crowdplaysdk 0.2.3
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/Examples/App.tsx +164 -0
- package/Examples/tsconfig.json +9 -0
- package/README.md +143 -0
- package/ios/CrowdPlayRNModule.swift +324 -0
- package/ios/CrowdPlayRNVideoView.swift +76 -0
- package/ios/CrowdPlayReactNative.m +42 -0
- package/ios/wire.rb +81 -0
- package/lib/ConsentScreen.d.ts +20 -0
- package/lib/ConsentScreen.js +110 -0
- package/lib/VideoView.d.ts +21 -0
- package/lib/VideoView.js +24 -0
- package/lib/index.d.ts +189 -0
- package/lib/index.js +145 -0
- package/llms.txt +224 -0
- package/package.json +44 -0
- package/src/ConsentScreen.tsx +93 -0
- package/src/VideoView.tsx +35 -0
- package/src/index.ts +294 -0
package/lib/index.js
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"use strict";
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/**
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* crowdplaysdk — CrowdPlay's lossless capture SDK for React Native (iOS).
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*
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* The recording engine is 100% native (CrowdPlaySDK): studio-grade audio
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* (48 kHz / 24-bit, unprocessed) + 1080p30 video captured locally during a
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* live call, clock-synced across participants, uploaded to CrowdPlay with
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* retries and crash recovery. **No media ever crosses the JS bridge** —
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* only control calls and state events — so recording quality is identical
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* to a fully native app.
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*
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* import CrowdPlay, { CrowdPlayConsentScreen, CrowdPlayVideoView } from 'crowdplaysdk';
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*
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* CrowdPlay.configure({ serverUrl: '…', appKey: 'liva_pk_…' });
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* // Show CrowdPlayConsentScreen (or your own UI) → ConsentGrant
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* await CrowdPlay.join({ displayName: 'Sam', roomCode: 'abc', consent });
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* // …
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* await CrowdPlay.leave(); // recording stops; uploads continue automatically
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*
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* Consent is enforced twice: join() throws here without a grant, and the
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* native layer requires the consent record structurally — there is no code
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* path that records without it.
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.CrowdPlayVideoView = exports.CrowdPlayConsentScreen = void 0;
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const react_native_1 = require("react-native");
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function native() {
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const module = react_native_1.NativeModules.CrowdPlayReactNative;
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if (!module) {
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throw new Error("crowdplaysdk: native module not found. iOS setup: add the CrowdPlaySDK " +
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"Swift package (https://github.com/symbiateam/crowdplaysdk) to your Xcode " +
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"project and add the two bridge files from node_modules/crowdplaysdk/ios " +
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"to your app target — see the package README. " +
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(react_native_1.Platform.OS !== 'ios' ? `(platform '${react_native_1.Platform.OS}' is not supported yet — iOS only.)` : ''));
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}
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return module;
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}
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let emitter;
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function events() {
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if (!emitter) {
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emitter = new react_native_1.NativeEventEmitter(react_native_1.NativeModules.CrowdPlayReactNative);
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}
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return emitter;
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}
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let configured = false;
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// ---------------------------------------------------------------------------
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// Public API
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// ---------------------------------------------------------------------------
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const CrowdPlay = {
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/** Call once at app start, before anything else. Also resumes uploads
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* interrupted by a crash, reboot or force-quit. */
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configure(config) {
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if (!config?.serverUrl || !/^https:\/\//.test(config.serverUrl)) {
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throw new Error('crowdplaysdk: configure() needs a https serverUrl');
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}
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if (!config.appKey) {
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throw new Error('crowdplaysdk: configure() needs the appKey from your CrowdPlay dashboard');
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}
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native().configure(config);
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configured = true;
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},
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/** The REQUIRED consent wording (owned by CrowdPlay, versioned by hash). Show
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* it verbatim if you build your own consent UI. */
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consentText() {
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return native().consentText();
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},
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/** Pre-warms CrowdPlay's backend so joining is fast. Call from your join/lobby
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* screen. Fire-and-forget. */
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warmUp() {
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native().warmUp();
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},
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/**
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* Join a room. Recording starts automatically on join and stops on
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* leave(). Rejects if the connection fails.
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*
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* `consent` is REQUIRED — produce it with <CrowdPlayConsentScreen> or from
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* your own UI at the moment of agreement. There is no way to record
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* without it, here or natively.
