@usions/sdk 2.18.0 → 2.20.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@usions/sdk",
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- "version": "2.18.0",
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+ "version": "2.20.0",
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  "description": "Usion Mini App SDK for iframe games and services",
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  "type": "module",
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  "main": "src/modules/index.js",
package/src/browser.js CHANGED
@@ -69,7 +69,7 @@ var Usion = (function () {
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  * Core Usion object with init, _post, _request
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  */
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  const core = {
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- version: '2.18.0', // injected from package.json at build
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+ version: '2.20.0', // injected from package.json at build
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  config: {},
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  _initialized: false,
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  _initCallback: null,
@@ -190,6 +190,27 @@ var Usion = (function () {
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  const h = self._backendHandlers[data.event];
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  if (h) h(data.data);
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  }
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+
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+ // Handle a room assigned by the host AFTER launch — the solo→host
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+ // promotion path. The user opened the game solo from Explore (launch
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+ // mode 'single'), then shared it; the host created a room and tells us
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+ // to adopt it so invitees connect to the SAME room and the host starts
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+ // receiving onPlayerJoined. No-op when there is no game module.
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+ if (data.type === 'GAME_ROOM_ASSIGNED' && data.roomId && self.game) {
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+ var _assignedRoom = data.roomId;
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+ // Reflect the new room in launch config so getLaunchParams().roomId,
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+ // .mode and game.isMultiplayer() all report multiplayer from here on.
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+ self.config.roomId = _assignedRoom;
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+ self.config.mode = 'multiplayer';
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+ // Let a solo game flip to its multiplayer UI before peers arrive.
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+ self.game._dispatch('roomAssigned', { roomId: _assignedRoom });
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+ // Connect + join so the host is actually in the room. Idempotent when
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+ // already connected/joined; non-fatal on failure (the game can retry).
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+ Promise.resolve()
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+ .then(function() { return self.game.connect(); })
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+ .then(function() { return self.game.join(_assignedRoom); })
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+ .catch(function() { /* non-fatal */ });
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+ }
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  });
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  // Report the user's first real interaction to the host (see below).
@@ -2357,6 +2378,72 @@ var Usion = (function () {
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  });
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  };
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+ /**
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+ * Invite friends to play in your room — like asking for money, but for players.
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+ *
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+ * Opens the host's friend/group picker (recent chats + search any user by
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+ * username + your groups, multi-select). Everyone you pick gets a game-invite
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+ * card in their chat; anyone who taps it joins THIS room and your game
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+ * receives `onPlayerJoined`.
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+ *
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+ * Works for any multiplayer-capable game. If the game was opened solo (from
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+ * Explore / the Game hub) with no room yet, the host creates one with you as
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+ * host and this method joins you to it — so register `onPlayerJoined` before
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+ * or right after calling invite(). Capacity is bounded by the game's
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+ * `max_players`; the picker caps selection at the remaining seats.
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+ *
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+ * Embedded feature (the host renders the picker). Standalone resolves
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+ * `{ success: false }`. Never rejects.
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+ *
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+ * @param {{ maxPlayers?: number, timeout?: number }} [opts]
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+ * @returns {Promise<{ success: boolean, roomId: string|null, invited: string[] }>}
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+ */
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+ game.invite = function(opts) {
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+ const self = this;
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+ opts = opts || {};
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+
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+ const embedded = typeof window !== 'undefined' &&
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+ (!!window.ReactNativeWebView ||
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+ (!!window.parent && window.parent !== window));
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+
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+ const currentRoom = self.roomId || (Usion.config && Usion.config.roomId) || null;
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+
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+ if (!embedded) {
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+ try { console.warn('[Usion] game.invite needs the Usion app; resolving as not sent.'); } catch (e) { /* noop */ }
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+ return Promise.resolve({ success: false, roomId: currentRoom, invited: [] });
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+ }
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+
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+ const reqData = { roomId: currentRoom };
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+ if (typeof opts.maxPlayers === 'number' && opts.maxPlayers > 0) {
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+ reqData.maxPlayers = opts.maxPlayers;
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+ }
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+
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+ // Long timeout — the user may sit in the picker. Never reject: a dropped
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+ // result must not throw inside the game (mirrors permissions.request).
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+ return Usion._request('GAME_INVITE_REQUEST', reqData, opts.timeout || 120000)
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+ .then(function(res) {
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+ res = res || {};
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+ const roomId = res.roomId || currentRoom || null;
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+ const result = {
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+ success: !!res.success,
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+ roomId: roomId,
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+ invited: Array.isArray(res.invited) ? res.invited : [],
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+ };
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+ if (!result.success || !roomId) return result;
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+ // Ensure the inviter is connected + joined to the room (as host) so
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+ // they get onPlayerJoined as invitees arrive. Idempotent when the game
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+ // is already in this room; invites were sent by the host regardless.
