p2p-lockstep-kit-ui 0.1.1 → 0.1.4
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/dist/app-shell.d.ts +1 -0
- package/dist/index.js +367 -352
- package/dist/index.js.map +1 -1
- package/dist/style.css +2 -2
- package/package.json +2 -2
package/dist/index.js.map
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{"version":3,"file":"index.js","names":["#ready","#handleClick","#state","#ready","#handleClick","#state","module","#ready","#handleClick","#state","#ready","#handleClick","#state","#ready","#state","#ready","#observer","#mount","#ready","#handleClick","#handleInput","#rendered","#state","#syncState","#ready","#syncChildren","#state","#statusPanel","#actionBar","#boardHost","#ready","#state","#handleRegisterEvent","#handleConnectEvent","#handleSignalChangeEvent","#handleTargetChangeEvent","#handleShareDetectedEvent","#handleCopyShareEvent","#handleThemeChangeEvent","#handleReadyEvent","#handleStartEvent","#handleUndoEvent","#handleRestartEvent","#handleDialogConfirmEvent","#handleDialogCancelEvent","#initializeSession","#bootstrapFromLocation","#toastTimer","#network","#patchState","#runtime","#gamePage","#pairingPage","#dialog","#toast","#syncUi","#session","#observer","#applySnapshot","#applyConnectionState","#showToast","#register","#connect","#dialogState","#toastState","#copyText"],"sources":["../src/utils/events.ts","../src/components/action-bar.ts","../src/utils/dom.ts","../src/components/confirm-dialog.ts","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/can-promise.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/utils.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/error-correction-level.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/bit-buffer.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/bit-matrix.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/alignment-pattern.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/finder-pattern.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/mask-pattern.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/error-correction-code.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/galois-field.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/polynomial.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/reed-solomon-encoder.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/version-check.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/regex.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/mode.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/version.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/format-info.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/numeric-data.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/alphanumeric-data.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/byte-data.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/kanji-data.js","../node_modules/.pnpm/dijkstrajs@1.0.3/node_modules/dijkstrajs/dijkstra.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/segments.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/core/qrcode.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/renderer/utils.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/renderer/canvas.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/renderer/svg-tag.js","../node_modules/.pnpm/qrcode@1.5.4/node_modules/qrcode/lib/browser.js","../src/components/share-panel.ts","../src/components/status-panel.ts","../src/components/toast-message.ts","../src/game/board-host.ts","../src/utils/share.ts","../src/pages/pairing-page.ts","../src/pages/game-page.ts","../../p2p-lockstep-kit-network/utils/logger.ts","../../p2p-lockstep-kit-network/utils/serialization/json.ts","../../p2p-lockstep-kit-network/network/signaling/client.ts","../../p2p-lockstep-kit-network/network/state/peerState.ts","../../p2p-lockstep-kit-network/network/transport/rtcPeer.ts","../../p2p-lockstep-kit-network/network/signaling/session.ts","../../p2p-lockstep-kit-network/network/index.ts","../../p2p-lockstep-kit-session/utils/logger.ts","../../p2p-lockstep-kit-session/utils/serialization/json.ts","../../p2p-lockstep-kit-session/utils/protocol/session.ts","../../p2p-lockstep-kit-session/session/commandBus.ts","../../p2p-lockstep-kit-session/session/state/fsm.ts","../../p2p-lockstep-kit-session/session/observer/index.ts","../../p2p-lockstep-kit-session/session/state/state.ts","../../p2p-lockstep-kit-session/session/net.ts","../../p2p-lockstep-kit-session/session/context.ts","../../p2p-lockstep-kit-session/session/handlers/ready.ts","../../p2p-lockstep-kit-session/session/handlers/start.ts","../../p2p-lockstep-kit-session/session/handlers/move.ts","../../p2p-lockstep-kit-session/session/handlers/request.ts","../../p2p-lockstep-kit-session/session/handlers/sync.ts","../../p2p-lockstep-kit-session/session/handlers/undo.ts","../../p2p-lockstep-kit-session/session/handlers/restart.ts","../../p2p-lockstep-kit-session/session/handlers/offLine.ts","../../p2p-lockstep-kit-session/session/handlers/busRegister.ts","../../p2p-lockstep-kit-session/session/actions.ts","../../p2p-lockstep-kit-session/session/index.ts","../src/config.ts","../src/app-shell.ts","../src/index.ts"],"sourcesContent":["export const emit = <T>(element: HTMLElement, name: string, detail?: T) => {\n element.dispatchEvent(\n new CustomEvent<T>(name, {\n bubbles: true,\n composed: true,\n detail,\n }),\n );\n};\n","import type { ActionBarState } from \"../types\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: ActionBarState = {\n connected: false,\n readySelf: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n connectionState: \"idle\",\n};\n\nexport class P2PLockstepActionBarElement extends HTMLElement {\n #state: ActionBarState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: ActionBarState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const {\n canReady,\n canStart,\n canUndo,\n canRestart,\n connected,\n readySelf,\n started,\n } = this.#state;\n const primaryAction = canStart\n ? \"start\"\n : readySelf || canReady\n ? \"ready\"\n : \"\";\n const primaryLabel = canStart\n ? \"Start\"\n : readySelf\n ? \"Unready\"\n : canReady\n ? \"Ready\"\n : connected\n ? \"Waiting\"\n : \"Waiting for connection\";\n const showPrimary = !started || Boolean(primaryAction);\n const stageLabel = started\n ? \"In game\"\n : canStart\n ? \"Start ready\"\n : readySelf\n ? \"Ready\"\n : \"Setup\";\n\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel rounded-[1.25rem] p-2.5 sm:rounded-[1.5rem] sm:p-3 lg:rounded-[1.75rem] lg:p-2.5\">\n <div class=\"flex flex-col gap-2 sm:gap-3\">\n <div class=\"hidden items-center justify-between gap-3 px-1 lg:flex\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Controls</p>\n <span class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.65rem] text-[var(--lock-muted)]\">${stageLabel}</span>\n </div>\n\n ${\n showPrimary\n ? `<button\n type=\"button\"\n data-action=\"${primaryAction}\"\n class=\"lock-disabled inline-flex items-center justify-center rounded-full px-4 py-2.5 text-sm font-semibold transition sm:py-3 ${\n canStart\n ? \"lock-primary\"\n : canReady\n ? \"bg-[var(--lock-teal)] text-[#08120f] shadow-[0_12px_32px_rgba(110,231,200,0.22)] hover:brightness-105\"\n : \"lock-secondary\"\n }\"\n ${primaryAction ? \"\" : \"disabled\"}\n >\n ${primaryLabel}\n </button>`\n : \"\"\n }\n\n <div class=\"grid grid-cols-2 gap-2 sm:gap-3\">\n <button\n type=\"button\"\n data-action=\"undo\"\n class=\"lock-secondary lock-disabled inline-flex items-center justify-center rounded-full px-3 py-2.5 text-xs font-semibold transition sm:px-4 sm:py-3 sm:text-sm\"\n ${canUndo ? \"\" : \"disabled\"}\n >\n Undo\n </button>\n <button\n type=\"button\"\n data-action=\"restart\"\n class=\"lock-secondary lock-disabled inline-flex items-center justify-center rounded-full px-3 py-2.5 text-xs font-semibold transition sm:px-4 sm:py-3 sm:text-sm\"\n ${canRestart ? \"\" : \"disabled\"}\n >\n Restart\n </button>\n </div>\n </div>\n </section>\n `;\n }\n\n #handleClick = (event: Event) => {\n const target = (\n event.target as HTMLElement | null\n )?.closest<HTMLButtonElement>(\"button[data-action]\");\n if (!target || target.disabled) {\n return;\n }\n emit(this, `lockstep-${target.dataset.action}`);\n };\n}\n","export const text = (value: unknown) => String(value ?? \"\");\n\nexport const setText = (root: ParentNode, selector: string, value: unknown) => {\n const element = root.querySelector<HTMLElement>(selector);\n if (element) {\n element.textContent = text(value);\n }\n return element;\n};\n\nexport const setInputValue = (root: ParentNode, selector: string, value: unknown) => {\n const input = root.querySelector<HTMLInputElement>(selector);\n if (input && input.value !== text(value)) {\n input.value = text(value);\n }\n return input;\n};\n","import type { DialogState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: DialogState = {\n open: false,\n title: \"\",\n description: \"\",\n confirmLabel: \"Confirm\",\n cancelLabel: \"Cancel\",\n};\n\nexport class P2PLockstepConfirmDialogElement extends HTMLElement {\n #state: DialogState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: DialogState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { open } = this.#state;\n this.className = open ? \"fixed inset-0 z-50 block\" : \"hidden\";\n this.innerHTML = `\n <div data-overlay class=\"absolute inset-0 bg-[var(--lock-overlay)] backdrop-blur-sm\"></div>\n <div class=\"relative flex min-h-full items-end justify-center p-4 sm:items-center\">\n <section class=\"lock-panel w-full max-w-md rounded-[2rem] p-6\">\n <div class=\"space-y-3\">\n <p class=\"text-[0.72rem] uppercase tracking-[0.28em] text-[var(--lock-bronze-bright)]\">Action Required</p>\n <h3 data-title class=\"lock-title text-2xl font-semibold text-[var(--lock-paper)]\"></h3>\n <p data-description class=\"text-sm leading-6 text-[var(--lock-muted)]\"></p>\n </div>\n\n <div class=\"mt-6 grid gap-3 sm:grid-cols-2\">\n <button\n type=\"button\"\n data-action=\"confirm\"\n class=\"lock-primary inline-flex items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-confirm-label></span>\n </button>\n <button\n type=\"button\"\n data-action=\"cancel\"\n class=\"lock-secondary inline-flex items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-cancel-label></span>\n </button>\n </div>\n </section>\n </div>\n `;\n setText(this, \"[data-title]\", this.#state.title);\n setText(this, \"[data-description]\", this.#state.description);\n setText(this, \"[data-confirm-label]\", this.#state.confirmLabel);\n setText(this, \"[data-cancel-label]\", this.#state.cancelLabel);\n }\n\n #handleClick = (event: Event) => {\n const target = event.target as HTMLElement | null;\n if (!target) {\n return;\n }\n if (target.matches(\"[data-overlay]\") || target.closest(\"[data-action='cancel']\")) {\n emit(this, \"lockstep-dialog-cancel\");\n return;\n }\n if (target.closest(\"[data-action='confirm']\")) {\n emit(this, \"lockstep-dialog-confirm\");\n }\n };\n}\n","// can-promise has a crash in some versions of react native that dont have\n// standard global objects\n// https://github.com/soldair/node-qrcode/issues/157\n\nmodule.exports = function () {\n return typeof Promise === 'function' && Promise.prototype && Promise.prototype.then\n}\n","let toSJISFunction\nconst CODEWORDS_COUNT = [\n 0, // Not used\n 26, 44, 70, 100, 134, 172, 196, 242, 292, 346,\n 404, 466, 532, 581, 655, 733, 815, 901, 991, 1085,\n 1156, 1258, 1364, 1474, 1588, 1706, 1828, 1921, 2051, 2185,\n 2323, 2465, 2611, 2761, 2876, 3034, 3196, 3362, 3532, 3706\n]\n\n/**\n * Returns the QR Code size for the specified version\n *\n * @param {Number} version QR Code version\n * @return {Number} size of QR code\n */\nexports.getSymbolSize = function getSymbolSize (version) {\n if (!version) throw new Error('\"version\" cannot be null or undefined')\n if (version < 1 || version > 40) throw new Error('\"version\" should be in range from 1 to 40')\n return version * 4 + 17\n}\n\n/**\n * Returns the total number of codewords used to store data and EC information.\n *\n * @param {Number} version QR Code version\n * @return {Number} Data length in bits\n */\nexports.getSymbolTotalCodewords = function getSymbolTotalCodewords (version) {\n return CODEWORDS_COUNT[version]\n}\n\n/**\n * Encode data with Bose-Chaudhuri-Hocquenghem\n *\n * @param {Number} data Value to encode\n * @return {Number} Encoded value\n */\nexports.getBCHDigit = function (data) {\n let digit = 0\n\n while (data !== 0) {\n digit++\n data >>>= 1\n }\n\n return digit\n}\n\nexports.setToSJISFunction = function setToSJISFunction (f) {\n if (typeof f !== 'function') {\n throw new Error('\"toSJISFunc\" is not a valid function.')\n }\n\n toSJISFunction = f\n}\n\nexports.isKanjiModeEnabled = function () {\n return typeof toSJISFunction !== 'undefined'\n}\n\nexports.toSJIS = function toSJIS (kanji) {\n return toSJISFunction(kanji)\n}\n","exports.L = { bit: 1 }\nexports.M = { bit: 0 }\nexports.Q = { bit: 3 }\nexports.H = { bit: 2 }\n\nfunction fromString (string) {\n if (typeof string !== 'string') {\n throw new Error('Param is not a string')\n }\n\n const lcStr = string.toLowerCase()\n\n switch (lcStr) {\n case 'l':\n case 'low':\n return exports.L\n\n case 'm':\n case 'medium':\n return exports.M\n\n case 'q':\n case 'quartile':\n return exports.Q\n\n case 'h':\n case 'high':\n return exports.H\n\n default:\n throw new Error('Unknown EC Level: ' + string)\n }\n}\n\nexports.isValid = function isValid (level) {\n return level && typeof level.bit !== 'undefined' &&\n level.bit >= 0 && level.bit < 4\n}\n\nexports.from = function from (value, defaultValue) {\n if (exports.isValid(value)) {\n return value\n }\n\n try {\n return fromString(value)\n } catch (e) {\n return defaultValue\n }\n}\n","function BitBuffer () {\n this.buffer = []\n this.length = 0\n}\n\nBitBuffer.prototype = {\n\n get: function (index) {\n const bufIndex = Math.floor(index / 8)\n return ((this.buffer[bufIndex] >>> (7 - index % 8)) & 1) === 1\n },\n\n put: function (num, length) {\n for (let i = 0; i < length; i++) {\n this.putBit(((num >>> (length - i - 1)) & 1) === 1)\n }\n },\n\n getLengthInBits: function () {\n return this.length\n },\n\n putBit: function (bit) {\n const bufIndex = Math.floor(this.length / 8)\n if (this.buffer.length <= bufIndex) {\n this.buffer.push(0)\n }\n\n if (bit) {\n this.buffer[bufIndex] |= (0x80 >>> (this.length % 8))\n }\n\n this.length++\n }\n}\n\nmodule.exports = BitBuffer\n","/**\n * Helper class to handle QR Code symbol modules\n *\n * @param {Number} size Symbol size\n */\nfunction BitMatrix (size) {\n if (!size || size < 1) {\n throw new Error('BitMatrix size must be defined and greater than 0')\n }\n\n this.size = size\n this.data = new Uint8Array(size * size)\n this.reservedBit = new Uint8Array(size * size)\n}\n\n/**\n * Set bit value at specified location\n * If reserved flag is set, this bit will be ignored during masking process\n *\n * @param {Number} row\n * @param {Number} col\n * @param {Boolean} value\n * @param {Boolean} reserved\n */\nBitMatrix.prototype.set = function (row, col, value, reserved) {\n const index = row * this.size + col\n this.data[index] = value\n if (reserved) this.reservedBit[index] = true\n}\n\n/**\n * Returns bit value at specified location\n *\n * @param {Number} row\n * @param {Number} col\n * @return {Boolean}\n */\nBitMatrix.prototype.get = function (row, col) {\n return this.data[row * this.size + col]\n}\n\n/**\n * Applies xor operator at specified location\n * (used during masking process)\n *\n * @param {Number} row\n * @param {Number} col\n * @param {Boolean} value\n */\nBitMatrix.prototype.xor = function (row, col, value) {\n this.data[row * this.size + col] ^= value\n}\n\n/**\n * Check if bit at specified location is reserved\n *\n * @param {Number} row\n * @param {Number} col\n * @return {Boolean}\n */\nBitMatrix.prototype.isReserved = function (row, col) {\n return this.reservedBit[row * this.size + col]\n}\n\nmodule.exports = BitMatrix\n","/**\n * Alignment pattern are fixed reference pattern in defined positions\n * in a matrix symbology, which enables the decode software to re-synchronise\n * the coordinate mapping of the image modules in the event of moderate amounts\n * of distortion of the image.\n *\n * Alignment patterns are present only in QR Code symbols of version 2 or larger\n * and their number depends on the symbol version.\n */\n\nconst getSymbolSize = require('./utils').getSymbolSize\n\n/**\n * Calculate the row/column coordinates of the center module of each alignment pattern\n * for the specified QR Code version.\n *\n * The alignment patterns are positioned symmetrically on either side of the diagonal\n * running from the top left corner of the symbol to the bottom right corner.\n *\n * Since positions are simmetrical only half of the coordinates are returned.\n * Each item of the array will represent in turn the x and y coordinate.\n * @see {@link getPositions}\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinate\n */\nexports.getRowColCoords = function getRowColCoords (version) {\n if (version === 1) return []\n\n const posCount = Math.floor(version / 7) + 2\n const size = getSymbolSize(version)\n const intervals = size === 145 ? 26 : Math.ceil((size - 13) / (2 * posCount - 2)) * 2\n const positions = [size - 7] // Last coord is always (size - 7)\n\n for (let i = 1; i < posCount - 1; i++) {\n positions[i] = positions[i - 1] - intervals\n }\n\n positions.push(6) // First coord is always 6\n\n return positions.reverse()\n}\n\n/**\n * Returns an array containing the positions of each alignment pattern.\n * Each array's element represent the center point of the pattern as (x, y) coordinates\n *\n * Coordinates are calculated expanding the row/column coordinates returned by {@link getRowColCoords}\n * and filtering out the items that overlaps with finder pattern\n *\n * @example\n * For a Version 7 symbol {@link getRowColCoords} returns values 6, 22 and 38.\n * The alignment patterns, therefore, are to be centered on (row, column)\n * positions (6,22), (22,6), (22,22), (22,38), (38,22), (38,38).\n * Note that the coordinates (6,6), (6,38), (38,6) are occupied by finder patterns\n * and are not therefore used for alignment patterns.\n *\n * let pos = getPositions(7)\n * // [[6,22], [22,6], [22,22], [22,38], [38,22], [38,38]]\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinates\n */\nexports.getPositions = function getPositions (version) {\n const coords = []\n const pos = exports.getRowColCoords(version)\n const posLength = pos.length\n\n for (let i = 0; i < posLength; i++) {\n for (let j = 0; j < posLength; j++) {\n // Skip if position is occupied by finder patterns\n if ((i === 0 && j === 0) || // top-left\n (i === 0 && j === posLength - 1) || // bottom-left\n (i === posLength - 1 && j === 0)) { // top-right\n continue\n }\n\n coords.push([pos[i], pos[j]])\n }\n }\n\n return coords\n}\n","const getSymbolSize = require('./utils').getSymbolSize\nconst FINDER_PATTERN_SIZE = 7\n\n/**\n * Returns an array containing the positions of each finder pattern.\n * Each array's element represent the top-left point of the pattern as (x, y) coordinates\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinates\n */\nexports.getPositions = function getPositions (version) {\n const size = getSymbolSize(version)\n\n return [\n // top-left\n [0, 0],\n // top-right\n [size - FINDER_PATTERN_SIZE, 0],\n // bottom-left\n [0, size - FINDER_PATTERN_SIZE]\n ]\n}\n","/**\n * Data mask pattern reference\n * @type {Object}\n */\nexports.Patterns = {\n PATTERN000: 0,\n PATTERN001: 1,\n PATTERN010: 2,\n PATTERN011: 3,\n PATTERN100: 4,\n PATTERN101: 5,\n PATTERN110: 6,\n PATTERN111: 7\n}\n\n/**\n * Weighted penalty scores for the undesirable features\n * @type {Object}\n */\nconst PenaltyScores = {\n N1: 3,\n N2: 3,\n N3: 40,\n N4: 10\n}\n\n/**\n * Check if mask pattern value is valid\n *\n * @param {Number} mask Mask pattern\n * @return {Boolean} true if valid, false otherwise\n */\nexports.isValid = function isValid (mask) {\n return mask != null && mask !== '' && !isNaN(mask) && mask >= 0 && mask <= 7\n}\n\n/**\n * Returns mask pattern from a value.\n * If value is not valid, returns undefined\n *\n * @param {Number|String} value Mask pattern value\n * @return {Number} Valid mask pattern or undefined\n */\nexports.from = function from (value) {\n return exports.isValid(value) ? parseInt(value, 10) : undefined\n}\n\n/**\n* Find adjacent modules in row/column with the same color\n* and assign a penalty value.\n*\n* Points: N1 + i\n* i is the amount by which the number of adjacent modules of the same color exceeds 5\n*/\nexports.getPenaltyN1 = function getPenaltyN1 (data) {\n const size = data.size\n let points = 0\n let sameCountCol = 0\n let sameCountRow = 0\n let lastCol = null\n let lastRow = null\n\n for (let row = 0; row < size; row++) {\n sameCountCol = sameCountRow = 0\n lastCol = lastRow = null\n\n for (let col = 0; col < size; col++) {\n let module = data.get(row, col)\n if (module === lastCol) {\n sameCountCol++\n } else {\n if (sameCountCol >= 5) points += PenaltyScores.N1 + (sameCountCol - 5)\n lastCol = module\n sameCountCol = 1\n }\n\n module = data.get(col, row)\n if (module === lastRow) {\n sameCountRow++\n } else {\n if (sameCountRow >= 5) points += PenaltyScores.N1 + (sameCountRow - 5)\n lastRow = module\n sameCountRow = 1\n }\n }\n\n if (sameCountCol >= 5) points += PenaltyScores.N1 + (sameCountCol - 5)\n if (sameCountRow >= 5) points += PenaltyScores.N1 + (sameCountRow - 5)\n }\n\n return points\n}\n\n/**\n * Find 2x2 blocks with the same color and assign a penalty value\n *\n * Points: N2 * (m - 1) * (n - 1)\n */\nexports.getPenaltyN2 = function getPenaltyN2 (data) {\n const size = data.size\n let points = 0\n\n for (let row = 0; row < size - 1; row++) {\n for (let col = 0; col < size - 1; col++) {\n const last = data.get(row, col) +\n data.get(row, col + 1) +\n data.get(row + 1, col) +\n data.get(row + 1, col + 1)\n\n if (last === 4 || last === 0) points++\n }\n }\n\n return points * PenaltyScores.N2\n}\n\n/**\n * Find 1:1:3:1:1 ratio (dark:light:dark:light:dark) pattern in row/column,\n * preceded or followed by light area 4 modules wide\n *\n * Points: N3 * number of pattern found\n */\nexports.getPenaltyN3 = function getPenaltyN3 (data) {\n const size = data.size\n let points = 0\n let bitsCol = 0\n let bitsRow = 0\n\n for (let row = 0; row < size; row++) {\n bitsCol = bitsRow = 0\n for (let col = 0; col < size; col++) {\n bitsCol = ((bitsCol << 1) & 0x7FF) | data.get(row, col)\n if (col >= 10 && (bitsCol === 0x5D0 || bitsCol === 0x05D)) points++\n\n bitsRow = ((bitsRow << 1) & 0x7FF) | data.get(col, row)\n if (col >= 10 && (bitsRow === 0x5D0 || bitsRow === 0x05D)) points++\n }\n }\n\n return points * PenaltyScores.N3\n}\n\n/**\n * Calculate proportion of dark modules in entire symbol\n *\n * Points: N4 * k\n *\n * k is the rating of the deviation of the proportion of dark modules\n * in the symbol from 50% in steps of 5%\n */\nexports.getPenaltyN4 = function getPenaltyN4 (data) {\n let darkCount = 0\n const modulesCount = data.data.length\n\n for (let i = 0; i < modulesCount; i++) darkCount += data.data[i]\n\n const k = Math.abs(Math.ceil((darkCount * 100 / modulesCount) / 5) - 10)\n\n return k * PenaltyScores.N4\n}\n\n/**\n * Return mask value at given position\n *\n * @param {Number} maskPattern Pattern reference value\n * @param {Number} i Row\n * @param {Number} j Column\n * @return {Boolean} Mask value\n */\nfunction getMaskAt (maskPattern, i, j) {\n switch (maskPattern) {\n case exports.Patterns.PATTERN000: return (i + j) % 2 === 0\n case exports.Patterns.PATTERN001: return i % 2 === 0\n case exports.Patterns.PATTERN010: return j % 3 === 0\n case exports.Patterns.PATTERN011: return (i + j) % 3 === 0\n case exports.Patterns.PATTERN100: return (Math.floor(i / 2) + Math.floor(j / 3)) % 2 === 0\n case exports.Patterns.PATTERN101: return (i * j) % 2 + (i * j) % 3 === 0\n case exports.Patterns.PATTERN110: return ((i * j) % 2 + (i * j) % 3) % 2 === 0\n case exports.Patterns.PATTERN111: return ((i * j) % 3 + (i + j) % 2) % 2 === 0\n\n default: throw new Error('bad maskPattern:' + maskPattern)\n }\n}\n\n/**\n * Apply a mask pattern to a BitMatrix\n *\n * @param {Number} pattern Pattern reference number\n * @param {BitMatrix} data BitMatrix data\n */\nexports.applyMask = function applyMask (pattern, data) {\n const size = data.size\n\n for (let col = 0; col < size; col++) {\n for (let row = 0; row < size; row++) {\n if (data.isReserved(row, col)) continue\n data.xor(row, col, getMaskAt(pattern, row, col))\n }\n }\n}\n\n/**\n * Returns the best mask pattern for data\n *\n * @param {BitMatrix} data\n * @return {Number} Mask pattern reference number\n */\nexports.getBestMask = function getBestMask (data, setupFormatFunc) {\n const numPatterns = Object.keys(exports.Patterns).length\n let bestPattern = 0\n let lowerPenalty = Infinity\n\n for (let p = 0; p < numPatterns; p++) {\n setupFormatFunc(p)\n exports.applyMask(p, data)\n\n // Calculate penalty\n const penalty =\n exports.getPenaltyN1(data) +\n exports.getPenaltyN2(data) +\n exports.getPenaltyN3(data) +\n exports.getPenaltyN4(data)\n\n // Undo previously applied mask\n exports.applyMask(p, data)\n\n if (penalty < lowerPenalty) {\n lowerPenalty = penalty\n bestPattern = p\n }\n }\n\n return bestPattern\n}\n","const ECLevel = require('./error-correction-level')\r\n\r\nconst EC_BLOCKS_TABLE = [\r\n// L M Q H\r\n 1, 1, 1, 1,\r\n 1, 1, 1, 1,\r\n 1, 1, 2, 2,\r\n 1, 2, 2, 4,\r\n 1, 2, 4, 4,\r\n 2, 4, 4, 4,\r\n 2, 4, 6, 5,\r\n 2, 4, 6, 6,\r\n 2, 5, 8, 8,\r\n 4, 5, 8, 8,\r\n 4, 5, 8, 11,\r\n 4, 8, 10, 11,\r\n 4, 9, 12, 16,\r\n 4, 9, 16, 16,\r\n 6, 10, 12, 18,\r\n 6, 10, 17, 16,\r\n 6, 11, 16, 19,\r\n 6, 13, 18, 21,\r\n 7, 14, 21, 25,\r\n 8, 16, 20, 25,\r\n 8, 17, 23, 25,\r\n 9, 17, 23, 34,\r\n 9, 18, 25, 30,\r\n 10, 20, 27, 32,\r\n 12, 21, 29, 35,\r\n 12, 23, 34, 37,\r\n 12, 25, 34, 40,\r\n 13, 26, 35, 42,\r\n 14, 28, 38, 45,\r\n 15, 29, 40, 48,\r\n 16, 31, 43, 51,\r\n 17, 33, 45, 54,\r\n 18, 35, 48, 57,\r\n 19, 37, 51, 60,\r\n 19, 38, 53, 63,\r\n 20, 40, 56, 66,\r\n 21, 43, 59, 70,\r\n 22, 45, 62, 74,\r\n 24, 47, 65, 77,\r\n 25, 49, 68, 81\r\n]\r\n\r\nconst EC_CODEWORDS_TABLE = [\r\n// L M Q H\r\n 7, 10, 13, 17,\r\n 10, 16, 22, 28,\r\n 15, 26, 36, 44,\r\n 20, 36, 52, 64,\r\n 26, 48, 72, 88,\r\n 36, 64, 96, 112,\r\n 40, 72, 108, 130,\r\n 48, 88, 132, 156,\r\n 60, 110, 160, 192,\r\n 72, 130, 192, 224,\r\n 80, 150, 224, 264,\r\n 96, 176, 260, 308,\r\n 104, 198, 288, 352,\r\n 120, 216, 320, 384,\r\n 132, 240, 360, 432,\r\n 144, 280, 408, 480,\r\n 168, 308, 448, 532,\r\n 180, 338, 504, 588,\r\n 196, 364, 546, 650,\r\n 224, 416, 600, 700,\r\n 224, 442, 644, 750,\r\n 252, 476, 690, 816,\r\n 270, 504, 750, 900,\r\n 300, 560, 810, 960,\r\n 312, 588, 870, 1050,\r\n 336, 644, 952, 1110,\r\n 360, 700, 1020, 1200,\r\n 390, 728, 1050, 1260,\r\n 420, 784, 1140, 1350,\r\n 450, 812, 1200, 1440,\r\n 480, 868, 1290, 1530,\r\n 510, 924, 1350, 1620,\r\n 540, 980, 1440, 1710,\r\n 570, 1036, 1530, 1800,\r\n 570, 1064, 1590, 1890,\r\n 600, 1120, 1680, 1980,\r\n 630, 1204, 1770, 2100,\r\n 660, 1260, 1860, 2220,\r\n 720, 1316, 1950, 2310,\r\n 750, 1372, 2040, 2430\r\n]\r\n\r\n/**\r\n * Returns the number of error correction block that the QR Code should contain\r\n * for the specified version and error correction level.\r\n *\r\n * @param {Number} version QR Code version\r\n * @param {Number} errorCorrectionLevel Error correction level\r\n * @return {Number} Number of error correction blocks\r\n */\r\nexports.getBlocksCount = function getBlocksCount (version, errorCorrectionLevel) {\r\n switch (errorCorrectionLevel) {\r\n case ECLevel.L:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 0]\r\n case ECLevel.M:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 1]\r\n case ECLevel.Q:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 2]\r\n case ECLevel.H:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 3]\r\n default:\r\n return undefined\r\n }\r\n}\r\n\r\n/**\r\n * Returns the number of error correction codewords to use for the specified\r\n * version and error correction level.\r\n *\r\n * @param {Number} version QR Code version\r\n * @param {Number} errorCorrectionLevel Error correction level\r\n * @return {Number} Number of error correction codewords\r\n */\r\nexports.getTotalCodewordsCount = function getTotalCodewordsCount (version, errorCorrectionLevel) {\r\n switch (errorCorrectionLevel) {\r\n case ECLevel.L:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 0]\r\n case ECLevel.M:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 1]\r\n case ECLevel.Q:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 2]\r\n case ECLevel.H:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 3]\r\n default:\r\n return undefined\r\n }\r\n}\r\n","const EXP_TABLE = new Uint8Array(512)\nconst LOG_TABLE = new Uint8Array(256)\n/**\n * Precompute the log and anti-log tables for faster computation later\n *\n * For each possible value in the galois field 2^8, we will pre-compute\n * the logarithm and anti-logarithm (exponential) of this value\n *\n * ref {@link https://en.wikiversity.org/wiki/Reed%E2%80%93Solomon_codes_for_coders#Introduction_to_mathematical_fields}\n */\n;(function initTables () {\n let x = 1\n for (let i = 0; i < 255; i++) {\n EXP_TABLE[i] = x\n LOG_TABLE[x] = i\n\n x <<= 1 // multiply by 2\n\n // The QR code specification says to use byte-wise modulo 100011101 arithmetic.\n // This means that when a number is 256 or larger, it should be XORed with 0x11D.\n if (x & 0x100) { // similar to x >= 256, but a lot faster (because 0x100 == 256)\n x ^= 0x11D\n }\n }\n\n // Optimization: double the size of the anti-log table so that we don't need to mod 255 to\n // stay inside the bounds (because we will mainly use this table for the multiplication of\n // two GF numbers, no more).\n // @see {@link mul}\n for (let i = 255; i < 512; i++) {\n EXP_TABLE[i] = EXP_TABLE[i - 255]\n }\n}())\n\n/**\n * Returns log value of n inside Galois Field\n *\n * @param {Number} n\n * @return {Number}\n */\nexports.log = function log (n) {\n if (n < 1) throw new Error('log(' + n + ')')\n return LOG_TABLE[n]\n}\n\n/**\n * Returns anti-log value of n inside Galois Field\n *\n * @param {Number} n\n * @return {Number}\n */\nexports.exp = function exp (n) {\n return EXP_TABLE[n]\n}\n\n/**\n * Multiplies two number inside Galois Field\n *\n * @param {Number} x\n * @param {Number} y\n * @return {Number}\n */\nexports.mul = function mul (x, y) {\n if (x === 0 || y === 0) return 0\n\n // should be EXP_TABLE[(LOG_TABLE[x] + LOG_TABLE[y]) % 255] if EXP_TABLE wasn't oversized\n // @see {@link initTables}\n return EXP_TABLE[LOG_TABLE[x] + LOG_TABLE[y]]\n}\n","const GF = require('./galois-field')\n\n/**\n * Multiplies two polynomials inside Galois Field\n *\n * @param {Uint8Array} p1 Polynomial\n * @param {Uint8Array} p2 Polynomial\n * @return {Uint8Array} Product of p1 and p2\n */\nexports.mul = function mul (p1, p2) {\n const coeff = new Uint8Array(p1.length + p2.length - 1)\n\n for (let i = 0; i < p1.length; i++) {\n for (let j = 0; j < p2.length; j++) {\n coeff[i + j] ^= GF.mul(p1[i], p2[j])\n }\n }\n\n return coeff\n}\n\n/**\n * Calculate the remainder of polynomials division\n *\n * @param {Uint8Array} divident Polynomial\n * @param {Uint8Array} divisor Polynomial\n * @return {Uint8Array} Remainder\n */\nexports.mod = function mod (divident, divisor) {\n let result = new Uint8Array(divident)\n\n while ((result.length - divisor.length) >= 0) {\n const coeff = result[0]\n\n for (let i = 0; i < divisor.length; i++) {\n result[i] ^= GF.mul(divisor[i], coeff)\n }\n\n // remove all zeros from buffer head\n let offset = 0\n while (offset < result.length && result[offset] === 0) offset++\n result = result.slice(offset)\n }\n\n return result\n}\n\n/**\n * Generate an irreducible generator polynomial of specified degree\n * (used by Reed-Solomon encoder)\n *\n * @param {Number} degree Degree of the generator polynomial\n * @return {Uint8Array} Buffer containing polynomial coefficients\n */\nexports.generateECPolynomial = function generateECPolynomial (degree) {\n let poly = new Uint8Array([1])\n for (let i = 0; i < degree; i++) {\n poly = exports.mul(poly, new Uint8Array([1, GF.exp(i)]))\n }\n\n return poly\n}\n","const Polynomial = require('./polynomial')\n\nfunction ReedSolomonEncoder (degree) {\n this.genPoly = undefined\n this.degree = degree\n\n if (this.degree) this.initialize(this.degree)\n}\n\n/**\n * Initialize the encoder.\n * The input param should correspond to the number of error correction codewords.\n *\n * @param {Number} degree\n */\nReedSolomonEncoder.prototype.initialize = function initialize (degree) {\n // create an irreducible generator polynomial\n this.degree = degree\n this.genPoly = Polynomial.generateECPolynomial(this.degree)\n}\n\n/**\n * Encodes a chunk of data\n *\n * @param {Uint8Array} data Buffer containing input data\n * @return {Uint8Array} Buffer containing encoded data\n */\nReedSolomonEncoder.prototype.encode = function encode (data) {\n if (!this.genPoly) {\n throw new Error('Encoder not initialized')\n }\n\n // Calculate EC for this data block\n // extends data size to data+genPoly size\n const paddedData = new Uint8Array(data.length + this.degree)\n paddedData.set(data)\n\n // The error correction codewords are the remainder after dividing the data codewords\n // by a generator polynomial\n const remainder = Polynomial.mod(paddedData, this.genPoly)\n\n // return EC data blocks (last n byte, where n is the degree of genPoly)\n // If coefficients number in remainder are less than genPoly degree,\n // pad with 0s to the left to reach the needed number of coefficients\n const start = this.degree - remainder.length\n if (start > 0) {\n const buff = new Uint8Array(this.degree)\n buff.set(remainder, start)\n\n return buff\n }\n\n return remainder\n}\n\nmodule.exports = ReedSolomonEncoder\n","/**\n * Check if QR Code version is valid\n *\n * @param {Number} version QR Code version\n * @return {Boolean} true if valid version, false otherwise\n */\nexports.isValid = function isValid (version) {\n return !isNaN(version) && version >= 1 && version <= 40\n}\n","const numeric = '[0-9]+'\nconst alphanumeric = '[A-Z $%*+\\\\-./:]+'\nlet kanji = '(?:[u3000-u303F]|[u3040-u309F]|[u30A0-u30FF]|' +\n '[uFF00-uFFEF]|[u4E00-u9FAF]|[u2605-u2606]|[u2190-u2195]|u203B|' +\n '[u2010u2015u2018u2019u2025u2026u201Cu201Du2225u2260]|' +\n '[u0391-u0451]|[u00A7u00A8u00B1u00B4u00D7u00F7])+'\nkanji = kanji.replace(/u/g, '\\\\u')\n\nconst byte = '(?:(?![A-Z0-9 $%*+\\\\-./:]|' + kanji + ')(?:.|[\\r\\n]))+'\n\nexports.KANJI = new RegExp(kanji, 'g')\nexports.BYTE_KANJI = new RegExp('[^A-Z0-9 $%*+\\\\-./:]+', 'g')\nexports.BYTE = new RegExp(byte, 'g')\nexports.NUMERIC = new RegExp(numeric, 'g')\nexports.ALPHANUMERIC = new RegExp(alphanumeric, 'g')\n\nconst TEST_KANJI = new RegExp('^' + kanji + '$')\nconst TEST_NUMERIC = new RegExp('^' + numeric + '$')\nconst TEST_ALPHANUMERIC = new RegExp('^[A-Z0-9 $%*+\\\\-./:]+$')\n\nexports.testKanji = function testKanji (str) {\n return TEST_KANJI.test(str)\n}\n\nexports.testNumeric = function testNumeric (str) {\n return TEST_NUMERIC.test(str)\n}\n\nexports.testAlphanumeric = function testAlphanumeric (str) {\n return TEST_ALPHANUMERIC.test(str)\n}\n","const VersionCheck = require('./version-check')\nconst Regex = require('./regex')\n\n/**\n * Numeric mode encodes data from the decimal digit set (0 - 9)\n * (byte values 30HEX to 39HEX).\n * Normally, 3 data characters are represented by 10 bits.\n *\n * @type {Object}\n */\nexports.NUMERIC = {\n id: 'Numeric',\n bit: 1 << 0,\n ccBits: [10, 12, 14]\n}\n\n/**\n * Alphanumeric mode encodes data from a set of 45 characters,\n * i.e. 10 numeric digits (0 - 9),\n * 26 alphabetic characters (A - Z),\n * and 9 symbols (SP, $, %, *, +, -, ., /, :).\n * Normally, two input characters are represented by 11 bits.\n *\n * @type {Object}\n */\nexports.ALPHANUMERIC = {\n id: 'Alphanumeric',\n bit: 1 << 1,\n ccBits: [9, 11, 13]\n}\n\n/**\n * In byte mode, data is encoded at 8 bits per character.\n *\n * @type {Object}\n */\nexports.BYTE = {\n id: 'Byte',\n bit: 1 << 2,\n ccBits: [8, 16, 16]\n}\n\n/**\n * The Kanji mode efficiently encodes Kanji characters in accordance with\n * the Shift JIS system based on JIS X 0208.\n * The Shift JIS values are shifted from the JIS X 0208 values.\n * JIS X 0208 gives details of the shift coded representation.\n * Each two-byte character value is compacted to a 13-bit binary codeword.\n *\n * @type {Object}\n */\nexports.KANJI = {\n id: 'Kanji',\n bit: 1 << 3,\n ccBits: [8, 10, 12]\n}\n\n/**\n * Mixed mode will contain a sequences of data in a combination of any of\n * the modes described above\n *\n * @type {Object}\n */\nexports.MIXED = {\n bit: -1\n}\n\n/**\n * Returns the number of bits needed to store the data length\n * according to QR Code specifications.\n *\n * @param {Mode} mode Data mode\n * @param {Number} version QR Code version\n * @return {Number} Number of bits\n */\nexports.getCharCountIndicator = function getCharCountIndicator (mode, version) {\n if (!mode.ccBits) throw new Error('Invalid mode: ' + mode)\n\n if (!VersionCheck.isValid(version)) {\n throw new Error('Invalid version: ' + version)\n }\n\n if (version >= 1 && version < 10) return mode.ccBits[0]\n else if (version < 27) return mode.ccBits[1]\n return mode.ccBits[2]\n}\n\n/**\n * Returns the most efficient mode to store the specified data\n *\n * @param {String} dataStr Input data string\n * @return {Mode} Best mode\n */\nexports.getBestModeForData = function getBestModeForData (dataStr) {\n if (Regex.testNumeric(dataStr)) return exports.NUMERIC\n else if (Regex.testAlphanumeric(dataStr)) return exports.ALPHANUMERIC\n else if (Regex.testKanji(dataStr)) return exports.KANJI\n else return exports.BYTE\n}\n\n/**\n * Return mode name as string\n *\n * @param {Mode} mode Mode object\n * @returns {String} Mode name\n */\nexports.toString = function toString (mode) {\n if (mode && mode.id) return mode.id\n throw new Error('Invalid mode')\n}\n\n/**\n * Check if input param is a valid mode object\n *\n * @param {Mode} mode Mode object\n * @returns {Boolean} True if valid mode, false otherwise\n */\nexports.isValid = function isValid (mode) {\n return mode && mode.bit && mode.ccBits\n}\n\n/**\n * Get mode object from its name\n *\n * @param {String} string Mode name\n * @returns {Mode} Mode object\n */\nfunction fromString (string) {\n if (typeof string !== 'string') {\n throw new Error('Param is not a string')\n }\n\n const lcStr = string.toLowerCase()\n\n switch (lcStr) {\n case 'numeric':\n return exports.NUMERIC\n case 'alphanumeric':\n return exports.ALPHANUMERIC\n case 'kanji':\n return exports.KANJI\n case 'byte':\n return exports.BYTE\n default:\n throw new Error('Unknown mode: ' + string)\n }\n}\n\n/**\n * Returns mode from a value.\n * If value is not a valid mode, returns defaultValue\n *\n * @param {Mode|String} value Encoding mode\n * @param {Mode} defaultValue Fallback value\n * @return {Mode} Encoding mode\n */\nexports.from = function from (value, defaultValue) {\n if (exports.isValid(value)) {\n return value\n }\n\n try {\n return fromString(value)\n } catch (e) {\n return defaultValue\n }\n}\n","const Utils = require('./utils')\nconst ECCode = require('./error-correction-code')\nconst ECLevel = require('./error-correction-level')\nconst Mode = require('./mode')\nconst VersionCheck = require('./version-check')\n\n// Generator polynomial used to encode version information\nconst G18 = (1 << 12) | (1 << 11) | (1 << 10) | (1 << 9) | (1 << 8) | (1 << 5) | (1 << 2) | (1 << 0)\nconst G18_BCH = Utils.getBCHDigit(G18)\n\nfunction getBestVersionForDataLength (mode, length, errorCorrectionLevel) {\n for (let currentVersion = 1; currentVersion <= 40; currentVersion++) {\n if (length <= exports.getCapacity(currentVersion, errorCorrectionLevel, mode)) {\n return currentVersion\n }\n }\n\n return undefined\n}\n\nfunction getReservedBitsCount (mode, version) {\n // Character count indicator + mode indicator bits\n return Mode.getCharCountIndicator(mode, version) + 4\n}\n\nfunction getTotalBitsFromDataArray (segments, version) {\n let totalBits = 0\n\n segments.forEach(function (data) {\n const reservedBits = getReservedBitsCount(data.mode, version)\n totalBits += reservedBits + data.getBitsLength()\n })\n\n return totalBits\n}\n\nfunction getBestVersionForMixedData (segments, errorCorrectionLevel) {\n for (let currentVersion = 1; currentVersion <= 40; currentVersion++) {\n const length = getTotalBitsFromDataArray(segments, currentVersion)\n if (length <= exports.getCapacity(currentVersion, errorCorrectionLevel, Mode.MIXED)) {\n return currentVersion\n }\n }\n\n return undefined\n}\n\n/**\n * Returns version number from a value.\n * If value is not a valid version, returns defaultValue\n *\n * @param {Number|String} value QR Code version\n * @param {Number} defaultValue Fallback value\n * @return {Number} QR Code version number\n */\nexports.from = function from (value, defaultValue) {\n if (VersionCheck.isValid(value)) {\n return parseInt(value, 10)\n }\n\n return defaultValue\n}\n\n/**\n * Returns how much data can be stored with the specified QR code version\n * and error correction level\n *\n * @param {Number} version QR Code version (1-40)\n * @param {Number} errorCorrectionLevel Error correction level\n * @param {Mode} mode Data mode\n * @return {Number} Quantity of storable data\n */\nexports.getCapacity = function getCapacity (version, errorCorrectionLevel, mode) {\n if (!VersionCheck.isValid(version)) {\n throw new Error('Invalid QR Code version')\n }\n\n // Use Byte mode as default\n if (typeof mode === 'undefined') mode = Mode.BYTE\n\n // Total codewords for this QR code version (Data + Error correction)\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n\n // Total number of error correction codewords\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n\n // Total number of data codewords\n const dataTotalCodewordsBits = (totalCodewords - ecTotalCodewords) * 8\n\n if (mode === Mode.MIXED) return dataTotalCodewordsBits\n\n const usableBits = dataTotalCodewordsBits - getReservedBitsCount(mode, version)\n\n // Return max number of storable codewords\n switch (mode) {\n case Mode.NUMERIC:\n return Math.floor((usableBits / 10) * 3)\n\n case Mode.ALPHANUMERIC:\n return Math.floor((usableBits / 11) * 2)\n\n case Mode.KANJI:\n return Math.floor(usableBits / 13)\n\n case Mode.BYTE:\n default:\n return Math.floor(usableBits / 8)\n }\n}\n\n/**\n * Returns the minimum version needed to contain the amount of data\n *\n * @param {Segment} data Segment of data\n * @param {Number} [errorCorrectionLevel=H] Error correction level\n * @param {Mode} mode Data mode\n * @return {Number} QR Code version\n */\nexports.getBestVersionForData = function getBestVersionForData (data, errorCorrectionLevel) {\n let seg\n\n const ecl = ECLevel.from(errorCorrectionLevel, ECLevel.M)\n\n if (Array.isArray(data)) {\n if (data.length > 1) {\n return getBestVersionForMixedData(data, ecl)\n }\n\n if (data.length === 0) {\n return 1\n }\n\n seg = data[0]\n } else {\n seg = data\n }\n\n return getBestVersionForDataLength(seg.mode, seg.getLength(), ecl)\n}\n\n/**\n * Returns version information with relative error correction bits\n *\n * The version information is included in QR Code symbols of version 7 or larger.\n * It consists of an 18-bit sequence containing 6 data bits,\n * with 12 error correction bits calculated using the (18, 6) Golay code.\n *\n * @param {Number} version QR Code version\n * @return {Number} Encoded version info bits\n */\nexports.getEncodedBits = function getEncodedBits (version) {\n if (!VersionCheck.isValid(version) || version < 7) {\n throw new Error('Invalid QR Code version')\n }\n\n let d = version << 12\n\n while (Utils.getBCHDigit(d) - G18_BCH >= 0) {\n d ^= (G18 << (Utils.getBCHDigit(d) - G18_BCH))\n }\n\n return (version << 12) | d\n}\n","const Utils = require('./utils')\n\nconst G15 = (1 << 10) | (1 << 8) | (1 << 5) | (1 << 4) | (1 << 2) | (1 << 1) | (1 << 0)\nconst G15_MASK = (1 << 14) | (1 << 12) | (1 << 10) | (1 << 4) | (1 << 1)\nconst G15_BCH = Utils.getBCHDigit(G15)\n\n/**\n * Returns format information with relative error correction bits\n *\n * The format information is a 15-bit sequence containing 5 data bits,\n * with 10 error correction bits calculated using the (15, 5) BCH code.\n *\n * @param {Number} errorCorrectionLevel Error correction level\n * @param {Number} mask Mask pattern\n * @return {Number} Encoded format information bits\n */\nexports.getEncodedBits = function getEncodedBits (errorCorrectionLevel, mask) {\n const data = ((errorCorrectionLevel.bit << 3) | mask)\n let d = data << 10\n\n while (Utils.getBCHDigit(d) - G15_BCH >= 0) {\n d ^= (G15 << (Utils.getBCHDigit(d) - G15_BCH))\n }\n\n // xor final data with mask pattern in order to ensure that\n // no combination of Error Correction Level and data mask pattern\n // will result in an all-zero data string\n return ((data << 10) | d) ^ G15_MASK\n}\n","const Mode = require('./mode')\n\nfunction NumericData (data) {\n this.mode = Mode.NUMERIC\n this.data = data.toString()\n}\n\nNumericData.getBitsLength = function getBitsLength (length) {\n return 10 * Math.floor(length / 3) + ((length % 3) ? ((length % 3) * 3 + 1) : 0)\n}\n\nNumericData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nNumericData.prototype.getBitsLength = function getBitsLength () {\n return NumericData.getBitsLength(this.data.length)\n}\n\nNumericData.prototype.write = function write (bitBuffer) {\n let i, group, value\n\n // The input data string is divided into groups of three digits,\n // and each group is converted to its 10-bit binary equivalent.\n for (i = 0; i + 3 <= this.data.length; i += 3) {\n group = this.data.substr(i, 3)\n value = parseInt(group, 10)\n\n bitBuffer.put(value, 10)\n }\n\n // If the number of input digits is not an exact multiple of three,\n // the final one or two digits are converted to 4 or 7 bits respectively.\n const remainingNum = this.data.length - i\n if (remainingNum > 0) {\n group = this.data.substr(i)\n value = parseInt(group, 10)\n\n bitBuffer.put(value, remainingNum * 3 + 1)\n }\n}\n\nmodule.exports = NumericData\n","const Mode = require('./mode')\n\n/**\n * Array of characters available in alphanumeric mode\n *\n * As per QR Code specification, to each character\n * is assigned a value from 0 to 44 which in this case coincides\n * with the array index\n *\n * @type {Array}\n */\nconst ALPHA_NUM_CHARS = [\n '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',\n 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',\n 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',\n ' ', '$', '%', '*', '+', '-', '.', '/', ':'\n]\n\nfunction AlphanumericData (data) {\n this.mode = Mode.ALPHANUMERIC\n this.data = data\n}\n\nAlphanumericData.getBitsLength = function getBitsLength (length) {\n return 11 * Math.floor(length / 2) + 6 * (length % 2)\n}\n\nAlphanumericData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nAlphanumericData.prototype.getBitsLength = function getBitsLength () {\n return AlphanumericData.getBitsLength(this.data.length)\n}\n\nAlphanumericData.prototype.write = function write (bitBuffer) {\n let i\n\n // Input data characters are divided into groups of two characters\n // and encoded as 11-bit binary codes.\n for (i = 0; i + 2 <= this.data.length; i += 2) {\n // The character value of the first character is multiplied by 45\n let value = ALPHA_NUM_CHARS.indexOf(this.data[i]) * 45\n\n // The character value of the second digit is added to the product\n value += ALPHA_NUM_CHARS.indexOf(this.data[i + 1])\n\n // The sum is then stored as 11-bit binary number\n bitBuffer.put(value, 11)\n }\n\n // If the number of input data characters is not a multiple of two,\n // the character value of the final character is encoded as a 6-bit binary number.\n if (this.data.length % 2) {\n bitBuffer.put(ALPHA_NUM_CHARS.indexOf(this.data[i]), 6)\n }\n}\n\nmodule.exports = AlphanumericData\n","const Mode = require('./mode')\n\nfunction ByteData (data) {\n this.mode = Mode.BYTE\n if (typeof (data) === 'string') {\n this.data = new TextEncoder().encode(data)\n } else {\n this.data = new Uint8Array(data)\n }\n}\n\nByteData.getBitsLength = function getBitsLength (length) {\n return length * 8\n}\n\nByteData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nByteData.prototype.getBitsLength = function getBitsLength () {\n return ByteData.getBitsLength(this.data.length)\n}\n\nByteData.prototype.write = function (bitBuffer) {\n for (let i = 0, l = this.data.length; i < l; i++) {\n bitBuffer.put(this.data[i], 8)\n }\n}\n\nmodule.exports = ByteData\n","const Mode = require('./mode')\nconst Utils = require('./utils')\n\nfunction KanjiData (data) {\n this.mode = Mode.KANJI\n this.data = data\n}\n\nKanjiData.getBitsLength = function getBitsLength (length) {\n return length * 13\n}\n\nKanjiData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nKanjiData.prototype.getBitsLength = function getBitsLength () {\n return KanjiData.getBitsLength(this.data.length)\n}\n\nKanjiData.prototype.write = function (bitBuffer) {\n let i\n\n // In the Shift JIS system, Kanji characters are represented by a two byte combination.\n // These byte values are shifted from the JIS X 0208 values.\n // JIS X 0208 gives details of the shift coded representation.\n for (i = 0; i < this.data.length; i++) {\n let value = Utils.toSJIS(this.data[i])\n\n // For characters with Shift JIS values from 0x8140 to 0x9FFC:\n if (value >= 0x8140 && value <= 0x9FFC) {\n // Subtract 0x8140 from Shift JIS value\n value -= 0x8140\n\n // For characters with Shift JIS values from 0xE040 to 0xEBBF\n } else if (value >= 0xE040 && value <= 0xEBBF) {\n // Subtract 0xC140 from Shift JIS value\n value -= 0xC140\n } else {\n throw new Error(\n 'Invalid SJIS character: ' + this.data[i] + '\\n' +\n 'Make sure your charset is UTF-8')\n }\n\n // Multiply most significant byte of result by 0xC0\n // and add least significant byte to product\n value = (((value >>> 8) & 0xff) * 0xC0) + (value & 0xff)\n\n // Convert result to a 13-bit binary string\n bitBuffer.put(value, 13)\n }\n}\n\nmodule.exports = KanjiData\n","'use strict';\n\n/******************************************************************************\n * Created 2008-08-19.\n *\n * Dijkstra path-finding functions. Adapted from the Dijkstar Python project.\n *\n * Copyright (C) 2008\n * Wyatt Baldwin <self@wyattbaldwin.com>\n * All rights reserved\n *\n * Licensed under the MIT license.\n *\n * http://www.opensource.org/licenses/mit-license.php\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n *****************************************************************************/\nvar dijkstra = {\n single_source_shortest_paths: function(graph, s, d) {\n // Predecessor map for each node that has been encountered.