onelobby 0.6.0 → 0.7.0
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/README.md +2 -2
- package/dist/direct/hub.d.ts +2 -0
- package/dist/direct/hub.js +20 -1
- package/dist/direct/hub.js.map +1 -1
- package/dist/friendly.d.ts +1 -0
- package/dist/friendly.js +2 -0
- package/dist/friendly.js.map +1 -1
- package/dist/index.d.ts +0 -2
- package/dist/index.js +0 -2
- package/dist/index.js.map +1 -1
- package/dist/lobby.d.ts +29 -1
- package/dist/lobby.js +26 -6
- package/dist/lobby.js.map +1 -1
- package/dist/nostr/limits.d.ts +2 -0
- package/dist/nostr/limits.js +2 -0
- package/dist/nostr/limits.js.map +1 -1
- package/dist/nostr/relays.js +11 -1
- package/dist/nostr/relays.js.map +1 -1
- package/dist/onelobby.bundle.js +10 -10
- package/dist/onelobby.bundle.js.map +4 -4
- package/dist/onelobby.bundle.mjs +10 -10
- package/dist/onelobby.bundle.mjs.map +4 -4
- package/dist/onelobby.d.ts +1 -1
- package/dist/onelobby.global.js +79 -19
- package/dist/onelobby.global.js.map +3 -3
- package/dist/onelobby.global.min.js +10 -10
- package/dist/onelobby.global.min.js.map +4 -4
- package/dist/onelobby.js +10 -1
- package/dist/onelobby.js.map +1 -1
- package/dist/signaling.d.ts +2 -0
- package/dist/signaling.js.map +1 -1
- package/dist/socket.d.ts +15 -6
- package/dist/socket.js.map +1 -1
- package/dist/testing.d.ts +2 -0
- package/dist/testing.js +18 -2
- package/dist/testing.js.map +1 -1
- package/dist/transport.d.ts +2 -0
- package/dist/transport.js.map +1 -1
- package/dist/webrtc.d.ts +5 -0
- package/dist/webrtc.js +21 -2
- package/dist/webrtc.js.map +1 -1
- package/package.json +1 -1
- package/dist/deprecated.d.ts +0 -18
- package/dist/deprecated.js +0 -11
- package/dist/deprecated.js.map +0 -1
package/dist/onelobby.js
CHANGED
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@@ -13,7 +13,7 @@ import { DEFAULT_DIRECT_PORT, parseDirectAddress } from "./direct-address.js";
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13
13
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import { BlueprintError, parseBlueprint } from "./blueprint.js";
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14
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import { hostNostr } from "./direct/browser-host.js";
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export const LIB_NAME = "onelobby";
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-
export const LIB_VERSION = "0.
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16
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+
export const LIB_VERSION = "0.7.0";
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export const DEFAULT_READY_TIMEOUT_MS = 15_000;
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function hasMic() {
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return typeof navigator !== "undefined" && !!navigator.mediaDevices?.getUserMedia && typeof AudioWorkletNode !== "undefined";
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@@ -251,6 +251,7 @@ export class OneLobby extends Emitter {
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signaling: sig,
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state,
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ice: welcome.ice ?? [],
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254
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+
features: welcome.features ?? [],
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links: direct?.links ?? this.linkFactory,
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direct: !!direct,
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clock: this.clock,
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@@ -490,6 +491,14 @@ function definedOnly(o) {
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}
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/** Blueprint switches that gate features on the lobby: voice and text chat; chat.voiceMode is the starting voice mode. */
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492
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function guardLobby(lobby, bp) {
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494
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+
const rename = lobby.rename.bind(lobby);
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495
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lobby.rename = async (name) => {
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if (bp.players.identity === "anonymous")
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497
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throw new OneLobbyError("identity_anonymous", "this game uses anonymous players: no display names");
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if (String(name ?? "").trim().length > bp.players.maxNameLength)
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throw new BlueprintError("displayName", "length", `must be at most ${bp.players.maxNameLength} characters`);
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return rename(name);
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};
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lobby.voice.mode = bp.chat.voiceMode;
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if (!bp.chat.voice) {
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const voice = lobby.voice;
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package/dist/onelobby.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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{ systemClock, type Clock } from \"./clock.js\";\nimport { Emitter } from \"./emitter.js\";\nimport { normalizeCode } from \"./crockford.js\";\nimport { Lobby, type RateLimit } from \"./lobby.js\";\nimport {\n OneLobbyError,\n PROTO_ID,\n SignalingClient,\n type LobbyState,\n type LobbySummary,\n type WelcomeMsg,\n} from \"./signaling.js\";\nimport {\n defaultSocketFactory,\n type LinkFactory,\n type SocketFactory,\n} from \"./transport.js\";\nimport type { VoiceCodec, FrameSource, AudioSink } from \"./voice-types.js\";\nimport { WebAudioSink, WorkletMic, webCodecsOpus, webCodecsOpusAvailable } from \"./voice-browser.js\";\nimport { webRtcLinkFactory } from \"./webrtc.js\";\nimport { decodeJoinCode, encodeJoinCode, encodeRoomCodeFor, looksLikeJoinCode } from \"./joincode.js\";\nimport { NostrSocket } from \"./nostr/socket.js\";\nimport { DEFAULT_NOSTR_STUN, type RelayConnect } from \"./nostr/relays.js\";\nimport { DEFAULT_DIRECT_PORT, parseDirectAddress } from \"./direct-address.js\";\nimport { BlueprintError, parseBlueprint, type Blueprint } from \"./blueprint.js\";\nimport { hostNostr, type BrowserHostOptions } from \"./direct/browser-host.js\";\n\nexport const LIB_NAME = \"onelobby\";\nexport const LIB_VERSION = \"0.6.0\";\n\n/** Where `rememberSeat` keeps the resume token: the subset of the Web Storage API it uses. */\nexport interface SeatStorage {\n getItem(key: string): string | null;\n setItem(key: string, value: string): void;\n removeItem(key: string): void;\n}\n\n/** Seams for tests, adapters and non-browser runtimes. Every default is the browser implementation. */\nexport interface AdvancedOptions {\n socketFactory?: SocketFactory;\n linkFactory?: LinkFactory;\n clock?: Clock;\n /** Wall clock in unix ms, stamps chat lines. */\n wallClock?: () => number;\n /** Opus codec; defaults to WebCodecs when available. Provide a WASM-backed one elsewhere. */\n voiceCodec?: VoiceCodec | null;\n createMic?: (() => FrameSource) | null;\n createSink?: (() => AudioSink) | null;\n /** Storage for `rememberSeat`; defaults to `sessionStorage` when the page has one. null disables it. */\n storage?: SeatStorage | null;\n /** WebSocket to a Nostr relay (default: the runtime's `WebSocket`); for Node older than 22 or tests. */\n nostrConnect?: RelayConnect;\n}\n\nexport interface OneLobbyOptions {\n gameId: string;\n netVersion: string;\n /** `ws://` / `wss://` URL of a onelobby-server. */\n lobbyServer: string;\n mode?: \"lockstep\" | \"raw\";\n tickRate?: number;\n /** Default: tickRate (once a second). */\n hashEveryTicks?: number;\n /** The player's name. Empty (the default): other players see \"Player N\", N being the seat number. */\n displayName?: string;\n relayOnly?: boolean;\n /**\n * Joiners give up on reaching the host after this many ms: `lobby.ready` rejects with code `ice_failed`, the kit\n * emits `error`, and the lobby is left. Half the time goes to a relay-only retry when the server offers TURN.\n * Default 15000; 0 waits forever.\n */\n readyTimeoutMs?: number;\n /**\n * Treat a peer as gone after this many ms of silence. Joiners ping the host every 2 s and the host answers, so the\n * host drops a silent joiner (`peerLeft`, \"timeout\") and a joiner handles a silent host as lost (a direct lobby\n * ends with \"host_left\"). Default 0 (off): a silently dead peer then surfaces when its link or signaling socket\n * times out, within about 30 s. Values under 6000 are raised to 6000.\n */\n peerTimeoutMs?: number;\n /**\n * Keep this tab's seat across a page reload (sessionStorage): `join(code)` and `resume()` take the seat back\n * instead of joining as a new player. Cleared when the session ends. Default true where sessionStorage exists.\n */\n rememberSeat?: boolean;\n /** Test and runtime seams (see AdvancedOptions). */\n advanced?: AdvancedOptions;\n\n /** @deprecated use `advanced.socketFactory` */\n socketFactory?: SocketFactory;\n /** @deprecated use `advanced.linkFactory` */\n linkFactory?: LinkFactory;\n /** @deprecated use `advanced.clock` */\n clock?: Clock;\n /** @deprecated use `advanced.wallClock` */\n wallClock?: () => number;\n /** @deprecated use `advanced.voiceCodec` */\n voiceCodec?: VoiceCodec | null;\n /** @deprecated use `advanced.createMic` */\n createMic?: (() => FrameSource) | null;\n /** @deprecated use `advanced.createSink` */\n createSink?: (() => AudioSink) | null;\n}\n\n/** Per-launch settings for `OneLobby.fromConfig`; everything else comes from the blueprint. */\nexport interface FromConfigOverrides {\n /** The player's name. Checked against `players.identity` and `players.maxNameLength`. */\n displayName?: string;\n /** Wins over `hosting.lobbyServer` (the file is the bottom layer: put `?lobby=` / storage / `<meta>` lookups here). */\n lobbyServer?: string;\n /** Default: `lobby.rejoin` from the file. */\n rememberSeat?: boolean;\n advanced?: AdvancedOptions;\n}\n\nexport interface HostOptions {\n name: string;\n maxPlayers: number;\n /**\n * \"unlisted\" (default): anyone with the code or link can join, but the lobby is not in `list()`.\n * \"public\": also listed. \"private\": the host approves each join.\n */\n visibility?: \"public\" | \"unlisted\" | \"private\";\n lateJoin?: boolean;\n meta?: Record<string, string>;\n /** Per-joiner cap on incoming raw messages, e.g. `{ messages: 60, perMs: 1000 }`; the excess is dropped before `message` fires or is relayed. */\n rateLimit?: RateLimit;\n}\n\nexport interface ListOptions {\n meta?: Record<string, string>;\n limit?: number;\n cursor?: string;\n}\n\nexport interface JoinDirectOptions {\n /** The host's password, if it set one; a wrong one fails with `bad_password`. */\n password?: string;\n /** Port for an address typed without one (default 47810, docs/design/direct-ip.md s.2). */\n defaultPort?: number;\n /** No answer on the host's TCP port within this long fails with `direct_unreachable` (default 5000). */\n connectTimeoutMs?: number;\n /** Nostr relays for a Nostr code (version 1); default the blueprint's `hosting.nostrRelays`, else the library list. */\n nostrRelays?: string[];\n /** STUN servers for a Nostr code when the host offers none; default Google's and Cloudflare's public ones. */\n stun?: string[];\n}\n\n/** Where a direct join goes: a host address (TCP) or a Nostr room. */\ninterface DirectTarget {\n /** The display form of the version 1 code, or null for an address. */\n nostr: string | null;\n url: string;\n joinedWith: string;\n links: LinkFactory;\n}\n\n/** @internal How onelobby/direct makes a host lobby: its own socket and link factory, and direct mode. */\nexport interface DirectLobbyHooks {\n socketFactory: SocketFactory;\n /** Wraps the kit's own link factory (port pin, no ICE servers). */\n wrapLinks: (inner: LinkFactory) => LinkFactory;\n}\n\nexport type OneLobbyEvents = { error: [Error] };\n\nexport const DEFAULT_READY_TIMEOUT_MS = 15_000;\n\nfunction hasMic(): boolean {\n return typeof navigator !