@smoregg/sdk 2.0.0 → 2.1.0

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.
Files changed (70) hide show
  1. package/dist/cjs/controller.cjs +193 -115
  2. package/dist/cjs/controller.cjs.map +1 -1
  3. package/dist/cjs/errors.cjs +1 -0
  4. package/dist/cjs/errors.cjs.map +1 -1
  5. package/dist/cjs/events.cjs +19 -2
  6. package/dist/cjs/events.cjs.map +1 -1
  7. package/dist/cjs/index.cjs +2 -7
  8. package/dist/cjs/index.cjs.map +1 -1
  9. package/dist/cjs/screen.cjs +185 -130
  10. package/dist/cjs/screen.cjs.map +1 -1
  11. package/dist/cjs/shared.cjs +34 -0
  12. package/dist/cjs/shared.cjs.map +1 -0
  13. package/dist/cjs/testing.cjs +125 -74
  14. package/dist/cjs/testing.cjs.map +1 -1
  15. package/dist/cjs/transport/PostMessageTransport.cjs +12 -0
  16. package/dist/cjs/transport/PostMessageTransport.cjs.map +1 -1
  17. package/dist/cjs/transport/protocol.cjs +2 -0
  18. package/dist/cjs/transport/protocol.cjs.map +1 -1
  19. package/dist/cjs/types.cjs +16 -0
  20. package/dist/cjs/types.cjs.map +1 -0
  21. package/dist/esm/controller.js +195 -117
  22. package/dist/esm/controller.js.map +1 -1
  23. package/dist/esm/errors.js +1 -0
  24. package/dist/esm/errors.js.map +1 -1
  25. package/dist/esm/events.js +18 -3
  26. package/dist/esm/events.js.map +1 -1
  27. package/dist/esm/index.js +1 -3
  28. package/dist/esm/index.js.map +1 -1
  29. package/dist/esm/screen.js +187 -132
  30. package/dist/esm/screen.js.map +1 -1
  31. package/dist/esm/shared.js +30 -0
  32. package/dist/esm/shared.js.map +1 -0
  33. package/dist/esm/testing.js +125 -74
  34. package/dist/esm/testing.js.map +1 -1
  35. package/dist/esm/transport/PostMessageTransport.js +12 -0
  36. package/dist/esm/transport/PostMessageTransport.js.map +1 -1
  37. package/dist/esm/transport/protocol.js +2 -1
  38. package/dist/esm/transport/protocol.js.map +1 -1
  39. package/dist/esm/types.js +14 -0
  40. package/dist/esm/types.js.map +1 -0
  41. package/dist/types/controller.d.ts +1 -1
  42. package/dist/types/controller.d.ts.map +1 -1
  43. package/dist/types/errors.d.ts.map +1 -1
  44. package/dist/types/events.d.ts +10 -1
  45. package/dist/types/events.d.ts.map +1 -1
  46. package/dist/types/index.d.ts +4 -8
  47. package/dist/types/index.d.ts.map +1 -1
  48. package/dist/types/screen.d.ts +3 -3
  49. package/dist/types/screen.d.ts.map +1 -1
  50. package/dist/types/shared.d.ts +21 -0
  51. package/dist/types/shared.d.ts.map +1 -0
  52. package/dist/types/testing.d.ts +63 -4
  53. package/dist/types/testing.d.ts.map +1 -1
  54. package/dist/types/transport/PostMessageTransport.d.ts +1 -0
  55. package/dist/types/transport/PostMessageTransport.d.ts.map +1 -1
  56. package/dist/types/transport/protocol.d.ts +4 -0
  57. package/dist/types/transport/protocol.d.ts.map +1 -1
  58. package/dist/types/types.d.ts +215 -347
  59. package/dist/types/types.d.ts.map +1 -1
  60. package/dist/umd/smore-sdk.umd.js +442 -787
  61. package/dist/umd/smore-sdk.umd.js.map +1 -1
  62. package/dist/umd/smore-sdk.umd.min.js +1 -1
  63. package/dist/umd/smore-sdk.umd.min.js.map +1 -1
  64. package/package.json +7 -1
  65. package/dist/cjs/config.cjs +0 -13
  66. package/dist/cjs/config.cjs.map +0 -1
  67. package/dist/esm/config.js +0 -10
  68. package/dist/esm/config.js.map +0 -1
  69. package/dist/types/config.d.ts +0 -35
  70. package/dist/types/config.d.ts.map +0 -1
@@ -1,6 +1,7 @@
1
1
  'use strict';
2
2
 
3
3
  var events = require('./events.cjs');
4
+ var errors = require('./errors.cjs');
4
5
 
5
6
  function createMockScreen(options = {}) {
6
7
  const {
@@ -10,6 +11,7 @@ function createMockScreen(options = {}) {
10
11
  } = options;
11
12
  let _controllers = [...initialControllers];
12
13
  let _isReady = false;
14
+ let _isConnected = false;
13
15
  let _isDestroyed = false;
14
16
  const listeners = /* @__PURE__ */ new Map();
15
17
  const _onAllReadyCallbacks = /* @__PURE__ */ new Set();
@@ -18,8 +20,8 @@ function createMockScreen(options = {}) {
18
20
  const _onControllerDisconnectCallbacks = /* @__PURE__ */ new Set();
19
21
  const _onControllerReconnectCallbacks = /* @__PURE__ */ new Set();
20
22
  const _onCharacterUpdatedCallbacks = /* @__PURE__ */ new Set();
21
- const _onRateLimitedCallbacks = /* @__PURE__ */ new Set();
22
23
  const _onErrorCallbacks = /* @__PURE__ */ new Set();
24
+ const _onConnectionChangeCallbacks = /* @__PURE__ */ new Set();
23
25
  let _allReadyFired = false;
24
26
  let _readyResolve;
25
27
  const _readyPromise = new Promise((resolve) => {
@@ -41,6 +43,12 @@ function createMockScreen(options = {}) {
41
43
  get isDestroyed() {
42
44
  return _isDestroyed;
43
45
  },
46
+ get isConnected() {
47
+ return _isConnected;
48
+ },
49
+ get protocolVersion() {
50
+ return 1;
51
+ },
44
52
  get ready() {
45
53
  return _readyPromise;
46
54
  },
@@ -84,87 +92,82 @@ function createMockScreen(options = {}) {
84
92
  _onCharacterUpdatedCallbacks.delete(callback);
85
93
  };
86
94
  },
87
- onRateLimited(callback) {
88
- _onRateLimitedCallbacks.add(callback);
89
- return () => {
90
- _onRateLimitedCallbacks.delete(callback);
91
- };
92
- },
93
95
  onError(callback) {
94
96
  _onErrorCallbacks.add(callback);
95
97
  return () => {
96
98
  _onErrorCallbacks.delete(callback);
97
99
  };
98
100
  },
101
+ onConnectionChange(callback) {
102
+ _onConnectionChangeCallbacks.add(callback);
103
+ return () => {
104
+ _onConnectionChangeCallbacks.delete(callback);
105
+ };
106
+ },
99
107
  // === Communication Methods ===
100
108
  broadcast(event, data) {
101
109
  if (_isDestroyed) {
102
- throw new Error("Cannot broadcast: screen is destroyed");
110
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call broadcast() after destroy()");
103
111
  }
104
112
  if (!_isReady) {
105
- throw new Error("Cannot broadcast: screen is not ready");
106
- }
107
- events.validateEventName(event);
108
- broadcasts.push({ event, data });
109
- },
110
- broadcastRaw(event, data) {
111
- if (_isDestroyed) {
112
- throw new Error("Cannot broadcast: screen is destroyed");
113
- }
114
- if (!_isReady) {
115
- throw new Error("Cannot broadcast: screen is not ready");
113
+ throw new errors.SmoreSDKError("NOT_READY", "Cannot call broadcast() before screen is ready");
116
114
  }
117
115
  events.validateEventName(event);
118
116
  broadcasts.push({ event, data });
119
117
  },
120
118
  sendToController(playerIndex, event, data) {
121
119
  if (_isDestroyed) {
122
- throw new Error("Cannot send: screen is destroyed");
120
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call sendToController() after destroy()");
123
121
  }
124
122
  if (!_isReady) {
125
- throw new Error("Cannot send: screen is not ready");
123
+ throw new errors.SmoreSDKError("NOT_READY", "Cannot call sendToController() before screen is ready");
126
124
  }
127
125
  events.validateEventName(event);
128
126
  if (!_controllers.some((c) => c.playerIndex === playerIndex)) {
129
- throw new Error(`Invalid player index: ${playerIndex}`);
130
- }
131
- sends.push({ playerIndex, event, data });
132
- },
133
- sendToControllerRaw(playerIndex, event, data) {
134
- if (_isDestroyed) {
135
- throw new Error("Cannot send: screen is destroyed");
136
- }
137
- if (!_isReady) {
138
- throw new Error("Cannot send: screen is not ready");
139
- }
140
- events.validateEventName(event);
141
- if (!_controllers.some((c) => c.playerIndex === playerIndex)) {
142
- throw new Error(`Invalid player index: ${playerIndex}`);
127
+ throw new errors.SmoreSDKError("INVALID_PLAYER", `No controller found with player index ${playerIndex}`);
143
128
  }
144
129
  sends.push({ playerIndex, event, data });
145
130
  },
146
131
  // === Game Lifecycle ===
147
132
  gameOver(results) {
148
133
  if (_isDestroyed) {
149
- throw new Error("Cannot call gameOver: screen is destroyed");
134
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call gameOver() after destroy()");
150
135
  }
151
136
  if (!_isReady) {
152
- throw new Error("Cannot call gameOver: screen is not ready");
137
+ throw new errors.SmoreSDKError("NOT_READY", "Cannot call gameOver() before screen is ready");
153
138
  }
154
139
  broadcasts.push({ event: "smore:game-over", data: { results } });
155
140
  },
156
141
  signalReady() {
157
142
  if (_isDestroyed) {
158
- throw new Error("Cannot call signalReady: screen is destroyed");
143
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call signalReady() after destroy()");
