@table-games-engine/nakama-adapter 0.1.0 → 0.1.1

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  1. package/README.md +37 -282
  2. package/package.json +14 -4
package/README.md CHANGED
@@ -1,323 +1,78 @@
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- # `@table-games-engine/nakama-adapter`
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+ # @table-games-engine/nakama-adapter
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2
 
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- Nakama runtime bindings for the `@table-games-engine/core` engine.
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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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4
 
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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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+ 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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6
 
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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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+ ## Install
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8
 
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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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+ ```sh
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+ npm install @table-games-engine/nakama-adapter
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+ ```
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12
 
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- ---
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+ ## What you get
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14
 
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- ## Wiring into a Nakama TypeScript runtime
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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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21
 
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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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+ ## Wiring into Nakama
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23
 
46
24
  ```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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+ 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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27
 
60
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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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+ registerPlugin(registry, myGamePlugin); // a GamePlugin; or registry.register({ gameId, manifest, handlers, setup }) by hand
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30
 
69
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  const handler = createMatchHandler({
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32
  registry,
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- idempotencyCache,
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- adapter,
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+ idempotencyCache: new IdempotencyCache(),
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+ adapter: new SqliteAdapter('/data/engine.db'),
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35
  policy: everyNTransitions(50),
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- ownerNode: process.env['NAKAMA_NODE_ID'] ?? 'node-A',
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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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- /* analytics, audit, etc. — see "Plugins" below */
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- ],
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+ plugins: [],
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40
  });
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41
 
82
- 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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+ function InitModule(_ctx: nkruntime.Context, logger: nkruntime.Logger, _nk: nkruntime.Nakama, initializer: nkruntime.Initializer): void {
43
+ initializer.registerMatch('tabletop_match', handler);
90
44
  }
91
-
92
- !InitModule && InitModule;
93
45
  ```
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46
 
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- Then create a match from your matchmaker / API hook:
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+ Create a match from your own server code:
96
48
 
97
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  ```ts
98
- const matchId = nk.matchCreate(MATCH_HANDLER_NAME, {
50
+ nk.matchCreate('tabletop_match', {
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51
  gameId: 'my-game',
100
- // 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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+ playerIds: 'alice,bob', // comma-separated; passed to setup()
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+ config: JSON.stringify({ /* game options */ }),
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54
  });
106
55
  ```
107
56
 
108
- ---
109
-
110
- ## Environment variables
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-
112
- 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. |
121
- | `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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-
124
- These are NOT consumed by the package — your `init.ts` is responsible
125
- for plumbing them into `createMatchHandler`'s options. The package
126
- stays config-agnostic.
127
-
128
- ---
129
-
130
- ## Game registration pattern
131
-
132
- A "game" is the triple `(manifest, handlers, setup)` registered against
133
- a `gameId`. Call `registry.register` once at module init:
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-
135
- ```ts
136
- import { GameRegistry } from '@table-games-engine/nakama-adapter';
137
- import { manifest, handlers, setup, winChecker } from './my-game.js';
138
-
139
- export function registerMyGame(registry: GameRegistry): void {
140
- registry.register({
141
- gameId: 'my-game',
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- manifest,
143
- handlers,
144
- setup, // (matchId, playerIds, config, { now }) => MatchState
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- winChecker, // optional WinConditionChecker
146
- });
147
- }
148
- ```
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-
150
- 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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-
153
- ---
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-
155
- ## Persistence
156
-
157
- When `adapter` is supplied to `createMatchHandler`:
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-
159
- - `matchInit` persists the initial state as **snapshot v0**
160
- (`adapter.persistSnapshot(matchId, state, checksum)`).
161
- - If `ownerNode` is also set, `matchInit` calls
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- `adapter.acquireOwnership(matchId, ownerNode, leaseSeconds)`. Failures
163
- 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`
168
- (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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-
173
- To recover after a crash, use
174
- [`replayMatch(adapter, matchId, toVersion?)`](../persistence/src/replay.ts)
175
- to rebuild the latest snapshot at or before `toVersion`.
176
-
177
- ---
178
-
179
- ## Reconnection
180
-
181
- When the same `userId` rejoins a match (a new `sessionId` for an existing
182
- user), the handler:
183
-
184
- 1. Replaces the old presence in `state.presences` with the new one.
185
- 2. Sends a fresh, filtered `state` view to the rejoiner only — other
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- players are **not** re-broadcast to.
187
- 3. Preserves the per-match idempotency cache, so any in-flight client
188
- retries from before the disconnect resolve to their cached responses.
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+ The adapter reads no environment variables; plumb configuration into the options yourself.
189
58
 
190
- Rejoiners are detected when either (a) the userId is already in
191
- `state.presences` or (b) the engine has a `PlayerState` for that
192
- `userId` (covers the case where the player completed a turn before
193
- disconnecting).
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+ ## Persistence and reconnection
194
60
 
195
- ---
61
+ 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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62
 
197
63
  ## Plugins
198
64
 
199
- Platform plugins are an extension hook for things that don't belong
200
- inside the deterministic engine: analytics, leaderboards, audit
201
- logging, push notifications, anti-cheat sampling, achievement
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- emission, etc.
203
-
204
65
  ```ts
205
66
  import type { NakamaPlatformPlugin } from '@table-games-engine/nakama-adapter';
206
67
 
