@umicat/phaser-sdk 1.0.0

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Files changed (62) hide show
  1. package/SDK-GUIDE.md +1726 -0
  2. package/dist/core/Transport.d.ts +28 -0
  3. package/dist/core/Transport.js +7 -0
  4. package/dist/core/Umicat.d.ts +45 -0
  5. package/dist/core/Umicat.js +60 -0
  6. package/dist/core/UmicatGame.d.ts +43 -0
  7. package/dist/core/UmicatGame.js +64 -0
  8. package/dist/core/UmicatScene.d.ts +19 -0
  9. package/dist/core/UmicatScene.js +38 -0
  10. package/dist/core/transports/LocalStorageTransport.d.ts +22 -0
  11. package/dist/core/transports/LocalStorageTransport.js +78 -0
  12. package/dist/core/transports/PostMessageTransport.d.ts +28 -0
  13. package/dist/core/transports/PostMessageTransport.js +105 -0
  14. package/dist/editor/EditorBridge.d.ts +114 -0
  15. package/dist/editor/EditorBridge.js +2608 -0
  16. package/dist/editor/EditorOverlayScene.d.ts +333 -0
  17. package/dist/editor/EditorOverlayScene.js +1896 -0
  18. package/dist/editor/EditorState.d.ts +251 -0
  19. package/dist/editor/EditorState.js +197 -0
  20. package/dist/gamedata/GameDataModule.d.ts +45 -0
  21. package/dist/gamedata/GameDataModule.js +59 -0
  22. package/dist/index.d.ts +43 -0
  23. package/dist/index.js +43 -0
  24. package/dist/orientation.d.ts +5 -0
  25. package/dist/orientation.js +4 -0
  26. package/dist/protocol.d.ts +807 -0
  27. package/dist/protocol.js +3 -0
  28. package/dist/realtime/RealtimeModule.d.ts +93 -0
  29. package/dist/realtime/RealtimeModule.js +115 -0
  30. package/dist/realtime/UmicatRoom.d.ts +197 -0
  31. package/dist/realtime/UmicatRoom.js +353 -0
  32. package/dist/recording/RecordingManager.d.ts +11 -0
  33. package/dist/recording/RecordingManager.js +59 -0
  34. package/dist/saves/SavesModule.d.ts +23 -0
  35. package/dist/saves/SavesModule.js +37 -0
  36. package/dist/scene/EditorMode.d.ts +17 -0
  37. package/dist/scene/EditorMode.js +22 -0
  38. package/dist/scene/EntityRegistry.d.ts +39 -0
  39. package/dist/scene/EntityRegistry.js +103 -0
  40. package/dist/scene/GameConfig.d.ts +60 -0
  41. package/dist/scene/GameConfig.js +50 -0
  42. package/dist/scene/HudRuntime.d.ts +131 -0
  43. package/dist/scene/HudRuntime.js +1224 -0
  44. package/dist/scene/Prefabs.d.ts +92 -0
  45. package/dist/scene/Prefabs.js +175 -0
  46. package/dist/scene/Rules.d.ts +73 -0
  47. package/dist/scene/Rules.js +164 -0
  48. package/dist/scene/SceneLoader.d.ts +118 -0
  49. package/dist/scene/SceneLoader.js +615 -0
  50. package/dist/scene/Waves.d.ts +85 -0
  51. package/dist/scene/Waves.js +365 -0
  52. package/dist/scene/autotile.d.ts +103 -0
  53. package/dist/scene/autotile.js +321 -0
  54. package/dist/scene/renderScripts.d.ts +53 -0
  55. package/dist/scene/renderScripts.js +67 -0
  56. package/dist/scene/spawnEntity.d.ts +201 -0
  57. package/dist/scene/spawnEntity.js +1326 -0
  58. package/dist/scene/types.d.ts +1166 -0
  59. package/dist/scene/types.js +34 -0
  60. package/dist/screenshot/ScreenshotManager.d.ts +14 -0
  61. package/dist/screenshot/ScreenshotManager.js +33 -0
  62. package/package.json +35 -0
@@ -0,0 +1,3 @@
1
+ // Shared postMessage protocol between the game SDK (iframe) and its host (umicat-home-ui).
2
+ // Kept as a single file so host and SDK can be type-checked against the same contract.