\n // node ID => predecessor node ID\n var predecessors = {};\n\n // Costs of shortest paths from s to all nodes encountered.\n // node ID => cost\n var costs = {};\n costs[s] = 0;\n\n // Costs of shortest paths from s to all nodes encountered; differs from\n // `costs` in that it provides easy access to the node that currently has\n // the known shortest path from s.\n // XXX: Do we actually need both `costs` and `open`?\n var open = dijkstra.PriorityQueue.make();\n open.push(s, 0);\n\n var closest,\n u, v,\n cost_of_s_to_u,\n adjacent_nodes,\n cost_of_e,\n cost_of_s_to_u_plus_cost_of_e,\n cost_of_s_to_v,\n first_visit;\n while (!open.empty()) {\n // In the nodes remaining in graph that have a known cost from s,\n // find the node, u, that currently has the shortest path from s.\n closest = open.pop();\n u = closest.value;\n cost_of_s_to_u = closest.cost;\n\n // Get nodes adjacent to u...\n adjacent_nodes = graph[u] || {};\n\n // ...and explore the edges that connect u to those nodes, updating\n // the cost of the shortest paths to any or all of those nodes as\n // necessary. v is the node across the current edge from u.\n for (v in adjacent_nodes) {\n if (adjacent_nodes.hasOwnProperty(v)) {\n // Get the cost of the edge running from u to v.\n cost_of_e = adjacent_nodes[v];\n\n // Cost of s to u plus the cost of u to v across e--this is *a*\n // cost from s to v that may or may not be less than the current\n // known cost to v.\n cost_of_s_to_u_plus_cost_of_e = cost_of_s_to_u + cost_of_e;\n\n // If we haven't visited v yet OR if the current known cost from s to\n // v is greater than the new cost we just found (cost of s to u plus\n // cost of u to v across e), update v's cost in the cost list and\n // update v's predecessor in the predecessor list (it's now u).\n cost_of_s_to_v = costs[v];\n first_visit = (typeof costs[v] === 'undefined');\n if (first_visit || cost_of_s_to_v > cost_of_s_to_u_plus_cost_of_e) {\n costs[v] = cost_of_s_to_u_plus_cost_of_e;\n open.push(v, cost_of_s_to_u_plus_cost_of_e);\n predecessors[v] = u;\n }\n }\n }\n }\n\n if (typeof d !== 'undefined' && typeof costs[d] === 'undefined') {\n var msg = ['Could not find a path from ', s, ' to ', d, '.'].join('');\n throw new Error(msg);\n }\n\n return predecessors;\n },\n\n extract_shortest_path_from_predecessor_list: function(predecessors, d) {\n var nodes = [];\n var u = d;\n var predecessor;\n while (u) {\n nodes.push(u);\n predecessor = predecessors[u];\n u = predecessors[u];\n }\n nodes.reverse();\n return nodes;\n },\n\n find_path: function(graph, s, d) {\n var predecessors = dijkstra.single_source_shortest_paths(graph, s, d);\n return dijkstra.extract_shortest_path_from_predecessor_list(\n predecessors, d);\n },\n\n /**\n * A very naive priority queue implementation.\n */\n PriorityQueue: {\n make: function (opts) {\n var T = dijkstra.PriorityQueue,\n t = {},\n key;\n opts = opts || {};\n for (key in T) {\n if (T.hasOwnProperty(key)) {\n t[key] = T[key];\n }\n }\n t.queue = [];\n t.sorter = opts.sorter || T.default_sorter;\n return t;\n },\n\n default_sorter: function (a, b) {\n return a.cost - b.cost;\n },\n\n /**\n * Add a new item to the queue and ensure the highest priority element\n * is at the front of the queue.\n */\n push: function (value, cost) {\n var item = {value: value, cost: cost};\n this.queue.push(item);\n this.queue.sort(this.sorter);\n },\n\n /**\n * Return the highest priority element in the queue.\n */\n pop: function () {\n return this.queue.shift();\n },\n\n empty: function () {\n return this.queue.length === 0;\n }\n }\n};\n\n\n// node.js module exports\nif (typeof module !== 'undefined') {\n module.exports = dijkstra;\n}\n","const Mode = require('./mode')\nconst NumericData = require('./numeric-data')\nconst AlphanumericData = require('./alphanumeric-data')\nconst ByteData = require('./byte-data')\nconst KanjiData = require('./kanji-data')\nconst Regex = require('./regex')\nconst Utils = require('./utils')\nconst dijkstra = require('dijkstrajs')\n\n/**\n * Returns UTF8 byte length\n *\n * @param {String} str Input string\n * @return {Number} Number of byte\n */\nfunction getStringByteLength (str) {\n return unescape(encodeURIComponent(str)).length\n}\n\n/**\n * Get a list of segments of the specified mode\n * from a string\n *\n * @param {Mode} mode Segment mode\n * @param {String} str String to process\n * @return {Array} Array of object with segments data\n */\nfunction getSegments (regex, mode, str) {\n const segments = []\n let result\n\n while ((result = regex.exec(str)) !== null) {\n segments.push({\n data: result[0],\n index: result.index,\n mode: mode,\n length: result[0].length\n })\n }\n\n return segments\n}\n\n/**\n * Extracts a series of segments with the appropriate\n * modes from a string\n *\n * @param {String} dataStr Input string\n * @return {Array} Array of object with segments data\n */\nfunction getSegmentsFromString (dataStr) {\n const numSegs = getSegments(Regex.NUMERIC, Mode.NUMERIC, dataStr)\n const alphaNumSegs = getSegments(Regex.ALPHANUMERIC, Mode.ALPHANUMERIC, dataStr)\n let byteSegs\n let kanjiSegs\n\n if (Utils.isKanjiModeEnabled()) {\n byteSegs = getSegments(Regex.BYTE, Mode.BYTE, dataStr)\n kanjiSegs = getSegments(Regex.KANJI, Mode.KANJI, dataStr)\n } else {\n byteSegs = getSegments(Regex.BYTE_KANJI, Mode.BYTE, dataStr)\n kanjiSegs = []\n }\n\n const segs = numSegs.concat(alphaNumSegs, byteSegs, kanjiSegs)\n\n return segs\n .sort(function (s1, s2) {\n return s1.index - s2.index\n })\n .map(function (obj) {\n return {\n data: obj.data,\n mode: obj.mode,\n length: obj.length\n }\n })\n}\n\n/**\n * Returns how many bits are needed to encode a string of\n * specified length with the specified mode\n *\n * @param {Number} length String length\n * @param {Mode} mode Segment mode\n * @return {Number} Bit length\n */\nfunction getSegmentBitsLength (length, mode) {\n switch (mode) {\n case Mode.NUMERIC:\n return NumericData.getBitsLength(length)\n case Mode.ALPHANUMERIC:\n return AlphanumericData.getBitsLength(length)\n case Mode.KANJI:\n return KanjiData.getBitsLength(length)\n case Mode.BYTE:\n return ByteData.getBitsLength(length)\n }\n}\n\n/**\n * Merges adjacent segments which have the same mode\n *\n * @param {Array} segs Array of object with segments data\n * @return {Array} Array of object with segments data\n */\nfunction mergeSegments (segs) {\n return segs.reduce(function (acc, curr) {\n const prevSeg = acc.length - 1 >= 0 ? acc[acc.length - 1] : null\n if (prevSeg && prevSeg.mode === curr.mode) {\n acc[acc.length - 1].data += curr.data\n return acc\n }\n\n acc.push(curr)\n return acc\n }, [])\n}\n\n/**\n * Generates a list of all possible nodes combination which\n * will be used to build a segments graph.\n *\n * Nodes are divided by groups. Each group will contain a list of all the modes\n * in which is possible to encode the given text.\n *\n * For example the text '12345' can be encoded as Numeric, Alphanumeric or Byte.\n * The group for '12345' will contain then 3 objects, one for each\n * possible encoding mode.\n *\n * Each node represents a possible segment.\n *\n * @param {Array} segs Array of object with segments data\n * @return {Array} Array of object with segments data\n */\nfunction buildNodes (segs) {\n const nodes = []\n for (let i = 0; i < segs.length; i++) {\n const seg = segs[i]\n\n switch (seg.mode) {\n case Mode.NUMERIC:\n nodes.push([seg,\n { data: seg.data, mode: Mode.ALPHANUMERIC, length: seg.length },\n { data: seg.data, mode: Mode.BYTE, length: seg.length }\n ])\n break\n case Mode.ALPHANUMERIC:\n nodes.push([seg,\n { data: seg.data, mode: Mode.BYTE, length: seg.length }\n ])\n break\n case Mode.KANJI:\n nodes.push([seg,\n { data: seg.data, mode: Mode.BYTE, length: getStringByteLength(seg.data) }\n ])\n break\n case Mode.BYTE:\n nodes.push([\n { data: seg.data, mode: Mode.BYTE, length: getStringByteLength(seg.data) }\n ])\n }\n }\n\n return nodes\n}\n\n/**\n * Builds a graph from a list of nodes.\n * All segments in each node group will be connected with all the segments of\n * the next group and so on.\n *\n * At each connection will be assigned a weight depending on the\n * segment's byte length.\n *\n * @param {Array} nodes Array of object with segments data\n * @param {Number} version QR Code version\n * @return {Object} Graph of all possible segments\n */\nfunction buildGraph (nodes, version) {\n const table = {}\n const graph = { start: {} }\n let prevNodeIds = ['start']\n\n for (let i = 0; i < nodes.length; i++) {\n const nodeGroup = nodes[i]\n const currentNodeIds = []\n\n for (let j = 0; j < nodeGroup.length; j++) {\n const node = nodeGroup[j]\n const key = '' + i + j\n\n currentNodeIds.push(key)\n table[key] = { node: node, lastCount: 0 }\n graph[key] = {}\n\n for (let n = 0; n < prevNodeIds.length; n++) {\n const prevNodeId = prevNodeIds[n]\n\n if (table[prevNodeId] && table[prevNodeId].node.mode === node.mode) {\n graph[prevNodeId][key] =\n getSegmentBitsLength(table[prevNodeId].lastCount + node.length, node.mode) -\n getSegmentBitsLength(table[prevNodeId].lastCount, node.mode)\n\n table[prevNodeId].lastCount += node.length\n } else {\n if (table[prevNodeId]) table[prevNodeId].lastCount = node.length\n\n graph[prevNodeId][key] = getSegmentBitsLength(node.length, node.mode) +\n 4 + Mode.getCharCountIndicator(node.mode, version) // switch cost\n }\n }\n }\n\n prevNodeIds = currentNodeIds\n }\n\n for (let n = 0; n < prevNodeIds.length; n++) {\n graph[prevNodeIds[n]].end = 0\n }\n\n return { map: graph, table: table }\n}\n\n/**\n * Builds a segment from a specified data and mode.\n * If a mode is not specified, the more suitable will be used.\n *\n * @param {String} data Input data\n * @param {Mode | String} modesHint Data mode\n * @return {Segment} Segment\n */\nfunction buildSingleSegment (data, modesHint) {\n let mode\n const bestMode = Mode.getBestModeForData(data)\n\n mode = Mode.from(modesHint, bestMode)\n\n // Make sure data can be encoded\n if (mode !== Mode.BYTE && mode.bit < bestMode.bit) {\n throw new Error('\"' + data + '\"' +\n ' cannot be encoded with mode ' + Mode.toString(mode) +\n '.\\n Suggested mode is: ' + Mode.toString(bestMode))\n }\n\n // Use Mode.BYTE if Kanji support is disabled\n if (mode === Mode.KANJI && !Utils.isKanjiModeEnabled()) {\n mode = Mode.BYTE\n }\n\n switch (mode) {\n case Mode.NUMERIC:\n return new NumericData(data)\n\n case Mode.ALPHANUMERIC:\n return new AlphanumericData(data)\n\n case Mode.KANJI:\n return new KanjiData(data)\n\n case Mode.BYTE:\n return new ByteData(data)\n }\n}\n\n/**\n * Builds a list of segments from an array.\n * Array can contain Strings or Objects with segment's info.\n *\n * For each item which is a string, will be generated a segment with the given\n * string and the more appropriate encoding mode.\n *\n * For each item which is an object, will be generated a segment with the given\n * data and mode.\n * Objects must contain at least the property \"data\".\n * If property \"mode\" is not present, the more suitable mode will be used.\n *\n * @param {Array} array Array of objects with segments data\n * @return {Array} Array of Segments\n */\nexports.fromArray = function fromArray (array) {\n return array.reduce(function (acc, seg) {\n if (typeof seg === 'string') {\n acc.push(buildSingleSegment(seg, null))\n } else if (seg.data) {\n acc.push(buildSingleSegment(seg.data, seg.mode))\n }\n\n return acc\n }, [])\n}\n\n/**\n * Builds an optimized sequence of segments from a string,\n * which will produce the shortest possible bitstream.\n *\n * @param {String} data Input string\n * @param {Number} version QR Code version\n * @return {Array} Array of segments\n */\nexports.fromString = function fromString (data, version) {\n const segs = getSegmentsFromString(data, Utils.isKanjiModeEnabled())\n\n const nodes = buildNodes(segs)\n const graph = buildGraph(nodes, version)\n const path = dijkstra.find_path(graph.map, 'start', 'end')\n\n const optimizedSegs = []\n for (let i = 1; i < path.length - 1; i++) {\n optimizedSegs.push(graph.table[path[i]].node)\n }\n\n return exports.fromArray(mergeSegments(optimizedSegs))\n}\n\n/**\n * Splits a string in various segments with the modes which\n * best represent their content.\n * The produced segments are far from being optimized.\n * The output of this function is only used to estimate a QR Code version\n * which may contain the data.\n *\n * @param {string} data Input string\n * @return {Array} Array of segments\n */\nexports.rawSplit = function rawSplit (data) {\n return exports.fromArray(\n getSegmentsFromString(data, Utils.isKanjiModeEnabled())\n )\n}\n","const Utils = require('./utils')\nconst ECLevel = require('./error-correction-level')\nconst BitBuffer = require('./bit-buffer')\nconst BitMatrix = require('./bit-matrix')\nconst AlignmentPattern = require('./alignment-pattern')\nconst FinderPattern = require('./finder-pattern')\nconst MaskPattern = require('./mask-pattern')\nconst ECCode = require('./error-correction-code')\nconst ReedSolomonEncoder = require('./reed-solomon-encoder')\nconst Version = require('./version')\nconst FormatInfo = require('./format-info')\nconst Mode = require('./mode')\nconst Segments = require('./segments')\n\n/**\n * QRCode for JavaScript\n *\n * modified by Ryan Day for nodejs support\n * Copyright (c) 2011 Ryan Day\n *\n * Licensed under the MIT license:\n * http://www.opensource.org/licenses/mit-license.php\n *\n//---------------------------------------------------------------------\n// QRCode for JavaScript\n//\n// Copyright (c) 2009 Kazuhiko Arase\n//\n// URL: http://www.d-project.com/\n//\n// Licensed under the MIT license:\n// http://www.opensource.org/licenses/mit-license.php\n//\n// The word \"QR Code\" is registered trademark of\n// DENSO WAVE INCORPORATED\n// http://www.denso-wave.com/qrcode/faqpatent-e.html\n//\n//---------------------------------------------------------------------\n*/\n\n/**\n * Add finder patterns bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupFinderPattern (matrix, version) {\n const size = matrix.size\n const pos = FinderPattern.getPositions(version)\n\n for (let i = 0; i < pos.length; i++) {\n const row = pos[i][0]\n const col = pos[i][1]\n\n for (let r = -1; r <= 7; r++) {\n if (row + r <= -1 || size <= row + r) continue\n\n for (let c = -1; c <= 7; c++) {\n if (col + c <= -1 || size <= col + c) continue\n\n if ((r >= 0 && r <= 6 && (c === 0 || c === 6)) ||\n (c >= 0 && c <= 6 && (r === 0 || r === 6)) ||\n (r >= 2 && r <= 4 && c >= 2 && c <= 4)) {\n matrix.set(row + r, col + c, true, true)\n } else {\n matrix.set(row + r, col + c, false, true)\n }\n }\n }\n }\n}\n\n/**\n * Add timing pattern bits to matrix\n *\n * Note: this function must be called before {@link setupAlignmentPattern}\n *\n * @param {BitMatrix} matrix Modules matrix\n */\nfunction setupTimingPattern (matrix) {\n const size = matrix.size\n\n for (let r = 8; r < size - 8; r++) {\n const value = r % 2 === 0\n matrix.set(r, 6, value, true)\n matrix.set(6, r, value, true)\n }\n}\n\n/**\n * Add alignment patterns bits to matrix\n *\n * Note: this function must be called after {@link setupTimingPattern}\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupAlignmentPattern (matrix, version) {\n const pos = AlignmentPattern.getPositions(version)\n\n for (let i = 0; i < pos.length; i++) {\n const row = pos[i][0]\n const col = pos[i][1]\n\n for (let r = -2; r <= 2; r++) {\n for (let c = -2; c <= 2; c++) {\n if (r === -2 || r === 2 || c === -2 || c === 2 ||\n (r === 0 && c === 0)) {\n matrix.set(row + r, col + c, true, true)\n } else {\n matrix.set(row + r, col + c, false, true)\n }\n }\n }\n }\n}\n\n/**\n * Add version info bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupVersionInfo (matrix, version) {\n const size = matrix.size\n const bits = Version.getEncodedBits(version)\n let row, col, mod\n\n for (let i = 0; i < 18; i++) {\n row = Math.floor(i / 3)\n col = i % 3 + size - 8 - 3\n mod = ((bits >> i) & 1) === 1\n\n matrix.set(row, col, mod, true)\n matrix.set(col, row, mod, true)\n }\n}\n\n/**\n * Add format info bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @param {Number} maskPattern Mask pattern reference value\n */\nfunction setupFormatInfo (matrix, errorCorrectionLevel, maskPattern) {\n const size = matrix.size\n const bits = FormatInfo.getEncodedBits(errorCorrectionLevel, maskPattern)\n let i, mod\n\n for (i = 0; i < 15; i++) {\n mod = ((bits >> i) & 1) === 1\n\n // vertical\n if (i < 6) {\n matrix.set(i, 8, mod, true)\n } else if (i < 8) {\n matrix.set(i + 1, 8, mod, true)\n } else {\n matrix.set(size - 15 + i, 8, mod, true)\n }\n\n // horizontal\n if (i < 8) {\n matrix.set(8, size - i - 1, mod, true)\n } else if (i < 9) {\n matrix.set(8, 15 - i - 1 + 1, mod, true)\n } else {\n matrix.set(8, 15 - i - 1, mod, true)\n }\n }\n\n // fixed module\n matrix.set(size - 8, 8, 1, true)\n}\n\n/**\n * Add encoded data bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Uint8Array} data Data codewords\n */\nfunction setupData (matrix, data) {\n const size = matrix.size\n let inc = -1\n let row = size - 1\n let bitIndex = 7\n let byteIndex = 0\n\n for (let col = size - 1; col > 0; col -= 2) {\n if (col === 6) col--\n\n while (true) {\n for (let c = 0; c < 2; c++) {\n if (!matrix.isReserved(row, col - c)) {\n let dark = false\n\n if (byteIndex < data.length) {\n dark = (((data[byteIndex] >>> bitIndex) & 1) === 1)\n }\n\n matrix.set(row, col - c, dark)\n bitIndex--\n\n if (bitIndex === -1) {\n byteIndex++\n bitIndex = 7\n }\n }\n }\n\n row += inc\n\n if (row < 0 || size <= row) {\n row -= inc\n inc = -inc\n break\n }\n }\n }\n}\n\n/**\n * Create encoded codewords from data input\n *\n * @param {Number} version QR Code version\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @param {ByteData} data Data input\n * @return {Uint8Array} Buffer containing encoded codewords\n */\nfunction createData (version, errorCorrectionLevel, segments) {\n // Prepare data buffer\n const buffer = new BitBuffer()\n\n segments.forEach(function (data) {\n // prefix data with mode indicator (4 bits)\n buffer.put(data.mode.bit, 4)\n\n // Prefix data with character count indicator.\n // The character count indicator is a string of bits that represents the\n // number of characters that are being encoded.\n // The character count indicator must be placed after the mode indicator\n // and must be a certain number of bits long, depending on the QR version\n // and data mode\n // @see {@link Mode.getCharCountIndicator}.\n buffer.put(data.getLength(), Mode.getCharCountIndicator(data.mode, version))\n\n // add binary data sequence to buffer\n data.write(buffer)\n })\n\n // Calculate required number of bits\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n const dataTotalCodewordsBits = (totalCodewords - ecTotalCodewords) * 8\n\n // Add a terminator.\n // If the bit string is shorter than the total number of required bits,\n // a terminator of up to four 0s must be added to the right side of the string.\n // If the bit string is more than four bits shorter than the required number of bits,\n // add four 0s to the end.\n if (buffer.getLengthInBits() + 4 <= dataTotalCodewordsBits) {\n buffer.put(0, 4)\n }\n\n // If the bit string is fewer than four bits shorter, add only the number of 0s that\n // are needed to reach the required number of bits.\n\n // After adding the terminator, if the number of bits in the string is not a multiple of 8,\n // pad the string on the right with 0s to make the string's length a multiple of 8.\n while (buffer.getLengthInBits() % 8 !== 0) {\n buffer.putBit(0)\n }\n\n // Add pad bytes if the string is still shorter than the total number of required bits.\n // Extend the buffer to fill the data capacity of the symbol corresponding to\n // the Version and Error Correction Level by adding the Pad Codewords 11101100 (0xEC)\n // and 00010001 (0x11) alternately.\n const remainingByte = (dataTotalCodewordsBits - buffer.getLengthInBits()) / 8\n for (let i = 0; i < remainingByte; i++) {\n buffer.put(i % 2 ? 0x11 : 0xEC, 8)\n }\n\n return createCodewords(buffer, version, errorCorrectionLevel)\n}\n\n/**\n * Encode input data with Reed-Solomon and return codewords with\n * relative error correction bits\n *\n * @param {BitBuffer} bitBuffer Data to encode\n * @param {Number} version QR Code version\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @return {Uint8Array} Buffer containing encoded codewords\n */\nfunction createCodewords (bitBuffer, version, errorCorrectionLevel) {\n // Total codewords for this QR code version (Data + Error correction)\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n\n // Total number of error correction codewords\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n\n // Total number of data codewords\n const dataTotalCodewords = totalCodewords - ecTotalCodewords\n\n // Total number of blocks\n const ecTotalBlocks = ECCode.getBlocksCount(version, errorCorrectionLevel)\n\n // Calculate how many blocks each group should contain\n const blocksInGroup2 = totalCodewords % ecTotalBlocks\n const blocksInGroup1 = ecTotalBlocks - blocksInGroup2\n\n const totalCodewordsInGroup1 = Math.floor(totalCodewords / ecTotalBlocks)\n\n const dataCodewordsInGroup1 = Math.floor(dataTotalCodewords / ecTotalBlocks)\n const dataCodewordsInGroup2 = dataCodewordsInGroup1 + 1\n\n // Number of EC codewords is the same for both groups\n const ecCount = totalCodewordsInGroup1 - dataCodewordsInGroup1\n\n // Initialize a Reed-Solomon encoder with a generator polynomial of degree ecCount\n const rs = new ReedSolomonEncoder(ecCount)\n\n let offset = 0\n const dcData = new Array(ecTotalBlocks)\n const ecData = new Array(ecTotalBlocks)\n let maxDataSize = 0\n const buffer = new Uint8Array(bitBuffer.buffer)\n\n // Divide the buffer into the required number of blocks\n for (let b = 0; b < ecTotalBlocks; b++) {\n const dataSize = b < blocksInGroup1 ? dataCodewordsInGroup1 : dataCodewordsInGroup2\n\n // extract a block of data from buffer\n dcData[b] = buffer.slice(offset, offset + dataSize)\n\n // Calculate EC codewords for this data block\n ecData[b] = rs.encode(dcData[b])\n\n offset += dataSize\n maxDataSize = Math.max(maxDataSize, dataSize)\n }\n\n // Create final data\n // Interleave the data and error correction codewords from each block\n const data = new Uint8Array(totalCodewords)\n let index = 0\n let i, r\n\n // Add data codewords\n for (i = 0; i < maxDataSize; i++) {\n for (r = 0; r < ecTotalBlocks; r++) {\n if (i < dcData[r].length) {\n data[index++] = dcData[r][i]\n }\n }\n }\n\n // Apped EC codewords\n for (i = 0; i < ecCount; i++) {\n for (r = 0; r < ecTotalBlocks; r++) {\n data[index++] = ecData[r][i]\n }\n }\n\n return data\n}\n\n/**\n * Build QR Code symbol\n *\n * @param {String} data Input string\n * @param {Number} version QR Code version\n * @param {ErrorCorretionLevel} errorCorrectionLevel Error level\n * @param {MaskPattern} maskPattern Mask pattern\n * @return {Object} Object containing symbol data\n */\nfunction createSymbol (data, version, errorCorrectionLevel, maskPattern) {\n let segments\n\n if (Array.isArray(data)) {\n segments = Segments.fromArray(data)\n } else if (typeof data === 'string') {\n let estimatedVersion = version\n\n if (!estimatedVersion) {\n const rawSegments = Segments.rawSplit(data)\n\n // Estimate best version that can contain raw splitted segments\n estimatedVersion = Version.getBestVersionForData(rawSegments, errorCorrectionLevel)\n }\n\n // Build optimized segments\n // If estimated version is undefined, try with the highest version\n segments = Segments.fromString(data, estimatedVersion || 40)\n } else {\n throw new Error('Invalid data')\n }\n\n // Get the min version that can contain data\n const bestVersion = Version.getBestVersionForData(segments, errorCorrectionLevel)\n\n // If no version is found, data cannot be stored\n if (!bestVersion) {\n throw new Error('The amount of data is too big to be stored in a QR Code')\n }\n\n // If not specified, use min version as default\n if (!version) {\n version = bestVersion\n\n // Check if the specified version can contain the data\n } else if (version < bestVersion) {\n throw new Error('\\n' +\n 'The chosen QR Code version cannot contain this amount of data.\\n' +\n 'Minimum version required to store current data is: ' + bestVersion + '.\\n'\n )\n }\n\n const dataBits = createData(version, errorCorrectionLevel, segments)\n\n // Allocate matrix buffer\n const moduleCount = Utils.getSymbolSize(version)\n const modules = new BitMatrix(moduleCount)\n\n // Add function modules\n setupFinderPattern(modules, version)\n setupTimingPattern(modules)\n setupAlignmentPattern(modules, version)\n\n // Add temporary dummy bits for format info just to set them as reserved.\n // This is needed to prevent these bits from being masked by {@link MaskPattern.applyMask}\n // since the masking operation must be performed only on the encoding region.\n // These blocks will be replaced with correct values later in code.\n setupFormatInfo(modules, errorCorrectionLevel, 0)\n\n if (version >= 7) {\n setupVersionInfo(modules, version)\n }\n\n // Add data codewords\n setupData(modules, dataBits)\n\n if (isNaN(maskPattern)) {\n // Find best mask pattern\n maskPattern = MaskPattern.getBestMask(modules,\n setupFormatInfo.bind(null, modules, errorCorrectionLevel))\n }\n\n // Apply mask pattern\n MaskPattern.applyMask(maskPattern, modules)\n\n // Replace format info bits with correct values\n setupFormatInfo(modules, errorCorrectionLevel, maskPattern)\n\n return {\n modules: modules,\n version: version,\n errorCorrectionLevel: errorCorrectionLevel,\n maskPattern: maskPattern,\n segments: segments\n }\n}\n\n/**\n * QR Code\n *\n * @param {String | Array} data Input data\n * @param {Object} options Optional configurations\n * @param {Number} options.version QR Code version\n * @param {String} options.errorCorrectionLevel Error correction level\n * @param {Function} options.toSJISFunc Helper func to convert utf8 to sjis\n */\nexports.create = function create (data, options) {\n if (typeof data === 'undefined' || data === '') {\n throw new Error('No input text')\n }\n\n let errorCorrectionLevel = ECLevel.M\n let version\n let mask\n\n if (typeof options !== 'undefined') {\n // Use higher error correction level as default\n errorCorrectionLevel = ECLevel.from(options.errorCorrectionLevel, ECLevel.M)\n version = Version.from(options.version)\n mask = MaskPattern.from(options.maskPattern)\n\n if (options.toSJISFunc) {\n Utils.setToSJISFunction(options.toSJISFunc)\n }\n }\n\n return createSymbol(data, version, errorCorrectionLevel, mask)\n}\n","function hex2rgba (hex) {\n if (typeof hex === 'number') {\n hex = hex.toString()\n }\n\n if (typeof hex !== 'string') {\n throw new Error('Color should be defined as hex string')\n }\n\n let hexCode = hex.slice().replace('#', '').split('')\n if (hexCode.length < 3 || hexCode.length === 5 || hexCode.length > 8) {\n throw new Error('Invalid hex color: ' + hex)\n }\n\n // Convert from short to long form (fff -> ffffff)\n if (hexCode.length === 3 || hexCode.length === 4) {\n hexCode = Array.prototype.concat.apply([], hexCode.map(function (c) {\n return [c, c]\n }))\n }\n\n // Add default alpha value\n if (hexCode.length === 6) hexCode.push('F', 'F')\n\n const hexValue = parseInt(hexCode.join(''), 16)\n\n return {\n r: (hexValue >> 24) & 255,\n g: (hexValue >> 16) & 255,\n b: (hexValue >> 8) & 255,\n a: hexValue & 255,\n hex: '#' + hexCode.slice(0, 6).join('')\n }\n}\n\nexports.getOptions = function getOptions (options) {\n if (!options) options = {}\n if (!options.color) options.color = {}\n\n const margin = typeof options.margin === 'undefined' ||\n options.margin === null ||\n options.margin < 0\n ? 4\n : options.margin\n\n const width = options.width && options.width >= 21 ? options.width : undefined\n const scale = options.scale || 4\n\n return {\n width: width,\n scale: width ? 4 : scale,\n margin: margin,\n color: {\n dark: hex2rgba(options.color.dark || '#000000ff'),\n light: hex2rgba(options.color.light || '#ffffffff')\n },\n type: options.type,\n rendererOpts: options.rendererOpts || {}\n }\n}\n\nexports.getScale = function getScale (qrSize, opts) {\n return opts.width && opts.width >= qrSize + opts.margin * 2\n ? opts.width / (qrSize + opts.margin * 2)\n : opts.scale\n}\n\nexports.getImageWidth = function getImageWidth (qrSize, opts) {\n const scale = exports.getScale(qrSize, opts)\n return Math.floor((qrSize + opts.margin * 2) * scale)\n}\n\nexports.qrToImageData = function qrToImageData (imgData, qr, opts) {\n const size = qr.modules.size\n const data = qr.modules.data\n const scale = exports.getScale(size, opts)\n const symbolSize = Math.floor((size + opts.margin * 2) * scale)\n const scaledMargin = opts.margin * scale\n const palette = [opts.color.light, opts.color.dark]\n\n for (let i = 0; i < symbolSize; i++) {\n for (let j = 0; j < symbolSize; j++) {\n let posDst = (i * symbolSize + j) * 4\n let pxColor = opts.color.light\n\n if (i >= scaledMargin && j >= scaledMargin &&\n i < symbolSize - scaledMargin && j < symbolSize - scaledMargin) {\n const iSrc = Math.floor((i - scaledMargin) / scale)\n const jSrc = Math.floor((j - scaledMargin) / scale)\n pxColor = palette[data[iSrc * size + jSrc] ? 1 : 0]\n }\n\n imgData[posDst++] = pxColor.r\n imgData[posDst++] = pxColor.g\n imgData[posDst++] = pxColor.b\n imgData[posDst] = pxColor.a\n }\n }\n}\n","const Utils = require('./utils')\n\nfunction clearCanvas (ctx, canvas, size) {\n ctx.clearRect(0, 0, canvas.width, canvas.height)\n\n if (!canvas.style) canvas.style = {}\n canvas.height = size\n canvas.width = size\n canvas.style.height = size + 'px'\n canvas.style.width = size + 'px'\n}\n\nfunction getCanvasElement () {\n try {\n return document.createElement('canvas')\n } catch (e) {\n throw new Error('You need to specify a canvas element')\n }\n}\n\nexports.render = function render (qrData, canvas, options) {\n let opts = options\n let canvasEl = canvas\n\n if (typeof opts === 'undefined' && (!canvas || !canvas.getContext)) {\n opts = canvas\n canvas = undefined\n }\n\n if (!canvas) {\n canvasEl = getCanvasElement()\n }\n\n opts = Utils.getOptions(opts)\n const size = Utils.getImageWidth(qrData.modules.size, opts)\n\n const ctx = canvasEl.getContext('2d')\n const image = ctx.createImageData(size, size)\n Utils.qrToImageData(image.data, qrData, opts)\n\n clearCanvas(ctx, canvasEl, size)\n ctx.putImageData(image, 0, 0)\n\n return canvasEl\n}\n\nexports.renderToDataURL = function renderToDataURL (qrData, canvas, options) {\n let opts = options\n\n if (typeof opts === 'undefined' && (!canvas || !canvas.getContext)) {\n opts = canvas\n canvas = undefined\n }\n\n if (!opts) opts = {}\n\n const canvasEl = exports.render(qrData, canvas, opts)\n\n const type = opts.type || 'image/png'\n const rendererOpts = opts.rendererOpts || {}\n\n return canvasEl.toDataURL(type, rendererOpts.quality)\n}\n","const Utils = require('./utils')\n\nfunction getColorAttrib (color, attrib) {\n const alpha = color.a / 255\n const str = attrib + '=\"' + color.hex + '\"'\n\n return alpha < 1\n ? str + ' ' + attrib + '-opacity=\"' + alpha.toFixed(2).slice(1) + '\"'\n : str\n}\n\nfunction svgCmd (cmd, x, y) {\n let str = cmd + x\n if (typeof y !== 'undefined') str += ' ' + y\n\n return str\n}\n\nfunction qrToPath (data, size, margin) {\n let path = ''\n let moveBy = 0\n let newRow = false\n let lineLength = 0\n\n for (let i = 0; i < data.length; i++) {\n const col = Math.floor(i % size)\n const row = Math.floor(i / size)\n\n if (!col && !newRow) newRow = true\n\n if (data[i]) {\n lineLength++\n\n if (!(i > 0 && col > 0 && data[i - 1])) {\n path += newRow\n ? svgCmd('M', col + margin, 0.5 + row + margin)\n : svgCmd('m', moveBy, 0)\n\n moveBy = 0\n newRow = false\n }\n\n if (!(col + 1 < size && data[i + 1])) {\n path += svgCmd('h', lineLength)\n lineLength = 0\n }\n } else {\n moveBy++\n }\n }\n\n return path\n}\n\nexports.render = function render (qrData, options, cb) {\n const opts = Utils.getOptions(options)\n const size = qrData.modules.size\n const data = qrData.modules.data\n const qrcodesize = size + opts.margin * 2\n\n const bg = !opts.color.light.a\n ? ''\n : '<path ' + getColorAttrib(opts.color.light, 'fill') +\n ' d=\"M0 0h' + qrcodesize + 'v' + qrcodesize + 'H0z\"/>'\n\n const path =\n '<path ' + getColorAttrib(opts.color.dark, 'stroke') +\n ' d=\"' + qrToPath(data, size, opts.margin) + '\"/>'\n\n const viewBox = 'viewBox=\"' + '0 0 ' + qrcodesize + ' ' + qrcodesize + '\"'\n\n const width = !opts.width ? '' : 'width=\"' + opts.width + '\" height=\"' + opts.width + '\" '\n\n const svgTag = '<svg xmlns=\"http://www.w3.org/2000/svg\" ' + width + viewBox + ' shape-rendering=\"crispEdges\">' + bg + path + '</svg>\\n'\n\n if (typeof cb === 'function') {\n cb(null, svgTag)\n }\n\n return svgTag\n}\n","\nconst canPromise = require('./can-promise')\n\nconst QRCode = require('./core/qrcode')\nconst CanvasRenderer = require('./renderer/canvas')\nconst SvgRenderer = require('./renderer/svg-tag.js')\n\nfunction renderCanvas (renderFunc, canvas, text, opts, cb) {\n const args = [].slice.call(arguments, 1)\n const argsNum = args.length\n const isLastArgCb = typeof args[argsNum - 1] === 'function'\n\n if (!isLastArgCb && !canPromise()) {\n throw new Error('Callback required as last argument')\n }\n\n if (isLastArgCb) {\n if (argsNum < 2) {\n throw new Error('Too few arguments provided')\n }\n\n if (argsNum === 2) {\n cb = text\n text = canvas\n canvas = opts = undefined\n } else if (argsNum === 3) {\n if (canvas.getContext && typeof cb === 'undefined') {\n cb = opts\n opts = undefined\n } else {\n cb = opts\n opts = text\n text = canvas\n canvas = undefined\n }\n }\n } else {\n if (argsNum < 1) {\n throw new Error('Too few arguments provided')\n }\n\n if (argsNum === 1) {\n text = canvas\n canvas = opts = undefined\n } else if (argsNum === 2 && !canvas.getContext) {\n opts = text\n text = canvas\n canvas = undefined\n }\n\n return new Promise(function (resolve, reject) {\n try {\n const data = QRCode.create(text, opts)\n resolve(renderFunc(data, canvas, opts))\n } catch (e) {\n reject(e)\n }\n })\n }\n\n try {\n const data = QRCode.create(text, opts)\n cb(null, renderFunc(data, canvas, opts))\n } catch (e) {\n cb(e)\n }\n}\n\nexports.create = QRCode.create\nexports.toCanvas = renderCanvas.bind(null, CanvasRenderer.render)\nexports.toDataURL = renderCanvas.bind(null, CanvasRenderer.renderToDataURL)\n\n// only svg for now.\nexports.toString = renderCanvas.bind(null, function (data, _, opts) {\n return SvgRenderer.render(data, opts)\n})\n","import QRCode from \"qrcode\";\nimport type { SharePanelState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: SharePanelState = {\n peerId: \"\",\n signalUrl: \"\",\n shareUrl: \"\",\n};\n\nexport class P2PLockstepSharePanelElement extends HTMLElement {\n #state: SharePanelState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: SharePanelState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n async render() {\n const { shareUrl } = this.#state;\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel flex h-full flex-col justify-between gap-3 rounded-[1.4rem] p-3.5 sm:gap-4 sm:rounded-[2rem] sm:p-5\">\n <div class=\"flex items-center justify-between gap-3\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.18em] text-[var(--lock-dim)] sm:text-[0.7rem]\">Share</p>\n <span data-share-state class=\"lock-card rounded-full border border-[var(--lock-border)] px-2.5 py-0.5 text-[0.65rem] uppercase tracking-[0.12em] text-[var(--lock-muted)] sm:px-3 sm:py-1 sm:text-xs\"></span>\n </div>\n\n <div class=\"flex flex-1 items-center justify-center\">\n <div class=\"rounded-[1.1rem] border border-[var(--lock-border)] bg-white p-2.5 shadow-sm sm:rounded-[1.7rem] sm:p-4\">\n <canvas class=\"h-40 w-40 rounded-xl bg-white sm:h-52 sm:w-52 sm:rounded-2xl\"></canvas>\n </div>\n </div>\n\n <button\n type=\"button\"\n data-action=\"copy-share\"\n class=\"lock-primary lock-disabled inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition sm:py-4\"\n ${shareUrl ? \"\" : \"disabled\"}\n >\n Share\n </button>\n </section>\n `;\n\n setText(this, \"[data-share-state]\", shareUrl ? \"ready\" : \"waiting\");\n\n const canvas = this.querySelector(\"canvas\");\n if (!canvas) {\n return;\n }\n\n const ctx = canvas.getContext(\"2d\");\n if (!shareUrl) {\n ctx?.clearRect(0, 0, canvas.width, canvas.height);\n return;\n }\n\n try {\n await QRCode.toCanvas(canvas, shareUrl, {\n width: 208,\n margin: 1,\n color: {\n dark: \"#1f1f1d\",\n light: \"#ffffff\",\n },\n });\n } catch {\n ctx?.clearRect(0, 0, canvas.width, canvas.height);\n }\n }\n\n #handleClick = (event: Event) => {\n const target = event.target as HTMLElement | null;\n if (!target?.closest(\"[data-action='copy-share']\")) {\n return;\n }\n emit(this, \"lockstep-copy-share\", { value: this.#state.shareUrl });\n };\n}\n","import type { StatusPanelState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: StatusPanelState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n peerId: \"\",\n remotePeerId: \"\",\n connected: false,\n connectionState: \"idle\",\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n readySelf: false,\n readyPeer: false,\n pendingAction: null,\n sessionId: \"default-session\",\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n};\n\nconst turnLabel = (owner: StatusPanelState[\"turnOwner\"]) => {\n if (owner === \"me\") {\n return \"Your turn\";\n }\n if (owner === \"peer\") {\n return \"Peer turn\";\n }\n return \"Waiting\";\n};\n\nconst readinessLabel = (\n player: \"Me\" | \"Peer\",\n state: StatusPanelState[\"localState\"],\n) => {\n if (state === \"ready\") {\n return `${player} ready`;\n }\n if (state === \"could_start\") {\n return player === \"Me\" ? \"You can start\" : \"Peer can start\";\n }\n return `${player} idle`;\n};\n\nconst stateLabel = (\n player: \"Local\" | \"Remote\",\n state: StatusPanelState[\"localState\"],\n) => {\n const subject = player === \"Local\" ? \"You\" : \"Peer\";\n if (state === \"idle\") {\n return `${subject} idle`;\n }\n if (state === \"ready\") {\n return `${subject} ready`;\n }\n if (state === \"could_start\") {\n return `${subject} can start`;\n }\n return `${subject} ${state.replaceAll(\"_\", \" \")}`;\n};\n\nconst connectionDisplay = (\n connected: boolean,\n state: StatusPanelState[\"connectionState\"],\n) => {\n if (connected || state === \"connected\") {\n return {\n label: \"Live\",\n detail: \"connected\",\n tone: \"bg-[var(--lock-teal)]\",\n };\n }\n\n if (state === \"registering\") {\n return {\n label: \"Registering\",\n detail: \"signal server\",\n tone: \"bg-[var(--lock-bronze)]\",\n };\n }\n\n if (state === \"registered\") {\n return {\n label: \"Registered\",\n detail: \"ready to share\",\n tone: \"bg-[var(--lock-bronze-bright)]\",\n };\n }\n\n if (state === \"connecting\") {\n return {\n label: \"Connecting\",\n detail: \"peer handshake\",\n tone: \"bg-[var(--lock-bronze-bright)]\",\n };\n }\n\n if (state === \"offline\") {\n return {\n label: \"Offline\",\n detail: \"waiting reconnect\",\n tone: \"bg-[var(--lock-dim)]\",\n };\n }\n\n if (state === \"error\") {\n return {\n label: \"Error\",\n detail: \"check signal\",\n tone: \"bg-[var(--lock-rose)]\",\n };\n }\n\n return {\n label: \"Standby\",\n detail: \"not registered\",\n tone: \"bg-[var(--lock-dim)]\",\n };\n};\n\nexport class P2PLockstepStatusPanelElement extends HTMLElement {\n #state: StatusPanelState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: StatusPanelState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { connected, pendingAction } = this.#state;\n const connection = connectionDisplay(\n connected,\n this.#state.connectionState,\n );\n const selfReadyLabel = readinessLabel(\"Me\", this.#state.localState);\n const peerReadyLabel = readinessLabel(\"Peer\", this.#state.remoteState);\n const localStateLabel = stateLabel(\"Local\", this.#state.localState);\n const remoteStateLabel = stateLabel(\"Remote\", this.#state.remoteState);\n const readySummary = `${selfReadyLabel} / ${peerReadyLabel}`;\n const starterLabel =\n this.#state.lastStart === \"local\"\n ? \"You\"\n : this.#state.lastStart === \"remote\"\n ? \"Peer\"\n : \"Not started\";\n const timelineSummary = `${this.#state.historyLength} move${this.#state.historyLength === 1 ? \"\" : \"s\"} / ${starterLabel}`;\n\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel relative rounded-[1.25rem] p-2.5 text-sm text-[var(--lock-muted)] sm:rounded-[1.5rem] sm:p-3 lg:rounded-[1.75rem] lg:p-2.5\">\n <div class=\"flex items-center gap-2 lg:hidden\">\n <div class=\"min-w-0 flex-1\">\n <p data-mobile-title class=\"truncate text-sm font-semibold leading-tight text-[var(--lock-paper)]\"></p>\n <div class=\"mt-1 flex min-w-0 items-center gap-1.5 text-[0.68rem] leading-none text-[var(--lock-muted)]\">\n <span class=\"h-2 w-2 shrink-0 rounded-full ${connection.tone}\"></span>\n <span data-mobile-connection class=\"shrink-0 font-medium\"></span>\n <span class=\"text-[var(--lock-dim)]\">/</span>\n <span data-mobile-turn class=\"min-w-0 truncate\"></span>\n </div>\n </div>\n\n <div class=\"hidden shrink-0 rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.65rem] text-[var(--lock-muted)] min-[390px]:block\">\n <span data-mobile-ready></span>\n </div>\n\n <details class=\"group shrink-0\">\n <summary\n aria-label=\"Match details\"\n class=\"lock-control flex h-9 w-9 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-base font-semibold leading-none text-[var(--lock-muted)] transition hover:border-[var(--lock-border-strong)] [&::-webkit-details-marker]:hidden\"\n >\n ...\n </summary>\n <div class=\"lock-surface-strong absolute inset-x-0 top-full z-50 mt-2 max-h-[calc(100svh-6rem)] overflow-auto rounded-[1.35rem] border border-[var(--lock-border-strong)] p-3.5 shadow-2xl shadow-black/15 backdrop-blur-xl lg:inset-auto lg:right-0 lg:w-[min(22rem,calc(100vw-1.5rem))]\">\n <div class=\"grid grid-cols-2 gap-2\">\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Connection</p>\n <p data-detail-connection class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n </article>\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Turn</p>\n <p data-detail-turn class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n </article>\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Identity</p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Session: <span data-detail-session class=\"text-[var(--lock-paper)]\"></span></p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Me: <span data-detail-peer class=\"text-[var(--lock-paper)]\"></span></p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Peer: <span data-detail-remote class=\"text-[var(--lock-paper)]\"></span></p>\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Timeline</p>\n <p data-detail-timeline class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n ${\n this.#state.lastError\n ? `<p data-detail-error class=\"mt-1.5 break-words text-xs text-[var(--lock-rose)]\"></p>`\n : \"\"\n }\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\" aria-pressed=\"${this.#state.theme === \"light\"}\">Day</button>\n <button type=\"button\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\" aria-pressed=\"${this.#state.theme === \"dark\"}\">Night</button>\n </div>\n </div>\n\n <div class=\"mt-2 flex flex-wrap gap-1.5\">\n <span data-detail-ready-self class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-ready-peer class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-local-state class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-remote-state class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n ${\n pendingAction\n ? `<span class=\"rounded-full border border-[var(--lock-border-strong)] bg-[var(--lock-pending-bg)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-bronze-bright)]\">Pending ${pendingAction}</span>`\n : \"\"\n }\n </div>\n </div>\n </details>\n </div>\n\n <div class=\"hidden gap-2 lg:grid\">\n <article class=\"lock-card rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <div class=\"flex items-start justify-between gap-3\">\n <div class=\"min-w-0\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Match</p>\n <p data-title class=\"mt-1.5 truncate text-xl font-semibold leading-none tracking-[-0.035em] text-[var(--lock-paper)]\"></p>\n <p data-match-meta class=\"mt-1.5 text-xs text-[var(--lock-muted)]\"></p>\n </div>\n <div class=\"flex shrink-0 items-center gap-2\">\n <span class=\"h-2.5 w-2.5 rounded-full ${connection.tone}\"></span>\n <details class=\"group relative\">\n <summary aria-label=\"Appearance settings\" class=\"lock-control flex h-7 w-7 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-xs font-semibold leading-none text-[var(--lock-muted)] [&::-webkit-details-marker]:hidden\">...</summary>\n <div class=\"lock-surface-strong absolute right-0 z-50 mt-2 w-52 rounded-2xl border border-[var(--lock-border-strong)] p-3 shadow-xl shadow-black/15\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\" aria-pressed=\"${this.#state.theme === \"light\"}\">Day</button>\n <button type=\"button\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\" aria-pressed=\"${this.#state.theme === \"dark\"}\">Night</button>\n </div>\n </div>\n </details>\n </div>\n </div>\n </article>\n\n <div class=\"grid grid-cols-2 gap-2\">\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Connection</p>\n <p class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\">${connection.label}</p>\n <p data-connection-state class=\"mt-0.5 truncate text-xs text-[var(--lock-muted)]\"></p>\n </article>\n\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Turn</p>\n <p data-current-turn class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n <p data-turn-owner class=\"mt-0.5 truncate text-xs text-[var(--lock-muted)]\"></p>\n </article>\n </div>\n\n <article class=\"lock-card min-w-0 overflow-hidden rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Identity</p>\n <div class=\"mt-2 grid gap-1.5 text-xs\">\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-center gap-2 text-[var(--lock-muted)]\">\n <span>Session</span>\n <span data-session-id class=\"lock-mono block min-w-0 truncate text-right text-[var(--lock-paper)]\"></span>\n </p>\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-start gap-2 text-[var(--lock-muted)]\">\n <span>Me</span>\n <span data-peer-id class=\"lock-mono block min-w-0 break-all text-right text-[var(--lock-paper)]\"></span>\n </p>\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-start gap-2 text-[var(--lock-muted)]\">\n <span>Peer</span>\n <span data-remote-peer-id class=\"lock-mono block min-w-0 break-all text-right text-[var(--lock-paper)]\"></span>\n </p>\n </div>\n </article>\n\n ${\n this.#state.lastError\n ? `<article class=\"rounded-[1.15rem] border border-[var(--lock-border)] bg-[var(--lock-error-bg)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-rose)]\">Last error</p>\n <p data-error-message class=\"mt-1.5 break-words text-xs leading-5 text-[var(--lock-paper)]\"></p>\n </article>`\n : \"\"\n }\n\n <article class=\"lock-card rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">State</p>\n <div class=\"mt-2 flex flex-wrap gap-1.5\">\n <span data-ready-self class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-ready-peer class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-local-state class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-remote-state class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n ${\n pendingAction\n ? `<span class=\"rounded-full border border-[var(--lock-border-strong)] bg-[var(--lock-pending-bg)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-bronze-bright)]\">Pending ${pendingAction}</span>`\n : \"\"\n }\n </div>\n </article>\n </div>\n </section>\n `;\n\n setText(this, \"[data-mobile-title]\", this.#state.gameTitle);\n setText(this, \"[data-mobile-connection]\", connection.label);\n setText(\n this,\n \"[data-mobile-turn]\",\n `#${this.#state.currentTurn} ${turnLabel(this.#state.turnOwner)}`,\n );\n setText(this, \"[data-mobile-ready]\", readySummary);\n setText(this, \"[data-detail-connection]\", connection.label);\n setText(\n this,\n \"[data-detail-turn]\",\n `#${this.#state.currentTurn} / ${turnLabel(this.#state.turnOwner)}`,\n );\n setText(this, \"[data-detail-session]\", this.#state.sessionId);\n setText(this, \"[data-detail-timeline]\", timelineSummary);\n setText(this, \"[data-detail-error]\", this.#state.lastError);\n setText(this, \"[data-detail-peer]\", this.#state.peerId || \"not set\");\n setText(\n this,\n \"[data-detail-remote]\",\n this.#state.remotePeerId || \"not set\",\n );\n setText(this, \"[data-detail-ready-self]\", selfReadyLabel);\n setText(this, \"[data-detail-ready-peer]\", peerReadyLabel);\n setText(this, \"[data-detail-local-state]\", localStateLabel);\n setText(this, \"[data-detail-remote-state]\", remoteStateLabel);\n setText(this, \"[data-title]\", this.#state.gameTitle);\n setText(this, \"[data-match-meta]\", timelineSummary);\n setText(this, \"[data-error-message]\", this.#state.lastError);\n setText(this, \"[data-connection-state]\", connection.detail);\n setText(this, \"[data-current-turn]\", `#${this.#state.currentTurn}`);\n setText(this, \"[data-turn-owner]\", turnLabel(this.#state.turnOwner));\n setText(this, \"[data-session-id]\", this.#state.sessionId);\n setText(\n this,\n \"[data-peer-id]\",\n this.#state.peerId || \"Local peer ID will appear after register.\",\n )?.setAttribute(\"title\", this.#state.peerId);\n setText(\n this,\n \"[data-remote-peer-id]\",\n this.#state.remotePeerId || \"Remote peer not connected yet.\",\n )?.setAttribute(\"title\", this.#state.remotePeerId);\n setText(this, \"[data-ready-self]\", selfReadyLabel);\n setText(this, \"[data-ready-peer]\", peerReadyLabel);\n setText(this, \"[data-local-state]\", localStateLabel);\n setText(this, \"[data-remote-state]\", remoteStateLabel);\n }\n\n #handleClick = (event: Event) => {\n const button = (event.target as HTMLElement | null)?.closest<HTMLButtonElement>(\n \"button[data-theme-mode]\",\n );\n if (\n button?.dataset.themeMode === \"light\" ||\n button?.dataset.themeMode === \"dark\"\n ) {\n emit(this, \"lockstep-theme-change\", { theme: button.dataset.themeMode });\n }\n };\n}\n","import type { ToastState } from \"../types\";\nimport { setText } from \"../utils/dom\";\n\nconst defaultState: ToastState = {\n open: false,\n message: \"\",\n};\n\nexport class P2PLockstepToastMessageElement extends HTMLElement {\n #state: ToastState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n }\n\n set state(value: ToastState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { open } = this.