== \"undefined\" && !!navigator.mediaDevices?.getUserMedia && typeof AudioWorkletNode !== \"undefined\";\n}\n\nfunction browserStorage(): SeatStorage | null {\n try {\n const s = (globalThis as { sessionStorage?: SeatStorage }).sessionStorage;\n return s ?? null;\n } catch {\n return null; // storage access can throw (sandboxed iframe, blocked cookies)\n }\n}\n\ninterface Seat {\n code: string;\n token: string;\n server: string;\n}\n\n/**\n * Lobbies alive in this page, by resume token. A remembered seat that is still in use here (two kits in one tab,\n * e.g. a local two-player demo) must not be taken over; after a reload this set starts empty.\n */\nconst liveSeats = new Set<Lobby>();\nfunction seatInUse(token: string): boolean {\n for (const l of liveSeats) if (l.resumeToken === token) return true;\n return false;\n}\n\n/** Entry point (DESIGN s.11.2). */\nexport class OneLobby extends Emitter<OneLobbyEvents> {\n readonly options: Required<Pick<OneLobbyOptions, \"gameId\" | \"netVersion\" | \"lobbyServer\" | \"mode\" | \"tickRate\" | \"hashEveryTicks\" | \"displayName\" | \"relayOnly\" | \"readyTimeoutMs\" | \"peerTimeoutMs\">>;\n private socketFactory: SocketFactory;\n private linkFactory: LinkFactory;\n private clock: Clock;\n private wall: () => number;\n private voiceCodec: VoiceCodec | null;\n private createMic: (() => FrameSource) | null;\n private createSink: (() => AudioSink) | null;\n private storage: SeatStorage | null;\n private nostrConnectFn: RelayConnect | undefined;\n /** The validated, frozen onelobby.json this kit was built from (`OneLobby.fromConfig`); undefined for `new OneLobby`. */\n readonly blueprint?: Blueprint;\n\n /**\n * Build a kit from an onelobby.json (already parsed; docs/design/blueprint.md s.7). Throws `bad_config` for an\n * invalid file or name, `identity_anonymous` for a name when `players.identity` is \"anonymous\". Then `host()` and\n * `hostDirect()` default their options from the file and the file's chat/listing switches are enforced.\n */\n static fromConfig(json: unknown, overrides: FromConfigOverrides = {}): OneLobby {\n const bp = parseBlueprint(json);\n const name = (overrides.displayName ?? \"\").trim();\n if (name) {\n if (bp.players.identity === \"anonymous\") throw new OneLobbyError(\"identity_anonymous\", \"this game uses anonymous players: no display names\");\n if (name.length > bp.players.maxNameLength)\n throw new BlueprintError(\"displayName\", \"length\", `must be at most ${bp.players.maxNameLength} characters`);\n }\n const kit = new OneLobby({\n gameId: bp.game.id,\n netVersion: bp.game.netVersion,\n lobbyServer: overrides.lobbyServer ?? bp.hosting.lobbyServer,\n mode: bp.sync.mode === \"lockstep\" ? \"lockstep\" : \"raw\", // replication is C# only; JS speaks raw\n tickRate: bp.sync.tickRate,\n hashEveryTicks: bp.sync.hashEveryTicks,\n displayName: name,\n relayOnly: bp.hosting.relayOnly,\n readyTimeoutMs: bp.session.readyTimeoutMs,\n peerTimeoutMs: bp.session.peerTimeoutMs,\n rememberSeat: overrides.rememberSeat ?? bp.lobby.rejoin,\n advanced: overrides.advanced,\n });\n (kit as { blueprint?: Blueprint }).blueprint = bp;\n return kit;\n }\n\n /** @internal Host options the blueprint implies (empty without one). */\n blueprintHostDefaults(): Partial<HostOptions> {\n const bp = this.blueprint;\n if (!bp) return {};\n const name = this.options.displayName;\n return {\n name: name ? `${name}'s game` : \"Game\",\n maxPlayers: bp.lobby.maxPlayers,\n visibility: bp.lobby.listed ? \"public\" : bp.lobby.approveJoins ? \"private\" : \"unlisted\",\n lateJoin: bp.lobby.lateJoin,\n meta: { ...bp.lobby.meta },\n ...(bp.session.rateLimit ? { rateLimit: { ...bp.session.rateLimit } } : {}),\n };\n }\n\n constructor(o: OneLobbyOptions) {\n super();\n const tickRate = o.tickRate ?? 20;\n this.options = {\n gameId: o.gameId,\n netVersion: o.netVersion,\n lobbyServer: o.lobbyServer,\n mode: o.mode ?? \"lockstep\",\n tickRate,\n hashEveryTicks: o.hashEveryTicks ?? tickRate,\n displayName: (o.displayName ?? \"\").trim(),\n relayOnly: o.relayOnly ?? false,\n readyTimeoutMs: o.readyTimeoutMs ?? DEFAULT_READY_TIMEOUT_MS,\n peerTimeoutMs: o.peerTimeoutMs ?? 0,\n };\n const a = o.advanced ?? {};\n const pick = <K extends keyof AdvancedOptions & keyof OneLobbyOptions>(k: K) => (a[k] !== undefined ? a[k] : o[k]);\n this.socketFactory = pick(\"socketFactory\") ?? defaultSocketFactory;\n this.linkFactory = pick(\"linkFactory\") ?? webRtcLinkFactory;\n this.clock = pick(\"clock\") ?? systemClock;\n this.wall = pick(\"wallClock\") ?? (() => Date.now());\n const codec = pick(\"voiceCodec\");\n this.voiceCodec = codec !== undefined ? codec : webCodecsOpusAvailable() ? webCodecsOpus : null;\n const mic = pick(\"createMic\");\n this.createMic = mic !== undefined ? mic : hasMic() ? () => new WorkletMic() : null;\n const sink = pick(\"createSink\");\n this.createSink = sink !== undefined ? sink : typeof AudioContext !== \"undefined\" ? () => new WebAudioSink() : null;\n this.nostrConnectFn = a.nostrConnect;\n this.storage = o.rememberSeat === false ? null : a.storage !== undefined ? a.storage : browserStorage();\n }\n\n // ---- remembered seat -------------------------------------------------------------------------------------------\n\n private get seatKey(): string {\n return `onelobby.seat.${this.options.gameId}`;\n }\n\n private loadSeat(): Seat | null {\n if (!this.storage) return null;\n try {\n const raw = this.storage.getItem(this.seatKey);\n if (!raw) return null;\n const s = JSON.parse(raw) as Partial<Seat>;\n if (typeof s.code !== \"string\" || typeof s.token !== \"string\" || s.server !== this.options.lobbyServer) return null;\n return s as Seat;\n } catch {\n return null;\n }\n }\n\n private saveSeat(code: string, token: string): void {\n if (!this.storage || !token) return;\n try {\n this.storage.setItem(this.seatKey, JSON.stringify({ code, token, server: this.options.lobbyServer } satisfies Seat));\n } catch {\n /* quota or blocked storage: the seat just is not remembered */\n }\n }\n\n private clearSeat(code?: string): void {\n if (!this.storage) return;\n try {\n if (code !== undefined) {\n const s = this.loadSeat();\n if (s && s.code !== code) return;\n }\n this.storage.removeItem(this.seatKey);\n } catch {\n /* ignore */\n }\n }\n\n /** The lobby code of the seat this tab can take back (rememberSeat), or null. */\n get rememberedCode(): string | null {\n return this.loadSeat()?.code ?? null;\n }\n\n /**\n * Take back the seat remembered from before a page reload (host or joiner). Resolves null when there is none\n * or the server no longer holds it (the seat is forgotten then).\n */\n async resume(): Promise<Lobby | null> {\n const seat = this.loadSeat();\n if (!seat || seatInUse(seat.token)) return null;\n try {\n return await this.rejoin(seat.token);\n } catch (e) {\n if (e instanceof OneLobbyError && e.code === \"invalid_token\") {\n this.clearSeat();\n return null;\n }\n throw e;\n }\n }\n\n // ---- connecting ------------------------------------------------------------------------------------------------\n\n private helloMsg(resumeToken?: string): Record<string, unknown> {\n return {\n t: \"hello\",\n proto: PROTO_ID,\n gameId: this.options.gameId,\n netVersion: this.options.netVersion,\n client: { lib: LIB_NAME, ver: LIB_VERSION, platform: typeof navigator !== \"undefined\" ? \"browser\" : \"node\" },\n name: this.options.displayName.slice(0, 24),\n ...(resumeToken ? { resumeToken } : {}),\n };\n }\n\n private async connect(url = this.options.lobbyServer, factory = this.socketFactory, timeoutMs = 0): Promise<{ sig: SignalingClient; welcome: WelcomeMsg }> {\n const sig = await this.open(url, factory, timeoutMs);\n try {\n const welcome = await sig.request<WelcomeMsg & { t: string }>(this.helloMsg(), \"welcome\");\n return { sig, welcome };\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /** The signaling socket only (no hello yet); with a timeout (direct IP), no answer is `direct_unreachable`. */\n private async open(url: string, factory: SocketFactory, timeoutMs: number): Promise<SignalingClient> {\n if (!url.trim() && factory === defaultSocketFactory) throw new OneLobbyError(\"no_server\", \"no lobby server address (set hosting.lobbyServer or pass lobbyServer)\");\n const sig = new SignalingClient(url, factory, this.clock);\n if (timeoutMs > 0) {\n let cancel = () => {};\n const timeout = new Promise<never>((_, reject) => {\n cancel = this.clock.setTimeout(() => reject(new OneLobbyError(\"direct_unreachable\", `no answer from ${url} within ${timeoutMs} ms`)), timeoutMs);\n });\n try {\n await Promise.race([sig.connect(), timeout]);\n } catch (e) {\n sig.close();\n if (e instanceof OneLobbyError && e.code === \"connect_failed\") throw new OneLobbyError(\"direct_unreachable\", `no answer from ${url}`);\n throw e;\n } finally {\n cancel();\n }\n } else await sig.connect();\n return sig;\n }\n\n private makeLobby(sig: SignalingClient, welcome: WelcomeMsg, state: LobbyState, direct?: { links: LinkFactory }, rateLimit?: RateLimit): Lobby {\n const lobby = new Lobby({\n signaling: sig,\n state,\n ice: welcome.ice ?? [],\n links: direct?.links ?? this.linkFactory,\n direct: !!direct,\n clock: this.clock,\n wall: this.wall,\n hashEveryTicks: this.options.hashEveryTicks,\n relayOnly: state.relayOnly ?? this.options.relayOnly,\n displayName: this.options.displayName,\n voice: { codec: this.voiceCodec, createSource: this.createMic, createSink: this.createSink },\n readyTimeoutMs: this.options.readyTimeoutMs,\n peerTimeoutMs: this.options.peerTimeoutMs,\n rateLimit,\n });\n lobby.errorSink = (e) => this.emit(\"error\", e);\n if (this.blueprint) guardLobby(lobby, this.blueprint);\n if (this.storage && !direct) {\n liveSeats.add(lobby);\n this.saveSeat(lobby.code, lobby.resumeToken);\n lobby.seatSink = (token) => this.saveSeat(lobby.code, token);\n lobby.on(\"sessionEnded\", () => {\n liveSeats.delete(lobby);\n this.clearSeat(lobby.code);\n });\n }\n return lobby;\n }\n\n /** With a blueprint (`fromConfig`) every option defaults from `lobby.*`; explicit options win. */\n async host(opts?: Partial<HostOptions>): Promise<Lobby> {\n const h = { name: \"Game\", maxPlayers: 4, ...this.blueprintHostDefaults(), ...definedOnly(opts) } as HostOptions;\n const { sig, welcome } = await this.connect();\n try {\n const state = await sig.request<LobbyState>(\n {\n t: \"create\",\n name: h.name,\n maxPlayers: h.maxPlayers,\n visibility: h.visibility ?? \"unlisted\",\n mode: this.options.mode,\n tickRate: this.options.tickRate,\n lateJoin: h.lateJoin ?? true,\n meta: h.meta ?? {},\n ...(this.options.relayOnly ? { relayOnly: true } : {}),\n },\n \"lobby\",\n );\n return this.makeLobby(sig, welcome, state, undefined, h.rateLimit);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n async join(code: string): Promise<Lobby> {\n const norm = normalizeCode(code);\n if (!norm) throw new OneLobbyError(\"bad_code\", `\"${code}\" is not a valid join code`);\n const seat = this.loadSeat();\n if (seat && seat.code === norm && !seatInUse(seat.token)) {\n // Same tab, same lobby (a page reload): take the old seat back instead of joining as a new player.\n try {\n return await this.rejoin(seat.token);\n } catch (e) {\n this.clearSeat();\n if (!(e instanceof OneLobbyError && e.code === \"invalid_token\")) throw e;\n }\n }\n const { sig, welcome } = await this.connect();\n try {\n const state = await sig.request<LobbyState>({ t: \"join\", code: norm }, \"lobby\");\n return this.makeLobby(sig, welcome, state);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Join a direct-IP host (docs/design/direct-ip.md): a join code from the host's screen (`6B01-RGFE-P2B`, any case, spaces\n * or hyphens) or, advanced, an address (`ip`, `ip:port`, `[v6]:port`). No lobby server is involved: the code is\n * the host's address. A mistyped code fails at once with `bad_code`; nobody listening is `direct_unreachable`.\n * The address is also given to ICE as the host's UDP candidate. When the host leaves, `sessionEnded(\"host_left\")`.\n */\n async joinDirect(codeOrAddress: string, opts: JoinDirectOptions = {}): Promise<Lobby> {\n const t = this.directTarget(codeOrAddress, opts);\n const { sig, welcome } = await this.connectDirect(t, opts);\n try {\n const state = await sig.request<LobbyState>({ t: \"join\", ...