@wvdsh/sdk-js 1.3.16 → 1.3.17

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Files changed (3) hide show
  1. package/dist/index.d.ts +361 -331
  2. package/dist/index.js +2845 -2751
  3. package/package.json +2 -2
package/dist/index.d.ts CHANGED
@@ -5,6 +5,76 @@ import { FunctionReturnType, FunctionArgs } from 'convex/server';
5
5
  import { LOBBY_VISIBILITY, api, UGC_TYPE, UGC_VISIBILITY, LEADERBOARD_SORT_ORDER, LEADERBOARD_DISPLAY_TYPE, GAME_ENGINE, SDKUser, IFrameEventPayloadMap, IFRAME_MESSAGE_TYPE, SDKConfig, GameLaunchParams } from '@wvdsh/api';
6
6
  export { GameLaunchParams } from '@wvdsh/api';
7
7
 
8
+ /**
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+ * Base class for SDK managers. Provides the shared `sdk` reference and a
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+ * default no-op `destroy()` so the SDK can safely iterate every manager
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+ * during teardown without each one having to define an empty stub.
12
+ *
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+ * Override `destroy()` in any manager that owns ongoing state — Convex
14
+ * subscriptions, intervals, peer connections, monkey-patched globals, etc.
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+ * — to make sure that state is released when the SDK is torn down.
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+ */
17
+ declare abstract class WavedashManager {
18
+ protected sdk: WavedashSDK;
19
+ constructor(sdk: WavedashSDK);
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+ destroy(): void;
21
+ }
22
+
23
+ /**
24
+ * AudioManager
25
+ *
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+ * Mutes & unmutes the game in response to MUTE_CHANGED iframe messages, without
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+ * the game needing to know anything about it.
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+ *
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+ * Web Audio: subclass `AudioContext` so `ctx.destination` resolves to a master
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+ * GainNode that we control. The master gain wires to the real native destination,
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+ * so `node.connect(ctx.destination)` and any other game code is unaffected.
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+ *
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+ * HTML Media (`<audio>`/`<video>`): override `HTMLMediaElement.prototype.muted`
34
+ * to record the game's intended state, but write `true` to the underlying element
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+ * whenever the SDK is muted. Tracked elements come from three sources:
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+ * 1. Pre-existing DOM media (`querySelectorAll`)
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+ * 2. `new Audio()` constructor shim (covers detached SFX)
38
+ * 3. MutationObserver for any media added to the DOM later (covers innerHTML,
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+ * framework rendering, createElement + append, etc.)
40
+ */
41
+ declare class AudioManager extends WavedashManager {
42
+ private _isMuted;
43
+ private contexts;
44
+ private elements;
45
+ private intendedMuted;
46
+ private originalAudioContext;
47
+ private originalWebKitAudioContext;
48
+ private originalAudio;
49
+ private originalMutedDescriptor;
50
+ private mutationObserver;
51
+ constructor(sdk: WavedashSDK);
52
+ isMuted(): boolean;
53
+ /**
54
+ * Ask the host to mute (true) or unmute (false). Resolves to `true` if the
55
+ * host applied the change, `false` otherwise — notably, the host rejects an
56
+ * unmute when the user muted the game from the Wavedash UI, so games can't
57
+ * override an explicit user mute. The resulting state arrives via the usual
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+ * MUTE_CHANGED broadcast, so `isMuted()` updates independently of this result.
59
+ */
60
+ requestMute(muted: boolean): Promise<boolean>;
61
+ /**
62
+ * Toggle mute. Like `requestMute`, the host may reject the unmute half of a
63
+ * toggle if the user muted from the Wavedash UI. Resolves to `true` if the
64
+ * host applied the change.
65
+ */
66
+ toggleMute(): Promise<boolean>;
67
+ private handleMute;
68
+ /**
69
+ * Track a media element and (if SDK is currently muted) silence it.
70
+ * Idempotent — safe to call multiple times for the same element.
71
+ */
72
+ private trackElement;
73
+ private installShims;
74
+ private shimAudioContextClass;
75
+ destroy(): void;
76
+ }
77
+
8
78
  /**
9
79
  * SDK-to-Engine Events
10
80
  *
@@ -262,18 +332,234 @@ interface P2PConfig {
262
332
  }
263
333
 
264
334
  /**
265
- * Base class for SDK managers. Provides the shared `sdk` reference and a
266
- * default no-op `destroy()` so the SDK can safely iterate every manager
267
- * during teardown without each one having to define an empty stub.
335
+ * File system service
336
+ * Utilities for syncing local IndexedDB files with remote storage.
268
337
  *
269
- * Override `destroy()` in any manager that owns ongoing state Convex
270
- * subscriptions, intervals, peer connections, monkey-patched globals, etc.
271
- * — to make sure that state is released when the SDK is torn down.
338
+ * Exposes a specific remote folder for the game to save user-specific files to.
339
+ * TODO: Extend this to game-level assets as well.