3
+ export const PROTOCOL_VERSION = 1;
@@ -0,0 +1,93 @@
1
+ import type { Transport } from '../core/Transport.js';
2
+ import { UmicatRoom } from './UmicatRoom.js';
3
+ export interface RoomListEntry {
4
+ /** Opaque Colyseus room id — pass to `joinById` to connect. */
5
+ roomId: string;
6
+ /** Short code the host passed on create (empty string for default rooms). */
7
+ roomCode: string;
8
+ /** Current number of connected clients. */
9
+ clients: number;
10
+ /** Max clients the host set (server-clamped to [1, 16]). */
11
+ maxClients: number;
12
+ /** Whatever the host attached via `room.setMetadata(...)`. Unvalidated. */
13
+ metadata?: unknown;
14
+ /** Server-side creation time (ms since epoch). */
15
+ createdAt?: number;
16
+ }
17
+ export interface RoomListOptions {
18
+ /**
19
+ * Filter to rooms with this exact roomCode. Useful for "is a room with code
20
+ * X up yet?" polling without enumerating the whole list.
21
+ */
22
+ roomCode?: string;
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+ /** Max entries to return. Server caps to 100 regardless. */
24
+ limit?: number;
25
+ }
26
+ export interface JoinOptions extends Record<string, unknown> {
27
+ /** Optional display name passed to the server-side room on join. */
28
+ displayName?: string;
29
+ /**
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+ * Short code that distinguishes independent rooms for the same game.
31
+ * Empty / omitted means "the one shared room per game."
32
+ *
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+ * Pass a non-empty value on `joinOrCreate` / `create` / `join` to bucket
34
+ * players into a private room. Two clients with the same `(gameId, roomCode)`
35
+ * land in the same room; different `roomCode` values create separate rooms.
36
+ * This is how you implement "Create Room" / "Join with code" UX — the
37
+ * server's `filterBy(["gameId", "roomCode"])` enforces the separation.
38
+ *
39
+ * Not a password: anyone who knows the code can join. Treat as an
40
+ * unguessability measure, not an access control.
41
+ */
42
+ roomCode?: string;
43
+ /**
44
+ * Cap on concurrent clients in the room the creator makes. Server clamps
45
+ * to [1, 16]. Defaults to 8 server-side. Only honored by the FIRST client
46
+ * (the creator) — later joiners see whatever the creator set.
47
+ */
48
+ maxClients?: number;
49
+ }
50
+ /**
51
+ * Multiplayer rooms backed by umicat-realtime-service (Colyseus under the hood).
52
+ *
53
+ * Availability: only when the host provided a `realtimeUrl` during the
54
+ * handshake (i.e. connected to umicat-home-ui with multiplayer enabled).
55
+ * Unavailable in standalone/anonymous mode — methods throw RpcError
56
+ * 'REALTIME_UNAVAILABLE'.
57
+ *
58
+ * Tokens are fetched per connection attempt via the `realtime.getToken`
59
+ * RPC — the iframe never holds a long-lived credential.
60
+ */
61
+ export declare class RealtimeModule {
62
+ private readonly transport;
63
+ private readonly realtimeUrl;
64
+ private client;
65
+ constructor(transport: Transport, realtimeUrl: string | undefined);
66
+ /** `true` when a realtime endpoint was provided by the host. */
67
+ get available(): boolean;
68
+ joinOrCreate<State = unknown>(roomType: string, options?: JoinOptions): Promise<UmicatRoom<State>>;
69
+ create<State = unknown>(roomType: string, options?: JoinOptions): Promise<UmicatRoom<State>>;
70
+ join<State = unknown>(roomType: string, options?: JoinOptions): Promise<UmicatRoom<State>>;
71
+ joinById<State = unknown>(roomId: string, options?: JoinOptions): Promise<UmicatRoom<State>>;
72
+ /**
73
+ * List the open rooms for the caller's game, as seen by the realtime
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+ * service right now. Results are scoped server-side to the caller's
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+ * gameId — you can't enumerate rooms from a different game.
76
+ *
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+ * Use this to build a lobby browser ("show me open rooms, click to join").
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+ * Poll on a timer or on a user's "Refresh" click; the API is request/
79
+ * response, not a live subscription.