(opts.password ? { password: opts.password } : {}) }, \"lobby\");\n const lobby = this.makeLobby(sig, this.withStun(welcome, t, opts), state, { links: t.links });\n // a joiner's joinCode is what it joined with (normalized), so a HUD can show it on both sides\n lobby.joinCode = t.joinedWith;\n return lobby;\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Take a direct-IP seat back after a drop or a restart: the code (or address) joined before and that lobby's\n * `resumeToken` (save it after every join; it changes on each resume). The host keeps a dropped seat for 60 s and the\n * same peer id comes back. Rejects with `invalid_token` when the seat is gone: offer `joinDirect` then.\n */\n async rejoinDirect(codeOrAddress: string, resumeToken: string, opts: JoinDirectOptions = {}): Promise<Lobby> {\n const t = this.directTarget(codeOrAddress, opts);\n const lobby = await this.resumeAt(resumeToken, t.url, t.nostr ? 0 : opts.connectTimeoutMs ?? 5000, { links: t.links }, t.nostr ? this.nostrFactory(t, opts) : undefined, (w) => this.withStun(w, t, opts));\n lobby.joinCode = t.joinedWith;\n return lobby;\n }\n\n private nostrFactory(t: DirectTarget, opts: JoinDirectOptions): SocketFactory {\n const relays = opts.nostrRelays ?? (this.blueprint ? [...this.blueprint.hosting.nostrRelays] : undefined);\n return () =>\n new NostrSocket({ code: t.nostr!, relays: relays && relays.length > 0 ? relays : undefined, connect: this.nostrConnectFn, clock: this.clock, wall: this.wall });\n }\n\n /** Opens the signaling socket of a direct target: TCP to the host's address, or Nostr relays for a version 1 code. */\n private async connectDirect(t: DirectTarget, opts: JoinDirectOptions): Promise<{ sig: SignalingClient; welcome: WelcomeMsg }> {\n if (!t.nostr) return this.connect(t.url, this.socketFactory, opts.connectTimeoutMs ?? 5000);\n // the socket enforces its own deadlines (10 s to reach a relay, 15 s for the host to answer)\n let sock: NostrSocket | null = null;\n const factory = this.nostrFactory(t, opts);\n try {\n return await this.connect(t.url, (u) => (sock = factory(u) as NostrSocket), 0);\n } catch (e) {\n const why = (sock as NostrSocket | null)?.failure;\n // same code as an IP host that does not answer, so a game handles one \"could not reach the host\" error\n if (e instanceof OneLobbyError && e.code === \"connect_failed\") throw new OneLobbyError(\"direct_unreachable\", why || \"no answer through the Nostr relays\");\n throw e;\n }\n }\n\n /** A Nostr joiner needs STUN; take the host's list (it comes in `welcome`), else the public defaults. */\n private withStun(welcome: WelcomeMsg, t: DirectTarget, opts: JoinDirectOptions): WelcomeMsg {\n if (!t.nostr || (welcome.ice && welcome.ice.length > 0)) return welcome;\n const urls = opts.stun ?? [...DEFAULT_NOSTR_STUN];\n return urls.length > 0 ? { ...welcome, ice: [{ urls }] } : welcome;\n }\n\n private directTarget(codeOrAddress: string, opts: JoinDirectOptions): DirectTarget {\n let input = codeOrAddress.trim();\n if (looksLikeJoinCode(input)) {\n const d = decodeJoinCode(input);\n if (\"error\" in d)\n throw new OneLobbyError(d.error, d.error === \"unknown_version\" ? `\"${input}\" is a join code from a newer version of the game` : `\"${input}\" is not a valid join code: check for a typo`);\n if (\"room\" in d) {\n // version 1: a Nostr room; signaling runs over public relays (spec/nostr-signaling.md), WebRTC uses STUN\n const shown = encodeRoomCodeFor(d.room);\n return { nostr: shown, url: `nostr:${shown}`, joinedWith: shown, links: this.linkFactory };\n }\n input = `${d.ip}:${d.port}`;\n }\n const addr = parseDirectAddress(input, opts.defaultPort ?? DEFAULT_DIRECT_PORT);\n if (!addr) throw new OneLobbyError(\"bad_address\", `\"${codeOrAddress}\" is not a join code or an address (try 6B01-RGFE-P2B or 192.168.1.20:47810)`);\n const inner = this.linkFactory;\n const links: LinkFactory = { create: (o) => inner.create({ ...o, iceServers: [], extraRemoteCandidates: [addr.candidate] }) };\n return { nostr: null, url: addr.url, joinedWith: joinedWith(addr), links };\n }\n\n /** @internal onelobby/direct's Nostr host: the relay seam and the kit's clocks. */\n nostrHostEnv(): { connect: RelayConnect | undefined; clock: Clock; wall: () => number } {\n return { connect: this.nostrConnectFn, clock: this.clock, wall: this.wall };\n }\n\n /** @internal onelobby/direct's host: create the one lobby on the embedded hub, in direct mode. */\n async hostDirectWith(h: HostOptions, hooks: DirectLobbyHooks): Promise<Lobby> {\n const { sig, welcome } = await this.connect(\"onelobby-direct://host/\", hooks.socketFactory);\n try {\n const state = await sig.request<LobbyState>(\n { t: \"create\", name: h.name, maxPlayers: h.maxPlayers, visibility: \"unlisted\", mode: this.options.mode, tickRate: this.options.tickRate,\n lateJoin: h.lateJoin ?? true, meta: h.meta ?? {} },\n \"lobby\",\n );\n return this.makeLobby(sig, welcome, state, { links: hooks.wrapLinks(this.linkFactory) }, h.rateLimit);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Host a direct lobby from this browser tab (or any runtime with WebSocket and WebRTC): no Node process, no port.\n * The hub runs in the page and joiners find it through Nostr relays with `lobby.joinCode` (a dc1 version 1 code,\n * `joinCodeKind` \"nostr\"); they use `kit.joinDirect(code)`. Rejects with `direct_unreachable` when no relay answers\n * within 10 s (a browser has no IP fallback) and `nostr_disabled` when the blueprint has `hosting.nostr` false.\n * Keep the tab visible: hidden tabs are throttled (`lobby.hostHidden`, event `hostHiddenChanged`).\n */\n hostNostr(opts: BrowserHostOptions = {}): Promise<Lobby> {\n return hostNostr(this, opts);\n }\n\n async rejoin(resumeToken: string): Promise<Lobby> {\n return this.resumeAt(resumeToken, this.options.lobbyServer, 0);\n }\n\n private async resumeAt(\n resumeToken: string,\n url: string,\n timeoutMs: number,\n direct?: { links: LinkFactory },\n factory?: SocketFactory,\n tweakWelcome?: (w: WelcomeMsg) => WelcomeMsg,\n ): Promise<Lobby> {\n const sig = await this.open(url, factory ?? this.socketFactory, timeoutMs);\n try {\n // The server answers hello(resumeToken) with welcome then the full lobby state; listen for both up front.\n const lobbyP = sig.expect<LobbyState>(\"lobby\");\n const welcomeP = sig.request<WelcomeMsg & { t: string }>(this.helloMsg(resumeToken), \"welcome\");\n lobbyP.catch(() => {}); // settled below or by close()\n const welcome = tweakWelcome ? tweakWelcome(await welcomeP) : await welcomeP;\n // spec: an unknown or expired token is ignored -> plain welcome (no peerId), and no lobby follows\n if (welcome.peerId === undefined) throw new OneLobbyError(\"invalid_token\", \"resume token unknown or expired\");\n const state = await lobbyP;\n return this.makeLobby(sig, welcome, state, direct);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n async list(opts: ListOptions = {}): Promise<LobbySummary[]> {\n if (this.blueprint && !this.blueprint.hosting.server) throw new OneLobbyError(\"listing_disabled\", \"this game has no lobby server (hosting.server is false)\");\n const { sig } = await this.connect();\n try {\n const res = await sig.request<{ t: string; items: LobbySummary[] }>(\n { t: \"list\", visibility: \"public\", meta: opts.meta ?? {}, limit: Math.min(100, opts.limit ?? 50), ...(opts.cursor ? { cursor: opts.cursor } : {}) },\n \"lobbies\",\n );\n return res.items ?? [];\n } finally {\n sig.close();\n }\n }\n}\n\n/** The join code for an IPv4 address (a host name or IPv6 has none: its `host:port` instead). */\nfunction joinedWith(addr: { host: string; port: number; isIPv6: boolean; display: string }): string {\n if (addr.isIPv6) return addr.display;\n try {\n return encodeJoinCode(addr.host, addr.port);\n } catch {\n return addr.display;\n }\n}\n\nfunction definedOnly<T extends object>(o: T | undefined): Partial<T> {\n const out: Partial<T> = {};\n if (o) for (const [k, v] of Object.entries(o)) if (v !== undefined) (out as Record<string, unknown>)[k] = v;\n return out;\n}\n\n/** Blueprint switches that gate features on the lobby: voice and text chat; chat.voiceMode is the starting voice mode. */\nfunction guardLobby(lobby: Lobby, bp: Blueprint): void {\n lobby.voice.mode = bp.chat.voiceMode;\n if (!bp.chat.voice) {\n const voice = lobby.voice;\n const d = Object.getOwnPropertyDescriptor(Object.getPrototypeOf(voice), \"enabled\");\n if (d?.get && d.set) {\n Object.defineProperty(voice, \"enabled\", {\n configurable: true,\n get: () => d.get!.call(voice) as boolean,\n set: (v: boolean) => {\n if (v) throw new OneLobbyError(\"voice_disabled\", \"this game has voice chat turned off (chat.voice is false)\");\n d.set!.call(voice, v);\n },\n });\n }\n }\n lobby.pause.mode = bp.session.pause;\n if (!bp.chat.text) {\n lobby.chat.send = () => {\n throw new OneLobbyError(\"chat_disabled\", \"this game has text chat turned off (chat.text is false)\");\n };\n }\n}\n"]}
|
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1
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+
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{ systemClock, type Clock } from \"./clock.js\";\nimport { Emitter } from \"./emitter.js\";\nimport { normalizeCode } from \"./crockford.js\";\nimport { Lobby, type RateLimit } from \"./lobby.js\";\nimport {\n OneLobbyError,\n PROTO_ID,\n SignalingClient,\n type LobbyState,\n type LobbySummary,\n type WelcomeMsg,\n} from \"./signaling.js\";\nimport {\n defaultSocketFactory,\n type LinkFactory,\n type SocketFactory,\n} from \"./transport.js\";\nimport type { VoiceCodec, FrameSource, AudioSink } from \"./voice-types.js\";\nimport { WebAudioSink, WorkletMic, webCodecsOpus, webCodecsOpusAvailable } from \"./voice-browser.js\";\nimport { webRtcLinkFactory } from \"./webrtc.js\";\nimport { decodeJoinCode, encodeJoinCode, encodeRoomCodeFor, looksLikeJoinCode } from \"./joincode.js\";\nimport { NostrSocket } from \"./nostr/socket.js\";\nimport { DEFAULT_NOSTR_STUN, type RelayConnect } from \"./nostr/relays.js\";\nimport { DEFAULT_DIRECT_PORT, parseDirectAddress } from \"./direct-address.js\";\nimport { BlueprintError, parseBlueprint, type Blueprint } from \"./blueprint.js\";\nimport { hostNostr, type BrowserHostOptions } from \"./direct/browser-host.js\";\n\nexport const LIB_NAME = \"onelobby\";\nexport const LIB_VERSION = \"0.7.0\";\n\n/** Where `rememberSeat` keeps the resume token: the subset of the Web Storage API it uses. */\nexport interface SeatStorage {\n getItem(key: string): string | null;\n setItem(key: string, value: string): void;\n removeItem(key: string): void;\n}\n\n/** Seams for tests, adapters and non-browser runtimes. Every default is the browser implementation. */\nexport interface AdvancedOptions {\n socketFactory?: SocketFactory;\n linkFactory?: LinkFactory;\n clock?: Clock;\n /** Wall clock in unix ms, stamps chat lines. */\n wallClock?: () => number;\n /** Opus codec; defaults to WebCodecs when available. Provide a WASM-backed one elsewhere. */\n voiceCodec?: VoiceCodec | null;\n createMic?: (() => FrameSource) | null;\n createSink?: (() => AudioSink) | null;\n /** Storage for `rememberSeat`; defaults to `sessionStorage` when the page has one. null disables it. */\n storage?: SeatStorage | null;\n /** WebSocket to a Nostr relay (default: the runtime's `WebSocket`); for Node older than 22 or tests. */\n nostrConnect?: RelayConnect;\n}\n\nexport interface OneLobbyOptions {\n gameId: string;\n netVersion: string;\n /** `ws://` / `wss://` URL of a onelobby-server. */\n lobbyServer: string;\n mode?: \"lockstep\" | \"raw\";\n tickRate?: number;\n /** Default: tickRate (once a second). */\n hashEveryTicks?: number;\n /** The player's name. Empty (the default): other players see \"Player N\", N being the seat number. */\n displayName?: string;\n relayOnly?: boolean;\n /**\n * Joiners give up on reaching the host after this many ms: `lobby.ready` rejects with code `ice_failed`, the kit\n * emits `error`, and the lobby is left. Half the time goes to a relay-only retry when the server offers TURN.\n * Default 15000; 0 waits forever.\n */\n readyTimeoutMs?: number;\n /**\n * Treat a peer as gone after this many ms of silence. Joiners ping the host every 2 s and the host answers, so the\n * host drops a silent joiner (`peerLeft`, \"timeout\") and a joiner handles a silent host as lost (a direct lobby\n * ends with \"host_left\"). Default 0 (off): a silently dead peer then surfaces when its link or signaling socket\n * times out, within about 30 s. Values under 6000 are raised to 6000.