272
340
  */
273
- declare abstract class WavedashManager {
274
- protected sdk: WavedashSDK;
341
+
342
+ declare class FileSystemManager extends WavedashManager {
343
+ private remoteStorageOrigin;
344
+ constructor(sdk: WavedashSDK);
345
+ /**
346
+ * Converts a local filesystem path into a full R2 object key.
347
+ * Normalizes the Unity persistentDataPath and prepends the R2 prefix.
348
+ */
349
+ private toRemoteKey;
350
+ /**
351
+ * Converts a full R2 object key back into the local filesystem path
352
+ * the engine expects. Inverse of toRemoteKey.
353
+ */
354
+ private toLocalPath;
355
+ /**
356
+ * Uploads a local file to remote storage
357
+ * @param filePath - The path of the local file to upload
358
+ * @returns The path of the remote file that the local file was uploaded to
359
+ */
360
+ uploadRemoteFile(filePath: string): Promise<string>;
361
+ /**
362
+ * Deletes a remote file from storage
363
+ * @param filePath - The path of the remote file to delete
364
+ * @returns The path of the remote file that was deleted
365
+ */
366
+ deleteRemoteFile(filePath: string): Promise<string>;
367
+ /**
368
+ * Downloads a remote file to a local location.
369
+ * Throws on failure; the error message is the server's HTTP status (e.g. "404 (Not Found)")
370
+ * or a network-level description if the server didn't respond. See also: {@link remoteFileExists}
371
+ * @param filePath - The path of the remote file to download
372
+ * @returns The path of the local file that the remote file was downloaded to
373
+ */
374
+ downloadRemoteFile(filePath: string): Promise<string>;
375
+ /**
376
+ * Checks whether a remote file exists by issuing a HEAD request.
377
+ * Does NOT throw for the "file does not exist" case — returns false.
378
+ * Throws only for real errors (network failure, auth failure, server error).
379
+ * @param filePath - The path of the remote file to check
380
+ * @returns true if the remote file exists, false otherwise
381
+ */
382
+ remoteFileExists(filePath: string): Promise<boolean>;
383
+ /**
384
+ * Lists each file in a remote directory, including its subdirectories.
385
+ * Returns only file paths, no directory paths.
386
+ * An empty or non-existent directory returns an empty array — not an error.
387
+ * @param path - The path of the remote directory to list
388
+ * @returns A list of metadata for each file in the remote directory
389
+ */
390
+ listRemoteDirectory(path: string): Promise<RemoteFileMetadata[]>;
391
+ downloadRemoteDirectory(path: string): Promise<string>;
392
+ writeLocalFile(filePath: string, data: Uint8Array): Promise<boolean>;
393
+ readLocalFile(filePath: string): Promise<Uint8Array | null>;
394
+ upload(presignedUploadUrl: string, filePath: string): Promise<boolean>;
395
+ download(url: string, filePath: string): Promise<void>;
396
+ private getRemoteStorageOrigin;
397
+ private getRemoteStorageUrl;
398
+ private uploadFromIndexedDb;
399
+ private uploadFromFS;
400
+ private readLocalFileBlob;
401
+ }
402
+
403
+ /**
404
+ * Friends service
405
+ *
406
+ * Implements friend-related methods for the Wavedash SDK
407
+ */
408
+
409
+ declare class FriendsManager extends WavedashManager {
410
+ private userCache;
411
+ private leaderboardPageUserCache;
275
412
  constructor(sdk: WavedashSDK);
413
+ /**
414
+ * Returns CDN URL with size transformation for a cached user's avatar.
415
+ * @param userId - The user ID to get the avatar URL for
416
+ * @param size - Pixel size for width and height. Use a value from
417
+ * `AvatarSize` (SMALL=64, MEDIUM=128, LARGE=256) or any custom pixel size.
418
+ * @returns CDN URL with size transformation, or null if user not cached or has no avatar
419
+ */
420
+ getUserAvatarUrl(userId: GenericId<"users">, size?: number): string | null;
421
+ /**
422
+ * Returns the cached username for a given user ID
423
+ * @param userId - The user ID to get the username for
424
+ * @returns The username, or null if user not cached
425
+ */
426
+ getUsername(userId: GenericId<"users">): string | null;
427
+ /**
428
+ * List all friends for the logged in user
429
+ * @returns Array<{
430
+ * avatarUrl?: string;
431
+ * isOnline: boolean;
432
+ * userId: Id<"users">;
433
+ * username: string;
434
+ * }>
435
+ */
436
+ listFriends(): Promise<Friend[]>;
437
+ }
438
+
439
+ /**
440
+ * FullscreenManager
441
+ *
442
+ * Wavedash owns the fullscreen target (a wrapper DIV on the host page that
443
+ * contains both the game iframe and our overlay UI). The SDK inside the iframe
444
+ * therefore can't call `requestFullscreen` directly — it asks the parent to
445
+ * do it via postMessage, and the parent broadcasts state changes back through
446
+ * FULLSCREEN_CHANGED so we can keep a local mirror of `isFullscreen`.