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*/
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async join(options) {
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if (!configured) {
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throw new Error('crowdplaysdk: call CrowdPlay.configure() before join()');
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}
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const { displayName, roomCode, consent } = options ?? {};
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if (!displayName?.trim())
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throw new Error('crowdplaysdk: displayName is required');
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if (!roomCode?.trim())
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throw new Error('crowdplaysdk: roomCode is required');
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if (!consent || typeof consent.grantedAtMs !== 'number' || consent.grantedAtMs <= 0) {
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throw new Error('crowdplaysdk: join() requires a ConsentGrant. Show CrowdPlayConsentScreen ' +
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'(or your own UI displaying CrowdPlay.consentText()) and pass its result. ' +
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'Recording without consent is not supported.');
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}
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return native().join(displayName.trim(), roomCode, consent.grantedAtMs);
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},
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/** Leave the room. Recording stops; uploads proceed automatically (they
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* survive backgrounding; force-quit pauses them until next launch). */
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leave() {
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return native().leave();
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},
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/** Mutes the call AND writes silence into the recording (never records
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* someone who believes they are muted). */
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setMicMuted(muted) {
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return native().setMicMuted(muted);
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},
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/** Camera off sends + records black frames; the timeline stays continuous. */
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setCameraEnabled(enabled) {
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return native().setCameraEnabled(enabled);
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},
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/** Retry after a `recording` event with an error (the meeting is NOT
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* being captured until this succeeds). */
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retryRecording() {
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native().retryRecording();
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},
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/** Re-attempts any uploads that settled as failed. */
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/** Route call audio: 'automatic' = the connected device (AirPods,
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* wired, ...), 'speaker' = force the loudspeaker. Pair with the
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* 'audioRoute' event to build an output menu. */
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setAudioOutput(output) {
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native().setAudioOutput(output);
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},
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retryUploads() {
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native().retryUploads();
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},
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/** Live recording stats (REC timer, input level, silence/clipping). Null
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* when not recording. Poll ~1 Hz for a status line. */
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snapshot() {
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return native().snapshot();
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},
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/** Integration self-check: configuration, permissions, disk, backend
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* reachability, app-key auth. Every failing check names its fix. */
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doctor() {
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return native().doctor();
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},
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/** Subscribe to state events. Returns a subscription; call .remove(). */
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addListener(event, listener) {
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const subscription = events().addListener(`crowdplay:${event}`, listener);
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return { remove: () => subscription.remove() };
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},
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};
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exports.default = CrowdPlay;
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var ConsentScreen_1 = require("./ConsentScreen");
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Object.defineProperty(exports, "CrowdPlayConsentScreen", { enumerable: true, get: function () { return ConsentScreen_1.CrowdPlayConsentScreen; } });
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var VideoView_1 = require("./VideoView");
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Object.defineProperty(exports, "CrowdPlayVideoView", { enumerable: true, get: function () { return VideoView_1.CrowdPlayVideoView; } });
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package/llms.txt
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# crowdplaysdk
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> React Native (iOS) SDK that records studio-grade per-participant audio
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> (48 kHz / 24-bit WAV, unprocessed) and 1080p30 HEVC video LOCALLY on
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> each participant's iPhone during a live video call, time-aligns every
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> participant on a shared clock, and uploads everything to CrowdPlay
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> automatically. The engine is compiled native code (the same CrowdPlaySDK core
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> the native iOS SDK ships); JavaScript sends control calls and receives
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> state events. NO media ever crosses the JS bridge, so recording quality
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> is identical to a fully native app.
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This file is the complete integration contract for an AI coding agent.
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Follow it exactly. When this file and your instincts disagree, this file
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wins.
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## The mental model (read first)
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Two media paths run at once:
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- PATH A, the live call: LiveKit/WebRTC streams compressed audio/video so
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participants can talk. Deliberately low quality. Never kept.
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- PATH B, the recording: each device records ITS OWN mic + camera from
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the hardware at full quality to local disk, then uploads. This is the
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product and is unaffected by network quality or call settings.
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Consequences:
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- A bad network makes the CALL ugly; the RECORDING stays perfect.
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- Each device records only its own participant; the backend aligns all
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uploads into one session.
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- Recording starts automatically on join() and stops on leave(). Do not
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build a separate record button.