80
+ *
81
+ * Example:
82
+ * ```ts
83
+ * const rooms = await umicat.rooms.list();
84
+ * rooms
85
+ * .filter(r => r.clients < r.maxClients)
86
+ * .forEach(r => {
87
+ * // render a button; on click: umicat.rooms.joinById(r.roomId)
88
+ * });
89
+ * ```
90
+ */
91
+ list(options?: RoomListOptions): Promise<RoomListEntry[]>;
92
+ private connect;
93
+ }
@@ -0,0 +1,115 @@
1
+ import { RpcError } from '../core/Transport.js';
2
+ import { UmicatRoom } from './UmicatRoom.js';
3
+ /**
4
+ * Multiplayer rooms backed by umicat-realtime-service (Colyseus under the hood).
5
+ *
6
+ * Availability: only when the host provided a `realtimeUrl` during the
7
+ * handshake (i.e. connected to umicat-home-ui with multiplayer enabled).
8
+ * Unavailable in standalone/anonymous mode — methods throw RpcError
9
+ * 'REALTIME_UNAVAILABLE'.
10
+ *
11
+ * Tokens are fetched per connection attempt via the `realtime.getToken`
12
+ * RPC — the iframe never holds a long-lived credential.
13
+ */
14
+ export class RealtimeModule {
15
+ constructor(transport, realtimeUrl) {
16
+ this.transport = transport;
17
+ this.realtimeUrl = realtimeUrl;
18
+ this.client = null;
19
+ }
20
+ /** `true` when a realtime endpoint was provided by the host. */
21
+ get available() {
22
+ return typeof this.realtimeUrl === 'string' && this.realtimeUrl.length > 0;
23
+ }
24
+ async joinOrCreate(roomType, options = {}) {
25
+ return this.connect(roomType, options, 'joinOrCreate');
26
+ }
27
+ async create(roomType, options = {}) {
28
+ return this.connect(roomType, options, 'create');
29
+ }
30
+ async join(roomType, options = {}) {
31
+ return this.connect(roomType, options, 'join');
32
+ }
33
+ async joinById(roomId, options = {}) {
34
+ return this.connect(roomId, options, 'joinById');
35
+ }
36
+ /**
37
+ * List the open rooms for the caller's game, as seen by the realtime
38
+ * service right now. Results are scoped server-side to the caller's
39
+ * gameId — you can't enumerate rooms from a different game.
40
+ *
41
+ * Use this to build a lobby browser ("show me open rooms, click to join").
42
+ * Poll on a timer or on a user's "Refresh" click; the API is request/
43
+ * response, not a live subscription.
44
+ *
45
+ * Example:
46
+ * ```ts
47
+ * const rooms = await umicat.rooms.list();
48
+ * rooms
49
+ * .filter(r => r.clients < r.maxClients)
50
+ * .forEach(r => {
51
+ * // render a button; on click: umicat.rooms.joinById(r.roomId)
52
+ * });
53
+ * ```
54
+ */
55
+ async list(options = {}) {
56
+ if (!this.available) {
57
+ throw new RpcError('REALTIME_UNAVAILABLE', 'Multiplayer is not available for this host. Umicat.rooms.list requires running inside umicat-home-ui with realtime enabled.');
58
+ }
59
+ const { token } = await this.transport.call('realtime.getToken', {});
60
+ const url = new URL(toHttpBase(this.realtimeUrl) + '/rooms');
61
+ url.searchParams.set('gameId', this.transport.gameId);
62
+ if (typeof options.roomCode === 'string')
63
+ url.searchParams.set('roomCode', options.roomCode);
64
+ if (typeof options.limit === 'number' && Number.isFinite(options.limit)) {
65
+ url.searchParams.set('limit', String(Math.floor(options.limit)));
66
+ }
67
+ const res = await fetch(url.toString(), {
68
+ headers: { Authorization: `Bearer ${token}` },
69
+ });
70
+ if (!res.ok) {
71
+ let detail = '';
72
+ try {
73
+ const body = await res.json();
74
+ if (body && typeof body.error === 'string')
75
+ detail = `: ${body.error}`;
76
+ }
77
+ catch { }
78
+ throw new RpcError('ROOMS_LIST_FAILED', `/rooms returned ${res.status}${detail}`);
79
+ }
80
+ const body = await res.json();
81
+ if (!body || !Array.isArray(body.rooms)) {
82
+ throw new RpcError('ROOMS_LIST_FAILED', '/rooms response missing rooms[]');
83
+ }
84
+ return body.rooms;
85
+ }
86
+ async connect(nameOrId, options, method) {
87
+ if (!this.available) {
88
+ throw new RpcError('REALTIME_UNAVAILABLE', 'Multiplayer is not available for this host. Umicat.rooms requires running inside umicat-home-ui with realtime enabled.');
89
+ }
90
+ if (!this.client) {
91
+ // Dynamic import so single-player games do not pull Colyseus into their
92
+ // bundle. Vite tree-shakes this path when `rooms` is never referenced.
