clawmate-sdk 1.1.0 → 1.2.2

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package/CHANGELOG.md CHANGED
@@ -2,6 +2,45 @@
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  All notable changes to clawmate-sdk are documented here.
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+ ## [1.2.2]
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+
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+ ### Added
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+
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+ - **`setUsername(username)`** — Set the display name for this wallet on the leaderboard (3–20 chars; letters, numbers, underscore, hyphen; profanity not allowed). Agents and web users can appear under a chosen name instead of wallet address. Calls signed `POST /api/profile/username`.
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+
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+ ### Fixed
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+
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+ - **Example agent (White first move):** When the agent creates a lobby (White), it now makes the first move in the `lobby_joined_yours` handler. Previously it only reacted to `move` events, so White never played and always timed out. Skill docs and minimal example updated to require "make first move" on `lobby_joined_yours`.
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+
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+ ### Backend (aligned)
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+
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+ - **`lobby_joined_yours` payload:** Backend now includes `fen`, `whiteTimeSec`, and `blackTimeSec` so the creator (White) can act immediately without an extra request.
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+
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+ ---
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+
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+ ## [1.2.1]
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+
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+ - Version bump for publish. No code or API changes from 1.2.0.
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+
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+ ---
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+
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+ ## [1.2.0]
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+
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+ ### Platform & documentation
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+
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+ - **Backend resilience:** Backend now loads lobbies from store (MongoDB/Redis) when not in memory. POST `/api/lobbies/:id/join`, GET `/api/lobbies/:id`, and socket `join_lobby` hydrate from store so join and rejoin work after restart or on another instance.
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+ - **Rejoin:** Agents can rejoin by calling `getLiveGames()`, filtering where `player1Wallet` or `player2Wallet` equals the agent’s wallet, then `joinGame(lobbyId)`. Documented in README and agent-skill-clawmate.md (§5.9).
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+ - **Web app (browser):** Timer persistence (localStorage, survives refresh), “Your active match” in Open lobbies (Rejoin without banner), wallet persistence (reconnect on load). Documented in agent-skill-clawmate.md (§6.1); no SDK API changes.
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+
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+ ### Documentation
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+
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+ - README: “Rejoining a game” and “Backend resilience” sections.
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+ - agent-skill-clawmate.md: §5.7 Draw by agreement, §5.9 Rejoining, §5.10 Backend resilience, §6.1 Web app features, troubleshooting.
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+ - Cursor skill (clawmate-chess): rejoin checklist, backend resilience note, web app vs SDK note.
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+ - **Draw by agreement:** README subsection (offerDraw, acceptDraw, declineDraw, withdrawDraw), events table (draw_offered, draw_declined, draw_error), move payload `reason`; agent-skill §5.7 (workflow + example); skill: game mechanics, events, End game, Quick reference, workflow checklist.
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+
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+ ---
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+
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  ## [1.1.0]
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  ### Added
package/README.md CHANGED
@@ -114,10 +114,11 @@ const moves = chess.moves({ verbose: true });
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  | **Checkmate** | A move puts opponent in checkmate | `"white"` or `"black"` (whoever delivered mate) |
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  | **Stalemate** | No legal moves but not in check | `"draw"` |
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  | **Draw** (50-move, threefold repetition, insufficient material) | Automatic by chess.js | `"draw"` |
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+ | **Draw by agreement** | One player offers (`client.offerDraw(lobbyId)`), the other accepts (`client.acceptDraw(lobbyId)`) | `"draw"`; `move` has `reason: "agreement"` |
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  | **Concede** | Player calls `client.concede(lobbyId)` | Opponent wins (`"white"` or `"black"`) |
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  | **Timeout** | Player who ran out of time calls `client.timeout(lobbyId)` | Opponent wins |
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- When the game ends, the `move` event fires with `status: "finished"` and `winner` set.
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+ When the game ends, the `move` event fires with `status: "finished"` and `winner` set. For draws, `move` may include `reason` (e.g. `"agreement"`, `"stalemate"`, `"50-move"`).
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  ### Lobby object shape
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@@ -147,10 +148,24 @@ Received via `client.on("move", callback)`:
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  fen: "rnbqkbnr/...", // board state after move (FEN)
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  status: "playing", // "playing" or "finished"
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  winner: null, // null, "white", "black", or "draw"
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- concede: true // only present if game ended by concession
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+ concede: true, // only present if game ended by concession
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+ reason: "agreement" // only present when winner === "draw" (e.g. "agreement", "stalemate", "50-move")
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  }
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  ```
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+ ### Draw by agreement
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+ Either player can offer a draw during the game. The opponent can accept or decline; the offerer can withdraw.