#state;\n this.className = \"pointer-events-none fixed inset-x-4 bottom-4 z-50 flex justify-center sm:justify-end\";\n this.innerHTML = `\n <div\n class=\"lock-surface-strong max-w-sm rounded-full border border-[var(--lock-border-strong)] px-4 py-3 text-sm font-medium text-[var(--lock-paper)] shadow-lg shadow-black/15 backdrop-blur-xl transition duration-200 ${\n open ? \"translate-y-0 opacity-100\" : \"translate-y-2 opacity-0\"\n }\"\n >\n <span data-message></span>\n </div>\n `;\n setText(this, \"[data-message]\", this.#state.message);\n }\n}\n","export class P2PLockstepBoardHostElement extends HTMLElement {\n #ready = false;\n #observer: MutationObserver | null = null;\n #mount: HTMLDivElement | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n\n const mount = this.getMount();\n const placeholder = this.querySelector<HTMLElement>(\"[data-placeholder]\");\n if (!mount || !placeholder) {\n return;\n }\n\n const syncPlaceholder = () => {\n placeholder.style.display = mount.childElementCount > 0 ? \"none\" : \"flex\";\n };\n\n syncPlaceholder();\n this.#observer = new MutationObserver(syncPlaceholder);\n this.#observer.observe(mount, { childList: true });\n }\n\n disconnectedCallback() {\n this.#observer?.disconnect();\n this.#observer = null;\n }\n\n getMount() {\n if (!this.#ready) {\n this.connectedCallback();\n }\n return this.#mount;\n }\n\n render() {\n this.className = \"block h-full\";\n this.innerHTML = `\n <section class=\"relative h-full min-h-[15rem] overflow-visible rounded-[1.4rem] bg-transparent sm:min-h-[22rem] sm:rounded-[2.2rem] lg:min-h-[32rem] lg:rounded-[2rem]\">\n <div data-board-mount class=\"relative z-10 h-full\"></div>\n <div\n data-placeholder\n class=\"pointer-events-none absolute inset-0 z-20 flex items-center justify-center px-6 text-center text-sm leading-6 text-[var(--lock-muted)]\"\n >\n Board host ready\n </div>\n </section>\n `;\n this.#mount = this.querySelector<HTMLDivElement>(\"[data-board-mount]\");\n }\n}\n","export type ParsedShareInput = {\n peerId: string;\n signalUrl: string;\n};\n\nconst getParams = (url: URL) => {\n const hash = url.hash.replace(/^#/, \"\");\n return new URLSearchParams(hash || url.search);\n};\n\nexport const buildShareUrl = (peerId: string, signalUrl: string, base?: string) => {\n if (!peerId) {\n return \"\";\n }\n const url = new URL(base ?? window.location.href);\n const params = new URLSearchParams();\n params.set(\"id\", peerId);\n if (signalUrl) {\n params.set(\"url\", signalUrl);\n }\n url.hash = params.toString();\n return url.toString();\n};\n\nexport const parseShareInput = (value: string): ParsedShareInput | null => {\n const raw = value.trim();\n if (!raw || !raw.includes(\"://\")) {\n return null;\n }\n try {\n const url = new URL(raw);\n const params = getParams(url);\n const peerId = params.get(\"id\");\n if (!peerId) {\n return null;\n }\n return {\n peerId,\n signalUrl: params.get(\"url\") ?? \"\",\n };\n } catch {\n return null;\n }\n};\n\nexport const readShareLocation = () => {\n const url = new URL(window.location.href);\n const params = getParams(url);\n return {\n peerId: params.get(\"id\") ?? \"\",\n signalUrl: params.get(\"url\") ?? \"\",\n };\n};\n","import type { PairingPageState, SharePanelState } from \"../types\";\nimport { setInputValue, setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\nimport { buildShareUrl, parseShareInput } from \"../utils/share\";\n\nconst defaultState: PairingPageState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n signalUrl: \"\",\n targetId: \"\",\n peerId: \"\",\n remotePeerId: \"\",\n connectionState: \"idle\",\n registering: false,\n connecting: false,\n};\n\nexport class P2PLockstepPairingPageElement extends HTMLElement {\n #state: PairingPageState = defaultState;\n #ready = false;\n #rendered = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.addEventListener(\"input\", this.#handleInput);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n this.removeEventListener(\"input\", this.#handleInput);\n }\n\n set state(value: PairingPageState) {\n const wasRendered = this.#rendered;\n this.#state = value;\n if (this.#ready && !wasRendered) {\n this.render();\n }\n if (this.#ready && wasRendered) {\n this.#syncState();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"mx-auto grid min-h-full max-w-5xl gap-3 sm:gap-5 lg:grid-cols-[minmax(0,1fr)_22rem]\">\n <div class=\"lock-panel rounded-[1.4rem] p-3.5 sm:rounded-[2rem] sm:p-6 lg:p-7\">\n <div class=\"flex items-start justify-between gap-4\">\n <div class=\"min-w-0\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.18em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Peer connection</p>\n <h1 data-game-title class=\"mt-1.5 break-words text-3xl font-semibold leading-none tracking-[-0.04em] text-[var(--lock-paper)] sm:mt-3 sm:text-5xl lg:text-6xl\"></h1>\n </div>\n\n <details class=\"group relative shrink-0\">\n <summary\n aria-label=\"Server settings\"\n class=\"lock-control flex h-9 w-9 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-base font-semibold leading-none text-[var(--lock-muted)] transition hover:border-[var(--lock-border-strong)] sm:h-10 sm:w-10 sm:text-lg [&::-webkit-details-marker]:hidden\"\n >\n ...\n </summary>\n <div class=\"lock-surface-strong absolute right-0 z-20 mt-2 w-[min(21rem,calc(100vw-2rem))] rounded-[1.2rem] border border-[var(--lock-border-strong)] p-3.5 shadow-xl shadow-black/10 backdrop-blur-xl sm:mt-3 sm:rounded-[1.6rem] sm:p-4\">\n <div class=\"lock-card mb-3 rounded-2xl border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-action=\"theme\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\">Day</button>\n <button type=\"button\" data-action=\"theme\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\">Night</button>\n </div>\n </div>\n\n <label class=\"block\">\n <span class=\"mb-2 block text-xs uppercase tracking-[0.22em] text-[var(--lock-dim)]\">Signaling server</span>\n <input\n data-field=\"signal-url\"\n placeholder=\"wss://host\"\n class=\"lock-input lock-mono w-full rounded-2xl px-4 py-3 text-sm transition\"\n />\n </label>\n\n <button\n type=\"button\"\n data-action=\"register\"\n class=\"lock-primary lock-disabled mt-3 inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-register-label></span>\n </button>\n </div>\n </details>\n </div>\n\n <div class=\"mt-4 grid grid-cols-2 gap-2 sm:mt-7 sm:gap-4\">\n <section class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3 sm:rounded-[1.4rem] sm:p-4\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Server</p>\n <div class=\"mt-2 flex items-center gap-2 sm:mt-3 sm:gap-3\">\n <span data-status-dot class=\"h-2.5 w-2.5 rounded-full bg-slate-600\"></span>\n <span data-connection-state class=\"text-xs font-semibold uppercase tracking-[0.14em] text-[var(--lock-paper)] sm:text-sm\"></span>\n </div>\n </section>\n\n <section class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3 sm:rounded-[1.4rem] sm:p-4\">\n <div class=\"flex items-center justify-between gap-2\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Your ID</p>\n <button type=\"button\" data-action=\"copy-peer\" class=\"lock-secondary lock-disabled rounded-full px-2.5 py-1 text-[0.62rem] font-semibold\" aria-label=\"Copy your peer ID\">Copy</button>\n </div>\n <p data-peer-id class=\"lock-mono mt-2 max-h-9 min-h-4 overflow-hidden break-all text-[0.68rem] leading-[1.35] text-[var(--lock-paper)] sm:mt-3 sm:max-h-none sm:text-sm\"></p>\n </section>\n </div>\n\n <section class=\"lock-card mt-3 rounded-[1.1rem] border border-[var(--lock-border)] p-3 sm:mt-5 sm:rounded-[1.8rem] sm:p-5\">\n <label class=\"block\">\n <span class=\"mb-1.5 block text-xs font-semibold text-[var(--lock-muted)] sm:mb-2 sm:text-sm\">Peer ID or share link</span>\n <input\n data-field=\"target-id\"\n placeholder=\"Paste peer id\"\n class=\"lock-input lock-mono w-full rounded-xl px-3 py-3 text-sm transition sm:rounded-2xl sm:px-4 sm:py-4 sm:text-base\"\n />\n </label>\n\n <button\n type=\"button\"\n data-action=\"connect\"\n class=\"lock-primary lock-disabled mt-3 inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition sm:mt-4 sm:py-4\"\n >\n <span data-connect-label></span>\n </button>\n </section>\n </div>\n\n <p2p-lockstep-share-panel></p2p-lockstep-share-panel>\n </section>\n `;\n this.#rendered = true;\n this.#syncState();\n }\n\n #syncState() {\n setText(this, \"[data-game-title]\", this.#state.gameTitle);\n setText(this, \"[data-connection-state]\", this.#state.connectionState);\n setText(this, \"[data-register-label]\", this.#state.registering ? \"Registering...\" : \"Register peer\");\n setText(this, \"[data-connect-label]\", this.#state.connecting ? \"Connecting...\" : \"Connect\");\n setText(this, \"[data-peer-id]\", this.#state.peerId || \"Register first to get your peer ID.\");\n\n setInputValue(this, \"[data-field='signal-url']\", this.#state.signalUrl);\n setInputValue(this, \"[data-field='target-id']\", this.#state.targetId);\n\n const registerButton = this.querySelector<HTMLButtonElement>(\"[data-action='register']\");\n if (registerButton) {\n registerButton.disabled = this.#state.registering || !this.#state.signalUrl.trim();\n }\n\n this.querySelectorAll<HTMLButtonElement>(\"[data-theme-mode]\").forEach((button) => {\n button.setAttribute(\n \"aria-pressed\",\n String(button.dataset.themeMode === this.#state.theme),\n );\n });\n\n const statusDot = this.querySelector<HTMLElement>(\"[data-status-dot]\");\n if (statusDot) {\n const tone =\n this.#state.connectionState === \"registered\" || this.#state.connectionState === \"connected\"\n ? \"bg-[var(--lock-teal)]\"\n : this.#state.connectionState === \"registering\" ||\n this.#state.connectionState === \"connecting\"\n ? \"bg-[#c08a25]\"\n : this.#state.connectionState === \"error\" || this.#state.connectionState === \"offline\"\n ? \"bg-[var(--lock-rose)]\"\n : \"bg-[var(--lock-dim)]\";\n statusDot.className = `h-3 w-3 rounded-full ${tone}`;\n }\n\n const connectButton = this.querySelector<HTMLButtonElement>(\"[data-action='connect']\");\n if (connectButton) {\n connectButton.disabled = this.#state.connecting || !this.#state.targetId.trim();\n }\n\n const copyPeerButton = this.querySelector<HTMLButtonElement>(\"[data-action='copy-peer']\");\n if (copyPeerButton) {\n copyPeerButton.disabled = !this.#state.peerId;\n }\n\n const sharePanel = this.querySelector(\"p2p-lockstep-share-panel\") as\n | (HTMLElement & { state: SharePanelState })\n | null;\n if (sharePanel) {\n sharePanel.state = {\n peerId: this.#state.peerId,\n signalUrl: this.#state.signalUrl,\n shareUrl: buildShareUrl(this.#state.peerId, this.#state.signalUrl),\n };\n }\n }\n\n #handleClick = (event: Event) => {\n const target = (event.target as HTMLElement | null)?.closest<HTMLButtonElement>(\n \"button[data-action]\",\n );\n if (!target || target.disabled) {\n return;\n }\n\n if (target.dataset.action === \"register\") {\n emit(this, \"lockstep-register\", { signalUrl: this.#state.signalUrl.trim() });\n }\n\n if (target.dataset.action === \"connect\") {\n emit(this, \"lockstep-connect\", { targetId: this.#state.targetId.trim() });\n }\n\n if (target.dataset.action === \"copy-peer\") {\n emit(this, \"lockstep-copy-share\", { value: this.#state.peerId });\n }\n\n if (\n target.dataset.action === \"theme\" &&\n (target.dataset.themeMode === \"light\" || target.dataset.themeMode === \"dark\")\n ) {\n emit(this, \"lockstep-theme-change\", { theme: target.dataset.themeMode });\n }\n };\n\n #handleInput = (event: Event) => {\n const input = event.target as HTMLInputElement | null;\n if (!input?.dataset.field) {\n return;\n }\n\n if (input.dataset.field === \"signal-url\") {\n emit(this, \"lockstep-signal-change\", { signalUrl: input.value });\n return;\n }\n\n if (input.dataset.field === \"target-id\") {\n const parsed = parseShareInput(input.value);\n if (parsed) {\n emit(this, \"lockstep-share-detected\", parsed);\n return;\n }\n emit(this, \"lockstep-target-change\", { targetId: input.value });\n }\n };\n}\n","import type { ActionBarState, GamePageState, StatusPanelState } from \"../types\";\nimport type { P2PLockstepBoardHostElement } from \"../game/board-host\";\n\nconst defaultState: GamePageState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n peerId: \"\",\n remotePeerId: \"\",\n connected: false,\n connectionState: \"idle\",\n readySelf: false,\n readyPeer: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n pendingAction: null,\n sessionId: \"default-session\",\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n};\n\nexport class P2PLockstepGamePageElement extends HTMLElement {\n #state: GamePageState = defaultState;\n #ready = false;\n #statusPanel: (HTMLElement & { state: StatusPanelState }) | null = null;\n #actionBar: (HTMLElement & { state: ActionBarState }) | null = null;\n #boardHost: P2PLockstepBoardHostElement | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n this.#syncChildren();\n }\n\n set state(value: GamePageState) {\n this.#state = value;\n if (this.#ready) {\n this.#syncChildren();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n this.className = \"block h-full\";\n this.innerHTML = `\n <section class=\"flex h-[calc(100svh-1.5rem)] flex-col items-center gap-2.5 overflow-visible sm:h-auto sm:min-h-[calc(100svh-3rem)] sm:gap-4 lg:grid lg:h-full lg:min-h-[32rem] lg:grid-cols-[minmax(0,1fr)_20rem] lg:items-start lg:gap-5\">\n <aside class=\"contents lg:relative lg:z-40 lg:col-start-2 lg:row-start-1 lg:flex lg:w-full lg:flex-col lg:gap-3\">\n <div class=\"relative z-40 order-1 w-full max-w-[45rem] lg:order-none lg:max-w-none\">\n <p2p-lockstep-status-panel></p2p-lockstep-status-panel>\n </div>\n\n <div class=\"order-3 w-full max-w-[45rem] shrink-0 lg:order-none lg:max-w-none\">\n <p2p-lockstep-action-bar></p2p-lockstep-action-bar>\n </div>\n </aside>\n\n <div class=\"order-2 min-h-0 w-full max-w-[45rem] flex-1 lg:order-none lg:col-start-1 lg:row-start-1 lg:h-full lg:max-w-none\">\n <p2p-lockstep-board-host></p2p-lockstep-board-host>\n </div>\n </section>\n `;\n\n this.#statusPanel = this.querySelector(\"p2p-lockstep-status-panel\");\n this.#actionBar = this.querySelector(\"p2p-lockstep-action-bar\");\n this.#boardHost = this.querySelector(\"p2p-lockstep-board-host\");\n }\n\n getBoardHost() {\n return this.#boardHost?.getMount() ?? null;\n }\n\n #syncChildren() {\n if (!this.#statusPanel || !this.#actionBar) {\n return;\n }\n\n this.#statusPanel.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connected: this.#state.connected,\n connectionState: this.#state.connectionState,\n currentTurn: this.#state.currentTurn,\n turnOwner: this.#state.turnOwner,\n localState: this.#state.localState,\n remoteState: this.#state.remoteState,\n readySelf: this.#state.readySelf,\n readyPeer: this.#state.readyPeer,\n pendingAction: this.#state.pendingAction,\n sessionId: this.#state.sessionId,\n historyLength: this.#state.historyLength,\n lastStart: this.#state.lastStart,\n lastError: this.#state.lastError,\n };\n\n this.#actionBar.state = {\n connected: this.#state.connected,\n readySelf: this.#state.readySelf,\n canReady: this.#state.canReady,\n canStart: this.#state.canStart,\n canUndo: this.#state.canUndo,\n canRestart: this.#state.canRestart,\n started: this.#state.started,\n connectionState: this.#state.connectionState,\n };\n }\n}\n","export type Logger = {\n debug: (message: string, meta?: unknown) => void;\n info: (message: string, meta?: unknown) => void;\n warn: (message: string, meta?: unknown) => void;\n error: (message: string, meta?: unknown) => void;\n};\n\nconst logWith = (level: \"debug\" | \"info\" | \"warn\" | \"error\") =>\n (message: string, meta?: unknown) => {\n if (meta !== undefined) {\n // eslint-disable-next-line no-console\n console[level](message, meta);\n return;\n }\n // eslint-disable-next-line no-console\n console[level](message);\n };\n\nexport const consoleLogger: Logger = {\n debug: logWith(\"debug\"),\n info: logWith(\"info\"),\n warn: logWith(\"warn\"),\n error: logWith(\"error\"),\n};\n","export const encode = (value: unknown): string => JSON.stringify(value);\n\nexport const decode = <T>(raw: string): T => {\n if (typeof raw !== \"string\") {\n throw new TypeError(\"decode expects a serialized string\");\n }\n return JSON.parse(raw) as T;\n};\n\nexport const decodeSafe = <T>(\n raw: unknown,\n): { ok: true; value: T } | { ok: false; error: unknown } => {\n if (typeof raw !== \"string\") {\n return {\n ok: false,\n error: new TypeError(\"decodeSafe expects a serialized string\"),\n };\n }\n\n try {\n return { ok: true, value: JSON.parse(raw) as T };\n } catch (error) {\n return { ok: false, error };\n }\n};\n","import { encode, decodeSafe } from \"../../utils\";\nimport type { SignalMessage as WireMessage } from \"../../utils\";\n\nconst debugLog = (message: string, payload?: unknown) => {\n if (payload !== undefined) {\n console.log(message, payload);\n } else {\n console.log(message);\n }\n const hook = (globalThis as unknown as { __p2p_debug?: (msg: string) => void }).__p2p_debug;\n if (typeof hook === \"function\") {\n try {\n hook(payload === undefined ? message : `${message} ${JSON.stringify(payload)}`);\n } catch {\n hook(message);\n }\n }\n};\n\nexport type SignalType = \"offer\" | \"answer\" | \"ice\";\n\nexport type SignalMessage = {\n from: string;\n to: string;\n type: SignalType;\n payload: RTCSessionDescriptionInit | RTCIceCandidateInit;\n};\n\ntype SignalingEvents = {\n signal: SignalMessage;\n registered: { peerId: string; iceServers: RTCIceServer[]; resumeToken: string };\n error: unknown;\n};\n\ntype RegistrationResult = SignalingEvents[\"registered\"];\n\nexport class SignalingClient {\n private ws: WebSocket | null = null;\n private peerId: string | null = null;\n private ready = false;\n private registeredPayload: WireMessage[\"payload\"] | undefined;\n private readonly signalHandlers = new Set<(message: SignalMessage) => void>();\n private pendingRegistration:\n | {\n resolve: (payload: RegistrationResult) => void;\n reject: (error: Error) => void;\n timeoutId: number;\n }\n | null = null;\n\n public connect = (url: string) =>\n new Promise<void>((resolve, reject) => {\n this.ws?.close();\n debugLog(\"[signaling] ws connect\", url);\n this.ws = new WebSocket(url);\n const timeout = window.setTimeout(() => {\n try {\n this.ws?.close();\n } catch {\n // ignore\n }\n debugLog(\"[signaling] ws open timeout\");\n reject(new Error(\"ws open timeout\"));\n }, 5000);\n this.ws.addEventListener(\"open\", () => {\n this.ready = true;\n this.registeredPayload = undefined;\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws open\");\n resolve();\n });\n this.ws.addEventListener(\"error\", (event) => {\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws error\", event);\n reject(new Error(\"ws error\"));\n });\n this.ws.addEventListener(\"close\", (event) => {\n this.ready = false;\n this.peerId = null;\n this.registeredPayload = undefined;\n this.rejectPendingRegistration(new Error(\"ws closed\"));\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws close\", { code: event.code, reason: event.reason });\n });\n this.ws.addEventListener(\"message\", (event) => {\n const raw = String(event.data);\n const decoded = decodeSafe<WireMessage>(raw);\n if (!decoded.ok) {\n debugLog(\"[signaling] ws message decode error\", raw);\n this.rejectPendingRegistration(new Error(\"signaling decode error\"));\n return;\n }\n const msg = decoded.value;\n debugLog(\"[signaling] ws message\", msg);\n\n if (msg.type === \"ERROR\") {\n debugLog(\"[signaling] error\", msg);\n this.rejectPendingRegistration(new Error(\"signaling error\"));\n return;\n }\n\n if (msg.type === \"REGISTERED\" || msg.type === \"RESUMED\") {\n this.peerId = msg.to ?? null;\n this.registeredPayload = msg.payload;\n if (this.peerId) {\n const details = this.resolveRegisteredPayload();\n debugLog(\"[signaling] registered\", {\n peerId: this.peerId,\n resumeToken: details.resumeToken,\n });\n this.resolvePendingRegistration({\n peerId: this.peerId,\n iceServers: details.iceServers,\n resumeToken: details.resumeToken,\n });\n }\n }\n\n if (msg.type === \"RELAY\" && msg.payload?.id) {\n const relay = msg.payload;\n this.emitSignal({\n from: msg.from ?? \"\",\n to: msg.to ?? \"\",\n type: relay.id as SignalType,\n payload: relay.data as RTCSessionDescriptionInit | RTCIceCandidateInit,\n });\n }\n });\n });\n\n public register = async () => {\n this.assertConnected();\n const msg: WireMessage = { type: \"REGISTER\" };\n debugLog(\"[signaling] send REGISTER\");\n const pending = this.awaitRegistration(\"register\");\n this.ws?.send(encode(msg));\n try {\n const payload = await pending;\n debugLog(\"[signaling] register ok\", payload.peerId);\n return payload;\n } catch (error) {\n debugLog(\"[signaling] register error\", error);\n throw error;\n }\n };\n\n public resume = async (session: { peerId: string; resumeToken: string }) => {\n this.assertConnected();\n const payload = { id: \"resume\", data: session };\n const msg: WireMessage = { type: \"RESUME\", payload };\n debugLog(\"[signaling] send RESUME\", session.peerId);\n const pending = this.awaitRegistration(\"resume\");\n this.ws?.send(encode(msg));\n try {\n const result = await pending;\n debugLog(\"[signaling] resume ok\", result.peerId);\n return result;\n } catch (error) {\n debugLog(\"[signaling] resume error\", error);\n throw error;\n }\n };\n\n public relay = (message: SignalMessage) => {\n if (!this.ws || !this.ready) {\n return;\n }\n const payload = { id: message.type, data: message.payload };\n const msg: WireMessage = {\n type: \"RELAY\",\n from: this.peerId ?? message.from,\n to: message.to,\n payload,\n };\n this.ws.send(encode(msg));\n };\n\n public onSignal(handler: (message: SignalMessage) => void) {\n this.signalHandlers.add(handler);\n }\n\n public offSignal(handler: (message: SignalMessage) => void) {\n this.signalHandlers.delete(handler);\n }\n\n private resolveRegisteredPayload() {\n let iceServers: RTCIceServer[] = [];\n let resumeToken = \"\";\n if (this.registeredPayload?.id === \"iceServers\") {\n iceServers = this.registeredPayload.data as RTCIceServer[];\n }\n if (this.registeredPayload?.id === \"session\") {\n const data = this.registeredPayload.data as {\n iceServers?: RTCIceServer[];\n resumeToken?: string;\n };\n iceServers = data.iceServers ?? [];\n resumeToken = data.resumeToken ?? \"\";\n }\n return { iceServers, resumeToken };\n }\n\n private assertConnected() {\n if (!this.ws || !this.ready) {\n throw new Error(\"not connected\");\n }\n }\n\n private awaitRegistration(label: \"register\" | \"resume\") {\n if (this.pendingRegistration) {\n return Promise.reject(new Error(\"registration already pending\"));\n }\n return new Promise<RegistrationResult>((resolve, reject) => {\n const timeoutId = window.setTimeout(() => {\n this.pendingRegistration = null;\n debugLog(`[signaling] ${label} timeout`);\n reject(new Error(`${label} timeout`));\n }, 5000);\n this.pendingRegistration = { resolve, reject, timeoutId };\n });\n }\n\n private resolvePendingRegistration(payload: RegistrationResult) {\n const pending = this.pendingRegistration;\n if (!pending) {\n return;\n }\n this.pendingRegistration = null;\n window.clearTimeout(pending.timeoutId);\n pending.resolve(payload);\n }\n\n private rejectPendingRegistration(error: Error) {\n const pending = this.pendingRegistration;\n if (!pending) {\n return;\n }\n this.pendingRegistration = null;\n window.clearTimeout(pending.timeoutId);\n pending.reject(error);\n }\n\n private emitSignal(message: SignalMessage) {\n for (const handler of [...this.signalHandlers]) {\n handler(message);\n }\n }\n}\n","export type PeerState = \"passive\" | \"requesting\" | \"connected\";\n\nexport type PeerEvent = \"CONNECT\" | \"REMOTE_CONNECT\" | \"CONNECTED\" | \"DISCONNECT\";\n\nexport type Transition = {\n from: PeerState;\n event: PeerEvent;\n to: PeerState;\n};\n\nconst transitions: Transition[] = [\n { from: \"passive\", event: \"CONNECT\", to: \"requesting\" },\n { from: \"passive\", event: \"REMOTE_CONNECT\", to: \"requesting\" },\n { from: \"requesting\", event: \"CONNECTED\", to: \"connected\" },\n { from: \"connected\", event: \"DISCONNECT\", to: \"passive\" },\n { from: \"requesting\", event: \"DISCONNECT\", to: \"passive\" },\n { from: \"connected\", event: \"CONNECT\", to: \"requesting\" },\n];\n\nexport const nextState = (state: PeerState, event: PeerEvent): PeerState => {\n const hit = transitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n};\n\nexport type MediaState = \"idle\" | \"starting\" | \"active\";\n\nexport type MediaEvent = \"REQUEST\" | \"READY\" | \"STOP\" | \"DISCONNECT\";\n\ntype MediaTransition = {\n from: MediaState;\n event: MediaEvent;\n to: MediaState;\n};\n\nconst mediaTransitions: MediaTransition[] = [\n { from: \"idle\", event: \"REQUEST\", to: \"starting\" },\n { from: \"starting\", event: \"READY\", to: \"active\" },\n { from: \"starting\", event: \"STOP\", to: \"idle\" },\n { from: \"starting\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"active\", event: \"STOP\", to: \"idle\" },\n { from: \"active\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"active\", event: \"REQUEST\", to: \"starting\" },\n { from: \"idle\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"idle\", event: \"STOP\", to: \"idle\" },\n];\n\nexport const nextMediaState = (state: MediaState, event: MediaEvent): MediaState => {\n const hit = mediaTransitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n};\n","import type {MediaEvent, MediaState, PeerEvent, PeerState} from \"../state/peerState\";\nimport {nextMediaState, nextState} from \"../state/peerState\";\nimport {SignalingClient, SignalMessage} from \"../signaling/client\";\n\nexport class RtcPeer {\n // Core state and dependencies\n private readonly id: string;\n private readonly pc: RTCPeerConnection;\n private dc: RTCDataChannel | null = null;\n private readonly pendingSends: string[] = [];\n private remoteId: string | null = null;\n private requestedId: string | null = null;\n private state: PeerState = \"passive\";\n private readonly signaling: SignalingClient;\n private readonly onMessageHandler?: (data: string) => void;\n private localStream: MediaStream | null = null;\n private remoteStream: MediaStream | null = null;\n private onRemoteStreamHandler: ((stream: MediaStream | null) => void) | null = null;\n private senders: RTCRtpSender[] = [];\n private mediaState: MediaState = \"idle\";\n private negotiating = false;\n private renegotiateQueued = false;\n private readonly onSignalHandler: (message: SignalMessage) => void;\n private readonly onStateChangeHandler: ((state: PeerState) => void) | null = null;\n private readonly onMediaChangeHandler: ((state: MediaState) => void) | null = null;\n private readonly handleConnectionStateChange = () => {\n if (this.pc.connectionState === \"connected\") {\n this.markConnectedIfReady();\n return;\n }\n if (\n this.pc.connectionState === \"closed\" ||\n this.pc.connectionState === \"disconnected\" ||\n this.pc.connectionState === \"failed\"\n ) {\n this.dispatch(\"DISCONNECT\");\n }\n };\n private readonly handleIceCandidate = (event: RTCPeerConnectionIceEvent) => {\n if (!event.candidate || !this.remoteId) {\n return;\n }\n const msg: SignalMessage = {\n from: this.id,\n to: this.remoteId,\n type: \"ice\",\n payload: event.candidate.toJSON(),\n };\n this.signaling.relay(msg);\n };\n private readonly handleDataChannel = (event: RTCDataChannelEvent) => {\n this.dc = event.channel;\n this.bindDataChannel();\n };\n private readonly handleTrackEvent = (event: RTCTrackEvent) => {\n this.handleRemoteTrack(event);\n };\n private readonly handleNegotiationNeeded = () => {\n if (!this.canNegotiate()) {\n return;\n }\n this.runTask(this.negotiate(), \"negotiate\");\n };\n\n public constructor(\n id: string,\n pc: RTCPeerConnection,\n signaling: SignalingClient,\n onMessage?: (data: string) => void,\n onRemoteStream?: (stream: MediaStream | null) => void,\n onStateChange?: (state: PeerState) => void,\n onMediaChange?: (state: MediaState) => void,\n ) {\n this.id = id;\n this.pc = pc;\n this.signaling = signaling;\n if (onMessage)\n this.onMessageHandler = onMessage;\n if (onRemoteStream)\n this.onRemoteStreamHandler = onRemoteStream;\n if (onStateChange)\n this.onStateChangeHandler = onStateChange;\n if (onMediaChange)\n this.onMediaChangeHandler = onMediaChange;\n this.onSignalHandler = (message) => {\n this.runTask(this.handleSignal(message), `signal:${message.type}`);\n };\n\n // Signal inbound messages (offer/answer/ice)\n this.signaling.onSignal(this.onSignalHandler);\n\n // PC connection state -> state machine\n this.pc.addEventListener(\"connectionstatechange\", this.handleConnectionStateChange);\n this.pc.addEventListener(\"icecandidate\", this.handleIceCandidate);\n this.pc.ondatachannel = this.handleDataChannel;\n this.pc.addEventListener(\"track\", this.handleTrackEvent);\n this.pc.addEventListener(\"negotiationneeded\", this.handleNegotiationNeeded);\n }\n\n // Public API (Facade surface)\n public connect = async (targetId: string) => {\n if (this.state !== \"passive\") {\n this.requestedId = targetId;\n this.disconnect();\n return;\n }\n this.remoteId = targetId;\n this.requestedId = null;\n this.dispatch(\"CONNECT\");\n };\n\n public disconnect = () => {\n this.dispatch(\"DISCONNECT\");\n };\n\n public dispose = () => {\n this.signaling.offSignal(this.onSignalHandler);\n this.pc.removeEventListener(\"connectionstatechange\", this.handleConnectionStateChange);\n this.pc.removeEventListener(\"icecandidate\", this.handleIceCandidate);\n this.pc.removeEventListener(\"track\", this.handleTrackEvent);\n this.pc.removeEventListener(\"negotiationneeded\", this.handleNegotiationNeeded);\n this.pc.ondatachannel = null;\n this.requestedId = null;\n this.closeConnection();\n this.setPeerState(\"passive\");\n if (this.pc.signalingState !== \"closed\") {\n this.pc.close();\n }\n };\n\n public send = (data: string) => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n if (this.state === \"requesting\") {\n this.pendingSends.push(data);\n }\n return;\n }\n this.dc.send(data);\n };\n\n public getPeerId = () => this.id;\n public getRemoteId = () => this.remoteId;\n public getPeerState = () => this.state;\n public getMediaState = () => this.mediaState;\n\n public startMedia = (stream: MediaStream) => {\n this.localStream = stream;\n this.dispatchMedia(\"REQUEST\");\n };\n\n public stopMedia = () => {\n this.localStream = null;\n this.dispatchMedia(\"STOP\");\n };\n\n public onRemoteStream = (handler: (stream: MediaStream | null) => void) => {\n this.onRemoteStreamHandler = handler;\n handler?.(this.remoteStream);\n };\n\n // DC lifecycle\n private bindDataChannel = () => {\n if (!this.dc) {\n return;\n }\n this.dc.onmessage = (event) => {\n this.onMessageHandler?.(String(event.data));\n };\n this.dc.onopen = () => {\n this.flushPendingSends();\n this.markConnectedIfReady();\n this.attemptActivateMedia();\n };\n this.dc.onclose = () => {\n this.dispatchMedia(\"DISCONNECT\");\n this.dispatch(\"DISCONNECT\");\n };\n if (this.dc.readyState === \"open\") {\n this.flushPendingSends();\n this.markConnectedIfReady();\n this.attemptActivateMedia();\n }\n };\n\n private markConnectedIfReady = () => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n return;\n }\n this.dispatch(\"CONNECTED\");\n };\n\n private flushPendingSends = () => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n return;\n }\n while (this.pendingSends.length > 0) {\n const data = this.pendingSends.shift();\n if (data !== undefined) {\n this.dc.send(data);\n }\n }\n };\n\n // Signal handling (offer/answer/ice)\n private handleSignal = async (message: SignalMessage) => {\n if (!this.shouldHandleSignal(message)) {\n return;\n }\n // Strategy/Command: type -> handler map.\n const handlers: Record<SignalMessage[\"type\"], () => Promise<void>> = {\n offer: async () => {\n this.remoteId = message.from;\n if (this.state === \"passive\") {\n this.dispatch(\"REMOTE_CONNECT\");\n }\n await this.pc.setRemoteDescription(\n message.payload as RTCSessionDescriptionInit,\n );\n const answer = await this.pc.createAnswer();\n await this.pc.setLocalDescription(answer);\n const reply: SignalMessage = {\n from: this.id,\n to: message.from,\n type: \"answer\",\n payload: answer,\n };\n this.signaling.relay(reply);\n },\n answer: async () => {\n await this.pc.setRemoteDescription(\n message.payload as RTCSessionDescriptionInit,\n );\n },\n ice: async () => {\n await this.pc.addIceCandidate(message.payload as RTCIceCandidateInit);\n },\n };\n\n await handlers[message.type]();\n };\n\n // State machine transitions\n private dispatch = (event: PeerEvent) => {\n // State Machine: event-driven transition + side effects.\n const next = nextState(this.state, event);\n if (!this.setPeerState(next)) {\n return;\n }\n\n if (next === \"requesting\" && event === \"CONNECT\") {\n if (this.requestedId) {\n this.remoteId = this.requestedId;\n this.requestedId = null;\n }\n this.runTask(this.startOffer(), \"startOffer\");\n return;\n }\n\n if (next === \"passive\") {\n this.closeConnection();\n if (this.requestedId) {\n this.remoteId = this.requestedId;\n this.requestedId = null;\n this.dispatch(\"CONNECT\");\n }\n }\n };\n\n // Active offer creation\n private startOffer = async () => {\n if (!this.remoteId) {\n return;\n }\n this.dc = this.pc.createDataChannel(\"game\", {ordered: true});\n this.bindDataChannel();\n const offer = await this.pc.createOffer();\n await this.pc.setLocalDescription(offer);\n const msg: SignalMessage = {\n from: this.id,\n to: this.remoteId,\n type: \"offer\",\n payload: offer,\n };\n this.signaling.relay(msg);\n };\n\n // Cleanup for passive state\n private closeConnection = () => {\n const dataChannel = this.dc;\n this.dc = null;\n this.pendingSends.length = 0;\n this.negotiating = false;\n this.renegotiateQueued = false;\n if (dataChannel) {\n dataChannel.onmessage = null;\n dataChannel.onopen = null;\n dataChannel.onclose = null;\n if (dataChannel.readyState !== \"closed\") {\n dataChannel.close();\n }\n }\n this.dispatchMedia(\"DISCONNECT\");\n this.remoteId = null;\n };\n\n private detachLocalMedia = () => {\n if (!this.senders.length) {\n return;\n }\n for (const sender of this.senders) {\n try {\n this.pc.removeTrack(sender);\n } catch {\n // ignore\n }\n }\n this.senders = [];\n };\n\n private ensureRemoteStream = () => {\n if (!this.remoteStream) {\n this.remoteStream = new MediaStream();\n }\n return this.remoteStream;\n };\n\n private handleRemoteTrack = (event: RTCTrackEvent) => {\n const [stream] = event.streams;\n if (stream) {\n this.remoteStream = stream;\n } else {\n const target = this.ensureRemoteStream();\n target.addTrack(event.track);\n this.remoteStream = target;\n }\n event.track.addEventListener(\"ended\", () => {\n this.handleRemoteTrackEnded();\n });\n if (this.onRemoteStreamHandler && this.remoteStream) {\n this.onRemoteStreamHandler(this.remoteStream);\n }\n };\n\n private handleRemoteTrackEnded = () => {\n if (!this.remoteStream) {\n return;\n }\n const hasLiveTracks = this.remoteStream.getTracks().some((track) => track.readyState !== \"ended\");\n if (!hasLiveTracks) {\n this.clearRemoteStream();\n }\n };\n\n private clearRemoteStream = () => {\n if (!this.remoteStream) {\n return;\n }\n for (const track of this.remoteStream.getTracks()) {\n try {\n track.stop();\n } catch {\n // ignore\n }\n }\n this.remoteStream = null;\n this.onRemoteStreamHandler?.(null);\n };\n\n private isMediaReady = () => this.dc?.readyState === \"open\";\n\n private dispatchMedia = (event: MediaEvent) => {\n const next = nextMediaState(this.mediaState, event);\n if (!this.setMediaState(next)) {\n if (event === \"REQUEST\" && next === \"starting\") {\n this.attemptActivateMedia();\n }\n return;\n }\n if (next === \"starting\") {\n this.detachLocalMedia();\n this.attemptActivateMedia();\n return;\n }\n if (next === \"idle\") {\n this.detachLocalMedia();\n this.clearRemoteStream();\n }\n };\n\n private attemptActivateMedia = () => {\n if (this.mediaState !== \"starting\") {\n return;\n }\n if (!this.localStream || !this.isMediaReady()) {\n return;\n }\n for (const track of this.localStream.getTracks()) {\n const sender = this.pc.addTrack(track, this.localStream);\n this.senders.push(sender);\n }\n this.dispatchMedia(\"READY\");\n };\n\n private canNegotiate = () => Boolean(this.remoteId && this.isMediaReady());\n\n private shouldHandleSignal = (message: SignalMessage) => {\n if (message.type === \"offer\") {\n return this.state === \"passive\" || this.remoteId === message.from;\n }\n return this.remoteId === message.from;\n };\n\n private setPeerState = (next: PeerState) => {\n if (this.state === next) {\n return false;\n }\n this.state = next;\n this.onStateChangeHandler?.(this.state);\n return true;\n };\n\n private setMediaState = (next: MediaState) => {\n if (this.mediaState === next) {\n return false;\n }\n this.mediaState = next;\n this.onMediaChangeHandler?.(this.mediaState);\n return true;\n };\n\n private negotiate = async () => {\n if (!this.remoteId) {\n return;\n }\n if (this.negotiating) {\n this.renegotiateQueued = true;\n return;\n }\n this.negotiating = true;\n try {\n const offer = await this.pc.createOffer();\n await this.pc.setLocalDescription(offer);\n const msg: SignalMessage = {\n from: this.id,\n to: this.remoteId,\n type: \"offer\",\n payload: offer,\n };\n this.signaling.relay(msg);\n } finally {\n this.negotiating = false;\n if (this.renegotiateQueued) {\n this.renegotiateQueued = false;\n this.runTask(this.negotiate(), \"negotiate\");\n }\n }\n };\n\n private runTask(task: Promise<void>, context: string) {\n void task.catch((error) => {\n console.error(`[rtc-peer] ${context} failed`, error);\n this.dispatchMedia(\"DISCONNECT\");\n this.dispatch(\"DISCONNECT\");\n });\n }\n}\n","export type SignalingSession = {\n peerId: string;\n resumeToken: string;\n updatedAt: number;\n};\n\nconst STORAGE_KEY = \"p2p-lockstep-kit:signal-session\";\nconst RESUME_TTL_MS = 10 * 60 * 1000;\n\nconst getStorage = () => {\n if (typeof window === \"undefined\") {\n return null;\n }\n try {\n return window.localStorage;\n } catch {\n return null;\n }\n};\n\nexport const loadSession = (): SignalingSession | null => {\n const storage = getStorage();\n if (!storage) {\n return null;\n }\n const raw = storage.getItem(STORAGE_KEY);\n if (!raw) {\n return null;\n }\n try {\n const data = JSON.parse(raw) as SignalingSession;\n if (!data?.peerId || !data?.resumeToken) {\n return null;\n }\n return data;\n } catch {\n return null;\n }\n};\n\nexport const saveSession = (session: SignalingSession | null) => {\n const storage = getStorage();\n if (!storage) {\n return;\n }\n if (!session) {\n storage.removeItem(STORAGE_KEY);\n return;\n }\n storage.setItem(STORAGE_KEY, JSON.stringify(session));\n};\n\nexport const clearSession = () => {\n saveSession(null);\n};\n\nexport const isExpired = (session: SignalingSession, ttlMs = RESUME_TTL_MS) =>\n Date.now() - session.updatedAt > ttlMs;\n","import {SignalingClient} from \"./signaling/client\";\nimport {RtcPeer} from \"./transport/rtcPeer\";\nimport {clearSession, isExpired, loadSession, saveSession} from \"./signaling/session\";\nimport type {MediaState, PeerState} from \"./state/peerState\";\nimport {decode, encode} from \"../utils\";\n\nexport class NetworkClient {\n private readonly signaling: SignalingClient;\n private peer: RtcPeer | null = null;\n private onMessageHandler: ((data: unknown) => void) | null = null;\n private onRemoteStreamHandler: ((stream: MediaStream | null) => void) | null = null;\n private pendingMediaStream: MediaStream | null = null;\n private onStateChangeHandler: ((state: PeerState) => void) | null = null;\n private onMediaChangeHandler: ((state: MediaState) => void) | null = null;\n\n public constructor(signaling = new SignalingClient()) {\n this.signaling = signaling;\n }\n\n public async register(url: string) {\n this.peer?.dispose();\n this.peer = null;\n await this.signaling.connect(url);\n const cached = loadSession();\n let result: { peerId: string; iceServers: RTCIceServer[]; resumeToken: string } | null =\n null;\n if (cached && isExpired(cached)) {\n clearSession();\n } else if (cached) {\n try {\n result = await this.signaling.resume({\n peerId: cached.peerId,\n resumeToken: cached.resumeToken,\n });\n } catch {\n clearSession();\n }\n }\n if (!result) {\n result = await this.signaling.register();\n }\n if (result.resumeToken) {\n saveSession({\n peerId: result.peerId,\n resumeToken: result.resumeToken,\n updatedAt: Date.now(),\n });\n }\n const pc = new RTCPeerConnection({iceServers: result.iceServers});\n this.peer = new RtcPeer(result.peerId, pc, this.signaling,\n (data) => {\n try {\n const parsed = decode<unknown>(String(data));\n this.onMessageHandler?.(parsed);\n } catch {\n this.onMessageHandler?.(data);\n }\n },\n (stream) => {\n this.onRemoteStreamHandler?.(stream);\n },\n (state) => {\n this.onStateChangeHandler?.(state);\n },\n (state) => {\n this.onMediaChangeHandler?.(state);\n }\n\n );\n if (this.onRemoteStreamHandler) {\n this.peer.onRemoteStream(this.onRemoteStreamHandler);\n }\n if (this.onStateChangeHandler) {\n this.onStateChangeHandler(this.peer.getPeerState());\n }\n if (this.onMediaChangeHandler) {\n this.onMediaChangeHandler(this.peer.getMediaState());\n }\n if (this.pendingMediaStream) {\n this.peer.startMedia(this.pendingMediaStream);\n }\n return {peerId: result.peerId};\n }\n\n public async connect(targetId: string) {\n if (!this.peer) {\n return;\n }\n await this.peer.connect(targetId);\n }\n\n public send(data: unknown) {\n const payload = encode(data);\n this.peer?.send(payload);\n }\n\n public disconnect() {\n this.peer?.disconnect();\n }\n\n /**\n * eg:\n * client.onMessage((payload) => {\n * const text = String(payload);\n * console.log(\"peer says\", text);\n * });\n */\n public onMessage(handler: (data: unknown) => void) {\n this.onMessageHandler = handler;\n }\n\n public startMedia(stream: MediaStream) {\n this.pendingMediaStream = stream;\n this.peer?.startMedia(stream);\n }\n\n public stopMedia() {\n this.pendingMediaStream = null;\n this.peer?.stopMedia();\n }\n\n public onRemoteStream(handler: (stream: MediaStream | null) => void) {\n this.onRemoteStreamHandler = handler;\n this.peer?.onRemoteStream(handler);\n }\n\n public onStateChange(handler: (state: PeerState) => void) {\n this.onStateChangeHandler = handler;\n handler(this.peer?.getPeerState() ?? \"passive\");\n }\n\n public onMediaChange(handler: (state: MediaState) => void) {\n this.onMediaChangeHandler = handler;\n handler(this.peer?.getMediaState() ?? \"idle\");\n }\n\n public getLocalPeerId = () => this.peer?.getPeerId() ?? null;\n public getRemotePeerId = () => this.peer?.getRemoteId() ?? null;\n public peerState = (): PeerState => this.peer?.getPeerState() ?? \"passive\";\n public mediaState = (): MediaState => this.peer?.getMediaState() ?? \"idle\";\n}\n\nexport const createClient = () => new NetworkClient();\n","export type Logger = {\n debug: (message: string, meta?: unknown) => void;\n info: (message: string, meta?: unknown) => void;\n warn: (message: string, meta?: unknown) => void;\n error: (message: string, meta?: unknown) => void;\n};\n\nconst logWith =\n (level: 'debug' | 'info' | 'warn' | 'error') =>\n (message: string, meta?: unknown) => {\n const write = level === 'debug' ? console.info : console[level];\n if (meta !== undefined) {\n // eslint-disable-next-line no-console\n write(message, meta);\n return;\n }\n // eslint-disable-next-line no-console\n write(message);\n };\n\nexport const consoleLogger: Logger = {\n debug: logWith('debug'),\n info: logWith('info'),\n warn: logWith('warn'),\n error: logWith('error'),\n};\n","export type Serialized = string;\n\nexport const encode = (value: unknown): Serialized => JSON.stringify(value);\n\nexport const decode = <T>(raw: Serialized): T => {\n if (typeof raw !== 'string') {\n throw new TypeError('decode expects a serialized string');\n }\n return JSON.parse(raw) as T;\n};\n\nexport const decodeSafe = <T>(\n raw: unknown,\n): { ok: true; value: T } | { ok: false; error: unknown } => {\n if (typeof raw !== 'string') {\n return {\n ok: false,\n error: new TypeError('decodeSafe expects a serialized string'),\n };\n }\n\n try {\n return { ok: true, value: JSON.parse(raw) as T };\n } catch (error) {\n return { ok: false, error };\n }\n};\n","import { decodeSafe } from '../serialization';\n\nexport type SessionMessageType =\n | 'READY'\n | 'START'\n | 'MOVE'\n | 'UNDO'\n | 'RESTART'\n | 'APPROVE'\n | 'REJECT'\n | 'SYNC_REQUEST'\n | 'SYNC_STATE'\n | 'OFFLINE'\n | 'ONLINE'\n | 'GAME_OVER';\n\nexport type SessionMessage = {\n type: SessionMessageType;\n from?: string;\n seq?: number;\n sid?: string;\n turn?: number;\n stateHash?: string;\n payload?: any;\n};\n\nexport const parseSessionMessage = (\n data: unknown,\n): (Partial<SessionMessage> & { type?: string }) | null => {\n if (typeof data !== 'string') {\n if (!data || typeof data !== 'object') {\n return null;\n }\n return data as Partial<SessionMessage> & { type?: string };\n }\n\n const decoded = decodeSafe<Partial<SessionMessage> & { type?: string }>(\n data,\n );\n if (!decoded.ok || !decoded.value || typeof decoded.value !== 'object') {\n return null;\n }\n\n return decoded.value;\n};\n","import { consoleLogger, SessionMessage, SessionMessageType } from '../utils';\n\nexport type CommandOrigin = 'local' | 'remote';\nexport type BusMessageType =\n | SessionMessageType\n | 'OFFLINE'\n | 'ONLINE'\n | 'GAME_OVER';\nexport type BusMessage = Omit<SessionMessage, 'type'> & {\n type: BusMessageType;\n};\nexport type CommandListener = (message: BusMessage) => Promise<void> | void;\n\ntype HandlerMap = Partial<Record<BusMessageType, CommandListener>>;\n\nexport class CommandBus {\n private handlers: HandlerMap = {};\n private processingQueue: Promise<void> = Promise.resolve();\n\n public emit(\n type: BusMessageType,\n payload?: unknown,\n from: CommandOrigin = 'local',\n ): void {\n this.dispatch({ type, payload, from });\n }\n\n public register(type: BusMessageType, handler: CommandListener): void {\n this.handlers[type] = handler;\n consoleLogger.debug(`[session:bus] registered ${type}`);\n }\n\n public dispatch(message: BusMessage): void {\n this.processingQueue = this.processingQueue.then(async () => {\n consoleLogger.debug(`[session:bus] dispatch ${message.type}`, {\n from: message.from,\n payload: message.payload,\n turn: message.turn,\n sid: message.sid,\n });\n\n const handler = this.handlers[message.type];\n if (handler) {\n try {\n await handler(message);\n consoleLogger.debug(`[session:bus] handled ${message.type}`, {\n from: message.from,\n });\n } catch (err) {\n console.error(`[CommandBus] Error in ${message.type}:`, err);\n }\n return;\n }\n\n consoleLogger.debug(`[session:bus] no handler for ${message.type}`, {\n from: message.from,\n });\n });\n }\n}\n","export type SessionState =\n | 'idle'\n | 'ready'\n | 'could_start'\n | 'turn'\n | 'remote_turn'\n | 'approving'\n | 'waiting_approval'\n | 'syncing'\n | 'offline';\n\nexport type SessionEvent =\n | 'REMOTE_READY'\n | 'READY'\n | 'START'\n | 'REMOTE_START'\n | 'MOVE'\n | 'REMOTE_MOVE'\n | 'UNDO'\n | 'REMOTE_UNDO'\n | 'RESTART'\n | 'REMOTE_RESTART'\n | 'APPROVE'\n | 'REJECT'\n | 'GAME_OVER'\n | 'SYNC'\n | 'SYNC_COMPLETE'\n | 'OFFLINE'\n | 'ONLINE';\n\nexport type Transition = {\n from: SessionState;\n event: SessionEvent;\n to: SessionState;\n};\n\nconst transitions: Transition[] = [\n // Pre-match readiness\n { from: 'idle', event: 'READY', to: 'ready' },\n { from: 'ready', event: 'READY', to: 'idle' },\n { from: 'idle', event: 'REMOTE_READY', to: 'could_start' },\n { from: 'could_start', event: 'REMOTE_READY', to: 'idle' },\n { from: 'ready', event: 'REJECT', to: 'idle' },\n { from: 'could_start', event: 'REJECT', to: 'idle' },\n\n // Match start / turn assignment\n { from: 'ready', event: 'REMOTE_START', to: 'turn' },\n { from: 'ready', event: 'REMOTE_START', to: 'remote_turn' },\n { from: 'could_start', event: 'START', to: 'turn' },\n { from: 'could_start', event: 'START', to: 'remote_turn' },\n\n // Turn swapping after moves\n { from: 'turn', event: 'MOVE', to: 'remote_turn' },\n { from: 'remote_turn', event: 'REMOTE_MOVE', to: 'turn' },\n { from: 'turn', event: 'REJECT', to: 'turn' },\n { from: 'remote_turn', event: 'REJECT', to: 'remote_turn' },\n\n // Requests initiated by local player (undo/restart)\n { from: 'turn', event: 'UNDO', to: 'waiting_approval' },\n { from: 'remote_turn', event: 'UNDO', to: 'waiting_approval' },\n { from: 'turn', event: 'RESTART', to: 'waiting_approval' },\n { from: 'remote_turn', event: 'RESTART', to: 'waiting_approval' },\n\n // Requests coming from remote (we need to approve)\n { from: 'turn', event: 'REMOTE_UNDO', to: 'approving' },\n { from: 'remote_turn', event: 'REMOTE_UNDO', to: 'approving' },\n { from: 'turn', event: 'REMOTE_RESTART', to: 'approving' },\n { from: 'remote_turn', event: 'REMOTE_RESTART', to: 'approving' },\n\n // Approval outcomes when we were waiting for the peer.\n { from: 'waiting_approval', event: 'APPROVE', to: 'turn' },\n { from: 'waiting_approval', event: 'REJECT', to: 'turn' },\n { from: 'waiting_approval', event: 'REJECT', to: 'remote_turn' },\n\n // Approval outcomes when we were confirming the peer's request.\n // The target turn is explicit because resumeTurn decides who continues.\n { from: 'approving', event: 'APPROVE', to: 'remote_turn' },\n { from: 'approving', event: 'REJECT', to: 'remote_turn' },\n { from: 'approving', event: 'REJECT', to: 'turn' },\n\n // Game end resets back to the pre-match idle state\n { from: 'turn', event: 'GAME_OVER', to: 'idle' },\n { from: 'remote_turn', event: 'GAME_OVER', to: 'idle' },\n\n // Rejoin/sync flows\n { from: 'turn', event: 'SYNC', to: 'syncing' },\n { from: 'remote_turn', event: 'SYNC', to: 'syncing' },\n { from: 'waiting_approval', event: 'SYNC', to: 'syncing' },\n { from: 'approving', event: 'SYNC', to: 'syncing' },\n { from: 'idle', event: 'SYNC', to: 'syncing' },\n { from: 'ready', event: 'SYNC', to: 'syncing' },\n { from: 'could_start', event: 'SYNC', to: 'syncing' },\n { from: 'syncing', event: 'SYNC_COMPLETE', to: 'turn' },\n { from: 'syncing', event: 'SYNC_COMPLETE', to: 'remote_turn' },\n\n // Connection state\n { from: 'idle', event: 'OFFLINE', to: 'offline' },\n { from: 'ready', event: 'OFFLINE', to: 'offline' },\n { from: 'could_start', event: 'OFFLINE', to: 'offline' },\n { from: 'turn', event: 'OFFLINE', to: 'offline' },\n { from: 'remote_turn', event: 'OFFLINE', to: 'offline' },\n { from: 'waiting_approval', event: 'OFFLINE', to: 'offline' },\n { from: 'approving', event: 'OFFLINE', to: 'offline' },\n { from: 'syncing', event: 'OFFLINE', to: 'offline' },\n { from: 'offline', event: 'ONLINE', to: 'syncing' },\n];\n// only receive 'to' from state. never receive from handlers.