93
+ const { Client } = await import('colyseus.js');
94
+ this.client = new Client(this.realtimeUrl);
95
+ }
96
+ const { token } = await this.transport.call('realtime.getToken', {});
97
+ // Inject gameId from the transport so the server-side gameId check sees
98
+ // a value consistent with the JWT — games never pass this directly.
99
+ const merged = { ...options, gameId: this.transport.gameId };
100
+ this.client.auth.token = token;
101
+ const room = await this.client[method](nameOrId, merged);
102
+ return new UmicatRoom(room);
103
+ }
104
+ }
105
+ // Convert the realtime WebSocket base (wss://ws.unboxy.com/rt or ws://…) to
106
+ // the matching HTTP base used for the /rooms REST endpoint. Colyseus's HTTP
107
+ // routes (/matchmake, /rooms, /health) ride the same nginx vhost + path
108
+ // prefix as the WebSocket, so this is just a scheme swap.
109
+ function toHttpBase(wsUrl) {
110
+ if (wsUrl.startsWith('wss://'))
111
+ return 'https://' + wsUrl.slice('wss://'.length);
112
+ if (wsUrl.startsWith('ws://'))
113
+ return 'http://' + wsUrl.slice('ws://'.length);
114
+ return wsUrl;
115
+ }
@@ -0,0 +1,197 @@
1
+ import type { Room } from 'colyseus.js';
2
+ type Unsubscribe = () => void;
3
+ /**
4
+ * Facade for per-player state — one entry per player, only the owner can write
5
+ * to their own entry. Delta-synced via Colyseus schema.
6
+ */
7
+ export declare class PlayerDataFacade {
8
+ private readonly room;
9
+ constructor(room: Room<unknown>);
10
+ /** Write a JSON-serializable value to the caller's own player data. */
11
+ set(key: string, value: unknown): void;
12
+ /** Remove a key from the caller's own player data. */
13
+ delete(key: string): void;
14
+ /** Read a player's data value. Returns null if the player or key is absent. */
15
+ get<T = unknown>(sessionId: string, key: string): T | null;
16
+ }
17
+ /**
18
+ * Facade for room-scope shared state — one map per room, any client may write.
19
+ * Delta-synced via Colyseus schema. Use for shared game state like current
20
+ * turn, scoreboard, shared level-of-the-day, etc.
21
+ */
22
+ export declare class RoomDataFacade {
23
+ private readonly room;
24
+ constructor(room: Room<unknown>);
25
+ /** Write a JSON-serializable value into the room's shared data map. */
26
+ set(key: string, value: unknown): void;
27
+ /** Remove a key from the room's shared data map. */
28
+ delete(key: string): void;
29
+ /** Read a shared room value. Returns null if the key is absent. */
30
+ get<T = unknown>(key: string): T | null;
31
+ }
32
+ /** Maximum text length accepted by `ChatFacade.send`. Longer input is silently
33
+ * truncated. Games should mirror this on their input box's `maxLength`. */
34
+ export declare const MAX_CHAT_TEXT_LEN = 500;
35
+ /**
36
+ * Discriminator for `ChatMessage`:
37
+ * - `'user'` — a real player message sent via `ChatFacade.send`.
38
+ * - `'system.joined'` — auto-emitted locally when a remote player enters the room.
39
+ * - `'system.left'` — auto-emitted locally when a player leaves the room.
40
+ *
41
+ * System messages are computed locally on each client from `room.state.players`
42
+ * add/remove events; they never go over the wire. The first joiner does not
43
+ * see "X joined" for players already in the room when they themselves arrived
44
+ * (initial hydration is suppressed).
