@table-games-engine/nakama-adapter 0.0.0-stage → 0.1.1

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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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+
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+ 1. substitutes for the Software;
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+
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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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+
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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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+
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+ 1. for your internal use and access;
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+
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+ 2. for non-commercial education;
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+
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+ 3. for non-commercial research; and
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+
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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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- 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 `@table-games-engine/core`: wraps the engine (and `@table-games-engine/persistence`) in a Nakama TypeScript-runtime match handler so players can connect over WebSocket and play your game.
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+
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+ Most game authors don't install this directly: it comes with [`@table-games-engine/game-kit`](https://www.npmjs.com/package/@table-games-engine/game-kit), whose `preview` command and the [Logigra](https://logigra.ru) store host your game for you. Install it to run your own Nakama server.
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+
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+ ## Install
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+
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+ ```sh
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+ npm install @table-games-engine/nakama-adapter
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+ ```
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+
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+ ## What you get
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+
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+ - `createMatchHandler(opts)` returns a Nakama `MatchHandler` implementing `matchInit`, `matchJoinAttempt`, `matchJoin`, `matchLeave`, `matchLoop`, `matchSignal` and `matchTerminate`.
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+ - `GameRegistry` resolves `gameId` to `{ manifest, handlers, setup }` at `matchInit`, so one runtime can host many games (`registerPlugin` registers a `GamePlugin`).
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+ - `IdempotencyCache` absorbs client retries.
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+ - JSON wire format (`parseInbound`, `serializeOutbound`, `OPCODES`), per-player filtered broadcasts (`broadcastViews`), action timeouts (`checkTimeouts`), reconnection-aware joins.
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+ - Persistence wiring: events are appended per transition and snapshots follow a `SnapshotPolicy`.
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+ - `NakamaPlatformPlugin` hooks for analytics, audit and similar.
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+
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+ ## Wiring into Nakama
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+
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+ ```ts
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+ import { createMatchHandler, registerPlugin, GameRegistry, IdempotencyCache } from '@table-games-engine/nakama-adapter';
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+ import { SqliteAdapter, everyNTransitions } from '@table-games-engine/persistence';
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+
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+ const registry = new GameRegistry();
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+ registerPlugin(registry, myGamePlugin); // a GamePlugin; or registry.register({ gameId, manifest, handlers, setup }) by hand
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+
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+ const handler = createMatchHandler({
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+ registry,
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+ idempotencyCache: new IdempotencyCache(),
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+ adapter: new SqliteAdapter('/data/engine.db'),
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+ policy: everyNTransitions(50),
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+ ownerNode: '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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+ });
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+
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+ function InitModule(_ctx: nkruntime.Context, logger: nkruntime.Logger, _nk: nkruntime.Nakama, initializer: nkruntime.Initializer): void {
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+ initializer.registerMatch('tabletop_match', handler);
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+ }
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+ ```
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+
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+ Create a match from your own server code:
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+
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+ ```ts
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+ nk.matchCreate('tabletop_match', {
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+ gameId: 'my-game',
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+ playerIds: 'alice,bob', // comma-separated; passed to setup()
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+ config: JSON.stringify({ /* game options */ }),
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+ });
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+ ```
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+
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+ The adapter reads no environment variables; plumb configuration into the options yourself.
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+
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+ ## Persistence and reconnection
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+
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+ With `adapter` set, `matchInit` stores snapshot v0 (and takes an ownership lease if `ownerNode` is set), each transition appends its events and may snapshot, and `matchTerminate` releases the lease without closing the adapter. When the same user rejoins with a new session, the handler swaps the presence, sends a fresh filtered state to that player only, and keeps the idempotency cache.
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+
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+ ## Plugins
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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 audit: NakamaPlatformPlugin = {
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+ name: 'audit',
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+ async onMatchEnded(ctx, result) { /* ... */ },
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+ };
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+ ```
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+
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+ Hooks: `onMatchCreated`, `onMatchStarted`, `onPlayerJoined`, `onPlayerLeft`, `onPlayerAction`, `onStateTransition`, `onMatchEnded`. All are optional and async. They are fire-and-forget: the match loop never waits for them, and a failing plugin is logged but never crashes the match.
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+
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+ ## Licence
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+
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+ FSL-1.1-ALv2 (Functional Source License, converts to Apache-2.0 after two years). See `LICENSE.md` in the package.
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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';
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+ export type { TimeoutOptions } from './timeouts.js';
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+ export { createPersistenceBridge } from './persistence-bridge.js';
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+ export type { PersistenceBridge, CreatePersistenceBridgeArgs, } from './persistence-bridge.js';
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+ export { invokePluginHook, dispatchPluginHook, } from './plugins.js';
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+ export type { NakamaPlatformPlugin, PluginContext, } from './plugins.js';