\nconst nextState = (\n state: SessionState,\n event: SessionEvent,\n to?: SessionState, // next turn or pending action\n): SessionState => {\n if (to) {\n if (\n !!transitions.find(\n (t) => t.from === state && t.event === event && t.to === to,\n )\n ) {\n return to;\n } else {\n return state;\n }\n } else {\n const hit = transitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n }\n};\n\nconst hasNextState = (\n state: SessionState,\n action: SessionEvent,\n to?: SessionState,\n): boolean => {\n if (to) {\n return !!transitions.find(\n (t) => t.from === state && t.event === action && t.to === to,\n );\n }\n return !!transitions.find((t) => t.from === state && t.event === action);\n};\n\nexport class SessionFsm {\n private state: SessionState;\n\n constructor(state: SessionState = 'idle') {\n this.state = state;\n }\n\n public getState(): SessionState {\n return this.state;\n }\n\n public hasNextState(event: SessionEvent, to?: SessionState): boolean {\n return hasNextState(this.state, event, to);\n }\n\n public dispatch(action: SessionEvent, to?: SessionState) {\n this.state = nextState(this.state, action, to);\n }\n}\n","import type {\n PendingAction,\n PlayerLabel,\n TurnEntry,\n State,\n} from '../state/state';\nimport type { SessionState } from '../state/fsm';\nimport { consoleLogger } from '../../utils';\n\nexport interface GameStateSnapshot {\n localState: SessionState;\n remoteState: SessionState;\n turn: number;\n history: TurnEntry[];\n lastStart: PlayerLabel | null;\n pendingAction: PendingAction;\n connected: boolean;\n}\n\nexport interface GameEvent {\n type:\n | 'READY'\n | 'START'\n | 'MOVE'\n | 'GAME_OVER'\n | 'UNDO'\n | 'RESTART'\n | 'OFFLINE'\n | 'ONLINE'\n | 'SYNC'\n | 'ERROR';\n payload?: unknown;\n from?: 'local' | 'remote';\n timestamp?: number;\n}\n\nexport interface IGameObserver {\n onStateChange(snapshot: GameStateSnapshot): void;\n onGameEvent(event: GameEvent): void;\n onConnectionChange?(connected: boolean): void;\n onError?(error: { message: string; context?: unknown }): void;\n}\n\nexport interface IStateObserver {\n onStateChanged?(): void;\n onHistoryChanged?(): void;\n onGameReset?(): void;\n}\n\nexport interface IGamePlugin {\n validateMove(move: unknown, gameState: GameState): ValidationResult;\n checkWin(gameState: GameState, history: TurnEntry[]): PlayerLabel | null;\n initialize?(): void;\n cleanup?(): void;\n}\n\nexport interface ValidationResult {\n valid: boolean;\n reason?: string;\n}\n\nexport interface GameState {\n history: TurnEntry[];\n localState: 'turn' | 'remote_turn' | string;\n remoteState: 'turn' | 'remote_turn' | string;\n turn: number;\n lastStart: PlayerLabel | null;\n}\n\nexport class DefaultGamePlugin implements IGamePlugin {\n validateMove(): ValidationResult {\n return { valid: true };\n }\n checkWin(): PlayerLabel | null {\n return null;\n }\n}\n\nexport class StateObserverManager {\n private observers: Set<IStateObserver> = new Set();\n\n subscribe(observer: IStateObserver): void {\n this.observers.add(observer);\n }\n\n unsubscribe(observer: IStateObserver): void {\n this.observers.delete(observer);\n }\n\n notifyStateChanged(): void {\n for (const observer of this.observers) {\n try {\n observer.onStateChanged?.();\n } catch (err) {\n console.error('[StateObserver]', err);\n }\n }\n }\n\n notifyHistoryChanged(): void {\n for (const observer of this.observers) {\n try {\n observer.onHistoryChanged?.();\n } catch (err) {\n console.error('[StateObserver]', err);\n }\n }\n }\n\n notifyGameReset(): void {\n for (const observer of this.observers) {\n try {\n observer.onGameReset?.();\n } catch (err) {\n console.error('[StateObserver]', err);\n }\n }\n }\n}\n\nexport class GameStateObserver {\n private observers: Set<IGameObserver> = new Set();\n private currentSnapshot: GameStateSnapshot | null = null;\n\n subscribe(observer: IGameObserver): () => void {\n this.observers.add(observer);\n return () => {\n this.observers.delete(observer);\n };\n }\n\n unsubscribe(observer: IGameObserver): void {\n this.observers.delete(observer);\n }\n\n notifyStateChange(snapshot: GameStateSnapshot): void {\n this.currentSnapshot = snapshot;\n for (const observer of this.observers) {\n try {\n observer.onStateChange(snapshot);\n } catch (err) {\n console.error('[GameStateObserver]', err);\n }\n }\n }\n\n notifyGameEvent(event: GameEvent): void {\n event.timestamp = Date.now();\n for (const observer of this.observers) {\n try {\n observer.onGameEvent(event);\n } catch (err) {\n console.error('[GameStateObserver]', err);\n }\n }\n }\n\n notifyConnectionChange(connected: boolean): void {\n for (const observer of this.observers) {\n try {\n observer.onConnectionChange?.(connected);\n } catch (err) {\n console.error('[GameStateObserver]', err);\n }\n }\n }\n\n notifyError(error: { message: string; context?: unknown }): void {\n for (const observer of this.observers) {\n try {\n observer.onError?.(error);\n } catch (err) {\n console.error('[GameStateObserver]', err);\n }\n }\n }\n\n getSnapshot(): GameStateSnapshot | null {\n return this.currentSnapshot;\n }\n\n getObserverCount(): number {\n return this.observers.size;\n }\n}\n\nexport function buildGameStateSnapshot(\n state: State,\n connected: boolean = false,\n): GameStateSnapshot {\n return {\n localState: state.getState('local'),\n remoteState: state.getState('remote'),\n turn: state.getTurnCount(),\n history: state.getHistory(),\n lastStart: state.getLastStart(),\n pendingAction: state.getPendingAction(),\n connected,\n };\n}\n\nexport class UINotificationAdapter implements IStateObserver {\n private lastNotificationTime = 0;\n private notificationThrottleMs = 0;\n\n constructor(\n private stateRef: State,\n private uiObserver: GameStateObserver,\n private getConnected: () => boolean = () => false,\n ) {}\n\n onStateChanged(): void {\n const now = Date.now();\n if (this.lastNotificationTime + this.notificationThrottleMs > now) return;\n this.lastNotificationTime = now;\n\n const snapshot = buildGameStateSnapshot(this.stateRef, this.getConnected());\n consoleLogger.debug('[session:observer] state snapshot', {\n local: snapshot.localState,\n remote: snapshot.remoteState,\n turn: snapshot.turn,\n history: snapshot.history.length,\n pending: snapshot.pendingAction,\n connected: snapshot.connected,\n });\n this.uiObserver.notifyStateChange(snapshot);\n }\n\n onHistoryChanged(): void {\n this.onStateChanged();\n }\n\n onGameReset(): void {\n this.onStateChanged();\n }\n\n emitEvent(event: Omit<GameEvent, 'timestamp'>): void {\n this.uiObserver.notifyGameEvent(event as GameEvent);\n }\n}\n","import { SessionEvent, SessionFsm, SessionState } from './fsm';\nimport type {\n IGamePlugin,\n GameState,\n ValidationResult,\n IStateObserver,\n} from '../observer';\nimport { DefaultGamePlugin, StateObserverManager } from '../observer';\nimport { consoleLogger } from '../../utils';\n\nexport type TurnEntry = {\n turn: number;\n player: 'local' | 'remote';\n move?: unknown;\n};\n\nexport type PlayerLabel = 'local' | 'remote';\nexport type PendingAction = 'undo' | 'restart' | null;\n\nexport class State {\n // will update map when multi-players (>=3)\n private local = new SessionFsm('idle');\n private remote = new SessionFsm('idle');\n // for compare remote is same people or not\n private readonly localId: string | null = null;\n private remoteId: string | null = null;\n // store all actions\n private readonly history: TurnEntry[] = [];\n // pending some state\n private pendingAction: PendingAction = null;\n private pendingUndoCount: 1 | 2 | null = null;\n private resumeTurn: PlayerLabel | null = null;\n private lastStart: PlayerLabel | null = null;\n\n // Game plugin for rule validation and win checking\n private gamePlugin: IGamePlugin = new DefaultGamePlugin();\n\n // Internal state observer for UI notifications\n private stateObserverManager = new StateObserverManager();\n\n constructor(id: string | null, remoteId: string | null) {\n if (id) {\n this.localId = id;\n }\n if (remoteId) {\n this.remoteId = remoteId;\n }\n consoleLogger.debug('[session:state] created', { localId: id, remoteId });\n }\n\n /**\n * Register an internal observer (like plugin pattern)\n * Use this to connect State mutations to UI updates\n */\n public subscribeStateObserver(observer: IStateObserver): void {\n this.stateObserverManager.subscribe(observer);\n }\n\n // ...existing code...\n\n public getId(): string | null {\n return this.localId;\n }\n\n public getremoteId(): string | null {\n return this.remoteId;\n }\n\n public setremoteId(id: string) {\n this.remoteId = id;\n consoleLogger.debug('[session:state] remote id set', { remoteId: id });\n }\n\n public getState(player: PlayerLabel): SessionState {\n return this.getPlayerFsm(player).getState();\n }\n\n public getTurnCount(): number {\n return this.history.length + 1;\n }\n\n public getHistory(): TurnEntry[] {\n return this.history.slice();\n }\n\n public replaceHistory(entries: TurnEntry[]): void {\n consoleLogger.debug('[session:history] replace', { count: entries.length });\n this.clearHistory();\n entries.forEach((entry) => {\n this.pushHistory({\n turn: entry.turn,\n player: entry.player,\n move: entry.move,\n });\n });\n }\n\n public clearHistory(): void {\n const count = this.history.length;\n this.history.splice(0, this.history.length);\n consoleLogger.debug('[session:history] clear', { count });\n this.notifyHistoryChanged();\n }\n\n public pushHistory(entry: TurnEntry): void {\n this.history.push(entry);\n consoleLogger.debug('[session:history] push', {\n turn: entry.turn,\n player: entry.player,\n move: entry.move,\n count: this.history.length,\n });\n this.notifyHistoryChanged();\n }\n\n public popHistory(): TurnEntry | null {\n const entry = this.history.pop() ?? null;\n if (entry) {\n consoleLogger.debug('[session:history] pop', {\n turn: entry.turn,\n player: entry.player,\n move: entry.move,\n count: this.history.length,\n });\n this.notifyHistoryChanged();\n }\n return entry;\n }\n\n public canAction(player: PlayerLabel, action: SessionEvent): boolean {\n return this.getPlayerFsm(player).hasNextState(action);\n }\n\n /**\n * Dispatch an action and automatically determine target state if unique\n * Only use explicit 'to' parameter for ambiguous transitions (APPROVE, REJECT, etc.)\n *\n * For most actions (READY, MOVE, START, etc.), there's only one valid transition,\n * so we automatically find and apply it.\n */\n public dispatch(\n player: PlayerLabel,\n action: SessionEvent,\n to?: SessionState,\n ): void {\n const before = this.getState(player);\n this.getPlayerFsm(player).dispatch(action, to);\n const after = this.getState(player);\n consoleLogger.debug(`[session:fsm] ${player} ${action}`, {\n from: before,\n to: after,\n requested: to,\n local: this.getState('local'),\n remote: this.getState('remote'),\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction,\n });\n this.notifyStateChanged();\n }\n\n public setPendingAction(action: PendingAction) {\n consoleLogger.debug('[session:state] pending action set', {\n from: this.pendingAction,\n to: action,\n });\n this.pendingAction = action;\n }\n\n public getPendingAction(): PendingAction {\n return this.pendingAction;\n }\n\n public setPendingUndoCount(count: 1 | 2 | null) {\n consoleLogger.debug('[session:state] pending undo count set', {\n from: this.pendingUndoCount,\n to: count,\n });\n this.pendingUndoCount = count;\n }\n\n public getPendingUndoCount(): 1 | 2 | null {\n return this.pendingUndoCount;\n }\n\n public setLastStart(player: PlayerLabel | null) {\n consoleLogger.debug('[session:state] last start set', {\n from: this.lastStart,\n to: player,\n });\n this.lastStart = player;\n }\n\n public getLastStart(): PlayerLabel | null {\n return this.lastStart;\n }\n\n public setResumeTurn(player: PlayerLabel | null) {\n consoleLogger.debug('[session:state] resume turn set', {\n from: this.resumeTurn,\n to: player,\n });\n this.resumeTurn = player;\n }\n\n public getResumeTurn(): PlayerLabel | null {\n return this.resumeTurn;\n }\n\n private getPlayerFsm(player: PlayerLabel): SessionFsm {\n return player === 'local' ? this.local : this.remote;\n }\n\n private notifyStateChanged(): void {\n consoleLogger.debug('[session:state] notify state changed', {\n local: this.getState('local'),\n remote: this.getState('remote'),\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction,\n });\n this.stateObserverManager.notifyStateChanged();\n }\n\n private notifyHistoryChanged(): void {\n consoleLogger.debug('[session:state] notify history changed', {\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction,\n });\n this.stateObserverManager.notifyHistoryChanged();\n }\n\n private notifyGameReset(): void {\n consoleLogger.debug('[session:state] notify game reset');\n this.stateObserverManager.notifyGameReset();\n }\n\n private dispatchPair(\n localAction: SessionEvent,\n localTo: SessionState,\n remoteAction: SessionEvent,\n remoteTo: SessionState,\n ): void {\n const before = {\n local: this.local.getState(),\n remote: this.remote.getState(),\n };\n this.local.dispatch(localAction, localTo);\n this.remote.dispatch(remoteAction, remoteTo);\n consoleLogger.debug('[session:fsm] pair dispatch', {\n before,\n after: {\n local: this.local.getState(),\n remote: this.remote.getState(),\n },\n localAction,\n localTo,\n remoteAction,\n remoteTo,\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction,\n });\n this.notifyStateChanged();\n }\n\n // ===== Helper Methods for Undo/Restart Request Handling =====\n\n /**\n * Save game state snapshot for undo/restart operations\n */\n private gameSnapshot: unknown = null;\n\n public saveGameSnapshot(snapshot: unknown): void {\n this.gameSnapshot = snapshot;\n consoleLogger.debug('[session:state] game snapshot saved', { snapshot });\n }\n\n public getGameSnapshot(): unknown {\n return this.gameSnapshot;\n }\n\n public clearGameSnapshot(): void {\n this.gameSnapshot = null;\n consoleLogger.debug('[session:state] game snapshot cleared');\n }\n\n /**\n * Check if there's a pending action (undo/restart)\n */\n public hasPendingAction(): boolean {\n return this.pendingAction !== null;\n }\n\n /**\n * Clear all pending states (called after approval/rejection)\n */\n public clearPendingStates(): void {\n consoleLogger.debug('[session:state] pending states cleared', {\n pending: this.pendingAction,\n pendingUndoCount: this.pendingUndoCount,\n resumeTurn: this.resumeTurn,\n });\n this.pendingAction = null;\n this.pendingUndoCount = null;\n this.resumeTurn = null;\n this.notifyStateChanged();\n }\n\n /**\n * Initialize undo request with undo count and current turn holder\n */\n public initializeUndoRequest(\n undoCount: 1 | 2,\n resumeTurn: PlayerLabel,\n ): void {\n this.pendingAction = 'undo';\n this.pendingUndoCount = undoCount;\n this.resumeTurn = resumeTurn;\n consoleLogger.debug('[session:state] undo request initialized', {\n undoCount,\n resumeTurn,\n });\n }\n\n /**\n * Initialize restart request with resume turn\n */\n public initializeRestartRequest(resumeTurn: PlayerLabel): void {\n this.pendingAction = 'restart';\n this.resumeTurn = resumeTurn;\n consoleLogger.debug('[session:state] restart request initialized', {\n resumeTurn,\n });\n }\n\n /**\n * Check if pending action is undo\n */\n public isPendingUndo(): boolean {\n return this.pendingAction === 'undo';\n }\n\n /**\n * Check if pending action is restart\n */\n public isPendingRestart(): boolean {\n return this.pendingAction === 'restart';\n }\n\n /**\n * Apply undo by popping history N times\n */\n public applyUndo(count: 1 | 2 = 1): void {\n consoleLogger.debug('[session:history] apply undo', { count });\n for (let i = 0; i < count; i++) {\n this.popHistory();\n }\n }\n\n /**\n * Reset game state to initial (for restart)\n */\n public resetGame(): void {\n consoleLogger.debug('[session:state] reset game', {\n local: this.getState('local'),\n remote: this.getState('remote'),\n history: this.history.length,\n lastStart: this.lastStart,\n pending: this.pendingAction,\n });\n this.clearHistory();\n this.local = new SessionFsm('idle');\n this.remote = new SessionFsm('idle');\n this.lastStart = null;\n this.pendingAction = null;\n this.pendingUndoCount = null;\n this.resumeTurn = null;\n this.notifyGameReset();\n this.notifyStateChanged();\n }\n\n /**\n * Save start player for reconnect synchronization\n */\n public recordStartPlayer(player: PlayerLabel): void {\n this.lastStart = player;\n consoleLogger.debug('[session:state] start player recorded', { player });\n }\n\n /**\n * Get move to undo from history\n */\n public getLastMove(): TurnEntry | null {\n return this.history.length > 0\n ? this.history[this.history.length - 1]\n : null;\n }\n\n // ===== Specialized FSM Dispatch Methods =====\n\n /**\n * Dispatch APPROVE action with automatic target state resolution\n * Multiple valid transitions exist - use state context to determine target\n */\n public dispatchApprove(): void {\n const localState = this.local.getState();\n if (localState === 'waiting_approval') {\n // Local requested the action; peer approved it.\n this.dispatchPair('APPROVE', 'turn', 'APPROVE', 'remote_turn');\n } else if (localState === 'approving') {\n // Peer requested the action; local approved it.\n this.dispatchPair('APPROVE', 'remote_turn', 'APPROVE', 'turn');\n }\n }\n\n /**\n * Dispatch REJECT action with automatic target state resolution\n * Multiple valid transitions exist - use resumeTurn to determine who continues\n */\n public dispatchReject(): void {\n const localState = this.local.getState();\n\n if (localState === 'waiting_approval' || localState === 'approving') {\n // resumeTurn tells us who should have turn after rejection\n const localTarget = this.resumeTurn === 'local' ? 'turn' : 'remote_turn';\n const remoteTarget = this.resumeTurn === 'local' ? 'remote_turn' : 'turn';\n this.dispatchPair('REJECT', localTarget, 'REJECT', remoteTarget);\n }\n }\n\n /**\n * Dispatch START action with automatic target state resolution\n * Determines who plays first based on starter parameter\n */\n public dispatchStart(firstPlayer: PlayerLabel): void {\n const before = {\n local: this.local.getState(),\n remote: this.remote.getState(),\n lastStart: this.lastStart,\n };\n if (firstPlayer === 'local') {\n this.local.dispatch('START', 'turn');\n this.remote.dispatch('START', 'remote_turn');\n this.lastStart = 'local';\n } else {\n this.local.dispatch('START', 'remote_turn');\n this.remote.dispatch('START', 'turn');\n this.lastStart = 'remote';\n }\n consoleLogger.debug('[session:fsm] start dispatch', {\n before,\n firstPlayer,\n after: {\n local: this.local.getState(),\n remote: this.remote.getState(),\n lastStart: this.lastStart,\n },\n });\n this.notifyStateChanged();\n }\n\n /**\n * Dispatch SYNC_COMPLETE with automatic target state resolution\n * Based on who should have the turn after sync\n */\n public dispatchSyncComplete(nextPlayer: PlayerLabel): void {\n if (nextPlayer === 'local') {\n this.dispatchPair(\n 'SYNC_COMPLETE',\n 'turn',\n 'SYNC_COMPLETE',\n 'remote_turn',\n );\n } else {\n this.dispatchPair(\n 'SYNC_COMPLETE',\n 'remote_turn',\n 'SYNC_COMPLETE',\n 'turn',\n );\n }\n this.resumeTurn = null;\n }\n\n // ===== Game Plugin Integration (Proxy Pattern) =====\n\n /**\n * Set the game plugin for rule validation and win checking\n * @param plugin Implementation of IGamePlugin\n */\n public setGamePlugin(plugin: IGamePlugin): void {\n this.gamePlugin = plugin;\n consoleLogger.debug('[session:plugin] game plugin set', {\n hasInitialize: Boolean(plugin.initialize),\n hasCleanup: Boolean(plugin.cleanup),\n });\n if (plugin.initialize) {\n plugin.initialize();\n }\n }\n\n /**\n * Get current game plugin\n */\n public getGamePlugin(): IGamePlugin {\n return this.gamePlugin;\n }\n\n /**\n * Validate a move using the game plugin\n * Called by move handler to check if move is legal\n * @param move The move data to validate\n * @returns Validation result with reason if invalid\n */\n public validateMove(move: unknown): ValidationResult {\n const gameState = this.buildGameState();\n const result = this.gamePlugin.validateMove(move, gameState);\n consoleLogger.debug('[session:plugin] validate move', {\n move,\n result,\n local: gameState.localState,\n remote: gameState.remoteState,\n turn: gameState.turn,\n history: gameState.history.length,\n });\n return result;\n }\n\n /**\n * Check if game has ended (someone won)\n * Called by move handler after move is applied\n * @returns Winner (local/remote) or null if game continues\n */\n public checkWin(): PlayerLabel | null {\n const gameState = this.buildGameState();\n const winner = this.gamePlugin.checkWin(gameState, this.getHistory());\n consoleLogger.debug('[session:plugin] check win', {\n winner,\n turn: gameState.turn,\n history: gameState.history.length,\n });\n return winner;\n }\n\n /**\n * Cleanup when game ends (for plugin to reset internal state)\n */\n public cleanupGame(): void {\n if (this.gamePlugin.cleanup) {\n this.gamePlugin.cleanup();\n }\n consoleLogger.debug('[session:plugin] cleanup game');\n }\n\n /**\n * Build game state for plugin\n * @private\n */\n private buildGameState(): GameState {\n return {\n history: this.getHistory(),\n localState: this.getState('local'),\n remoteState: this.getState('remote'),\n turn: this.getTurnCount(),\n lastStart: this.getLastStart(),\n };\n }\n}\n","import type { NetworkClient } from 'p2p-lockstep-kit-network';\nimport { parseSessionMessage, type SessionMessage } from '../utils';\nimport type { BusMessageType, CommandBus } from './commandBus';\n\n/**\n * Network client wrapper that bridges NetworkClient with CommandBus\n * Handles message encoding/decoding and connection state monitoring\n */\nexport class NetClient {\n private localPeerId: string | null;\n private remotePeerId: string | null;\n private isConnected: boolean = false;\n private connectionChangeListener: (isConnected: boolean) => void = () => {};\n private mediaStateListener: (active: boolean) => void = () => {};\n\n public constructor(\n private readonly client: NetworkClient,\n private readonly bus: CommandBus,\n peerId: string | null,\n ) {\n this.localPeerId = peerId ?? null;\n this.remotePeerId = null;\n\n // Forward incoming messages to the command bus\n this.client.onMessage((data) => {\n const message = parseSessionMessage(data);\n if (!message || typeof message !== 'object' || !message.type) {\n return;\n }\n this.bus.dispatch({\n ...(message as SessionMessage),\n type: message.type as BusMessageType,\n from: 'remote',\n });\n });\n\n // Monitor connection state and emit ONLINE/OFFLINE events\n this.client.onStateChange((state) => {\n const wasConnected = this.isConnected;\n this.isConnected = state === 'connected';\n\n // Notify listeners of connection state change\n this.connectionChangeListener(this.isConnected);\n\n // Only emit ONLINE/OFFLINE once when state changes\n if (this.isConnected && !wasConnected) {\n this.bus.emit('ONLINE', undefined, 'local');\n } else if (!this.isConnected && wasConnected) {\n this.bus.emit('OFFLINE', undefined, 'local');\n }\n });\n\n // Monitor remote media stream availability\n this.client.onRemoteStream((stream) => {\n const active =\n !!stream &&\n stream.getTracks().some((track) => track.readyState === 'live');\n this.mediaStateListener(active);\n });\n }\n\n /**\n * Send a message to the remote peer\n * Drops message if not connected and logs warning\n */\n public send(message: SessionMessage) {\n if (!this.isConnected) {\n console.warn(\n '[NetClient] Cannot send message: not connected',\n message.type,\n );\n return;\n }\n\n const enriched: SessionMessage = {\n ...message,\n from: message.from ?? this.localPeerId ?? '',\n };\n this.client.send(enriched);\n }\n\n /**\n * Update local and remote peer IDs\n */\n public setPeerIds(ids: { local?: string | null; remote?: string | null }) {\n if (ids.local !== undefined) {\n this.localPeerId = ids.local;\n }\n if (ids.remote !== undefined) {\n this.remotePeerId = ids.remote;\n }\n }\n\n /**\n * Get current peer IDs\n */\n public getPeerIds() {\n return { local: this.localPeerId, remote: this.remotePeerId };\n }\n\n /**\n * Check if currently connected to peer\n */\n public getIsConnected(): boolean {\n return this.isConnected;\n }\n\n /**\n * Monitor connection state changes\n * @param handler Called when connection state changes (true=connected, false=disconnected)\n */\n public onConnectionChange(handler: (isConnected: boolean) => void) {\n this.connectionChangeListener = handler;\n // Immediately call with current state if already have a state\n handler(this.isConnected);\n }\n\n /**\n * Monitor remote media stream state changes\n * @param handler Called when remote media becomes available or unavailable\n */\n public onMediaStateChange(handler: (active: boolean) => void) {\n this.mediaStateListener = handler;\n }\n}\n\nexport const createNetClient = (\n client: NetworkClient,\n bus: CommandBus,\n peerId: string | null,\n) => new NetClient(client, bus, peerId);\n","import type { State } from './state/state';\nimport type { CommandBus } from './commandBus';\nimport type { SessionMessage } from '../utils';\nimport { NetClient } from './net';\n\n/**\n * Global session context holder\n * Stores the current session's dependencies for handler access\n * Used by handlers to retrieve state, bus, and network client\n */\nclass SessionContext {\n private readonly state: State;\n private readonly bus: CommandBus;\n private readonly net: NetClient;\n private readonly sid?: string;\n\n constructor(state: State, bus: CommandBus, net: NetClient, sid?: string) {\n this.state = state;\n this.bus = bus;\n this.net = net;\n this.sid = sid;\n }\n\n getState() {\n return this.state;\n }\n\n getBus() {\n return this.bus;\n }\n\n getNet() {\n return this.net;\n }\n\n getSid() {\n return this.sid;\n }\n}\n\nlet instance: SessionContext | null = null;\n\n/**\n * Initialize the global session context\n * Must be called before handlers use context getters\n * @throws Error if context is accessed before initialization\n */\nexport const initializeContext = (\n state: State,\n bus: CommandBus,\n net: NetClient,\n sid?: string,\n) => {\n instance = new SessionContext(state, bus, net, sid);\n};\n\n/**\n * Reset the session context (for testing)\n * @internal Used by tests to clean up between test cases\n */\nexport const resetContext = () => {\n instance = null;\n};\n\n/**\n * Get the current session context\n * @throws Error if context has not been initialized\n * @internal Use getState(), getBus(), etc. instead\n */\nconst requireContext = () => {\n if (!instance) {\n throw new Error(\n '[SessionContext] Not initialized. Call initializeContext() first.',\n );\n }\n return instance;\n};\n\n/**\n * Get the current game state\n * @throws Error if context has not been initialized\n */\nexport const getState = () => requireContext().getState();\n\n/**\n * Get the command bus\n * @throws Error if context has not been initialized\n */\nexport const getBus = () => requireContext().getBus();\n\n/**\n * Get the network client\n * @throws Error if context has not been initialized\n * @internal Prefer using send() for sending messages\n */\nexport const getNet = () => requireContext().getNet();\n\n/**\n * Get the session ID\n * @throws Error if context has not been initialized\n */\nexport const getSid = () => requireContext().getSid();\n\n/**\n * Send a session message to the remote peer\n * @throws Error if context has not been initialized\n */\nexport const send = (message: SessionMessage) =>\n requireContext().getNet().send(message);\n\n","import type { CommandListener } from '../commandBus';\nimport { getBus, getSid, getState, send } from '../context';\nimport { consoleLogger, type SessionMessage } from '../../utils';\n\n/**\n * Handle player ready status notification\n *\n * For most cases, there's only one valid FSM transition:\n * - READY: idle → ready (for initiator)\n * - REMOTE_READY: idle → could_start (for peer)\n *\n * The dispatch() method automatically finds the unique transition.\n */\nexport const ready: CommandListener = (command) => {\n const state = getState();\n const bus = getBus();\n const localSid = getSid();\n consoleLogger.debug('[session:ready] received', {\n from: command.from,\n sid: (command as any).sid,\n localSid,\n local: state.getState('local'),\n remote: state.getState('remote'),\n });\n\n if (command.from === 'local') {\n // Local player initiating READY\n if (!state.canAction('local', 'READY')) {\n console.warn('[Ready] Cannot dispatch READY from current state', {\n state: state.getState('local'),\n });\n return;\n }\n\n state.dispatch('local', 'READY');\n state.dispatch('remote', 'REMOTE_READY');\n\n const message: SessionMessage = {\n type: 'READY',\n sid: localSid,\n };\n send(message);\n consoleLogger.debug('[session:ready] local toggled', {\n local: state.getState('local'),\n remote: state.getState('remote'),\n });\n return;\n }\n\n // Remote player sent READY message\n const remoteSid = (command as any).sid;\n\n // Validate session ID\n if (!remoteSid || localSid !== remoteSid) {\n console.warn('[Ready] Session ID mismatch', {\n local: localSid,\n remote: remoteSid,\n });\n bus.emit('REJECT', { reason: 'sid-mismatch' }, 'local');\n return;\n }\n\n // Check if transition is valid\n if (!state.canAction('remote', 'READY')) {\n console.warn('[Ready] Cannot dispatch READY for remote peer', {\n state: state.getState('remote'),\n });\n return;\n }\n\n // Execute state transitions\n state.dispatch('remote', 'READY');\n state.dispatch('local', 'REMOTE_READY');\n consoleLogger.debug('[session:ready] remote toggled', {\n local: state.getState('local'),\n remote: state.getState('remote'),\n });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getState, send } from '../context';\nimport type { PlayerLabel } from '../state/state';\nimport { consoleLogger } from '../../utils';\n\n/**\n * Determine next starter (turn order rotation)\n * If no previous starter, randomly pick one\n * Otherwise, alternate between local and remote\n */\nconst getNextStarter = (lastStarter: PlayerLabel | null): PlayerLabel => {\n if (!lastStarter) {\n return Math.random() < 0.5 ? 'local' : 'remote';\n }\n return lastStarter === 'local' ? 'remote' : 'local';\n};\n\n/**\n * Handle game start request\n *\n * Determines who plays first and transitions both FSMs accordingly.\n */\nexport const start: CommandListener = (command) => {\n const state = getState();\n consoleLogger.debug('[session:start] received', {\n from: command.from,\n payload: command.payload,\n local: state.getState('local'),\n remote: state.getState('remote'),\n lastStart: state.getLastStart(),\n });\n\n if (command.from === 'local') {\n // Local player initiating START\n if (\n !state.canAction('local', 'START') ||\n !state.canAction('remote', 'REMOTE_START')\n ) {\n console.warn('[Start] Cannot START from current state', {\n localState: state.getState('local'),\n remoteState: state.getState('remote'),\n });\n return;\n }\n\n const nextStarter = getNextStarter(state.getLastStart());\n const localTarget = nextStarter === 'local' ? 'turn' : 'remote_turn';\n const remoteTarget = nextStarter === 'local' ? 'remote_turn' : 'turn';\n\n if (state.getHistory().length > 0) {\n state.clearHistory();\n consoleLogger.debug('[session:start] cleared previous match history');\n }\n state.setLastStart(nextStarter);\n state.dispatch('local', 'START', localTarget);\n state.dispatch('remote', 'REMOTE_START', remoteTarget);\n\n // Send message with starter info (encoded as 'sender'/'receiver')\n send({\n type: 'START',\n payload: { starter: nextStarter === 'local' ? 'sender' : 'receiver' },\n });\n consoleLogger.debug('[session:start] local started', { nextStarter });\n return;\n }\n\n // Remote player sent START message\n const starterInfo = (command as any).payload?.starter;\n\n if (!starterInfo) {\n console.warn('[Start] Invalid START message format', { payload: command });\n return;\n }\n\n // Check if transition is valid\n if (\n !state.canAction('local', 'REMOTE_START') ||\n !state.canAction('remote', 'START')\n ) {\n console.warn('[Start] Cannot START from current state', {\n localState: state.getState('local'),\n remoteState: state.getState('remote'),\n });\n return;\n }\n\n // Decode from the receiver's perspective: the sender is the remote peer.\n const starter = starterInfo === 'sender' ? 'remote' : 'local';\n const localTarget = starter === 'local' ? 'turn' : 'remote_turn';\n const remoteTarget = starter === 'local' ? 'remote_turn' : 'turn';\n\n if (state.getHistory().length > 0) {\n state.clearHistory();\n consoleLogger.debug('[session:start] cleared previous match history');\n }\n state.setLastStart(starter);\n state.dispatch('local', 'REMOTE_START', localTarget);\n state.dispatch('remote', 'START', remoteTarget);\n consoleLogger.debug('[session:start] remote started', { starter });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getState, send } from '../context';\nimport { consoleLogger, type SessionMessage } from '../../utils';\n\n/**\n * Handle player move in game\n *\n * Flow:\n * 1. Validate move using game plugin (rule checking)\n * 2. Dispatch state transitions\n * 3. Record move in history\n * 4. Check win condition using game plugin\n * 5. Always send MOVE to peer, then let both peers check GAME_OVER locally\n *\n * The game plugin is injected via state.setGamePlugin(), allowing\n * different games to provide their own rule validation and win logic.\n */\nexport const move: CommandListener = (command) => {\n const state = getState();\n const movePayload = command.payload;\n\n consoleLogger.debug('[session:move] received', {\n from: command.from,\n payload: movePayload,\n local: state.getState('local'),\n remote: state.getState('remote'),\n turn: state.getTurnCount(),\n history: state.getHistory().length,\n });\n\n if (command.from === 'local') {\n // Local player making a move\n if (!state.canAction('local', 'MOVE')) {\n console.warn('[Move] Cannot MOVE from current state', {\n state: state.getState('local'),\n });\n return;\n }\n\n // ===== PROXY POINT 1: Validate move using game plugin =====\n const validation = state.validateMove(movePayload);\n if (!validation.valid) {\n console.warn('[Move] Move validation failed', {\n reason: validation.reason,\n move: movePayload,\n });\n // Could send REJECT to inform peer, but for now silently return\n return;\n }\n\n // Dispatch state transitions\n state.dispatch('local', 'MOVE');\n state.dispatch('remote', 'REMOTE_MOVE');\n\n // Record move in history\n const turn = state.getTurnCount();\n state.pushHistory({\n turn,\n player: 'local',\n move: movePayload,\n });\n\n const message: SessionMessage = {\n type: 'MOVE',\n turn,\n payload: movePayload,\n };\n send(message);\n consoleLogger.debug('[session:move] local move sent', {\n turn,\n payload: movePayload,\n });\n\n // ===== PROXY POINT 2: Check win condition using game plugin =====\n const winner = state.checkWin();\n if (winner) {\n // Game ended - someone won\n consoleLogger.debug('[session:move] game over detected', {\n winner,\n turn,\n });\n\n // Transition both FSMs back to idle (game ready to restart)\n state.dispatch('local', 'GAME_OVER');\n state.dispatch('remote', 'GAME_OVER');\n state.cleanupGame();\n consoleLogger.debug('[session:move] local game over applied', {\n winner,\n turn,\n });\n return;\n }\n\n return;\n }\n\n // Remote player made a move\n if (!state.canAction('remote', 'MOVE')) {\n console.warn('[Move] Cannot MOVE for remote player', {\n state: state.getState('remote'),\n });\n return;\n }\n\n // ===== PROXY POINT 1: Validate remote move =====\n const validation = state.validateMove(movePayload);\n if (!validation.valid) {\n console.warn('[Move] Remote move validation failed', {\n reason: validation.reason,\n move: movePayload,\n });\n return;\n }\n\n // Dispatch state transitions\n state.dispatch('remote', 'MOVE');\n state.dispatch('local', 'REMOTE_MOVE');\n\n // Record move in history\n const turn = state.getTurnCount();\n state.pushHistory({\n turn,\n player: 'remote',\n move: movePayload,\n });\n\n // ===== PROXY POINT 2: Check win condition =====\n const winner = state.checkWin();\n if (winner) {\n // Game ended - someone won\n consoleLogger.debug('[session:move] game over detected', { winner, turn });\n\n // Transition both FSMs back to idle (game ready to restart)\n state.dispatch('local', 'GAME_OVER');\n state.dispatch('remote', 'GAME_OVER');\n state.cleanupGame();\n consoleLogger.debug('[session:move] remote game over applied', {\n winner,\n turn,\n });\n return;\n }\n\n consoleLogger.debug('[session:move] remote move applied', {\n turn,\n payload: movePayload,\n });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getState, send } from '../context';\nimport { consoleLogger } from '../../utils';\n\ntype RequestAction = 'undo' | 'restart';\ntype RequestPayload = {\n action?: string;\n reason?: string;\n};\n\nconst isRequestAction = (value: unknown): value is RequestAction =>\n value === 'undo' || value === 'restart';\n\n/**\n * Handle approval/rejection of pending requests (undo/restart)\n *\n * When local player approves/rejects a pending request:\n * - Apply undo/restart state changes (clear history, pop moves)\n * - Use dispatchApprove/dispatchReject for complex state transitions\n * - Notify peer of decision\n *\n * When remote player approves/rejects local's request:\n * - Similar flow but opposite state transitions\n */\nexport const request: CommandListener = (command) => {\n if (command.type !== 'APPROVE' && command.type !== 'REJECT') {\n return;\n }\n\n const state = getState();\n const payload = command.payload as RequestPayload | undefined;\n const pendingAction = state.getPendingAction();\n const action =\n pendingAction ??\n (command.from === 'local' &&\n command.type === 'REJECT' &&\n isRequestAction(payload?.action)\n ? payload.action\n : null);\n consoleLogger.debug('[session:request] received', {\n type: command.type,\n from: command.from,\n action,\n local: state.getState('local'),\n remote: state.getState('remote'),\n history: state.getHistory().length,\n });\n\n if (!action) {\n console.warn('[Request] No pending action', { commandType: command.type });\n return;\n }\n\n // Verify payload matches pending action\n if (payload?.action && payload.action !== action) {\n console.warn('[Request] Action mismatch', {\n pending: action,\n payload: payload.action,\n });\n return;\n }\n\n if (command.from === 'local') {\n if (!pendingAction && command.type === 'REJECT') {\n send({\n type: 'REJECT',\n payload: { action, reason: payload?.reason ?? 'rejected' },\n });\n consoleLogger.debug('[session:request] local auto rejected', {\n action,\n reason: payload?.reason,\n });\n return;\n }\n\n if (command.type === 'APPROVE') {\n // Local player approves the request\n if (!state.canAction('local', 'APPROVE')) {\n console.warn('[Request] Cannot APPROVE from current state');\n return;\n }\n\n // Use special method for complex APPROVE transition\n state.dispatchApprove();\n\n // Apply the approved action (undo or restart)\n if (action === 'undo') {\n state.applyUndo(state.getPendingUndoCount() ?? 1);\n } else if (action === 'restart') {\n state.resetGame();\n }\n\n send({ type: 'APPROVE', payload: { action } });\n state.clearPendingStates();\n consoleLogger.debug('[session:request] local approved', { action });\n return;\n }\n\n // REJECT from local\n if (!state.canAction('local', 'REJECT')) {\n console.warn('[Request] Cannot REJECT from current state');\n return;\n }\n\n // Use special method for complex REJECT transition\n state.dispatchReject();\n\n send({\n type: 'REJECT',\n payload: { action, reason: payload?.reason ?? 'rejected' },\n });\n state.clearPendingStates();\n consoleLogger.debug('[session:request] local rejected', { action });\n return;\n }\n\n // Remote player responded to local's request\n if (command.type === 'APPROVE') {\n // Remote player approves\n if (!state.canAction('local', 'APPROVE')) {\n console.warn(\n '[Request] Cannot APPROVE from current state (remote approved)',\n );\n return;\n }\n\n // Use special method for complex APPROVE transition\n state.dispatchApprove();\n\n // Apply the approved action (undo or restart)\n if (action === 'undo') {\n state.applyUndo(state.getPendingUndoCount() ?? 1);\n } else if (action === 'restart') {\n state.resetGame();\n }\n\n state.clearPendingStates();\n consoleLogger.debug('[session:request] remote approved', { action });\n return;\n }\n\n // REJECT from remote\n if (!state.canAction('local', 'REJECT')) {\n console.warn(\n '[Request] Cannot REJECT from current state (remote rejected)',\n );\n state.clearPendingStates();\n return;\n }\n\n // Use special method for complex REJECT transition\n state.dispatchReject();\n state.clearPendingStates();\n consoleLogger.debug('[session:request] remote rejected', { action });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getState, send } from '../context';\nimport type { PlayerLabel, TurnEntry } from '../state/state';\nimport { consoleLogger } from '../../utils';\n\nconst fromPeerPerspective = (player: PlayerLabel): PlayerLabel =>\n player === 'local' ? 'remote' : 'local';\n\ntype SyncPayload = {\n history?: TurnEntry[];\n lastStart?: PlayerLabel | null;\n turn?: PlayerLabel;\n resumeTurn?: PlayerLabel | null;\n};\n\nconst getCurrentTurn = (): PlayerLabel => {\n const state = getState();\n return (\n state.getResumeTurn() ??\n (state.getState('local') === 'turn' ? 'local' : 'remote')\n );\n};\n\nconst buildSyncPayload = (): SyncPayload => {\n const state = getState();\n const turn = getCurrentTurn();\n\n return {\n history: state.getHistory(),\n lastStart: state.getLastStart(),\n turn,\n resumeTurn: state.getResumeTurn(),\n };\n};\n\nconst isInSyncRecovery = (): boolean => {\n const state = getState();\n return (\n state.getState('local') === 'syncing' ||\n state.getState('remote') === 'syncing' ||\n state.getState('remote') === 'offline' ||\n state.getResumeTurn() !== null\n );\n};\n\nconst enterSyncState = (): boolean => {\n const state = getState();\n\n if (state.getState('local') !== 'syncing') {\n if (!state.canAction('local', 'SYNC')) {\n consoleLogger.debug('[session:sync] local cannot enter sync', {\n local: state.getState('local'),\n });\n return false;\n }\n state.dispatch('local', 'SYNC', 'syncing');\n }\n\n if (state.getState('remote') === 'offline') {\n if (!state.canAction('remote', 'ONLINE')) {\n consoleLogger.debug('[session:sync] offline remote cannot enter sync', {\n remote: state.getState('remote'),\n });\n return false;\n }\n state.dispatch('remote', 'ONLINE', 'syncing');\n } else if (state.getState('remote') !== 'syncing') {\n if (!state.canAction('remote', 'SYNC')) {\n consoleLogger.debug('[session:sync] remote cannot enter sync', {\n remote: state.getState('remote'),\n });\n return false;\n }\n state.dispatch('remote', 'SYNC', 'syncing');\n }\n\n return (\n state.getState('local') === 'syncing' &&\n state.getState('remote') === 'syncing'\n );\n};\n\nconst restoreFromPayload = (\n payload: SyncPayload,\n mapPeerLabels: boolean,\n): void => {\n const state = getState();\n const mapPlayer = mapPeerLabels\n ? fromPeerPerspective\n : (player: PlayerLabel) => player;\n\n if (payload.history && payload.history.length > 0) {\n state.replaceHistory(\n payload.history.map((entry) => ({\n ...entry,\n player: mapPlayer(entry.player),\n })),\n );\n } else {\n state.clearHistory();\n }\n\n if (payload.lastStart) {\n state.setLastStart(mapPlayer(payload.lastStart));\n } else {\n state.setLastStart(null);\n }\n\n const nextPlayer = payload.resumeTurn\n ? mapPlayer(payload.resumeTurn)\n : payload.turn\n ? mapPlayer(payload.turn)\n : getCurrentTurn();\n\n consoleLogger.debug('[session:sync] state restored', {\n historyLength: state.getHistory().length,\n lastStart: state.getLastStart(),\n nextTurnPlayer: nextPlayer,\n mapped: mapPeerLabels,\n });\n\n if (!enterSyncState()) {\n return;\n }\n\n state.dispatchSyncComplete(nextPlayer);\n};\n\n/**\n * Handle game state synchronization after disconnect/reconnect\n *\n * SYNC_REQUEST: Initiator sends sync request, responder sends back complete game state\n * SYNC_STATE: Received game state, restore it, and transition both players to correct turn\n *\n * Synced data:\n * - history: All moves in order\n * - lastStart: Who started the last match (for turn rotation)\n * - turn: Current turn holder (to determine resume turn)\n * - resumeTurn: Who should have turn after sync (saved before disconnect)\n *\n * All player labels in SYNC_STATE are from the sender's perspective, so the\n * receiver maps local <-> remote before applying them.\n *\n * Flow:\n * 1. Local disconnects -> offline handler records resumeTurn\n * 2. Local reconnects -> online handler sends SYNC_REQUEST\n * 3. Remote responds with SYNC_STATE (history, lastStart, turn, resumeTurn)\n * 4. Local receives SYNC_STATE -> restores everything, calls dispatchSyncComplete\n * 5. Both FSMs now in correct 'turn'/'remote_turn' state\n */\nexport const sync: CommandListener = (command) => {\n const state = getState();\n consoleLogger.debug('[session:sync] received', {\n type: command.type,\n from: command.from,\n payload: command.payload,\n local: state.getState('local'),\n remote: state.getState('remote'),\n history: state.getHistory().length,\n resumeTurn: state.getResumeTurn(),\n });\n\n if (command.type === 'SYNC_REQUEST') {\n if (command.from === 'local') {\n // Local player initiated sync (after reconnection)\n if (\n state.getState('local') !== 'syncing' &&\n !state.canAction('local', 'SYNC')\n ) {\n console.warn('[Sync] Cannot SYNC from current state');\n return;\n }\n\n // Both transition to syncing state. Local may already be syncing when\n // OFFLINE abandoned a pending approval before ONLINE arrived.\n if (state.getState('local') !== 'syncing') {\n state.dispatch('local', 'SYNC', 'syncing');\n }\n if (state.getState('remote') !== 'syncing') {\n state.dispatch('remote', 'SYNC', 'syncing');\n }\n\n // Send request to peer (peer will respond with SYNC_STATE)\n send({ type: 'SYNC_REQUEST', from: '', payload: command.payload });\n consoleLogger.debug('[session:sync] request sent');\n return;\n }\n\n // Remote initiated sync. Send our current timeline first, then also close\n // our own FSM recovery path; the peer might be the only side requesting.\n const payload = buildSyncPayload();\n send({ type: 'SYNC_STATE', from: '', payload });\n consoleLogger.debug('[session:sync] state sent', payload);\n if (isInSyncRecovery()) {\n restoreFromPayload(payload, false);\n }\n return;\n }\n\n if (command.type !== 'SYNC_STATE') {\n return;\n }\n\n if (command.from === 'local') {\n const payload = buildSyncPayload();\n send({ type: 'SYNC_STATE', from: '', payload });\n consoleLogger.debug('[session:sync] state pushed', payload);\n if (isInSyncRecovery()) {\n restoreFromPayload(payload, false);\n }\n return;\n }\n\n restoreFromPayload((command.payload as SyncPayload) || {}, true);\n};\n","import type { CommandListener } from '../commandBus';\nimport { getBus, getState, send } from '../context';\nimport { consoleLogger } from '../../utils';\n\n/**\n * Handle undo request from local or remote player\n *\n * Validates undo is legal (enough history, no pending action, valid state)\n * and initiates undo request with peer approval flow.\n *\n * Undo always rolls back the requester's last move:\n * - requester has just moved -> undo 1 ply\n * - requester has already received a reply -> undo 2 plies\n *\n * If the request is rejected, the game resumes from the pre-request turn.\n * Records pending undo state for approval/rejection handling by request handler.\n */\nexport const undo: CommandListener = (command) => {\n if (command.type !== 'UNDO') {\n return;\n }\n\n const state = getState();\n const bus = getBus();\n consoleLogger.debug('[session:undo] received', {\n from: command.from,\n local: state.getState('local'),\n remote: state.getState('remote'),\n pending: state.getPendingAction(),\n history: state.getHistory().length,\n });\n\n if (command.from === 'local') {\n // Validate no pending action\n if (state.hasPendingAction()) {\n return;\n }\n\n // Validate state transitions\n if (!state.canAction('local', 'UNDO')) {\n console.warn('[Undo] Cannot UNDO from current state');\n return;\n }\n\n // If it is our turn, our last move is two plies back. If it is the\n // peer's turn, our last move is the latest ply.\n const localState = state.getState('local');\n const undoCount = localState === 'turn' ? 2 : 1;\n const rejectResumePlayer = localState === 'turn' ? 'local' : 'remote';\n\n // Validate history is long enough\n if (state.getHistory().length < undoCount) {\n console.warn('[Undo] Not enough history to undo', { count: undoCount });\n return;\n }\n\n // Store the pre-request turn for REJECT. APPROVE uses requester ownership\n // in dispatchApprove(), then applies the history rollback.\n state.initializeUndoRequest(undoCount as 1 | 2, rejectResumePlayer);\n\n // Transition to approval waiting state\n state.dispatch('local', 'UNDO');\n state.dispatch('remote', 'REMOTE_UNDO');\n\n send({ type: 'UNDO', payload: { count: undoCount } });\n consoleLogger.debug('[session:undo] local requested', { undoCount });\n return;\n }\n\n // Remote player requested undo\n if (state.hasPendingAction()) {\n bus.emit('REJECT', { action: 'undo', reason: 'busy' }, 'local');\n return;\n }\n\n // Validate state transitions\n if (!state.canAction('local', 'REMOTE_UNDO')) {\n console.warn('[Undo] Cannot accept remote UNDO request');\n bus.emit('REJECT', { action: 'undo', reason: 'invalid_state' }, 'local');\n return;\n }\n\n // Extract undo count from payload\n const payload = command.payload as { count?: number } | undefined;\n const count = payload?.count === 2 ? 2 : 1;\n\n // Validate count value\n if (payload?.count && payload.count !== 1 && payload.count !== 2) {\n bus.emit('REJECT', { action: 'undo', reason: 'invalid' }, 'local');\n return;\n }\n\n // Validate history is long enough\n if (state.getHistory().length < count) {\n bus.emit('REJECT', { action: 'undo', reason: 'no_history' }, 'local');\n return;\n }\n\n // Store the pre-request turn for REJECT. APPROVE uses requester ownership\n // in dispatchApprove(), then applies the history rollback.\n const resumePlayer = state.getState('local') === 'turn' ? 'local' : 'remote';\n\n // Initialize pending undo state\n state.initializeUndoRequest(count as 1 | 2, resumePlayer);\n\n // Transition to approval waiting state (remote initiated, local approving)\n state.dispatch('local', 'REMOTE_UNDO');\n state.dispatch('remote', 'UNDO');\n consoleLogger.debug('[session:undo] remote requested', {\n count,\n resumePlayer,\n });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getBus, getState, send } from '../context';\nimport { consoleLogger } from '../../utils';\n\n/**\n * Handle restart request from local or remote player\n *\n * Validates restart is legal (no pending action, valid state)\n * and initiates restart request with peer approval flow.\n *\n * Restart clears all history but keeps player order for next match.\n */\nexport const restart: CommandListener = (command) => {\n if (command.type !