159
144
  }
160
145
  if (!_isReady) {
161
- throw new Error("Cannot call signalReady: screen is not ready");
146
+ throw new errors.SmoreSDKError("NOT_READY", "Cannot call signalReady() before screen is ready");
162
147
  }
163
148
  },
164
149
  // === Event Subscription ===
165
150
  on(event, handler) {
166
- events.validateEventName(event);
167
151
  const eventStr = event;
152
+ if (eventStr.startsWith("$")) {
153
+ switch (eventStr) {
154
+ case "$controller-join":
155
+ return screen.onControllerJoin(handler);
156
+ case "$controller-leave":
157
+ return screen.onControllerLeave(handler);
158
+ case "$controller-disconnect":
159
+ return screen.onControllerDisconnect(handler);
160
+ case "$controller-reconnect":
161
+ return screen.onControllerReconnect(handler);
162
+ case "$character-updated":
163
+ return screen.onCharacterUpdated(handler);
164
+ case "$all-ready":
165
+ return screen.onAllReady(handler);
166
+ case "$error":
167
+ return screen.onError(handler);
168
+ }
169
+ }
170
+ events.validateEventName(event);
168
171
  if (!listeners.has(eventStr)) {
169
172
  listeners.set(eventStr, /* @__PURE__ */ new Set());
170
173
  }
@@ -190,6 +193,13 @@ function createMockScreen(options = {}) {
190
193
  listeners.get(eventStr)?.delete(handler);
191
194
  }
192
195
  },
196
+ removeAllListeners(event) {
197
+ if (event) {
198
+ listeners.delete(event);
199
+ } else {
200
+ listeners.clear();
201
+ }
202
+ },
193
203
  // === Utilities ===
194
204
  getController(playerIndex) {
195
205
  return _controllers.find((c) => c.playerIndex === playerIndex);
@@ -197,9 +207,6 @@ function createMockScreen(options = {}) {
197
207
  getControllerCount() {
198
208
  return _controllers.filter((c) => c.connected).length;
199
209
  },
200
- hasAnyConnectedControllers() {
201
- return _controllers.some((c) => c.connected);
202
- },
203
210
  // === Cleanup ===
204
211
  /**
205
212
  * Note: destroy() clears recorded broadcast/event arrays. Call getBroadcasts() before destroy() if assertions are needed.
@@ -235,7 +242,7 @@ function createMockScreen(options = {}) {
235
242
  simulateControllerDisconnect(playerIndex) {
236
243
  const controller = _controllers.find((c) => c.playerIndex === playerIndex);
237
244
  if (!controller) {
238
- throw new Error(`Controller ${playerIndex} not found`);
245
+ throw new errors.SmoreSDKError("INVALID_PLAYER", `Controller ${playerIndex} not found`);
239
246
  }
240
247
  _controllers = _controllers.map(
241
248
  (c) => c.playerIndex === playerIndex ? { ...c, connected: false } : c
@@ -248,7 +255,7 @@ function createMockScreen(options = {}) {
248
255
  simulateControllerReconnect(playerIndex) {
249
256
  const controller = _controllers.find((c) => c.playerIndex === playerIndex);
250
257
  if (!controller) {
251
- throw new Error(`Controller ${playerIndex} not found`);
258
+ throw new errors.SmoreSDKError("INVALID_PLAYER", `Controller ${playerIndex} not found`);
252
259
  }
253
260
  const reconnectedController = { ...controller, connected: true };
254
261
  _controllers = _controllers.map(
@@ -259,16 +266,13 @@ function createMockScreen(options = {}) {
259
266
  simulateCharacterUpdate(playerIndex, appearance) {
260
267
  const controller = _controllers.find((c) => c.playerIndex === playerIndex);
261
268
  if (!controller) {
262
- throw new Error(`Controller ${playerIndex} not found`);
269
+ throw new errors.SmoreSDKError("INVALID_PLAYER", `Controller ${playerIndex} not found`);
263
270
  }
264
271
  _controllers = _controllers.map(
265
272
  (c) => c.playerIndex === playerIndex ? { ...c, appearance } : c
266
273
  );
267
274
  _onCharacterUpdatedCallbacks.forEach((cb) => cb(playerIndex, appearance));
268
275
  },
269
- simulateRateLimited(event) {
270
- _onRateLimitedCallbacks.forEach((cb) => cb(event));
271
- },
272
276
  simulateAllReady() {
273
277
  _allReadyFired = true;
274
278
  _onAllReadyCallbacks.forEach((cb) => cb());
@@ -276,6 +280,10 @@ function createMockScreen(options = {}) {
276
280
  simulateError(error) {
277
281
  _onErrorCallbacks.forEach((cb) => cb(error));
278
282
  },
283
+ simulateConnectionChange(connected) {
284
+ _isConnected = connected;
285
+ _onConnectionChangeCallbacks.forEach((cb) => cb(connected));
286
+ },
279
287
  getBroadcasts() {
280
288
  return [...broadcasts];
281
289
  },
@@ -288,6 +296,7 @@ function createMockScreen(options = {}) {
288
296
  },
289
297
  triggerReady() {
290
298
  _isReady = true;
299
+ _isConnected = true;
291
300
  _readyResolve();
292
301
  }
293
302
  };
@@ -299,10 +308,11 @@ function createMockScreen(options = {}) {
299
308
  function createMockController(options = {}) {
300
309
  const {
301
310
  roomCode = "TEST",
302
- myIndex = 0,
311
+ myPlayerIndex = 0,
303
312
  autoReady = true
304
313
  } = options;
305
314
  let _isReady = false;
315
+ let _isConnected = false;
306
316
  let _isDestroyed = false;
307
317
  let _controllers = options.controllers ?? [];
308
318
  const listeners = /* @__PURE__ */ new Map();
@@ -312,8 +322,9 @@ function createMockController(options = {}) {
312
322
  const _onControllerDisconnectCallbacks = /* @__PURE__ */ new Set();
313
323
  const _onControllerReconnectCallbacks = /* @__PURE__ */ new Set();
314
324
  const _onCharacterUpdatedCallbacks = /* @__PURE__ */ new Set();
315
- const _onRateLimitedCallbacks = /* @__PURE__ */ new Set();
316
325
  const _onErrorCallbacks = /* @__PURE__ */ new Set();
326
+ const _onGameOverCallbacks = /* @__PURE__ */ new Set();
327
+ const _onConnectionChangeCallbacks = /* @__PURE__ */ new Set();
317
328
  let _allReadyFired = false;
318
329
  let _readyResolve;
319
330
  const _readyPromise = new Promise((resolve) => {
@@ -322,8 +333,8 @@ function createMockController(options = {}) {
322
333
  const sentEvents = [];
323
334
  const controller = {
324
335
  // === Properties ===
325
- get myIndex() {
326
- return myIndex;
336
+ get myPlayerIndex() {
337
+ return myPlayerIndex;
327
338
  },
328
339
  get roomCode() {
329
340
  return roomCode;
@@ -334,6 +345,12 @@ function createMockController(options = {}) {
334
345
  get isDestroyed() {
335
346
  return _isDestroyed;
336
347
  },
348
+ get isConnected() {
349
+ return _isConnected;
350
+ },
351
+ get protocolVersion() {
352
+ return 1;
353
+ },
337
354
  get controllers() {
338
355
  return [..._controllers];
339
356
  },
@@ -380,48 +397,70 @@ function createMockController(options = {}) {
380
397
  _onCharacterUpdatedCallbacks.delete(callback);
381
398
  };
382
399
  },
383
- onRateLimited(callback) {
384
- _onRateLimitedCallbacks.add(callback);
385
- return () => {
386
- _onRateLimitedCallbacks.delete(callback);
387
- };
388
- },
389
400
  onError(callback) {
390
401
  _onErrorCallbacks.add(callback);
391
402
  return () => {
392
403
  _onErrorCallbacks.delete(callback);
393
404
  };
394
405
  },
406
+ onConnectionChange(callback) {
407
+ _onConnectionChangeCallbacks.add(callback);
408
+ return () => {
409
+ _onConnectionChangeCallbacks.delete(callback);
410
+ };
411
+ },
412
+ onGameOver(callback) {
413
+ _onGameOverCallbacks.add(callback);
414
+ return () => {
415
+ _onGameOverCallbacks.delete(callback);
416
+ };
417
+ },
395
418
  getControllerCount() {
396
419
  return _controllers.filter((c) => c.connected).length;
397
420
  },
421
+ getController(playerIndex) {
422
+ return _controllers.find((c) => c.playerIndex === playerIndex);
423
+ },
398
424
  // === Communication Methods ===
399
425
  send(event, data) {
400
426
  if (_isDestroyed) {
401
- throw new Error("Cannot send: controller is destroyed");
402
- }
403
- events.validateEventName(event);
404
- sentEvents.push({ event, data });
405
- },
406
- sendRaw(event, data) {
407
- if (_isDestroyed) {
408
- throw new Error("Cannot send: controller is destroyed");
427
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call send() after destroy()");
409
428
  }
410
429
  events.validateEventName(event);
411
430
  sentEvents.push({ event, data });
412
431
  },
413
432
  signalReady() {
414
433
  if (_isDestroyed) {
415
- throw new Error("Cannot call signalReady: controller is destroyed");
434
+ throw new errors.SmoreSDKError("DESTROYED", "Cannot call signalReady() after destroy()");
416
435
  }
417
436
  if (!_isReady) {
418
- throw new Error("Cannot call signalReady: controller is not ready");
437
+ throw new errors.SmoreSDKError("NOT_READY", "Cannot call signalReady() before controller is ready");
