@table-games-engine/nakama-adapter 0.0.0-stage → 0.1.0

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package/LICENSE.md ADDED
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+ # Functional Source License, Version 1.1, ALv2 Future License
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+
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+ ## Abbreviation
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+
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+ FSL-1.1-ALv2
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+
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+ ## Notice
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+
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+ Copyright 2026 Dmitry Kucher
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+
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+ ## Terms and Conditions
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+
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+ ### Licensor ("We")
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+
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+ The party offering the Software under these Terms and Conditions.
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+
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+ ### The Software
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+
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+ The "Software" is each version of the software that we make available under
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+ these Terms and Conditions, as indicated by our inclusion of these Terms and
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+ Conditions with the Software.
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+
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+ ### License Grant
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+
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+ Subject to your compliance with this License Grant and the Patents,
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+ Redistribution and Trademark clauses below, we hereby grant you the right to
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+ use, copy, modify, create derivative works, publicly perform, publicly display
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+ and redistribute the Software for any Permitted Purpose identified below.
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+
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+ ### Permitted Purpose
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+
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+ A Permitted Purpose is any purpose other than a Competing Use. A Competing Use
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+ means making the Software available to others in a commercial product or
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+ service that:
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+ 1. substitutes for the Software;
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+ 2. substitutes for any other product or service we offer using the Software
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+ that exists as of the date we make the Software available; or
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+ 3. offers the same or substantially similar functionality as the Software.
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+
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+ Permitted Purposes specifically include using the Software:
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+ 1. for your internal use and access;
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+ 2. for non-commercial education;
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+ 3. for non-commercial research; and
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+ 4. in connection with professional services that you provide to a licensee
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+ using the Software in accordance with these Terms and Conditions.
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+
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+ ### Patents
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+
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+ To the extent your use for a Permitted Purpose would necessarily infringe our
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+ patents, the license grant above includes a license under our patents. If you
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+ make a claim against any party that the Software infringes or contributes to
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+ the infringement of any patent, then your patent license to the Software ends
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+ immediately.
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+
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+ ### Redistribution
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+
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+ The Terms and Conditions apply to all copies, modifications and derivatives of
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+ the Software.
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+
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+ If you redistribute any copies, modifications or derivatives of the Software,
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+ you must include a copy of or a link to these Terms and Conditions and not
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+ remove any copyright notices provided in or with the Software.
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+
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+ ### Disclaimer
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+
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+ THE SOFTWARE IS PROVIDED "AS IS" AND WITHOUT WARRANTIES OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR
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+ PURPOSE, MERCHANTABILITY, TITLE OR NON-INFRINGEMENT.
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+
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+ IN NO EVENT WILL WE HAVE ANY LIABILITY TO YOU ARISING OUT OF OR RELATED TO THE
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+ SOFTWARE, INCLUDING INDIRECT, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES,
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+ EVEN IF WE HAVE BEEN INFORMED OF THEIR POSSIBILITY IN ADVANCE.
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+
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+ ### Trademarks
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+
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+ Except for displaying the License Details and identifying us as the origin of
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+ the Software, you have no right under these Terms and Conditions to use our
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+ trademarks, trade names, service marks or product names.
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+
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+ ## Grant of Future License
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+
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+ We hereby irrevocably grant you an additional license to use the Software under
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+ the Apache License, Version 2.0 that is effective on the second anniversary of
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+ the date we make the Software available. On or after that date, you may use the
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+ Software under the Apache License, Version 2.0, in which case the following
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+ will apply:
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+
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+ Licensed under the Apache License, Version 2.0 (the "License"); you may not use
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+ this file except in compliance with the License.
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+
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+ You may obtain a copy of the License at
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+
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+ http://www.apache.org/licenses/LICENSE-2.0
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+
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+ Unless required by applicable law or agreed to in writing, software distributed
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+ under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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+ CONDITIONS OF ANY KIND, either express or implied. See the License for the
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+ specific language governing permissions and limitations under the License.
package/README.md CHANGED
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- # Temporary Holding Version
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+ # `@table-games-engine/nakama-adapter`
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2
 
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ Nakama runtime bindings for the `@table-games-engine/core` engine.