45
+ */
46
+ export type ChatMessageKind = 'user' | 'system.joined' | 'system.left';
47
+ /** Canonical chat-message shape delivered to `ChatFacade.onMessage` handlers.
48
+ * See umicat-design/features/multiplayer-chat.md §3 for the rationale on
49
+ * each field. */
50
+ export interface ChatMessage {
51
+ /** What kind of message this is — see `ChatMessageKind`. Default `'user'`. */
52
+ kind: ChatMessageKind;
53
+ /** For user messages: sender's session id (equals `room.sessionId` on the
54
+ * sender's local-echoed copy). For system messages: the joined/left player's
55
+ * session id. */
56
+ from: string;
57
+ /** Sender's (or subject's) display name at the time of the message. Empty if
58
+ * the Player entry carried no displayName. */
59
+ displayName: string;
60
+ /** For user messages: the trimmed, length-capped text. For system messages:
61
+ * a sensible English fallback (e.g. `"Alice joined"`). Games doing their own
62
+ * i18n should switch on `kind` and ignore this. */
63
+ text: string;
64
+ /** Sender-side `Date.now()` for user messages, local `Date.now()` for system
65
+ * messages. Advisory: order chat by arrival, not by ts. */
66
+ ts: number;
67
+ }
68
+ /**
69
+ * Convenience layer over the transient relay for in-game chat. Wraps
70
+ * `room.send('chat', ...)` / `room.on('chat', ...)` with three things every
71
+ * game would otherwise re-implement inconsistently:
72
+ * - Local echo so the sender's own message hits the same handler stream
73
+ * immediately (synchronous, before the network call).
74
+ * - A canonical `ChatMessage` payload shape every chat in every game shares.
75
+ * - Outbound `text.trim()` + length-cap to MAX_CHAT_TEXT_LEN, so a stray
76
+ * paste cannot flood the relay.
77
+ *
78
+ * `displayName` is read from the sender's Player entry at send time and
79
+ * stamped onto the payload so receivers don't have to chase room.state to
80
+ * resolve a sessionId. See umicat-design/features/multiplayer-chat.md §3.4.
81
+ */
82
+ export declare class ChatFacade {
83
+ private readonly room;
84
+ private readonly handlers;
85
+ private remoteOff;
86
+ /** Sids known to this facade, mapped to the displayName they had at the
87
+ * time we last observed them. Populated either at construction (if state
88
+ * was already synced) or on the first `onStateChange` (initial hydration
89
+ * — silent, no system messages). Subsequent state changes diff against
90
+ * this map to emit `system.joined` / `system.left`. We track displayName
91
+ * here because by the time a player is detected as "left" they're already
92
+ * gone from `state.players` and we can't read it from there. */
93
+ private readonly knownNames;
94
+ /** Becomes true the first time we observe a usable `state.players` map.
95
+ * The very first observation is treated as "initial state arrived" and
96
+ * must NOT fire `system.joined` for the players already in the room when
97
+ * the local user joined — only subsequent diffs are real lifecycle events. */
98
+ private hydrated;
99
+ constructor(room: Room<unknown>);
100
+ /**
101
+ * Send a chat line. Empty-after-trim input is dropped silently. Text longer
102
+ * than MAX_CHAT_TEXT_LEN is silently truncated. Local echo fires
103
+ * synchronously before the wire send, so the input box can be cleared on
104
+ * the same tick.
105
+ *
106
+ * Returns a Promise that resolves once dispatch is complete (local echo +
107
+ * wire send queued). Rejects if the underlying `room.send` throws (e.g.
108
+ * the connection has dropped). Note: resolution does NOT confirm remote
109
+ * delivery — the underlying transient relay is fire-and-forget. Use this
110
+ * for catching local-side errors; do not treat it as an ack.
111
+ */
112
+ send(text: string): Promise<void>;
113
+ /**
114
+ * Subscribe to chat messages — both remote and local-echoed (your own), plus
115
+ * auto-emitted `'system.joined'` / `'system.left'` events. Returns an
116
+ * unsubscribe function. Call it on scene shutdown.
117
+ */
118
+ onMessage(handler: (msg: ChatMessage) => void): Unsubscribe;
119
+ /**
120
+ * Hook `onStateChange` to detect joins / leaves and try an eager snapshot
121
+ * if `state.players` is already populated.