419
438
  }
420
439
  },
421
440
  // === Event Subscription ===
422
441
  on(event, handler) {
423
- events.validateEventName(event);
424
442
  const eventStr = event;
443
+ if (eventStr.startsWith("$")) {
444
+ switch (eventStr) {
445
+ case "$controller-join":
446
+ return controller.onControllerJoin(handler);
447
+ case "$controller-leave":
448
+ return controller.onControllerLeave(handler);
449
+ case "$controller-disconnect":
450
+ return controller.onControllerDisconnect(handler);
451
+ case "$controller-reconnect":
452
+ return controller.onControllerReconnect(handler);
453
+ case "$character-updated":
454
+ return controller.onCharacterUpdated(handler);
455
+ case "$all-ready":
456
+ return controller.onAllReady(handler);
457
+ case "$error":
458
+ return controller.onError(handler);
459
+ case "$game-over":
460
+ return controller.onGameOver(handler);
461
+ }
462
+ }
463
+ events.validateEventName(event);
425
464
  if (!listeners.has(eventStr)) {
426
465
  listeners.set(eventStr, /* @__PURE__ */ new Set());
427
466
  }
@@ -447,6 +486,13 @@ function createMockController(options = {}) {
447
486
  listeners.get(eventStr)?.delete(handler);
448
487
  }
449
488
  },
489
+ removeAllListeners(event) {
490
+ if (event) {
491
+ listeners.delete(event);
492
+ } else {
493
+ listeners.clear();
494
+ }
495
+ },
450
496
  // === Cleanup ===
451
497
  destroy() {
452
498
  _isDestroyed = true;
@@ -472,6 +518,7 @@ function createMockController(options = {}) {
472
518
  },
473
519
  triggerReady() {
474
520
  _isReady = true;
521
+ _isConnected = true;
475
522
  _readyResolve();
476
523
  },
477
524
  /**
@@ -512,22 +559,26 @@ function createMockController(options = {}) {
512
559
  simulateCharacterUpdate(playerIndex, appearance) {
513
560
  const ctrl = _controllers.find((c) => c.playerIndex === playerIndex);
514
561
  if (!ctrl) {
515
- throw new Error(`Controller ${playerIndex} not found`);
562
+ throw new errors.SmoreSDKError("INVALID_PLAYER", `Controller ${playerIndex} not found`);
516
563
  }
517
564
  _controllers = _controllers.map(
518
565
  (c) => c.playerIndex === playerIndex ? { ...c, appearance } : c
519
566
  );
520
567
  _onCharacterUpdatedCallbacks.forEach((cb) => cb(playerIndex, appearance));
521
568
  },
522
- simulateRateLimited(event) {
523
- _onRateLimitedCallbacks.forEach((cb) => cb(event));
524
- },
525
569
  simulateAllReady() {
526
570
  _allReadyFired = true;
527
571
  _onAllReadyCallbacks.forEach((cb) => cb());
528
572
  },
529
573
  simulateError(error) {
530
574
  _onErrorCallbacks.forEach((cb) => cb(error));
575
+ },
576
+ simulateGameOver(results) {
577
+ _onGameOverCallbacks.forEach((cb) => cb(results));
578
+ },
579
+ simulateConnectionChange(connected) {
580
+ _isConnected = connected;
581
+ _onConnectionChangeCallbacks.forEach((cb) => cb(connected));
531
582
  }
532
583
  };
533
584
  if (autoReady) {
@@ -1 +1 @@
1
- {"version":3,"file":"testing.cjs","sources":["../../src/testing.ts"],"sourcesContent":["/**\n * @smoregg/sdk - Testing Utilities\n *\n * Mock implementations of Screen and Controller for unit testing.\n * All methods work synchronously for predictable test execution.\n *\n * Mocks use the same event emitter pattern as the real implementations:\n * lifecycle callbacks are registered via methods (onAllReady, onControllerJoin, etc.)\n * on the returned instance rather than via config options.\n *\n * @packageDocumentation\n */\n\nimport type {\n EventMap,\n EventNames,\n EventData,\n CharacterAppearance,\n ControllerInfo,\n PlayerIndex,\n GameResults,\n ScreenEventHandler,\n ControllerEventHandler,\n MockScreen,\n MockController,\n MockOptions,\n SmoreError,\n} from './types';\nimport { validateEventName } from './events';\n\n// =============================================================================\n// MOCK SCREEN IMPLEMENTATION\n// =============================================================================\n\ninterface RecordedBroadcast {\n event: string;\n data: unknown;\n}\n\ninterface RecordedSend {\n playerIndex: PlayerIndex;\n event: string;\n data: unknown;\n}\n\n/**\n * Create a mock Screen for testing game logic.\n *\n * All methods work synchronously. Events can be simulated and recorded\n * for assertions in unit tests.\n *\n * Uses the same event emitter pattern as real Screen: register lifecycle\n * callbacks via methods on the returned instance.\n *\n * @example\n * ```ts\n * const screen = createMockScreen<MyEvents>({\n * controllers: [\n * { playerIndex: 0, nickname: 'Player 1', connected: true },\n * { playerIndex: 1, nickname: 'Player 2', connected: true },\n * ],\n * });\n *\n * screen.on('tap', (pi, data) => handleTap(pi, data));\n * screen.onAllReady(() => startGame());\n *\n * // Simulate player input\n * screen.simulateEvent(0, 'tap', { x: 100, y: 200 });\n *\n * // Check what was broadcast\n * expect(screen.getBroadcasts()).toContainEqual({\n * event: 'score-update',\n * data: { scores: { 0: 10 } },\n * });\n * ```\n */\nexport function createMockScreen<TEvents extends EventMap = EventMap>(\n options: MockOptions = {},\n): MockScreen<TEvents> {\n const {\n roomCode = 'TEST',\n controllers: initialControllers = [],\n autoReady = true,\n } = options;\n\n // Internal state\n let _controllers: ControllerInfo[] = [...initialControllers];\n let _isReady = false;\n let _isDestroyed = false;\n\n // Event listeners\n const listeners = new Map<string, Set<ScreenEventHandler>>();\n\n // Lifecycle callback sets\n const _onAllReadyCallbacks = new Set<() => void>();\n const _onControllerJoinCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onControllerLeaveCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerDisconnectCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerReconnectCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onCharacterUpdatedCallbacks = new Set<(index: PlayerIndex, appearance: CharacterAppearance | null) => void>();\n const _onRateLimitedCallbacks = new Set<(event: string) => void>();\n const _onErrorCallbacks = new Set<(error: SmoreError) => void>();\n\n // Whether all-ready has fired\n let _allReadyFired = false;\n\n // Ready promise\n let _readyResolve: () => void;\n const _readyPromise = new Promise<void>((resolve) => {\n _readyResolve = resolve;\n });\n\n // Recorded events for testing\n const broadcasts: RecordedBroadcast[] = [];\n const sends: RecordedSend[] = [];\n\n // Screen implementation\n const screen: MockScreen<TEvents> = {\n // === Properties ===\n get controllers() {\n return [..._controllers];\n },\n get roomCode() {\n return roomCode;\n },\n get isReady() {\n return _isReady;\n },\n get isDestroyed() {\n return _isDestroyed;\n },\n get ready() {\n return _readyPromise;\n },\n\n // === Lifecycle Methods ===\n onAllReady(callback: () => void): () => void {\n if (_allReadyFired) {\n callback();\n }\n _onAllReadyCallbacks.add(callback);\n return () => { _onAllReadyCallbacks.delete(callback); };\n },\n\n onControllerJoin(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerJoinCallbacks.add(callback);\n return () => { _onControllerJoinCallbacks.delete(callback); };\n },\n\n onControllerLeave(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerLeaveCallbacks.add(callback);\n return () => { _onControllerLeaveCallbacks.delete(callback); };\n },\n\n onControllerDisconnect(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerDisconnectCallbacks.add(callback);\n return () => { _onControllerDisconnectCallbacks.delete(callback); };\n },\n\n onControllerReconnect(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerReconnectCallbacks.add(callback);\n return () => { _onControllerReconnectCallbacks.delete(callback); };\n },\n\n onCharacterUpdated(callback: (playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void): () => void {\n _onCharacterUpdatedCallbacks.add(callback);\n return () => { _onCharacterUpdatedCallbacks.delete(callback); };\n },\n\n onRateLimited(callback: (event: string) => void): () => void {\n _onRateLimitedCallbacks.add(callback);\n return () => { _onRateLimitedCallbacks.delete(callback); };\n },\n\n onError(callback: (error: SmoreError) => void): () => void {\n _onErrorCallbacks.add(callback);\n return () => { _onErrorCallbacks.delete(callback); };\n },\n\n // === Communication Methods ===\n broadcast<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new Error('Cannot broadcast: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot broadcast: screen is not ready');\n }\n validateEventName(event as string);\n broadcasts.push({ event: event as string, data });\n },\n\n broadcastRaw(event: string, data?: unknown): void {\n if (_isDestroyed) {\n throw new Error('Cannot broadcast: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot broadcast: screen is not ready');\n }\n validateEventName(event);\n broadcasts.push({ event, data });\n },\n\n sendToController<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new Error('Cannot send: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot send: screen is not ready');\n }\n validateEventName(event as string);\n if (!