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+
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+ This package wires the deterministic, in-process `Engine` from
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+ `@table-games-engine/core` (and the persistence layer from
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+ `@table-games-engine/persistence`) into a Nakama TypeScript-runtime
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+ `MatchHandler<T>` so that multiple players can connect via WebSocket and
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+ play a turn-based card / tabletop game implemented as a `GameManifest`.
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+
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+ For the **normative behaviour contract** (lifecycle, sequential processing,
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+ persistence, recovery, timeouts) see
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+ [`docs/normative/platforms/nakama.md`](../../docs/normative/platforms/nakama.md).
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+ This README is the **operator-facing usage guide** — how to wire the
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+ module into Nakama, what to configure, and how to extend it with
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+ platform plugins.
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+
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+ ---
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+
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+ ## What this package gives you
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+
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+ - A factory `createMatchHandler(opts)` that returns a Nakama
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+ `MatchHandler<NkMatchInternalState>` implementing every callback
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+ Nakama needs (`matchInit`, `matchJoinAttempt`, `matchJoin`,
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+ `matchLeave`, `matchLoop`, `matchSignal`, `matchTerminate`).
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+ - A `GameRegistry` for resolving `gameId -> { manifest, handlers, setup }`
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+ at `matchInit` time, so a single Nakama runtime can host multiple
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+ game definitions.
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+ - An `IdempotencyCache` for absorbing client retries.
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+ - A `parseInbound`/`serializeOutbound` JSON wire format, opcode
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+ constants (`OPCODES`), per-presence broadcast filtering
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+ (`broadcastViews`), action timeouts (`checkTimeouts`),
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+ reconnection-aware joins, and a `NakamaPlatformPlugin` extension hook.
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+ - Persistence wiring to `@table-games-engine/persistence`: every engine
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+ transition's events are appended; snapshots are written per the
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+ configured `SnapshotPolicy`.
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+
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+ ---
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+
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+ ## Wiring into a Nakama TypeScript runtime
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+
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+ Nakama runs your TS code via the `nakama-runtime` Node host, with an
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+ `InitModule(ctx, logger, nk, initializer)` entry point. A minimal
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+ `init.ts` looks like this:
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+
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+ ```ts
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+ // init.ts
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+ import {
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+ createMatchHandler,
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+ GameRegistry,
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+ IdempotencyCache,
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+ } from '@table-games-engine/nakama-adapter';
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+ import { SqliteAdapter } from '@table-games-engine/persistence';
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+ import { everyNTransitions } from '@table-games-engine/persistence';
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+
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+ import { registerMyGame } from './games/my-game.js';
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+
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+ const MATCH_HANDLER_NAME = 'tabletop_match';
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+
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+ const registry = new GameRegistry();
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+ registerMyGame(registry); // calls registry.register({ gameId, manifest, handlers, setup, winChecker })
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+
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+ const idempotencyCache = new IdempotencyCache();
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+
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+ const adapter = new SqliteAdapter({
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+ path: process.env['ENGINE_DB_PATH'] ?? '/data/engine.db',
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+ });
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+
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+ const handler = createMatchHandler({
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+ registry,
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+ idempotencyCache,
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+ adapter,
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+ policy: everyNTransitions(50),
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+ ownerNode: process.env['NAKAMA_NODE_ID'] ?? 'node-A',
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+ leaseSeconds: 60,
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+ timeout: { timeoutMs: 30_000 },
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+ plugins: [
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+ /* analytics, audit, etc. — see "Plugins" below */
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+ ],
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+ });
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+
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+ function InitModule(
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+ _ctx: nkruntime.Context,
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+ logger: nkruntime.Logger,
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+ _nk: nkruntime.Nakama,
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+ initializer: nkruntime.Initializer,
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+ ): void {
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+ initializer.registerMatch(MATCH_HANDLER_NAME, handler);
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+ logger.info('registered match handler %s', MATCH_HANDLER_NAME);
