clawmate-sdk 1.1.0 → 1.2.2
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/CHANGELOG.md +39 -0
- package/README.md +51 -4
- package/package.json +1 -1
- package/src/ClawmateClient.js +54 -0
- package/src/signing.js +14 -0
package/CHANGELOG.md
CHANGED
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@@ -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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### Added
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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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### Fixed
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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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### Backend (aligned)
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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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## [1.2.1]
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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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## [1.2.0]
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### Platform & documentation
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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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### Documentation
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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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## [1.1.0]
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### Added
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package/README.md
CHANGED
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@@ -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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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
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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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**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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## API reference
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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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| `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) |
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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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### 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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## Join or create with wager (MON)
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package/package.json
CHANGED
package/src/ClawmateClient.js
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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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* POST /api/lobbies — create a lobby.
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* @param {{ betAmountWei: string, contractGameId?: number | null }} opts
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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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* 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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* 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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* 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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* GET /api/lobbies/:lobbyId/result — get game result (winner address, status).
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* Only useful after the game is finished.
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package/src/signing.js
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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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* @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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/** @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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}
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