_controllers.some((c) => c.playerIndex === playerIndex)) {\n throw new Error(`Invalid player index: ${playerIndex}`);\n }\n sends.push({ playerIndex, event: event as string, data });\n },\n\n sendToControllerRaw(\n playerIndex: PlayerIndex,\n event: string,\n data?: unknown,\n ): void {\n if (_isDestroyed) {\n throw new Error('Cannot send: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot send: screen is not ready');\n }\n validateEventName(event);\n if (!_controllers.some((c) => c.playerIndex === playerIndex)) {\n throw new Error(`Invalid player index: ${playerIndex}`);\n }\n sends.push({ playerIndex, event, data });\n },\n\n // === Game Lifecycle ===\n gameOver(results?: GameResults): void {\n if (_isDestroyed) {\n throw new Error('Cannot call gameOver: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot call gameOver: screen is not ready');\n }\n broadcasts.push({ event: 'smore:game-over', data: { results } });\n },\n\n signalReady(): void {\n if (_isDestroyed) {\n throw new Error('Cannot call signalReady: screen is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot call signalReady: screen is not ready');\n }\n // No-op in mock (real implementation emits to server)\n },\n\n // === Event Subscription ===\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!listeners.has(eventStr)) {\n listeners.set(eventStr, new Set());\n }\n listeners.get(eventStr)!.add(handler as ScreenEventHandler);\n\n return () => {\n listeners.get(eventStr)?.delete(handler as ScreenEventHandler);\n };\n },\n\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const wrapper: ScreenEventHandler<EventData<TEvents, K>> = (playerIndex, data) => {\n handler(playerIndex, data);\n screen.off(event, wrapper);\n };\n return screen.on(event, wrapper);\n },\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ScreenEventHandler<EventData<TEvents, K>>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!handler) {\n listeners.delete(eventStr);\n } else {\n listeners.get(eventStr)?.delete(handler as ScreenEventHandler);\n }\n },\n\n // === Utilities ===\n getController(playerIndex: PlayerIndex): ControllerInfo | undefined {\n return _controllers.find((c) => c.playerIndex === playerIndex);\n },\n\n getControllerCount(): number {\n return _controllers.filter(c => c.connected).length;\n },\n\n hasAnyConnectedControllers(): boolean {\n return _controllers.some(c => c.connected);\n },\n\n // === Cleanup ===\n /**\n * Note: destroy() clears recorded broadcast/event arrays. Call getBroadcasts() before destroy() if assertions are needed.\n */\n destroy(): void {\n _isDestroyed = true;\n listeners.clear();\n broadcasts.length = 0;\n sends.length = 0;\n },\n\n // === Mock-specific methods ===\n simulateEvent<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n const handlers = listeners.get(eventStr);\n if (handlers) {\n handlers.forEach((handler) => {\n handler(playerIndex, data);\n });\n }\n },\n\n simulateControllerJoin(info: ControllerInfo): void {\n _controllers.push(info);\n _onControllerJoinCallbacks.forEach(cb => cb(info.playerIndex, info));\n },\n\n simulateControllerLeave(playerIndex: PlayerIndex): void {\n _controllers = _controllers.filter((c) => c.playerIndex !== playerIndex);\n _onControllerLeaveCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a controller network disconnect (player still in room but unreachable).\n */\n simulateControllerDisconnect(playerIndex: PlayerIndex): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new Error(`Controller ${playerIndex} not found`);\n }\n // Mark as disconnected (need to create new object since ControllerInfo is readonly)\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex\n ? { ...c, connected: false }\n : c\n );\n _onControllerDisconnectCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a controller network reconnect after disconnect.\n */\n simulateControllerReconnect(playerIndex: PlayerIndex): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new Error(`Controller ${playerIndex} not found`);\n }\n // Mark as connected (need to create new object since ControllerInfo is readonly)\n const reconnectedController = { ...controller, connected: true };\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? reconnectedController : c\n );\n _onControllerReconnectCallbacks.forEach(cb => cb(playerIndex, reconnectedController));\n },\n\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new Error(`Controller ${playerIndex} not found`);\n }\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? { ...c, appearance } : c\n );\n _onCharacterUpdatedCallbacks.forEach(cb => cb(playerIndex, appearance));\n },\n\n simulateRateLimited(event: string): void {\n _onRateLimitedCallbacks.forEach(cb => cb(event));\n },\n\n simulateAllReady(): void {\n _allReadyFired = true;\n _onAllReadyCallbacks.forEach(cb => cb());\n },\n\n simulateError(error: any): void {\n _onErrorCallbacks.forEach(cb => cb(error));\n },\n\n getBroadcasts(): Array<{ event: string; data: unknown }> {\n return [...broadcasts];\n },\n\n getSentToController(\n playerIndex: PlayerIndex,\n ): Array<{ event: string; data: unknown }> {\n return sends\n .filter((s) => s.playerIndex === playerIndex)\n .map((s) => ({ event: s.event, data: s.data }));\n },\n\n clearRecordedEvents(): void {\n broadcasts.length = 0;\n sends.length = 0;\n },\n\n triggerReady(): void {\n _isReady = true;\n _readyResolve();\n },\n };\n\n /**\n * Auto-trigger ready if enabled.\n *\n * **Note:** `autoReady` uses `setTimeout(0)` which fires asynchronously (next tick).\n * For synchronous test control, use `autoReady: false` and call `triggerReady()` manually.\n */\n if (autoReady) {\n setTimeout(() => screen.triggerReady(), 0);\n }\n\n return screen;\n}\n\n// =============================================================================\n// MOCK CONTROLLER IMPLEMENTATION\n// =============================================================================\n\ninterface RecordedEvent {\n event: string;\n data: unknown;\n}\n\n/**\n * Create a mock Controller for testing player input logic.\n *\n * All methods work synchronously. Events can be simulated and recorded\n * for assertions in unit tests.\n *\n * Uses the same event emitter pattern as real Controller: register lifecycle\n * callbacks via methods on the returned instance.\n *\n * @example\n * ```ts\n * const controller = createMockController<MyEvents>({\n * myIndex: 0,\n * });\n *\n * controller.on('your-turn', (data) => handleTurn(data));\n * controller.onAllReady(() => console.log('Ready!'));\n *\n * // Simulate receiving from screen\n * controller.simulateEvent('your-turn', { timeLimit: 30 });\n *\n * // Check what was sent\n * expect(controller.getSentEvents()).toContainEqual({\n * event: 'answer',\n * data: { choice: 2 },\n * });\n * ```\n */\nexport function createMockController<TEvents extends EventMap = EventMap>(\n options: MockOptions = {},\n): MockController<TEvents> {\n const {\n roomCode = 'TEST',\n myIndex = 0,\n autoReady = true,\n } = options;\n\n // Internal state -- uses a full ControllerInfo[] array (matching MockScreen pattern)\n // to preserve nickname/appearance data from simulatePlayerJoin()\n let _isReady = false;\n let _isDestroyed = false;\n let _controllers: ControllerInfo[] = options.controllers ?? [];\n\n // Event listeners\n const listeners = new Map<string, Set<ControllerEventHandler>>();\n\n // Lifecycle callback sets\n const _onAllReadyCallbacks = new Set<() => void>();\n const _onControllerJoinCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onControllerLeaveCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerDisconnectCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerReconnectCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onCharacterUpdatedCallbacks = new