._controllers = this._controllers.map(c =>\n c.playerIndex === pi ? { ...c, appearance } : c\n );\n this.logger.debug('Player character updated', { playerIndex: pi });\n this._onCharacterUpdatedCallbacks.forEach(cb => cb(pi, 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: ${event}`);\n this._onRateLimitedCallbacks.forEach(cb => cb(event));\n });\n\n // All ready: all participants have signaled ready\n this.registerHandler(SMORE_EVENTS.ALL_READY, () => {\n this.logger.lifecycle('All participants ready');\n this._allReadyFired = true;\n this._onAllReadyCallbacks.forEach(cb => cb());\n });\n }\n\n /**\n * Sets up a user event handler for controller events.\n * Used for registering pending handlers after transport becomes available.\n */\n private setupUserEventHandler(event: string, handler: ControllerEventHandler<unknown>): void {\n const transportHandler: TransportEventHandler = (data: unknown) => {\n this.logReceive(event, data);\n try {\n handler(data);\n } catch (err) {\n this.handleError(\n new SmoreSDKError('UNKNOWN', `Error in handler for event \"${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 // Also store in eventListeners for on/off management\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);\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 // Lifecycle Methods\n // ---------------------------------------------------------------------------\n\n onAllReady(callback: () => void): () => void {\n // jQuery $(document).ready pattern: if already fired, invoke immediately\n if (this._allReadyFired) {\n callback();\n }\n this._onAllReadyCallbacks.add(callback);\n return () => { this._onAllReadyCallbacks.delete(callback); };\n }\n\n onControllerJoin(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n this._onControllerJoinCallbacks.add(callback);\n return () => { this._onControllerJoinCallbacks.delete(callback); };\n }\n\n onControllerLeave(callback: (playerIndex: PlayerIndex) => void): () => void {\n this._onControllerLeaveCallbacks.add(callback);\n return () => { this._onControllerLeaveCallbacks.delete(callback); };\n }\n\n onControllerDisconnect(callback: (playerIndex: PlayerIndex) => void): () => void {\n this._onControllerDisconnectCallbacks.add(callback);\n return () => { this._onControllerDisconnectCallbacks.delete(callback); };\n }\n\n onControllerReconnect(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n this._onControllerReconnectCallbacks.add(callback);\n return () => { this._onControllerReconnectCallbacks.delete(callback); };\n }\n\n onCharacterUpdated(callback: (playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void): () => void {\n this._onCharacterUpdatedCallbacks.add(callback);\n return () => { this._onCharacterUpdatedCallbacks.delete(callback); };\n }\n\n onRateLimited(callback: (event: string) => void): () => void {\n this._onRateLimitedCallbacks.add(callback);\n return () => { this._onRateLimitedCallbacks.delete(callback); };\n }\n\n onError(callback: (error: SmoreError) => void): () => void {\n this._onErrorCallbacks.add(callback);\n return () => { this._onErrorCallbacks.delete(callback); };\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 * Can be called before the Controller is ready. Handlers registered before ready\n * are queued and activated when the transport becomes available.\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 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 if (this.transport) {\n // Register with transport immediately\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 this.transport.on(event, transportHandler);\n this.registeredHandlers.push({ event, handler: transportHandler });\n this.handlerToTransport.set(handler as Function, { event, transportHandler });\n } else {\n // Store for later registration when transport becomes available\n this._pendingHandlers.push({ event: event as string, handler: handler as ControllerEventHandler<unknown> });\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\n // Remove from pending if not yet registered\n this._pendingHandlers = this._pendingHandlers.filter(\n p => !(p.event === event && p.handler === handler)\n );\n\n // Remove from transport if registered\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 * 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 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 handlers for this event\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 // Remove from pending\n this._pendingHandlers = this._pendingHandlers.filter(p => p.event !== event);\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 // Remove from pending\n this._pendingHandlers = this._pendingHandlers.filter(\n p => !(p.event === event && p.handler === handler)\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._isDestroyed = true;\n this._isReady = false;\n this.cleanup();\n }\n\n private cleanup(): void {\n // Clear init timeout if still pending\n if (this._initTimeoutId) {\n clearTimeout(this._initTimeoutId);\n this._initTimeoutId = null;\n }\n\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 this._pendingHandlers = [];\n\n // Clear lifecycle callbacks\n this._onAllReadyCallbacks.clear();\n this._onControllerJoinCallbacks.clear();\n this._onControllerLeaveCallbacks.clear();\n this._onControllerDisconnectCallbacks.clear();\n this._onControllerReconnectCallbacks.clear();\n this._onCharacterUpdatedCallbacks.clear();\n this._onRateLimitedCallbacks.clear();\n this._onErrorCallbacks.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 controller.ready.`,\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 const smoreError = error.toSmoreError();\n if (this._onErrorCallbacks.size > 0) {\n this._onErrorCallbacks.forEach(cb => cb(smoreError));\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 Controller instance synchronously. The controller begins listening\n * for the bridge init message immediately. Register event handlers and\n * lifecycle callbacks on the instance, then await `.ready` if needed.\n *\n * @template TEvents - Event map type for type-safe events\n * @param config - Controller configuration (debug, parentOrigin, timeout)\n * @returns Controller instance\n *\n * @example\n * ```ts\n * const controller = createController<MyEvents>({ debug: true });\n *\n * controller.on('phase-update', (data) => setPhase(data.phase));\n * controller.onAllReady(() => console.log('Ready!'));\n *\n * await controller.ready;\n * controller.send('tap', { x: 100, y: 200 });\n * ```\n */\nexport function createController<TEvents extends EventMap = EventMap>(\n config?: ControllerConfig<TEvents>,\n): Controller<TEvents> {\n return new ControllerImpl<TEvents>(config ?? 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