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## The HOST APP is the product — not recording
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The builder came to you with an app idea (a tutoring app, a language-
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exchange app, a remote interview tool…). Build THAT app. The SDK records
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its video calls invisibly; recording is infrastructure, not identity:
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- The app's NAME, description, and screens are about the builder's idea.
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Never name or describe the app around recording.
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- Recording surfaces in the UI in exactly four places: the consent
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screen before joining (required — never minimized away), a small REC
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indicator during the call, join/leave, and a small audio-output menu
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(REQUIRED standard control: show the current output device by name from
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the 'audioRoute' event, with a switch between the device and Speaker
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via CrowdPlay.setAudioOutput — Bluetooth users expect it).
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- Do NOT build upload-progress screens, diagnostics screens, SDK settings
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pages, or recording libraries/playback. Uploads run automatically in
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the background; doctor() is a development-time check, not a screen.
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## Hard rules (violations corrupt recordings or break builds)
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1. NEVER add, pin, import, or update LiveKit, WebRTC, or any
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react-native-webrtc package. The correct engine ships as a compiled
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binary that ios/wire.rb installs. Adding your own causes duplicate
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symbols or silently breaks capture.
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2. NEVER write AVAudioSession / AVAudioEngine / AVCaptureSession code (or
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add audio-session-touching RN packages like react-native-incall-manager)
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in an app using this SDK. The engine owns the microphone and camera.
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3. NEVER skip or fake consent. CrowdPlay.join() THROWS without a ConsentGrant,
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and the user must actually SEE the consent wording first — use
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<CrowdPlayConsentScreen/>, or show CrowdPlay.consentText() verbatim in your own
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UI and construct { grantedAtMs: Date.now() } at the moment of
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agreement. Fabricating a grant creates false legal evidence.
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4. iOS only. Guard any non-iOS platform path; the module throws elsewhere
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with a clear message. There is no Android engine yet.
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5. Test on a REAL iPhone. The Simulator has no camera or microphone.
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## Integration procedure
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1. npm install crowdplaysdk
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2. cd ios && pod install (installs RN's own pods; CrowdPlay has none)
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3. ruby node_modules/crowdplaysdk/ios/wire.rb <YourProjectName>
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Idempotent. It: adds the CrowdPlaySDK binary Swift package to the Xcode
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project, copies the three native bridge files into the app target,
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creates/points the Swift bridging header at the React headers, and
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raises the iOS deployment target to 17.0 if the RN template left it
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lower. Rerun it any time; it never duplicates.
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4. Info.plist: NSMicrophoneUsageDescription, NSCameraUsageDescription,
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UIBackgroundModes = [audio]. A missing usage string makes iOS kill
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the app at first mic/camera access (uncatchable).
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5. AppDelegate (recommended — lets uploads finish while suspended):
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// AppDelegate.mm, with #import "<YourProjectName>-Swift.h"
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- (void)application:(UIApplication *)application
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handleEventsForBackgroundURLSession:(NSString *)identifier
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completionHandler:(void (^)(void))completionHandler {
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[CrowdPlayRNBackground handleWithCompletionHandler:completionHandler];
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}
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(Swift AppDelegates: CrowdPlaySDK.handleBackgroundURLSessionEvents(completionHandler:).)
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6. At JS startup, once, before anything else:
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import CrowdPlay from 'crowdplaysdk';
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CrowdPlay.configure({
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serverUrl: 'https://dashboard.crowdplay.ai',
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appKey: '<the builder's liva_pk_… key from the CrowdPlay dashboard>',
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});
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configure() also resumes uploads interrupted by a crash or reboot.
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7. Consent gate, then join:
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<CrowdPlayConsentScreen onConsent={(grant) => setConsent(grant)} />
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await CrowdPlay.join({ displayName, roomCode, consent: grant });
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roomCode is any shared string (like a meeting ID); everyone joining
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with the same code lands in the same call and the same aligned
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session. It is normalized internally (trimmed, filesystem-safe).
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8. Call UI:
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<CrowdPlayVideoView participant="local" style={…} /> // self view
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// plus one per entry of the 'participants' event:
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<CrowdPlayVideoView participant={p.identity} style={…} />
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9. Controls:
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await CrowdPlay.setMicMuted(true); // mutes call AND records silence
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await CrowdPlay.setCameraEnabled(false); // black frames, timeline continuous
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await CrowdPlay.leave(); // stops recording; uploads start
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After leave(), uploads finish automatically in the background (most
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already went out during the call). Show at most one quiet
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"finishing up…" line while an 'uploads' session is incomplete; do
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NOT build a dedicated upload screen.