447
+ *
448
+ * User activation: browsers require a fresh user gesture to enter fullscreen.
449
+ * The click happens in the iframe, User Activation v2 propagates transient
450
+ * activation to ancestor frames, and the parent's message handler runs within
451
+ * the ~5s window — so the parent's requestFullscreen call stays activated.
452
+ *
453
+ * Legacy compat: games that call `element.requestFullscreen()` or listen for
454
+ * `fullscreenchange` directly are monkey-patched in the constructor so those
455
+ * calls route through us. The iframe isn't granted the fullscreen feature
456
+ * policy anymore, so without these shims those calls would silently reject.
457
+ */
458
+ declare class FullscreenManager extends WavedashManager {
459
+ private _isFullscreen;
460
+ private listeners;
461
+ constructor(sdk: WavedashSDK);
462
+ isFullscreen(): boolean;
463
+ /**
464
+ * Ask the host to enter (true) or exit (false) fullscreen. Resolves to
465
+ * `true` if the host reports the operation succeeded, `false` otherwise
466
+ * (e.g. browser rejected for lack of user activation).
467
+ */
468
+ requestFullscreen(fullscreen: boolean): Promise<boolean>;
469
+ toggleFullscreen(): Promise<boolean>;
470
+ /** Subscribe to state flips. Returns an unsubscribe fn. */
471
+ subscribe(listener: (isFullscreen: boolean) => void): () => void;
472
+ private setState;
473
+ private installCompatShims;
474
+ }
475
+
476
+ declare class GameEventManager extends WavedashManager {
477
+ private eventQueue;
478
+ constructor(sdk: WavedashSDK);
479
+ notifyGame(event: WavedashEvent, payload: string | number | object): void;
480
+ private sendGameEvent;
481
+ flushEventQueue(): void;
482
+ }
483
+
484
+ /**
485
+ * Heartbeat service
486
+ *
487
+ * Polls connection state and allows the game to update rich user presence
488
+ * Lets the game know if backend connection ever changes.
489
+ * Lets the game update userPresence in the backend
490
+ */
491
+
492
+ declare class HeartbeatManager extends WavedashManager {
493
+ private deviceFingerprint;
494
+ private deviceFingerprintReady;
495
+ private testConnectionInterval;
496
+ private heartbeatInterval;
497
+ private gamepadPollInterval;
498
+ private inactivityTimeout;
499
+ private isConnected;
500
+ private sentDisconnectedEvent;
501
+ private disconnectedAt;
502
+ private lastHeartbeatTime;
503
+ private lastInputResetAt;
504
+ private heartbeatInFlight;
505
+ private isFirstTick;
506
+ private readonly TEST_CONNECTION_INTERVAL_MS;
507
+ private readonly DISCONNECTED_TIMEOUT_MS;
508
+ private readonly INACTIVITY_TIMEOUT_MS;
509
+ private readonly INPUT_THROTTLE_MS;
510
+ private readonly GAMEPAD_POLL_INTERVAL_MS;
511
+ private readonly GAMEPAD_AXIS_DEADZONE;
512
+ private cachedPresenceData;
513
+ constructor(sdk: WavedashSDK);
514
+ /**
515
+ * Start (or refresh) the heartbeat. Idempotent: if intervals are already
516
+ * running this just reschedules the inactivity timer. No-op if the game
517
+ * hasn't loaded yet or the tab is hidden.
518
+ */
519
+ start(): void;
520
+ /** Stop the heartbeat and clear the inactivity timer. Idempotent. */
521
+ stop(): void;
522
+ /**
523
+ * Updates user presence in the backend.
524
+ * @param data - Data to send to the backend
525
+ * @returns true if the presence was updated successfully
526
+ */
527
+ updateUserPresence(data: Record<string, string | number | boolean | null>): Promise<boolean>;
528
+ isCurrentlyConnected(): boolean;
529
+ /** Full teardown — stops intervals and removes all listeners */
276
530
  destroy(): void;
531
+ private tickHeartbeat;
532
+ private sendHeartbeat;
533
+ private handleVisibilityChange;
534
+ private handleUserInput;
535
+ /**
536
+ * Polls connected gamepads; any pressed button or out-of-deadzone axis
537
+ * counts as user activity and (re)starts the heartbeat.