122
+ *
123
+ * **The onStateChange subscription must always be set up, even when
124
+ * `state.players` is `undefined` at construction.** Colyseus 0.16 (and
125
+ * earlier) deliver the initial state as a *separate* message that arrives
126
+ * a few ms after `client.joinOrCreate` resolves — so right when UmicatRoom
127
+ * is constructed, `room.state.players` is typically `undefined`. An earlier
128
+ * 0.2.14 implementation early-returned in that case and never subscribed,
129
+ * which meant the diff machinery never armed and BOTH `system.joined` /
130
+ * `system.left` silently dead-stopped in production (Blokus chat game,
131
+ * 2026-04-27).
132
+ *
133
+ * Eager snapshot if `state.players` is already there sets `hydrated=true`
134
+ * so the first state change does a real diff. Otherwise the first state
135
+ * change is treated as initial hydration: populate `knownNames` silently,
136
+ * skip system messages, set `hydrated=true`. Subsequent state changes do
137
+ * the real lifecycle diff.
138
+ *
139
+ * Why `onStateChange` and not `MapSchema.onAdd` / `.onRemove`: Colyseus
140
+ * 0.16 dropped those instance methods in favour of a separate
141
+ * `getStateCallbacks(room)` proxy API. Hooking `onStateChange` and diffing
142
+ * `players` keys ourselves works the same in any Colyseus version, keeps
143
+ * us decoupled from the realtime backend's callback shape, and adds < 1ms
144
+ * of work per state change for typical room sizes (max 16 players).
145
+ */
146
+ private subscribeToPlayers;
147
+ /** Populate `knownNames` from `state.players` if it's already available
148
+ * and mark hydrated. Silent — never emits system messages. A successful
149
+ * `forEach` (even iterating zero items) means the schema is synced and
150
+ * this is "what the room looked like when we joined" — safe to hydrate. */
151
+ private tryEagerSnapshot;
152
+ /** Compare current `players` membership against `knownNames`. On the very
153
+ * first invocation (post-construction) when `hydrated=false`, this is
154
+ * the initial-hydration call: populate `knownNames` silently and bail.
155
+ * Subsequent invocations diff against `knownNames` and emit
156
+ * `system.joined` for new sids, `system.left` for vanished sids. */
157
+ private diffPlayers;
158
+ private dispatch;
159
+ }
160
+ /**
161
+ * Umicat-flavored wrapper around a Colyseus Room. Exposes only the surface
162
+ * documented in SDK-GUIDE.md so games are portable to a different realtime
163
+ * backend should we migrate away from Colyseus.
164
+ */
165
+ export declare class UmicatRoom<State = unknown> {
166
+ private readonly room;
167
+ readonly player: PlayerDataFacade;
168
+ readonly data: RoomDataFacade;
169
+ readonly chat: ChatFacade;
170
+ constructor(room: Room<State>);
171
+ get id(): string;
172
+ get name(): string;
173
+ get sessionId(): string;
174
+ /**
175
+ * Current server-authoritative state. Proxied from Colyseus Schema — read
176
+ * values directly. Mutations do not propagate; only server-side handlers
177
+ * may change state.
178
+ */
179
+ get state(): State;
180
+ /** Send a transient message. Relayed to every other client in the room
181
+ * with `from: sessionId` stamped onto the payload. Not persisted in state. */
182
+ send(type: string, payload?: unknown): void;
183
+ /** Register a handler for a server-sent message type. Returns unsubscribe. */
184
+ on(type: string, handler: (payload: unknown) => void): Unsubscribe;
185
+ /** Fires whenever the server-authoritative state changes. */
186
+ onStateChange(handler: (state: State) => void): Unsubscribe;
187
+ /**
188
+ * Fires when the connection closes (kick, server shutdown, network drop).
189
+ * `code` follows WebSocket close codes plus Colyseus-specific ones.
190
+ */
191
+ onLeave(handler: (code: number) => void): Unsubscribe;
192
+ /** Fires when the server reports an error for this room. */
193
+ onError(handler: (code: number, message?: string) => void): Unsubscribe;
194
+ /** Disconnect from the room. Resolves with the close code. */
195
+ leave(consented?: boolean): Promise<number>;
196
+ }
197
+ export {};