ball2d 0.2.0 → 0.2.2

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package/README.md CHANGED
@@ -4,9 +4,10 @@ Host a Ball2D football room on your own server and control it through a typed
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  JavaScript API. The host runs the simulation; players connect directly over
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  WebRTC. Ball2D provides authorization, room discovery and signaling.
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- **Release: 0.2.0.** The matching production service supports API-key-authorized
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- Node.js hosting, account quotas and key revocation. This release has passed an
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- authenticated production acceptance run with a real browser player.
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+ **SDK version: 0.2.2.** Requires the matching Ball2D web engine. Production
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+ API acceptance verified account-issued keys, Node admission, quota rejection and
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+ revocation. Local Chrome acceptance verified player input, signed stadium physics
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+ and replay preservation. These checks do not establish broad device or WAN support.
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  Repository maintainers: [local setup](https://github.com/fillbyte/ball2d/blob/main/docs/DEVELOPMENT.md) · [release procedure](https://github.com/fillbyte/ball2d/blob/main/docs/RELEASING.md) · [changelog](https://github.com/fillbyte/ball2d/blob/main/CHANGELOG.md).
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@@ -16,7 +17,7 @@ Use Node.js 24 or newer. The verified native runtime is Node.js 24.19.0 on macOS
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  arm64; other systems need independent acceptance. Native transport is experimental.
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  ```sh
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- npm install ball2d@0.2.0
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+ npm install ball2d@0.2.2
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  ```
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  Create an API key through your Ball2D account.
@@ -199,3 +200,12 @@ installed-package hosting, gameplay, replay and cleanup. This evidence does not
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  establish broad WAN/NAT reachability,
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  Linux compatibility, sustained capacity or an uptime guarantee. Direct WebRTC
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  requires peer reachability; no TURN relay is provided.
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+
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+ ## Player mute
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+
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+ `await room.setPlayerMuted(id, true)` suppresses a player's room chat; pass `false`
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+ to restore it. `player.muted` exposes the current state.
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+ `onPlayerMuteChange(player, byPlayer)` reports the actor (null for SDK commands).
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+ Muted messages do not reach `onPlayerChat`. Remote admins may mute other players
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+ but cannot mute the room owner. Mute ends when a player leaves; use a ban to
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+ prevent rejoining. Losing the room host closes the room without transferring it.