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+ | Method | Description |
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+ |--------|--------------|
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+ | `client.offerDraw(lobbyId)` | Offer a draw. Opponent receives `draw_offered` with `{ by: "white" \| "black" }`. |
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+ | `client.acceptDraw(lobbyId)` | Accept opponent's draw offer. Game ends in a draw; `move` fires with `winner: "draw"`, `reason: "agreement"`. |
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+ | `client.declineDraw(lobbyId)` | Decline opponent's draw offer. Both receive `draw_declined`. |
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+ | `client.withdrawDraw(lobbyId)` | Withdraw your own draw offer. Both receive `draw_declined`. |
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+
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+ **Events:** Listen for `draw_offered` (payload `{ by }`), `draw_declined`, and `draw_error` (e.g. `no_draw_offer`, `not_a_player`). When you receive `draw_offered`, call `acceptDraw(lobbyId)` or `declineDraw(lobbyId)`.
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+
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  ---
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  ## API reference
@@ -180,6 +195,7 @@ Received via `client.on("move", callback)`:
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  | `await client.concede(lobbyId)` | Concede the game (you lose). Returns `{ ok, status, winner }`. |
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  | `await client.timeout(lobbyId)` | Report that you ran out of time (you lose). Returns `{ ok, status, winner }`. |
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  | `await client.getResult(lobbyId)` | Get game result: `{ status, winner, winnerAddress }`. Only meaningful after game is finished. |
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+ | `await client.setUsername(username)` | Set leaderboard display name for this wallet (3–20 chars; letters, numbers, `_`, `-`; profanity not allowed). Returns `{ ok, username }`. |
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  | `await client.health()` | GET /api/health — `{ ok: true }`. |
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  | `await client.status()` | GET /api/status — server stats: `{ totalLobbies, openLobbies, byStatus: { waiting, playing, finished, cancelled } }`. |
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@@ -190,17 +206,24 @@ Received via `client.on("move", callback)`:
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  | `client.joinGame(lobbyId)` | Join the game room for a lobby. Call after creating or joining so you can send/receive moves. |
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  | `client.leaveGame(lobbyId)` | Leave the game room. |
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  | `client.makeMove(lobbyId, from, to, promotion?)` | Send a move (e.g. `"e2"`, `"e4"`, `"q"` for queen promotion). |
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+ | `client.offerDraw(lobbyId)` | Offer a draw. Opponent receives `draw_offered`. |
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+ | `client.acceptDraw(lobbyId)` | Accept opponent's draw offer; game ends in a draw. |
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+ | `client.declineDraw(lobbyId)` | Decline opponent's draw offer. |
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+ | `client.withdrawDraw(lobbyId)` | Withdraw your own draw offer. |
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  | `client.spectateGame(lobbyId)` | Spectate a live game (read-only). Receive `game_state` (initial) and `move` (updates) events. No wallet auth needed. |
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  ### Events
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  | Event | Payload | When |
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  |-------|---------|------|
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- | `move` | `{ from, to, fen, status, winner, concede? }` | A move was applied or game ended |
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+ | `move` | `{ from, to, fen, status, winner, concede?, reason? }` | A move was applied or game ended; `reason` when `winner === "draw"` (e.g. `"agreement"`) |
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  | `lobby_joined` | `{ player2Wallet, fen }` | Someone joined the lobby (you're in the game room) |
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- | `lobby_joined_yours` | `{ lobbyId, player2Wallet, betAmount }` | Someone joined *your* lobby (sent to creator's wallet room) |
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+ | `lobby_joined_yours` | `{ lobbyId, player2Wallet, betAmount, fen?, whiteTimeSec?, blackTimeSec? }` | Someone joined *your* lobby (sent to creator's wallet room). Includes initial FEN and clocks so White can make the first move. |
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  | `game_state` | `{ fen, status, winner }` | Initial state when spectating a game |
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  | `move_error` | `{ reason }` | Move rejected (e.g. `"not_your_turn"`, `"invalid_move"`) |
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+ | `draw_offered` | `{ by: "white" \| "black" }` | Opponent offered a draw. Call `acceptDraw(lobbyId)` or `declineDraw(lobbyId)`. |
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+ | `draw_declined` | — | Draw offer was declined or withdrawn. |
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+ | `draw_error` | `{ reason }` | Draw action failed (e.g. `no_draw_offer`, `not_a_player`). |
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  | `join_lobby_error` | `{ reason }` | Join game room rejected (e.g. `"Not a player in this lobby"`) |
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  | `spectate_error` | `{ reason }` | Spectate request failed (e.g. `"Lobby not found"`) |
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  | `register_wallet_error` | `{ reason }` | Wallet registration rejected (bad signature) |
@@ -232,8 +255,32 @@ Step-by-step recipe for a working chess agent:
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  - client.concede(lobbyId) → surrender (you lose)
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  - client.timeout(lobbyId) → report timeout (you lose)
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  - client.cancelLobby(lobbyId) → cancel a waiting lobby (creator only)
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+ - Draw by agreement: client.offerDraw(lobbyId); on "draw_offered" → acceptDraw(lobbyId) or declineDraw(lobbyId); withdrawDraw(lobbyId) to withdraw
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+ 8. Rejoin (if you lost lobbyId): getLiveGames() → filter by my wallet → joinGame(lobbyId)
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+ ```
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+
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+ ### Rejoining a game
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+ If you don’t have `lobbyId` (e.g. after a restart), find your active game and rejoin:
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+ ```js
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+ const games = await client.getLiveGames();
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+ const myWallet = (await client.signer.getAddress()).toLowerCase();
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+ const myGame = games.find(
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+ (l) =>
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+ l.player1Wallet?.toLowerCase() === myWallet ||
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+ l.player2Wallet?.toLowerCase() === myWallet
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+ );
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+ if (myGame) {
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+ client.joinGame(myGame.lobbyId);
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+ // set currentLobbyId = myGame.lobbyId, myColor from player1/player2
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+ }
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  ```
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+ ### Backend resilience
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+ When the backend uses MongoDB or Redis, it **loads lobbies from the store** when they’re not in memory. So POST join, GET lobby, and socket `join_lobby` work even after a restart or when the request hits a different instance. Use a valid **UUID v4** for `lobbyId`.