== 'RESTART') {\n return;\n }\n\n const state = getState();\n const bus = getBus();\n consoleLogger.debug('[session:restart] received', {\n from: command.from,\n local: state.getState('local'),\n remote: state.getState('remote'),\n pending: state.getPendingAction(),\n history: state.getHistory().length,\n });\n\n if (command.from === 'local') {\n // Validate no pending action\n if (state.hasPendingAction()) {\n return;\n }\n\n // Validate state transitions\n if (!state.canAction('local', 'RESTART')) {\n console.warn('[Restart] Cannot RESTART from current state');\n return;\n }\n\n // Determine who will go first in next match\n const resumePlayer =\n state.getState('local') === 'turn' ? 'local' : 'remote';\n\n // Initialize pending restart state\n state.initializeRestartRequest(resumePlayer);\n\n // Transition to approval waiting state\n state.dispatch('local', 'RESTART');\n state.dispatch('remote', 'REMOTE_RESTART');\n\n send({ type: 'RESTART' });\n consoleLogger.debug('[session:restart] local requested', { resumePlayer });\n return;\n }\n\n // Remote player requested restart\n if (state.hasPendingAction()) {\n bus.emit('REJECT', { action: 'restart', reason: 'busy' }, 'local');\n return;\n }\n\n // Validate state transitions\n if (!state.canAction('local', 'REMOTE_RESTART')) {\n console.warn('[Restart] Cannot accept remote RESTART request');\n bus.emit('REJECT', { action: 'restart', reason: 'invalid_state' }, 'local');\n return;\n }\n\n // Determine who will go first in next match\n const resumePlayer = state.getState('local') === 'turn' ? 'local' : 'remote';\n\n // Initialize pending restart state\n state.initializeRestartRequest(resumePlayer);\n\n // Transition to approval waiting state (remote initiated, local approving)\n state.dispatch('local', 'REMOTE_RESTART');\n state.dispatch('remote', 'RESTART');\n consoleLogger.debug('[session:restart] remote requested', { resumePlayer });\n};\n","import type { CommandListener } from '../commandBus';\nimport { getBus, getState } from '../context';\nimport { consoleLogger } from '../../utils';\n\n/**\n * Handle connection state changes (OFFLINE/ONLINE)\n *\n * OFFLINE: Record current turn state before disconnecting\n * ONLINE: Trigger sync to restore game state after reconnect\n *\n * Flow:\n * 1. OFFLINE arrives -> save resumeTurn, transition to offline\n * 2. ONLINE arrives -> transition to syncing, emit SYNC_REQUEST\n * 3. sync handler takes over -> restore history and turn assignment\n */\nexport const offline: CommandListener = (command) => {\n if (command.type !== 'OFFLINE' && command.type !== 'ONLINE') {\n return;\n }\n\n const state = getState();\n const bus = getBus();\n consoleLogger.debug('[session:connection] received', {\n type: command.type,\n from: command.from,\n local: state.getState('local'),\n remote: state.getState('remote'),\n pending: state.getPendingAction(),\n resumeTurn: state.getResumeTurn(),\n });\n\n if (command.type === 'OFFLINE') {\n // A disconnect makes an in-flight approval unverifiable. Model this as\n // sync recovery: local waits in syncing, remote stays offline until ONLINE.\n if (state.hasPendingAction()) {\n const resumeTurn = state.getResumeTurn();\n\n if (state.canAction('local', 'SYNC')) {\n state.dispatch('local', 'SYNC', 'syncing');\n }\n state.clearPendingStates();\n state.setResumeTurn(resumeTurn);\n }\n\n // Peer disconnected - save current turn state for later recovery\n if (!state.canAction('remote', 'OFFLINE')) {\n console.warn('[Offline] Cannot transition to OFFLINE from current state');\n return;\n }\n\n // Record who had the turn before going offline\n const currentTurn =\n state.getResumeTurn() ??\n (state.getState('local') === 'turn' ? 'local' : 'remote');\n state.setResumeTurn(currentTurn);\n\n // Transition to offline state\n state.dispatch('remote', 'OFFLINE', 'offline');\n consoleLogger.debug('[session:connection] remote offline', { currentTurn });\n return;\n }\n\n // ONLINE only means \"reconnected\" if the session FSM was already offline.\n // Initial WebRTC connection is handled by the connection observer, not this\n // recovery path.\n if (state.getState('remote') !== 'offline') {\n consoleLogger.debug(\n '[session:connection] ignored online while remote is not offline',\n {\n remote: state.getState('remote'),\n },\n );\n return;\n }\n\n // ONLINE - peer reconnected\n if (!state.canAction('remote', 'ONLINE')) {\n console.warn('[Offline] Cannot transition to ONLINE from current state');\n return;\n }\n\n // Transition to syncing state\n state.dispatch('remote', 'ONLINE', 'syncing');\n\n // We kept the authoritative timeline while the peer was away, so push our\n // state to the reconnecting peer instead of asking it for a possibly empty one.\n bus.emit('SYNC_STATE', undefined, 'local');\n consoleLogger.debug('[session:connection] remote online, sync state pushed');\n};\n","import { CommandBus } from '../commandBus';\nimport { ready } from './ready';\nimport { start } from './start';\nimport { move } from './move';\nimport { request } from './request';\nimport { sync } from './sync';\nimport { undo } from './undo';\nimport { restart } from './restart';\nimport { offline } from './offLine';\n\nexport const registerHandlers = (bus: CommandBus) => {\n bus.register('READY', ready);\n bus.register('START', start);\n bus.register('MOVE', move);\n bus.register('UNDO', undo);\n bus.register('RESTART', restart);\n bus.register('SYNC_REQUEST', sync);\n bus.register('SYNC_STATE', sync);\n bus.register('OFFLINE', offline);\n bus.register('ONLINE', offline);\n bus.register('APPROVE', request);\n bus.register('REJECT', request);\n};\n","import type { CommandBus } from './commandBus';\n\nexport interface ISessionActions {\n ready(): void;\n start(): void;\n move(data: unknown): void;\n undo(): void;\n restart(): void;\n approve(): void;\n reject(): void;\n}\n\nexport class LocalActionsAPI implements ISessionActions {\n constructor(private bus: CommandBus) {}\n\n ready(): void {\n this.bus.emit('READY');\n }\n\n start(): void {\n this.bus.emit('START');\n }\n\n move(data: unknown): void {\n this.bus.emit('MOVE', data);\n }\n\n undo(): void {\n this.bus.emit('UNDO');\n }\n\n restart(): void {\n this.bus.emit('RESTART');\n }\n\n approve(): void {\n this.bus.emit('APPROVE');\n }\n\n reject(): void {\n this.bus.emit('REJECT');\n }\n}\n","import { NetworkClient } from 'p2p-lockstep-kit-network';\nimport { CommandBus } from './commandBus';\nimport { State } from './state/state';\nimport { createNetClient } from './net';\nimport { initializeContext } from './context';\nimport { registerHandlers } from './handlers/busRegister.ts';\nimport {\n buildGameStateSnapshot,\n GameStateObserver,\n UINotificationAdapter,\n} from './observer';\nimport { LocalActionsAPI } from './actions';\n\n/**\n * Create a new game session with state management and networking\n * @param sid Protocol scope identifier shared by both peers (optional)\n * @param networkClient Custom network client (optional, creates default if not provided)\n * @returns Session manager with bus, state, observer, net, and send method\n *\n * @example\n * const session = createSession();\n * // UI automatically updates when state changes - no manual observer calls needed!\n * session.observer.subscribe(myUIObserver);\n * session.bus.emit('READY', undefined, 'local');\n * await session.net.connect(remotePeerId);\n */\nexport const createSession = (networkClient: NetworkClient, sid?: string) => {\n const bus = new CommandBus();\n const state = new State(null, null);\n const observer = new GameStateObserver();\n const net = createNetClient(networkClient, bus, null);\n\n // Connect State mutations to UI updates via adapter (plugin pattern)\n // This is the ONLY place where UI notifications are triggered\n const uiAdapter = new UINotificationAdapter(state, observer, () =>\n net.getIsConnected(),\n );\n state.subscribeStateObserver(uiAdapter);\n\n initializeContext(state, bus, net, sid);\n registerHandlers(bus);\n\n const actions = new LocalActionsAPI(bus);\n\n net.onConnectionChange((isConnected) => {\n observer.notifyConnectionChange(isConnected);\n observer.notifyStateChange(buildGameStateSnapshot(state, isConnected));\n });\n\n return {\n bus,\n state,\n observer,\n net,\n actions,\n send: net.send.bind(net),\n };\n};\n\nexport * from './observer';\nexport type { ISessionActions } from './actions';\nexport type { PendingAction, PlayerLabel, TurnEntry } from './state/state';\nexport type { SessionEvent, SessionState } from './state/fsm';\n","export const DEFAULT_SIGNAL_URL = \"wss://signal.jiahengli.xyz\";\n","import { NetworkClient } from \"p2p-lockstep-kit-network\";\nimport { createSession } from \"p2p-lockstep-kit-session\";\nimport type { IGamePlugin } from \"p2p-lockstep-kit-session\";\nimport type {\n AppState,\n DialogState,\n GameRuntime,\n RuntimeObserver,\n SessionSnapshot,\n SessionStateView,\n ThemeMode,\n ToastState,\n} from \"./types\";\nimport { DEFAULT_SIGNAL_URL } from \"./config\";\nimport { readShareLocation } from \"./utils/share\";\nimport type { P2PLockstepPairingPageElement } from \"./pages/pairing-page\";\nimport type { P2PLockstepGamePageElement } from \"./pages/game-page\";\n\nconst defaultState = (attrs?: {\n gameTitle?: string;\n sessionId?: string;\n signalUrl?: string;\n theme?: ThemeMode;\n}): AppState => ({\n screen: \"pairing\",\n theme: attrs?.theme || \"light\",\n gameTitle: attrs?.gameTitle || \"P2P Lockstep\",\n sessionId: attrs?.sessionId || \"default-session\",\n signalUrl: attrs?.signalUrl || DEFAULT_SIGNAL_URL,\n targetId: \"\",\n peerId: \"\",\n remotePeerId: \"\",\n connectionState: \"idle\",\n connected: false,\n registering: false,\n connecting: false,\n readySelf: false,\n readyPeer: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n pendingAction: null,\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n});\n\nconst THEME_STORAGE_KEY = \"p2p-lockstep-theme\";\n\nconst isThemeMode = (value: string | null): value is ThemeMode =>\n value === \"light\" || value === \"dark\";\n\nconst readStoredTheme = (): ThemeMode | null => {\n try {\n const value = window.localStorage.getItem(THEME_STORAGE_KEY);\n return isThemeMode(value) ? value : null;\n } catch {\n return null;\n }\n};\n\nconst storeTheme = (theme: ThemeMode) => {\n try {\n window.localStorage.setItem(THEME_STORAGE_KEY, theme);\n } catch {\n // Theme persistence is optional when storage is unavailable.\n }\n};\n\nconst defaultDialog: DialogState = {\n open: false,\n title: \"\",\n description: \"\",\n confirmLabel: \"Approve\",\n cancelLabel: \"Reject\",\n};\n\nconst defaultToast: ToastState = {\n open: false,\n message: \"\",\n};\n\nconst activeStates: SessionStateView[] = [\n \"turn\",\n \"remote_turn\",\n \"approving\",\n \"waiting_approval\",\n \"syncing\",\n];\n\ntype SessionInstance = ReturnType<typeof createSession>;\ntype InternalObserver = RuntimeObserver & {\n onGameEvent: NonNullable<RuntimeObserver[\"onGameEvent\"]>;\n};\n\nexport class P2PLockstepAppElement extends HTMLElement {\n static get observedAttributes() {\n return [\"game-title\", \"session-id\", \"signal-url\", \"theme\"];\n }\n\n #ready = false;\n #state: AppState = defaultState();\n #dialogState: DialogState = defaultDialog;\n #toastState: ToastState = defaultToast;\n #pairingPage: P2PLockstepPairingPageElement | null = null;\n #gamePage: P2PLockstepGamePageElement | null = null;\n #dialog: (HTMLElement & { state: DialogState }) | null = null;\n #toast: (HTMLElement & { state: ToastState }) | null = null;\n #network = new NetworkClient();\n #session: SessionInstance | null = null;\n #runtime: GameRuntime | null = null;\n #toastTimer: number | null = null;\n #observer: InternalObserver | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n const declaredTheme = isThemeMode(this.getAttribute(\"theme\"))\n ? this.getAttribute(\"theme\") as ThemeMode\n : \"light\";\n const theme = readStoredTheme() ?? declaredTheme;\n this.#state = defaultState({\n gameTitle: this.getAttribute(\"game-title\") ?? undefined,\n sessionId: this.getAttribute(\"session-id\") ?? undefined,\n signalUrl: this.getAttribute(\"signal-url\") ?? undefined,\n theme,\n });\n if (this.getAttribute(\"theme\") !== theme) {\n this.setAttribute(\"theme\", theme);\n }\n this.render();\n this.addEventListener(\n \"lockstep-register\",\n this.#handleRegisterEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-connect\",\n this.#handleConnectEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-signal-change\",\n this.#handleSignalChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-target-change\",\n this.#handleTargetChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-share-detected\",\n this.#handleShareDetectedEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-copy-share\",\n this.#handleCopyShareEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-theme-change\",\n this.#handleThemeChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-ready\",\n this.#handleReadyEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-start\",\n this.#handleStartEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-undo\",\n this.#handleUndoEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-restart\",\n this.#handleRestartEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-dialog-confirm\",\n this.#handleDialogConfirmEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-dialog-cancel\",\n this.#handleDialogCancelEvent as EventListener,\n );\n this.#initializeSession();\n void this.#bootstrapFromLocation();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\n \"lockstep-register\",\n this.#handleRegisterEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-connect\",\n this.#handleConnectEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-signal-change\",\n this.#handleSignalChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-target-change\",\n this.#handleTargetChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-share-detected\",\n this.#handleShareDetectedEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-copy-share\",\n this.#handleCopyShareEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-theme-change\",\n this.#handleThemeChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-ready\",\n this.#handleReadyEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-start\",\n this.#handleStartEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-undo\",\n this.#handleUndoEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-restart\",\n this.#handleRestartEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-dialog-confirm\",\n this.#handleDialogConfirmEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-dialog-cancel\",\n this.#handleDialogCancelEvent as EventListener,\n );\n if (this.#toastTimer) {\n window.clearTimeout(this.#toastTimer);\n this.#toastTimer = null;\n }\n this.#network.disconnect();\n }\n\n attributeChangedCallback(\n name: string,\n _oldValue: string | null,\n newValue: string | null,\n ) {\n if (!this.#ready) {\n return;\n }\n if (name === \"game-title\" && newValue) {\n this.#patchState({ gameTitle: newValue });\n }\n if (name === \"session-id\" && newValue) {\n this.#patchState({ sessionId: newValue });\n }\n if (name === \"signal-url\" && newValue) {\n this.#patchState({ signalUrl: newValue });\n }\n if (name === \"theme\" && isThemeMode(newValue)) {\n this.#patchState({ theme: newValue });\n }\n }\n\n getRuntime(): GameRuntime | null {\n return this.#runtime;\n }\n\n getBoardHost() {\n return this.#gamePage?.getBoardHost() ?? null;\n }\n\n render() {\n this.className =\n \"block min-h-svh bg-[var(--lock-bg-deep)] text-[var(--lock-paper)]\";\n this.innerHTML = `\n <div class=\"lock-app-bg relative min-h-svh overflow-hidden\">\n <div class=\"lock-grid-bg pointer-events-none absolute inset-0 hidden opacity-[0.45] sm:block\"></div>\n\n <main class=\"relative mx-auto flex min-h-svh max-w-7xl flex-col px-3 py-3 sm:px-6 sm:py-6 lg:px-8 lg:py-8\">\n <header class=\"lock-panel lock-enter mb-5 hidden flex-wrap items-center justify-between gap-4 rounded-[1.25rem] px-4 py-3 sm:flex\">\n <div class=\"flex items-center gap-3\">\n <div>\n <p class=\"text-sm font-semibold text-[var(--lock-paper)]\">${this.#state.gameTitle}</p>\n <p class=\"text-xs text-[var(--lock-muted)]\">direct peer match</p>\n </div>\n </div>\n <div data-shell-connection-state class=\"lock-control rounded-full border px-3 py-1 text-xs uppercase tracking-[0.16em] text-[var(--lock-muted)]\">\n ${this.#state.connectionState}\n </div>\n </header>\n\n <div class=\"flex-1 lock-enter\">\n <p2p-lockstep-pairing-page ${this.#state.screen === \"pairing\" ? \"\" : \"hidden\"}></p2p-lockstep-pairing-page>\n <p2p-lockstep-game-page ${this.#state.screen === \"game\" ? \"\" : \"hidden\"}></p2p-lockstep-game-page>\n </div>\n </main>\n\n <p2p-lockstep-confirm-dialog></p2p-lockstep-confirm-dialog>\n <p2p-lockstep-toast-message></p2p-lockstep-toast-message>\n </div>\n `;\n\n this.#pairingPage = this.querySelector(\"p2p-lockstep-pairing-page\");\n this.#gamePage = this.querySelector(\"p2p-lockstep-game-page\");\n this.#dialog = this.querySelector(\"p2p-lockstep-confirm-dialog\");\n this.#toast = this.querySelector(\"p2p-lockstep-toast-message\");\n\n this.#syncUi();\n }\n\n #initializeSession() {\n this.#session = createSession(this.#network, this.#state.sessionId);\n\n this.#runtime = {\n setGamePlugin: (plugin: IGamePlugin) =>\n this.#session?.state.setGamePlugin(plugin),\n actions: {\n move: (data: unknown) => this.#session?.actions.move(data),\n },\n observer: {\n subscribe: (observer: RuntimeObserver) =>\n this.#session?.observer.subscribe({\n onStateChange: observer.onStateChange,\n onConnectionChange: observer.onConnectionChange,\n onError: observer.onError,\n onGameEvent: observer.onGameEvent ?? (() => {}),\n }) ?? (() => {}),\n getSnapshot: () =>\n (this.#session?.observer.getSnapshot() as SessionSnapshot | null) ??\n null,\n },\n };\n\n this.#observer = {\n onStateChange: (snapshot) => this.#applySnapshot(snapshot),\n onConnectionChange: (connected) => this.#applyConnectionState(connected),\n onGameEvent: () => {},\n onError: (error) => {\n this.#patchState({\n lastError: error.message,\n connectionState: \"error\",\n });\n this.#showToast(error.message);\n },\n };\n\n this.#session.observer.subscribe(this.#observer);\n this.#patchState({\n localState: \"idle\",\n remoteState: \"idle\",\n currentTurn: 1,\n });\n }\n\n async #bootstrapFromLocation() {\n const shared = readShareLocation();\n if (shared.signalUrl) {\n this.#patchState({ signalUrl: shared.signalUrl });\n }\n if (shared.peerId) {\n this.#patchState({ targetId: shared.peerId });\n }\n\n if (!this.#state.signalUrl) {\n return;\n }\n\n await this.#register(this.#state.signalUrl, true);\n if (shared.peerId) {\n await this.#connect(shared.peerId, true);\n }\n }\n\n async #register(signalUrl: string, quiet = false) {\n const trimmed = signalUrl.trim();\n if (!trimmed) {\n return;\n }\n\n this.#patchState({\n signalUrl: trimmed,\n registering: true,\n connectionState: \"registering\",\n lastError: \"\",\n });\n\n try {\n const { peerId } = await this.#network.register(trimmed);\n this.#session?.net.setPeerIds({\n local: peerId,\n remote: this.#state.remotePeerId || null,\n });\n this.#patchState({\n peerId,\n registering: false,\n connectionState: \"registered\",\n });\n if (!quiet) {\n this.#showToast(\"Peer registered. You can share the link now.\");\n }\n } catch (error) {\n this.#patchState({\n registering: false,\n connectionState: \"error\",\n lastError:\n error instanceof Error\n ? error.message\n : \"Failed to register signaling session.\",\n });\n this.#showToast(\n this.#state.lastError || \"Failed to register signaling session.\",\n );\n }\n }\n\n async #connect(targetId: string, quiet = false) {\n const trimmed = targetId.trim();\n if (!trimmed) {\n return;\n }\n\n if (!this.#state.peerId && this.#state.signalUrl) {\n await this.#register(this.#state.signalUrl, true);\n }\n\n this.#patchState({\n targetId: trimmed,\n remotePeerId: trimmed,\n connecting: true,\n connectionState: \"connecting\",\n screen: \"game\",\n lastError: \"\",\n });\n this.#session?.net.setPeerIds({\n local: this.#state.peerId || null,\n remote: trimmed,\n });\n\n try {\n await this.#network.connect(trimmed);\n this.#patchState({ connecting: false });\n if (!quiet) {\n this.#showToast(\"Connection request sent.\");\n }\n } catch (error) {\n this.#patchState({\n connecting: false,\n connectionState: \"error\",\n lastError:\n error instanceof Error\n ? error.message\n : \"Failed to start peer connection.\",\n });\n this.#showToast(\n this.#state.lastError || \"Failed to start peer connection.\",\n );\n }\n }\n\n #applySnapshot(snapshot: SessionSnapshot) {\n const snapshotConnected = snapshot.connected;\n const readySelf = snapshot.localState === \"ready\";\n const readyPeer = snapshot.remoteState === \"ready\";\n const canReady = snapshotConnected && snapshot.localState === \"idle\";\n const canStart = snapshotConnected && snapshot.localState === \"could_start\";\n const canUndo =\n snapshotConnected &&\n (snapshot.localState === \"turn\" ||\n snapshot.localState === \"remote_turn\") &&\n !snapshot.pendingAction &&\n snapshot.history.length > 0;\n const canRestart =\n snapshotConnected &&\n (snapshot.localState === \"turn\" ||\n snapshot.localState === \"remote_turn\") &&\n !snapshot.pendingAction;\n const started =\n activeStates.includes(snapshot.localState) ||\n (snapshot.localState === \"offline\" && snapshot.lastStart !== null);\n const turnOwner =\n snapshot.localState === \"turn\"\n ? \"me\"\n : snapshot.localState === \"remote_turn\"\n ? \"peer\"\n : null;\n\n this.#patchState({\n readySelf,\n readyPeer,\n connected: snapshotConnected,\n connectionState: snapshotConnected\n ? \"connected\"\n : this.#state.connectionState,\n canReady,\n canStart,\n canUndo,\n canRestart,\n screen: snapshotConnected ? \"game\" : this.#state.screen,\n started,\n currentTurn: snapshot.turn,\n turnOwner,\n localState: snapshot.localState,\n remoteState: snapshot.remoteState,\n pendingAction: snapshot.pendingAction,\n historyLength: snapshot.history.length,\n lastStart: snapshot.lastStart,\n });\n\n if (snapshot.localState === \"approving\" && snapshot.pendingAction) {\n this.#dialogState = {\n open: true,\n title:\n snapshot.pendingAction === \"undo\"\n ? \"Undo request pending\"\n : \"Restart request pending\",\n description:\n snapshot.pendingAction === \"undo\"\n ? \"Your peer wants to roll the match back. Approve the undo or reject it and keep the current board.\"\n : \"Your peer wants to restart the match. Approve to reset the board shell or reject to continue.\",\n confirmLabel: \"Approve\",\n cancelLabel: \"Reject\",\n };\n } else if (this.#dialogState.open) {\n this.#dialogState = defaultDialog;\n }\n\n this.#syncUi();\n }\n\n #applyConnectionState(connected: boolean) {\n const wasOnGameScreen = this.#state.screen === \"game\";\n const peerState = this.#network.peerState();\n const remotePeerId =\n this.#network.getRemotePeerId() ?? this.#state.remotePeerId;\n const peerId = this.#network.getLocalPeerId() ?? this.#state.peerId;\n const hasPeerActivity =\n connected || peerState === \"requesting\" || wasOnGameScreen;\n\n const connectionState =\n peerState === \"connected\"\n ? \"connected\"\n : peerState === \"requesting\"\n ? \"connecting\"\n : wasOnGameScreen\n ? \"offline\"\n : peerId\n ? \"registered\"\n : \"idle\";\n\n this.#patchState({\n peerId,\n remotePeerId,\n connected,\n connecting: peerState === \"requesting\",\n connectionState,\n screen: hasPeerActivity ? \"game\" : \"pairing\",\n });\n\n if (connected) {\n this.#showToast(\"Peer connected. Game page is live.\");\n } else if (peerState === \"requesting\" && !wasOnGameScreen) {\n this.#showToast(\"Peer connection request received.\");\n } else if (wasOnGameScreen && peerId) {\n this.#showToast(\"Peer disconnected. Waiting for reconnect.\");\n }\n }\n\n #patchState(next: Partial<AppState>) {\n this.#state = {\n ...this.#state,\n ...next,\n };\n if (this.#ready) {\n this.#syncUi();\n }\n }\n\n #syncUi() {\n const pairing = this.#pairingPage;\n const game = this.#gamePage;\n const dialog = this.#dialog;\n const toast = this.#toast;\n if (!pairing || !game || !dialog || !toast) {\n return;\n }\n\n pairing.toggleAttribute(\"hidden\", this.#state.screen !== \"pairing\");\n game.toggleAttribute(\"hidden\", this.#state.screen !== \"game\");\n const shellConnectionState = this.querySelector<HTMLElement>(\n \"[data-shell-connection-state]\",\n );\n if (shellConnectionState) {\n shellConnectionState.textContent = this.#state.connectionState;\n }\n\n pairing.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n signalUrl: this.#state.signalUrl,\n targetId: this.#state.targetId,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connectionState: this.#state.connectionState,\n registering: this.#state.registering,\n connecting: this.#state.connecting,\n };\n\n game.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connected: this.#state.connected,\n connectionState: this.#state.connectionState,\n readySelf: this.#state.readySelf,\n readyPeer: this.#state.readyPeer,\n canReady: this.#state.canReady,\n canStart: this.#state.canStart,\n canUndo: this.#state.canUndo,\n canRestart: this.#state.canRestart,\n started: this.#state.started,\n currentTurn: this.#state.currentTurn,\n turnOwner: this.#state.turnOwner,\n localState: this.#state.localState,\n remoteState: this.#state.remoteState,\n pendingAction: this.#state.pendingAction,\n sessionId: this.#state.sessionId,\n historyLength: this.#state.historyLength,\n lastStart: this.#state.lastStart,\n lastError: this.#state.lastError,\n };\n\n dialog.state = this.#dialogState;\n toast.state = this.#toastState;\n }\n\n #showToast(message: string) {\n if (!message) {\n return;\n }\n if (this.#toastTimer) {\n window.clearTimeout(this.#toastTimer);\n }\n this.#toastState = {\n open: true,\n message,\n };\n this.#syncUi();\n this.#toastTimer = window.setTimeout(() => {\n this.#toastState = defaultToast;\n this.#syncUi();\n this.#toastTimer = null;\n }, 2200);\n }\n\n async #copyText(value: string) {\n if (!value) {\n return;\n }\n try {\n if (navigator.clipboard?.writeText) {\n await navigator.clipboard.writeText(value);\n this.#showToast(\"Copied to clipboard.\");\n return;\n }\n } catch {\n // fall through to prompt\n }\n window.prompt(\"Copy value\", value);\n }\n\n #handleRegisterEvent = (event: CustomEvent<{ signalUrl: string }>) => {\n void this.#register(event.detail.signalUrl);\n };\n\n #handleConnectEvent = (event: CustomEvent<{ targetId: string }>) => {\n void this.#connect(event.detail.targetId);\n };\n\n #handleSignalChangeEvent = (event: CustomEvent<{ signalUrl: string }>) => {\n this.#patchState({ signalUrl: event.detail.signalUrl });\n };\n\n #handleTargetChangeEvent = (event: CustomEvent<{ targetId: string }>) => {\n this.#patchState({ targetId: event.detail.targetId });\n };\n\n #handleShareDetectedEvent = (\n event: CustomEvent<{ peerId: string; signalUrl: string }>,\n ) => {\n this.#patchState({\n targetId: event.detail.peerId,\n signalUrl: event.detail.signalUrl || this.#state.signalUrl,\n });\n };\n\n #handleCopyShareEvent = (event: CustomEvent<{ value: string }>) => {\n void this.#copyText(event.detail.value);\n };\n\n #handleThemeChangeEvent = (event: CustomEvent<{ theme: ThemeMode }>) => {\n if (!isThemeMode(event.detail.theme) || event.detail.theme === this.#state.theme) {\n return;\n }\n const theme = event.detail.theme;\n storeTheme(theme);\n this.setAttribute(\"theme\", theme);\n this.#showToast(`${theme === \"dark\" ? \"Night\" : \"Day\"} mode enabled.`);\n };\n\n #handleReadyEvent = () => {\n this.#session?.actions.ready();\n this.#showToast(\n this.#state.readySelf ? \"Ready state cleared.\" : \"Ready state sent.\",\n );\n };\n\n #handleStartEvent = () => {\n this.#session?.actions.start();\n this.#showToast(\"Start request sent.\");\n };\n\n #handleUndoEvent = () => {\n this.#session?.actions.undo();\n this.#showToast(\"Undo request sent.\");\n };\n\n #handleRestartEvent = () => {\n this.#session?.actions.restart();\n this.#showToast(\"Restart request sent.\");\n };\n\n #handleDialogConfirmEvent = () => {\n this.#session?.actions.approve();\n this.#dialogState = defaultDialog;\n this.#syncUi();\n this.#showToast(\"Request approved.\");\n };\n\n #handleDialogCancelEvent = () => {\n this.#session?.actions.reject();\n this.#dialogState = defaultDialog;\n this.#syncUi();\n this.#showToast(\"Request rejected.\");\n };\n}\n","import \"./tailwind.css\";\nimport { P2PLockstepActionBarElement } from \"./components/action-bar\";\nimport { P2PLockstepConfirmDialogElement } from \"./components/confirm-dialog\";\nimport { P2PLockstepSharePanelElement } from \"./components/share-panel\";\nimport { P2PLockstepStatusPanelElement } from \"./components/status-panel\";\nimport { P2PLockstepToastMessageElement } from \"./components/toast-message\";\nimport { P2PLockstepBoardHostElement } from \"./game/board-host\";\nimport { P2PLockstepPairingPageElement } from \"./pages/pairing-page\";\nimport { P2PLockstepGamePageElement } from \"./pages/game-page\";\nimport { P2PLockstepAppElement } from \"./app-shell\";\nexport { DEFAULT_SIGNAL_URL } from \"./config\";\n\nconst define = (tag: string, ctor: CustomElementConstructor) => {\n if (!customElements.get(tag)) {\n customElements.define(tag, ctor);\n }\n};\n\nexport const defineP2PLockstepUi = () => {\n define(\"p2p-lockstep-share-panel\", P2PLockstepSharePanelElement);\n define(\"p2p-lockstep-status-panel\", P2PLockstepStatusPanelElement);\n define(\"p2p-lockstep-action-bar\", P2PLockstepActionBarElement);\n define(\"p2p-lockstep-confirm-dialog\", P2PLockstepConfirmDialogElement);\n define(\"p2p-lockstep-toast-message\", P2PLockstepToastMessageElement);\n define(\"p2p-lockstep-board-host\", P2PLockstepBoardHostElement);\n define(\"p2p-lockstep-pairing-page\", P2PLockstepPairingPageElement);\n define(\"p2p-lockstep-game-page\", P2PLockstepGamePageElement);\n define(\"p2p-lockstep-app\", P2PLockstepAppElement);\n};\n\ndefineP2PLockstepUi();\n\nexport * from \"./types\";\nexport { P2PLockstepActionBarElement } from \"./components/action-bar\";\nexport { P2PLockstepConfirmDialogElement } from \"./components/confirm-dialog\";\nexport { P2PLockstepSharePanelElement } from \"./components/share-panel\";\nexport { P2PLockstepStatusPanelElement } from \"./components/status-panel\";\nexport { P2PLockstepToastMessageElement } from \"./components/toast-message\";\nexport { P2PLockstepBoardHostElement } from \"./game/board-host\";\nexport { P2PLockstepPairingPageElement } from \"./pages/pairing-page\";\nexport { P2PLockstepGamePageElement } from \"./pages/game-page\";\nexport { P2PLockstepAppElement } from 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1
|
+
{"version":3,"file":"index.js","names":["#ready","#handleClick","#state","#ready","#handleClick","#state","module","#ready","#handleClick","#state","#ready","#handleClick","#state","#ready","#state","#ready","#observer","#mount","#ready","#handleClick","#handleInput","#rendered","#state","#syncState","#ready","#syncChildren","#state","#statusPanel","#actionBar","#boardHost","logWith","consoleLogger","decodeSafe","decodeSafe","transitions","nextState","nextState","#ready","#state","#handleRegisterEvent","#handleConnectEvent","#handleSignalChangeEvent","#handleTargetChangeEvent","#handleShareDetectedEvent","#handleCopyShareEvent","#handleThemeChangeEvent","#handleReadyEvent","#handleStartEvent","#handleUndoEvent","#handleRestartEvent","#handleDialogConfirmEvent","#handleDialogCancelEvent","#handleVisibilityChange","#handlePageShow","#initializeSession","#bootstrapFromLocation","#toastTimer","#network","#patchState","#runtime","#recoverAfterPageResume","#gamePage","#pairingPage","#dialog","#toast","#syncUi","#session","#observer","#applySnapshot","#applyConnectionState","#showToast","#register","#connect","#resumeRecovery","#reconnectAfterPageResume","#dialogState","#toastState","#copyText","#pageWasHidden"],"sources":["../src/utils/events.ts","../src/components/action-bar.ts","../src/utils/dom.ts","../src/components/confirm-dialog.ts","../node_modules/qrcode/lib/can-promise.js","../node_modules/qrcode/lib/core/utils.js","../node_modules/qrcode/lib/core/error-correction-level.js","../node_modules/qrcode/lib/core/bit-buffer.js","../node_modules/qrcode/lib/core/bit-matrix.js","../node_modules/qrcode/lib/core/alignment-pattern.js","../node_modules/qrcode/lib/core/finder-pattern.js","../node_modules/qrcode/lib/core/mask-pattern.js","../node_modules/qrcode/lib/core/error-correction-code.js","../node_modules/qrcode/lib/core/galois-field.js","../node_modules/qrcode/lib/core/polynomial.js","../node_modules/qrcode/lib/core/reed-solomon-encoder.js","../node_modules/qrcode/lib/core/version-check.js","../node_modules/qrcode/lib/core/regex.js","../node_modules/qrcode/lib/core/mode.js","../node_modules/qrcode/lib/core/version.js","../node_modules/qrcode/lib/core/format-info.js","../node_modules/qrcode/lib/core/numeric-data.js","../node_modules/qrcode/lib/core/alphanumeric-data.js","../node_modules/qrcode/lib/core/byte-data.js","../node_modules/qrcode/lib/core/kanji-data.js","../node_modules/dijkstrajs/dijkstra.js","../node_modules/qrcode/lib/core/segments.js","../node_modules/qrcode/lib/core/qrcode.js","../node_modules/qrcode/lib/renderer/utils.js","../node_modules/qrcode/lib/renderer/canvas.js","../node_modules/qrcode/lib/renderer/svg-tag.js","../node_modules/qrcode/lib/browser.js","../src/components/share-panel.ts","../src/components/status-panel.ts","../src/components/toast-message.ts","../src/game/board-host.ts","../src/utils/share.ts","../src/pages/pairing-page.ts","../src/pages/game-page.ts","../node_modules/p2p-lockstep-kit-network/dist/utils/logger.js","../node_modules/p2p-lockstep-kit-network/dist/utils/serialization/json.js","../node_modules/p2p-lockstep-kit-network/dist/network/signaling/client.js","../node_modules/p2p-lockstep-kit-network/dist/network/state/peerState.js","../node_modules/p2p-lockstep-kit-network/dist/network/transport/rtcPeer.js","../node_modules/p2p-lockstep-kit-network/dist/network/signaling/session.js","../node_modules/p2p-lockstep-kit-network/dist/network/index.js","../node_modules/p2p-lockstep-kit-session/dist/session/index.js","../src/config.ts","../src/app-shell.ts","../src/index.ts"],"sourcesContent":["export const emit = <T>(element: HTMLElement, name: string, detail?: T) => {\n element.dispatchEvent(\n new CustomEvent<T>(name, {\n bubbles: true,\n composed: true,\n detail,\n }),\n );\n};\n","import type { ActionBarState } from \"../types\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: ActionBarState = {\n connected: false,\n readySelf: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n connectionState: \"idle\",\n};\n\nexport class P2PLockstepActionBarElement extends HTMLElement {\n #state: ActionBarState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: ActionBarState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const {\n canReady,\n canStart,\n canUndo,\n canRestart,\n connected,\n readySelf,\n started,\n } = this.#state;\n const primaryAction = canStart\n ? \"start\"\n : readySelf || canReady\n ? \"ready\"\n : \"\";\n const primaryLabel = canStart\n ? \"Start\"\n : readySelf\n ? \"Unready\"\n : canReady\n ? \"Ready\"\n : connected\n ? \"Waiting\"\n : \"Waiting for connection\";\n const showPrimary = !started || Boolean(primaryAction);\n const stageLabel = started\n ? \"In game\"\n : canStart\n ? \"Start ready\"\n : readySelf\n ? \"Ready\"\n : \"Setup\";\n\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel rounded-[1.25rem] p-2.5 sm:rounded-[1.5rem] sm:p-3 lg:rounded-[1.75rem] lg:p-2.5\">\n <div class=\"flex flex-col gap-2 sm:gap-3\">\n <div class=\"hidden items-center justify-between gap-3 px-1 lg:flex\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Controls</p>\n <span class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.65rem] text-[var(--lock-muted)]\">${stageLabel}</span>\n </div>\n\n ${\n showPrimary\n ? `<button\n type=\"button\"\n data-action=\"${primaryAction}\"\n class=\"lock-disabled inline-flex items-center justify-center rounded-full px-4 py-2.5 text-sm font-semibold transition sm:py-3 ${\n canStart\n ? \"lock-primary\"\n : canReady\n ? \"bg-[var(--lock-teal)] text-[#08120f] shadow-[0_12px_32px_rgba(110,231,200,0.22)] hover:brightness-105\"\n : \"lock-secondary\"\n }\"\n ${primaryAction ? \"\" : \"disabled\"}\n >\n ${primaryLabel}\n </button>`\n : \"\"\n }\n\n <div class=\"grid grid-cols-2 gap-2 sm:gap-3\">\n <button\n type=\"button\"\n data-action=\"undo\"\n class=\"lock-secondary lock-disabled inline-flex items-center justify-center rounded-full px-3 py-2.5 text-xs font-semibold transition sm:px-4 sm:py-3 sm:text-sm\"\n ${canUndo ? \"\" : \"disabled\"}\n >\n Undo\n </button>\n <button\n type=\"button\"\n data-action=\"restart\"\n class=\"lock-secondary lock-disabled inline-flex items-center justify-center rounded-full px-3 py-2.5 text-xs font-semibold transition sm:px-4 sm:py-3 sm:text-sm\"\n ${canRestart ? \"\" : \"disabled\"}\n >\n Restart\n </button>\n </div>\n </div>\n </section>\n `;\n }\n\n #handleClick = (event: Event) => {\n const target = (\n event.target as HTMLElement | null\n )?.closest<HTMLButtonElement>(\"button[data-action]\");\n if (!target || target.disabled) {\n return;\n }\n emit(this, `lockstep-${target.dataset.action}`);\n };\n}\n","export const text = (value: unknown) => String(value ?? \"\");\n\nexport const setText = (root: ParentNode, selector: string, value: unknown) => {\n const element = root.querySelector<HTMLElement>(selector);\n if (element) {\n element.textContent = text(value);\n }\n return element;\n};\n\nexport const setInputValue = (root: ParentNode, selector: string, value: unknown) => {\n const input = root.querySelector<HTMLInputElement>(selector);\n if (input && input.value !== text(value)) {\n input.value = text(value);\n }\n return input;\n};\n","import type { DialogState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: DialogState = {\n open: false,\n title: \"\",\n description: \"\",\n confirmLabel: \"Confirm\",\n cancelLabel: \"Cancel\",\n};\n\nexport class P2PLockstepConfirmDialogElement extends HTMLElement {\n #state: DialogState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: DialogState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { open } = this.#state;\n this.className = open ? \"fixed inset-0 z-50 block\" : \"hidden\";\n this.innerHTML = `\n <div data-overlay class=\"absolute inset-0 bg-[var(--lock-overlay)] backdrop-blur-sm\"></div>\n <div class=\"relative flex min-h-full items-end justify-center p-4 sm:items-center\">\n <section class=\"lock-panel w-full max-w-md rounded-[2rem] p-6\">\n <div class=\"space-y-3\">\n <p class=\"text-[0.72rem] uppercase tracking-[0.28em] text-[var(--lock-bronze-bright)]\">Action Required</p>\n <h3 data-title class=\"lock-title text-2xl font-semibold text-[var(--lock-paper)]\"></h3>\n <p data-description class=\"text-sm leading-6 text-[var(--lock-muted)]\"></p>\n </div>\n\n <div class=\"mt-6 grid gap-3 sm:grid-cols-2\">\n <button\n type=\"button\"\n data-action=\"confirm\"\n class=\"lock-primary inline-flex items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-confirm-label></span>\n </button>\n <button\n type=\"button\"\n data-action=\"cancel\"\n class=\"lock-secondary inline-flex items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-cancel-label></span>\n </button>\n </div>\n </section>\n </div>\n `;\n setText(this, \"[data-title]\", this.#state.title);\n setText(this, \"[data-description]\", this.#state.description);\n setText(this, \"[data-confirm-label]\", this.#state.confirmLabel);\n setText(this, \"[data-cancel-label]\", this.#state.cancelLabel);\n }\n\n #handleClick = (event: Event) => {\n const target = event.target as HTMLElement | null;\n if (!target) {\n return;\n }\n if (target.matches(\"[data-overlay]\") || target.closest(\"[data-action='cancel']\")) {\n emit(this, \"lockstep-dialog-cancel\");\n return;\n }\n if (target.closest(\"[data-action='confirm']\")) {\n emit(this, \"lockstep-dialog-confirm\");\n }\n };\n}\n","// can-promise has a crash in some versions of react native that dont have\n// standard global objects\n// https://github.com/soldair/node-qrcode/issues/157\n\nmodule.exports = function () {\n return typeof Promise === 'function' && Promise.prototype && Promise.prototype.then\n}\n","let toSJISFunction\nconst CODEWORDS_COUNT = [\n 0, // Not used\n 26, 44, 70, 100, 134, 172, 196, 242, 292, 346,\n 404, 466, 532, 581, 655, 733, 815, 901, 991, 1085,\n 1156, 1258, 1364, 1474, 1588, 1706, 1828, 1921, 2051, 2185,\n 2323, 2465, 2611, 2761, 2876, 3034, 3196, 3362, 3532, 3706\n]\n\n/**\n * Returns the QR Code size for the specified version\n *\n * @param {Number} version QR Code version\n * @return {Number} size of QR code\n */\nexports.getSymbolSize = function getSymbolSize (version) {\n if (!version) throw new Error('\"version\" cannot be null or undefined')\n if (version < 1 || version > 40) throw new Error('\"version\" should be in range from 1 to 40')\n return version * 4 + 17\n}\n\n/**\n * Returns the total number of codewords used to store data and EC information.\n *\n * @param {Number} version QR Code version\n * @return {Number} Data length in bits\n */\nexports.getSymbolTotalCodewords = function getSymbolTotalCodewords (version) {\n return CODEWORDS_COUNT[version]\n}\n\n/**\n * Encode data with Bose-Chaudhuri-Hocquenghem\n *\n * @param {Number} data Value to encode\n * @return {Number} Encoded value\n */\nexports.getBCHDigit = function (data) {\n let digit = 0\n\n while (data !== 0) {\n digit++\n data >>>= 1\n }\n\n return digit\n}\n\nexports.setToSJISFunction = function setToSJISFunction (f) {\n if (typeof f !== 'function') {\n throw new Error('\"toSJISFunc\" is not a valid function.')\n }\n\n toSJISFunction = f\n}\n\nexports.isKanjiModeEnabled = function () {\n return typeof toSJISFunction !== 'undefined'\n}\n\nexports.toSJIS = function toSJIS (kanji) {\n return toSJISFunction(kanji)\n}\n","exports.L = { bit: 1 }\nexports.M = { bit: 0 }\nexports.Q = { bit: 3 }\nexports.H = { bit: 2 }\n\nfunction fromString (string) {\n if (typeof string !== 'string') {\n throw new Error('Param is not a string')\n }\n\n const lcStr = string.toLowerCase()\n\n switch (lcStr) {\n case 'l':\n case 'low':\n return exports.L\n\n case 'm':\n case 'medium':\n return exports.M\n\n case 'q':\n case 'quartile':\n return exports.Q\n\n case 'h':\n case 'high':\n return exports.H\n\n default:\n throw new Error('Unknown EC Level: ' + string)\n }\n}\n\nexports.isValid = function isValid (level) {\n return level && typeof level.bit !== 'undefined' &&\n level.bit >= 0 && level.bit < 4\n}\n\nexports.from = function from (value, defaultValue) {\n if (exports.isValid(value)) {\n return value\n }\n\n try {\n return fromString(value)\n } catch (e) {\n return defaultValue\n }\n}\n","function BitBuffer () {\n this.buffer = []\n this.length = 0\n}\n\nBitBuffer.prototype = {\n\n get: function (index) {\n const bufIndex = Math.floor(index / 8)\n return ((this.buffer[bufIndex] >>> (7 - index % 8)) & 1) === 1\n },\n\n put: function (num, length) {\n for (let i = 0; i < length; i++) {\n this.putBit(((num >>> (length - i - 1)) & 1) === 1)\n }\n },\n\n getLengthInBits: function () {\n return this.length\n },\n\n putBit: function (bit) {\n const bufIndex = Math.floor(this.length / 8)\n if (this.buffer.length <= bufIndex) {\n this.buffer.push(0)\n }\n\n if (bit) {\n this.buffer[bufIndex] |= (0x80 >>> (this.length % 8))\n }\n\n this.length++\n }\n}\n\nmodule.exports = BitBuffer\n","/**\n * Helper class to handle QR Code symbol modules\n *\n * @param {Number} size Symbol size\n */\nfunction BitMatrix (size) {\n if (!size || size < 1) {\n throw new Error('BitMatrix size must be defined and greater than 0')\n }\n\n this.size = size\n this.data = new Uint8Array(size * size)\n this.reservedBit = new Uint8Array(size * size)\n}\n\n/**\n * Set bit value at specified location\n * If reserved flag is set, this bit will be ignored during masking process\n *\n * @param {Number} row\n * @param {Number} col\n * @param {Boolean} value\n * @param {Boolean} reserved\n */\nBitMatrix.prototype.set = function (row, col, value, reserved) {\n const index = row * this.size + col\n this.data[index] = value\n if (reserved) this.reservedBit[index] = true\n}\n\n/**\n * Returns bit value at specified location\n *\n * @param {Number} row\n * @param {Number} col\n * @return {Boolean}\n */\nBitMatrix.prototype.get = function (row, col) {\n return this.data[row * this.size + col]\n}\n\n/**\n * Applies xor operator at specified location\n * (used during masking process)\n *\n * @param {Number} row\n * @param {Number} col\n * @param {Boolean} value\n */\nBitMatrix.prototype.xor = function (row, col, value) {\n this.data[row * this.size + col] ^= value\n}\n\n/**\n * Check if bit at specified location is reserved\n *\n * @param {Number} row\n * @param {Number} col\n * @return {Boolean}\n */\nBitMatrix.prototype.isReserved = function (row, col) {\n return this.reservedBit[row * this.size + col]\n}\n\nmodule.exports = BitMatrix\n","/**\n * Alignment pattern are fixed reference pattern in defined positions\n * in a matrix symbology, which enables the decode software to re-synchronise\n * the coordinate mapping of the image modules in the event of moderate amounts\n * of distortion of the image.\n *\n * Alignment patterns are present only in QR Code symbols of version 2 or larger\n * and their number depends on the symbol version.\n */\n\nconst getSymbolSize = require('./utils').getSymbolSize\n\n/**\n * Calculate the row/column coordinates of the center module of each alignment pattern\n * for the specified QR Code version.\n *\n * The alignment patterns are positioned symmetrically on either side of the diagonal\n * running from the top left corner of the symbol to the bottom right corner.\n *\n * Since positions are simmetrical only half of the coordinates are returned.\n * Each item of the array will represent in turn the x and y coordinate.\n * @see {@link getPositions}\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinate\n */\nexports.getRowColCoords = function getRowColCoords (version) {\n if (version === 1) return []\n\n const posCount = Math.floor(version / 7) + 2\n const size = getSymbolSize(version)\n const intervals = size === 145 ? 26 : Math.ceil((size - 13) / (2 * posCount - 2)) * 2\n const positions = [size - 7] // Last coord is always (size - 7)\n\n for (let i = 1; i < posCount - 1; i++) {\n positions[i] = positions[i - 1] - intervals\n }\n\n positions.push(6) // First coord is always 6\n\n return positions.reverse()\n}\n\n/**\n * Returns an array containing the positions of each alignment pattern.\n * Each array's element represent the center point of the pattern as (x, y) coordinates\n *\n * Coordinates are calculated expanding the row/column coordinates returned by {@link getRowColCoords}\n * and filtering out the items that overlaps with finder pattern\n *\n * @example\n * For a Version 7 symbol {@link getRowColCoords} returns values 6, 22 and 38.\n * The alignment patterns, therefore, are to be centered on (row, column)\n * positions (6,22), (22,6), (22,22), (22,38), (38,22), (38,38).\n * Note that the coordinates (6,6), (6,38), (38,6) are occupied by finder patterns\n * and are not therefore used for alignment patterns.\n *\n * let pos = getPositions(7)\n * // [[6,22], [22,6], [22,22], [22,38], [38,22], [38,38]]\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinates\n */\nexports.getPositions = function getPositions (version) {\n const coords = []\n const pos = exports.getRowColCoords(version)\n const posLength = pos.length\n\n for (let i = 0; i < posLength; i++) {\n for (let j = 0; j < posLength; j++) {\n // Skip if position is occupied by finder patterns\n if ((i === 0 && j === 0) || // top-left\n (i === 0 && j === posLength - 1) || // bottom-left\n (i === posLength - 1 && j === 0)) { // top-right\n continue\n }\n\n coords.push([pos[i], pos[j]])\n }\n }\n\n return coords\n}\n","const getSymbolSize = require('./utils').getSymbolSize\nconst FINDER_PATTERN_SIZE = 7\n\n/**\n * Returns an array containing the positions of each finder pattern.\n * Each array's element represent the top-left point of the pattern as (x, y) coordinates\n *\n * @param {Number} version QR Code version\n * @return {Array} Array of coordinates\n */\nexports.getPositions = function getPositions (version) {\n const size = getSymbolSize(version)\n\n return [\n // top-left\n [0, 0],\n // top-right\n [size - FINDER_PATTERN_SIZE, 0],\n // bottom-left\n [0, size - FINDER_PATTERN_SIZE]\n ]\n}\n","/**\n * Data mask pattern reference\n * @type {Object}\n */\nexports.Patterns = {\n PATTERN000: 0,\n PATTERN001: 1,\n PATTERN010: 2,\n PATTERN011: 3,\n PATTERN100: 4,\n PATTERN101: 5,\n PATTERN110: 6,\n PATTERN111: 7\n}\n\n/**\n * Weighted penalty scores for the undesirable features\n * @type {Object}\n */\nconst PenaltyScores = {\n N1: 3,\n N2: 3,\n N3: 40,\n N4: 10\n}\n\n/**\n * Check if mask pattern value is valid\n *\n * @param {Number} mask Mask pattern\n * @return {Boolean} true if valid, false otherwise\n */\nexports.isValid = function isValid (mask) {\n return mask != null && mask !== '' && !isNaN(mask) && mask >= 0 && mask <= 7\n}\n\n/**\n * Returns mask pattern from a value.\n * If value is not valid, returns undefined\n *\n * @param {Number|String} value Mask pattern value\n * @return {Number} Valid mask pattern or undefined\n */\nexports.from = function from (value) {\n return exports.isValid(value) ? parseInt(value, 10) : undefined\n}\n\n/**\n* Find adjacent modules in row/column with the same color\n* and assign a penalty value.