538
+ */
539
+ private pollGamepads;
540
+ /**
541
+ * Tests the connection to the backend
542
+ */
543
+ private testConnection;
544
+ }
545
+
546
+ /**
547
+ * Leaderboard service
548
+ *
549
+ * Implements each of the leaderboard methods of the Wavedash SDK
550
+ */
551
+
552
+ declare class LeaderboardManager extends WavedashManager {
553
+ private leaderboardCache;
554
+ constructor(sdk: WavedashSDK);
555
+ getLeaderboard(name: string): Promise<Leaderboard>;
556
+ getOrCreateLeaderboard(name: string, sortOrder: LeaderboardSortOrder, displayType: LeaderboardDisplayType): Promise<Leaderboard>;
557
+ getLeaderboardEntryCount(leaderboardId: GenericId<"leaderboards">): number;
558
+ getMyLeaderboardEntries(leaderboardId: GenericId<"leaderboards">): Promise<LeaderboardEntries>;
559
+ listLeaderboardEntriesAroundUser(leaderboardId: GenericId<"leaderboards">, countAhead: number, countBehind: number, friendsOnly?: boolean): Promise<LeaderboardEntries>;
560
+ listLeaderboardEntries(leaderboardId: GenericId<"leaderboards">, offset: number, limit: number, friendsOnly?: boolean): Promise<LeaderboardEntries>;
561
+ uploadLeaderboardScore(leaderboardId: GenericId<"leaderboards">, score: number, keepBest: boolean, ugcId?: GenericId<"userGeneratedContent">): Promise<UpsertedLeaderboardEntry>;
562
+ private updateCachedTotalEntries;
277
563
  }
278
564
 
279
565
  /**
@@ -359,114 +645,29 @@ declare class LobbyManager extends WavedashManager {
359
645
  private processUserUpdates;
360
646
  private processMessageUpdates;
361
647
  private processInviteUpdates;
362
- /**
363
- * Update P2P connections when lobby membership changes
364
- * @param newUsers - The updated list of lobby users
365
- */
366
- private updateP2PConnections;
367
- }
368
-
369
- /**
370
- * File system service
371
- * Utilities for syncing local IndexedDB files with remote storage.
372
- *
373
- * Exposes a specific remote folder for the game to save user-specific files to.
374
- * TODO: Extend this to game-level assets as well.
375
- */
376
-
377
- declare class FileSystemManager extends WavedashManager {
378
- private remoteStorageOrigin;
379
- constructor(sdk: WavedashSDK);
380
- /**
381
- * Converts a local filesystem path into a full R2 object key.
382
- * Normalizes the Unity persistentDataPath and prepends the R2 prefix.
383
- */
384
- private toRemoteKey;
385
- /**
386
- * Converts a full R2 object key back into the local filesystem path
387
- * the engine expects. Inverse of toRemoteKey.
388
- */
389
- private toLocalPath;
390
- /**
391
- * Uploads a local file to remote storage
392
- * @param filePath - The path of the local file to upload
393
- * @returns The path of the remote file that the local file was uploaded to
394
- */
395
- uploadRemoteFile(filePath: string): Promise<string>;
396
- /**
397
- * Deletes a remote file from storage
398
- * @param filePath - The path of the remote file to delete
399
- * @returns The path of the remote file that was deleted
400
- */
401
- deleteRemoteFile(filePath: string): Promise<string>;
402
- /**
403
- * Downloads a remote file to a local location.
404
- * Throws on failure; the error message is the server's HTTP status (e.g. "404 (Not Found)")
405
- * or a network-level description if the server didn't respond. See also: {@link remoteFileExists}
406
- * @param filePath - The path of the remote file to download
407
- * @returns The path of the local file that the remote file was downloaded to
408
- */
409
- downloadRemoteFile(filePath: string): Promise<string>;
410
- /**
411
- * Checks whether a remote file exists by issuing a HEAD request.
412
- * Does NOT throw for the "file does not exist" case — returns false.
413
- * Throws only for real errors (network failure, auth failure, server error).
414
- * @param filePath - The path of the remote file to check
415
- * @returns true if the remote file exists, false otherwise
416
- */
417
- remoteFileExists(filePath: string): Promise<boolean>;
418
- /**
419
- * Lists each file in a remote directory, including its subdirectories.
420
- * Returns only file paths, no directory paths.
421
- * An empty or non-existent directory returns an empty array — not an error.