\n */\n peerTimeoutMs?: number;\n /**\n * Keep this tab's seat across a page reload (sessionStorage): `join(code)` and `resume()` take the seat back\n * instead of joining as a new player. Cleared when the session ends. Default true where sessionStorage exists.\n */\n rememberSeat?: boolean;\n /** Test and runtime seams (see AdvancedOptions). */\n advanced?: AdvancedOptions;\n\n /** @deprecated use `advanced.socketFactory` */\n socketFactory?: SocketFactory;\n /** @deprecated use `advanced.linkFactory` */\n linkFactory?: LinkFactory;\n /** @deprecated use `advanced.clock` */\n clock?: Clock;\n /** @deprecated use `advanced.wallClock` */\n wallClock?: () => number;\n /** @deprecated use `advanced.voiceCodec` */\n voiceCodec?: VoiceCodec | null;\n /** @deprecated use `advanced.createMic` */\n createMic?: (() => FrameSource) | null;\n /** @deprecated use `advanced.createSink` */\n createSink?: (() => AudioSink) | null;\n}\n\n/** Per-launch settings for `OneLobby.fromConfig`; everything else comes from the blueprint. */\nexport interface FromConfigOverrides {\n /** The player's name. Checked against `players.identity` and `players.maxNameLength`. */\n displayName?: string;\n /** Wins over `hosting.lobbyServer` (the file is the bottom layer: put `?lobby=` / storage / `<meta>` lookups here). */\n lobbyServer?: string;\n /** Default: `lobby.rejoin` from the file. */\n rememberSeat?: boolean;\n advanced?: AdvancedOptions;\n}\n\nexport interface HostOptions {\n name: string;\n maxPlayers: number;\n /**\n * \"unlisted\" (default): anyone with the code or link can join, but the lobby is not in `list()`.\n * \"public\": also listed. \"private\": the host approves each join.\n */\n visibility?: \"public\" | \"unlisted\" | \"private\";\n lateJoin?: boolean;\n meta?: Record<string, string>;\n /** Per-joiner cap on incoming raw messages, e.g. `{ messages: 60, perMs: 1000 }`; the excess is dropped before `message` fires or is relayed. */\n rateLimit?: RateLimit;\n}\n\nexport interface ListOptions {\n meta?: Record<string, string>;\n limit?: number;\n cursor?: string;\n}\n\nexport interface JoinDirectOptions {\n /** The host's password, if it set one; a wrong one fails with `bad_password`. */\n password?: string;\n /** Port for an address typed without one (default 47810, docs/design/direct-ip.md s.2). */\n defaultPort?: number;\n /** No answer on the host's TCP port within this long fails with `direct_unreachable` (default 5000). */\n connectTimeoutMs?: number;\n /** Nostr relays for a Nostr code (version 1); default the blueprint's `hosting.nostrRelays`, else the library list. */\n nostrRelays?: string[];\n /** STUN servers for a Nostr code when the host offers none; default Google's and Cloudflare's public ones. */\n stun?: string[];\n}\n\n/** Where a direct join goes: a host address (TCP) or a Nostr room. */\ninterface DirectTarget {\n /** The display form of the version 1 code, or null for an address. */\n nostr: string | null;\n url: string;\n joinedWith: string;\n links: LinkFactory;\n}\n\n/** @internal How onelobby/direct makes a host lobby: its own socket and link factory, and direct mode. */\nexport interface DirectLobbyHooks {\n socketFactory: SocketFactory;\n /** Wraps the kit's own link factory (port pin, no ICE servers). */\n wrapLinks: (inner: LinkFactory) => LinkFactory;\n}\n\nexport type OneLobbyEvents = { error: [Error] };\n\nexport const DEFAULT_READY_TIMEOUT_MS = 15_000;\n\nfunction hasMic(): boolean {\n return typeof navigator !== \"undefined\" && !!navigator.mediaDevices?.getUserMedia && typeof AudioWorkletNode !== \"undefined\";\n}\n\nfunction browserStorage(): SeatStorage | null {\n try {\n const s = (globalThis as { sessionStorage?: SeatStorage }).sessionStorage;\n return s ?? null;\n } catch {\n return null; // storage access can throw (sandboxed iframe, blocked cookies)\n }\n}\n\ninterface Seat {\n code: string;\n token: string;\n server: string;\n}\n\n/**\n * Lobbies alive in this page, by resume token. A remembered seat that is still in use here (two kits in one tab,\n * e.g. a local two-player demo) must not be taken over; after a reload this set starts empty.\n */\nconst liveSeats = new Set<Lobby>();\nfunction seatInUse(token: string): boolean {\n for (const l of liveSeats) if (l.resumeToken === token) return true;\n return false;\n}\n\n/** Entry point (DESIGN s.11.2). */\nexport class OneLobby extends Emitter<OneLobbyEvents> {\n readonly options: Required<Pick<OneLobbyOptions, \"gameId\" | \"netVersion\" | \"lobbyServer\" | \"mode\" | \"tickRate\" | \"hashEveryTicks\" | \"displayName\" | \"relayOnly\" | \"readyTimeoutMs\" | \"peerTimeoutMs\">>;\n private socketFactory: SocketFactory;\n private linkFactory: LinkFactory;\n private clock: Clock;\n private wall: () => number;\n private voiceCodec: VoiceCodec | null;\n private createMic: (() => FrameSource) | null;\n private createSink: (() => AudioSink) | null;\n private storage: SeatStorage | null;\n private nostrConnectFn: RelayConnect | undefined;\n /** The validated, frozen onelobby.json this kit was built from (`OneLobby.fromConfig`); undefined for `new OneLobby`. */\n readonly blueprint?: Blueprint;\n\n /**\n * Build a kit from an onelobby.json (already parsed; docs/design/blueprint.md s.7). Throws `bad_config` for an\n * invalid file or name, `identity_anonymous` for a name when `players.identity` is \"anonymous\". Then `host()` and\n * `hostDirect()` default their options from the file and the file's chat/listing switches are enforced.\n */\n static fromConfig(json: unknown, overrides: FromConfigOverrides = {}): OneLobby {\n const bp = parseBlueprint(json);\n const name = (overrides.displayName ?? \"\").trim();\n if (name) {\n if (bp.players.identity === \"anonymous\") throw new OneLobbyError(\"identity_anonymous\", \"this game uses anonymous players: no display names\");\n if (name.length > bp.players.maxNameLength)\n throw new BlueprintError(\"displayName\", \"length\", `must be at most ${bp.players.maxNameLength} characters`);\n }\n const kit = new OneLobby({\n gameId: bp.game.id,\n netVersion: bp.game.netVersion,\n lobbyServer: overrides.lobbyServer ?? bp.hosting.lobbyServer,\n mode: bp.sync.mode === \"lockstep\" ? \"lockstep\" : \"raw\", // replication is C# only; JS speaks raw\n tickRate: bp.sync.tickRate,\n hashEveryTicks: bp.sync.hashEveryTicks,\n displayName: name,\n relayOnly: bp.hosting.relayOnly,\n readyTimeoutMs: bp.session.readyTimeoutMs,\n peerTimeoutMs: bp.session.peerTimeoutMs,\n rememberSeat: overrides.rememberSeat ?? bp.lobby.rejoin,\n advanced: overrides.advanced,\n });\n (kit as { blueprint?: Blueprint }).blueprint = bp;\n return kit;\n }\n\n /** @internal Host options the blueprint implies (empty without one). */\n blueprintHostDefaults(): Partial<HostOptions> {\n const bp = this.blueprint;\n if (!bp) return {};\n const name = this.options.displayName;\n return {\n name: name ? `${name}'s game` : \"Game\",\n maxPlayers: bp.lobby.maxPlayers,\n visibility: bp.lobby.listed ? \"public\" : bp.lobby.approveJoins ? \"private\" : \"unlisted\",\n lateJoin: bp.lobby.lateJoin,\n meta: { ...bp.lobby.meta },\n ...(bp.session.rateLimit ? { rateLimit: { ...bp.session.rateLimit } } : {}),\n };\n }\n\n constructor(o: OneLobbyOptions) {\n super();\n const tickRate = o.tickRate ?? 20;\n this.options = {\n gameId: o.gameId,\n netVersion: o.netVersion,\n lobbyServer: o.lobbyServer,\n mode: o.mode ?? \"lockstep\",\n tickRate,\n hashEveryTicks: o.hashEveryTicks ?? tickRate,\n displayName: (o.displayName ?? \"\").trim(),\n relayOnly: o.relayOnly ?? false,\n readyTimeoutMs: o.readyTimeoutMs ?? DEFAULT_READY_TIMEOUT_MS,\n peerTimeoutMs: o.peerTimeoutMs ?? 0,\n };\n const a = o.advanced ?? {};\n const pick = <K extends keyof AdvancedOptions & keyof OneLobbyOptions>(k: K) => (a[k] !== undefined ? a[k] : o[k]);\n this.socketFactory = pick(\"socketFactory\") ?? defaultSocketFactory;\n this.linkFactory = pick(\"linkFactory\") ?? webRtcLinkFactory;\n this.clock = pick(\"clock\") ?? systemClock;\n this.wall = pick(\"wallClock\") ?? (() => Date.now());\n const codec = pick(\"voiceCodec\");\n this.voiceCodec = codec !== undefined ? codec : webCodecsOpusAvailable() ? webCodecsOpus : null;\n const mic = pick(\"createMic\");\n this.createMic = mic !== undefined ? mic : hasMic() ? () => new WorkletMic() : null;\n const sink = pick(\"createSink\");\n this.createSink = sink !== undefined ? sink : typeof AudioContext !== \"undefined\" ? () => new WebAudioSink() : null;\n this.nostrConnectFn = a.nostrConnect;\n this.storage = o.rememberSeat === false ? null : a.storage !== undefined ? a.storage : browserStorage();\n }\n\n // ---- remembered seat -------------------------------------------------------------------------------------------\n\n private get seatKey(): string {\n return `onelobby.seat.${this.options.gameId}`;\n }\n\n private loadSeat(): Seat | null {\n if (!this.storage) return null;\n try {\n const raw = this.storage.getItem(this.seatKey);\n if (!raw) return null;\n const s = JSON.parse(raw) as Partial<Seat>;\n if (typeof s.code !== \"string\" || typeof s.token !== \"string\" || s.server !== this.options.lobbyServer) return null;\n return s as Seat;\n } catch {\n return null;\n }\n }\n\n private saveSeat(code: string, token: string): void {\n if (!this.storage || !token) return;\n try {\n this.storage.setItem(this.seatKey, JSON.stringify({ code, token, server: this.options.lobbyServer } satisfies Seat));\n } catch {\n /* quota or blocked storage: the seat just is not remembered */\n }\n }\n\n private clearSeat(code?: string): void {\n if (!this.storage) return;\n try {\n if (code !== undefined) {\n const s = this.loadSeat();\n if (s && s.code !== code) return;\n }\n this.storage.removeItem(this.seatKey);\n } catch {\n /* ignore */\n }\n }\n\n /** The lobby code of the seat this tab can take back (rememberSeat), or null. */\n get rememberedCode(): string | null {\n return this.loadSeat()?.code ?? null;\n }\n\n /**\n * Take back the seat remembered from before a page reload (host or joiner). Resolves null when there is none\n * or the server no longer holds it (the seat is forgotten then).\n */\n async resume(): Promise<Lobby | null> {\n const seat = this.loadSeat();\n if (!seat || seatInUse(seat.token)) return null;\n try {\n return await this.rejoin(seat.token);\n } catch (e) {\n if (e instanceof OneLobbyError && e.code === \"invalid_token\") {\n this.clearSeat();\n return null;\n }\n throw e;\n }\n }\n\n // ---- connecting ------------------------------------------------------------------------------------------------\n\n private helloMsg(resumeToken?: string): Record<string, unknown> {\n return {\n t: \"hello\",\n proto: PROTO_ID,\n gameId: this.options.gameId,\n netVersion: this.options.netVersion,\n client: { lib: LIB_NAME, ver: LIB_VERSION, platform: typeof navigator !== \"undefined\" ? \"browser\" : \"node\" },\n name: this.options.displayName.slice(0, 24),\n ...(resumeToken ? { resumeToken } : {}),\n };\n }\n\n private async connect(url = this.options.lobbyServer, factory = this.socketFactory, timeoutMs = 0): Promise<{ sig: SignalingClient; welcome: WelcomeMsg }> {\n const sig = await this.open(url, factory, timeoutMs);\n try {\n const welcome = await sig.request<WelcomeMsg & { t: string }>(this.helloMsg(), \"welcome\");\n return { sig, welcome };\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /** The signaling socket only (no hello yet); with a timeout (direct IP), no answer is `direct_unreachable`. */\n private async open(url: string, factory: SocketFactory, timeoutMs: number): Promise<SignalingClient> {\n if (!url.trim() && factory === defaultSocketFactory) throw new OneLobbyError(\"no_server\", \"no lobby server address (set hosting.lobbyServer or pass lobbyServer)\");\n const sig = new SignalingClient(url, factory, this.clock);\n if (timeoutMs > 0) {\n let cancel = () => {};\n const timeout = new Promise<never>((_, reject) => {\n cancel = this.clock.setTimeout(() => reject(new OneLobbyError(\"direct_unreachable\", `no answer from ${url} within ${timeoutMs} ms`)), timeoutMs);\n });\n try {\n await Promise.race([sig.connect(), timeout]);\n } catch (e) {\n sig.close();\n if (e instanceof OneLobbyError && e.code === \"connect_failed\") throw new OneLobbyError(\"direct_unreachable\", `no answer from ${url}`);\n throw e;\n } finally {\n cancel();\n }\n } else await sig.connect();\n return sig;\n }\n\n private makeLobby(sig: SignalingClient, welcome: WelcomeMsg, state: LobbyState, direct?: { links: LinkFactory }, rateLimit?: RateLimit): Lobby {\n const lobby = new Lobby({\n signaling: sig,\n state,\n ice: welcome.ice ?? [],\n features: welcome.features ?? [],\n links: direct?.links ?? this.linkFactory,\n direct: !!direct,\n clock: this.clock,\n wall: this.wall,\n hashEveryTicks: this.options.hashEveryTicks,\n relayOnly: state.relayOnly ?? this.options.relayOnly,\n displayName: this.options.displayName,\n voice: { codec: this.voiceCodec, createSource: this.createMic, createSink: this.createSink },\n readyTimeoutMs: this.options.readyTimeoutMs,\n peerTimeoutMs: this.options.peerTimeoutMs,\n rateLimit,\n });\n lobby.errorSink = (e) => this.emit(\"error\", e);\n if (this.blueprint) guardLobby(lobby, this.blueprint);\n if (this.storage && !direct) {\n liveSeats.add(lobby);\n this.saveSeat(lobby.code, lobby.resumeToken);\n lobby.seatSink = (token) => this.saveSeat(lobby.code, token);\n lobby.on(\"sessionEnded\", () => {\n liveSeats.delete(lobby);\n this.clearSeat(lobby.code);\n });\n }\n return lobby;\n }\n\n /** With a blueprint (`fromConfig`) every option defaults from `lobby.