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10. Verify: const checks = await CrowdPlay.doctor(); — every failing check's
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detail names its own fix. NOTE: on a fresh install the "permissions"
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check reports "not requested yet — NORMAL"; iOS prompts at first join.
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That is not an integration bug — only a DENIED state needs action.
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11. Hand off (REQUIRED final message): the Simulator has no camera or
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mic, so nothing is proven until the app runs on a real iPhone. Do
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not end with "the implementation is complete" — your FINAL message
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must walk the builder through: plugging in the iPhone (Trust +
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Developer Mode), picking a signing Team in Xcode and pressing Run on
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the device (via the .xcworkspace), allowing mic/camera permissions,
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a ~1-minute test call, and checking the session at
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https://dashboard.crowdplay.ai — that is the end-to-end proof.
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## API reference (exact TypeScript surface)
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Default export `CrowdPlay`:
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+
configure(config: CrowdPlayConfig): void
|
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130
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+
consentText(): Promise<string> // the REQUIRED consent wording
|
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+
warmUp(): void // pre-warm backend from the join screen
|
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+
join(opts: { displayName: string; roomCode: string;
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+
consent: ConsentGrant }): Promise<void> // THROWS without consent
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leave(): Promise<void>
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+
setMicMuted(muted: boolean): Promise<void>
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+
setCameraEnabled(enabled: boolean): Promise<void>
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+
snapshot(): Promise<RecordingSnapshot | null> // poll ~1 Hz for REC UI
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doctor(): Promise<DoctorCheck[]>
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retryRecording(): void
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retryUploads(): void
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+
setAudioOutput(output: 'automatic' | 'speaker'): void
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+
// 'automatic' = the connected device (AirPods, wired, ...);
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// pair with the 'audioRoute' event for the output menu
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addListener<E extends CrowdPlayEventName>(event: E,
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handler: (payload: CrowdPlayEvents[E]) => void): { remove(): void }
|
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+
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+
Named exports: CrowdPlayConsentScreen (props: onConsent(grant)), CrowdPlayVideoView
|
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(props: participant: string | 'local', plus standard View style).
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+
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|
+
Types:
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CrowdPlayConfig { serverUrl; appKey; videoUploadsOnCellular?=false;
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uploadDuringCall?=true; callQuality? }
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// uploadDuringCall: segments upload while recording (one
|
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+
// at a time, auto-paused when call quality drops); the
|
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155
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+
// post-call wait is ~the final segment + manifests.
|
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156
|
+
CallQuality { videoWidth?; videoHeight?; videoFps?; videoBitrate?;
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audioBitrate? } // LIVE CALL ONLY; recording always full
|
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// quality; values clamped to safe ranges
|
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+
ConsentGrant { grantedAtMs: number }
|
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+
RecordingSnapshot { seconds; segmentsClosed; droppedSamples;
|
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|
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inputLevelDbfs; // speech ≈ −25…−45 dBFS
|
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|
+
inputSilent; // dead mic — surface loudly
|
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|
+
fullScaleSamples } // clipping — mic too hot
|
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|
+
UploadProgress { sessionId; fraction; isComplete; failed;
|
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+
audio: UploadKindProgress; video: UploadKindProgress }
|
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|
+
DoctorCheck { id; passed; detail }
|
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|
+
|
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168
|
+
Events (CrowdPlay.addListener):
|
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|
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'phase' { phase: 'idle'|'connecting'|'connected'|'failed'; error? }
|
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'recording' { isRecording; error? } // error non-null = the session
|
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|
+
// is NOT being captured; show it
|
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|
+
// and offer retryRecording()
|
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|
+
'uploads' { sessions: UploadProgress[]; onWifi: boolean }
|
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|
+
// onWifi false = video is waiting for WiFi; say so
|
|
175
|
+
'participants' { participants: {identity, name}[] } // render tiles
|
|
176
|
+
'warning' { kind: 'audioStalled'|'micSilent'|'clipping'|
|
|
177
|
+
'crossTalk'|'micPolicy'; active; message }
|
|
178
|
+
'audioRoute' { currentOutputName; detectedOutputs; headphonesConnected }
|
|
179
|
+
// drive the call screen's output menu from this
|
|
180
|
+
// SHOW THESE. audioStalled = capture stalled, engine is
|
|
181
|
+
// auto-recovering; micSilent = dead mic (user-fixable:
|
|
182
|
+
// replug); clipping = irreversible distortion, lower the
|
|
183
|
+
// mic; crossTalk = loudspeaker leaking the far end into
|
|
184
|
+
// this mic (wear headphones); micPolicy = unexpected
|
|
185
|
+
// input device.