422
- * @param path - The path of the remote directory to list
423
- * @returns A list of metadata for each file in the remote directory
424
- */
425
- listRemoteDirectory(path: string): Promise<RemoteFileMetadata[]>;
426
- downloadRemoteDirectory(path: string): Promise<string>;
427
- writeLocalFile(filePath: string, data: Uint8Array): Promise<boolean>;
428
- readLocalFile(filePath: string): Promise<Uint8Array | null>;
429
- upload(presignedUploadUrl: string, filePath: string): Promise<boolean>;
430
- download(url: string, filePath: string): Promise<void>;
431
- private getRemoteStorageOrigin;
432
- private getRemoteStorageUrl;
433
- private uploadFromIndexedDb;
434
- private uploadFromFS;
435
- private readLocalFileBlob;
436
- }
437
-
438
- /**
439
- * UGC service
440
- *
441
- * Implements each of the user generated content methods of the Wavedash SDK
442
- */
443
-
444
- declare class UGCManager extends WavedashManager {
445
- constructor(sdk: WavedashSDK);
446
- createUGCItem(ugcType: UGCType, title?: string, description?: string, visibility?: UGCVisibility, filePath?: string): Promise<GenericId<"userGeneratedContent">>;
447
- updateUGCItem(ugcId: GenericId<"userGeneratedContent">, updates?: UpdateUGCItemArgs): Promise<GenericId<"userGeneratedContent">>;
448
- deleteUGCItem(ugcId: GenericId<"userGeneratedContent">): Promise<GenericId<"userGeneratedContent">>;
449
- downloadUGCItem(ugcId: GenericId<"userGeneratedContent">, filePath: string): Promise<GenericId<"userGeneratedContent">>;
450
- listUGCItems(args?: ListUGCItemsArgs): Promise<PaginatedUGCItems>;
648
+ /**
649
+ * Update P2P connections when lobby membership changes
650
+ * @param newUsers - The updated list of lobby users
651
+ */
652
+ private updateP2PConnections;
451
653
  }
452
654
 
453
655
  /**
454
- * Leaderboard service
656
+ * OverlayManager
455
657
  *
456
- * Implements each of the leaderboard methods of the Wavedash SDK
658
+ * Owns the iframe parent interactions for the Wavedash overlay UI:
659
+ * - Shift+Tab inside the iframe toggles the overlay on the host page
660
+ * (the host owns the overlay, so we postMessage up).
661
+ * - When the parent closes the overlay it sends TAKE_FOCUS so keyboard
662
+ * input goes back to the game; we walk the DOM for a focusable target.
663
+ * - `takeFocus()` is also called after load completes so the game starts
664
+ * with keyboard focus without the player clicking first.
457
665
  */
458
-
459
- declare class LeaderboardManager extends WavedashManager {
460
- private leaderboardCache;
666
+ declare class OverlayManager extends WavedashManager {
461
667
  constructor(sdk: WavedashSDK);
462
- getLeaderboard(name: string): Promise<Leaderboard>;
463
- getOrCreateLeaderboard(name: string, sortOrder: LeaderboardSortOrder, displayType: LeaderboardDisplayType): Promise<Leaderboard>;
464
- getLeaderboardEntryCount(leaderboardId: GenericId<"leaderboards">): number;
465
- getMyLeaderboardEntries(leaderboardId: GenericId<"leaderboards">): Promise<LeaderboardEntries>;
466
- listLeaderboardEntriesAroundUser(leaderboardId: GenericId<"leaderboards">, countAhead: number, countBehind: number, friendsOnly?: boolean): Promise<LeaderboardEntries>;
467
- listLeaderboardEntries(leaderboardId: GenericId<"leaderboards">, offset: number, limit: number, friendsOnly?: boolean): Promise<LeaderboardEntries>;
468
- uploadLeaderboardScore(leaderboardId: GenericId<"leaderboards">, score: number, keepBest: boolean, ugcId?: GenericId<"userGeneratedContent">): Promise<UpsertedLeaderboardEntry>;
469
- private updateCachedTotalEntries;
668
+ toggleOverlay(): void;
669
+ takeFocus(): void;
670
+ private handleKeyDown;
470
671
  }
471
672
 
472
673
  /**
@@ -586,6 +787,12 @@ declare class P2PManager extends WavedashManager {
586
787
  private decodeBinaryMessage;
587
788
  }
588
789
 
790
+ declare class PaidContentManager extends WavedashManager {
791
+ isEntitled(contentId: string): Promise<boolean>;
792
+ getEntitlements(): Promise<string[]>;
793
+ triggerPaywall(contentIdentifier: string): Promise<boolean>;
794
+ }
795
+
589
796
  declare class StatsManager extends WavedashManager {
590
797
  private stats;
591
798
  private unlockedAchievements;
@@ -615,219 +822,18 @@ declare class StatsManager extends WavedashManager {
615
822
  }
616
823
 
617
824
  /**
618
- * Heartbeat service
619
- *
620
- * Polls connection state and allows the game to update rich user presence
621
- * Lets the game know if backend connection ever changes.
622
- * Lets the game update userPresence in the backend
623
- */
624
-
625
- declare class HeartbeatManager extends WavedashManager {
626
- private deviceFingerprint;
627
- private deviceFingerprintReady;
628
- private testConnectionInterval;
629
- private heartbeatInterval;
630
- private gamepadPollInterval;
631
- private inactivityTimeout;
632
- private isConnected;
633
- private sentDisconnectedEvent;
634
- private disconnectedAt;
635
- private lastHeartbeatTime;
636
- private lastInputResetAt;
637
- private heartbeatInFlight;
638
- private isFirstTick;
639
- private readonly TEST_CONNECTION_INTERVAL_MS;
640
- private readonly DISCONNECTED_TIMEOUT_MS;
641
- private readonly INACTIVITY_TIMEOUT_MS;
642
- private readonly INPUT_THROTTLE_MS;
643
- private readonly GAMEPAD_POLL_INTERVAL_MS;
644
- private readonly GAMEPAD_AXIS_DEADZONE;
645
- private cachedPresenceData;
646
- constructor(sdk: WavedashSDK);
647
- /**
648
- * Start (or refresh) the heartbeat. Idempotent: if intervals are already
649
- * running this just reschedules the inactivity timer. No-op if the game
650
- * hasn't loaded yet or the tab is hidden.