*`; explicit options win. */\n async host(opts?: Partial<HostOptions>): Promise<Lobby> {\n const h = { name: \"Game\", maxPlayers: 4, ...this.blueprintHostDefaults(), ...definedOnly(opts) } as HostOptions;\n const { sig, welcome } = await this.connect();\n try {\n const state = await sig.request<LobbyState>(\n {\n t: \"create\",\n name: h.name,\n maxPlayers: h.maxPlayers,\n visibility: h.visibility ?? \"unlisted\",\n mode: this.options.mode,\n tickRate: this.options.tickRate,\n lateJoin: h.lateJoin ?? true,\n meta: h.meta ?? {},\n ...(this.options.relayOnly ? { relayOnly: true } : {}),\n },\n \"lobby\",\n );\n return this.makeLobby(sig, welcome, state, undefined, h.rateLimit);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n async join(code: string): Promise<Lobby> {\n const norm = normalizeCode(code);\n if (!norm) throw new OneLobbyError(\"bad_code\", `\"${code}\" is not a valid join code`);\n const seat = this.loadSeat();\n if (seat && seat.code === norm && !seatInUse(seat.token)) {\n // Same tab, same lobby (a page reload): take the old seat back instead of joining as a new player.\n try {\n return await this.rejoin(seat.token);\n } catch (e) {\n this.clearSeat();\n if (!(e instanceof OneLobbyError && e.code === \"invalid_token\")) throw e;\n }\n }\n const { sig, welcome } = await this.connect();\n try {\n const state = await sig.request<LobbyState>({ t: \"join\", code: norm }, \"lobby\");\n return this.makeLobby(sig, welcome, state);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Join a direct-IP host (docs/design/direct-ip.md): a join code from the host's screen (`6B01-RGFE-P2B`, any case, spaces\n * or hyphens) or, advanced, an address (`ip`, `ip:port`, `[v6]:port`). No lobby server is involved: the code is\n * the host's address. A mistyped code fails at once with `bad_code`; nobody listening is `direct_unreachable`.\n * The address is also given to ICE as the host's UDP candidate. When the host leaves, `sessionEnded(\"host_left\")`.\n */\n async joinDirect(codeOrAddress: string, opts: JoinDirectOptions = {}): Promise<Lobby> {\n const t = this.directTarget(codeOrAddress, opts);\n const { sig, welcome } = await this.connectDirect(t, opts);\n try {\n const state = await sig.request<LobbyState>({ t: \"join\", ...(opts.password ? { password: opts.password } : {}) }, \"lobby\");\n const lobby = this.makeLobby(sig, this.withStun(welcome, t, opts), state, { links: t.links });\n // a joiner's joinCode is what it joined with (normalized), so a HUD can show it on both sides\n lobby.joinCode = t.joinedWith;\n return lobby;\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Take a direct-IP seat back after a drop or a restart: the code (or address) joined before and that lobby's\n * `resumeToken` (save it after every join; it changes on each resume). The host keeps a dropped seat for 60 s and the\n * same peer id comes back. Rejects with `invalid_token` when the seat is gone: offer `joinDirect` then.\n */\n async rejoinDirect(codeOrAddress: string, resumeToken: string, opts: JoinDirectOptions = {}): Promise<Lobby> {\n const t = this.directTarget(codeOrAddress, opts);\n const lobby = await this.resumeAt(resumeToken, t.url, t.nostr ? 0 : opts.connectTimeoutMs ?? 5000, { links: t.links }, t.nostr ? this.nostrFactory(t, opts) : undefined, (w) => this.withStun(w, t, opts));\n lobby.joinCode = t.joinedWith;\n return lobby;\n }\n\n private nostrFactory(t: DirectTarget, opts: JoinDirectOptions): SocketFactory {\n const relays = opts.nostrRelays ?? (this.blueprint ? [...this.blueprint.hosting.nostrRelays] : undefined);\n return () =>\n new NostrSocket({ code: t.nostr!, relays: relays && relays.length > 0 ? relays : undefined, connect: this.nostrConnectFn, clock: this.clock, wall: this.wall });\n }\n\n /** Opens the signaling socket of a direct target: TCP to the host's address, or Nostr relays for a version 1 code. */\n private async connectDirect(t: DirectTarget, opts: JoinDirectOptions): Promise<{ sig: SignalingClient; welcome: WelcomeMsg }> {\n if (!t.nostr) return this.connect(t.url, this.socketFactory, opts.connectTimeoutMs ?? 5000);\n // the socket enforces its own deadlines (10 s to reach a relay, 15 s for the host to answer)\n let sock: NostrSocket | null = null;\n const factory = this.nostrFactory(t, opts);\n try {\n return await this.connect(t.url, (u) => (sock = factory(u) as NostrSocket), 0);\n } catch (e) {\n const why = (sock as NostrSocket | null)?.failure;\n // same code as an IP host that does not answer, so a game handles one \"could not reach the host\" error\n if (e instanceof OneLobbyError && e.code === \"connect_failed\") throw new OneLobbyError(\"direct_unreachable\", why || \"no answer through the Nostr relays\");\n throw e;\n }\n }\n\n /** A Nostr joiner needs STUN; take the host's list (it comes in `welcome`), else the public defaults. */\n private withStun(welcome: WelcomeMsg, t: DirectTarget, opts: JoinDirectOptions): WelcomeMsg {\n if (!t.nostr || (welcome.ice && welcome.ice.length > 0)) return welcome;\n const urls = opts.stun ?? [...DEFAULT_NOSTR_STUN];\n return urls.length > 0 ? { ...welcome, ice: [{ urls }] } : welcome;\n }\n\n private directTarget(codeOrAddress: string, opts: JoinDirectOptions): DirectTarget {\n let input = codeOrAddress.trim();\n if (looksLikeJoinCode(input)) {\n const d = decodeJoinCode(input);\n if (\"error\" in d)\n throw new OneLobbyError(d.error, d.error === \"unknown_version\" ? `\"${input}\" is a join code from a newer version of the game` : `\"${input}\" is not a valid join code: check for a typo`);\n if (\"room\" in d) {\n // version 1: a Nostr room; signaling runs over public relays (spec/nostr-signaling.md), WebRTC uses STUN\n const shown = encodeRoomCodeFor(d.room);\n return { nostr: shown, url: `nostr:${shown}`, joinedWith: shown, links: this.linkFactory };\n }\n input = `${d.ip}:${d.port}`;\n }\n const addr = parseDirectAddress(input, opts.defaultPort ?? DEFAULT_DIRECT_PORT);\n if (!addr) throw new OneLobbyError(\"bad_address\", `\"${codeOrAddress}\" is not a join code or an address (try 6B01-RGFE-P2B or 192.168.1.20:47810)`);\n const inner = this.linkFactory;\n const links: LinkFactory = { create: (o) => inner.create({ ...o, iceServers: [], extraRemoteCandidates: [addr.candidate] }) };\n return { nostr: null, url: addr.url, joinedWith: joinedWith(addr), links };\n }\n\n /** @internal onelobby/direct's Nostr host: the relay seam and the kit's clocks. */\n nostrHostEnv(): { connect: RelayConnect | undefined; clock: Clock; wall: () => number } {\n return { connect: this.nostrConnectFn, clock: this.clock, wall: this.wall };\n }\n\n /** @internal onelobby/direct's host: create the one lobby on the embedded hub, in direct mode. */\n async hostDirectWith(h: HostOptions, hooks: DirectLobbyHooks): Promise<Lobby> {\n const { sig, welcome } = await this.connect(\"onelobby-direct://host/\", hooks.socketFactory);\n try {\n const state = await sig.request<LobbyState>(\n { t: \"create\", name: h.name, maxPlayers: h.maxPlayers, visibility: \"unlisted\", mode: this.options.mode, tickRate: this.options.tickRate,\n lateJoin: h.lateJoin ?? true, meta: h.meta ?? {} },\n \"lobby\",\n );\n return this.makeLobby(sig, welcome, state, { links: hooks.wrapLinks(this.linkFactory) }, h.rateLimit);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n /**\n * Host a direct lobby from this browser tab (or any runtime with WebSocket and WebRTC): no Node process, no port.\n * The hub runs in the page and joiners find it through Nostr relays with `lobby.joinCode` (a dc1 version 1 code,\n * `joinCodeKind` \"nostr\"); they use `kit.joinDirect(code)`. Rejects with `direct_unreachable` when no relay answers\n * within 10 s (a browser has no IP fallback) and `nostr_disabled` when the blueprint has `hosting.nostr` false.\n * Keep the tab visible: hidden tabs are throttled (`lobby.hostHidden`, event `hostHiddenChanged`).\n */\n hostNostr(opts: BrowserHostOptions = {}): Promise<Lobby> {\n return hostNostr(this, opts);\n }\n\n async rejoin(resumeToken: string): Promise<Lobby> {\n return this.resumeAt(resumeToken, this.options.lobbyServer, 0);\n }\n\n private async resumeAt(\n resumeToken: string,\n url: string,\n timeoutMs: number,\n direct?: { links: LinkFactory },\n factory?: SocketFactory,\n tweakWelcome?: (w: WelcomeMsg) => WelcomeMsg,\n ): Promise<Lobby> {\n const sig = await this.open(url, factory ?? this.socketFactory, timeoutMs);\n try {\n // The server answers hello(resumeToken) with welcome then the full lobby state; listen for both up front.\n const lobbyP = sig.expect<LobbyState>(\"lobby\");\n const welcomeP = sig.request<WelcomeMsg & { t: string }>(this.helloMsg(resumeToken), \"welcome\");\n lobbyP.catch(() => {}); // settled below or by close()\n const welcome = tweakWelcome ? tweakWelcome(await welcomeP) : await welcomeP;\n // spec: an unknown or expired token is ignored -> plain welcome (no peerId), and no lobby follows\n if (welcome.peerId === undefined) throw new OneLobbyError(\"invalid_token\", \"resume token unknown or expired\");\n const state = await lobbyP;\n return this.makeLobby(sig, welcome, state, direct);\n } catch (e) {\n sig.close();\n throw e;\n }\n }\n\n async list(opts: ListOptions = {}): Promise<LobbySummary[]> {\n if (this.blueprint && !this.blueprint.hosting.server) throw new OneLobbyError(\"listing_disabled\", \"this game has no lobby server (hosting.server is false)\");\n const { sig } = await this.connect();\n try {\n const res = await sig.request<{ t: string; items: LobbySummary[] }>(\n { t: \"list\", visibility: \"public\", meta: opts.meta ?? {}, limit: Math.min(100, opts.limit ?? 50), ...(opts.cursor ? { cursor: opts.cursor } : {}) },\n \"lobbies\",\n );\n return res.items ?? [];\n } finally {\n sig.close();\n }\n }\n}\n\n/** The join code for an IPv4 address (a host name or IPv6 has none: its `host:port` instead). */\nfunction joinedWith(addr: { host: string; port: number; isIPv6: boolean; display: string }): string {\n if (addr.isIPv6) return addr.display;\n try {\n return encodeJoinCode(addr.host, addr.port);\n } catch {\n return addr.display;\n }\n}\n\nfunction definedOnly<T extends object>(o: T | undefined): Partial<T> {\n const out: Partial<T> = {};\n if (o) for (const [k, v] of Object.entries(o)) if (v !== undefined) (out as Record<string, unknown>)[k] = v;\n return out;\n}\n\n/** Blueprint switches that gate features on the lobby: voice and text chat; chat.voiceMode is the starting voice mode. */\nfunction guardLobby(lobby: Lobby, bp: Blueprint): void {\n const rename = lobby.rename.bind(lobby);\n lobby.rename = async (name: string) => {\n if (bp.players.identity === \"anonymous\") throw new OneLobbyError(\"identity_anonymous\", \"this game uses anonymous players: no display names\");\n if (String(name ?? \"\").trim().length > bp.players.maxNameLength)\n throw new BlueprintError(\"displayName\", \"length\", `must be at most ${bp.players.maxNameLength} characters`);\n return rename(name);\n };\n lobby.voice.mode = bp.chat.voiceMode;\n if (!bp.chat.voice) {\n const voice = lobby.voice;\n const d = Object.getOwnPropertyDescriptor(Object.getPrototypeOf(voice), \"enabled\");\n if (d?.get && d.set) {\n Object.defineProperty(voice, \"enabled\", {\n configurable: true,\n get: () => d.get!.call(voice) as boolean,\n set: (v: boolean) => {\n if (v) throw new OneLobbyError(\"voice_disabled\", \"this game has voice chat turned off (chat.voice is false)\");\n d.set!.call(voice, v);\n },\n });\n }\n }\n lobby.pause.mode = bp.session.pause;\n if (!bp.chat.text) {\n lobby.chat.send = () => {\n throw new OneLobbyError(\"chat_disabled\", \"this game has text chat turned off (chat.text is false)\");\n };\n }\n}\n"]}