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+ return Promise.resolve()
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+ .then(function() { return self.connect(); })
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+ .then(function() { return self.join(roomId); })
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+ .then(function() { return result; })
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+ .catch(function() { return result; });
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+ })
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+ .catch(function() {
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+ return { success: false, roomId: currentRoom, invited: [] };
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+ });
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+ };
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+
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  /**
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  * Disconnect from the game socket
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  */
@@ -4549,6 +4636,7 @@ var Usion = (function () {
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  disconnect: 'disconnect',
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  reconnect: 'reconnect',
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  connection_error: 'connectionError',
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+ room_assigned: 'roomAssigned',
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  };
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  function _normalizeEventName(event) {
@@ -4694,6 +4782,11 @@ var Usion = (function () {
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  onReconnect: function(callback) { return this._setHandler('reconnect', callback); },
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  onConnectionError: function(callback) { return this._setHandler('connectionError', callback); },
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  onPlayerConnection: function(callback) { return this._setHandler('playerConnection', callback); },
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+ // Fired when the host assigns this app a room AFTER launch (the user opened
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+ // the game solo, then shared it — see GAME_ROOM_ASSIGNED). The SDK has
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+ // already updated config.roomId and is connecting+joining; use this to flip
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+ // a solo game into its multiplayer/hosting UI. onJoined fires right after.
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+ onRoomAssigned: function(callback) { return this._setHandler('roomAssigned', callback); },
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  /** @private Set the single legacy handler; returns an unsubscribe fn. */
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  _setHandler: function(name, callback) {
@@ -187,6 +187,27 @@ export const core = {
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  const h = self._backendHandlers[data.event];
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  if (h) h(data.data);
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  }
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+
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+ // Handle a room assigned by the host AFTER launch — the solo→host
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+ // promotion path. The user opened the game solo from Explore (launch
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+ // mode 'single'), then shared it; the host created a room and tells us
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+ // to adopt it so invitees connect to the SAME room and the host starts
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+ // receiving onPlayerJoined. No-op when there is no game module.
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+ if (data.type === 'GAME_ROOM_ASSIGNED' && data.roomId && self.game) {
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+ var _assignedRoom = data.roomId;
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+ // Reflect the new room in launch config so getLaunchParams().roomId,
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+ // .mode and game.isMultiplayer() all report multiplayer from here on.
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+ self.config.roomId = _assignedRoom;
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+ self.config.mode = 'multiplayer';
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+ // Let a solo game flip to its multiplayer UI before peers arrive.
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+ self.game._dispatch('roomAssigned', { roomId: _assignedRoom });
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+ // Connect + join so the host is actually in the room. Idempotent when
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+ // already connected/joined; non-fatal on failure (the game can retry).
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+ Promise.resolve()
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+ .then(function() { return self.game.connect(); })
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+ .then(function() { return self.game.join(_assignedRoom); })
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+ .catch(function() { /* non-fatal */ });
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+ }
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  });
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  // Report the user's first real interaction to the host (see below).
@@ -27,6 +27,7 @@ const _EVENT_ALIASES = {
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  disconnect: 'disconnect',
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  reconnect: 'reconnect',
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  connection_error: 'connectionError',
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+ room_assigned: 'roomAssigned',
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  };
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  function _normalizeEventName(event) {
@@ -172,6 +173,11 @@ export function createGameModule(Usion) {
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  onReconnect: function(callback) { return this._setHandler('reconnect', callback); },
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  onConnectionError: function(callback) { return this._setHandler('connectionError', callback); },
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  onPlayerConnection: function(callback) { return this._setHandler('playerConnection', callback); },
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+ // Fired when the host assigns this app a room AFTER launch (the user opened
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+ // the game solo, then shared it — see GAME_ROOM_ASSIGNED). The SDK has
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+ // already updated config.roomId and is connecting+joining; use this to flip
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+ // a solo game into its multiplayer/hosting UI. onJoined fires right after.
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+ onRoomAssigned: function(callback) { return this._setHandler('roomAssigned', callback); },
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  /** @private Set the single legacy handler; returns an unsubscribe fn. */
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  _setHandler: function(name, callback) {
@@ -406,6 +406,72 @@ export function applyGameMethods(game, Usion) {
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  });
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  };
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+ /**
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+ * Invite friends to play in your room — like asking for money, but for players.
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+ *
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+ * Opens the host's friend/group picker (recent chats + search any user by
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+ * username + your groups, multi-select). Everyone you pick gets a game-invite
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+ * card in their chat; anyone who taps it joins THIS room and your game
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+ * receives `onPlayerJoined`.
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+ *
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+ * Works for any multiplayer-capable game. If the game was opened solo (from
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+ * Explore / the Game hub) with no room yet, the host creates one with you as
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+ * host and this method joins you to it — so register `onPlayerJoined` before
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+ * or right after calling invite(). Capacity is bounded by the game's
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+ * `max_players`; the picker caps selection at the remaining seats.
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+ *
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+ * Embedded feature (the host renders the picker). Standalone resolves
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+ * `{ success: false }`. Never rejects.