|
|
186
|
+
|
|
187
|
+
## Accessing recordings (no AWS, no SDK — plain HTTPS)
|
|
188
|
+
|
|
189
|
+
The app key doubles as the data credential:
|
|
190
|
+
GET https://dashboard.crowdplay.ai/sessions (x-liva-key header)
|
|
191
|
+
GET https://dashboard.crowdplay.ai/sessions/<id>/files (x-liva-key header)
|
|
192
|
+
-> [{path, bytes, url}] // url = 1-hour presigned download
|
|
193
|
+
deliverable/ holds the usable output: speaker-<name>.wav per participant
|
|
194
|
+
(drift-corrected; all files play together with NO offset),
|
|
195
|
+
conversation.wav, qc.json. raw/ is the untouched per-device capture.
|
|
196
|
+
Humans use https://dashboard.crowdplay.ai directly (sign in, download).
|
|
197
|
+
|
|
198
|
+
## Facts, limits, troubleshooting
|
|
199
|
+
|
|
200
|
+
- iOS 17+, React Native >= 0.71. Storage ~2 GB per participant-hour;
|
|
201
|
+
join refuses below 8 GB free.
|
|
202
|
+
- Keep the screen awake during sessions (e.g. react-native-keep-awake or
|
|
203
|
+
the idle-timer API); a locked phone suspends capture. Force-quitting
|
|
204
|
+
pauses uploads until next launch (nothing lost).
|
|
205
|
+
- Participants should wear wired or closed-back headphones (crossTalk
|
|
206
|
+
warns live when they don't).
|
|
207
|
+
- Slow join or glitchy first seconds of a recording = poor radio
|
|
208
|
+
environment (congested 2.4 GHz WiFi + Bluetooth share the antenna) or
|
|
209
|
+
Metro/debugger overhead — NOT an integration bug. Capture self-heals.
|
|
210
|
+
Advise: better network, wired headphones, evaluate from a home-screen
|
|
211
|
+
launch (release build).
|
|
212
|
+
- Build error mentioning LiveKit/WebRTC duplicate symbols: the app added
|
|
213
|
+
its own LiveKit dependency — remove it (rule 1).
|
|
214
|
+
- "Swift bridging" or "<Project>-Swift.h not found" errors: rerun
|
|
215
|
+
ios/wire.rb, then a clean build (the header is generated at build time).
|
|
216
|
+
- 401/"unauthorized": wrong app key — sign in at
|
|
217
|
+
https://dashboard.crowdplay.ai, reveal the key, and copy it again.
|
|
218
|
+
- Uploads crawling on an otherwise-fine network: check for a VPN, iCloud
|
|
219
|
+
Private Relay, or Low Data Mode on the phone (a VPN can cut throughput
|
|
220
|
+
100×; Low Data Mode makes video wait forever for "real" WiFi).
|
|
221
|
+
|
|
222
|
+
Reference integration: Examples/ in this repo (~150 lines, complete:
|
|
223
|
+
consent -> join -> tiles -> warnings -> uploads). Prefer copying its
|
|
224
|
+
structure over inventing one.