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package/dist/signaling.d.ts
CHANGED
package/dist/signaling.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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Unknown fields are kept; unknown types are ignored by the Lobby. */\nexport interface PeerInfo {\n peerId: number;\n name: string;\n joinedAt?: number;\n}\n\nexport interface LobbyState {\n t: \"lobby\";\n code: string;\n gameId: string;\n netVersion: string;\n hostId: number;\n you: number;\n mode: \"lockstep\" | \"raw\";\n tickRate: number;\n lateJoin: boolean;\n phase: \"lobby\" | \"in_game\";\n meta: Record<string, string>;\n peers: PeerInfo[];\n resumeToken: string;\n name?: string;\n maxPlayers?: number;\n visibility?: string;\n relayOnly?: boolean;\n}\n\nexport interface LobbySummary {\n code: string;\n gameId: string;\n netVersion: string;\n name: string;\n hostName: string;\n players: number;\n maxPlayers: number;\n phase: string;\n meta: Record<string, string>;\n region?: string;\n createdAt?: number;\n}\n\nexport interface WelcomeMsg {\n t: \"welcome\";\n peerId?: number;\n ice: IceServer[];\n serverTime?: number;\n limits?: { maxMsg: number; maxPlayers: number };\n}\n\nexport interface ServerError {\n t: \"error\";\n code: string;\n msg?: string;\n data?: Record<string, unknown>;\n}\n\nexport type ServerMsg = { t: string; [k: string]: unknown };\n\nexport class OneLobbyError extends Error {\n constructor(public code: string, message?: string, public data?: Record<string, unknown>) {\n super(message ? `${code}: ${message}` : code);\n this.name = \"OneLobbyError\";\n }\n}\n\nexport const PROTO_ID = \"lk1\";\nconst PING_EVERY_MS = 10_000;\nconst SILENCE_MS = 30_000;\n\ninterface Waiter {\n types: string[];\n resolve: (m: ServerMsg) => void;\n reject: (e: Error) => void;\n}\n\n/** Thin JSON signaling client: one socket, request/response helpers, keep-alive pings. */\nexport class SignalingClient {\n private socket: SocketLike | null = null;\n private waiters: Waiter[] = [];\n private lastRx = 0;\n private cancelPing: (() => void) | null = null;\n private pingN = 0;\n closed = false;\n\n private handler: ((m: ServerMsg) => void) | null = null;\n // Messages with no waiter and no handler yet. The reply that resolves join/create can arrive in the same socket\n // read as the host's first offer; both are dispatched before the awaiting code builds its Lobby and sets a handler.\n private backlog: ServerMsg[] = [];\n onClose: (() => void) | null = null;\n\n get onMessage(): ((m: ServerMsg) => void) | null {\n return this.handler;\n }\n\n /** Setting a handler first delivers, in order, what arrived while there was none. */\n set onMessage(h: ((m: ServerMsg) => void) | null) {\n this.handler = h;\n while (h && this.handler === h && this.backlog.length) h(this.backlog.shift()!);\n }\n\n constructor(private url: string, private factory: SocketFactory, private clock: Clock) {}\n\n connect(): Promise<void> {\n return new Promise((resolve, reject) => {\n let s: SocketLike;\n try {\n s = this.factory(this.url);\n } catch (e) {\n reject(new OneLobbyError(\"connect_failed\", String(e)));\n return;\n }\n this.socket = s;\n s.onopen = () => {\n this.lastRx = this.clock.now();\n this.cancelPing = this.clock.setInterval(() => this.tick(), PING_EVERY_MS);\n resolve();\n };\n s.onerror = () => {\n if (!this.lastRx) reject(new OneLobbyError(\"connect_failed\", `cannot reach ${this.url}`));\n };\n s.onmessage = (ev) => {\n this.lastRx = this.clock.now();\n let m: ServerMsg;\n try {\n m = JSON.parse(String(ev.data)) as ServerMsg;\n } catch {\n return;\n }\n if (!m || typeof m.t !== \"string\") return;\n if (m.t === \"ping\") {\n this.send({ t: \"pong\", n: m.n });\n return;\n }\n if (m.t === \"pong\") return;\n const i = this.waiters.findIndex((w) => w.types.includes(m.t) || m.t === \"error\");\n if (i >= 0) {\n const [w] = this.waiters.splice(i, 1);\n if (m.t === \"error\") w.reject(errorFrom(m));\n else w.resolve(m);\n return;\n }\n if (this.handler) this.handler(m);\n else if (this.backlog.length < 256) this.backlog.push(m);\n };\n s.onclose = () => {\n if (!this.lastRx) reject(new OneLobbyError(\"connect_failed\", `cannot reach ${this.url}`));\n this.shutdown();\n };\n });\n }\n\n private tick() {\n if (this.clock.now() - this.lastRx > SILENCE_MS) {\n this.socket?.close(4000, \"silence\");\n this.shutdown();\n return;\n }\n this.send({ t: \"ping\", n: ++this.pingN });\n }\n\n private shutdown() {\n if (this.closed) return;\n this.closed = true;\n this.cancelPing?.();\n const err = new OneLobbyError(\"closed\", \"signaling connection closed\");\n for (const w of this.waiters.splice(0)) w.reject(err);\n this.onClose?.();\n }\n\n get isOpen(): boolean {\n return !this.closed && this.socket !== null && this.socket.readyState === 1;\n }\n\n send(m: Record<string, unknown>): void {\n if (!this.isOpen) return;\n this.socket!.send(JSON.stringify(m));\n }\n\n /** Wait for the next message of one of `types`, or reject on `error`/close. */\n expect<T extends { t: string } = ServerMsg>(...types: string[]): Promise<T> {\n if (this.closed) return Promise.reject(new OneLobbyError(\"closed\", \"signaling connection closed\"));\n return new Promise<T>((resolve, reject) => {\n this.waiters.push({ types, resolve: resolve as (m: ServerMsg) => void, reject });\n });\n }\n\n async request<T extends { t: string } = ServerMsg>(m: Record<string, unknown>, ...types: string[]): Promise<T> {\n const p = this.expect<T>(...types);\n this.send(m);\n return p;\n }\n\n close(): void {\n this.socket?.close(1000, \"bye\");\n this.shutdown();\n }\n}\n\nfunction errorFrom(m: ServerMsg): OneLobbyError {\n return new OneLobbyError(String(m.code ?? \"error\"), m.msg === undefined ? undefined : String(m.msg), m.data as Record<string, unknown> | undefined);\n}\n"]}
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1
|
+
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type { Clock } from \"./clock.js\";\nimport type { IceServer, SocketFactory, SocketLike } from \"./transport.js\";\n\n/** Signaling wire types (DESIGN s.7). Unknown fields are kept; unknown types are ignored by the Lobby. */\nexport interface PeerInfo {\n peerId: number;\n name: string;\n joinedAt?: number;\n}\n\nexport interface LobbyState {\n t: \"lobby\";\n code: string;\n gameId: string;\n netVersion: string;\n hostId: number;\n you: number;\n mode: \"lockstep\" | \"raw\";\n tickRate: number;\n lateJoin: boolean;\n phase: \"lobby\" | \"in_game\";\n meta: Record<string, string>;\n peers: PeerInfo[];\n resumeToken: string;\n name?: string;\n maxPlayers?: number;\n visibility?: string;\n relayOnly?: boolean;\n}\n\nexport interface LobbySummary {\n code: string;\n gameId: string;\n netVersion: string;\n name: string;\n hostName: string;\n players: number;\n maxPlayers: number;\n phase: string;\n meta: Record<string, string>;\n region?: string;\n createdAt?: number;\n}\n\nexport interface WelcomeMsg {\n t: \"welcome\";\n peerId?: number;\n ice: IceServer[];\n serverTime?: number;\n limits?: { maxMsg: number; maxPlayers: number };\n /** Optional messages the hub handles, e.g. \"set_name\"; missing on an older hub. */\n features?: string[];\n}\n\nexport interface ServerError {\n t: \"error\";\n code: string;\n msg?: string;\n data?: Record<string, unknown>;\n}\n\nexport type ServerMsg = { t: string; [k: string]: unknown };\n\nexport class OneLobbyError extends Error {\n constructor(public code: string, message?: string, public data?: Record<string, unknown>) {\n super(message ? `${code}: ${message}` : code);\n this.name = \"OneLobbyError\";\n }\n}\n\nexport const PROTO_ID = \"lk1\";\nconst PING_EVERY_MS = 10_000;\nconst SILENCE_MS = 30_000;\n\ninterface Waiter {\n types: string[];\n resolve: (m: ServerMsg) => void;\n reject: (e: Error) => void;\n}\n\n/** Thin JSON signaling client: one socket, request/response helpers, keep-alive pings. */\nexport class SignalingClient {\n private socket: SocketLike | null = null;\n private waiters: Waiter[] = [];\n private lastRx = 0;\n private cancelPing: (() => void) | null = null;\n private pingN = 0;\n closed = false;\n\n private handler: ((m: ServerMsg) => void) | null = null;\n // Messages with no waiter and no handler yet. The reply that resolves join/create can arrive in the same socket\n // read as the host's first offer; both are dispatched before the awaiting code builds its Lobby and sets a handler.\n private backlog: ServerMsg[] = [];\n onClose: (() => void) | null = null;\n\n get onMessage(): ((m: ServerMsg) => void) | null {\n return this.handler;\n }\n\n /** Setting a handler first delivers, in order, what arrived while there was none. */\n set onMessage(h: ((m: ServerMsg) => void) | null) {\n this.handler = h;\n while (h && this.handler === h && this.backlog.length) h(this.backlog.shift()!);\n }\n\n constructor(private url: string, private factory: SocketFactory, private clock: Clock) {}\n\n connect(): Promise<void> {\n return new Promise((resolve, reject) => {\n let s: SocketLike;\n try {\n s = this.factory(this.url);\n } catch (e) {\n reject(new OneLobbyError(\"connect_failed\", String(e)));\n return;\n }\n this.socket = s;\n s.onopen = () => {\n this.lastRx = this.clock.now();\n this.cancelPing = this.clock.setInterval(() => this.tick(), PING_EVERY_MS);\n resolve();\n };\n s.onerror = () => {\n if (!this.lastRx) reject(new OneLobbyError(\"connect_failed\", `cannot reach ${this.url}`));\n };\n s.onmessage = (ev) => {\n this.lastRx = this.clock.now();\n let m: ServerMsg;\n try {\n m = JSON.parse(String(ev.data)) as ServerMsg;\n } catch {\n return;\n }\n if (!m || typeof m.t !== \"string\") return;\n if (m.t === \"ping\") {\n this.send({ t: \"pong\", n: m.n });\n return;\n }\n if (m.t === \"pong\") return;\n const i = this.waiters.findIndex((w) => w.types.includes(m.t) || m.t === \"error\");\n if (i >= 0) {\n const [w] = this.waiters.splice(i, 1);\n if (m.t === \"error\") w.reject(errorFrom(m));\n else w.resolve(m);\n return;\n }\n if (this.handler) this.handler(m);\n else if (this.backlog.length < 256) this.backlog.push(m);\n };\n s.onclose = () => {\n if (!this.lastRx) reject(new OneLobbyError(\"connect_failed\", `cannot reach ${this.url}`));\n this.shutdown();\n };\n });\n }\n\n private tick() {\n if (this.clock.now() - this.lastRx > SILENCE_MS) {\n this.socket?.close(4000, \"silence\");\n this.shutdown();\n return;\n }\n this.send({ t: \"ping\", n: ++this.pingN });\n }\n\n private shutdown() {\n if (this.closed) return;\n this.closed = true;\n this.cancelPing?.();\n const err = new OneLobbyError(\"closed\", \"signaling connection closed\");\n for (const w of this.waiters.splice(0)) w.reject(err);\n this.onClose?.();\n }\n\n get isOpen(): boolean {\n return !this.closed && this.socket !== null && this.socket.readyState === 1;\n }\n\n send(m: Record<string, unknown>): void {\n if (!this.isOpen) return;\n this.socket!.send(JSON.stringify(m));\n }\n\n /** Wait for the next message of one of `types`, or reject on `error`/close. */\n expect<T extends { t: string } = ServerMsg>(...types: string[]): Promise<T> {\n if (this.closed) return Promise.reject(new OneLobbyError(\"closed\", \"signaling connection closed\"));\n return new Promise<T>((resolve, reject) => {\n this.waiters.push({ types, resolve: resolve as (m: ServerMsg) => void, reject });\n });\n }\n\n async request<T extends { t: string } = ServerMsg>(m: Record<string, unknown>, ...types: string[]): Promise<T> {\n const p = this.expect<T>(...types);\n this.send(m);\n return p;\n }\n\n close(): void {\n this.socket?.close(1000, \"bye\");\n this.shutdown();\n }\n}\n\nfunction errorFrom(m: ServerMsg): OneLobbyError {\n return new OneLobbyError(String(m.code ?? \"error\"), m.msg === undefined ? undefined : String(m.msg), m.data as Record<string, unknown> | undefined);\n}\n"]}
|
package/dist/socket.d.ts
CHANGED
|
@@ -3,8 +3,9 @@ import type { Lobby } from "./lobby.js";
|
|
|
3
3
|
* A WebSocket-shaped view of one peer link, so code written against `WebSocket` runs on a lobby unchanged:
|
|
4
4
|
* `lobby.asWebSocket()` on a joiner (the link to the host), `lobby.onConnection(conn => ...)` on the host (one per
|
|
5
5
|
* joiner). Not a real WebSocket: no URL, no subprotocols, no `addEventListener`; `bufferedAmount` is always 0.