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+ }
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+
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+ !InitModule && InitModule;
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+ ```
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+
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+ Then create a match from your matchmaker / API hook:
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+
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+ ```ts
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+ const matchId = nk.matchCreate(MATCH_HANDLER_NAME, {
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+ gameId: 'my-game',
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+ // optional — handler will mint one via `matchIdFactory` or `match-<now>` if absent
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+ matchId: 'duel-12345',
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+ // comma-separated; setup() receives them
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+ playerIds: 'alice,bob',
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+ config: JSON.stringify({ /* game-instance options */ }),
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+ });
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+ ```
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+
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+ ---
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+
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+ ## Environment variables
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+
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+ The adapter itself reads no env vars directly — they're conventions for
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+ the `init.ts` shim above. Recommended:
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+
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+ | Variable | Purpose |
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+ | -------------------- | ----------------------------------------------------------------------- |
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+ | `ENGINE_DB_PATH` | Path to the SQLite DB used by `SqliteAdapter` for events + snapshots. |
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+ | `ENGINE_DB_DSN` | If using a network-backed adapter (e.g. Postgres), connection DSN. |
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+ | `NAKAMA_NODE_ID` | Node identifier passed to `acquireOwnership(matchId, node, leaseSec)`. |
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+ | `ENGINE_SNAPSHOT_N` | Override `everyNTransitions(N)` cadence at boot. |
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+ | `ENGINE_TIMEOUT_MS` | Default per-action timeout for `checkTimeouts`. |
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+ | `ENGINE_LEASE_SEC` | Ownership lease duration in seconds (default 60). |
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+
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+ These are NOT consumed by the package — your `init.ts` is responsible
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+ for plumbing them into `createMatchHandler`'s options. The package
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+ stays config-agnostic.
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+
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+ ---
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+
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+ ## Game registration pattern
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+
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+ A "game" is the triple `(manifest, handlers, setup)` registered against
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+ a `gameId`. Call `registry.register` once at module init:
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+
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+ ```ts
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+ import { GameRegistry } from '@table-games-engine/nakama-adapter';
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+ import { manifest, handlers, setup, winChecker } from './my-game.js';
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+
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+ export function registerMyGame(registry: GameRegistry): void {
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+ registry.register({
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+ gameId: 'my-game',
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+ manifest,
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+ handlers,
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+ setup, // (matchId, playerIds, config, { now }) => MatchState
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+ winChecker, // optional WinConditionChecker
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+ });
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+ }
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+ ```
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+
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+ Multiple games can coexist behind a single Nakama match-handler name —
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+ `matchInit` resolves the entry by the `gameId` parameter.
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+
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+ ---
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+
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+ ## Persistence
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+
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+ When `adapter` is supplied to `createMatchHandler`:
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+
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+ - `matchInit` persists the initial state as **snapshot v0**
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+ (`adapter.persistSnapshot(matchId, state, checksum)`).
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+ - If `ownerNode` is also set, `matchInit` calls
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+ `adapter.acquireOwnership(matchId, ownerNode, leaseSeconds)`. Failures
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+ are logged via `logger.error` but do not abort match creation; for
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+ hard-fail semantics, pre-acquire the lease in your matchmaker.
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+ - Each engine transition (player action, stack drain, timeouts, ejects)
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+ appends events via `adapter.appendEvents(matchId, transition.toVersion,
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+ transition.events)` and may snapshot per the configured `SnapshotPolicy`
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+ (default `everyNTransitions(50)`).
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+ - `matchTerminate` releases the ownership lease but does **NOT** close
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+ the adapter — the same adapter typically hosts other matches in the
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+ same Node process.
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+
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+ To recover after a crash, use
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+ [`replayMatch(adapter, matchId, toVersion?)`](../persistence/src/replay.ts)
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+ to rebuild the latest snapshot at or before `toVersion`.