Set<(index: PlayerIndex, appearance: CharacterAppearance | null) => void>();\n const _onRateLimitedCallbacks = new Set<(event: string) => void>();\n const _onErrorCallbacks = new Set<(error: SmoreError) => void>();\n\n // Whether all-ready has fired\n let _allReadyFired = false;\n\n // Ready promise\n let _readyResolve: () => void;\n const _readyPromise = new Promise<void>((resolve) => {\n _readyResolve = resolve;\n });\n\n // Recorded events for testing\n const sentEvents: RecordedEvent[] = [];\n\n // Controller implementation\n const controller: MockController<TEvents> = {\n // === Properties ===\n get myIndex() {\n return myIndex;\n },\n get roomCode() {\n return roomCode;\n },\n get isReady() {\n return _isReady;\n },\n get isDestroyed() {\n return _isDestroyed;\n },\n\n get controllers(): readonly ControllerInfo[] {\n return [..._controllers];\n },\n\n get ready() {\n return _readyPromise;\n },\n\n // === Lifecycle Methods ===\n onAllReady(callback: () => void): () => void {\n if (_allReadyFired) {\n callback();\n }\n _onAllReadyCallbacks.add(callback);\n return () => { _onAllReadyCallbacks.delete(callback); };\n },\n\n onControllerJoin(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerJoinCallbacks.add(callback);\n return () => { _onControllerJoinCallbacks.delete(callback); };\n },\n\n onControllerLeave(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerLeaveCallbacks.add(callback);\n return () => { _onControllerLeaveCallbacks.delete(callback); };\n },\n\n onControllerDisconnect(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerDisconnectCallbacks.add(callback);\n return () => { _onControllerDisconnectCallbacks.delete(callback); };\n },\n\n onControllerReconnect(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerReconnectCallbacks.add(callback);\n return () => { _onControllerReconnectCallbacks.delete(callback); };\n },\n\n onCharacterUpdated(callback: (playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void): () => void {\n _onCharacterUpdatedCallbacks.add(callback);\n return () => { _onCharacterUpdatedCallbacks.delete(callback); };\n },\n\n onRateLimited(callback: (event: string) => void): () => void {\n _onRateLimitedCallbacks.add(callback);\n return () => { _onRateLimitedCallbacks.delete(callback); };\n },\n\n onError(callback: (error: SmoreError) => void): () => void {\n _onErrorCallbacks.add(callback);\n return () => { _onErrorCallbacks.delete(callback); };\n },\n\n getControllerCount(): number {\n return _controllers.filter(c => c.connected).length;\n },\n\n // === Communication Methods ===\n send<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new Error('Cannot send: controller is destroyed');\n }\n validateEventName(event as string);\n sentEvents.push({ event: event as string, data });\n },\n\n sendRaw(event: string, data?: unknown): void {\n if (_isDestroyed) {\n throw new Error('Cannot send: controller is destroyed');\n }\n validateEventName(event);\n sentEvents.push({ event, data });\n },\n\n signalReady(): void {\n if (_isDestroyed) {\n throw new Error('Cannot call signalReady: controller is destroyed');\n }\n if (!_isReady) {\n throw new Error('Cannot call signalReady: controller is not ready');\n }\n // No-op in mock (real implementation emits to server)\n },\n\n // === Event Subscription ===\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!listeners.has(eventStr)) {\n listeners.set(eventStr, new Set());\n }\n listeners.get(eventStr)!.add(handler as ControllerEventHandler);\n\n return () => {\n listeners.get(eventStr)?.delete(handler as ControllerEventHandler);\n };\n },\n\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const wrapper: ControllerEventHandler<EventData<TEvents, K>> = (data) => {\n handler(data);\n controller.off(event, wrapper);\n };\n return controller.on(event, wrapper);\n },\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ControllerEventHandler<EventData<TEvents, K>>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!handler) {\n listeners.delete(eventStr);\n } else {\n listeners.get(eventStr)?.delete(handler as ControllerEventHandler);\n }\n },\n\n // === Cleanup ===\n destroy(): void {\n _isDestroyed = true;\n listeners.clear();\n sentEvents.length = 0;\n },\n\n // === Mock-specific methods ===\n simulateEvent<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n const handlers = listeners.get(eventStr);\n if (handlers) {\n handlers.forEach((handler) => {\n handler(data);\n });\n }\n },\n\n getSentEvents(): Array<{ event: string; data: unknown }> {\n return [...sentEvents];\n },\n\n clearRecordedEvents(): void {\n sentEvents.length = 0;\n },\n\n triggerReady(): void {\n _isReady = true;\n _readyResolve();\n },\n\n /**\n * Simulate a new player joining the room.\n * Stores full ControllerInfo (nickname, appearance, etc.) for later retrieval.\n */\n simulatePlayerJoin(playerIndex: PlayerIndex, info: ControllerInfo): void {\n if (!_controllers.some(c => c.playerIndex === playerIndex)) {\n _controllers = [..._controllers, { ...info, connected: info.connected ?? true }];\n }\n _onControllerJoinCallbacks.forEach(cb => cb(playerIndex, info));\n },\n\n /**\n * Simulate a player leaving the room (fully removed).\n */\n simulatePlayerLeave(playerIndex: PlayerIndex): void {\n _controllers = _controllers.filter(c => c.playerIndex !== playerIndex);\n _onControllerLeaveCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a player network disconnect (player still in room but unreachable).\n */\n simulatePlayerDisconnect(playerIndex: PlayerIndex): void {\n _controllers = _controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n _onControllerDisconnectCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a player network reconnect after disconnect.\n */\n simulatePlayerReconnect(playerIndex: PlayerIndex, info: ControllerInfo): void {\n _controllers = _controllers.map(c =>\n c.playerIndex === playerIndex ? { ...info, connected: true } : c\n );\n _onControllerReconnectCallbacks.forEach(cb => cb(playerIndex, info));\n },\n\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void {\n const ctrl = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!ctrl) {\n throw new Error(`Controller ${playerIndex} not found`);\n }\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? { ...c, appearance } : c\n );\n _onCharacterUpdatedCallbacks.forEach(cb => cb(playerIndex, appearance));\n },\n\n simulateRateLimited(event: string): void {\n _onRateLimitedCallbacks.forEach(cb => cb(event));\n },\n\n simulateAllReady(): void {\n _allReadyFired = true;\n _onAllReadyCallbacks.forEach(cb => cb());\n },\n\n simulateError(error: any): void {\n _onErrorCallbacks.forEach(cb => cb(error));\n },\n };\n\n /**\n * Auto-trigger ready if enabled.\n *\n * **Note:** `autoReady` uses `setTimeout(0)` which fires asynchronously (next tick).\n * For synchronous test control, use `autoReady: false` and call `triggerReady()` manually.\n */\n if (autoReady) {\n setTimeout(() => controller.triggerReady(), 0);\n }\n\n return controller;\n}\n\n// =============================================================================\n// EXPORTS\n// =============================================================================\n\nexport type { MockScreen, MockController, MockOptions 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+ {"version":3,"file":"testing.cjs","sources":["../../src/testing.ts"],"sourcesContent":["/**\n * @smoregg/sdk - Testing Utilities\n *\n * Mock implementations of Screen and Controller for unit testing.\n * All methods work synchronously for predictable test execution.\n *\n * Mocks use the same event emitter pattern as the real implementations:\n * lifecycle callbacks are registered via methods (onAllReady, onControllerJoin, etc.)\n * on the returned instance rather than via config options.\n *\n * @packageDocumentation\n */\n\nimport type {\n EventMap,\n EventNames,\n EventData,\n CharacterAppearance,\n ControllerInfo,\n PlayerIndex,\n GameResults,\n ScreenEventHandler,\n ControllerEventHandler,\n SmoreError,\n Screen,\n Controller,\n RoomCode,\n} from './types';\nimport { validateEventName } from './events';\nimport { SmoreSDKError } from './errors';\n\n// =============================================================================\n// MOCK TYPES (internal — not part of public API)\n// =============================================================================\n\n/**\n * Options for creating mock instances.