\n*\n* Points: N1 + i\n* i is the amount by which the number of adjacent modules of the same color exceeds 5\n*/\nexports.getPenaltyN1 = function getPenaltyN1 (data) {\n const size = data.size\n let points = 0\n let sameCountCol = 0\n let sameCountRow = 0\n let lastCol = null\n let lastRow = null\n\n for (let row = 0; row < size; row++) {\n sameCountCol = sameCountRow = 0\n lastCol = lastRow = null\n\n for (let col = 0; col < size; col++) {\n let module = data.get(row, col)\n if (module === lastCol) {\n sameCountCol++\n } else {\n if (sameCountCol >= 5) points += PenaltyScores.N1 + (sameCountCol - 5)\n lastCol = module\n sameCountCol = 1\n }\n\n module = data.get(col, row)\n if (module === lastRow) {\n sameCountRow++\n } else {\n if (sameCountRow >= 5) points += PenaltyScores.N1 + (sameCountRow - 5)\n lastRow = module\n sameCountRow = 1\n }\n }\n\n if (sameCountCol >= 5) points += PenaltyScores.N1 + (sameCountCol - 5)\n if (sameCountRow >= 5) points += PenaltyScores.N1 + (sameCountRow - 5)\n }\n\n return points\n}\n\n/**\n * Find 2x2 blocks with the same color and assign a penalty value\n *\n * Points: N2 * (m - 1) * (n - 1)\n */\nexports.getPenaltyN2 = function getPenaltyN2 (data) {\n const size = data.size\n let points = 0\n\n for (let row = 0; row < size - 1; row++) {\n for (let col = 0; col < size - 1; col++) {\n const last = data.get(row, col) +\n data.get(row, col + 1) +\n data.get(row + 1, col) +\n data.get(row + 1, col + 1)\n\n if (last === 4 || last === 0) points++\n }\n }\n\n return points * PenaltyScores.N2\n}\n\n/**\n * Find 1:1:3:1:1 ratio (dark:light:dark:light:dark) pattern in row/column,\n * preceded or followed by light area 4 modules wide\n *\n * Points: N3 * number of pattern found\n */\nexports.getPenaltyN3 = function getPenaltyN3 (data) {\n const size = data.size\n let points = 0\n let bitsCol = 0\n let bitsRow = 0\n\n for (let row = 0; row < size; row++) {\n bitsCol = bitsRow = 0\n for (let col = 0; col < size; col++) {\n bitsCol = ((bitsCol << 1) & 0x7FF) | data.get(row, col)\n if (col >= 10 && (bitsCol === 0x5D0 || bitsCol === 0x05D)) points++\n\n bitsRow = ((bitsRow << 1) & 0x7FF) | data.get(col, row)\n if (col >= 10 && (bitsRow === 0x5D0 || bitsRow === 0x05D)) points++\n }\n }\n\n return points * PenaltyScores.N3\n}\n\n/**\n * Calculate proportion of dark modules in entire symbol\n *\n * Points: N4 * k\n *\n * k is the rating of the deviation of the proportion of dark modules\n * in the symbol from 50% in steps of 5%\n */\nexports.getPenaltyN4 = function getPenaltyN4 (data) {\n let darkCount = 0\n const modulesCount = data.data.length\n\n for (let i = 0; i < modulesCount; i++) darkCount += data.data[i]\n\n const k = Math.abs(Math.ceil((darkCount * 100 / modulesCount) / 5) - 10)\n\n return k * PenaltyScores.N4\n}\n\n/**\n * Return mask value at given position\n *\n * @param {Number} maskPattern Pattern reference value\n * @param {Number} i Row\n * @param {Number} j Column\n * @return {Boolean} Mask value\n */\nfunction getMaskAt (maskPattern, i, j) {\n switch (maskPattern) {\n case exports.Patterns.PATTERN000: return (i + j) % 2 === 0\n case exports.Patterns.PATTERN001: return i % 2 === 0\n case exports.Patterns.PATTERN010: return j % 3 === 0\n case exports.Patterns.PATTERN011: return (i + j) % 3 === 0\n case exports.Patterns.PATTERN100: return (Math.floor(i / 2) + Math.floor(j / 3)) % 2 === 0\n case exports.Patterns.PATTERN101: return (i * j) % 2 + (i * j) % 3 === 0\n case exports.Patterns.PATTERN110: return ((i * j) % 2 + (i * j) % 3) % 2 === 0\n case exports.Patterns.PATTERN111: return ((i * j) % 3 + (i + j) % 2) % 2 === 0\n\n default: throw new Error('bad maskPattern:' + maskPattern)\n }\n}\n\n/**\n * Apply a mask pattern to a BitMatrix\n *\n * @param {Number} pattern Pattern reference number\n * @param {BitMatrix} data BitMatrix data\n */\nexports.applyMask = function applyMask (pattern, data) {\n const size = data.size\n\n for (let col = 0; col < size; col++) {\n for (let row = 0; row < size; row++) {\n if (data.isReserved(row, col)) continue\n data.xor(row, col, getMaskAt(pattern, row, col))\n }\n }\n}\n\n/**\n * Returns the best mask pattern for data\n *\n * @param {BitMatrix} data\n * @return {Number} Mask pattern reference number\n */\nexports.getBestMask = function getBestMask (data, setupFormatFunc) {\n const numPatterns = Object.keys(exports.Patterns).length\n let bestPattern = 0\n let lowerPenalty = Infinity\n\n for (let p = 0; p < numPatterns; p++) {\n setupFormatFunc(p)\n exports.applyMask(p, data)\n\n // Calculate penalty\n const penalty =\n exports.getPenaltyN1(data) +\n exports.getPenaltyN2(data) +\n exports.getPenaltyN3(data) +\n exports.getPenaltyN4(data)\n\n // Undo previously applied mask\n exports.applyMask(p, data)\n\n if (penalty < lowerPenalty) {\n lowerPenalty = penalty\n bestPattern = p\n }\n }\n\n return bestPattern\n}\n","const ECLevel = require('./error-correction-level')\r\n\r\nconst EC_BLOCKS_TABLE = [\r\n// L M Q H\r\n 1, 1, 1, 1,\r\n 1, 1, 1, 1,\r\n 1, 1, 2, 2,\r\n 1, 2, 2, 4,\r\n 1, 2, 4, 4,\r\n 2, 4, 4, 4,\r\n 2, 4, 6, 5,\r\n 2, 4, 6, 6,\r\n 2, 5, 8, 8,\r\n 4, 5, 8, 8,\r\n 4, 5, 8, 11,\r\n 4, 8, 10, 11,\r\n 4, 9, 12, 16,\r\n 4, 9, 16, 16,\r\n 6, 10, 12, 18,\r\n 6, 10, 17, 16,\r\n 6, 11, 16, 19,\r\n 6, 13, 18, 21,\r\n 7, 14, 21, 25,\r\n 8, 16, 20, 25,\r\n 8, 17, 23, 25,\r\n 9, 17, 23, 34,\r\n 9, 18, 25, 30,\r\n 10, 20, 27, 32,\r\n 12, 21, 29, 35,\r\n 12, 23, 34, 37,\r\n 12, 25, 34, 40,\r\n 13, 26, 35, 42,\r\n 14, 28, 38, 45,\r\n 15, 29, 40, 48,\r\n 16, 31, 43, 51,\r\n 17, 33, 45, 54,\r\n 18, 35, 48, 57,\r\n 19, 37, 51, 60,\r\n 19, 38, 53, 63,\r\n 20, 40, 56, 66,\r\n 21, 43, 59, 70,\r\n 22, 45, 62, 74,\r\n 24, 47, 65, 77,\r\n 25, 49, 68, 81\r\n]\r\n\r\nconst EC_CODEWORDS_TABLE = [\r\n// L M Q H\r\n 7, 10, 13, 17,\r\n 10, 16, 22, 28,\r\n 15, 26, 36, 44,\r\n 20, 36, 52, 64,\r\n 26, 48, 72, 88,\r\n 36, 64, 96, 112,\r\n 40, 72, 108, 130,\r\n 48, 88, 132, 156,\r\n 60, 110, 160, 192,\r\n 72, 130, 192, 224,\r\n 80, 150, 224, 264,\r\n 96, 176, 260, 308,\r\n 104, 198, 288, 352,\r\n 120, 216, 320, 384,\r\n 132, 240, 360, 432,\r\n 144, 280, 408, 480,\r\n 168, 308, 448, 532,\r\n 180, 338, 504, 588,\r\n 196, 364, 546, 650,\r\n 224, 416, 600, 700,\r\n 224, 442, 644, 750,\r\n 252, 476, 690, 816,\r\n 270, 504, 750, 900,\r\n 300, 560, 810, 960,\r\n 312, 588, 870, 1050,\r\n 336, 644, 952, 1110,\r\n 360, 700, 1020, 1200,\r\n 390, 728, 1050, 1260,\r\n 420, 784, 1140, 1350,\r\n 450, 812, 1200, 1440,\r\n 480, 868, 1290, 1530,\r\n 510, 924, 1350, 1620,\r\n 540, 980, 1440, 1710,\r\n 570, 1036, 1530, 1800,\r\n 570, 1064, 1590, 1890,\r\n 600, 1120, 1680, 1980,\r\n 630, 1204, 1770, 2100,\r\n 660, 1260, 1860, 2220,\r\n 720, 1316, 1950, 2310,\r\n 750, 1372, 2040, 2430\r\n]\r\n\r\n/**\r\n * Returns the number of error correction block that the QR Code should contain\r\n * for the specified version and error correction level.\r\n *\r\n * @param {Number} version QR Code version\r\n * @param {Number} errorCorrectionLevel Error correction level\r\n * @return {Number} Number of error correction blocks\r\n */\r\nexports.getBlocksCount = function getBlocksCount (version, errorCorrectionLevel) {\r\n switch (errorCorrectionLevel) {\r\n case ECLevel.L:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 0]\r\n case ECLevel.M:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 1]\r\n case ECLevel.Q:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 2]\r\n case ECLevel.H:\r\n return EC_BLOCKS_TABLE[(version - 1) * 4 + 3]\r\n default:\r\n return undefined\r\n }\r\n}\r\n\r\n/**\r\n * Returns the number of error correction codewords to use for the specified\r\n * version and error correction level.\r\n *\r\n * @param {Number} version QR Code version\r\n * @param {Number} errorCorrectionLevel Error correction level\r\n * @return {Number} Number of error correction codewords\r\n */\r\nexports.getTotalCodewordsCount = function getTotalCodewordsCount (version, errorCorrectionLevel) {\r\n switch (errorCorrectionLevel) {\r\n case ECLevel.L:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 0]\r\n case ECLevel.M:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 1]\r\n case ECLevel.Q:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 2]\r\n case ECLevel.H:\r\n return EC_CODEWORDS_TABLE[(version - 1) * 4 + 3]\r\n default:\r\n return undefined\r\n }\r\n}\r\n","const EXP_TABLE = new Uint8Array(512)\nconst LOG_TABLE = new Uint8Array(256)\n/**\n * Precompute the log and anti-log tables for faster computation later\n *\n * For each possible value in the galois field 2^8, we will pre-compute\n * the logarithm and anti-logarithm (exponential) of this value\n *\n * ref {@link https://en.wikiversity.org/wiki/Reed%E2%80%93Solomon_codes_for_coders#Introduction_to_mathematical_fields}\n */\n;(function initTables () {\n let x = 1\n for (let i = 0; i < 255; i++) {\n EXP_TABLE[i] = x\n LOG_TABLE[x] = i\n\n x <<= 1 // multiply by 2\n\n // The QR code specification says to use byte-wise modulo 100011101 arithmetic.\n // This means that when a number is 256 or larger, it should be XORed with 0x11D.\n if (x & 0x100) { // similar to x >= 256, but a lot faster (because 0x100 == 256)\n x ^= 0x11D\n }\n }\n\n // Optimization: double the size of the anti-log table so that we don't need to mod 255 to\n // stay inside the bounds (because we will mainly use this table for the multiplication of\n // two GF numbers, no more).\n // @see {@link mul}\n for (let i = 255; i < 512; i++) {\n EXP_TABLE[i] = EXP_TABLE[i - 255]\n }\n}())\n\n/**\n * Returns log value of n inside Galois Field\n *\n * @param {Number} n\n * @return {Number}\n */\nexports.log = function log (n) {\n if (n < 1) throw new Error('log(' + n + ')')\n return LOG_TABLE[n]\n}\n\n/**\n * Returns anti-log value of n inside Galois Field\n *\n * @param {Number} n\n * @return {Number}\n */\nexports.exp = function exp (n) {\n return EXP_TABLE[n]\n}\n\n/**\n * Multiplies two number inside Galois Field\n *\n * @param {Number} x\n * @param {Number} y\n * @return {Number}\n */\nexports.mul = function mul (x, y) {\n if (x === 0 || y === 0) return 0\n\n // should be EXP_TABLE[(LOG_TABLE[x] + LOG_TABLE[y]) % 255] if EXP_TABLE wasn't oversized\n // @see {@link initTables}\n return EXP_TABLE[LOG_TABLE[x] + LOG_TABLE[y]]\n}\n","const GF = require('./galois-field')\n\n/**\n * Multiplies two polynomials inside Galois Field\n *\n * @param {Uint8Array} p1 Polynomial\n * @param {Uint8Array} p2 Polynomial\n * @return {Uint8Array} Product of p1 and p2\n */\nexports.mul = function mul (p1, p2) {\n const coeff = new Uint8Array(p1.length + p2.length - 1)\n\n for (let i = 0; i < p1.length; i++) {\n for (let j = 0; j < p2.length; j++) {\n coeff[i + j] ^= GF.mul(p1[i], p2[j])\n }\n }\n\n return coeff\n}\n\n/**\n * Calculate the remainder of polynomials division\n *\n * @param {Uint8Array} divident Polynomial\n * @param {Uint8Array} divisor Polynomial\n * @return {Uint8Array} Remainder\n */\nexports.mod = function mod (divident, divisor) {\n let result = new Uint8Array(divident)\n\n while ((result.length - divisor.length) >= 0) {\n const coeff = result[0]\n\n for (let i = 0; i < divisor.length; i++) {\n result[i] ^= GF.mul(divisor[i], coeff)\n }\n\n // remove all zeros from buffer head\n let offset = 0\n while (offset < result.length && result[offset] === 0) offset++\n result = result.slice(offset)\n }\n\n return result\n}\n\n/**\n * Generate an irreducible generator polynomial of specified degree\n * (used by Reed-Solomon encoder)\n *\n * @param {Number} degree Degree of the generator polynomial\n * @return {Uint8Array} Buffer containing polynomial coefficients\n */\nexports.generateECPolynomial = function generateECPolynomial (degree) {\n let poly = new Uint8Array([1])\n for (let i = 0; i < degree; i++) {\n poly = exports.mul(poly, new Uint8Array([1, GF.exp(i)]))\n }\n\n return poly\n}\n","const Polynomial = require('./polynomial')\n\nfunction ReedSolomonEncoder (degree) {\n this.genPoly = undefined\n this.degree = degree\n\n if (this.degree) this.initialize(this.degree)\n}\n\n/**\n * Initialize the encoder.\n * The input param should correspond to the number of error correction codewords.\n *\n * @param {Number} degree\n */\nReedSolomonEncoder.prototype.initialize = function initialize (degree) {\n // create an irreducible generator polynomial\n this.degree = degree\n this.genPoly = Polynomial.generateECPolynomial(this.degree)\n}\n\n/**\n * Encodes a chunk of data\n *\n * @param {Uint8Array} data Buffer containing input data\n * @return {Uint8Array} Buffer containing encoded data\n */\nReedSolomonEncoder.prototype.encode = function encode (data) {\n if (!this.genPoly) {\n throw new Error('Encoder not initialized')\n }\n\n // Calculate EC for this data block\n // extends data size to data+genPoly size\n const paddedData = new Uint8Array(data.length + this.degree)\n paddedData.set(data)\n\n // The error correction codewords are the remainder after dividing the data codewords\n // by a generator polynomial\n const remainder = Polynomial.mod(paddedData, this.genPoly)\n\n // return EC data blocks (last n byte, where n is the degree of genPoly)\n // If coefficients number in remainder are less than genPoly degree,\n // pad with 0s to the left to reach the needed number of coefficients\n const start = this.degree - remainder.length\n if (start > 0) {\n const buff = new Uint8Array(this.degree)\n buff.set(remainder, start)\n\n return buff\n }\n\n return remainder\n}\n\nmodule.exports = ReedSolomonEncoder\n","/**\n * Check if QR Code version is valid\n *\n * @param {Number} version QR Code version\n * @return {Boolean} true if valid version, false otherwise\n */\nexports.isValid = function isValid (version) {\n return !isNaN(version) && version >= 1 && version <= 40\n}\n","const numeric = '[0-9]+'\nconst alphanumeric = '[A-Z $%*+\\\\-./:]+'\nlet kanji = '(?:[u3000-u303F]|[u3040-u309F]|[u30A0-u30FF]|' +\n '[uFF00-uFFEF]|[u4E00-u9FAF]|[u2605-u2606]|[u2190-u2195]|u203B|' +\n '[u2010u2015u2018u2019u2025u2026u201Cu201Du2225u2260]|' +\n '[u0391-u0451]|[u00A7u00A8u00B1u00B4u00D7u00F7])+'\nkanji = kanji.replace(/u/g, '\\\\u')\n\nconst byte = '(?:(?![A-Z0-9 $%*+\\\\-./:]|' + kanji + ')(?:.|[\\r\\n]))+'\n\nexports.KANJI = new RegExp(kanji, 'g')\nexports.BYTE_KANJI = new RegExp('[^A-Z0-9 $%*+\\\\-./:]+', 'g')\nexports.BYTE = new RegExp(byte, 'g')\nexports.NUMERIC = new RegExp(numeric, 'g')\nexports.ALPHANUMERIC = new RegExp(alphanumeric, 'g')\n\nconst TEST_KANJI = new RegExp('^' + kanji + '$')\nconst TEST_NUMERIC = new RegExp('^' + numeric + '$')\nconst TEST_ALPHANUMERIC = new RegExp('^[A-Z0-9 $%*+\\\\-./:]+$')\n\nexports.testKanji = function testKanji (str) {\n return TEST_KANJI.test(str)\n}\n\nexports.testNumeric = function testNumeric (str) {\n return TEST_NUMERIC.test(str)\n}\n\nexports.testAlphanumeric = function testAlphanumeric (str) {\n return TEST_ALPHANUMERIC.test(str)\n}\n","const VersionCheck = require('./version-check')\nconst Regex = require('./regex')\n\n/**\n * Numeric mode encodes data from the decimal digit set (0 - 9)\n * (byte values 30HEX to 39HEX).\n * Normally, 3 data characters are represented by 10 bits.\n *\n * @type {Object}\n */\nexports.NUMERIC = {\n id: 'Numeric',\n bit: 1 << 0,\n ccBits: [10, 12, 14]\n}\n\n/**\n * Alphanumeric mode encodes data from a set of 45 characters,\n * i.e. 10 numeric digits (0 - 9),\n * 26 alphabetic characters (A - Z),\n * and 9 symbols (SP, $, %, *, +, -, ., /, :).\n * Normally, two input characters are represented by 11 bits.\n *\n * @type {Object}\n */\nexports.ALPHANUMERIC = {\n id: 'Alphanumeric',\n bit: 1 << 1,\n ccBits: [9, 11, 13]\n}\n\n/**\n * In byte mode, data is encoded at 8 bits per character.\n *\n * @type {Object}\n */\nexports.BYTE = {\n id: 'Byte',\n bit: 1 << 2,\n ccBits: [8, 16, 16]\n}\n\n/**\n * The Kanji mode efficiently encodes Kanji characters in accordance with\n * the Shift JIS system based on JIS X 0208.\n * The Shift JIS values are shifted from the JIS X 0208 values.\n * JIS X 0208 gives details of the shift coded representation.\n * Each two-byte character value is compacted to a 13-bit binary codeword.\n *\n * @type {Object}\n */\nexports.KANJI = {\n id: 'Kanji',\n bit: 1 << 3,\n ccBits: [8, 10, 12]\n}\n\n/**\n * Mixed mode will contain a sequences of data in a combination of any of\n * the modes described above\n *\n * @type {Object}\n */\nexports.MIXED = {\n bit: -1\n}\n\n/**\n * Returns the number of bits needed to store the data length\n * according to QR Code specifications.\n *\n * @param {Mode} mode Data mode\n * @param {Number} version QR Code version\n * @return {Number} Number of bits\n */\nexports.getCharCountIndicator = function getCharCountIndicator (mode, version) {\n if (!mode.ccBits) throw new Error('Invalid mode: ' + mode)\n\n if (!VersionCheck.isValid(version)) {\n throw new Error('Invalid version: ' + version)\n }\n\n if (version >= 1 && version < 10) return mode.ccBits[0]\n else if (version < 27) return mode.ccBits[1]\n return mode.ccBits[2]\n}\n\n/**\n * Returns the most efficient mode to store the specified data\n *\n * @param {String} dataStr Input data string\n * @return {Mode} Best mode\n */\nexports.getBestModeForData = function getBestModeForData (dataStr) {\n if (Regex.testNumeric(dataStr)) return exports.NUMERIC\n else if (Regex.testAlphanumeric(dataStr)) return exports.ALPHANUMERIC\n else if (Regex.testKanji(dataStr)) return exports.KANJI\n else return exports.BYTE\n}\n\n/**\n * Return mode name as string\n *\n * @param {Mode} mode Mode object\n * @returns {String} Mode name\n */\nexports.toString = function toString (mode) {\n if (mode && mode.id) return mode.id\n throw new Error('Invalid mode')\n}\n\n/**\n * Check if input param is a valid mode object\n *\n * @param {Mode} mode Mode object\n * @returns {Boolean} True if valid mode, false otherwise\n */\nexports.isValid = function isValid (mode) {\n return mode && mode.bit && mode.ccBits\n}\n\n/**\n * Get mode object from its name\n *\n * @param {String} string Mode name\n * @returns {Mode} Mode object\n */\nfunction fromString (string) {\n if (typeof string !== 'string') {\n throw new Error('Param is not a string')\n }\n\n const lcStr = string.toLowerCase()\n\n switch (lcStr) {\n case 'numeric':\n return exports.NUMERIC\n case 'alphanumeric':\n return exports.ALPHANUMERIC\n case 'kanji':\n return exports.KANJI\n case 'byte':\n return exports.BYTE\n default:\n throw new Error('Unknown mode: ' + string)\n }\n}\n\n/**\n * Returns mode from a value.\n * If value is not a valid mode, returns defaultValue\n *\n * @param {Mode|String} value Encoding mode\n * @param {Mode} defaultValue Fallback value\n * @return {Mode} Encoding mode\n */\nexports.from = function from (value, defaultValue) {\n if (exports.isValid(value)) {\n return value\n }\n\n try {\n return fromString(value)\n } catch (e) {\n return defaultValue\n }\n}\n","const Utils = require('./utils')\nconst ECCode = require('./error-correction-code')\nconst ECLevel = require('./error-correction-level')\nconst Mode = require('./mode')\nconst VersionCheck = require('./version-check')\n\n// Generator polynomial used to encode version information\nconst G18 = (1 << 12) | (1 << 11) | (1 << 10) | (1 << 9) | (1 << 8) | (1 << 5) | (1 << 2) | (1 << 0)\nconst G18_BCH = Utils.getBCHDigit(G18)\n\nfunction getBestVersionForDataLength (mode, length, errorCorrectionLevel) {\n for (let currentVersion = 1; currentVersion <= 40; currentVersion++) {\n if (length <= exports.getCapacity(currentVersion, errorCorrectionLevel, mode)) {\n return currentVersion\n }\n }\n\n return undefined\n}\n\nfunction getReservedBitsCount (mode, version) {\n // Character count indicator + mode indicator bits\n return Mode.getCharCountIndicator(mode, version) + 4\n}\n\nfunction getTotalBitsFromDataArray (segments, version) {\n let totalBits = 0\n\n segments.forEach(function (data) {\n const reservedBits = getReservedBitsCount(data.mode, version)\n totalBits += reservedBits + data.getBitsLength()\n })\n\n return totalBits\n}\n\nfunction getBestVersionForMixedData (segments, errorCorrectionLevel) {\n for (let currentVersion = 1; currentVersion <= 40; currentVersion++) {\n const length = getTotalBitsFromDataArray(segments, currentVersion)\n if (length <= exports.getCapacity(currentVersion, errorCorrectionLevel, Mode.MIXED)) {\n return currentVersion\n }\n }\n\n return undefined\n}\n\n/**\n * Returns version number from a value.\n * If value is not a valid version, returns defaultValue\n *\n * @param {Number|String} value QR Code version\n * @param {Number} defaultValue Fallback value\n * @return {Number} QR Code version number\n */\nexports.from = function from (value, defaultValue) {\n if (VersionCheck.isValid(value)) {\n return parseInt(value, 10)\n }\n\n return defaultValue\n}\n\n/**\n * Returns how much data can be stored with the specified QR code version\n * and error correction level\n *\n * @param {Number} version QR Code version (1-40)\n * @param {Number} errorCorrectionLevel Error correction level\n * @param {Mode} mode Data mode\n * @return {Number} Quantity of storable data\n */\nexports.getCapacity = function getCapacity (version, errorCorrectionLevel, mode) {\n if (!VersionCheck.isValid(version)) {\n throw new Error('Invalid QR Code version')\n }\n\n // Use Byte mode as default\n if (typeof mode === 'undefined') mode = Mode.BYTE\n\n // Total codewords for this QR code version (Data + Error correction)\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n\n // Total number of error correction codewords\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n\n // Total number of data codewords\n const dataTotalCodewordsBits = (totalCodewords - ecTotalCodewords) * 8\n\n if (mode === Mode.MIXED) return dataTotalCodewordsBits\n\n const usableBits = dataTotalCodewordsBits - getReservedBitsCount(mode, version)\n\n // Return max number of storable codewords\n switch (mode) {\n case Mode.NUMERIC:\n return Math.floor((usableBits / 10) * 3)\n\n case Mode.ALPHANUMERIC:\n return Math.floor((usableBits / 11) * 2)\n\n case Mode.KANJI:\n return Math.floor(usableBits / 13)\n\n case Mode.BYTE:\n default:\n return Math.floor(usableBits / 8)\n }\n}\n\n/**\n * Returns the minimum version needed to contain the amount of data\n *\n * @param {Segment} data Segment of data\n * @param {Number} [errorCorrectionLevel=H] Error correction level\n * @param {Mode} mode Data mode\n * @return {Number} QR Code version\n */\nexports.getBestVersionForData = function getBestVersionForData (data, errorCorrectionLevel) {\n let seg\n\n const ecl = ECLevel.from(errorCorrectionLevel, ECLevel.M)\n\n if (Array.isArray(data)) {\n if (data.length > 1) {\n return getBestVersionForMixedData(data, ecl)\n }\n\n if (data.length === 0) {\n return 1\n }\n\n seg = data[0]\n } else {\n seg = data\n }\n\n return getBestVersionForDataLength(seg.mode, seg.getLength(), ecl)\n}\n\n/**\n * Returns version information with relative error correction bits\n *\n * The version information is included in QR Code symbols of version 7 or larger.\n * It consists of an 18-bit sequence containing 6 data bits,\n * with 12 error correction bits calculated using the (18, 6) Golay code.\n *\n * @param {Number} version QR Code version\n * @return {Number} Encoded version info bits\n */\nexports.getEncodedBits = function getEncodedBits (version) {\n if (!VersionCheck.isValid(version) || version < 7) {\n throw new Error('Invalid QR Code version')\n }\n\n let d = version << 12\n\n while (Utils.getBCHDigit(d) - G18_BCH >= 0) {\n d ^= (G18 << (Utils.getBCHDigit(d) - G18_BCH))\n }\n\n return (version << 12) | d\n}\n","const Utils = require('./utils')\n\nconst G15 = (1 << 10) | (1 << 8) | (1 << 5) | (1 << 4) | (1 << 2) | (1 << 1) | (1 << 0)\nconst G15_MASK = (1 << 14) | (1 << 12) | (1 << 10) | (1 << 4) | (1 << 1)\nconst G15_BCH = Utils.getBCHDigit(G15)\n\n/**\n * Returns format information with relative error correction bits\n *\n * The format information is a 15-bit sequence containing 5 data bits,\n * with 10 error correction bits calculated using the (15, 5) BCH code.\n *\n * @param {Number} errorCorrectionLevel Error correction level\n * @param {Number} mask Mask pattern\n * @return {Number} Encoded format information bits\n */\nexports.getEncodedBits = function getEncodedBits (errorCorrectionLevel, mask) {\n const data = ((errorCorrectionLevel.bit << 3) | mask)\n let d = data << 10\n\n while (Utils.getBCHDigit(d) - G15_BCH >= 0) {\n d ^= (G15 << (Utils.getBCHDigit(d) - G15_BCH))\n }\n\n // xor final data with mask pattern in order to ensure that\n // no combination of Error Correction Level and data mask pattern\n // will result in an all-zero data string\n return ((data << 10) | d) ^ G15_MASK\n}\n","const Mode = require('./mode')\n\nfunction NumericData (data) {\n this.mode = Mode.NUMERIC\n this.data = data.toString()\n}\n\nNumericData.getBitsLength = function getBitsLength (length) {\n return 10 * Math.floor(length / 3) + ((length % 3) ? ((length % 3) * 3 + 1) : 0)\n}\n\nNumericData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nNumericData.prototype.getBitsLength = function getBitsLength () {\n return NumericData.getBitsLength(this.data.length)\n}\n\nNumericData.prototype.write = function write (bitBuffer) {\n let i, group, value\n\n // The input data string is divided into groups of three digits,\n // and each group is converted to its 10-bit binary equivalent.\n for (i = 0; i + 3 <= this.data.length; i += 3) {\n group = this.data.substr(i, 3)\n value = parseInt(group, 10)\n\n bitBuffer.put(value, 10)\n }\n\n // If the number of input digits is not an exact multiple of three,\n // the final one or two digits are converted to 4 or 7 bits respectively.\n const remainingNum = this.data.length - i\n if (remainingNum > 0) {\n group = this.data.substr(i)\n value = parseInt(group, 10)\n\n bitBuffer.put(value, remainingNum * 3 + 1)\n }\n}\n\nmodule.exports = NumericData\n","const Mode = require('./mode')\n\n/**\n * Array of characters available in alphanumeric mode\n *\n * As per QR Code specification, to each character\n * is assigned a value from 0 to 44 which in this case coincides\n * with the array index\n *\n * @type {Array}\n */\nconst ALPHA_NUM_CHARS = [\n '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',\n 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',\n 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',\n ' ', '$', '%', '*', '+', '-', '.', '/', ':'\n]\n\nfunction AlphanumericData (data) {\n this.mode = Mode.ALPHANUMERIC\n this.data = data\n}\n\nAlphanumericData.getBitsLength = function getBitsLength (length) {\n return 11 * Math.floor(length / 2) + 6 * (length % 2)\n}\n\nAlphanumericData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nAlphanumericData.prototype.getBitsLength = function getBitsLength () {\n return AlphanumericData.getBitsLength(this.data.length)\n}\n\nAlphanumericData.prototype.write = function write (bitBuffer) {\n let i\n\n // Input data characters are divided into groups of two characters\n // and encoded as 11-bit binary codes.\n for (i = 0; i + 2 <= this.data.length; i += 2) {\n // The character value of the first character is multiplied by 45\n let value = ALPHA_NUM_CHARS.indexOf(this.data[i]) * 45\n\n // The character value of the second digit is added to the product\n value += ALPHA_NUM_CHARS.indexOf(this.data[i + 1])\n\n // The sum is then stored as 11-bit binary number\n bitBuffer.put(value, 11)\n }\n\n // If the number of input data characters is not a multiple of two,\n // the character value of the final character is encoded as a 6-bit binary number.\n if (this.data.length % 2) {\n bitBuffer.put(ALPHA_NUM_CHARS.indexOf(this.data[i]), 6)\n }\n}\n\nmodule.exports = AlphanumericData\n","const Mode = require('./mode')\n\nfunction ByteData (data) {\n this.mode = Mode.BYTE\n if (typeof (data) === 'string') {\n this.data = new TextEncoder().encode(data)\n } else {\n this.data = new Uint8Array(data)\n }\n}\n\nByteData.getBitsLength = function getBitsLength (length) {\n return length * 8\n}\n\nByteData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nByteData.prototype.getBitsLength = function getBitsLength () {\n return ByteData.getBitsLength(this.data.length)\n}\n\nByteData.prototype.write = function (bitBuffer) {\n for (let i = 0, l = this.data.length; i < l; i++) {\n bitBuffer.put(this.data[i], 8)\n }\n}\n\nmodule.exports = ByteData\n","const Mode = require('./mode')\nconst Utils = require('./utils')\n\nfunction KanjiData (data) {\n this.mode = Mode.KANJI\n this.data = data\n}\n\nKanjiData.getBitsLength = function getBitsLength (length) {\n return length * 13\n}\n\nKanjiData.prototype.getLength = function getLength () {\n return this.data.length\n}\n\nKanjiData.prototype.getBitsLength = function getBitsLength () {\n return KanjiData.getBitsLength(this.data.length)\n}\n\nKanjiData.prototype.write = function (bitBuffer) {\n let i\n\n // In the Shift JIS system, Kanji characters are represented by a two byte combination.\n // These byte values are shifted from the JIS X 0208 values.\n // JIS X 0208 gives details of the shift coded representation.\n for (i = 0; i < this.data.length; i++) {\n let value = Utils.toSJIS(this.data[i])\n\n // For characters with Shift JIS values from 0x8140 to 0x9FFC:\n if (value >= 0x8140 && value <= 0x9FFC) {\n // Subtract 0x8140 from Shift JIS value\n value -= 0x8140\n\n // For characters with Shift JIS values from 0xE040 to 0xEBBF\n } else if (value >= 0xE040 && value <= 0xEBBF) {\n // Subtract 0xC140 from Shift JIS value\n value -= 0xC140\n } else {\n throw new Error(\n 'Invalid SJIS character: ' + this.data[i] + '\\n' +\n 'Make sure your charset is UTF-8')\n }\n\n // Multiply most significant byte of result by 0xC0\n // and add least significant byte to product\n value = (((value >>> 8) & 0xff) * 0xC0) + (value & 0xff)\n\n // Convert result to a 13-bit binary string\n bitBuffer.put(value, 13)\n }\n}\n\nmodule.exports = KanjiData\n","'use strict';\n\n/******************************************************************************\n * Created 2008-08-19.\n *\n * Dijkstra path-finding functions. Adapted from the Dijkstar Python project.\n *\n * Copyright (C) 2008\n * Wyatt Baldwin <self@wyattbaldwin.com>\n * All rights reserved\n *\n * Licensed under the MIT license.\n *\n * http://www.opensource.org/licenses/mit-license.php\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n *****************************************************************************/\nvar dijkstra = {\n single_source_shortest_paths: function(graph, s, d) {\n // Predecessor map for each node that has been encountered.\n // node ID => predecessor node ID\n var predecessors = {};\n\n // Costs of shortest paths from s to all nodes encountered.\n // node ID => cost\n var costs = {};\n costs[s] = 0;\n\n // Costs of shortest paths from s to all nodes encountered; differs from\n // `costs` in that it provides easy access to the node that currently has\n // the known shortest path from s.\n // XXX: Do we actually need both `costs` and `open`?\n var open = dijkstra.PriorityQueue.make();\n open.push(s, 0);\n\n var closest,\n u, v,\n cost_of_s_to_u,\n adjacent_nodes,\n cost_of_e,\n cost_of_s_to_u_plus_cost_of_e,\n cost_of_s_to_v,\n first_visit;\n while (!open.empty()) {\n // In the nodes remaining in graph that have a known cost from s,\n // find the node, u, that currently has the shortest path from s.\n closest = open.pop();\n u = closest.value;\n cost_of_s_to_u = closest.cost;\n\n // Get nodes adjacent to u...\n adjacent_nodes = graph[u] || {};\n\n // ...and explore the edges that connect u to those nodes, updating\n // the cost of the shortest paths to any or all of those nodes as\n // necessary. v is the node across the current edge from u.\n for (v in adjacent_nodes) {\n if (adjacent_nodes.hasOwnProperty(v)) {\n // Get the cost of the edge running from u to v.\n cost_of_e = adjacent_nodes[v];\n\n // Cost of s to u plus the cost of u to v across e--this is *a*\n // cost from s to v that may or may not be less than the current\n // known cost to v.\n cost_of_s_to_u_plus_cost_of_e = cost_of_s_to_u + cost_of_e;\n\n // If we haven't visited v yet OR if the current known cost from s to\n // v is greater than the new cost we just found (cost of s to u plus\n // cost of u to v across e), update v's cost in the cost list and\n // update v's predecessor in the predecessor list (it's now u).\n cost_of_s_to_v = costs[v];\n first_visit = (typeof costs[v] === 'undefined');\n if (first_visit || cost_of_s_to_v > cost_of_s_to_u_plus_cost_of_e) {\n costs[v] = cost_of_s_to_u_plus_cost_of_e;\n open.push(v, cost_of_s_to_u_plus_cost_of_e);\n predecessors[v] = u;\n }\n }\n }\n }\n\n if (typeof d !== 'undefined' && typeof costs[d] === 'undefined') {\n var msg = ['Could not find a path from ', s, ' to ', d, '.'].join('');\n throw new Error(msg);\n }\n\n return predecessors;\n },\n\n extract_shortest_path_from_predecessor_list: function(predecessors, d) {\n var nodes = [];\n var u = d;\n var predecessor;\n while (u) {\n nodes.push(u);\n predecessor = predecessors[u];\n u = predecessors[u];\n }\n nodes.reverse();\n return nodes;\n },\n\n find_path: function(graph, s, d) {\n var predecessors = dijkstra.single_source_shortest_paths(graph, s, d);\n return dijkstra.extract_shortest_path_from_predecessor_list(\n predecessors, d);\n },\n\n /**\n * A very naive priority queue implementation.\n */\n PriorityQueue: {\n make: function (opts) {\n var T = dijkstra.PriorityQueue,\n t = {},\n key;\n opts = opts || {};\n for (key in T) {\n if (T.hasOwnProperty(key)) {\n t[key] = T[key];\n }\n }\n t.queue = [];\n t.sorter = opts.sorter || T.default_sorter;\n return t;\n },\n\n default_sorter: function (a, b) {\n return a.cost - b.cost;\n },\n\n /**\n * Add a new item to the queue and ensure the highest priority element\n * is at the front of the queue.\n */\n push: function (value, cost) {\n var item = {value: value, cost: cost};\n this.queue.push(item);\n this.queue.sort(this.sorter);\n },\n\n /**\n * Return the highest priority element in the queue.\n */\n pop: function () {\n return this.queue.shift();\n },\n\n empty: function () {\n return this.queue.length === 0;\n }\n }\n};\n\n\n// node.js module exports\nif (typeof module !== 'undefined') {\n module.exports = dijkstra;\n}\n","const Mode = require('./mode')\nconst NumericData = require('./numeric-data')\nconst AlphanumericData = require('./alphanumeric-data')\nconst ByteData = require('./byte-data')\nconst KanjiData = require('./kanji-data')\nconst Regex = require('./regex')\nconst Utils = require('./utils')\nconst dijkstra = require('dijkstrajs')\n\n/**\n * Returns UTF8 byte length\n *\n * @param {String} str Input string\n * @return {Number} Number of byte\n */\nfunction getStringByteLength (str) {\n return unescape(encodeURIComponent(str)).length\n}\n\n/**\n * Get a list of segments of the specified mode\n * from a string\n *\n * @param {Mode} mode Segment mode\n * @param {String} str String to process\n * @return {Array} Array of object with segments data\n */\nfunction getSegments (regex, mode, str) {\n const segments = []\n let result\n\n while ((result = regex.exec(str)) !== null) {\n segments.push({\n data: result[0],\n index: result.index,\n mode: mode,\n length: result[0].length\n })\n }\n\n return segments\n}\n\n/**\n * Extracts a series of segments with the appropriate\n * modes from a string\n *\n * @param {String} dataStr Input string\n * @return {Array} Array of object with segments data\n */\nfunction getSegmentsFromString (dataStr) {\n const numSegs = getSegments(Regex.NUMERIC, Mode.NUMERIC, dataStr)\n const alphaNumSegs = getSegments(Regex.ALPHANUMERIC, Mode.ALPHANUMERIC, dataStr)\n let byteSegs\n let kanjiSegs\n\n if (Utils.isKanjiModeEnabled()) {\n byteSegs = getSegments(Regex.BYTE, Mode.BYTE, dataStr)\n kanjiSegs = getSegments(Regex.KANJI, Mode.KANJI, dataStr)\n } else {\n byteSegs = getSegments(Regex.BYTE_KANJI, Mode.BYTE, dataStr)\n kanjiSegs = []\n }\n\n const segs = numSegs.concat(alphaNumSegs, byteSegs, kanjiSegs)\n\n return segs\n .sort(function (s1, s2) {\n return s1.index - s2.index\n })\n .map(function (obj) {\n return {\n data: obj.data,\n mode: obj.mode,\n length: obj.length\n }\n })\n}\n\n/**\n * Returns how many bits are needed to encode a string of\n * specified length with the specified mode\n *\n * @param {Number} length String length\n * @param {Mode} mode Segment mode\n * @return {Number} Bit length\n */\nfunction getSegmentBitsLength (length, mode) {\n switch (mode) {\n case Mode.NUMERIC:\n return NumericData.getBitsLength(length)\n case Mode.ALPHANUMERIC:\n return AlphanumericData.getBitsLength(length)\n case Mode.KANJI:\n return KanjiData.getBitsLength(length)\n case Mode.BYTE:\n return ByteData.getBitsLength(length)\n }\n}\n\n/**\n * Merges adjacent segments which have the same mode\n *\n * @param {Array} segs Array of object with segments data\n * @return {Array} Array of object with segments data\n */\nfunction mergeSegments (segs) {\n return segs.reduce(function (acc, curr) {\n const prevSeg = acc.length - 1 >= 0 ? acc[acc.length - 1] : null\n if (prevSeg && prevSeg.mode === curr.mode) {\n acc[acc.length - 1].data += curr.data\n return acc\n }\n\n acc.push(curr)\n return acc\n }, [])\n}\n\n/**\n * Generates a list of all possible nodes combination which\n * will be used to build a segments graph.\n *\n * Nodes are divided by groups. Each group will contain a list of all the modes\n * in which is possible to encode the given text.\n *\n * For example the text '12345' can be encoded as Numeric, Alphanumeric or Byte.\n * The group for '12345' will contain then 3 objects, one for each\n * possible encoding mode.\n *\n * Each node represents a possible segment.\n *\n * @param {Array} segs Array of object with segments data\n * @return {Array} Array of object with segments data\n */\nfunction buildNodes (segs) {\n const nodes = []\n for (let i = 0; i < segs.length; i++) {\n const seg = segs[i]\n\n switch (seg.mode) {\n case Mode.NUMERIC:\n nodes.push([seg,\n { data: seg.data, mode: Mode.ALPHANUMERIC, length: seg.length },\n { data: seg.data, mode: Mode.BYTE, length: seg.length }\n ])\n break\n case Mode.ALPHANUMERIC:\n nodes.push([seg,\n { data: seg.data, mode: Mode.BYTE, length: seg.length }\n ])\n break\n case Mode.KANJI:\n nodes.push([seg,\n { data: seg.data, mode: Mode.BYTE, length: getStringByteLength(seg.data) }\n ])\n break\n case Mode.BYTE:\n nodes.push([\n { data: seg.data, mode: Mode.BYTE, length: getStringByteLength(seg.data) }\n ])\n }\n }\n\n return nodes\n}\n\n/**\n * Builds a graph from a list of nodes.\n * All segments in each node group will be connected with all the segments of\n * the next group and so on.\n *\n * At each connection will be assigned a weight depending on the\n * segment's byte length.\n *\n * @param {Array} nodes Array of object with segments data\n * @param {Number} version QR Code version\n * @return {Object} Graph of all possible segments\n */\nfunction buildGraph (nodes, version) {\n const table = {}\n const graph = { start: {} }\n let prevNodeIds = ['start']\n\n for (let i = 0; i < nodes.length; i++) {\n const nodeGroup = nodes[i]\n const currentNodeIds = []\n\n for (let j = 0; j < nodeGroup.length; j++) {\n const node = nodeGroup[j]\n const key = '' + i + j\n\n currentNodeIds.push(key)\n table[key] = { node: node, lastCount: 0 }\n graph[key] = {}\n\n for (let n = 0; n < prevNodeIds.length; n++) {\n const prevNodeId = prevNodeIds[n]\n\n if (table[prevNodeId] && table[prevNodeId].node.mode === node.mode) {\n graph[prevNodeId][key] =\n getSegmentBitsLength(table[prevNodeId].lastCount + node.length, node.mode) -\n getSegmentBitsLength(table[prevNodeId].lastCount, node.mode)\n\n table[prevNodeId].lastCount += node.length\n } else {\n if (table[prevNodeId]) table[prevNodeId].lastCount = node.length\n\n graph[prevNodeId][key] = getSegmentBitsLength(node.length, node.mode) +\n 4 + Mode.getCharCountIndicator(node.mode, version) // switch cost\n }\n }\n }\n\n prevNodeIds = currentNodeIds\n }\n\n for (let n = 0; n < prevNodeIds.length; n++) {\n graph[prevNodeIds[n]].end = 0\n }\n\n return { map: graph, table: table }\n}\n\n/**\n * Builds a segment from a specified data and mode.\n * If a mode is not specified, the more suitable will be used.\n *\n * @param {String} data Input data\n * @param {Mode | String} modesHint Data mode\n * @return {Segment} Segment\n */\nfunction buildSingleSegment (data, modesHint) {\n let mode\n const bestMode = Mode.getBestModeForData(data)\n\n mode = Mode.from(modesHint, bestMode)\n\n // Make sure data can be encoded\n if (mode !== Mode.BYTE && mode.bit < bestMode.bit) {\n throw new Error('\"' + data + '\"' +\n ' cannot be encoded with mode ' + Mode.toString(mode) +\n '.\\n Suggested mode is: ' + Mode.toString(bestMode))\n }\n\n // Use Mode.BYTE if Kanji support is disabled\n if (mode === Mode.KANJI && !Utils.isKanjiModeEnabled()) {\n mode = Mode.BYTE\n }\n\n switch (mode) {\n case Mode.NUMERIC:\n return new NumericData(data)\n\n case Mode.ALPHANUMERIC:\n return new AlphanumericData(data)\n\n case Mode.KANJI:\n return new KanjiData(data)\n\n case Mode.BYTE:\n return new ByteData(data)\n }\n}\n\n/**\n * Builds a list of segments from an array.\n * Array can contain Strings or Objects with segment's info.\n *\n * For each item which is a string, will be generated a segment with the given\n * string and the more appropriate encoding mode.\n *\n * For each item which is an object, will be generated a segment with the given\n * data and mode.\n * Objects must contain at least the property \"data\".\n * If property \"mode\" is not present, the more suitable mode will be used.\n *\n * @param {Array} array Array of objects with segments data\n * @return {Array} Array of Segments\n */\nexports.fromArray = function fromArray (array) {\n return array.reduce(function (acc, seg) {\n if (typeof seg === 'string') {\n acc.push(buildSingleSegment(seg, null))\n } else if (seg.data) {\n acc.push(buildSingleSegment(seg.data, seg.mode))\n }\n\n return acc\n }, [])\n}\n\n/**\n * Builds an optimized sequence of segments from a string,\n * which will produce the shortest possible bitstream.\n *\n * @param {String} data Input string\n * @param {Number} version QR Code version\n * @return {Array} Array of segments\n */\nexports.fromString = function fromString (data, version) {\n const segs = getSegmentsFromString(data, Utils.isKanjiModeEnabled())\n\n const nodes = buildNodes(segs)\n const graph = buildGraph(nodes, version)\n const path = dijkstra.find_path(graph.map, 'start', 'end')\n\n const optimizedSegs = []\n for (let i = 1; i < path.length - 1; i++) {\n optimizedSegs.push(graph.table[path[i]].node)\n }\n\n return exports.fromArray(mergeSegments(optimizedSegs))\n}\n\n/**\n * Splits a string in various segments with the modes which\n * best represent their content.\n * The produced segments are far from being optimized.\n * The output of this function is only used to estimate a QR Code version\n * which may contain the data.\n *\n * @param {string} data Input string\n * @return {Array} Array of segments\n */\nexports.rawSplit = function rawSplit (data) {\n return exports.fromArray(\n getSegmentsFromString(data, Utils.isKanjiModeEnabled())\n )\n}\n","const Utils = require('./utils')\nconst ECLevel = require('./error-correction-level')\nconst BitBuffer = require('./bit-buffer')\nconst BitMatrix = require('./bit-matrix')\nconst AlignmentPattern = require('./alignment-pattern')\nconst FinderPattern = require('./finder-pattern')\nconst MaskPattern = require('./mask-pattern')\nconst ECCode = require('./error-correction-code')\nconst ReedSolomonEncoder = require('./reed-solomon-encoder')\nconst Version = require('./version')\nconst FormatInfo = require('./format-info')\nconst Mode = require('./mode')\nconst Segments = require('./segments')\n\n/**\n * QRCode for JavaScript\n *\n * modified by Ryan Day for nodejs support\n * Copyright (c) 2011 Ryan Day\n *\n * Licensed under the MIT license:\n * http://www.opensource.org/licenses/mit-license.php\n *\n//---------------------------------------------------------------------\n// QRCode for JavaScript\n//\n// Copyright (c) 2009 Kazuhiko Arase\n//\n// URL: http://www.d-project.com/\n//\n// Licensed under the MIT license:\n// http://www.opensource.org/licenses/mit-license.php\n//\n// The word \"QR Code\" is registered trademark of\n// DENSO WAVE INCORPORATED\n// http://www.denso-wave.com/qrcode/faqpatent-e.html\n//\n//---------------------------------------------------------------------\n*/\n\n/**\n * Add finder patterns bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupFinderPattern (matrix, version) {\n const size = matrix.size\n const pos = FinderPattern.getPositions(version)\n\n for (let i = 0; i < pos.length; i++) {\n const row = pos[i][0]\n const col = pos[i][1]\n\n for (let r = -1; r <= 7; r++) {\n if (row + r <= -1 || size <= row + r) continue\n\n for (let c = -1; c <= 7; c++) {\n if (col + c <= -1 || size <= col + c) continue\n\n if ((r >= 0 && r <= 6 && (c === 0 || c === 6)) ||\n (c >= 0 && c <= 6 && (r === 0 || r === 6)) ||\n (r >= 2 && r <= 4 && c >= 2 && c <= 4)) {\n matrix.set(row + r, col + c, true, true)\n } else {\n matrix.set(row + r, col + c, false, true)\n }\n }\n }\n }\n}\n\n/**\n * Add timing pattern bits to matrix\n *\n * Note: this function must be called before {@link setupAlignmentPattern}\n *\n * @param {BitMatrix} matrix Modules matrix\n */\nfunction setupTimingPattern (matrix) {\n const size = matrix.size\n\n for (let r = 8; r < size - 8; r++) {\n const value = r % 2 === 0\n matrix.set(r, 6, value, true)\n matrix.set(6, r, value, true)\n }\n}\n\n/**\n * Add alignment patterns bits to matrix\n *\n * Note: this function must be called after {@link setupTimingPattern}\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupAlignmentPattern (matrix, version) {\n const pos = AlignmentPattern.getPositions(version)\n\n for (let i = 0; i < pos.length; i++) {\n const row = pos[i][0]\n const col = pos[i][1]\n\n for (let r = -2; r <= 2; r++) {\n for (let c = -2; c <= 2; c++) {\n if (r === -2 || r === 2 || c === -2 || c === 2 ||\n (r === 0 && c === 0)) {\n matrix.set(row + r, col + c, true, true)\n } else {\n matrix.set(row + r, col + c, false, true)\n }\n }\n }\n }\n}\n\n/**\n * Add version info bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Number} version QR Code version\n */\nfunction setupVersionInfo (matrix, version) {\n const size = matrix.size\n const bits = Version.getEncodedBits(version)\n let row, col, mod\n\n for (let i = 0; i < 18; i++) {\n row = Math.floor(i / 3)\n col = i % 3 + size - 8 - 3\n mod = ((bits >> i) & 1) === 1\n\n matrix.set(row, col, mod, true)\n matrix.set(col, row, mod, true)\n }\n}\n\n/**\n * Add format info bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @param {Number} maskPattern Mask pattern reference value\n */\nfunction setupFormatInfo (matrix, errorCorrectionLevel, maskPattern) {\n const size = matrix.size\n const bits = FormatInfo.getEncodedBits(errorCorrectionLevel, maskPattern)\n let i, mod\n\n for (i = 0; i < 15; i++) {\n mod = ((bits >> i) & 1) === 1\n\n // vertical\n if (i < 6) {\n matrix.set(i, 8, mod, true)\n } else if (i < 8) {\n matrix.set(i + 1, 8, mod, true)\n } else {\n matrix.set(size - 15 + i, 8, mod, true)\n }\n\n // horizontal\n if (i < 8) {\n matrix.set(8, size - i - 1, mod, true)\n } else if (i < 9) {\n matrix.set(8, 15 - i - 1 + 1, mod, true)\n } else {\n matrix.set(8, 15 - i - 1, mod, true)\n }\n }\n\n // fixed module\n matrix.set(size - 8, 8, 1, true)\n}\n\n/**\n * Add encoded data bits to matrix\n *\n * @param {BitMatrix} matrix Modules matrix\n * @param {Uint8Array} data Data codewords\n */\nfunction setupData (matrix, data) {\n const size = matrix.size\n let inc = -1\n let row = size - 1\n let bitIndex = 7\n let byteIndex = 0\n\n for (let col = size - 1; col > 0; col -= 2) {\n if (col === 6) col--\n\n while (true) {\n for (let c = 0; c < 2; c++) {\n if (!matrix.isReserved(row, col - c)) {\n let dark = false\n\n if (byteIndex < data.length) {\n dark = (((data[byteIndex] >>> bitIndex) & 1) === 1)\n }\n\n matrix.set(row, col - c, dark)\n bitIndex--\n\n if (bitIndex === -1) {\n byteIndex++\n bitIndex = 7\n }\n }\n }\n\n row += inc\n\n if (row < 0 || size <= row) {\n row -= inc\n inc = -inc\n break\n }\n }\n }\n}\n\n/**\n * Create encoded codewords from data input\n *\n * @param {Number} version QR Code version\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @param {ByteData} data Data input\n * @return {Uint8Array} Buffer containing encoded codewords\n */\nfunction createData (version, errorCorrectionLevel, segments) {\n // Prepare data buffer\n const buffer = new BitBuffer()\n\n segments.forEach(function (data) {\n // prefix data with mode indicator (4 bits)\n buffer.put(data.mode.bit, 4)\n\n // Prefix data with character count indicator.\n // The character count indicator is a string of bits that represents the\n // number of characters that are being encoded.\n // The character count indicator must be placed after the mode indicator\n // and must be a certain number of bits long, depending on the QR version\n // and data mode\n // @see {@link Mode.getCharCountIndicator}.\n buffer.put(data.getLength(), Mode.getCharCountIndicator(data.mode, version))\n\n // add binary data sequence to buffer\n data.write(buffer)\n })\n\n // Calculate required number of bits\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n const dataTotalCodewordsBits = (totalCodewords - ecTotalCodewords) * 8\n\n // Add a terminator.\n // If the bit string is shorter than the total number of required bits,\n // a terminator of up to four 0s must be added to the right side of the string.\n // If the bit string is more than four bits shorter than the required number of bits,\n // add four 0s to the end.\n if (buffer.getLengthInBits() + 4 <= dataTotalCodewordsBits) {\n buffer.put(0, 4)\n }\n\n // If the bit string is fewer than four bits shorter, add only the number of 0s that\n // are needed to reach the required number of bits.\n\n // After adding the terminator, if the number of bits in the string is not a multiple of 8,\n // pad the string on the right with 0s to make the string's length a multiple of 8.\n while (buffer.getLengthInBits() % 8 !== 0) {\n buffer.putBit(0)\n }\n\n // Add pad bytes if the string is still shorter than the total number of required bits.\n // Extend the buffer to fill the data capacity of the symbol corresponding to\n // the Version and Error Correction Level by adding the Pad Codewords 11101100 (0xEC)\n // and 00010001 (0x11) alternately.\n const remainingByte = (dataTotalCodewordsBits - buffer.getLengthInBits()) / 8\n for (let i = 0; i < remainingByte; i++) {\n buffer.put(i % 2 ? 