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+
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+ ---
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+
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+ ## Reconnection
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+
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+ When the same `userId` rejoins a match (a new `sessionId` for an existing
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+ user), the handler:
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+
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+ 1. Replaces the old presence in `state.presences` with the new one.
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+ 2. Sends a fresh, filtered `state` view to the rejoiner only — other
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+ players are **not** re-broadcast to.
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+ 3. Preserves the per-match idempotency cache, so any in-flight client
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+ retries from before the disconnect resolve to their cached responses.
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+
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+ Rejoiners are detected when either (a) the userId is already in
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+ `state.presences` or (b) the engine has a `PlayerState` for that
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+ `userId` (covers the case where the player completed a turn before
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+ disconnecting).
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+
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+ ---
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+
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+ ## Plugins
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+
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+ Platform plugins are an extension hook for things that don't belong
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+ inside the deterministic engine: analytics, leaderboards, audit
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+ logging, push notifications, anti-cheat sampling, achievement
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+ emission, etc.
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+
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+ ```ts
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+ import type { NakamaPlatformPlugin } from '@table-games-engine/nakama-adapter';
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+
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+ const analytics: NakamaPlatformPlugin = {
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+ name: 'analytics',
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+ async onMatchCreated(ctx) {
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+ await analytics.track('match_created', { matchId: ctx.matchId });
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+ },
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+ async onMatchEnded(ctx, result) {
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+ await analytics.track('match_ended', { matchId: ctx.matchId, winners: result.winners });
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+ },
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+ async onPlayerAction(ctx, input, transition) {
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+ await analytics.track('action', {
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+ matchId: ctx.matchId,
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+ playerId: input.playerId,
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+ actionTypeId: input.type === 'action' ? input.data.actionTypeId : input.type,
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+ version: transition.toVersion,
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+ });
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+ },
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+ };
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+
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+ createMatchHandler({ /* ... */, plugins: [analytics] });
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+ ```
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+
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+ ### Plugin contract
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+
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+ - All callbacks are **optional** — implement only what you need.
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+ - All callbacks are **async** and invoked **fire-and-forget** by the
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+ match handler. The match loop does NOT await plugin promises.
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+ - Plugin failures (sync throws or rejected promises) are caught and
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+ logged via `logger.error('plugin %s hook %s rejected: %s', name, hook, err)`.
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+ A failing plugin **never** crashes the match.
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+ - Plugins are invoked in registration order, but their promises run in
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+ parallel (no serialization).
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+ - Plugins receive a `PluginContext` (`{ matchId, gameId, state, now }`) —
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+ treat `state` as readonly.
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+
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+ ### Hook coverage
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+
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+ | Hook | Fires when |
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+ | -------------------- | ----------------------------------------------------------------------- |
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+ | `onMatchCreated` | `matchInit` completes. |
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+ | `onMatchStarted` | Match transitions `lobby -> active` (enough seats filled). |
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+ | `onPlayerJoined` | Each presence in a `matchJoin` (fresh joins and reconnects). |
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+ | `onPlayerLeft` | Each presence in a `matchLeave`. |
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+ | `onPlayerAction` | A player-driven `applyAction` transition succeeded (one per action). |
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+ | `onStateTransition` | Every successful transition (player actions, stack drain, timeouts). |
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+ | `onMatchEnded` | `checkWinConditions` reports `ended: true`. |
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+
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+ ---
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+
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+ ## Determinism and tests
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+
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+ The adapter accepts an injectable `now: () => number` so tests can use a
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+ monotonic harness clock instead of wall-clock time. Pair it with the
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+ in-package harness (`__tests__/harness.ts`) and `InMemoryAdapter` from
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+ `@table-games-engine/persistence` to drive whole matches without Nakama:
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+
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+ ```ts
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+ import { createHarness } from '@table-games-engine/nakama-adapter/__tests__/harness';
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+ import { InMemoryAdapter, always } from '@table-games-engine/persistence';
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+
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+ const adapter = new InMemoryAdapter(() => 0);
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+ const harness = createHarness();
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+ const handler = createMatchHandler({
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+ registry, idempotencyCache, adapter,
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+ now: () => harness.tick.now(),
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+ policy: always(),
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+ });
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+
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+ const init = handler.matchInit({}, harness.logger, {}, { gameId, matchId, playerIds: 'alice,bob' });
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+ // ...drive matchJoin, matchLoop, matchLeave, matchTerminate...