\n */\nexport interface MockOptions {\n /** Initial room code */\n roomCode?: RoomCode;\n /** Initial controllers for Screen mock */\n controllers?: ControllerInfo[];\n /** My index for Controller mock */\n myPlayerIndex?: PlayerIndex;\n /** Auto-trigger ready state */\n autoReady?: boolean;\n}\n\n/**\n * Mock Screen for testing.\n * Extends Screen with additional test utilities.\n */\nexport interface MockScreen<TEvents extends EventMap = EventMap>\n extends Screen<TEvents> {\n simulateEvent<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>,\n ): void;\n simulateControllerJoin(info: ControllerInfo): void;\n simulateControllerLeave(playerIndex: PlayerIndex): void;\n simulateControllerDisconnect(playerIndex: PlayerIndex): void;\n simulateControllerReconnect(playerIndex: PlayerIndex): void;\n getBroadcasts(): Array<{ event: string; data: unknown }>;\n getSentToController(playerIndex: PlayerIndex): Array<{ event: string; data: unknown }>;\n clearRecordedEvents(): void;\n triggerReady(): void;\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void;\n simulateAllReady(): void;\n simulateError(error: any): void;\n simulateConnectionChange(connected: boolean): void;\n}\n\n/**\n * Mock Controller for testing.\n * Extends Controller with additional test utilities.\n */\nexport interface MockController<TEvents extends EventMap = EventMap>\n extends Controller<TEvents> {\n simulateEvent<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void;\n getSentEvents(): Array<{ event: string; data: unknown }>;\n clearRecordedEvents(): void;\n triggerReady(): void;\n simulatePlayerJoin(playerIndex: PlayerIndex, info: ControllerInfo): void;\n simulatePlayerLeave(playerIndex: PlayerIndex): void;\n simulatePlayerDisconnect(playerIndex: PlayerIndex): void;\n simulatePlayerReconnect(playerIndex: PlayerIndex, info: ControllerInfo): void;\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void;\n simulateAllReady(): void;\n simulateError(error: any): void;\n simulateGameOver(results?: GameResults): void;\n simulateConnectionChange(connected: boolean): void;\n}\n\n// =============================================================================\n// MOCK SCREEN IMPLEMENTATION\n// =============================================================================\n\ninterface RecordedBroadcast {\n event: string;\n data: unknown;\n}\n\ninterface RecordedSend {\n playerIndex: PlayerIndex;\n event: string;\n data: unknown;\n}\n\n/**\n * Create a mock Screen for testing game logic.\n *\n * All methods work synchronously. Events can be simulated and recorded\n * for assertions in unit tests.\n *\n * Uses the same event emitter pattern as real Screen: register lifecycle\n * callbacks via methods on the returned instance.\n *\n * @example\n * ```ts\n * const screen = createMockScreen<MyEvents>({\n * controllers: [\n * { playerIndex: 0, nickname: 'Player 1', connected: true },\n * { playerIndex: 1, nickname: 'Player 2', connected: true },\n * ],\n * });\n *\n * screen.on('tap', (playerIndex, data) => handleTap(playerIndex, data));\n * screen.onAllReady(() => startGame());\n *\n * // Simulate player input\n * screen.simulateEvent(0, 'tap', { x: 100, y: 200 });\n *\n * // Check what was broadcast\n * expect(screen.getBroadcasts()).toContainEqual({\n * event: 'score-update',\n * data: { scores: { 0: 10 } },\n * });\n * ```\n */\nexport function createMockScreen<TEvents extends EventMap = EventMap>(\n options: MockOptions = {},\n): MockScreen<TEvents> {\n const {\n roomCode = 'TEST',\n controllers: initialControllers = [],\n autoReady = true,\n } = options;\n\n // Internal state\n let _controllers: ControllerInfo[] = [...initialControllers];\n let _isReady = false;\n let _isConnected = false;\n let _isDestroyed = false;\n\n // Event listeners\n const listeners = new Map<string, Set<ScreenEventHandler>>();\n\n // Lifecycle callback sets\n const _onAllReadyCallbacks = new Set<() => void>();\n const _onControllerJoinCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onControllerLeaveCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerDisconnectCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerReconnectCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onCharacterUpdatedCallbacks = new Set<(index: PlayerIndex, appearance: CharacterAppearance | null) => void>();\n const _onErrorCallbacks = new Set<(error: SmoreError) => void>();\n const _onConnectionChangeCallbacks = new Set<(connected: boolean) => void>();\n\n // Whether all-ready has fired\n let _allReadyFired = false;\n\n // Ready promise\n let _readyResolve: () => void;\n const _readyPromise = new Promise<void>((resolve) => {\n _readyResolve = resolve;\n });\n\n // Recorded events for testing\n const broadcasts: RecordedBroadcast[] = [];\n const sends: RecordedSend[] = [];\n\n // Screen implementation\n const screen: MockScreen<TEvents> = {\n // === Properties ===\n get controllers() {\n return [..._controllers];\n },\n get roomCode() {\n return roomCode;\n },\n get isReady() {\n return _isReady;\n },\n get isDestroyed() {\n return _isDestroyed;\n },\n get isConnected() {\n return _isConnected;\n },\n get protocolVersion() {\n return 1;\n },\n get ready() {\n return _readyPromise;\n },\n\n // === Lifecycle Methods ===\n onAllReady(callback: () => void): () => void {\n if (_allReadyFired) {\n callback();\n }\n _onAllReadyCallbacks.add(callback);\n return () => { _onAllReadyCallbacks.delete(callback); };\n },\n\n onControllerJoin(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerJoinCallbacks.add(callback);\n return () => { _onControllerJoinCallbacks.delete(callback); };\n },\n\n onControllerLeave(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerLeaveCallbacks.add(callback);\n return () => { _onControllerLeaveCallbacks.delete(callback); };\n },\n\n onControllerDisconnect(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerDisconnectCallbacks.add(callback);\n return () => { _onControllerDisconnectCallbacks.delete(callback); };\n },\n\n onControllerReconnect(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerReconnectCallbacks.add(callback);\n return () => { _onControllerReconnectCallbacks.delete(callback); };\n },\n\n onCharacterUpdated(callback: (playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void): () => void {\n _onCharacterUpdatedCallbacks.add(callback);\n return () => { _onCharacterUpdatedCallbacks.delete(callback); };\n },\n\n onError(callback: (error: SmoreError) => void): () => void {\n _onErrorCallbacks.add(callback);\n return () => { _onErrorCallbacks.delete(callback); };\n },\n\n onConnectionChange(callback: (connected: boolean) => void): () => void {\n _onConnectionChangeCallbacks.add(callback);\n return () => { _onConnectionChangeCallbacks.delete(callback); };\n },\n\n // === Communication Methods ===\n broadcast<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call broadcast() after destroy()');\n }\n if (!_isReady) {\n throw new SmoreSDKError('NOT_READY', 'Cannot call broadcast() before screen is ready');\n }\n validateEventName(event as string);\n broadcasts.push({ event: event as string, data });\n },\n\n sendToController<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call sendToController() after destroy()');\n }\n if (!_isReady) {\n throw new SmoreSDKError('NOT_READY', 'Cannot call sendToController() before screen is ready');\n }\n validateEventName(event as string);\n if (!_controllers.some((c) => c.playerIndex === playerIndex)) {\n throw new SmoreSDKError('INVALID_PLAYER', `No controller found with player index ${playerIndex}`);\n }\n sends.push({ playerIndex, event: event as string, data });\n },\n\n // === Game Lifecycle ===\n gameOver(results?: GameResults): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call gameOver() after destroy()');\n }\n if (!_isReady) {\n throw new SmoreSDKError('NOT_READY', 'Cannot call gameOver() before screen is ready');\n }\n broadcasts.push({ event: 'smore:game-over', data: { results } });\n },\n\n signalReady(): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call signalReady() after destroy()');\n }\n if (!