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+ *
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+ * @param {{ maxPlayers?: number, timeout?: number }} [opts]
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+ * @returns {Promise<{ success: boolean, roomId: string|null, invited: string[] }>}
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+ */
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+ game.invite = function(opts) {
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+ const self = this;
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+ opts = opts || {};
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+
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+ const embedded = typeof window !== 'undefined' &&
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+ (!!window.ReactNativeWebView ||
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+ (!!window.parent && window.parent !== window));
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+
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+ const currentRoom = self.roomId || (Usion.config && Usion.config.roomId) || null;
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+
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+ if (!embedded) {
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+ try { console.warn('[Usion] game.invite needs the Usion app; resolving as not sent.'); } catch (e) { /* noop */ }
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+ return Promise.resolve({ success: false, roomId: currentRoom, invited: [] });
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+ }
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+
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+ const reqData = { roomId: currentRoom };
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+ if (typeof opts.maxPlayers === 'number' && opts.maxPlayers > 0) {
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+ reqData.maxPlayers = opts.maxPlayers;
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+ }
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+
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+ // Long timeout — the user may sit in the picker. Never reject: a dropped
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+ // result must not throw inside the game (mirrors permissions.request).
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+ return Usion._request('GAME_INVITE_REQUEST', reqData, opts.timeout || 120000)
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+ .then(function(res) {
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+ res = res || {};
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+ const roomId = res.roomId || currentRoom || null;
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+ const result = {
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+ success: !!res.success,
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+ roomId: roomId,
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+ invited: Array.isArray(res.invited) ? res.invited : [],
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+ };
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+ if (!result.success || !roomId) return result;
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+ // Ensure the inviter is connected + joined to the room (as host) so
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+ // they get onPlayerJoined as invitees arrive. Idempotent when the game
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+ // is already in this room; invites were sent by the host regardless.
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+ return Promise.resolve()
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+ .then(function() { return self.connect(); })
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+ .then(function() { return self.join(roomId); })
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+ .then(function() { return result; })
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+ .catch(function() { return result; });
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+ })
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+ .catch(function() {
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+ return { success: false, roomId: currentRoom, invited: [] };
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+ });
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+ };
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+
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  /**
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  * Disconnect from the game socket
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  */
package/types/index.d.ts CHANGED
@@ -256,6 +256,24 @@ export interface RematchData {
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  player_id: string;
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  }
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258
 
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+ /** Options for game.invite(). */
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+ export interface GameInviteOptions {
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+ /** Cap the room at this many players (otherwise the game's max_players). */
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+ maxPlayers?: number;
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+ /** Max ms to wait for the user to finish in the picker (default 120000). */
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+ timeout?: number;
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+ }
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+
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+ /** Result of game.invite(). */
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+ export interface GameInviteResult {
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+ /** True if the user sent at least one invite. */
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+ success: boolean;
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+ /** The room invitees will join (you are host); null if nothing was sent. */
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+ roomId: string | null;
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+ /** User/group ids the invite was sent to. */
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+ invited: string[];
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+ }
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+
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  export interface GameModule {
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  // Connection
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  connect(socketUrl?: string, token?: string): Promise<void>;
@@ -292,6 +310,17 @@ export interface GameModule {
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  requestRematch(): void;
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  forfeit(): Promise<{ success: boolean; error?: string }>;
294
312
 
313
+ /**
314
+ * Invite friends to play in your room. Opens the host's friend/group picker
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+ * (recent chats + username search + your groups, multi-select); each pick gets
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+ * a game-invite card in their chat, and anyone who taps it joins THIS room
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+ * (your game gets `onPlayerJoined`). Works for any multiplayer-capable game —
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+ * if launched solo with no room, the host creates one with you as host and
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+ * this joins you to it. Embedded only; standalone resolves `{success:false}`.
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+ * Never rejects. (SDK ≥ 2.19)
321
+ */
322
+ invite(opts?: GameInviteOptions): Promise<GameInviteResult>;
323
+
295
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  /**
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  * Checkpoint authoritative game state on the server (authority only —
297
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  * player_ids[0]/host). (Re)joining clients receive the latest checkpoint
@@ -326,6 +355,15 @@ export interface GameModule {
326
355
  onConnectionError(callback: (error: Error) => void): UnsubscribeFn;
327
356
  /** Peer connection lifecycle: connected / reconnecting (grace) / gone. */
328
357
  onPlayerConnection(callback: (data: PlayerConnectionData) => void): UnsubscribeFn;
358
+ /**
359
+ * Fired when the host assigns this app a room AFTER launch — the solo→host
360
+ * promotion path. The user opened the game solo (launch mode 'single'), then
361
+ * shared it from the host's top-bar Share button; the host created a room and
362
+ * the SDK has already updated `getLaunchParams().roomId`/`.mode` and is
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+ * connecting+joining. Use this to flip a solo game into its multiplayer /
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+ * hosting UI; `onJoined` fires right after the join completes.
365
+ */
366
+ onRoomAssigned(callback: (data: { roomId: string }) => void): UnsubscribeFn;
329
367
 
330
368
  /**
331
369
  * Register an ADDITIONAL event listener. Unlike the onX methods this