651
- */
652
- start(): void;
653
- /** Stop the heartbeat and clear the inactivity timer. Idempotent. */
654
- stop(): void;
655
- /**
656
- * Updates user presence in the backend.
657
- * @param data - Data to send to the backend
658
- * @returns true if the presence was updated successfully
659
- */
660
- updateUserPresence(data: Record<string, string | number | boolean | null>): Promise<boolean>;
661
- isCurrentlyConnected(): boolean;
662
- /** Full teardown — stops intervals and removes all listeners */
663
- destroy(): void;
664
- private tickHeartbeat;
665
- private sendHeartbeat;
666
- private handleVisibilityChange;
667
- private handleUserInput;
668
- /**
669
- * Polls connected gamepads; any pressed button or out-of-deadzone axis
670
- * counts as user activity and (re)starts the heartbeat.
671
- */
672
- private pollGamepads;
673
- /**
674
- * Tests the connection to the backend
675
- */
676
- private testConnection;
677
- }
678
-
679
- declare class GameEventManager extends WavedashManager {
680
- private eventQueue;
681
- constructor(sdk: WavedashSDK);
682
- notifyGame(event: WavedashEvent, payload: string | number | object): void;
683
- private sendGameEvent;
684
- flushEventQueue(): void;
685
- }
686
-
687
- /**
688
- * FullscreenManager
689
- *
690
- * Wavedash owns the fullscreen target (a wrapper DIV on the host page that
691
- * contains both the game iframe and our overlay UI). The SDK inside the iframe
692
- * therefore can't call `requestFullscreen` directly — it asks the parent to
693
- * do it via postMessage, and the parent broadcasts state changes back through
694
- * FULLSCREEN_CHANGED so we can keep a local mirror of `isFullscreen`.
695
- *
696
- * User activation: browsers require a fresh user gesture to enter fullscreen.
697
- * The click happens in the iframe, User Activation v2 propagates transient
698
- * activation to ancestor frames, and the parent's message handler runs within
699
- * the ~5s window — so the parent's requestFullscreen call stays activated.
700
- *
701
- * Legacy compat: games that call `element.requestFullscreen()` or listen for
702
- * `fullscreenchange` directly are monkey-patched in the constructor so those
703
- * calls route through us. The iframe isn't granted the fullscreen feature
704
- * policy anymore, so without these shims those calls would silently reject.
705
- */
706
- declare class FullscreenManager extends WavedashManager {
707
- private _isFullscreen;
708
- private listeners;
709
- constructor(sdk: WavedashSDK);
710
- isFullscreen(): boolean;
711
- /**
712
- * Ask the host to enter (true) or exit (false) fullscreen. Resolves to
713
- * `true` if the host reports the operation succeeded, `false` otherwise
714
- * (e.g. browser rejected for lack of user activation).
715
- */
716
- requestFullscreen(fullscreen: boolean): Promise<boolean>;
717
- toggleFullscreen(): Promise<boolean>;
718
- /** Subscribe to state flips. Returns an unsubscribe fn. */
719
- subscribe(listener: (isFullscreen: boolean) => void): () => void;
720
- private setState;
721
- private installCompatShims;
722
- }
723
-
724
- /**
725
- * OverlayManager
726
- *
727
- * Owns the iframe ↔ parent interactions for the Wavedash overlay UI:
728
- * - Shift+Tab inside the iframe toggles the overlay on the host page
729
- * (the host owns the overlay, so we postMessage up).
730
- * - When the parent closes the overlay it sends TAKE_FOCUS so keyboard
731
- * input goes back to the game; we walk the DOM for a focusable target.
732
- * - `takeFocus()` is also called after load completes so the game starts
733
- * with keyboard focus without the player clicking first.
734
- */
735
- declare class OverlayManager extends WavedashManager {
736
- constructor(sdk: WavedashSDK);
737
- toggleOverlay(): void;
738
- takeFocus(): void;
739
- private handleKeyDown;
740
- }
741
-
742
- /**
743
- * AudioManager
744
- *
745
- * Mutes & unmutes the game in response to MUTE_CHANGED iframe messages, without
746
- * the game needing to know anything about it.
747
- *
748
- * Web Audio: subclass `AudioContext` so `ctx.destination` resolves to a master
749
- * GainNode that we control. The master gain wires to the real native destination,
750
- * so `node.connect(ctx.destination)` and any other game code is unaffected.