207
- const analytics: NakamaPlatformPlugin = {
208
- name: 'analytics',
209
- async onMatchCreated(ctx) {
210
- 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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+ const audit: NakamaPlatformPlugin = {
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+ name: 'audit',
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+ async onMatchEnded(ctx, result) { /* ... */ },
223
71
  };
224
-
225
- createMatchHandler({ /* ... */, plugins: [analytics] });
226
- ```
227
-
228
- ### Plugin contract
229
-
230
- - All callbacks are **optional** — implement only what you need.
231
- - 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.
233
- - 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.
240
-
241
- ### Hook coverage
242
-
243
- | Hook | Fires when |
244
- | -------------------- | ----------------------------------------------------------------------- |
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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). |
251
- | `onMatchEnded` | `checkWinConditions` reports `ended: true`. |
252
-
253
- ---
254
-
255
- ## Determinism and tests
256
-
257
- The adapter accepts an injectable `now: () => number` so tests can use a
258
- 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
260
- `@table-games-engine/persistence` to drive whole matches without Nakama:
261
-
262
- ```ts
263
- import { createHarness } from '@table-games-engine/nakama-adapter/__tests__/harness';
264
- import { InMemoryAdapter, always } from '@table-games-engine/persistence';
265
-
266
- const adapter = new InMemoryAdapter(() => 0);
267
- const harness = createHarness();
268
- const handler = createMatchHandler({
269
- registry, idempotencyCache, adapter,
270
- now: () => harness.tick.now(),
271
- policy: always(),
272
- });
273
-
274
- const init = handler.matchInit({}, harness.logger, {}, { gameId, matchId, playerIds: 'alice,bob' });
275
- // ...drive matchJoin, matchLoop, matchLeave, matchTerminate...
276
72
  ```
277
73
 
278
- See `__tests__/e2e.test.ts` for the full pipeline exercised end-to-end.
279
-
280
- ---
281
-
282
- ## Public API
283
-
284
- ```ts
285
- // Wire format
286
- parseInbound, serializeOutbound,
287
- InboundEnvelope, OutboundEnvelope,
288
-
289
- // Match handler
290
- createMatchHandler, NkMatchInternalState, CreateMatchHandlerOptions,
291
-
292
- // Registry
293
- GameRegistry, RegistryError,
294
-
295
- // Idempotency
296
- IdempotencyCache,
297
-
298
- // Broadcast
299
- broadcastViews, OPCODES,
300
-
301
- // Timeouts
302
- checkTimeouts, TimeoutOptions,
303
-
304
- // Persistence bridge (lower-level; createMatchHandler uses it under the hood)
305
- createPersistenceBridge, PersistenceBridge,
306
-
307
- // Plugins
308
- NakamaPlatformPlugin, PluginContext,
309
- invokePluginHook, dispatchPluginHook,
310
- ```
311
-
312
- ---
313
-
314
- ## Status
74
+ 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.
315
75
 
316
- - **Phase A** — wire format, registry, idempotency, harness. Done.
317
- - **Phase B** — full match handler, broadcast, timeouts, signals. Done.
318
- - **Phase C** — persistence wiring, plugins, reconnection, e2e test,
319
- this README. Done.
76
+ ## Licence
320
77
 
321
- For the normative compliance contract (what any Nakama-based adapter
322
- MUST guarantee, regardless of implementation), see
323
- [`docs/normative/platforms/nakama.md`](../../docs/normative/platforms/nakama.md).
78
+ FSL-1.1-ALv2 (Functional Source License, converts to Apache-2.0 after two years). See `LICENSE.md` in the package.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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1
  {
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2
  "name": "@table-games-engine/nakama-adapter",
3
- "version": "0.1.0",
3
+ "version": "0.1.1",
4
4
  "publishConfig": {
5
5
  "access": "public"
6
6
  },
@@ -23,12 +23,22 @@
23
23
  "typecheck": "tsc --noEmit"
24
24
  },
25
25
  "dependencies": {
26
- "@table-games-engine/core": "^0.1.0",
27
- "@table-games-engine/persistence": "^0.1.0"
26
+ "@table-games-engine/core": "^0.1.1",
27
+ "@table-games-engine/persistence": "^0.1.1"
28
28
  },
29
29
  "devDependencies": {
30
30
  "typescript": "^5.4.0",
31
31
  "vitest": "^2.0.0"
32
32
  },
33
- "license": "FSL-1.1-ALv2"
33
+ "license": "FSL-1.1-ALv2",
34
+ "description": "Nakama runtime match handler for table-games-engine games.",
35
+ "keywords": [
36
+ "table-games",
37
+ "turn-based",
38
+ "multiplayer",
39
+ "game-engine",
40
+ "nakama",
41
+ "boardgame"
42
+ ],
43
+ "homepage": "https://www.npmjs.com/package/@table-games-engine/nakama-adapter"
34
44
  }