0x11 : 0xEC, 8)\n }\n\n return createCodewords(buffer, version, errorCorrectionLevel)\n}\n\n/**\n * Encode input data with Reed-Solomon and return codewords with\n * relative error correction bits\n *\n * @param {BitBuffer} bitBuffer Data to encode\n * @param {Number} version QR Code version\n * @param {ErrorCorrectionLevel} errorCorrectionLevel Error correction level\n * @return {Uint8Array} Buffer containing encoded codewords\n */\nfunction createCodewords (bitBuffer, version, errorCorrectionLevel) {\n // Total codewords for this QR code version (Data + Error correction)\n const totalCodewords = Utils.getSymbolTotalCodewords(version)\n\n // Total number of error correction codewords\n const ecTotalCodewords = ECCode.getTotalCodewordsCount(version, errorCorrectionLevel)\n\n // Total number of data codewords\n const dataTotalCodewords = totalCodewords - ecTotalCodewords\n\n // Total number of blocks\n const ecTotalBlocks = ECCode.getBlocksCount(version, errorCorrectionLevel)\n\n // Calculate how many blocks each group should contain\n const blocksInGroup2 = totalCodewords % ecTotalBlocks\n const blocksInGroup1 = ecTotalBlocks - blocksInGroup2\n\n const totalCodewordsInGroup1 = Math.floor(totalCodewords / ecTotalBlocks)\n\n const dataCodewordsInGroup1 = Math.floor(dataTotalCodewords / ecTotalBlocks)\n const dataCodewordsInGroup2 = dataCodewordsInGroup1 + 1\n\n // Number of EC codewords is the same for both groups\n const ecCount = totalCodewordsInGroup1 - dataCodewordsInGroup1\n\n // Initialize a Reed-Solomon encoder with a generator polynomial of degree ecCount\n const rs = new ReedSolomonEncoder(ecCount)\n\n let offset = 0\n const dcData = new Array(ecTotalBlocks)\n const ecData = new Array(ecTotalBlocks)\n let maxDataSize = 0\n const buffer = new Uint8Array(bitBuffer.buffer)\n\n // Divide the buffer into the required number of blocks\n for (let b = 0; b < ecTotalBlocks; b++) {\n const dataSize = b < blocksInGroup1 ? dataCodewordsInGroup1 : dataCodewordsInGroup2\n\n // extract a block of data from buffer\n dcData[b] = buffer.slice(offset, offset + dataSize)\n\n // Calculate EC codewords for this data block\n ecData[b] = rs.encode(dcData[b])\n\n offset += dataSize\n maxDataSize = Math.max(maxDataSize, dataSize)\n }\n\n // Create final data\n // Interleave the data and error correction codewords from each block\n const data = new Uint8Array(totalCodewords)\n let index = 0\n let i, r\n\n // Add data codewords\n for (i = 0; i < maxDataSize; i++) {\n for (r = 0; r < ecTotalBlocks; r++) {\n if (i < dcData[r].length) {\n data[index++] = dcData[r][i]\n }\n }\n }\n\n // Apped EC codewords\n for (i = 0; i < ecCount; i++) {\n for (r = 0; r < ecTotalBlocks; r++) {\n data[index++] = ecData[r][i]\n }\n }\n\n return data\n}\n\n/**\n * Build QR Code symbol\n *\n * @param {String} data Input string\n * @param {Number} version QR Code version\n * @param {ErrorCorretionLevel} errorCorrectionLevel Error level\n * @param {MaskPattern} maskPattern Mask pattern\n * @return {Object} Object containing symbol data\n */\nfunction createSymbol (data, version, errorCorrectionLevel, maskPattern) {\n let segments\n\n if (Array.isArray(data)) {\n segments = Segments.fromArray(data)\n } else if (typeof data === 'string') {\n let estimatedVersion = version\n\n if (!estimatedVersion) {\n const rawSegments = Segments.rawSplit(data)\n\n // Estimate best version that can contain raw splitted segments\n estimatedVersion = Version.getBestVersionForData(rawSegments, errorCorrectionLevel)\n }\n\n // Build optimized segments\n // If estimated version is undefined, try with the highest version\n segments = Segments.fromString(data, estimatedVersion || 40)\n } else {\n throw new Error('Invalid data')\n }\n\n // Get the min version that can contain data\n const bestVersion = Version.getBestVersionForData(segments, errorCorrectionLevel)\n\n // If no version is found, data cannot be stored\n if (!bestVersion) {\n throw new Error('The amount of data is too big to be stored in a QR Code')\n }\n\n // If not specified, use min version as default\n if (!version) {\n version = bestVersion\n\n // Check if the specified version can contain the data\n } else if (version < bestVersion) {\n throw new Error('\\n' +\n 'The chosen QR Code version cannot contain this amount of data.\\n' +\n 'Minimum version required to store current data is: ' + bestVersion + '.\\n'\n )\n }\n\n const dataBits = createData(version, errorCorrectionLevel, segments)\n\n // Allocate matrix buffer\n const moduleCount = Utils.getSymbolSize(version)\n const modules = new BitMatrix(moduleCount)\n\n // Add function modules\n setupFinderPattern(modules, version)\n setupTimingPattern(modules)\n setupAlignmentPattern(modules, version)\n\n // Add temporary dummy bits for format info just to set them as reserved.\n // This is needed to prevent these bits from being masked by {@link MaskPattern.applyMask}\n // since the masking operation must be performed only on the encoding region.\n // These blocks will be replaced with correct values later in code.\n setupFormatInfo(modules, errorCorrectionLevel, 0)\n\n if (version >= 7) {\n setupVersionInfo(modules, version)\n }\n\n // Add data codewords\n setupData(modules, dataBits)\n\n if (isNaN(maskPattern)) {\n // Find best mask pattern\n maskPattern = MaskPattern.getBestMask(modules,\n setupFormatInfo.bind(null, modules, errorCorrectionLevel))\n }\n\n // Apply mask pattern\n MaskPattern.applyMask(maskPattern, modules)\n\n // Replace format info bits with correct values\n setupFormatInfo(modules, errorCorrectionLevel, maskPattern)\n\n return {\n modules: modules,\n version: version,\n errorCorrectionLevel: errorCorrectionLevel,\n maskPattern: maskPattern,\n segments: segments\n }\n}\n\n/**\n * QR Code\n *\n * @param {String | Array} data Input data\n * @param {Object} options Optional configurations\n * @param {Number} options.version QR Code version\n * @param {String} options.errorCorrectionLevel Error correction level\n * @param {Function} options.toSJISFunc Helper func to convert utf8 to sjis\n */\nexports.create = function create (data, options) {\n if (typeof data === 'undefined' || data === '') {\n throw new Error('No input text')\n }\n\n let errorCorrectionLevel = ECLevel.M\n let version\n let mask\n\n if (typeof options !== 'undefined') {\n // Use higher error correction level as default\n errorCorrectionLevel = ECLevel.from(options.errorCorrectionLevel, ECLevel.M)\n version = Version.from(options.version)\n mask = MaskPattern.from(options.maskPattern)\n\n if (options.toSJISFunc) {\n Utils.setToSJISFunction(options.toSJISFunc)\n }\n }\n\n return createSymbol(data, version, errorCorrectionLevel, mask)\n}\n","function hex2rgba (hex) {\n if (typeof hex === 'number') {\n hex = hex.toString()\n }\n\n if (typeof hex !== 'string') {\n throw new Error('Color should be defined as hex string')\n }\n\n let hexCode = hex.slice().replace('#', '').split('')\n if (hexCode.length < 3 || hexCode.length === 5 || hexCode.length > 8) {\n throw new Error('Invalid hex color: ' + hex)\n }\n\n // Convert from short to long form (fff -> ffffff)\n if (hexCode.length === 3 || hexCode.length === 4) {\n hexCode = Array.prototype.concat.apply([], hexCode.map(function (c) {\n return [c, c]\n }))\n }\n\n // Add default alpha value\n if (hexCode.length === 6) hexCode.push('F', 'F')\n\n const hexValue = parseInt(hexCode.join(''), 16)\n\n return {\n r: (hexValue >> 24) & 255,\n g: (hexValue >> 16) & 255,\n b: (hexValue >> 8) & 255,\n a: hexValue & 255,\n hex: '#' + hexCode.slice(0, 6).join('')\n }\n}\n\nexports.getOptions = function getOptions (options) {\n if (!options) options = {}\n if (!options.color) options.color = {}\n\n const margin = typeof options.margin === 'undefined' ||\n options.margin === null ||\n options.margin < 0\n ? 4\n : options.margin\n\n const width = options.width && options.width >= 21 ? options.width : undefined\n const scale = options.scale || 4\n\n return {\n width: width,\n scale: width ? 4 : scale,\n margin: margin,\n color: {\n dark: hex2rgba(options.color.dark || '#000000ff'),\n light: hex2rgba(options.color.light || '#ffffffff')\n },\n type: options.type,\n rendererOpts: options.rendererOpts || {}\n }\n}\n\nexports.getScale = function getScale (qrSize, opts) {\n return opts.width && opts.width >= qrSize + opts.margin * 2\n ? opts.width / (qrSize + opts.margin * 2)\n : opts.scale\n}\n\nexports.getImageWidth = function getImageWidth (qrSize, opts) {\n const scale = exports.getScale(qrSize, opts)\n return Math.floor((qrSize + opts.margin * 2) * scale)\n}\n\nexports.qrToImageData = function qrToImageData (imgData, qr, opts) {\n const size = qr.modules.size\n const data = qr.modules.data\n const scale = exports.getScale(size, opts)\n const symbolSize = Math.floor((size + opts.margin * 2) * scale)\n const scaledMargin = opts.margin * scale\n const palette = [opts.color.light, opts.color.dark]\n\n for (let i = 0; i < symbolSize; i++) {\n for (let j = 0; j < symbolSize; j++) {\n let posDst = (i * symbolSize + j) * 4\n let pxColor = opts.color.light\n\n if (i >= scaledMargin && j >= scaledMargin &&\n i < symbolSize - scaledMargin && j < symbolSize - scaledMargin) {\n const iSrc = Math.floor((i - scaledMargin) / scale)\n const jSrc = Math.floor((j - scaledMargin) / scale)\n pxColor = palette[data[iSrc * size + jSrc] ? 1 : 0]\n }\n\n imgData[posDst++] = pxColor.r\n imgData[posDst++] = pxColor.g\n imgData[posDst++] = pxColor.b\n imgData[posDst] = pxColor.a\n }\n }\n}\n","const Utils = require('./utils')\n\nfunction clearCanvas (ctx, canvas, size) {\n ctx.clearRect(0, 0, canvas.width, canvas.height)\n\n if (!canvas.style) canvas.style = {}\n canvas.height = size\n canvas.width = size\n canvas.style.height = size + 'px'\n canvas.style.width = size + 'px'\n}\n\nfunction getCanvasElement () {\n try {\n return document.createElement('canvas')\n } catch (e) {\n throw new Error('You need to specify a canvas element')\n }\n}\n\nexports.render = function render (qrData, canvas, options) {\n let opts = options\n let canvasEl = canvas\n\n if (typeof opts === 'undefined' && (!canvas || !canvas.getContext)) {\n opts = canvas\n canvas = undefined\n }\n\n if (!canvas) {\n canvasEl = getCanvasElement()\n }\n\n opts = Utils.getOptions(opts)\n const size = Utils.getImageWidth(qrData.modules.size, opts)\n\n const ctx = canvasEl.getContext('2d')\n const image = ctx.createImageData(size, size)\n Utils.qrToImageData(image.data, qrData, opts)\n\n clearCanvas(ctx, canvasEl, size)\n ctx.putImageData(image, 0, 0)\n\n return canvasEl\n}\n\nexports.renderToDataURL = function renderToDataURL (qrData, canvas, options) {\n let opts = options\n\n if (typeof opts === 'undefined' && (!canvas || !canvas.getContext)) {\n opts = canvas\n canvas = undefined\n }\n\n if (!opts) opts = {}\n\n const canvasEl = exports.render(qrData, canvas, opts)\n\n const type = opts.type || 'image/png'\n const rendererOpts = opts.rendererOpts || {}\n\n return canvasEl.toDataURL(type, rendererOpts.quality)\n}\n","const Utils = require('./utils')\n\nfunction getColorAttrib (color, attrib) {\n const alpha = color.a / 255\n const str = attrib + '=\"' + color.hex + '\"'\n\n return alpha < 1\n ? str + ' ' + attrib + '-opacity=\"' + alpha.toFixed(2).slice(1) + '\"'\n : str\n}\n\nfunction svgCmd (cmd, x, y) {\n let str = cmd + x\n if (typeof y !== 'undefined') str += ' ' + y\n\n return str\n}\n\nfunction qrToPath (data, size, margin) {\n let path = ''\n let moveBy = 0\n let newRow = false\n let lineLength = 0\n\n for (let i = 0; i < data.length; i++) {\n const col = Math.floor(i % size)\n const row = Math.floor(i / size)\n\n if (!col && !newRow) newRow = true\n\n if (data[i]) {\n lineLength++\n\n if (!(i > 0 && col > 0 && data[i - 1])) {\n path += newRow\n ? svgCmd('M', col + margin, 0.5 + row + margin)\n : svgCmd('m', moveBy, 0)\n\n moveBy = 0\n newRow = false\n }\n\n if (!(col + 1 < size && data[i + 1])) {\n path += svgCmd('h', lineLength)\n lineLength = 0\n }\n } else {\n moveBy++\n }\n }\n\n return path\n}\n\nexports.render = function render (qrData, options, cb) {\n const opts = Utils.getOptions(options)\n const size = qrData.modules.size\n const data = qrData.modules.data\n const qrcodesize = size + opts.margin * 2\n\n const bg = !opts.color.light.a\n ? ''\n : '<path ' + getColorAttrib(opts.color.light, 'fill') +\n ' d=\"M0 0h' + qrcodesize + 'v' + qrcodesize + 'H0z\"/>'\n\n const path =\n '<path ' + getColorAttrib(opts.color.dark, 'stroke') +\n ' d=\"' + qrToPath(data, size, opts.margin) + '\"/>'\n\n const viewBox = 'viewBox=\"' + '0 0 ' + qrcodesize + ' ' + qrcodesize + '\"'\n\n const width = !opts.width ? '' : 'width=\"' + opts.width + '\" height=\"' + opts.width + '\" '\n\n const svgTag = '<svg xmlns=\"http://www.w3.org/2000/svg\" ' + width + viewBox + ' shape-rendering=\"crispEdges\">' + bg + path + '</svg>\\n'\n\n if (typeof cb === 'function') {\n cb(null, svgTag)\n }\n\n return svgTag\n}\n","\nconst canPromise = require('./can-promise')\n\nconst QRCode = require('./core/qrcode')\nconst CanvasRenderer = require('./renderer/canvas')\nconst SvgRenderer = require('./renderer/svg-tag.js')\n\nfunction renderCanvas (renderFunc, canvas, text, opts, cb) {\n const args = [].slice.call(arguments, 1)\n const argsNum = args.length\n const isLastArgCb = typeof args[argsNum - 1] === 'function'\n\n if (!isLastArgCb && !canPromise()) {\n throw new Error('Callback required as last argument')\n }\n\n if (isLastArgCb) {\n if (argsNum < 2) {\n throw new Error('Too few arguments provided')\n }\n\n if (argsNum === 2) {\n cb = text\n text = canvas\n canvas = opts = undefined\n } else if (argsNum === 3) {\n if (canvas.getContext && typeof cb === 'undefined') {\n cb = opts\n opts = undefined\n } else {\n cb = opts\n opts = text\n text = canvas\n canvas = undefined\n }\n }\n } else {\n if (argsNum < 1) {\n throw new Error('Too few arguments provided')\n }\n\n if (argsNum === 1) {\n text = canvas\n canvas = opts = undefined\n } else if (argsNum === 2 && !canvas.getContext) {\n opts = text\n text = canvas\n canvas = undefined\n }\n\n return new Promise(function (resolve, reject) {\n try {\n const data = QRCode.create(text, opts)\n resolve(renderFunc(data, canvas, opts))\n } catch (e) {\n reject(e)\n }\n })\n }\n\n try {\n const data = QRCode.create(text, opts)\n cb(null, renderFunc(data, canvas, opts))\n } catch (e) {\n cb(e)\n }\n}\n\nexports.create = QRCode.create\nexports.toCanvas = renderCanvas.bind(null, CanvasRenderer.render)\nexports.toDataURL = renderCanvas.bind(null, CanvasRenderer.renderToDataURL)\n\n// only svg for now.\nexports.toString = renderCanvas.bind(null, function (data, _, opts) {\n return SvgRenderer.render(data, opts)\n})\n","import QRCode from \"qrcode\";\nimport type { SharePanelState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: SharePanelState = {\n peerId: \"\",\n signalUrl: \"\",\n shareUrl: \"\",\n};\n\nexport class P2PLockstepSharePanelElement extends HTMLElement {\n #state: SharePanelState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: SharePanelState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n async render() {\n const { shareUrl } = this.#state;\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel flex h-full flex-col justify-between gap-3 rounded-[1.4rem] p-3.5 sm:gap-4 sm:rounded-[2rem] sm:p-5\">\n <div class=\"flex items-center justify-between gap-3\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.18em] text-[var(--lock-dim)] sm:text-[0.7rem]\">Share</p>\n <span data-share-state class=\"lock-card rounded-full border border-[var(--lock-border)] px-2.5 py-0.5 text-[0.65rem] uppercase tracking-[0.12em] text-[var(--lock-muted)] sm:px-3 sm:py-1 sm:text-xs\"></span>\n </div>\n\n <div class=\"flex flex-1 items-center justify-center\">\n <div class=\"rounded-[1.1rem] border border-[var(--lock-border)] bg-white p-2.5 shadow-sm sm:rounded-[1.7rem] sm:p-4\">\n <canvas class=\"h-40 w-40 rounded-xl bg-white sm:h-52 sm:w-52 sm:rounded-2xl\"></canvas>\n </div>\n </div>\n\n <button\n type=\"button\"\n data-action=\"copy-share\"\n class=\"lock-primary lock-disabled inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition sm:py-4\"\n ${shareUrl ? \"\" : \"disabled\"}\n >\n Share\n </button>\n </section>\n `;\n\n setText(this, \"[data-share-state]\", shareUrl ? \"ready\" : \"waiting\");\n\n const canvas = this.querySelector(\"canvas\");\n if (!canvas) {\n return;\n }\n\n const ctx = canvas.getContext(\"2d\");\n if (!shareUrl) {\n ctx?.clearRect(0, 0, canvas.width, canvas.height);\n return;\n }\n\n try {\n await QRCode.toCanvas(canvas, shareUrl, {\n width: 208,\n margin: 1,\n color: {\n dark: \"#1f1f1d\",\n light: \"#ffffff\",\n },\n });\n } catch {\n ctx?.clearRect(0, 0, canvas.width, canvas.height);\n }\n }\n\n #handleClick = (event: Event) => {\n const target = event.target as HTMLElement | null;\n if (!target?.closest(\"[data-action='copy-share']\")) {\n return;\n }\n emit(this, \"lockstep-copy-share\", { value: this.#state.shareUrl });\n };\n}\n","import type { StatusPanelState } from \"../types\";\nimport { setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\n\nconst defaultState: StatusPanelState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n peerId: \"\",\n remotePeerId: \"\",\n connected: false,\n connectionState: \"idle\",\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n readySelf: false,\n readyPeer: false,\n pendingAction: null,\n sessionId: \"default-session\",\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n};\n\nconst turnLabel = (owner: StatusPanelState[\"turnOwner\"]) => {\n if (owner === \"me\") {\n return \"Your turn\";\n }\n if (owner === \"peer\") {\n return \"Peer turn\";\n }\n return \"Waiting\";\n};\n\nconst readinessLabel = (\n player: \"Me\" | \"Peer\",\n state: StatusPanelState[\"localState\"],\n) => {\n if (state === \"ready\") {\n return `${player} ready`;\n }\n if (state === \"could_start\") {\n return player === \"Me\" ? \"You can start\" : \"Peer can start\";\n }\n return `${player} idle`;\n};\n\nconst stateLabel = (\n player: \"Local\" | \"Remote\",\n state: StatusPanelState[\"localState\"],\n) => {\n const subject = player === \"Local\" ? \"You\" : \"Peer\";\n if (state === \"idle\") {\n return `${subject} idle`;\n }\n if (state === \"ready\") {\n return `${subject} ready`;\n }\n if (state === \"could_start\") {\n return `${subject} can start`;\n }\n return `${subject} ${state.replaceAll(\"_\", \" \")}`;\n};\n\nconst connectionDisplay = (\n connected: boolean,\n state: StatusPanelState[\"connectionState\"],\n) => {\n if (connected || state === \"connected\") {\n return {\n label: \"Live\",\n detail: \"connected\",\n tone: \"bg-[var(--lock-teal)]\",\n };\n }\n\n if (state === \"registering\") {\n return {\n label: \"Registering\",\n detail: \"signal server\",\n tone: \"bg-[var(--lock-bronze)]\",\n };\n }\n\n if (state === \"registered\") {\n return {\n label: \"Registered\",\n detail: \"ready to share\",\n tone: \"bg-[var(--lock-bronze-bright)]\",\n };\n }\n\n if (state === \"connecting\") {\n return {\n label: \"Connecting\",\n detail: \"peer handshake\",\n tone: \"bg-[var(--lock-bronze-bright)]\",\n };\n }\n\n if (state === \"offline\") {\n return {\n label: \"Offline\",\n detail: \"waiting reconnect\",\n tone: \"bg-[var(--lock-dim)]\",\n };\n }\n\n if (state === \"error\") {\n return {\n label: \"Error\",\n detail: \"check signal\",\n tone: \"bg-[var(--lock-rose)]\",\n };\n }\n\n return {\n label: \"Standby\",\n detail: \"not registered\",\n tone: \"bg-[var(--lock-dim)]\",\n };\n};\n\nexport class P2PLockstepStatusPanelElement extends HTMLElement {\n #state: StatusPanelState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n }\n\n set state(value: StatusPanelState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { connected, pendingAction } = this.#state;\n const connection = connectionDisplay(\n connected,\n this.#state.connectionState,\n );\n const selfReadyLabel = readinessLabel(\"Me\", this.#state.localState);\n const peerReadyLabel = readinessLabel(\"Peer\", this.#state.remoteState);\n const localStateLabel = stateLabel(\"Local\", this.#state.localState);\n const remoteStateLabel = stateLabel(\"Remote\", this.#state.remoteState);\n const readySummary = `${selfReadyLabel} / ${peerReadyLabel}`;\n const starterLabel =\n this.#state.lastStart === \"local\"\n ? \"You\"\n : this.#state.lastStart === \"remote\"\n ? \"Peer\"\n : \"Not started\";\n const timelineSummary = `${this.#state.historyLength} move${this.#state.historyLength === 1 ? \"\" : \"s\"} / ${starterLabel}`;\n\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"lock-panel relative rounded-[1.25rem] p-2.5 text-sm text-[var(--lock-muted)] sm:rounded-[1.5rem] sm:p-3 lg:rounded-[1.75rem] lg:p-2.5\">\n <div class=\"flex items-center gap-2 lg:hidden\">\n <div class=\"min-w-0 flex-1\">\n <p data-mobile-title class=\"truncate text-sm font-semibold leading-tight text-[var(--lock-paper)]\"></p>\n <div class=\"mt-1 flex min-w-0 items-center gap-1.5 text-[0.68rem] leading-none text-[var(--lock-muted)]\">\n <span class=\"h-2 w-2 shrink-0 rounded-full ${connection.tone}\"></span>\n <span data-mobile-connection class=\"shrink-0 font-medium\"></span>\n <span class=\"text-[var(--lock-dim)]\">/</span>\n <span data-mobile-turn class=\"min-w-0 truncate\"></span>\n </div>\n </div>\n\n <div class=\"hidden shrink-0 rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.65rem] text-[var(--lock-muted)] min-[390px]:block\">\n <span data-mobile-ready></span>\n </div>\n\n <details class=\"group shrink-0\">\n <summary\n aria-label=\"Match details\"\n class=\"lock-control flex h-9 w-9 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-base font-semibold leading-none text-[var(--lock-muted)] transition hover:border-[var(--lock-border-strong)] [&::-webkit-details-marker]:hidden\"\n >\n ...\n </summary>\n <div class=\"lock-surface-strong absolute inset-x-0 top-full z-50 mt-2 max-h-[calc(100svh-6rem)] overflow-auto rounded-[1.35rem] border border-[var(--lock-border-strong)] p-3.5 shadow-2xl shadow-black/15 backdrop-blur-xl lg:inset-auto lg:right-0 lg:w-[min(22rem,calc(100vw-1.5rem))]\">\n <div class=\"grid grid-cols-2 gap-2\">\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Connection</p>\n <p data-detail-connection class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n </article>\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Turn</p>\n <p data-detail-turn class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n </article>\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Identity</p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Session: <span data-detail-session class=\"text-[var(--lock-paper)]\"></span></p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Me: <span data-detail-peer class=\"text-[var(--lock-paper)]\"></span></p>\n <p class=\"lock-mono mt-1.5 break-all text-xs text-[var(--lock-muted)]\">Peer: <span data-detail-remote class=\"text-[var(--lock-paper)]\"></span></p>\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Timeline</p>\n <p data-detail-timeline class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n ${\n this.#state.lastError\n ? `<p data-detail-error class=\"mt-1.5 break-words text-xs text-[var(--lock-rose)]\"></p>`\n : \"\"\n }\n </div>\n\n <div class=\"lock-card mt-2 rounded-[1rem] border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\" aria-pressed=\"${this.#state.theme === \"light\"}\">Day</button>\n <button type=\"button\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\" aria-pressed=\"${this.#state.theme === \"dark\"}\">Night</button>\n </div>\n </div>\n\n <div class=\"mt-2 flex flex-wrap gap-1.5\">\n <span data-detail-ready-self class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-ready-peer class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-local-state class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n <span data-detail-remote-state class=\"rounded-full border border-[var(--lock-border)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-muted)]\"></span>\n ${\n pendingAction\n ? `<span class=\"rounded-full border border-[var(--lock-border-strong)] bg-[var(--lock-pending-bg)] px-2.5 py-1 text-[0.68rem] text-[var(--lock-bronze-bright)]\">Pending ${pendingAction}</span>`\n : \"\"\n }\n </div>\n </div>\n </details>\n </div>\n\n <div class=\"hidden gap-2 lg:grid\">\n <article class=\"lock-card rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <div class=\"flex items-start justify-between gap-3\">\n <div class=\"min-w-0\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Match</p>\n <p data-title class=\"mt-1.5 truncate text-xl font-semibold leading-none tracking-[-0.035em] text-[var(--lock-paper)]\"></p>\n <p data-match-meta class=\"mt-1.5 text-xs text-[var(--lock-muted)]\"></p>\n </div>\n <div class=\"flex shrink-0 items-center gap-2\">\n <span class=\"h-2.5 w-2.5 rounded-full ${connection.tone}\"></span>\n <details class=\"group relative\">\n <summary aria-label=\"Appearance settings\" class=\"lock-control flex h-7 w-7 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-xs font-semibold leading-none text-[var(--lock-muted)] [&::-webkit-details-marker]:hidden\">...</summary>\n <div class=\"lock-surface-strong absolute right-0 z-50 mt-2 w-52 rounded-2xl border border-[var(--lock-border-strong)] p-3 shadow-xl shadow-black/15\">\n <p class=\"text-[0.6rem] uppercase tracking-[0.18em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\" aria-pressed=\"${this.#state.theme === \"light\"}\">Day</button>\n <button type=\"button\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\" aria-pressed=\"${this.#state.theme === \"dark\"}\">Night</button>\n </div>\n </div>\n </details>\n </div>\n </div>\n </article>\n\n <div class=\"grid grid-cols-2 gap-2\">\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Connection</p>\n <p class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\">${connection.label}</p>\n <p data-connection-state class=\"mt-0.5 truncate text-xs text-[var(--lock-muted)]\"></p>\n </article>\n\n <article class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Turn</p>\n <p data-current-turn class=\"mt-1.5 text-sm font-semibold text-[var(--lock-paper)]\"></p>\n <p data-turn-owner class=\"mt-0.5 truncate text-xs text-[var(--lock-muted)]\"></p>\n </article>\n </div>\n\n <article class=\"lock-card min-w-0 overflow-hidden rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Identity</p>\n <div class=\"mt-2 grid gap-1.5 text-xs\">\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-center gap-2 text-[var(--lock-muted)]\">\n <span>Session</span>\n <span data-session-id class=\"lock-mono block min-w-0 truncate text-right text-[var(--lock-paper)]\"></span>\n </p>\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-start gap-2 text-[var(--lock-muted)]\">\n <span>Me</span>\n <span data-peer-id class=\"lock-mono block min-w-0 break-all text-right text-[var(--lock-paper)]\"></span>\n </p>\n <p class=\"grid min-w-0 grid-cols-[3.25rem_minmax(0,1fr)] items-start gap-2 text-[var(--lock-muted)]\">\n <span>Peer</span>\n <span data-remote-peer-id class=\"lock-mono block min-w-0 break-all text-right text-[var(--lock-paper)]\"></span>\n </p>\n </div>\n </article>\n\n ${\n this.#state.lastError\n ? `<article class=\"rounded-[1.15rem] border border-[var(--lock-border)] bg-[var(--lock-error-bg)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-rose)]\">Last error</p>\n <p data-error-message class=\"mt-1.5 break-words text-xs leading-5 text-[var(--lock-paper)]\"></p>\n </article>`\n : \"\"\n }\n\n <article class=\"lock-card rounded-[1.15rem] border border-[var(--lock-border)] p-2.5\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">State</p>\n <div class=\"mt-2 flex flex-wrap gap-1.5\">\n <span data-ready-self class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-ready-peer class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-local-state class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n <span data-remote-state class=\"rounded-full border border-[var(--lock-border)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-muted)]\"></span>\n ${\n pendingAction\n ? `<span class=\"rounded-full border border-[var(--lock-border-strong)] bg-[var(--lock-pending-bg)] px-2 py-0.5 text-[0.64rem] text-[var(--lock-bronze-bright)]\">Pending ${pendingAction}</span>`\n : \"\"\n }\n </div>\n </article>\n </div>\n </section>\n `;\n\n setText(this, \"[data-mobile-title]\", this.#state.gameTitle);\n setText(this, \"[data-mobile-connection]\", connection.label);\n setText(\n this,\n \"[data-mobile-turn]\",\n `#${this.#state.currentTurn} ${turnLabel(this.#state.turnOwner)}`,\n );\n setText(this, \"[data-mobile-ready]\", readySummary);\n setText(this, \"[data-detail-connection]\", connection.label);\n setText(\n this,\n \"[data-detail-turn]\",\n `#${this.#state.currentTurn} / ${turnLabel(this.#state.turnOwner)}`,\n );\n setText(this, \"[data-detail-session]\", this.#state.sessionId);\n setText(this, \"[data-detail-timeline]\", timelineSummary);\n setText(this, \"[data-detail-error]\", this.#state.lastError);\n setText(this, \"[data-detail-peer]\", this.#state.peerId || \"not set\");\n setText(\n this,\n \"[data-detail-remote]\",\n this.#state.remotePeerId || \"not set\",\n );\n setText(this, \"[data-detail-ready-self]\", selfReadyLabel);\n setText(this, \"[data-detail-ready-peer]\", peerReadyLabel);\n setText(this, \"[data-detail-local-state]\", localStateLabel);\n setText(this, \"[data-detail-remote-state]\", remoteStateLabel);\n setText(this, \"[data-title]\", this.#state.gameTitle);\n setText(this, \"[data-match-meta]\", timelineSummary);\n setText(this, \"[data-error-message]\", this.#state.lastError);\n setText(this, \"[data-connection-state]\", connection.detail);\n setText(this, \"[data-current-turn]\", `#${this.#state.currentTurn}`);\n setText(this, \"[data-turn-owner]\", turnLabel(this.#state.turnOwner));\n setText(this, \"[data-session-id]\", this.#state.sessionId);\n setText(\n this,\n \"[data-peer-id]\",\n this.#state.peerId || \"Local peer ID will appear after register.\",\n )?.setAttribute(\"title\", this.#state.peerId);\n setText(\n this,\n \"[data-remote-peer-id]\",\n this.#state.remotePeerId || \"Remote peer not connected yet.\",\n )?.setAttribute(\"title\", this.#state.remotePeerId);\n setText(this, \"[data-ready-self]\", selfReadyLabel);\n setText(this, \"[data-ready-peer]\", peerReadyLabel);\n setText(this, \"[data-local-state]\", localStateLabel);\n setText(this, \"[data-remote-state]\", remoteStateLabel);\n }\n\n #handleClick = (event: Event) => {\n const button = (event.target as HTMLElement | null)?.closest<HTMLButtonElement>(\n \"button[data-theme-mode]\",\n );\n if (\n button?.dataset.themeMode === \"light\" ||\n button?.dataset.themeMode === \"dark\"\n ) {\n emit(this, \"lockstep-theme-change\", { theme: button.dataset.themeMode });\n }\n };\n}\n","import type { ToastState } from \"../types\";\nimport { setText } from \"../utils/dom\";\n\nconst defaultState: ToastState = {\n open: false,\n message: \"\",\n};\n\nexport class P2PLockstepToastMessageElement extends HTMLElement {\n #state: ToastState = defaultState;\n #ready = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n }\n\n set state(value: ToastState) {\n this.#state = value;\n if (this.#ready) {\n this.render();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n const { open } = this.#state;\n this.className = \"pointer-events-none fixed inset-x-4 bottom-4 z-50 flex justify-center sm:justify-end\";\n this.innerHTML = `\n <div\n class=\"lock-surface-strong max-w-sm rounded-full border border-[var(--lock-border-strong)] px-4 py-3 text-sm font-medium text-[var(--lock-paper)] shadow-lg shadow-black/15 backdrop-blur-xl transition duration-200 ${\n open ? \"translate-y-0 opacity-100\" : \"translate-y-2 opacity-0\"\n }\"\n >\n <span data-message></span>\n </div>\n `;\n setText(this, \"[data-message]\", this.#state.message);\n }\n}\n","export class P2PLockstepBoardHostElement extends HTMLElement {\n #ready = false;\n #observer: MutationObserver | null = null;\n #mount: HTMLDivElement | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n\n const mount = this.getMount();\n const placeholder = this.querySelector<HTMLElement>(\"[data-placeholder]\");\n if (!mount || !placeholder) {\n return;\n }\n\n const syncPlaceholder = () => {\n placeholder.style.display = mount.childElementCount > 0 ? \"none\" : \"flex\";\n };\n\n syncPlaceholder();\n this.#observer = new MutationObserver(syncPlaceholder);\n this.#observer.observe(mount, { childList: true });\n }\n\n disconnectedCallback() {\n this.#observer?.disconnect();\n this.#observer = null;\n }\n\n getMount() {\n if (!this.#ready) {\n this.connectedCallback();\n }\n return this.#mount;\n }\n\n render() {\n this.className = \"block h-full\";\n this.innerHTML = `\n <section class=\"relative h-full min-h-[15rem] overflow-visible rounded-[1.4rem] bg-transparent sm:min-h-[22rem] sm:rounded-[2.2rem] lg:min-h-[32rem] lg:rounded-[2rem]\">\n <div data-board-mount class=\"relative z-10 h-full\"></div>\n <div\n data-placeholder\n class=\"pointer-events-none absolute inset-0 z-20 flex items-center justify-center px-6 text-center text-sm leading-6 text-[var(--lock-muted)]\"\n >\n Board host ready\n </div>\n </section>\n `;\n this.#mount = this.querySelector<HTMLDivElement>(\"[data-board-mount]\");\n }\n}\n","export type ParsedShareInput = {\n peerId: string;\n signalUrl: string;\n};\n\nconst getParams = (url: URL) => {\n const hash = url.hash.replace(/^#/, \"\");\n return new URLSearchParams(hash || url.search);\n};\n\nexport const buildShareUrl = (peerId: string, signalUrl: string, base?: string) => {\n if (!peerId) {\n return \"\";\n }\n const url = new URL(base ?? window.location.href);\n const params = new URLSearchParams();\n params.set(\"id\", peerId);\n if (signalUrl) {\n params.set(\"url\", signalUrl);\n }\n url.hash = params.toString();\n return url.toString();\n};\n\nexport const parseShareInput = (value: string): ParsedShareInput | null => {\n const raw = value.trim();\n if (!raw || !raw.includes(\"://\")) {\n return null;\n }\n try {\n const url = new URL(raw);\n const params = getParams(url);\n const peerId = params.get(\"id\");\n if (!peerId) {\n return null;\n }\n return {\n peerId,\n signalUrl: params.get(\"url\") ?? \"\",\n };\n } catch {\n return null;\n }\n};\n\nexport const readShareLocation = () => {\n const url = new URL(window.location.href);\n const params = getParams(url);\n return {\n peerId: params.get(\"id\") ?? \"\",\n signalUrl: params.get(\"url\") ?? \"\",\n };\n};\n","import type { PairingPageState, SharePanelState } from \"../types\";\nimport { setInputValue, setText } from \"../utils/dom\";\nimport { emit } from \"../utils/events\";\nimport { buildShareUrl, parseShareInput } from \"../utils/share\";\n\nconst defaultState: PairingPageState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n signalUrl: \"\",\n targetId: \"\",\n peerId: \"\",\n remotePeerId: \"\",\n connectionState: \"idle\",\n registering: false,\n connecting: false,\n};\n\nexport class P2PLockstepPairingPageElement extends HTMLElement {\n #state: PairingPageState = defaultState;\n #ready = false;\n #rendered = false;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.addEventListener(\"click\", this.#handleClick);\n this.addEventListener(\"input\", this.#handleInput);\n this.render();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\"click\", this.#handleClick);\n this.removeEventListener(\"input\", this.#handleInput);\n }\n\n set state(value: PairingPageState) {\n const wasRendered = this.#rendered;\n this.#state = value;\n if (this.#ready && !wasRendered) {\n this.render();\n }\n if (this.#ready && wasRendered) {\n this.#syncState();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n this.className = \"block\";\n this.innerHTML = `\n <section class=\"mx-auto grid min-h-full max-w-5xl gap-3 sm:gap-5 lg:grid-cols-[minmax(0,1fr)_22rem]\">\n <div class=\"lock-panel rounded-[1.4rem] p-3.5 sm:rounded-[2rem] sm:p-6 lg:p-7\">\n <div class=\"flex items-start justify-between gap-4\">\n <div class=\"min-w-0\">\n <p class=\"text-[0.62rem] font-semibold uppercase tracking-[0.18em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Peer connection</p>\n <h1 data-game-title class=\"mt-1.5 break-words text-3xl font-semibold leading-none tracking-[-0.04em] text-[var(--lock-paper)] sm:mt-3 sm:text-5xl lg:text-6xl\"></h1>\n </div>\n\n <details class=\"group relative shrink-0\">\n <summary\n aria-label=\"Server settings\"\n class=\"lock-control flex h-9 w-9 cursor-pointer list-none items-center justify-center rounded-full border border-[var(--lock-border)] text-base font-semibold leading-none text-[var(--lock-muted)] transition hover:border-[var(--lock-border-strong)] sm:h-10 sm:w-10 sm:text-lg [&::-webkit-details-marker]:hidden\"\n >\n ...\n </summary>\n <div class=\"lock-surface-strong absolute right-0 z-20 mt-2 w-[min(21rem,calc(100vw-2rem))] rounded-[1.2rem] border border-[var(--lock-border-strong)] p-3.5 shadow-xl shadow-black/10 backdrop-blur-xl sm:mt-3 sm:rounded-[1.6rem] sm:p-4\">\n <div class=\"lock-card mb-3 rounded-2xl border border-[var(--lock-border)] p-3\">\n <p class=\"text-[0.62rem] uppercase tracking-[0.2em] text-[var(--lock-dim)]\">Appearance</p>\n <div class=\"mt-2 grid grid-cols-2 gap-2\" role=\"group\" aria-label=\"Color mode\">\n <button type=\"button\" data-action=\"theme\" data-theme-mode=\"light\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use day mode\">Day</button>\n <button type=\"button\" data-action=\"theme\" data-theme-mode=\"dark\" class=\"lock-theme-option rounded-xl px-3 py-2 text-xs font-semibold\" aria-label=\"Use night mode\">Night</button>\n </div>\n </div>\n\n <label class=\"block\">\n <span class=\"mb-2 block text-xs uppercase tracking-[0.22em] text-[var(--lock-dim)]\">Signaling server</span>\n <input\n data-field=\"signal-url\"\n placeholder=\"wss://host\"\n class=\"lock-input lock-mono w-full rounded-2xl px-4 py-3 text-sm transition\"\n />\n </label>\n\n <button\n type=\"button\"\n data-action=\"register\"\n class=\"lock-primary lock-disabled mt-3 inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition\"\n >\n <span data-register-label></span>\n </button>\n </div>\n </details>\n </div>\n\n <div class=\"mt-4 grid grid-cols-2 gap-2 sm:mt-7 sm:gap-4\">\n <section class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3 sm:rounded-[1.4rem] sm:p-4\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Server</p>\n <div class=\"mt-2 flex items-center gap-2 sm:mt-3 sm:gap-3\">\n <span data-status-dot class=\"h-2.5 w-2.5 rounded-full bg-slate-600\"></span>\n <span data-connection-state class=\"text-xs font-semibold uppercase tracking-[0.14em] text-[var(--lock-paper)] sm:text-sm\"></span>\n </div>\n </section>\n\n <section class=\"lock-card rounded-[1rem] border border-[var(--lock-border)] p-3 sm:rounded-[1.4rem] sm:p-4\">\n <div class=\"flex items-center justify-between gap-2\">\n <p class=\"text-[0.58rem] uppercase tracking-[0.2em] text-[var(--lock-dim)] sm:text-[0.68rem]\">Your ID</p>\n <button type=\"button\" data-action=\"copy-peer\" class=\"lock-secondary lock-disabled rounded-full px-2.5 py-1 text-[0.62rem] font-semibold\" aria-label=\"Copy your peer ID\">Copy</button>\n </div>\n <p data-peer-id class=\"lock-mono mt-2 max-h-9 min-h-4 overflow-hidden break-all text-[0.68rem] leading-[1.35] text-[var(--lock-paper)] sm:mt-3 sm:max-h-none sm:text-sm\"></p>\n </section>\n </div>\n\n <section class=\"lock-card mt-3 rounded-[1.1rem] border border-[var(--lock-border)] p-3 sm:mt-5 sm:rounded-[1.8rem] sm:p-5\">\n <label class=\"block\">\n <span class=\"mb-1.5 block text-xs font-semibold text-[var(--lock-muted)] sm:mb-2 sm:text-sm\">Peer ID or share link</span>\n <input\n data-field=\"target-id\"\n placeholder=\"Paste peer id\"\n class=\"lock-input lock-mono w-full rounded-xl px-3 py-3 text-sm transition sm:rounded-2xl sm:px-4 sm:py-4 sm:text-base\"\n />\n </label>\n\n <button\n type=\"button\"\n data-action=\"connect\"\n class=\"lock-primary lock-disabled mt-3 inline-flex w-full items-center justify-center rounded-full px-4 py-3 text-sm font-semibold transition sm:mt-4 sm:py-4\"\n >\n <span data-connect-label></span>\n </button>\n </section>\n </div>\n\n <p2p-lockstep-share-panel></p2p-lockstep-share-panel>\n </section>\n `;\n this.#rendered = true;\n this.#syncState();\n }\n\n #syncState() {\n setText(this, \"[data-game-title]\", this.#state.gameTitle);\n setText(this, \"[data-connection-state]\", this.#state.connectionState);\n setText(this, \"[data-register-label]\", this.#state.registering ? \"Registering...\" : \"Register peer\");\n setText(this, \"[data-connect-label]\", this.#state.connecting ? \"Connecting...\" : \"Connect\");\n setText(this, \"[data-peer-id]\", this.#state.peerId || \"Register first to get your peer ID.\");\n\n setInputValue(this, \"[data-field='signal-url']\", this.#state.signalUrl);\n setInputValue(this, \"[data-field='target-id']\", this.#state.targetId);\n\n const registerButton = this.querySelector<HTMLButtonElement>(\"[data-action='register']\");\n if (registerButton) {\n registerButton.disabled = this.#state.registering || !this.#state.signalUrl.trim();\n }\n\n this.querySelectorAll<HTMLButtonElement>(\"[data-theme-mode]\").forEach((button) => {\n button.setAttribute(\n \"aria-pressed\",\n String(button.dataset.themeMode === this.#state.theme),\n );\n });\n\n const statusDot = this.querySelector<HTMLElement>(\"[data-status-dot]\");\n if (statusDot) {\n const tone =\n this.#state.connectionState === \"registered\" || this.#state.connectionState === \"connected\"\n ? \"bg-[var(--lock-teal)]\"\n : this.#state.connectionState === \"registering\" ||\n this.#state.connectionState === \"connecting\"\n ? \"bg-[#c08a25]\"\n : this.#state.connectionState === \"error\" || this.#state.connectionState === \"offline\"\n ? \"bg-[var(--lock-rose)]\"\n : \"bg-[var(--lock-dim)]\";\n statusDot.className = `h-3 w-3 rounded-full ${tone}`;\n }\n\n const connectButton = this.querySelector<HTMLButtonElement>(\"[data-action='connect']\");\n if (connectButton) {\n connectButton.disabled = this.#state.connecting || !this.#state.targetId.trim();\n }\n\n const copyPeerButton = this.querySelector<HTMLButtonElement>(\"[data-action='copy-peer']\");\n if (copyPeerButton) {\n copyPeerButton.disabled = !this.#state.peerId;\n }\n\n const sharePanel = this.querySelector(\"p2p-lockstep-share-panel\") as\n | (HTMLElement & { state: SharePanelState })\n | null;\n if (sharePanel) {\n sharePanel.state = {\n peerId: this.#state.peerId,\n signalUrl: this.#state.signalUrl,\n shareUrl: buildShareUrl(this.#state.peerId, this.#state.signalUrl),\n };\n }\n }\n\n #handleClick = (event: Event) => {\n const target = (event.target as HTMLElement | null)?.closest<HTMLButtonElement>(\n \"button[data-action]\",\n );\n if (!target || target.disabled) {\n return;\n }\n\n if (target.dataset.action === \"register\") {\n emit(this, \"lockstep-register\", { signalUrl: this.#state.signalUrl.trim() });\n }\n\n if (target.dataset.action === \"connect\") {\n emit(this, \"lockstep-connect\", { targetId: this.#state.targetId.trim() });\n }\n\n if (target.dataset.action === \"copy-peer\") {\n emit(this, \"lockstep-copy-share\", { value: this.#state.peerId });\n }\n\n if (\n target.dataset.action === \"theme\" &&\n (target.dataset.themeMode === \"light\" || target.dataset.themeMode === \"dark\")\n ) {\n emit(this, \"lockstep-theme-change\", { theme: target.dataset.themeMode });\n }\n };\n\n #handleInput = (event: Event) => {\n const input = event.target as HTMLInputElement | null;\n if (!input?.dataset.field) {\n return;\n }\n\n if (input.dataset.field === \"signal-url\") {\n emit(this, \"lockstep-signal-change\", { signalUrl: input.value });\n return;\n }\n\n if (input.dataset.field === \"target-id\") {\n const parsed = parseShareInput(input.value);\n if (parsed) {\n emit(this, \"lockstep-share-detected\", parsed);\n return;\n }\n emit(this, \"lockstep-target-change\", { targetId: input.value });\n }\n };\n}\n","import type { ActionBarState, GamePageState, StatusPanelState } from \"../types\";\nimport type { P2PLockstepBoardHostElement } from \"../game/board-host\";\n\nconst defaultState: GamePageState = {\n theme: \"light\",\n gameTitle: \"P2P Lockstep\",\n peerId: \"\",\n remotePeerId: \"\",\n connected: false,\n connectionState: \"idle\",\n readySelf: false,\n readyPeer: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n pendingAction: null,\n sessionId: \"default-session\",\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n};\n\nexport class P2PLockstepGamePageElement extends HTMLElement {\n #state: GamePageState = defaultState;\n #ready = false;\n #statusPanel: (HTMLElement & { state: StatusPanelState }) | null = null;\n #actionBar: (HTMLElement & { state: ActionBarState }) | null = null;\n #boardHost: P2PLockstepBoardHostElement | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n this.render();\n this.#syncChildren();\n }\n\n set state(value: GamePageState) {\n this.#state = value;\n if (this.#ready) {\n this.#syncChildren();\n }\n }\n\n get state() {\n return this.#state;\n }\n\n render() {\n this.className = \"block h-full\";\n this.innerHTML = `\n <section class=\"flex h-[calc(100svh-1.5rem)] flex-col items-center gap-2.5 overflow-visible sm:h-auto sm:min-h-[calc(100svh-3rem)] sm:gap-4 lg:grid lg:h-full lg:min-h-[32rem] lg:grid-cols-[minmax(0,1fr)_20rem] lg:items-start lg:gap-5\">\n <aside class=\"contents lg:relative lg:z-40 lg:col-start-2 lg:row-start-1 lg:flex lg:w-full lg:flex-col lg:gap-3\">\n <div class=\"relative z-40 order-1 w-full max-w-[45rem] lg:order-none lg:max-w-none\">\n <p2p-lockstep-status-panel></p2p-lockstep-status-panel>\n </div>\n\n <div class=\"order-3 w-full max-w-[45rem] shrink-0 lg:order-none lg:max-w-none\">\n <p2p-lockstep-action-bar></p2p-lockstep-action-bar>\n </div>\n </aside>\n\n <div class=\"order-2 min-h-0 w-full max-w-[45rem] flex-1 lg:order-none lg:col-start-1 lg:row-start-1 lg:h-full lg:max-w-none\">\n <p2p-lockstep-board-host></p2p-lockstep-board-host>\n </div>\n </section>\n `;\n\n this.#statusPanel = this.querySelector(\"p2p-lockstep-status-panel\");\n this.#actionBar = this.querySelector(\"p2p-lockstep-action-bar\");\n this.#boardHost = this.querySelector(\"p2p-lockstep-board-host\");\n }\n\n getBoardHost() {\n return this.#boardHost?.getMount() ?? null;\n }\n\n #syncChildren() {\n if (!this.#statusPanel || !this.#actionBar) {\n return;\n }\n\n this.#statusPanel.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connected: this.#state.connected,\n connectionState: this.#state.connectionState,\n currentTurn: this.#state.currentTurn,\n turnOwner: this.#state.turnOwner,\n localState: this.#state.localState,\n remoteState: this.#state.remoteState,\n readySelf: this.#state.readySelf,\n readyPeer: this.#state.readyPeer,\n pendingAction: this.#state.pendingAction,\n sessionId: this.#state.sessionId,\n historyLength: this.#state.historyLength,\n lastStart: this.#state.lastStart,\n lastError: this.#state.lastError,\n };\n\n this.#actionBar.state = {\n connected: this.#state.connected,\n readySelf: this.#state.readySelf,\n canReady: this.#state.canReady,\n canStart: this.#state.canStart,\n canUndo: this.#state.canUndo,\n canRestart: this.#state.canRestart,\n started: this.#state.started,\n connectionState: this.#state.connectionState,\n };\n }\n}\n","const logWith = (level) => (message, meta) => {\n if (meta !== undefined) {\n // eslint-disable-next-line no-console\n console[level](message, meta);\n return;\n }\n // eslint-disable-next-line no-console\n console[level](message);\n};\nexport const consoleLogger = {\n debug: logWith(\"debug\"),\n info: logWith(\"info\"),\n warn: logWith(\"warn\"),\n error: logWith(\"error\"),\n};\n//# sourceMappingURL=logger.js.map","export const encode = (value) => JSON.stringify(value);\nexport const decode = (raw) => {\n if (typeof raw !== \"string\") {\n throw new TypeError(\"decode expects a serialized string\");\n }\n return JSON.parse(raw);\n};\nexport const decodeSafe = (raw) => {\n if (typeof raw !== \"string\") {\n return {\n ok: false,\n error: new TypeError(\"decodeSafe expects a serialized string\"),\n };\n }\n try {\n return { ok: true, value: JSON.parse(raw) };\n }\n catch (error) {\n return { ok: false, error };\n }\n};\n//# sourceMappingURL=json.js.map","import { encode, decodeSafe } from \"../../utils\";\nconst debugLog = (message, payload) => {\n if (payload !== undefined) {\n console.log(message, payload);\n }\n else {\n console.log(message);\n }\n const hook = globalThis.__p2p_debug;\n if (typeof hook === \"function\") {\n try {\n hook(payload === undefined ? message : `${message} ${JSON.stringify(payload)}`);\n }\n catch {\n hook(message);\n }\n }\n};\nexport class SignalingClient {\n constructor() {\n this.ws = null;\n this.peerId = null;\n this.ready = false;\n this.signalHandlers = new Set();\n this.pendingRegistration = null;\n this.connect = (url) => new Promise((resolve, reject) => {\n this.ws?.close();\n debugLog(\"[signaling] ws connect\", url);\n this.ws = new WebSocket(url);\n const timeout = window.setTimeout(() => {\n try {\n this.ws?.close();\n }\n catch {\n // ignore\n }\n debugLog(\"[signaling] ws open timeout\");\n reject(new Error(\"ws open timeout\"));\n }, 5000);\n this.ws.addEventListener(\"open\", () => {\n this.ready = true;\n this.registeredPayload = undefined;\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws open\");\n resolve();\n });\n this.ws.addEventListener(\"error\", (event) => {\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws error\", event);\n reject(new Error(\"ws error\"));\n });\n this.ws.addEventListener(\"close\", (event) => {\n this.ready = false;\n this.peerId = null;\n this.registeredPayload = undefined;\n this.rejectPendingRegistration(new Error(\"ws closed\"));\n window.clearTimeout(timeout);\n debugLog(\"[signaling] ws close\", { code: event.code, reason: event.reason });\n });\n this.ws.addEventListener(\"message\", (event) => {\n const raw = String(event.data);\n const decoded = decodeSafe(raw);\n if (!decoded.ok) {\n debugLog(\"[signaling] ws message decode error\", raw);\n this.rejectPendingRegistration(new Error(\"signaling decode error\"));\n return;\n }\n const msg = decoded.value;\n debugLog(\"[signaling] ws message\", msg);\n if (msg.type === \"ERROR\") {\n debugLog(\"[signaling] error\", msg);\n this.rejectPendingRegistration(new Error(\"signaling error\"));\n return;\n }\n if (msg.type === \"REGISTERED\" || msg.type === \"RESUMED\") {\n this.peerId = msg.to ?? null;\n this.registeredPayload = msg.payload;\n if (this.peerId) {\n const details = this.resolveRegisteredPayload();\n debugLog(\"[signaling] registered\", {\n peerId: this.peerId,\n resumeToken: details.resumeToken,\n });\n this.resolvePendingRegistration({\n peerId: this.peerId,\n iceServers: details.iceServers,\n resumeToken: details.resumeToken,\n });\n }\n }\n if (msg.type === \"RELAY\" && msg.payload?.id) {\n const relay = msg.payload;\n this.emitSignal({\n from: msg.from ?? \"\",\n to: msg.to ?? \"\",\n type: relay.id,\n payload: relay.data,\n });\n }\n });\n });\n this.register = async () => {\n this.assertConnected();\n const msg = { type: \"REGISTER\" };\n debugLog(\"[signaling] send REGISTER\");\n const pending = this.awaitRegistration(\"register\");\n this.ws?.send(encode(msg));\n try {\n const payload = await pending;\n debugLog(\"[signaling] register ok\", payload.peerId);\n return payload;\n }\n catch (error) {\n debugLog(\"[signaling] register error\", error);\n throw error;\n }\n };\n this.resume = async (session) => {\n this.assertConnected();\n const payload = { id: \"resume\", data: session };\n const msg = { type: \"RESUME\", payload };\n debugLog(\"[signaling] send RESUME\", session.peerId);\n const pending = this.awaitRegistration(\"resume\");\n this.ws?.send(encode(msg));\n try {\n const result = await pending;\n debugLog(\"[signaling] resume ok\", result.peerId);\n return result;\n }\n catch (error) {\n debugLog(\"[signaling] resume error\", error);\n throw error;\n }\n };\n this.relay = (message) => {\n if (!this.ws || !this.ready) {\n return;\n }\n const payload = { id: message.type, data: message.payload };\n const msg = {\n type: \"RELAY\",\n from: this.peerId ?? message.from,\n to: message.to,\n payload,\n };\n this.ws.send(encode(msg));\n };\n }\n onSignal(handler) {\n this.signalHandlers.add(handler);\n }\n offSignal(handler) {\n this.signalHandlers.delete(handler);\n }\n resolveRegisteredPayload() {\n let iceServers = [];\n let resumeToken = \"\";\n if (this.registeredPayload?.id === \"iceServers\") {\n iceServers = this.registeredPayload.data;\n }\n if (this.registeredPayload?.id === \"session\") {\n const data = this.registeredPayload.data;\n iceServers = data.iceServers ?? [];\n resumeToken = data.resumeToken ?? \"\";\n }\n return { iceServers, resumeToken };\n }\n assertConnected() {\n if (!this.ws || !this.ready) {\n throw new Error(\"not connected\");\n }\n }\n awaitRegistration(label) {\n if (this.pendingRegistration) {\n return Promise.reject(new Error(\"registration already pending\"));\n }\n return new Promise((resolve, reject) => {\n const timeoutId = window.setTimeout(() => {\n this.pendingRegistration = null;\n debugLog(`[signaling] ${label} timeout`);\n reject(new Error(`${label} timeout`));\n }, 5000);\n this.pendingRegistration = { resolve, reject, timeoutId };\n });\n }\n resolvePendingRegistration(payload) {\n const pending = this.pendingRegistration;\n if (!pending) {\n return;\n }\n this.pendingRegistration = null;\n window.clearTimeout(pending.timeoutId);\n pending.resolve(payload);\n }\n rejectPendingRegistration(error) {\n const pending = this.pendingRegistration;\n if (!pending) {\n return;\n }\n this.pendingRegistration = null;\n window.clearTimeout(pending.timeoutId);\n pending.reject(error);\n }\n emitSignal(message) {\n for (const handler of [...this.signalHandlers]) {\n handler(message);\n }\n }\n}\n//# sourceMappingURL=client.js.map","const transitions = [\n { from: \"passive\", event: \"CONNECT\", to: \"requesting\" },\n { from: \"passive\", event: \"REMOTE_CONNECT\", to: \"requesting\" },\n { from: \"requesting\", event: \"CONNECTED\", to: \"connected\" },\n { from: \"connected\", event: \"DISCONNECT\", to: \"passive\" },\n { from: \"requesting\", event: \"DISCONNECT\", to: \"passive\" },\n { from: \"connected\", event: \"CONNECT\", to: \"requesting\" },\n];\nexport const nextState = (state, event) => {\n const hit = transitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n};\nconst mediaTransitions = [\n { from: \"idle\", event: \"REQUEST\", to: \"starting\" },\n { from: \"starting\", event: \"READY\", to: \"active\" },\n { from: \"starting\", event: \"STOP\", to: \"idle\" },\n { from: \"starting\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"active\", event: \"STOP\", to: \"idle\" },\n { from: \"active\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"active\", event: \"REQUEST\", to: \"starting\" },\n { from: \"idle\", event: \"DISCONNECT\", to: \"idle\" },\n { from: \"idle\", event: \"STOP\", to: \"idle\" },\n];\nexport const nextMediaState = (state, event) => {\n const hit = mediaTransitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n};\n//# sourceMappingURL=peerState.js.map","import { nextMediaState, nextState } from \"../state/peerState\";\nexport class RtcPeer {\n constructor(id, pc, signaling, onMessage, onRemoteStream, onStateChange, onMediaChange) {\n this.dc = null;\n this.pendingSends = [];\n this.remoteId = null;\n this.requestedId = null;\n this.state = \"passive\";\n this.localStream = null;\n this.remoteStream = null;\n this.onRemoteStreamHandler = null;\n this.senders = [];\n this.mediaState = \"idle\";\n this.negotiating = false;\n this.renegotiateQueued = false;\n this.onStateChangeHandler = null;\n this.onMediaChangeHandler = null;\n this.handleConnectionStateChange = () => {\n if (this.pc.connectionState === \"connected\") {\n this.markConnectedIfReady();\n return;\n }\n if (this.pc.connectionState === \"closed\" ||\n this.pc.connectionState === \"disconnected\" ||\n this.pc.connectionState === \"failed\") {\n this.dispatch(\"DISCONNECT\");\n }\n };\n this.handleIceCandidate = (event) => {\n if (!event.candidate || !this.remoteId) {\n return;\n }\n const msg = {\n from: this.id,\n to: this.remoteId,\n type: \"ice\",\n payload: event.candidate.toJSON(),\n };\n this.signaling.relay(msg);\n };\n this.handleDataChannel = (event) => {\n this.dc = event.channel;\n this.bindDataChannel();\n };\n this.handleTrackEvent = (event) => {\n this.handleRemoteTrack(event);\n };\n this.handleNegotiationNeeded = () => {\n if (!this.canNegotiate()) {\n return;\n }\n this.runTask(this.negotiate(), \"negotiate\");\n };\n // Public API (Facade surface)\n this.connect = async (targetId) => {\n if (this.state !