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+ ```
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+
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+ See `__tests__/e2e.test.ts` for the full pipeline exercised end-to-end.
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+
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+ ---
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+
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+ ## Public API
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+
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+ ```ts
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+ // Wire format
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+ parseInbound, serializeOutbound,
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+ InboundEnvelope, OutboundEnvelope,
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+
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+ // Match handler
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+ createMatchHandler, NkMatchInternalState, CreateMatchHandlerOptions,
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+
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+ // Registry
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+ GameRegistry, RegistryError,
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+
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+ // Idempotency
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+ IdempotencyCache,
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+
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+ // Broadcast
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+ broadcastViews, OPCODES,
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+
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+ // Timeouts
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+ checkTimeouts, TimeoutOptions,
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+
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+ // Persistence bridge (lower-level; createMatchHandler uses it under the hood)
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+ createPersistenceBridge, PersistenceBridge,
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+
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+ // Plugins
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+ NakamaPlatformPlugin, PluginContext,
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+ invokePluginHook, dispatchPluginHook,
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+ ```
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+
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+ ---
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+
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+ ## Status
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+
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+ - **Phase A** — wire format, registry, idempotency, harness. Done.
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+ - **Phase B** — full match handler, broadcast, timeouts, signals. Done.
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+ - **Phase C** — persistence wiring, plugins, reconnection, e2e test,
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+ this README. Done.
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+
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+ For the normative compliance contract (what any Nakama-based adapter
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+ MUST guarantee, regardless of implementation), see
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+ [`docs/normative/platforms/nakama.md`](../../docs/normative/platforms/nakama.md).
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+ import type { GameManifest, LegalMove, MatchState, PlayerId } from '@table-games-engine/core';
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+ import type { NkMatchDispatcher, NkPresence } from './types.js';
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+ /**
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+ * Opcode allocation for the adapter.
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+ *
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+ * STATE_UPDATE = 1 per-player full snapshot (`OutboundState`)
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+ * ACK = 2 per-action acknowledgement (`OutboundAck`)
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+ * BROADCAST = 3 broadcast events (`OutboundBroadcast`)
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+ * MATCH_ENDED = 4 terminal `match-ended`
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+ * TRANSITION = 5 incremental transition deltas (future use)
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+ */
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+ export declare const OPCODES: {
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+ readonly STATE_UPDATE: 1;
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+ readonly ACK: 2;
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+ readonly BROADCAST: 3;
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+ readonly MATCH_ENDED: 4;
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+ readonly TRANSITION: 5;
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+ };
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+ export type Opcode = (typeof OPCODES)[keyof typeof OPCODES];
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+ /**
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+ * Compute and dispatch a filtered `state-update` envelope to each presence.
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+ *
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+ * Players whose `userId` is not registered as a `PlayerId` in `state.players`
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+ * are skipped — they may be observers (Phase B doesn't model them) and we
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+ * never broadcast a `PlayerView` for an unknown viewer.
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+ */
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+ export declare function broadcastViews(state: MatchState, manifest: GameManifest, dispatcher: NkMatchDispatcher, presences: ReadonlyArray<NkPresence>, legalMovesFor?: (playerId: PlayerId) => ReadonlyArray<LegalMove>): void;
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+ /**
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+ * @fileoverview Per-match idempotency cache: when a client retries a message
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+ * with the same `clientId`, the adapter should replay the original outbound
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+ * response instead of executing the action twice.
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+ *
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+ * Cache layout:
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+ * matchId -> Map<clientId, { response: OutboundEnvelope; expiresAt }>
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+ *
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+ * Entries expire after `ttlMs` (default 5 min). The clock is injectable for
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+ * deterministic tests. Pruning runs on every `get` / `set` for the affected
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+ * match — it stays cheap because each match's map is small (one entry per
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+ * recent action) and we only walk one match at a time.