|
|
6
|
+
* `D` is what `onmessage` gets: `Uint8Array` with `{ binary: true }`, `string` without.
|
|
6
7
|
*/
|
|
7
|
-
export interface LobbySocket {
|
|
8
|
+
export interface LobbySocket<D extends string | Uint8Array = string | Uint8Array> {
|
|
8
9
|
/** The peer at the other end (the host for a joiner's socket, the joiner for a host's connection). */
|
|
9
10
|
readonly peerId: number;
|
|
10
11
|
/** 0 CONNECTING (joiner, before `lobby.ready`), 1 OPEN, 3 CLOSED (there is no CLOSING). */
|
|
@@ -25,11 +26,11 @@ export interface LobbySocket {
|
|
|
25
26
|
onopen: ((ev: {
|
|
26
27
|
type: "open";
|
|
27
28
|
}) => void) | null;
|
|
28
|
-
/**
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
29
|
+
/**
|
|
30
|
+
* `data` is a string (UTF-8 decoded), or with `{ binary: true }` always a Uint8Array. It can be a view into a larger
|
|
31
|
+
* buffer (check `byteOffset`/`byteLength`): `data.slice()` before transferring its `.buffer` to a Worker.
|
|
32
|
+
*/
|
|
33
|
+
onmessage: MessageHandler<D> | null;
|
|
33
34
|
/** `reason` is the lobby's reason ("host_left", "timeout", "kicked", "disconnected", ...) unless `close()` or the host gave one. */
|
|
34
35
|
onclose: ((ev: {
|
|
35
36
|
type: "close";
|
|
@@ -42,6 +43,13 @@ export interface LobbySocket {
|
|
|
42
43
|
type: "error";
|
|
43
44
|
}) => void) | null;
|
|
44
45
|
}
|
|
46
|
+
/** Declared as a method so a `LobbySocket<Uint8Array>` still assigns to a plain `LobbySocket` (and back). */
|
|
47
|
+
type MessageHandler<D> = {
|
|
48
|
+
handle(ev: {
|
|
49
|
+
type: "message";
|
|
50
|
+
data: D;
|
|
51
|
+
}): void;
|
|
52
|
+
}["handle"];
|
|
45
53
|
export interface LobbySocketOptions {
|
|
46
54
|
/** Deliver `onmessage` data as bytes (Uint8Array) instead of UTF-8 text. Default false. */
|
|
47
55
|
binary?: boolean;
|
|
@@ -67,3 +75,4 @@ export declare function joinerSocket(lobby: Lobby, o?: LobbySocketOptions): Lobb
|
|
|
67
75
|
* that stops new connections (existing ones keep working).
|
|
68
76
|
*/
|
|
69
77
|
export declare function hostConnections(lobby: Lobby, handler: (conn: LobbySocket) => void, o?: LobbySocketOptions): () => void;
|
|
78
|
+
export {};
|
package/dist/socket.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { CloseInfo, Lobby, Peer } from \"./lobby.js\";\n\n/**\n * A WebSocket-shaped view of one peer link, so code written against `WebSocket` runs on a lobby unchanged:\n * `lobby.asWebSocket()` on a joiner (the link to the host), `lobby.onConnection(conn => ...)` on the host (one per\n * joiner). Not a real WebSocket: no URL, no subprotocols, no `addEventListener`; `bufferedAmount` is always 0.\n */\nexport interface LobbySocket {\n /** The peer at the other end (the host for a joiner's socket, the joiner for a host's connection). */\n readonly peerId: number;\n /** 0 CONNECTING (joiner, before `lobby.ready`), 1 OPEN, 3 CLOSED (there is no CLOSING). */\n readonly readyState: 0 | 1 | 3;\n readonly bufferedAmount: 0;\n /** A string is sent as UTF-8; bytes as they are. Ignored unless OPEN. */\n send(data: string | Uint8Array): void;\n /**\n * Closes this socket locally and fires `onclose` with `code` (default 1000). On a joiner it also leaves the lobby.\n * On the host it only stops this connection's events: to end the player's connection too (its socket gets your code\n * and reason), call `lobby.disconnect(conn.peerId, code, reason)`; `lobby.kick()` also bans it from the lobby.\n */\n close(code?: number, reason?: string): void;\n /**\n * Fires once, on a later task than the one that created the socket (like a real WebSocket). Assigned after it already\n * fired (the socket came out of an `await` chain)? It runs for the new handler once; `readyState === 1` also tells.\n */\n onopen: ((ev: { type: \"open\" }) => void) | null;\n /** `data` is a string (UTF-8 decoded), or the bytes with `{ binary: true }`. */\n onmessage: ((ev: { type: \"message\"; data: string | Uint8Array }) => void) | null;\n /** `reason` is the lobby's reason (\"host_left\", \"timeout\", \"kicked\", \"disconnected\", ...) unless `close()` or the host gave one. */\n onclose: ((ev: { type: \"close\"; code: number; reason: string; wasClean: boolean }) => void) | null;\n /** Never called (errors surface as `onclose` with code 1006); present so WebSocket code that assigns it works. */\n onerror: ((ev: { type: \"error\" }) => void) | null;\n}\n\nexport interface LobbySocketOptions {\n /** Deliver `onmessage` data as bytes (Uint8Array) instead of UTF-8 text. Default false. */\n binary?: boolean;\n /** Channel for `send` (default \"reliable\"). \"fast\" is unordered and may drop, like UDP. */\n channel?: \"reliable\" | \"fast\";\n}\n\n/**\n * Close codes: 1000 a normal leave, `close()` or the host's `disconnect()`, 1001 the other end went away (`host_left`,\n * the host closing, a player who left), 4000 kicked, 1006 anything abnormal (`timeout`, `ice_failed`, `server_lost`,\n * ...). A code and reason the host passed to `kick()` / `disconnect()` win over these.\n */\nexport function closeCodeFor(reason: string): number {\n if (reason === \"left\" || reason === \"disconnected\") return 1000;\n if (reason === \"host_left\" || reason === \"closed\") return 1001;\n if (reason === \"kicked\") return 4000;\n return 1006;\n}\n\n/** A later task, like a real WebSocket's events: setImmediate in Node, setTimeout(0) in browsers. */\nconst nextTask: (f: () => void) => void =\n (globalThis as { setImmediate?: (f: () => void) => void }).setImmediate ?? ((f) => void setTimeout(f, 0));\n\nconst enc = new TextEncoder();\nconst dec = new TextDecoder();\n\nclass PeerSocket implements LobbySocket {\n readyState: 0 | 1 | 3 = 0;\n readonly bufferedAmount = 0 as const;\n private openHandler: LobbySocket[\"onopen\"] = null;\n /** OPEN, but `onopen` has not run yet for any handler. */\n private openPending = false;\n onmessage: LobbySocket[\"onmessage\"] = null;\n onclose: LobbySocket[\"onclose\"] = null;\n onerror: LobbySocket[\"onerror\"] = null;\n /** Unsubscribes from the lobby; set by the factory. */\n detach: () => void = () => {};\n\n constructor(\n readonly peerId: number,\n private readonly out: (bytes: Uint8Array) => void,\n private readonly binary: boolean,\n private readonly onLocalClose: () => void,\n ) {}\n\n send(data: string | Uint8Array): void {\n if (this.readyState !== 1) return;\n this.out(typeof data === \"string\" ? enc.encode(data) : data);\n }\n\n close(code = 1000, reason = \"left\"): void {\n if (this.readyState === 3) return;\n this.closed(code, reason);\n this.onLocalClose();\n }\n\n get onopen(): LobbySocket[\"onopen\"] {\n return this.openHandler;\n }\n\n set onopen(h: LobbySocket[\"onopen\"]) {\n this.openHandler = h;\n // assigned after the open event went by with no handler: deliver it once, still on a later task\n if (h && this.openPending) nextTask(() => this.fireOpen());\n }\n\n /**\n * @internal OPEN now; `onopen` now, or on a later task (like a real WebSocket) so a handler assigned\n * after any number of awaits in the same task still runs.\n */\n open(later = false): void {\n if (this.readyState !== 0) return;\n this.readyState = 1;\n this.openPending = true;\n if (!later) this.fireOpen();\n else nextTask(() => this.fireOpen());\n }\n\n private fireOpen(): void {\n if (this.readyState !== 1 || !this.openPending || !this.openHandler) return;\n this.openPending = false;\n this.openHandler({ type: \"open\" });\n }\n\n /** @internal */\n deliver(bytes: Uint8Array): void {\n if (this.readyState === 1) this.onmessage?.({ type: \"message\", data: this.binary ? bytes : dec.decode(bytes) });\n }\n\n /** @internal */\n closed(code: number, reason: string): void {\n if (this.readyState === 3) return;\n this.readyState = 3;\n this.detach();\n this.onclose?.({ type: \"close\", code, reason, wasClean: code === 1000 || code === 1001 });\n }\n}\n\n/**\n * Joiner: the link to the host as a socket. OPEN once `lobby.ready` resolves (at once if it already has), with\n * `onopen` on a later task;\n * closed when the session ends, or with 1001 \"host_changed\" when a server-backed lobby migrates to a new host.\n */\nexport function joinerSocket(lobby: Lobby, o: LobbySocketOptions = {}): LobbySocket {\n if (lobby.isHost) throw new Error(\"asWebSocket() is for joiners; the host uses lobby.onConnection()\");\n const channel = o.channel ?? \"reliable\";\n const s = new PeerSocket(lobby.hostPeerId, (b) => lobby.send(lobby.hostPeerId, b, { channel }), !!o.binary, () => void lobby.leave());\n const offs = [\n lobby.on(\"message\", (from, bytes) => {\n if (from === lobby.hostPeerId) s.deliver(bytes);\n }),\n lobby.on(\"sessionEnded\", (reason, close?: CloseInfo) => s.closed(close?.code ?? closeCodeFor(reason), close?.reason ?? reason)),\n // The socket's far end is the host it opened to; after a migration that server is gone (direct lobbies end instead).\n lobby.on(\"hostChanged\", () => s.closed(1001, \"host_changed\")),\n ];\n s.detach = () => offs.forEach((f) => f());\n // Already connected (made after `await lobby.ready`): OPEN at once, so a send() right away goes out.\n if (lobby.connectedPeers.includes(lobby.hostPeerId)) s.open(true);\n else lobby.ready.then(() => s.open(true), () => {});\n return s;\n}\n\n/**\n * Host: calls `handler(conn)` once per joiner, as soon as its link is ready (and right away for joiners already\n * connected). A message from a joiner the handler has not seen yet creates its connection first, so nothing is lost.\n * `conn.onclose` fires when that peer leaves (code from closeCodeFor) or the host's session ends. Returns a function\n * that stops new connections (existing ones keep working).\n */\nexport function hostConnections(lobby: Lobby, handler: (conn: LobbySocket) => void, o: LobbySocketOptions = {}): () => void {\n if (!lobby.isHost) throw new Error(\"onConnection() is for the host; a joiner uses lobby.asWebSocket()\");\n const channel = o.channel ?? \"reliable\";\n const conns = new Map<number, PeerSocket>();\n let stopped = false;\n const ensure = (peerId: number): PeerSocket | undefined => {\n if (peerId === lobby.localPeerId) return undefined;\n let c = conns.get(peerId);\n if (c || stopped) return c;\n c = new PeerSocket(peerId, (b) => lobby.send(peerId, b, { channel }), !!o.binary, () => {});\n const conn = c;\n conn.detach = () => {\n if (conns.get(peerId) === conn) conns.delete(peerId);\n };\n conns.set(peerId, conn);\n conn.open();\n handler(conn);\n return conn;\n };\n const offs = [\n lobby.on(\"peerReady\", (p: Peer) => void ensure(p.peerId)),\n lobby.on(\"message\", (from, bytes) => ensure(from)?.deliver(bytes)),\n lobby.on(\"peerLeft\", (p: Peer, reason, close?: CloseInfo) =>\n conns.get(p.peerId)?.closed(close?.code ?? (reason === \"left\" ? 1001 : closeCodeFor(reason)), close?.reason ?? reason),\n ),\n lobby.on(\"sessionEnded\", (reason) => {\n for (const c of [...conns.values()]) c.closed(reason === \"left\" ? 1001 : closeCodeFor(reason), reason);\n offs.forEach((f) => f());\n }),\n ];\n for (const id of lobby.connectedPeers) ensure(id);\n return () => {\n stopped = true;\n };\n}\n"]}
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+