|
package/package.json
ADDED
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "crowdplaysdk",
|
|
3
|
+
"version": "0.2.3",
|
|
4
|
+
"description": "CrowdPlay lossless conversation capture for React Native (iOS). Studio-grade per-participant recording during live video calls, delivered to CrowdPlay automatically.",
|
|
5
|
+
"main": "lib/index.js",
|
|
6
|
+
"types": "lib/index.d.ts",
|
|
7
|
+
"files": [
|
|
8
|
+
"lib",
|
|
9
|
+
"src",
|
|
10
|
+
"ios",
|
|
11
|
+
"README.md",
|
|
12
|
+
"llms.txt",
|
|
13
|
+
"Examples"
|
|
14
|
+
],
|
|
15
|
+
"scripts": {
|
|
16
|
+
"build": "tsc",
|
|
17
|
+
"typecheck": "tsc --noEmit",
|
|
18
|
+
"prepack": "npm run build"
|
|
19
|
+
},
|
|
20
|
+
"homepage": "https://github.com/symbiateam/crowdplaysdk",
|
|
21
|
+
"repository": {
|
|
22
|
+
"type": "git",
|
|
23
|
+
"url": "https://github.com/symbiateam/crowdplaysdk.git"
|
|
24
|
+
},
|
|
25
|
+
"keywords": [
|
|
26
|
+
"react-native",
|
|
27
|
+
"ios",
|
|
28
|
+
"recording",
|
|
29
|
+
"video-call",
|
|
30
|
+
"lossless",
|
|
31
|
+
"crowdplay"
|
|
32
|
+
],
|
|
33
|
+
"peerDependencies": {
|
|
34
|
+
"react": "*",
|
|
35
|
+
"react-native": "*"
|
|
36
|
+
},
|
|
37
|
+
"devDependencies": {
|
|
38
|
+
"@types/react": "^18.2.0",
|
|
39
|
+
"react": "18.2.0",
|
|
40
|
+
"react-native": "0.74.5",
|
|
41
|
+
"typescript": "^5.4.0"
|
|
42
|
+
},
|
|
43
|
+
"license": "SEE LICENSE IN LICENSE.md"
|
|
44
|
+
}
|
|
@@ -0,0 +1,93 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Drop-in consent screen. Shows CrowdPlay's locked consent wording (fetched from
|
|
3
|
+
* the native SDK so it can never drift from what the manifest records), a
|
|
4
|
+
* switch, and a continue button that only enables once the participant
|
|
5
|
+
* agrees. Yields the ConsentGrant that join() requires.
|
|
6
|
+
*
|
|
7
|
+
* <CrowdPlayConsentScreen onConsent={(grant) => joinWith(grant)} />
|
|
8
|
+
*
|
|
9
|
+
* Apps with their own consent UI can skip this component: render
|
|
10
|
+
* CrowdPlay.consentText() verbatim and construct { grantedAtMs: Date.now() } at
|
|
11
|
+
* the moment of agreement.
|
|
12
|
+
*/
|
|
13
|
+
|
|
14
|
+
import React, { useEffect, useState } from 'react';
|
|
15
|
+
import { ActivityIndicator, Pressable, StyleSheet, Switch, Text, View } from 'react-native';
|
|
16
|
+
import CrowdPlay, { type ConsentGrant } from './index';
|
|
17
|
+
|
|
18
|
+
export interface CrowdPlayConsentScreenProps {
|
|
19
|
+
onConsent: (grant: ConsentGrant) => void;
|
|
20
|
+
/** Optional style overrides for the outer container. */
|
|
21
|
+
style?: object;
|
|
22
|
+
}
|
|
23
|
+
|
|
24
|
+
export function CrowdPlayConsentScreen({ onConsent, style }: CrowdPlayConsentScreenProps): React.JSX.Element {
|
|
25
|
+
const [text, setText] = useState<string | null>(null);
|
|
26
|
+
const [agreed, setAgreed] = useState(false);
|
|
27
|
+
const [agreedAtMs, setAgreedAtMs] = useState<number | null>(null);
|
|
28
|
+
|
|
29
|
+
useEffect(() => {
|
|
30
|
+
let cancelled = false;
|
|
31
|
+
CrowdPlay.consentText()
|
|
32
|
+
.then((wording) => {
|
|
33
|
+
if (!cancelled) setText(wording);
|
|
34
|
+
})
|
|
35
|
+
.catch(() => {
|
|
36
|
+
if (!cancelled) setText('Consent text unavailable — check that CrowdPlay.configure() ran and the native module is installed.');
|
|
37
|
+
});
|
|
38
|
+
return () => {
|
|
39
|
+
cancelled = true;
|
|
40
|
+
};
|
|
41
|
+
}, []);
|
|
42
|
+
|
|
43
|
+
return (
|
|
44
|
+
<View style={[styles.container, style]}>
|
|
45
|
+
<Text style={styles.title}>Recording consent</Text>
|
|
46
|
+
{text === null ? (
|
|
47
|
+
<ActivityIndicator />
|
|
48
|
+
) : (
|
|
49
|
+
<Text style={styles.body}>{text}</Text>
|
|
50
|
+
)}
|
|
51
|
+
<View style={styles.row}>
|
|
52
|
+
<Switch
|
|
53
|
+
value={agreed}
|
|
54
|
+
onValueChange={(value) => {
|
|
55
|
+
setAgreed(value);
|
|
56
|
+
setAgreedAtMs(value ? Date.now() : null);
|
|
57
|
+
}}
|
|
58
|
+
/>
|
|
59
|
+
<Text style={styles.agree}>I agree</Text>
|
|
60
|
+
</View>
|
|
61
|
+
<Text style={styles.note}>
|
|
62
|
+
Recording starts automatically when you join, and ends when you leave.