751
- *
752
- * HTML Media (`<audio>`/`<video>`): override `HTMLMediaElement.prototype.muted`
753
- * to record the game's intended state, but write `true` to the underlying element
754
- * whenever the SDK is muted. Tracked elements come from three sources:
755
- * 1. Pre-existing DOM media (`querySelectorAll`)
756
- * 2. `new Audio()` constructor shim (covers detached SFX)
757
- * 3. MutationObserver for any media added to the DOM later (covers innerHTML,
758
- * framework rendering, createElement + append, etc.)
759
- */
760
- declare class AudioManager extends WavedashManager {
761
- private _isMuted;
762
- private contexts;
763
- private elements;
764
- private intendedMuted;
765
- private originalAudioContext;
766
- private originalWebKitAudioContext;
767
- private originalAudio;
768
- private originalMutedDescriptor;
769
- private mutationObserver;
770
- constructor(sdk: WavedashSDK);
771
- isMuted(): boolean;
772
- /**
773
- * Ask the host to mute (true) or unmute (false). Resolves to `true` if the
774
- * host applied the change, `false` otherwise — notably, the host rejects an
775
- * unmute when the user muted the game from the Wavedash UI, so games can't
776
- * override an explicit user mute. The resulting state arrives via the usual
777
- * MUTE_CHANGED broadcast, so `isMuted()` updates independently of this result.
778
- */
779
- requestMute(muted: boolean): Promise<boolean>;
780
- /**
781
- * Toggle mute. Like `requestMute`, the host may reject the unmute half of a
782
- * toggle if the user muted from the Wavedash UI. Resolves to `true` if the
783
- * host applied the change.
784
- */
785
- toggleMute(): Promise<boolean>;
786
- private handleMute;
787
- /**
788
- * Track a media element and (if SDK is currently muted) silence it.
789
- * Idempotent — safe to call multiple times for the same element.
790
- */
791
- private trackElement;
792
- private installShims;
793
- private shimAudioContextClass;
794
- destroy(): void;
795
- }
796
-
797
- /**
798
- * Friends service
825
+ * UGC service
799
826
  *
800
- * Implements friend-related methods for the Wavedash SDK
827
+ * Implements each of the user generated content methods of the Wavedash SDK
801
828
  */
802
829
 
803
- declare class FriendsManager extends WavedashManager {
804
- private userCache;
805
- private leaderboardPageUserCache;
830
+ declare class UGCManager extends WavedashManager {
806
831
  constructor(sdk: WavedashSDK);
807
- /**
808
- * Returns CDN URL with size transformation for a cached user's avatar.
809
- * @param userId - The user ID to get the avatar URL for
810
- * @param size - Pixel size for width and height. Use a value from
811
- * `AvatarSize` (SMALL=64, MEDIUM=128, LARGE=256) or any custom pixel size.
812
- * @returns CDN URL with size transformation, or null if user not cached or has no avatar
813
- */
814
- getUserAvatarUrl(userId: GenericId<"users">, size?: number): string | null;
815
- /**
816
- * Returns the cached username for a given user ID
817
- * @param userId - The user ID to get the username for
818
- * @returns The username, or null if user not cached
819
- */
820
- getUsername(userId: GenericId<"users">): string | null;
821
- /**
822
- * List all friends for the logged in user
823
- * @returns Array<{
824
- * avatarUrl?: string;
825
- * isOnline: boolean;
826
- * userId: Id<"users">;
827
- * username: string;
828
- * }>
829
- */
830
- listFriends(): Promise<Friend[]>;
832
+ createUGCItem(ugcType: UGCType, title?: string, description?: string, visibility?: UGCVisibility, filePath?: string): Promise<GenericId<"userGeneratedContent">>;
833
+ updateUGCItem(ugcId: GenericId<"userGeneratedContent">, updates?: UpdateUGCItemArgs): Promise<GenericId<"userGeneratedContent">>;
834
+ deleteUGCItem(ugcId: GenericId<"userGeneratedContent">): Promise<GenericId<"userGeneratedContent">>;
835
+ downloadUGCItem(ugcId: GenericId<"userGeneratedContent">, filePath: string): Promise<GenericId<"userGeneratedContent">>;
836
+ listUGCItems(args?: ListUGCItemsArgs): Promise<PaginatedUGCItems>;
831
837
  }
832
838
 
833
839
  /**
@@ -853,7 +859,7 @@ declare class IFrameMessenger {
853
859
  removeEventListener<T extends PushType>(type: T, listener: PushListener<T>): void;
854
860
  private handleMessage;
855
861
  postToParent(requestType: (typeof IFRAME_MESSAGE_TYPE)[keyof typeof IFRAME_MESSAGE_TYPE], data: Record<string, string | number | boolean>): boolean;
856
- requestFromParent<T extends keyof IFrameEventPayloadMap>(requestType: T, data?: Record<string, unknown>): Promise<IFrameEventPayloadMap[T]>;
862
+ requestFromParent<T extends keyof IFrameEventPayloadMap>(requestType: T, data?: Record<string, unknown>, timeoutMs?: number): Promise<IFrameEventPayloadMap[T]>;
857
863
  }
858
864
 
859
865
  /**
@@ -981,6 +987,7 @@ declare class WavedashSDK extends EventTarget {
981
987
  fullscreenManager: FullscreenManager;
982
988
  overlayManager: OverlayManager;
983
989
  audioManager: AudioManager;
990
+ paidContentManager: PaidContentManager;
984
991
  private managers;
985
992
  private gameplayJwt;
986
993
  private gameplayJwtPromise;
@@ -1260,6 +1267,31 @@ declare class WavedashSDK extends EventTarget {
1260
1267
  sendLobbyMessage(lobbyId: GenericId<"lobbies">, message: string): boolean;
1261
1268
  inviteUserToLobby(lobbyId: GenericId<"lobbies">, userId: GenericId<"users">): Promise<WavedashResponse<boolean>>;
1262
1269
  getLobbyInviteLink(copyToClipboard?: boolean): Promise<WavedashResponse<string>>;
1270
+ /**
1271
+ * Returns true if the player owns the given paid content for this game.