_isReady) {\n throw new SmoreSDKError('NOT_READY', 'Cannot call signalReady() before screen is ready');\n }\n // No-op in mock (real implementation emits to server)\n },\n\n // === Event Subscription ===\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>,\n ): () => void {\n const eventStr = event as string;\n\n // Handle $-prefixed lifecycle events by delegating to appropriate lifecycle method\n if (eventStr.startsWith('$')) {\n switch (eventStr) {\n case '$controller-join':\n return screen.onControllerJoin(handler as any);\n case '$controller-leave':\n return screen.onControllerLeave(handler as any);\n case '$controller-disconnect':\n return screen.onControllerDisconnect(handler as any);\n case '$controller-reconnect':\n return screen.onControllerReconnect(handler as any);\n case '$character-updated':\n return screen.onCharacterUpdated(handler as any);\n case '$all-ready':\n return screen.onAllReady(handler as any);\n case '$error':\n return screen.onError(handler as any);\n default:\n // Unknown lifecycle event, just treat as regular event\n break;\n }\n }\n\n validateEventName(event as string);\n\n if (!listeners.has(eventStr)) {\n listeners.set(eventStr, new Set());\n }\n listeners.get(eventStr)!.add(handler as ScreenEventHandler);\n\n return () => {\n listeners.get(eventStr)?.delete(handler as ScreenEventHandler);\n };\n },\n\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ScreenEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const wrapper: ScreenEventHandler<EventData<TEvents, K>> = (playerIndex, data) => {\n handler(playerIndex, data);\n screen.off(event, wrapper);\n };\n return screen.on(event, wrapper);\n },\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ScreenEventHandler<EventData<TEvents, K>>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!handler) {\n listeners.delete(eventStr);\n } else {\n listeners.get(eventStr)?.delete(handler as ScreenEventHandler);\n }\n },\n\n removeAllListeners(event?: string): void {\n if (event) {\n listeners.delete(event);\n } else {\n listeners.clear();\n }\n },\n\n // === Utilities ===\n getController(playerIndex: PlayerIndex): ControllerInfo | undefined {\n return _controllers.find((c) => c.playerIndex === playerIndex);\n },\n\n getControllerCount(): number {\n return _controllers.filter(c => c.connected).length;\n },\n\n // === Cleanup ===\n /**\n * Note: destroy() clears recorded broadcast/event arrays. Call getBroadcasts() before destroy() if assertions are needed.\n */\n destroy(): void {\n _isDestroyed = true;\n listeners.clear();\n broadcasts.length = 0;\n sends.length = 0;\n },\n\n // === Mock-specific methods ===\n simulateEvent<K extends EventNames<TEvents>>(\n playerIndex: PlayerIndex,\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n const handlers = listeners.get(eventStr);\n if (handlers) {\n handlers.forEach((handler) => {\n handler(playerIndex, data);\n });\n }\n },\n\n simulateControllerJoin(info: ControllerInfo): void {\n _controllers.push(info);\n _onControllerJoinCallbacks.forEach(cb => cb(info.playerIndex, info));\n },\n\n simulateControllerLeave(playerIndex: PlayerIndex): void {\n _controllers = _controllers.filter((c) => c.playerIndex !== playerIndex);\n _onControllerLeaveCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a controller network disconnect (player still in room but unreachable).\n */\n simulateControllerDisconnect(playerIndex: PlayerIndex): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new SmoreSDKError('INVALID_PLAYER', `Controller ${playerIndex} not found`);\n }\n // Mark as disconnected (need to create new object since ControllerInfo is readonly)\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex\n ? { ...c, connected: false }\n : c\n );\n _onControllerDisconnectCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a controller network reconnect after disconnect.\n */\n simulateControllerReconnect(playerIndex: PlayerIndex): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new SmoreSDKError('INVALID_PLAYER', `Controller ${playerIndex} not found`);\n }\n // Mark as connected (need to create new object since ControllerInfo is readonly)\n const reconnectedController = { ...controller, connected: true };\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? reconnectedController : c\n );\n _onControllerReconnectCallbacks.forEach(cb => cb(playerIndex, reconnectedController));\n },\n\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void {\n const controller = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!controller) {\n throw new SmoreSDKError('INVALID_PLAYER', `Controller ${playerIndex} not found`);\n }\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? { ...c, appearance } : c\n );\n _onCharacterUpdatedCallbacks.forEach(cb => cb(playerIndex, appearance));\n },\n\n simulateAllReady(): void {\n _allReadyFired = true;\n _onAllReadyCallbacks.forEach(cb => cb());\n },\n\n simulateError(error: any): void {\n _onErrorCallbacks.forEach(cb => cb(error));\n },\n\n simulateConnectionChange(connected: boolean): void {\n _isConnected = connected;\n _onConnectionChangeCallbacks.forEach(cb => cb(connected));\n },\n\n getBroadcasts(): Array<{ event: string; data: unknown }> {\n return [...broadcasts];\n },\n\n getSentToController(\n playerIndex: PlayerIndex,\n ): Array<{ event: string; data: unknown }> {\n return sends\n .filter((s) => s.playerIndex === playerIndex)\n .map((s) => ({ event: s.event, data: s.data }));\n },\n\n clearRecordedEvents(): void {\n broadcasts.length = 0;\n sends.length = 0;\n },\n\n triggerReady(): void {\n _isReady = true;\n _isConnected = true;\n _readyResolve();\n },\n };\n\n /**\n * Auto-trigger ready if enabled.\n *\n * **Note:** `autoReady` uses `setTimeout(0)` which fires asynchronously (next tick).\n * For synchronous test control, use `autoReady: false` and call `triggerReady()` manually.\n */\n if (autoReady) {\n setTimeout(() => screen.triggerReady(), 0);\n }\n\n return screen;\n}\n\n// =============================================================================\n// MOCK CONTROLLER IMPLEMENTATION\n// =============================================================================\n\ninterface RecordedEvent {\n event: string;\n data: unknown;\n}\n\n/**\n * Create a mock Controller for testing player input logic.\n *\n * All methods work synchronously. Events can be simulated and recorded\n * for assertions in unit tests.\n *\n * Uses the same event emitter pattern as real Controller: register lifecycle\n * callbacks via methods on the returned instance.\n *\n * @example\n * ```ts\n * const controller = createMockController<MyEvents>({\n * myPlayerIndex: 0,\n * });\n *\n * controller.on('your-turn', (data) => handleTurn(data));\n * controller.onAllReady(() => console.log('Ready!'));\n *\n * // Simulate receiving from screen\n * controller.simulateEvent('your-turn', { timeLimit: 30 });\n *\n * // Check what was sent\n * expect(controller.getSentEvents()).toContainEqual({\n * event: 'answer',\n * data: { choice: 2 },\n * });\n * ```\n */\nexport function createMockController<TEvents extends EventMap = EventMap>(\n options: MockOptions = {},\n): MockController<TEvents> {\n const {\n roomCode = 'TEST',\n myPlayerIndex = 0,\n autoReady = true,\n } = options;\n\n // Internal state -- uses a full ControllerInfo[] array (matching MockScreen pattern)\n // to preserve nickname/appearance data from simulatePlayerJoin()\n let _isReady = false;\n let _isConnected = false;\n let _isDestroyed = false;\n let _controllers: ControllerInfo[] = options.controllers ?? [];\n\n // Event listeners\n const listeners = new Map<string, Set<ControllerEventHandler>>();\n\n // Lifecycle callback sets\n const _onAllReadyCallbacks = new Set<() => void>();\n const _onControllerJoinCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onControllerLeaveCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerDisconnectCallbacks = new Set<(index: PlayerIndex) => void>();\n const _onControllerReconnectCallbacks = new Set<(index: PlayerIndex, info: ControllerInfo) => void>();\n const _onCharacterUpdatedCallbacks = new Set<(index: PlayerIndex, appearance: CharacterAppearance | null) => void>();\n const _onErrorCallbacks = new Set<(error: SmoreError) => void>();\n const _onGameOverCallbacks = new Set<(results?: GameResults) => void>();\n const _onConnectionChangeCallbacks = new Set<(connected: boolean) => void>();\n\n // Whether all-ready has fired\n let _allReadyFired = false;\n\n // Ready promise\n let _readyResolve: () => void;\n const _readyPromise = new Promise<void>((resolve) => {\n _readyResolve = resolve;\n });\n\n // Recorded events for testing\n const sentEvents: RecordedEvent[] = [];\n\n // Controller implementation\n const controller: MockController<TEvents> = {\n // === Properties ===\n get myPlayerIndex() {\n return myPlayerIndex;\n },\n get roomCode() {\n return roomCode;\n },\n get isReady() {\n return _isReady;\n },\n get isDestroyed() {\n return _isDestroyed;\n },\n\n get isConnected() {\n return _isConnected;\n },\n\n get protocolVersion() {\n return 1;\n },\n\n get controllers(): readonly ControllerInfo[] {\n return [..._controllers];\n },\n\n get ready() {\n return _readyPromise;\n },\n\n // === Lifecycle Methods ===\n onAllReady(callback: () => void): () => void {\n if (_allReadyFired) {\n callback();\n }\n _onAllReadyCallbacks.add(callback);\n return () => { _onAllReadyCallbacks.delete(callback); };\n },\n\n onControllerJoin(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerJoinCallbacks.add(callback);\n return () => { _onControllerJoinCallbacks.delete(callback); };\n },\n\n onControllerLeave(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerLeaveCallbacks.add(callback);\n return () => { _onControllerLeaveCallbacks.delete(callback); };\n },\n\n onControllerDisconnect(callback: (playerIndex: PlayerIndex) => void): () => void {\n _onControllerDisconnectCallbacks.add(callback);\n return () => { _onControllerDisconnectCallbacks.delete(callback); };\n },\n\n onControllerReconnect(callback: (playerIndex: PlayerIndex, info: ControllerInfo) => void): () => void {\n _onControllerReconnectCallbacks.add(callback);\n return () => { _onControllerReconnectCallbacks.delete(callback); };\n },\n\n onCharacterUpdated(callback: (playerIndex: PlayerIndex, appearance: CharacterAppearance | null) => void): () => void {\n _onCharacterUpdatedCallbacks.add(callback);\n return () => { _onCharacterUpdatedCallbacks.delete(callback); };\n },\n\n onError(callback: (error: SmoreError) => void): () => void {\n _onErrorCallbacks.add(callback);\n return () => { _onErrorCallbacks.delete(callback); };\n },\n\n onConnectionChange(callback: (connected: boolean) => void): () => void {\n _onConnectionChangeCallbacks.add(callback);\n return () => { _onConnectionChangeCallbacks.delete(callback); };\n },\n\n onGameOver(callback: (results?: GameResults) => void): () => void {\n _onGameOverCallbacks.add(callback);\n return () => { _onGameOverCallbacks.delete(callback); };\n },\n\n getControllerCount(): number {\n return _controllers.filter(c => c.connected).length;\n },\n\n getController(playerIndex: PlayerIndex): ControllerInfo | undefined {\n return _controllers.find((c) => c.playerIndex === playerIndex);\n },\n\n // === Communication Methods ===\n send<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call send() after destroy()');\n }\n validateEventName(event as string);\n sentEvents.push({ event: event as string, data });\n },\n\n signalReady(): void {\n if (_isDestroyed) {\n throw new SmoreSDKError('DESTROYED', 'Cannot call signalReady() after destroy()');\n }\n if (!_isReady) {\n throw new SmoreSDKError('NOT_READY', 'Cannot call signalReady() before controller is ready');\n }\n // No-op in mock (real implementation emits to server)\n },\n\n // === Event Subscription ===\n on<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n const eventStr = event as string;\n\n // Handle $-prefixed lifecycle events by delegating to appropriate lifecycle method\n if (eventStr.startsWith('$')) {\n switch (eventStr) {\n case '$controller-join':\n return controller.onControllerJoin(handler as any);\n case '$controller-leave':\n return controller.onControllerLeave(handler as any);\n case '$controller-disconnect':\n return controller.onControllerDisconnect(handler as any);\n case '$controller-reconnect':\n return controller.onControllerReconnect(handler as any);\n case '$character-updated':\n return controller.onCharacterUpdated(handler as any);\n case '$all-ready':\n return controller.onAllReady(handler as any);\n case '$error':\n return controller.onError(handler as any);\n case '$game-over':\n return controller.onGameOver(handler as any);\n default:\n // Unknown lifecycle event, just treat as regular event\n break;\n }\n }\n\n validateEventName(event as string);\n\n if (!listeners.has(eventStr)) {\n listeners.set(eventStr, new Set());\n }\n listeners.get(eventStr)!.add(handler as ControllerEventHandler);\n\n return () => {\n listeners.get(eventStr)?.delete(handler as ControllerEventHandler);\n };\n },\n\n once<K extends EventNames<TEvents>>(\n event: K,\n handler: ControllerEventHandler<EventData<TEvents, K>>,\n ): () => void {\n validateEventName(event as string);\n const wrapper: ControllerEventHandler<EventData<TEvents, K>> = (data) => {\n handler(data);\n controller.off(event, wrapper);\n };\n return controller.on(event, wrapper);\n },\n\n off<K extends EventNames<TEvents>>(\n event: K,\n handler?: ControllerEventHandler<EventData<TEvents, K>>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n if (!handler) {\n listeners.delete(eventStr);\n } else {\n listeners.get(eventStr)?.delete(handler as ControllerEventHandler);\n }\n },\n\n removeAllListeners(event?: string): void {\n if (event) {\n listeners.delete(event);\n } else {\n listeners.clear();\n }\n },\n\n // === Cleanup ===\n destroy(): void {\n _isDestroyed = true;\n listeners.clear();\n sentEvents.length = 0;\n },\n\n // === Mock-specific methods ===\n simulateEvent<K extends EventNames<TEvents>>(\n event: K,\n data: EventData<TEvents, K>,\n ): void {\n validateEventName(event as string);\n const eventStr = event as string;\n const handlers = listeners.get(eventStr);\n if (handlers) {\n handlers.forEach((handler) => {\n handler(data);\n });\n }\n },\n\n getSentEvents(): Array<{ event: string; data: unknown }> {\n return [...sentEvents];\n },\n\n clearRecordedEvents(): void {\n sentEvents.length = 0;\n },\n\n triggerReady(): void {\n _isReady = true;\n _isConnected = true;\n _readyResolve();\n },\n\n /**\n * Simulate a new player joining the room.\n * Stores full ControllerInfo (nickname, appearance, etc.) for later retrieval.\n */\n simulatePlayerJoin(playerIndex: PlayerIndex, info: ControllerInfo): void {\n if (!_controllers.some(c => c.playerIndex === playerIndex)) {\n _controllers = [..._controllers, { ...info, connected: info.connected ?? true }];\n }\n _onControllerJoinCallbacks.forEach(cb => cb(playerIndex, info));\n },\n\n /**\n * Simulate a player leaving the room (fully removed).\n */\n simulatePlayerLeave(playerIndex: PlayerIndex): void {\n _controllers = _controllers.filter(c => c.playerIndex !== playerIndex);\n _onControllerLeaveCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a player network disconnect (player still in room but unreachable).\n */\n simulatePlayerDisconnect(playerIndex: PlayerIndex): void {\n _controllers = _controllers.map(c =>\n c.playerIndex === playerIndex ? { ...c, connected: false } : c\n );\n _onControllerDisconnectCallbacks.forEach(cb => cb(playerIndex));\n },\n\n /**\n * Simulate a player network reconnect after disconnect.\n */\n simulatePlayerReconnect(playerIndex: PlayerIndex, info: ControllerInfo): void {\n _controllers = _controllers.map(c =>\n c.playerIndex === playerIndex ? { ...info, connected: true } : c\n );\n _onControllerReconnectCallbacks.forEach(cb => cb(playerIndex, info));\n },\n\n simulateCharacterUpdate(playerIndex: PlayerIndex, appearance: CharacterAppearance | null): void {\n const ctrl = _controllers.find((c) => c.playerIndex === playerIndex);\n if (!ctrl) {\n throw new SmoreSDKError('INVALID_PLAYER', `Controller ${playerIndex} not found`);\n }\n _controllers = _controllers.map((c) =>\n c.playerIndex === playerIndex ? { ...c, appearance } : c\n );\n _onCharacterUpdatedCallbacks.forEach(cb => cb(playerIndex, appearance));\n },\n\n simulateAllReady(): void {\n _allReadyFired = true;\n _onAllReadyCallbacks.forEach(cb => cb());\n },\n\n simulateError(error: any): void {\n _onErrorCallbacks.forEach(cb => cb(error));\n },\n\n simulateGameOver(results?: GameResults): void {\n _onGameOverCallbacks.forEach(cb => cb(results));\n },\n\n simulateConnectionChange(connected: boolean): void {\n _isConnected = connected;\n _onConnectionChangeCallbacks.forEach(cb => cb(connected));\n },\n };\n\n /**\n * Auto-trigger ready if enabled.\n *\n * **Note:** `autoReady` uses `setTimeout(0)` which fires asynchronously (next tick).\n * For synchronous test control, use `autoReady: false` and call `triggerReady()` manually.\n */\n if (autoReady) {\n setTimeout(() => controller.triggerReady(), 0);\n }\n\n return 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