|
|
63
|
+
</Text>
|
|
64
|
+
<Pressable
|
|
65
|
+
accessibilityRole="button"
|
|
66
|
+
disabled={!agreed || agreedAtMs === null}
|
|
67
|
+
onPress={() => {
|
|
68
|
+
if (agreedAtMs !== null) onConsent({ grantedAtMs: agreedAtMs });
|
|
69
|
+
}}
|
|
70
|
+
style={({ pressed }) => [
|
|
71
|
+
styles.button,
|
|
72
|
+
(!agreed || agreedAtMs === null) && styles.buttonDisabled,
|
|
73
|
+
pressed && styles.buttonPressed,
|
|
74
|
+
]}
|
|
75
|
+
>
|
|
76
|
+
<Text style={styles.buttonLabel}>Continue</Text>
|
|
77
|
+
</Pressable>
|
|
78
|
+
</View>
|
|
79
|
+
);
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
const styles = StyleSheet.create({
|
|
83
|
+
container: { padding: 20, gap: 16 },
|
|
84
|
+
title: { fontSize: 20, fontWeight: '700' },
|
|
85
|
+
body: { fontSize: 15, lineHeight: 21 },
|
|
86
|
+
row: { flexDirection: 'row', alignItems: 'center', gap: 10 },
|
|
87
|
+
agree: { fontSize: 15 },
|
|
88
|
+
note: { fontSize: 12, opacity: 0.6 },
|
|
89
|
+
button: { backgroundColor: '#1f6feb', borderRadius: 8, paddingVertical: 12, alignItems: 'center' },
|
|
90
|
+
buttonDisabled: { opacity: 0.4 },
|
|
91
|
+
buttonPressed: { opacity: 0.8 },
|
|
92
|
+
buttonLabel: { color: 'white', fontSize: 16, fontWeight: '600' },
|
|
93
|
+
});
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Native video tile. Renders the LOCAL camera preview or a REMOTE
|
|
3
|
+
* participant's live video (identified by the `identity` from the
|
|
4
|
+
* `participants` event). The video never touches JavaScript — this is a
|
|
5
|
+
* native LiveKit view hosted in your RN layout.
|
|
6
|
+
*
|
|
7
|
+
* <CrowdPlayVideoView participant="local" style={{ width: 120, height: 160 }} />
|
|
8
|
+
* {participants.map(p => (
|
|
9
|
+
* <CrowdPlayVideoView key={p.identity} participant={p.identity} style={styles.tile} />
|
|
10
|
+
* ))}
|
|
11
|
+
*/
|
|
12
|
+
|
|
13
|
+
import React from 'react';
|
|
14
|
+
import { requireNativeComponent, type ViewProps } from 'react-native';
|
|
15
|
+
|
|
16
|
+
export interface CrowdPlayVideoViewProps extends ViewProps {
|
|
17
|
+
/** "local" for the self-view, or a remote participant's identity. */
|
|
18
|
+
participant: string;
|
|
19
|
+
/** Mirror the image (typical for the self-view). Default: true for
|
|
20
|
+
* "local", false otherwise. */
|
|
21
|
+
mirror?: boolean;
|
|
22
|
+
}
|
|
23
|
+
|
|
24
|
+
const NativeCrowdPlayVideoView = requireNativeComponent<CrowdPlayVideoViewProps>('CrowdPlayVideoView');
|
|
25
|
+
|
|
26
|
+
export function CrowdPlayVideoView(props: CrowdPlayVideoViewProps): React.JSX.Element {
|
|
27
|
+
const { participant, mirror, ...rest } = props;
|
|
28
|
+
return (
|
|
29
|
+
<NativeCrowdPlayVideoView
|
|
30
|
+
participant={participant}
|
|
31
|
+
mirror={mirror ?? participant === 'local'}
|
|
32
|
+
{...rest}
|
|
33
|
+
/>
|
|
34
|
+
);
|
|
35
|
+
}
|