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+ */
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+ import type { OutboundEnvelope } from './serialization.js';
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+ /** A single cache entry. */
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+ export interface IdempotencyEntry {
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+ readonly response: OutboundEnvelope;
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+ readonly expiresAt: number;
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+ }
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+ /** Constructor options for `IdempotencyCache`. */
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+ export interface IdempotencyCacheOptions {
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+ /** Entry lifetime in milliseconds. Defaults to 5 minutes. */
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+ readonly ttlMs?: number;
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+ /** Clock source (ms epoch). Defaults to `Date.now`. */
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+ readonly now?: () => number;
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+ }
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+ export declare class IdempotencyCache {
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+ private readonly buckets;
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+ private readonly ttlMs;
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+ private readonly now;
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+ constructor(options?: IdempotencyCacheOptions);
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+ /**
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+ * Look up a cached response. Prunes expired entries for the match as a
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+ * side effect, so a stale entry is never returned.
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+ */
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+ get(matchId: string, clientId: string): OutboundEnvelope | null;
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+ /**
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+ * Cache `response` under `(matchId, clientId)` with TTL. Replaces any
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+ * existing entry for the same key.
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+ */
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+ set(matchId: string, clientId: string, response: OutboundEnvelope): void;
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+ /**
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+ * Drop the entire bucket for `matchId`. Use when a match terminates so
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+ * we don't hold the response payloads in memory.
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+ */
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+ clear(matchId: string): void;
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+ /**
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+ * Walk every bucket and drop expired entries. Empty buckets are removed.
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+ */
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+ prune(): void;
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+ /** Total number of live entries across all buckets. Test-only helper. */
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+ get size(): number;
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+ private pruneBucket;
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+ }
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+ /**
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+ * @fileoverview Public barrel for `@table-games-engine/nakama-adapter`.
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+ *
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+ * This package wraps the pure `EngineOperations` from `@table-games-engine/core`
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+ * (and the persistence layer from `@table-games-engine/persistence`) behind a
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+ * Nakama match handler so that multiple players can connect via WebSocket.
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+ */
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+ export type { NkLogger, NkPresence, NkMatchData, NkMatchDispatcher, NkMatchState, NkMatchHandler, } from './types.js';
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+ export { parseInbound, serializeOutbound, } from './serialization.js';
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+ export type { InboundEnvelope, OutboundEnvelope, InboundAction, InboundPass, InboundConcede, InboundChooseTargets, InboundOrderTriggers, InboundAdminPause, InboundAdminResume, InboundMalformed, OutboundState, OutboundTransition, OutboundAck, OutboundBroadcast, OutboundMatchEnded, } from './serialization.js';
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+ export { GameRegistry, RegistryError } from './registry.js';
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+ export { registerPlugin } from './register-plugin.js';
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+ export type { RegisteredGame, RegisterArgs, GameSetup, } from './registry.js';
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+ export { IdempotencyCache } from './idempotency.js';
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+ export type { IdempotencyEntry, IdempotencyCacheOptions, } from './idempotency.js';
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+ export { createMatchHandler } from './match-handler.js';
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+ export type { MatchStatus, NkMatchInternalState, CreateMatchHandlerOptions, } from './match-handler.js';
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+ export { broadcastViews, OPCODES } from './broadcast.js';
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+ export type { Opcode } from './broadcast.js';
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+ export { checkTimeouts } from './timeouts.js';
21
+ export type { TimeoutOptions } from './timeouts.js';
22
+ export { createPersistenceBridge } from './persistence-bridge.js';
23
+ export type { PersistenceBridge, CreatePersistenceBridgeArgs, } from './persistence-bridge.js';
24
+ export { invokePluginHook, dispatchPluginHook, } from './plugins.js';
25
+ export type { NakamaPlatformPlugin, PluginContext, } from './plugins.js';