1272
+ * Reads the `entitlements` claim from the gameplay JWT — this is a UX hint, not a
1273
+ * security check. The builds server re-verifies the JWT signature and gates
1274
+ * paid asset bytes on every request, so a tampered client return value
1275
+ * doesn't actually unlock anything. Pair with triggerPaywall() to drive
1276
+ * in-game UI.
1277
+ */
1278
+ isEntitled_EXPERIMENTAL(contentId: string): Promise<WavedashResponse<boolean>>;
1279
+ /**
1280
+ * Returns the full list of paid-content IDs the player owns for this game.
1281
+ * Reads the `entitlements` claim from the gameplay JWT — this is a UX hint,
1282
+ * not a security check (see {@link isEntitled_EXPERIMENTAL}). Useful
1283
+ * for access gating multiple items at once without a call per content ID.
1284
+ */
1285
+ getEntitlements_EXPERIMENTAL(): Promise<WavedashResponse<string[]>>;
1286
+ /**
1287
+ * Trigger the Wavedash-rendered paywall flow for the given content. Resolves
1288
+ * immediately with data `true` if the player already owns it; otherwise
1289
+ * opens the modal and resolves with whether the user completed the purchase.
1290
+ * After a successful purchase the JWT is refreshed automatically so a
1291
+ * subsequent resource fetch is authenticated with the new purchase, and isEntitled
1292
+ * will return true if the purchase was successful.
1293
+ */
1294
+ triggerPaywall_EXPERIMENTAL(contentIdentifier: string): Promise<WavedashResponse<boolean>>;
1263
1295
  /**
1264
1296
  * Updates rich user presence so friends can see what the player is doing in game.
1265
1297
  * Supported keys:
@@ -1277,17 +1309,15 @@ declare class WavedashSDK extends EventTarget {
1277
1309
  private apiCall;
1278
1310
  private apiCallSync;
1279
1311
  /**
1280
- * Fetches (or returns cached) gameplay JWT. Callers outside of Convex's
1281
- * setAuth should use {@link ensureGameplayJwt} instead; this method is the
1282
- * fetcher wired into `ConvexClient.setAuth` and honors `forceRefresh` so the
1283
- * server can invalidate a stale token.
1284
- *
1285
- * Same-origin POST to /auth/refresh on the play domain — the
1286
- * gameplaySession cookie set by the play server during playKey exchange
1287
- * authenticates the request, so no cross-origin credentials handling needed.
1312
+ * Fetcher wired into `ConvexClient.setAuth`; other callers use
1313
+ * {@link ensureGameplayJwt}. Same-origin POST to /auth/refresh, authenticated
1314
+ * by the gameplaySession cookie.
1288
1315
  *
1289
- * Concurrent callers share a single in-flight fetch to avoid duplicate
1290
- * refresh round-trips.
1316
+ * Concurrent callers share one in-flight fetch. A forced refresh instead
1317
+ * serializes behind any in-flight fetch (it may predate the event that
1318
+ * required it, e.g. a purchase) and becomes the current promise; only the
1319
+ * current promise notifies the parent, so a superseded refresh can't
1320
+ * broadcast a stale token
1291
1321
  */
1292
1322
  private getAuthToken;
1293
1323
  /**
@@ -1295,7 +1325,7 @@ declare class WavedashSDK extends EventTarget {
1295
1325
  * already running (e.g. from Convex's initial setAuth). Use this anywhere
1296
1326
  * you need to authenticate a request outside of the Convex client.
1297
1327
  */
1298
- ensureGameplayJwt(): Promise<string>;
1328
+ ensureGameplayJwt(forceRefresh?: boolean): Promise<string>;
1299
1329
  /**
1300
1330
  * Tear down every manager. Called on the parent's `END_SESSION` signal
1301
1331
  */