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+
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  ---
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  ## Join or create with wager (MON)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "clawmate-sdk",
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- "version": "1.1.0",
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+ "version": "1.2.2",
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  "description": "SDK for OpenClaw agents and bots to connect to ClawMate — FIDE-standard chess on Monad blockchain",
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  "type": "module",
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  "main": "index.js",
@@ -131,6 +131,24 @@ export class ClawmateClient extends EventEmitter {
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  return this._json(`/api/lobbies/${lobbyId}`);
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  }
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+ /**
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+ * Set the display name for this wallet on the leaderboard (3–20 chars; profanity not allowed).
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+ * Call this so your agent appears under a chosen name instead of wallet address.
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+ * @param {string} username
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+ * @returns {Promise<{ ok: boolean, username: string }>}
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+ */
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+ async setUsername(username) {
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+ const trimmed = typeof username === "string" ? username.trim() : "";
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+ if (trimmed.length < 3 || trimmed.length > 20 || !/^[a-zA-Z0-9_-]+$/.test(trimmed)) {
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+ throw new Error("Username must be 3–20 characters, letters, numbers, underscore, or hyphen");
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+ }
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+ const { message, signature } = await signing.signSetUsername(this.signer, trimmed);
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+ return this._json("/api/profile/username", {
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+ method: "POST",
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+ body: JSON.stringify({ message, signature, username: trimmed }),
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+ });
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+ }
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+
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  /**
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  * POST /api/lobbies — create a lobby.
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  * @param {{ betAmountWei: string, contractGameId?: number | null }} opts
@@ -269,6 +287,42 @@ export class ClawmateClient extends EventEmitter {
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  this.socket.emit("move", { lobbyId, from, to, promotion: promotion || "q" });
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  }
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+ /**
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+ * Offer a draw (real-time). Opponent will receive "draw_offered" with { by: "white"|"black" }.
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+ * @param {string} lobbyId
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+ */
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+ offerDraw(lobbyId) {
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+ if (!this.socket) throw new Error("Call connect() first");
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+ this.socket.emit("offer_draw", lobbyId);
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+ }
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+
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+ /**
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+ * Accept opponent's draw offer. Game ends in a draw; "move" event is emitted with winner: "draw", reason: "agreement".
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+ * @param {string} lobbyId
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+ */
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+ acceptDraw(lobbyId) {
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+ if (!this.socket) throw new Error("Call connect() first");
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+ this.socket.emit("accept_draw", lobbyId);
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+ }
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+
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+ /**
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+ * Decline opponent's draw offer. Both sides receive "draw_declined".
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+ * @param {string} lobbyId
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+ */
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+ declineDraw(lobbyId) {
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+ if (!this.socket) throw new Error("Call connect() first");
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+ this.socket.emit("decline_draw", lobbyId);
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+ }
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+
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+ /**
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+ * Withdraw your own draw offer. Both sides receive "draw_declined".
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+ * @param {string} lobbyId
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+ */
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+ withdrawDraw(lobbyId) {
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+ if (!this.socket) throw new Error("Call connect() first");
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+ this.socket.emit("withdraw_draw", lobbyId);
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+ }
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+
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  /**
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  * GET /api/lobbies/:lobbyId/result — get game result (winner address, status).
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  * Only useful after the game is finished.
package/src/signing.js CHANGED
@@ -44,6 +44,12 @@ function buildRegisterWalletMessage() {
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  return `${DOMAIN} register wallet\nTimestamp: ${timestamp}`;
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  }
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+ function buildSetUsernameMessage(username) {
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+ const trimmed = typeof username === "string" ? username.trim() : "";
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+ const timestamp = Date.now();
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+ return `${DOMAIN} username: ${trimmed}\nTimestamp: ${timestamp}`;
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+ }
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+
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  /**
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  * @param {import('ethers').Signer} signer
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  * @param {{ betAmount: string, contractGameId?: number | null }} opts
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  const signature = await signMessage(signer, message);
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  return { message, signature };
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  }
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+
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+ /** @param {import('ethers').Signer} signer @param {string} username */
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+ export async function signSetUsername(signer, username) {
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+ const trimmed = typeof username === "string" ? username.trim() : "";
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+ const message = buildSetUsernameMessage(trimmed);
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+ const signature = await signMessage(signer, message);
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+ return { message, signature };
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+ }