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type { CloseInfo, Lobby, Peer } from \"./lobby.js\";\n\n/**\n * A WebSocket-shaped view of one peer link, so code written against `WebSocket` runs on a lobby unchanged:\n * `lobby.asWebSocket()` on a joiner (the link to the host), `lobby.onConnection(conn => ...)` on the host (one per\n * joiner). Not a real WebSocket: no URL, no subprotocols, no `addEventListener`; `bufferedAmount` is always 0.\n * `D` is what `onmessage` gets: `Uint8Array` with `{ binary: true }`, `string` without.\n */\nexport interface LobbySocket<D extends string | Uint8Array = string | Uint8Array> {\n /** The peer at the other end (the host for a joiner's socket, the joiner for a host's connection). */\n readonly peerId: number;\n /** 0 CONNECTING (joiner, before `lobby.ready`), 1 OPEN, 3 CLOSED (there is no CLOSING). */\n readonly readyState: 0 | 1 | 3;\n readonly bufferedAmount: 0;\n /** A string is sent as UTF-8; bytes as they are. Ignored unless OPEN. */\n send(data: string | Uint8Array): void;\n /**\n * Closes this socket locally and fires `onclose` with `code` (default 1000). On a joiner it also leaves the lobby.\n * On the host it only stops this connection's events: to end the player's connection too (its socket gets your code\n * and reason), call `lobby.disconnect(conn.peerId, code, reason)`; `lobby.kick()` also bans it from the lobby.\n */\n close(code?: number, reason?: string): void;\n /**\n * Fires once, on a later task than the one that created the socket (like a real WebSocket). Assigned after it already\n * fired (the socket came out of an `await` chain)? It runs for the new handler once; `readyState === 1` also tells.\n */\n onopen: ((ev: { type: \"open\" }) => void) | null;\n /**\n * `data` is a string (UTF-8 decoded), or with `{ binary: true }` always a Uint8Array. It can be a view into a larger\n * buffer (check `byteOffset`/`byteLength`): `data.slice()` before transferring its `.buffer` to a Worker.\n */\n onmessage: MessageHandler<D> | null;\n /** `reason` is the lobby's reason (\"host_left\", \"timeout\", \"kicked\", \"disconnected\", ...) unless `close()` or the host gave one. */\n onclose: ((ev: { type: \"close\"; code: number; reason: string; wasClean: boolean }) => void) | null;\n /** Never called (errors surface as `onclose` with code 1006); present so WebSocket code that assigns it works. */\n onerror: ((ev: { type: \"error\" }) => void) | null;\n}\n\n/** Declared as a method so a `LobbySocket<Uint8Array>` still assigns to a plain `LobbySocket` (and back). */\ntype MessageHandler<D> = { handle(ev: { type: \"message\"; data: D }): void }[\"handle\"];\n\nexport interface LobbySocketOptions {\n /** Deliver `onmessage` data as bytes (Uint8Array) instead of UTF-8 text. Default false. */\n binary?: boolean;\n /** Channel for `send` (default \"reliable\"). \"fast\" is unordered and may drop, like UDP. */\n channel?: \"reliable\" | \"fast\";\n}\n\n/**\n * Close codes: 1000 a normal leave, `close()` or the host's `disconnect()`, 1001 the other end went away (`host_left`,\n * the host closing, a player who left), 4000 kicked, 1006 anything abnormal (`timeout`, `ice_failed`, `server_lost`,\n * ...). A code and reason the host passed to `kick()` / `disconnect()` win over these.\n */\nexport function closeCodeFor(reason: string): number {\n if (reason === \"left\" || reason === \"disconnected\") return 1000;\n if (reason === \"host_left\" || reason === \"closed\") return 1001;\n if (reason === \"kicked\") return 4000;\n return 1006;\n}\n\n/** A later task, like a real WebSocket's events: setImmediate in Node, setTimeout(0) in browsers. */\nconst nextTask: (f: () => void) => void =\n (globalThis as { setImmediate?: (f: () => void) => void }).setImmediate ?? ((f) => void setTimeout(f, 0));\n\nconst enc = new TextEncoder();\nconst dec = new TextDecoder();\n\nclass PeerSocket implements LobbySocket {\n readyState: 0 | 1 | 3 = 0;\n readonly bufferedAmount = 0 as const;\n private openHandler: LobbySocket[\"onopen\"] = null;\n /** OPEN, but `onopen` has not run yet for any handler. */\n private openPending = false;\n onmessage: LobbySocket[\"onmessage\"] = null;\n onclose: LobbySocket[\"onclose\"] = null;\n onerror: LobbySocket[\"onerror\"] = null;\n /** Unsubscribes from the lobby; set by the factory. */\n detach: () => void = () => {};\n\n constructor(\n readonly peerId: number,\n private readonly out: (bytes: Uint8Array) => void,\n private readonly binary: boolean,\n private readonly onLocalClose: () => void,\n ) {}\n\n send(data: string | Uint8Array): void {\n if (this.readyState !== 1) return;\n this.out(typeof data === \"string\" ? enc.encode(data) : data);\n }\n\n close(code = 1000, reason = \"left\"): void {\n if (this.readyState === 3) return;\n this.closed(code, reason);\n this.onLocalClose();\n }\n\n get onopen(): LobbySocket[\"onopen\"] {\n return this.openHandler;\n }\n\n set onopen(h: LobbySocket[\"onopen\"]) {\n this.openHandler = h;\n // assigned after the open event went by with no handler: deliver it once, still on a later task\n if (h && this.openPending) nextTask(() => this.fireOpen());\n }\n\n /**\n * @internal OPEN now; `onopen` now, or on a later task (like a real WebSocket) so a handler assigned\n * after any number of awaits in the same task still runs.\n */\n open(later = false): void {\n if (this.readyState !== 0) return;\n this.readyState = 1;\n this.openPending = true;\n if (!later) this.fireOpen();\n else nextTask(() => this.fireOpen());\n }\n\n private fireOpen(): void {\n if (this.readyState !== 1 || !this.openPending || !this.openHandler) return;\n this.openPending = false;\n this.openHandler({ type: \"open\" });\n }\n\n /** @internal */\n deliver(bytes: Uint8Array): void {\n if (this.readyState === 1) this.onmessage?.({ type: \"message\", data: this.binary ? bytes : dec.decode(bytes) });\n }\n\n /** @internal */\n closed(code: number, reason: string): void {\n if (this.readyState === 3) return;\n this.readyState = 3;\n this.detach();\n this.onclose?.({ type: \"close\", code, reason, wasClean: code === 1000 || code === 1001 });\n }\n}\n\n/**\n * Joiner: the link to the host as a socket. OPEN once `lobby.ready` resolves (at once if it already has), with\n * `onopen` on a later task;\n * closed when the session ends, or with 1001 \"host_changed\" when a server-backed lobby migrates to a new host.\n */\nexport function joinerSocket(lobby: Lobby, o: LobbySocketOptions = {}): LobbySocket {\n if (lobby.isHost) throw new Error(\"asWebSocket() is for joiners; the host uses lobby.onConnection()\");\n const channel = o.channel ?? \"reliable\";\n const s = new PeerSocket(lobby.hostPeerId, (b) => lobby.send(lobby.hostPeerId, b, { channel }), !!o.binary, () => void lobby.leave());\n const offs = [\n lobby.on(\"message\", (from, bytes) => {\n if (from === lobby.hostPeerId) s.deliver(bytes);\n }),\n lobby.on(\"sessionEnded\", (reason, close?: CloseInfo) => s.closed(close?.code ?? closeCodeFor(reason), close?.reason ?? reason)),\n // The socket's far end is the host it opened to; after a migration that server is gone (direct lobbies end instead).\n lobby.on(\"hostChanged\", () => s.closed(1001, \"host_changed\")),\n ];\n s.detach = () => offs.forEach((f) => f());\n // Already connected (made after `await lobby.ready`): OPEN at once, so a send() right away goes out.\n if (lobby.connectedPeers.includes(lobby.hostPeerId)) s.open(true);\n else lobby.ready.then(() => s.open(true), () => {});\n return s;\n}\n\n/**\n * Host: calls `handler(conn)` once per joiner, as soon as its link is ready (and right away for joiners already\n * connected). A message from a joiner the handler has not seen yet creates its connection first, so nothing is lost.\n * `conn.onclose` fires when that peer leaves (code from closeCodeFor) or the host's session ends. Returns a function\n * that stops new connections (existing ones keep working).\n */\nexport function hostConnections(lobby: Lobby, handler: (conn: LobbySocket) => void, o: LobbySocketOptions = {}): () => void {\n if (!lobby.isHost) throw new Error(\"onConnection() is for the host; a joiner uses lobby.asWebSocket()\");\n const channel = o.channel ?? \"reliable\";\n const conns = new Map<number, PeerSocket>();\n let stopped = false;\n const ensure = (peerId: number): PeerSocket | undefined => {\n if (peerId === lobby.localPeerId) return undefined;\n let c = conns.get(peerId);\n if (c || stopped) return c;\n c = new PeerSocket(peerId, (b) => lobby.send(peerId, b, { channel }), !!o.binary, () => {});\n const conn = c;\n conn.detach = () => {\n if (conns.get(peerId) === conn) conns.delete(peerId);\n };\n conns.set(peerId, conn);\n conn.open();\n handler(conn);\n return conn;\n };\n const offs = [\n lobby.on(\"peerReady\", (p: Peer) => void ensure(p.peerId)),\n lobby.on(\"message\", (from, bytes) => ensure(from)?.deliver(bytes)),\n lobby.on(\"peerLeft\", (p: Peer, reason, close?: CloseInfo) =>\n conns.get(p.peerId)?.closed(close?.code ?? (reason === \"left\" ? 1001 : closeCodeFor(reason)), close?.reason ?? reason),\n ),\n lobby.on(\"sessionEnded\", (reason) => {\n for (const c of [...conns.values()]) c.closed(reason === \"left\" ? 1001 : closeCodeFor(reason), reason);\n offs.forEach((f) => f());\n }),\n ];\n for (const id of lobby.connectedPeers) ensure(id);\n return () => {\n stopped = true;\n };\n}\n"]}
|
package/dist/testing.d.ts
CHANGED
|
@@ -102,6 +102,8 @@ export declare class MemoryServer {
|
|
|
102
102
|
iceServers: {
|
|
103
103
|
urls: string[];
|
|
104
104
|
}[];
|
|
105
|
+
/** What `welcome.features` lists; `[]` plays an older hub that cannot rename. */
|
|
106
|
+
features: string[];
|
|
105
107
|
/** Log of every client message, for assertions. */
|
|
106
108
|
readonly received: Json[];
|
|
107
109
|
connect(): MemorySocket;
|
package/dist/testing.js
CHANGED
|
@@ -191,6 +191,8 @@ export class MemoryServer {
|
|
|
191
191
|
socketFactory = () => this.connect();
|
|
192
192
|
n = 0;
|
|
193
193
|
iceServers = [{ urls: ["stun:stun.example:3478"] }];
|
|
194
|
+
/** What `welcome.features` lists; `[]` plays an older hub that cannot rename. */
|
|
195
|
+
features = ["set_name"];
|
|
194
196
|
/** Log of every client message, for assertions. */
|
|
195
197
|
received = [];
|
|
196
198
|
connect() {
|
|
@@ -320,11 +322,11 @@ export class MemorySocket {
|
|
|
320
322
|
l.peers.set(rp.peerId, rp);
|
|
321
323
|
this.lobby = l;
|
|
322
324
|
this.peer = rp;
|
|
323
|
-
this.push({ t: "welcome", peerId: rp.peerId, ice: this.srv.iceServers, serverTime: Date.now(), limits: { maxMsg: 16384, maxPlayers: 64 } });
|
|
325
|
+
this.push({ t: "welcome", peerId: rp.peerId, ice: this.srv.iceServers, serverTime: Date.now(), limits: { maxMsg: 16384, maxPlayers: 64 }, features: this.srv.features });
|
|
324
326
|
this.push(this.lobbyMsg(l, rp));
|
|
325
327
|
return this.broadcast(l, { t: "peer_joined", peer: { peerId: rp.peerId, name: rp.name, joinedAt: rp.joinedAt } }, rp.peerId);
|
|
326
328
|
}
|
|
327
|
-
return this.push({ t: "welcome", ice: this.srv.iceServers, serverTime: Date.now(), limits: { maxMsg: 16384, maxPlayers: 64 } });
|
|
329
|
+
return this.push({ t: "welcome", ice: this.srv.iceServers, serverTime: Date.now(), limits: { maxMsg: 16384, maxPlayers: 64 }, features: this.srv.features });
|
|
328
330
|
}
|
|
329
331
|
if (!this.hello)
|
|
330
332
|
return this.err("bad_request", "hello first");
|
|
@@ -385,6 +387,20 @@ export class MemorySocket {
|
|
|
385
387
|
return this.err("bad_request", "no such peer");
|
|
386
388
|
return to.sock?.push({ t: "signal", from: this.peer.peerId, ...(m.sdp ? { sdp: m.sdp } : {}), ...(m.ice ? { ice: m.ice } : {}) });
|
|
387
389
|
}
|
|
390
|
+
case "set_name": {
|
|
391
|
+
const l = this.lobby;
|
|
392
|
+
if (!l || !this.peer)
|
|
393
|
+
return this.err("bad_request", "not in a lobby");
|
|
394
|
+
const name = typeof m.name === "string" ? m.name.trim().slice(0, 24) : "";
|
|
395
|
+
if (!name)
|
|
396
|
+
return this.err("bad_request", "name must be a non-empty string");
|
|
397
|
+
if (name === this.peer.name)
|
|
398
|
+
return;
|
|
399
|
+
this.peer.name = name;
|
|
400
|
+
for (const q of l.peers.values())
|
|
401
|
+
q.sock?.push(this.lobbyMsg(l, q));
|
|
402
|
+
return;
|
|
403
|
+
}
|
|
388
404
|
case "meta":
|
|
389
405
|
case "phase": {
|
|
390
406
|
const l = this.lobby;
|