== \"passive\") {\n this.requestedId = targetId;\n this.disconnect();\n return;\n }\n this.remoteId = targetId;\n this.requestedId = null;\n this.dispatch(\"CONNECT\");\n };\n this.disconnect = () => {\n this.dispatch(\"DISCONNECT\");\n };\n this.dispose = () => {\n this.signaling.offSignal(this.onSignalHandler);\n this.pc.removeEventListener(\"connectionstatechange\", this.handleConnectionStateChange);\n this.pc.removeEventListener(\"icecandidate\", this.handleIceCandidate);\n this.pc.removeEventListener(\"track\", this.handleTrackEvent);\n this.pc.removeEventListener(\"negotiationneeded\", this.handleNegotiationNeeded);\n this.pc.ondatachannel = null;\n this.requestedId = null;\n this.closeConnection();\n this.setPeerState(\"passive\");\n if (this.pc.signalingState !== \"closed\") {\n this.pc.close();\n }\n };\n this.send = (data) => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n if (this.state === \"requesting\") {\n this.pendingSends.push(data);\n }\n return;\n }\n this.dc.send(data);\n };\n this.getPeerId = () => this.id;\n this.getRemoteId = () => this.remoteId;\n this.getPeerState = () => this.state;\n this.getMediaState = () => this.mediaState;\n this.startMedia = (stream) => {\n this.localStream = stream;\n this.dispatchMedia(\"REQUEST\");\n };\n this.stopMedia = () => {\n this.localStream = null;\n this.dispatchMedia(\"STOP\");\n };\n this.onRemoteStream = (handler) => {\n this.onRemoteStreamHandler = handler;\n handler?.(this.remoteStream);\n };\n // DC lifecycle\n this.bindDataChannel = () => {\n if (!this.dc) {\n return;\n }\n this.dc.onmessage = (event) => {\n this.onMessageHandler?.(String(event.data));\n };\n this.dc.onopen = () => {\n this.flushPendingSends();\n this.markConnectedIfReady();\n this.attemptActivateMedia();\n };\n this.dc.onclose = () => {\n this.dispatchMedia(\"DISCONNECT\");\n this.dispatch(\"DISCONNECT\");\n };\n if (this.dc.readyState === \"open\") {\n this.flushPendingSends();\n this.markConnectedIfReady();\n this.attemptActivateMedia();\n }\n };\n this.markConnectedIfReady = () => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n return;\n }\n this.dispatch(\"CONNECTED\");\n };\n this.flushPendingSends = () => {\n if (!this.dc || this.dc.readyState !== \"open\") {\n return;\n }\n while (this.pendingSends.length > 0) {\n const data = this.pendingSends.shift();\n if (data !== undefined) {\n this.dc.send(data);\n }\n }\n };\n // Signal handling (offer/answer/ice)\n this.handleSignal = async (message) => {\n if (!this.shouldHandleSignal(message)) {\n return;\n }\n // Strategy/Command: type -> handler map.\n const handlers = {\n offer: async () => {\n this.remoteId = message.from;\n if (this.state === \"passive\") {\n this.dispatch(\"REMOTE_CONNECT\");\n }\n await this.pc.setRemoteDescription(message.payload);\n const answer = await this.pc.createAnswer();\n await this.pc.setLocalDescription(answer);\n const reply = {\n from: this.id,\n to: message.from,\n type: \"answer\",\n payload: answer,\n };\n this.signaling.relay(reply);\n },\n answer: async () => {\n await this.pc.setRemoteDescription(message.payload);\n },\n ice: async () => {\n await this.pc.addIceCandidate(message.payload);\n },\n };\n await handlers[message.type]();\n };\n // State machine transitions\n this.dispatch = (event) => {\n // State Machine: event-driven transition + side effects.\n const next = nextState(this.state, event);\n if (!this.setPeerState(next)) {\n return;\n }\n if (next === \"requesting\" && event === \"CONNECT\") {\n if (this.requestedId) {\n this.remoteId = this.requestedId;\n this.requestedId = null;\n }\n this.runTask(this.startOffer(), \"startOffer\");\n return;\n }\n if (next === \"passive\") {\n this.closeConnection();\n if (this.requestedId) {\n this.remoteId = this.requestedId;\n this.requestedId = null;\n this.dispatch(\"CONNECT\");\n }\n }\n };\n // Active offer creation\n this.startOffer = async () => {\n if (!this.remoteId) {\n return;\n }\n this.dc = this.pc.createDataChannel(\"game\", { ordered: true });\n this.bindDataChannel();\n const offer = await this.pc.createOffer();\n await this.pc.setLocalDescription(offer);\n const msg = {\n from: this.id,\n to: this.remoteId,\n type: \"offer\",\n payload: offer,\n };\n this.signaling.relay(msg);\n };\n // Cleanup for passive state\n this.closeConnection = () => {\n const dataChannel = this.dc;\n this.dc = null;\n this.pendingSends.length = 0;\n this.negotiating = false;\n this.renegotiateQueued = false;\n if (dataChannel) {\n dataChannel.onmessage = null;\n dataChannel.onopen = null;\n dataChannel.onclose = null;\n if (dataChannel.readyState !== \"closed\") {\n dataChannel.close();\n }\n }\n this.dispatchMedia(\"DISCONNECT\");\n this.remoteId = null;\n };\n this.detachLocalMedia = () => {\n if (!this.senders.length) {\n return;\n }\n for (const sender of this.senders) {\n try {\n this.pc.removeTrack(sender);\n }\n catch {\n // ignore\n }\n }\n this.senders = [];\n };\n this.ensureRemoteStream = () => {\n if (!this.remoteStream) {\n this.remoteStream = new MediaStream();\n }\n return this.remoteStream;\n };\n this.handleRemoteTrack = (event) => {\n const [stream] = event.streams;\n if (stream) {\n this.remoteStream = stream;\n }\n else {\n const target = this.ensureRemoteStream();\n target.addTrack(event.track);\n this.remoteStream = target;\n }\n event.track.addEventListener(\"ended\", () => {\n this.handleRemoteTrackEnded();\n });\n if (this.onRemoteStreamHandler && this.remoteStream) {\n this.onRemoteStreamHandler(this.remoteStream);\n }\n };\n this.handleRemoteTrackEnded = () => {\n if (!this.remoteStream) {\n return;\n }\n const hasLiveTracks = this.remoteStream.getTracks().some((track) => track.readyState !== \"ended\");\n if (!hasLiveTracks) {\n this.clearRemoteStream();\n }\n };\n this.clearRemoteStream = () => {\n if (!this.remoteStream) {\n return;\n }\n for (const track of this.remoteStream.getTracks()) {\n try {\n track.stop();\n }\n catch {\n // ignore\n }\n }\n this.remoteStream = null;\n this.onRemoteStreamHandler?.(null);\n };\n this.isMediaReady = () => this.dc?.readyState === \"open\";\n this.dispatchMedia = (event) => {\n const next = nextMediaState(this.mediaState, event);\n if (!this.setMediaState(next)) {\n if (event === \"REQUEST\" && next === \"starting\") {\n this.attemptActivateMedia();\n }\n return;\n }\n if (next === \"starting\") {\n this.detachLocalMedia();\n this.attemptActivateMedia();\n return;\n }\n if (next === \"idle\") {\n this.detachLocalMedia();\n this.clearRemoteStream();\n }\n };\n this.attemptActivateMedia = () => {\n if (this.mediaState !== \"starting\") {\n return;\n }\n if (!this.localStream || !this.isMediaReady()) {\n return;\n }\n for (const track of this.localStream.getTracks()) {\n const sender = this.pc.addTrack(track, this.localStream);\n this.senders.push(sender);\n }\n this.dispatchMedia(\"READY\");\n };\n this.canNegotiate = () => Boolean(this.remoteId && this.isMediaReady());\n this.shouldHandleSignal = (message) => {\n if (message.type === \"offer\") {\n return this.state === \"passive\" || this.remoteId === message.from;\n }\n return this.remoteId === message.from;\n };\n this.setPeerState = (next) => {\n if (this.state === next) {\n return false;\n }\n this.state = next;\n this.onStateChangeHandler?.(this.state);\n return true;\n };\n this.setMediaState = (next) => {\n if (this.mediaState === next) {\n return false;\n }\n this.mediaState = next;\n this.onMediaChangeHandler?.(this.mediaState);\n return true;\n };\n this.negotiate = async () => {\n if (!this.remoteId) {\n return;\n }\n if (this.negotiating) {\n this.renegotiateQueued = true;\n return;\n }\n this.negotiating = true;\n try {\n const offer = await this.pc.createOffer();\n await this.pc.setLocalDescription(offer);\n const msg = {\n from: this.id,\n to: this.remoteId,\n type: \"offer\",\n payload: offer,\n };\n this.signaling.relay(msg);\n }\n finally {\n this.negotiating = false;\n if (this.renegotiateQueued) {\n this.renegotiateQueued = false;\n this.runTask(this.negotiate(), \"negotiate\");\n }\n }\n };\n this.id = id;\n this.pc = pc;\n this.signaling = signaling;\n if (onMessage)\n this.onMessageHandler = onMessage;\n if (onRemoteStream)\n this.onRemoteStreamHandler = onRemoteStream;\n if (onStateChange)\n this.onStateChangeHandler = onStateChange;\n if (onMediaChange)\n this.onMediaChangeHandler = onMediaChange;\n this.onSignalHandler = (message) => {\n this.runTask(this.handleSignal(message), `signal:${message.type}`);\n };\n // Signal inbound messages (offer/answer/ice)\n this.signaling.onSignal(this.onSignalHandler);\n // PC connection state -> state machine\n this.pc.addEventListener(\"connectionstatechange\", this.handleConnectionStateChange);\n this.pc.addEventListener(\"icecandidate\", this.handleIceCandidate);\n this.pc.ondatachannel = this.handleDataChannel;\n this.pc.addEventListener(\"track\", this.handleTrackEvent);\n this.pc.addEventListener(\"negotiationneeded\", this.handleNegotiationNeeded);\n }\n runTask(task, context) {\n void task.catch((error) => {\n console.error(`[rtc-peer] ${context} failed`, error);\n this.dispatchMedia(\"DISCONNECT\");\n this.dispatch(\"DISCONNECT\");\n });\n }\n}\n//# sourceMappingURL=rtcPeer.js.map","const STORAGE_KEY = \"p2p-lockstep-kit:signal-session\";\nconst RESUME_TTL_MS = 10 * 60 * 1000;\nconst getStorage = () => {\n if (typeof window === \"undefined\") {\n return null;\n }\n try {\n return window.localStorage;\n }\n catch {\n return null;\n }\n};\nexport const loadSession = () => {\n const storage = getStorage();\n if (!storage) {\n return null;\n }\n const raw = storage.getItem(STORAGE_KEY);\n if (!raw) {\n return null;\n }\n try {\n const data = JSON.parse(raw);\n if (!data?.peerId || !data?.resumeToken) {\n return null;\n }\n return data;\n }\n catch {\n return null;\n }\n};\nexport const saveSession = (session) => {\n const storage = getStorage();\n if (!storage) {\n return;\n }\n if (!session) {\n storage.removeItem(STORAGE_KEY);\n return;\n }\n storage.setItem(STORAGE_KEY, JSON.stringify(session));\n};\nexport const clearSession = () => {\n saveSession(null);\n};\nexport const isExpired = (session, ttlMs = RESUME_TTL_MS) => Date.now() - session.updatedAt > ttlMs;\n//# sourceMappingURL=session.js.map","import { SignalingClient } from \"./signaling/client\";\nimport { RtcPeer } from \"./transport/rtcPeer\";\nimport { clearSession, loadSession, saveSession } from \"./signaling/session\";\nimport { decode, encode } from \"../utils\";\nexport class NetworkClient {\n constructor(signaling = new SignalingClient()) {\n this.peer = null;\n this.onMessageHandler = null;\n this.onRemoteStreamHandler = null;\n this.pendingMediaStream = null;\n this.onStateChangeHandler = null;\n this.onMediaChangeHandler = null;\n this.getLocalPeerId = () => this.peer?.getPeerId() ?? null;\n this.getRemotePeerId = () => this.peer?.getRemoteId() ?? null;\n this.peerState = () => this.peer?.getPeerState() ?? \"passive\";\n this.mediaState = () => this.peer?.getMediaState() ?? \"idle\";\n this.signaling = signaling;\n }\n async register(url) {\n this.peer?.dispose();\n this.peer = null;\n await this.signaling.connect(url);\n const cached = loadSession();\n let result = null;\n if (cached) {\n try {\n result = await this.signaling.resume({\n peerId: cached.peerId,\n resumeToken: cached.resumeToken,\n });\n }\n catch {\n clearSession();\n }\n }\n if (!result) {\n result = await this.signaling.register();\n }\n if (result.resumeToken) {\n saveSession({\n peerId: result.peerId,\n resumeToken: result.resumeToken,\n updatedAt: Date.now(),\n });\n }\n const pc = new RTCPeerConnection({ iceServers: result.iceServers });\n this.peer = new RtcPeer(result.peerId, pc, this.signaling, (data) => {\n try {\n const parsed = decode(String(data));\n this.onMessageHandler?.(parsed);\n }\n catch {\n this.onMessageHandler?.(data);\n }\n }, (stream) => {\n this.onRemoteStreamHandler?.(stream);\n }, (state) => {\n this.onStateChangeHandler?.(state);\n }, (state) => {\n this.onMediaChangeHandler?.(state);\n });\n if (this.onRemoteStreamHandler) {\n this.peer.onRemoteStream(this.onRemoteStreamHandler);\n }\n if (this.onStateChangeHandler) {\n this.onStateChangeHandler(this.peer.getPeerState());\n }\n if (this.onMediaChangeHandler) {\n this.onMediaChangeHandler(this.peer.getMediaState());\n }\n if (this.pendingMediaStream) {\n this.peer.startMedia(this.pendingMediaStream);\n }\n return { peerId: result.peerId };\n }\n async connect(targetId) {\n if (!this.peer) {\n return;\n }\n await this.peer.connect(targetId);\n }\n send(data) {\n const payload = encode(data);\n this.peer?.send(payload);\n }\n disconnect() {\n this.peer?.disconnect();\n }\n /**\n * eg:\n * client.onMessage((payload) => {\n * const text = String(payload);\n * console.log(\"peer says\", text);\n * });\n */\n onMessage(handler) {\n this.onMessageHandler = handler;\n }\n startMedia(stream) {\n this.pendingMediaStream = stream;\n this.peer?.startMedia(stream);\n }\n stopMedia() {\n this.pendingMediaStream = null;\n this.peer?.stopMedia();\n }\n onRemoteStream(handler) {\n this.onRemoteStreamHandler = handler;\n this.peer?.onRemoteStream(handler);\n }\n onStateChange(handler) {\n this.onStateChangeHandler = handler;\n handler(this.peer?.getPeerState() ?? \"passive\");\n }\n onMediaChange(handler) {\n this.onMediaChangeHandler = handler;\n handler(this.peer?.getMediaState() ?? \"idle\");\n }\n}\nexport const createClient = () => new NetworkClient();\n//# sourceMappingURL=index.js.map","var __defProp = Object.defineProperty;\nvar __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;\nvar __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== \"symbol\" ? key + \"\" : key, value);\n\n// utils/logger.ts\nvar logWith = (level) => (message, meta) => {\n const write = level === \"debug\" ? console.info : console[level];\n if (meta !== void 0) {\n write(message, meta);\n return;\n }\n write(message);\n};\nvar consoleLogger = {\n debug: logWith(\"debug\"),\n info: logWith(\"info\"),\n warn: logWith(\"warn\"),\n error: logWith(\"error\")\n};\n\n// utils/serialization/json.ts\nvar decodeSafe = (raw) => {\n if (typeof raw !== \"string\") {\n return {\n ok: false,\n error: new TypeError(\"decodeSafe expects a serialized string\")\n };\n }\n try {\n return { ok: true, value: JSON.parse(raw) };\n } catch (error) {\n return { ok: false, error };\n }\n};\n\n// utils/protocol/session.ts\nvar parseSessionMessage = (data) => {\n if (typeof data !== \"string\") {\n if (!data || typeof data !== \"object\") {\n return null;\n }\n return data;\n }\n const decoded = decodeSafe(\n data\n );\n if (!decoded.ok || !decoded.value || typeof decoded.value !== \"object\") {\n return null;\n }\n return decoded.value;\n};\n\n// session/commandBus.ts\nvar CommandBus = class {\n constructor() {\n __publicField(this, \"handlers\", {});\n __publicField(this, \"processingQueue\", Promise.resolve());\n }\n emit(type, payload, from = \"local\") {\n this.dispatch({ type, payload, from });\n }\n register(type, handler) {\n this.handlers[type] = handler;\n consoleLogger.debug(`[session:bus] registered ${type}`);\n }\n dispatch(message) {\n this.processingQueue = this.processingQueue.then(async () => {\n consoleLogger.debug(`[session:bus] dispatch ${message.type}`, {\n from: message.from,\n payload: message.payload,\n turn: message.turn,\n sid: message.sid\n });\n const handler = this.handlers[message.type];\n if (handler) {\n try {\n await handler(message);\n consoleLogger.debug(`[session:bus] handled ${message.type}`, {\n from: message.from\n });\n } catch (err) {\n console.error(`[CommandBus] Error in ${message.type}:`, err);\n }\n return;\n }\n consoleLogger.debug(`[session:bus] no handler for ${message.type}`, {\n from: message.from\n });\n });\n }\n};\n\n// session/state/fsm.ts\nvar transitions = [\n // Pre-match readiness\n { from: \"idle\", event: \"READY\", to: \"ready\" },\n { from: \"ready\", event: \"READY\", to: \"idle\" },\n { from: \"idle\", event: \"REMOTE_READY\", to: \"could_start\" },\n { from: \"could_start\", event: \"REMOTE_READY\", to: \"idle\" },\n { from: \"ready\", event: \"REJECT\", to: \"idle\" },\n { from: \"could_start\", event: \"REJECT\", to: \"idle\" },\n // Match start / turn assignment\n { from: \"ready\", event: \"REMOTE_START\", to: \"turn\" },\n { from: \"ready\", event: \"REMOTE_START\", to: \"remote_turn\" },\n { from: \"could_start\", event: \"START\", to: \"turn\" },\n { from: \"could_start\", event: \"START\", to: \"remote_turn\" },\n // Turn swapping after moves\n { from: \"turn\", event: \"MOVE\", to: \"remote_turn\" },\n { from: \"remote_turn\", event: \"REMOTE_MOVE\", to: \"turn\" },\n { from: \"turn\", event: \"REJECT\", to: \"turn\" },\n { from: \"remote_turn\", event: \"REJECT\", to: \"remote_turn\" },\n // Requests initiated by local player (undo/restart)\n { from: \"turn\", event: \"UNDO\", to: \"waiting_approval\" },\n { from: \"remote_turn\", event: \"UNDO\", to: \"waiting_approval\" },\n { from: \"turn\", event: \"RESTART\", to: \"waiting_approval\" },\n { from: \"remote_turn\", event: \"RESTART\", to: \"waiting_approval\" },\n // Requests coming from remote (we need to approve)\n { from: \"turn\", event: \"REMOTE_UNDO\", to: \"approving\" },\n { from: \"remote_turn\", event: \"REMOTE_UNDO\", to: \"approving\" },\n { from: \"turn\", event: \"REMOTE_RESTART\", to: \"approving\" },\n { from: \"remote_turn\", event: \"REMOTE_RESTART\", to: \"approving\" },\n // Approval outcomes when we were waiting for the peer.\n { from: \"waiting_approval\", event: \"APPROVE\", to: \"turn\" },\n { from: \"waiting_approval\", event: \"REJECT\", to: \"turn\" },\n { from: \"waiting_approval\", event: \"REJECT\", to: \"remote_turn\" },\n // Approval outcomes when we were confirming the peer's request.\n // The target turn is explicit because resumeTurn decides who continues.\n { from: \"approving\", event: \"APPROVE\", to: \"remote_turn\" },\n { from: \"approving\", event: \"REJECT\", to: \"remote_turn\" },\n { from: \"approving\", event: \"REJECT\", to: \"turn\" },\n // Game end resets back to the pre-match idle state\n { from: \"turn\", event: \"GAME_OVER\", to: \"idle\" },\n { from: \"remote_turn\", event: \"GAME_OVER\", to: \"idle\" },\n // Rejoin/sync flows\n { from: \"turn\", event: \"SYNC\", to: \"syncing\" },\n { from: \"remote_turn\", event: \"SYNC\", to: \"syncing\" },\n { from: \"waiting_approval\", event: \"SYNC\", to: \"syncing\" },\n { from: \"approving\", event: \"SYNC\", to: \"syncing\" },\n { from: \"idle\", event: \"SYNC\", to: \"syncing\" },\n { from: \"ready\", event: \"SYNC\", to: \"syncing\" },\n { from: \"could_start\", event: \"SYNC\", to: \"syncing\" },\n { from: \"syncing\", event: \"SYNC_COMPLETE\", to: \"turn\" },\n { from: \"syncing\", event: \"SYNC_COMPLETE\", to: \"remote_turn\" },\n // Connection state\n { from: \"idle\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"ready\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"could_start\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"turn\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"remote_turn\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"waiting_approval\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"approving\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"syncing\", event: \"OFFLINE\", to: \"offline\" },\n { from: \"offline\", event: \"ONLINE\", to: \"syncing\" }\n];\nvar nextState = (state, event, to) => {\n if (to) {\n if (!!transitions.find(\n (t) => t.from === state && t.event === event && t.to === to\n )) {\n return to;\n } else {\n return state;\n }\n } else {\n const hit = transitions.find((t) => t.from === state && t.event === event);\n return hit ? hit.to : state;\n }\n};\nvar hasNextState = (state, action, to) => {\n if (to) {\n return !!transitions.find(\n (t) => t.from === state && t.event === action && t.to === to\n );\n }\n return !!transitions.find((t) => t.from === state && t.event === action);\n};\nvar SessionFsm = class {\n constructor(state = \"idle\") {\n __publicField(this, \"state\");\n this.state = state;\n }\n getState() {\n return this.state;\n }\n hasNextState(event, to) {\n return hasNextState(this.state, event, to);\n }\n dispatch(action, to) {\n this.state = nextState(this.state, action, to);\n }\n};\n\n// session/observer/index.ts\nvar DefaultGamePlugin = class {\n validateMove() {\n return { valid: true };\n }\n checkWin() {\n return null;\n }\n};\nvar StateObserverManager = class {\n constructor() {\n __publicField(this, \"observers\", /* @__PURE__ */ new Set());\n }\n subscribe(observer) {\n this.observers.add(observer);\n }\n unsubscribe(observer) {\n this.observers.delete(observer);\n }\n notifyStateChanged() {\n for (const observer of this.observers) {\n try {\n observer.onStateChanged?.();\n } catch (err) {\n console.error(\"[StateObserver]\", err);\n }\n }\n }\n notifyHistoryChanged() {\n for (const observer of this.observers) {\n try {\n observer.onHistoryChanged?.();\n } catch (err) {\n console.error(\"[StateObserver]\", err);\n }\n }\n }\n notifyGameReset() {\n for (const observer of this.observers) {\n try {\n observer.onGameReset?.();\n } catch (err) {\n console.error(\"[StateObserver]\", err);\n }\n }\n }\n};\nvar GameStateObserver = class {\n constructor() {\n __publicField(this, \"observers\", /* @__PURE__ */ new Set());\n __publicField(this, \"currentSnapshot\", null);\n }\n subscribe(observer) {\n this.observers.add(observer);\n return () => {\n this.observers.delete(observer);\n };\n }\n unsubscribe(observer) {\n this.observers.delete(observer);\n }\n notifyStateChange(snapshot) {\n this.currentSnapshot = snapshot;\n for (const observer of this.observers) {\n try {\n observer.onStateChange(snapshot);\n } catch (err) {\n console.error(\"[GameStateObserver]\", err);\n }\n }\n }\n notifyGameEvent(event) {\n event.timestamp = Date.now();\n for (const observer of this.observers) {\n try {\n observer.onGameEvent(event);\n } catch (err) {\n console.error(\"[GameStateObserver]\", err);\n }\n }\n }\n notifyConnectionChange(connected) {\n for (const observer of this.observers) {\n try {\n observer.onConnectionChange?.(connected);\n } catch (err) {\n console.error(\"[GameStateObserver]\", err);\n }\n }\n }\n notifyError(error) {\n for (const observer of this.observers) {\n try {\n observer.onError?.(error);\n } catch (err) {\n console.error(\"[GameStateObserver]\", err);\n }\n }\n }\n getSnapshot() {\n return this.currentSnapshot;\n }\n getObserverCount() {\n return this.observers.size;\n }\n};\nfunction buildGameStateSnapshot(state, connected = false) {\n return {\n localState: state.getState(\"local\"),\n remoteState: state.getState(\"remote\"),\n turn: state.getTurnCount(),\n history: state.getHistory(),\n lastStart: state.getLastStart(),\n pendingAction: state.getPendingAction(),\n connected\n };\n}\nvar UINotificationAdapter = class {\n constructor(stateRef, uiObserver, getConnected = () => false) {\n __publicField(this, \"stateRef\", stateRef);\n __publicField(this, \"uiObserver\", uiObserver);\n __publicField(this, \"getConnected\", getConnected);\n __publicField(this, \"lastNotificationTime\", 0);\n __publicField(this, \"notificationThrottleMs\", 0);\n }\n onStateChanged() {\n const now = Date.now();\n if (this.lastNotificationTime + this.notificationThrottleMs > now) return;\n this.lastNotificationTime = now;\n const snapshot = buildGameStateSnapshot(this.stateRef, this.getConnected());\n consoleLogger.debug(\"[session:observer] state snapshot\", {\n local: snapshot.localState,\n remote: snapshot.remoteState,\n turn: snapshot.turn,\n history: snapshot.history.length,\n pending: snapshot.pendingAction,\n connected: snapshot.connected\n });\n this.uiObserver.notifyStateChange(snapshot);\n }\n onHistoryChanged() {\n this.onStateChanged();\n }\n onGameReset() {\n this.onStateChanged();\n }\n emitEvent(event) {\n this.uiObserver.notifyGameEvent(event);\n }\n};\n\n// session/state/state.ts\nvar State = class {\n constructor(id, remoteId) {\n // will update map when multi-players (>=3)\n __publicField(this, \"local\", new SessionFsm(\"idle\"));\n __publicField(this, \"remote\", new SessionFsm(\"idle\"));\n // for compare remote is same people or not\n __publicField(this, \"localId\", null);\n __publicField(this, \"remoteId\", null);\n // store all actions\n __publicField(this, \"history\", []);\n // pending some state\n __publicField(this, \"pendingAction\", null);\n __publicField(this, \"pendingUndoCount\", null);\n __publicField(this, \"resumeTurn\", null);\n __publicField(this, \"lastStart\", null);\n // Game plugin for rule validation and win checking\n __publicField(this, \"gamePlugin\", new DefaultGamePlugin());\n // Internal state observer for UI notifications\n __publicField(this, \"stateObserverManager\", new StateObserverManager());\n // ===== Helper Methods for Undo/Restart Request Handling =====\n /**\n * Save game state snapshot for undo/restart operations\n */\n __publicField(this, \"gameSnapshot\", null);\n if (id) {\n this.localId = id;\n }\n if (remoteId) {\n this.remoteId = remoteId;\n }\n consoleLogger.debug(\"[session:state] created\", { localId: id, remoteId });\n }\n /**\n * Register an internal observer (like plugin pattern)\n * Use this to connect State mutations to UI updates\n */\n subscribeStateObserver(observer) {\n this.stateObserverManager.subscribe(observer);\n }\n // ...existing code...\n getId() {\n return this.localId;\n }\n getremoteId() {\n return this.remoteId;\n }\n setremoteId(id) {\n this.remoteId = id;\n consoleLogger.debug(\"[session:state] remote id set\", { remoteId: id });\n }\n getState(player) {\n return this.getPlayerFsm(player).getState();\n }\n getTurnCount() {\n return this.history.length + 1;\n }\n getHistory() {\n return this.history.slice();\n }\n replaceHistory(entries) {\n consoleLogger.debug(\"[session:history] replace\", { count: entries.length });\n this.clearHistory();\n entries.forEach((entry) => {\n this.pushHistory({\n turn: entry.turn,\n player: entry.player,\n move: entry.move\n });\n });\n }\n clearHistory() {\n const count = this.history.length;\n this.history.splice(0, this.history.length);\n consoleLogger.debug(\"[session:history] clear\", { count });\n this.notifyHistoryChanged();\n }\n pushHistory(entry) {\n this.history.push(entry);\n consoleLogger.debug(\"[session:history] push\", {\n turn: entry.turn,\n player: entry.player,\n move: entry.move,\n count: this.history.length\n });\n this.notifyHistoryChanged();\n }\n popHistory() {\n const entry = this.history.pop() ?? null;\n if (entry) {\n consoleLogger.debug(\"[session:history] pop\", {\n turn: entry.turn,\n player: entry.player,\n move: entry.move,\n count: this.history.length\n });\n this.notifyHistoryChanged();\n }\n return entry;\n }\n canAction(player, action) {\n return this.getPlayerFsm(player).hasNextState(action);\n }\n /**\n * Dispatch an action and automatically determine target state if unique\n * Only use explicit 'to' parameter for ambiguous transitions (APPROVE, REJECT, etc.)\n *\n * For most actions (READY, MOVE, START, etc.), there's only one valid transition,\n * so we automatically find and apply it.\n */\n dispatch(player, action, to) {\n const before = this.getState(player);\n this.getPlayerFsm(player).dispatch(action, to);\n const after = this.getState(player);\n consoleLogger.debug(`[session:fsm] ${player} ${action}`, {\n from: before,\n to: after,\n requested: to,\n local: this.getState(\"local\"),\n remote: this.getState(\"remote\"),\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction\n });\n this.notifyStateChanged();\n }\n setPendingAction(action) {\n consoleLogger.debug(\"[session:state] pending action set\", {\n from: this.pendingAction,\n to: action\n });\n this.pendingAction = action;\n }\n getPendingAction() {\n return this.pendingAction;\n }\n setPendingUndoCount(count) {\n consoleLogger.debug(\"[session:state] pending undo count set\", {\n from: this.pendingUndoCount,\n to: count\n });\n this.pendingUndoCount = count;\n }\n getPendingUndoCount() {\n return this.pendingUndoCount;\n }\n setLastStart(player) {\n consoleLogger.debug(\"[session:state] last start set\", {\n from: this.lastStart,\n to: player\n });\n this.lastStart = player;\n }\n getLastStart() {\n return this.lastStart;\n }\n setResumeTurn(player) {\n consoleLogger.debug(\"[session:state] resume turn set\", {\n from: this.resumeTurn,\n to: player\n });\n this.resumeTurn = player;\n }\n getResumeTurn() {\n return this.resumeTurn;\n }\n getPlayerFsm(player) {\n return player === \"local\" ? this.local : this.remote;\n }\n notifyStateChanged() {\n consoleLogger.debug(\"[session:state] notify state changed\", {\n local: this.getState(\"local\"),\n remote: this.getState(\"remote\"),\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction\n });\n this.stateObserverManager.notifyStateChanged();\n }\n notifyHistoryChanged() {\n consoleLogger.debug(\"[session:state] notify history changed\", {\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction\n });\n this.stateObserverManager.notifyHistoryChanged();\n }\n notifyGameReset() {\n consoleLogger.debug(\"[session:state] notify game reset\");\n this.stateObserverManager.notifyGameReset();\n }\n dispatchPair(localAction, localTo, remoteAction, remoteTo) {\n const before = {\n local: this.local.getState(),\n remote: this.remote.getState()\n };\n this.local.dispatch(localAction, localTo);\n this.remote.dispatch(remoteAction, remoteTo);\n consoleLogger.debug(\"[session:fsm] pair dispatch\", {\n before,\n after: {\n local: this.local.getState(),\n remote: this.remote.getState()\n },\n localAction,\n localTo,\n remoteAction,\n remoteTo,\n turn: this.getTurnCount(),\n history: this.history.length,\n pending: this.pendingAction\n });\n this.notifyStateChanged();\n }\n saveGameSnapshot(snapshot) {\n this.gameSnapshot = snapshot;\n consoleLogger.debug(\"[session:state] game snapshot saved\", { snapshot });\n }\n getGameSnapshot() {\n return this.gameSnapshot;\n }\n clearGameSnapshot() {\n this.gameSnapshot = null;\n consoleLogger.debug(\"[session:state] game snapshot cleared\");\n }\n /**\n * Check if there's a pending action (undo/restart)\n */\n hasPendingAction() {\n return this.pendingAction !== null;\n }\n /**\n * Clear all pending states (called after approval/rejection)\n */\n clearPendingStates() {\n consoleLogger.debug(\"[session:state] pending states cleared\", {\n pending: this.pendingAction,\n pendingUndoCount: this.pendingUndoCount,\n resumeTurn: this.resumeTurn\n });\n this.pendingAction = null;\n this.pendingUndoCount = null;\n this.resumeTurn = null;\n this.notifyStateChanged();\n }\n /**\n * Initialize undo request with undo count and current turn holder\n */\n initializeUndoRequest(undoCount, resumeTurn) {\n this.pendingAction = \"undo\";\n this.pendingUndoCount = undoCount;\n this.resumeTurn = resumeTurn;\n consoleLogger.debug(\"[session:state] undo request initialized\", {\n undoCount,\n resumeTurn\n });\n }\n /**\n * Initialize restart request with resume turn\n */\n initializeRestartRequest(resumeTurn) {\n this.pendingAction = \"restart\";\n this.resumeTurn = resumeTurn;\n consoleLogger.debug(\"[session:state] restart request initialized\", {\n resumeTurn\n });\n }\n /**\n * Check if pending action is undo\n */\n isPendingUndo() {\n return this.pendingAction === \"undo\";\n }\n /**\n * Check if pending action is restart\n */\n isPendingRestart() {\n return this.pendingAction === \"restart\";\n }\n /**\n * Apply undo by popping history N times\n */\n applyUndo(count = 1) {\n consoleLogger.debug(\"[session:history] apply undo\", { count });\n for (let i = 0; i < count; i++) {\n this.popHistory();\n }\n }\n /**\n * Reset game state to initial (for restart)\n */\n resetGame() {\n consoleLogger.debug(\"[session:state] reset game\", {\n local: this.getState(\"local\"),\n remote: this.getState(\"remote\"),\n history: this.history.length,\n lastStart: this.lastStart,\n pending: this.pendingAction\n });\n this.clearHistory();\n this.local = new SessionFsm(\"idle\");\n this.remote = new SessionFsm(\"idle\");\n this.lastStart = null;\n this.pendingAction = null;\n this.pendingUndoCount = null;\n this.resumeTurn = null;\n this.notifyGameReset();\n this.notifyStateChanged();\n }\n /**\n * Save start player for reconnect synchronization\n */\n recordStartPlayer(player) {\n this.lastStart = player;\n consoleLogger.debug(\"[session:state] start player recorded\", { player });\n }\n /**\n * Get move to undo from history\n */\n getLastMove() {\n return this.history.length > 0 ? this.history[this.history.length - 1] : null;\n }\n // ===== Specialized FSM Dispatch Methods =====\n /**\n * Dispatch APPROVE action with automatic target state resolution\n * Multiple valid transitions exist - use state context to determine target\n */\n dispatchApprove() {\n const localState = this.local.getState();\n if (localState === \"waiting_approval\") {\n this.dispatchPair(\"APPROVE\", \"turn\", \"APPROVE\", \"remote_turn\");\n } else if (localState === \"approving\") {\n this.dispatchPair(\"APPROVE\", \"remote_turn\", \"APPROVE\", \"turn\");\n }\n }\n /**\n * Dispatch REJECT action with automatic target state resolution\n * Multiple valid transitions exist - use resumeTurn to determine who continues\n */\n dispatchReject() {\n const localState = this.local.getState();\n if (localState === \"waiting_approval\" || localState === \"approving\") {\n const localTarget = this.resumeTurn === \"local\" ? \"turn\" : \"remote_turn\";\n const remoteTarget = this.resumeTurn === \"local\" ? \"remote_turn\" : \"turn\";\n this.dispatchPair(\"REJECT\", localTarget, \"REJECT\", remoteTarget);\n }\n }\n /**\n * Dispatch START action with automatic target state resolution\n * Determines who plays first based on starter parameter\n */\n dispatchStart(firstPlayer) {\n const before = {\n local: this.local.getState(),\n remote: this.remote.getState(),\n lastStart: this.lastStart\n };\n if (firstPlayer === \"local\") {\n this.local.dispatch(\"START\", \"turn\");\n this.remote.dispatch(\"START\", \"remote_turn\");\n this.lastStart = \"local\";\n } else {\n this.local.dispatch(\"START\", \"remote_turn\");\n this.remote.dispatch(\"START\", \"turn\");\n this.lastStart = \"remote\";\n }\n consoleLogger.debug(\"[session:fsm] start dispatch\", {\n before,\n firstPlayer,\n after: {\n local: this.local.getState(),\n remote: this.remote.getState(),\n lastStart: this.lastStart\n }\n });\n this.notifyStateChanged();\n }\n /**\n * Dispatch SYNC_COMPLETE with automatic target state resolution\n * Based on who should have the turn after sync\n */\n dispatchSyncComplete(nextPlayer) {\n if (nextPlayer === \"local\") {\n this.dispatchPair(\n \"SYNC_COMPLETE\",\n \"turn\",\n \"SYNC_COMPLETE\",\n \"remote_turn\"\n );\n } else {\n this.dispatchPair(\n \"SYNC_COMPLETE\",\n \"remote_turn\",\n \"SYNC_COMPLETE\",\n \"turn\"\n );\n }\n this.resumeTurn = null;\n }\n // ===== Game Plugin Integration (Proxy Pattern) =====\n /**\n * Set the game plugin for rule validation and win checking\n * @param plugin Implementation of IGamePlugin\n */\n setGamePlugin(plugin) {\n this.gamePlugin = plugin;\n consoleLogger.debug(\"[session:plugin] game plugin set\", {\n hasInitialize: Boolean(plugin.initialize),\n hasCleanup: Boolean(plugin.cleanup)\n });\n if (plugin.initialize) {\n plugin.initialize();\n }\n }\n /**\n * Get current game plugin\n */\n getGamePlugin() {\n return this.gamePlugin;\n }\n /**\n * Validate a move using the game plugin\n * Called by move handler to check if move is legal\n * @param move The move data to validate\n * @returns Validation result with reason if invalid\n */\n validateMove(move2) {\n const gameState = this.buildGameState();\n const result = this.gamePlugin.validateMove(move2, gameState);\n consoleLogger.debug(\"[session:plugin] validate move\", {\n move: move2,\n result,\n local: gameState.localState,\n remote: gameState.remoteState,\n turn: gameState.turn,\n history: gameState.history.length\n });\n return result;\n }\n /**\n * Check if game has ended (someone won)\n * Called by move handler after move is applied\n * @returns Winner (local/remote) or null if game continues\n */\n checkWin() {\n const gameState = this.buildGameState();\n const winner = this.gamePlugin.checkWin(gameState, this.getHistory());\n consoleLogger.debug(\"[session:plugin] check win\", {\n winner,\n turn: gameState.turn,\n history: gameState.history.length\n });\n return winner;\n }\n /**\n * Cleanup when game ends (for plugin to reset internal state)\n */\n cleanupGame() {\n if (this.gamePlugin.cleanup) {\n this.gamePlugin.cleanup();\n }\n consoleLogger.debug(\"[session:plugin] cleanup game\");\n }\n /**\n * Build game state for plugin\n * @private\n */\n buildGameState() {\n return {\n history: this.getHistory(),\n localState: this.getState(\"local\"),\n remoteState: this.getState(\"remote\"),\n turn: this.getTurnCount(),\n lastStart: this.getLastStart()\n };\n }\n};\n\n// session/net.ts\nvar NetClient = class {\n constructor(client, bus, peerId) {\n __publicField(this, \"client\", client);\n __publicField(this, \"bus\", bus);\n __publicField(this, \"localPeerId\");\n __publicField(this, \"remotePeerId\");\n __publicField(this, \"isConnected\", false);\n __publicField(this, \"connectionChangeListener\", () => {\n });\n __publicField(this, \"mediaStateListener\", () => {\n });\n this.localPeerId = peerId ?? null;\n this.remotePeerId = null;\n this.client.onMessage((data) => {\n const message = parseSessionMessage(data);\n if (!message || typeof message !== \"object\" || !message.type) {\n return;\n }\n this.bus.dispatch({\n ...message,\n type: message.type,\n from: \"remote\"\n });\n });\n this.client.onStateChange((state) => {\n const wasConnected = this.isConnected;\n this.isConnected = state === \"connected\";\n this.connectionChangeListener(this.isConnected);\n if (this.isConnected && !wasConnected) {\n this.bus.emit(\"ONLINE\", void 0, \"local\");\n } else if (!this.isConnected && wasConnected) {\n this.bus.emit(\"OFFLINE\", void 0, \"local\");\n }\n });\n this.client.onRemoteStream((stream) => {\n const active = !!stream && stream.getTracks().some((track) => track.readyState === \"live\");\n this.mediaStateListener(active);\n });\n }\n /**\n * Send a message to the remote peer\n * Drops message if not connected and logs warning\n */\n send(message) {\n if (!this.isConnected) {\n console.warn(\n \"[NetClient] Cannot send message: not connected\",\n message.type\n );\n return;\n }\n const enriched = {\n ...message,\n from: message.from ?? this.localPeerId ?? \"\"\n };\n this.client.send(enriched);\n }\n /**\n * Update local and remote peer IDs\n */\n setPeerIds(ids) {\n if (ids.local !== void 0) {\n this.localPeerId = ids.local;\n }\n if (ids.remote !== void 0) {\n this.remotePeerId = ids.remote;\n }\n }\n /**\n * Get current peer IDs\n */\n getPeerIds() {\n return { local: this.localPeerId, remote: this.remotePeerId };\n }\n /**\n * Check if currently connected to peer\n */\n getIsConnected() {\n return this.isConnected;\n }\n /**\n * Monitor connection state changes\n * @param handler Called when connection state changes (true=connected, false=disconnected)\n */\n onConnectionChange(handler) {\n this.connectionChangeListener = handler;\n handler(this.isConnected);\n }\n /**\n * Monitor remote media stream state changes\n * @param handler Called when remote media becomes available or unavailable\n */\n onMediaStateChange(handler) {\n this.mediaStateListener = handler;\n }\n};\nvar createNetClient = (client, bus, peerId) => new NetClient(client, bus, peerId);\n\n// session/context.ts\nvar SessionContext = class {\n constructor(state, bus, net, sid) {\n __publicField(this, \"state\");\n __publicField(this, \"bus\");\n __publicField(this, \"net\");\n __publicField(this, \"sid\");\n this.state = state;\n this.bus = bus;\n this.net = net;\n this.sid = sid;\n }\n getState() {\n return this.state;\n }\n getBus() {\n return this.bus;\n }\n getNet() {\n return this.net;\n }\n getSid() {\n return this.sid;\n }\n};\nvar instance = null;\nvar initializeContext = (state, bus, net, sid) => {\n instance = new SessionContext(state, bus, net, sid);\n};\nvar requireContext = () => {\n if (!instance) {\n throw new Error(\n \"[SessionContext] Not initialized. Call initializeContext() first.\"\n );\n }\n return instance;\n};\nvar getState = () => requireContext().getState();\nvar getBus = () => requireContext().getBus();\nvar getSid = () => requireContext().getSid();\nvar send = (message) => requireContext().getNet().send(message);\n\n// session/handlers/ready.ts\nvar ready = (command) => {\n const state = getState();\n const bus = getBus();\n const localSid = getSid();\n consoleLogger.debug(\"[session:ready] received\", {\n from: command.from,\n sid: command.sid,\n localSid,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\")\n });\n if (command.from === \"local\") {\n if (!state.canAction(\"local\", \"READY\")) {\n console.warn(\"[Ready] Cannot dispatch READY from current state\", {\n state: state.getState(\"local\")\n });\n return;\n }\n state.dispatch(\"local\", \"READY\");\n state.dispatch(\"remote\", \"REMOTE_READY\");\n const message = {\n type: \"READY\",\n sid: localSid\n };\n send(message);\n consoleLogger.debug(\"[session:ready] local toggled\", {\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\")\n });\n return;\n }\n const remoteSid = command.sid;\n if (!remoteSid || localSid !== remoteSid) {\n console.warn(\"[Ready] Session ID mismatch\", {\n local: localSid,\n remote: remoteSid\n });\n bus.emit(\"REJECT\", { reason: \"sid-mismatch\" }, \"local\");\n return;\n }\n if (!state.canAction(\"remote\", \"READY\")) {\n console.warn(\"[Ready] Cannot dispatch READY for remote peer\", {\n state: state.getState(\"remote\")\n });\n return;\n }\n state.dispatch(\"remote\", \"READY\");\n state.dispatch(\"local\", \"REMOTE_READY\");\n consoleLogger.debug(\"[session:ready] remote toggled\", {\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\")\n });\n};\n\n// session/handlers/start.ts\nvar getNextStarter = (lastStarter) => {\n if (!lastStarter) {\n return Math.random() < 0.5 ? \"local\" : \"remote\";\n }\n return lastStarter === \"local\" ? \"remote\" : \"local\";\n};\nvar start = (command) => {\n const state = getState();\n consoleLogger.debug(\"[session:start] received\", {\n from: command.from,\n payload: command.payload,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n lastStart: state.getLastStart()\n });\n if (command.from === \"local\") {\n if (!state.canAction(\"local\", \"START\") || !state.canAction(\"remote\", \"REMOTE_START\")) {\n console.warn(\"[Start] Cannot START from current state\", {\n localState: state.getState(\"local\"),\n remoteState: state.getState(\"remote\")\n });\n return;\n }\n const nextStarter = getNextStarter(state.getLastStart());\n const localTarget2 = nextStarter === \"local\" ? \"turn\" : \"remote_turn\";\n const remoteTarget2 = nextStarter === \"local\" ? \"remote_turn\" : \"turn\";\n if (state.getHistory().length > 0) {\n state.clearHistory();\n consoleLogger.debug(\"[session:start] cleared previous match history\");\n }\n state.setLastStart(nextStarter);\n state.dispatch(\"local\", \"START\", localTarget2);\n state.dispatch(\"remote\", \"REMOTE_START\", remoteTarget2);\n send({\n type: \"START\",\n payload: { starter: nextStarter === \"local\" ? \"sender\" : \"receiver\" }\n });\n consoleLogger.debug(\"[session:start] local started\", { nextStarter });\n return;\n }\n const starterInfo = command.payload?.starter;\n if (!starterInfo) {\n console.warn(\"[Start] Invalid START message format\", { payload: command });\n return;\n }\n if (!state.canAction(\"local\", \"REMOTE_START\") || !state.canAction(\"remote\", \"START\")) {\n console.warn(\"[Start] Cannot START from current state\", {\n localState: state.getState(\"local\"),\n remoteState: state.getState(\"remote\")\n });\n return;\n }\n const starter = starterInfo === \"sender\" ? \"remote\" : \"local\";\n const localTarget = starter === \"local\" ? \"turn\" : \"remote_turn\";\n const remoteTarget = starter === \"local\" ? \"remote_turn\" : \"turn\";\n if (state.getHistory().length > 0) {\n state.clearHistory();\n consoleLogger.debug(\"[session:start] cleared previous match history\");\n }\n state.setLastStart(starter);\n state.dispatch(\"local\", \"REMOTE_START\", localTarget);\n state.dispatch(\"remote\", \"START\", remoteTarget);\n consoleLogger.debug(\"[session:start] remote started\", { starter });\n};\n\n// session/handlers/move.ts\nvar move = (command) => {\n const state = getState();\n const movePayload = command.payload;\n consoleLogger.debug(\"[session:move] received\", {\n from: command.from,\n payload: movePayload,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n turn: state.getTurnCount(),\n history: state.getHistory().length\n });\n if (command.from === \"local\") {\n if (!state.canAction(\"local\", \"MOVE\")) {\n console.warn(\"[Move] Cannot MOVE from current state\", {\n state: state.getState(\"local\")\n });\n return;\n }\n const validation2 = state.validateMove(movePayload);\n if (!validation2.valid) {\n console.warn(\"[Move] Move validation failed\", {\n reason: validation2.reason,\n move: movePayload\n });\n return;\n }\n state.dispatch(\"local\", \"MOVE\");\n state.dispatch(\"remote\", \"REMOTE_MOVE\");\n const turn2 = state.getTurnCount();\n state.pushHistory({\n turn: turn2,\n player: \"local\",\n move: movePayload\n });\n const message = {\n type: \"MOVE\",\n turn: turn2,\n payload: movePayload\n };\n send(message);\n consoleLogger.debug(\"[session:move] local move sent\", {\n turn: turn2,\n payload: movePayload\n });\n const winner2 = state.checkWin();\n if (winner2) {\n consoleLogger.debug(\"[session:move] game over detected\", {\n winner: winner2,\n turn: turn2\n });\n state.dispatch(\"local\", \"GAME_OVER\");\n state.dispatch(\"remote\", \"GAME_OVER\");\n state.cleanupGame();\n consoleLogger.debug(\"[session:move] local game over applied\", {\n winner: winner2,\n turn: turn2\n });\n return;\n }\n return;\n }\n if (!state.canAction(\"remote\", \"MOVE\")) {\n console.warn(\"[Move] Cannot MOVE for remote player\", {\n state: state.getState(\"remote\")\n });\n return;\n }\n const validation = state.validateMove(movePayload);\n if (!validation.valid) {\n console.warn(\"[Move] Remote move validation failed\", {\n reason: validation.reason,\n move: movePayload\n });\n return;\n }\n state.dispatch(\"remote\", \"MOVE\");\n state.dispatch(\"local\", \"REMOTE_MOVE\");\n const turn = state.getTurnCount();\n state.pushHistory({\n turn,\n player: \"remote\",\n move: movePayload\n });\n const winner = state.checkWin();\n if (winner) {\n consoleLogger.debug(\"[session:move] game over detected\", { winner, turn });\n state.dispatch(\"local\", \"GAME_OVER\");\n state.dispatch(\"remote\", \"GAME_OVER\");\n state.cleanupGame();\n consoleLogger.debug(\"[session:move] remote game over applied\", {\n winner,\n turn\n });\n return;\n }\n consoleLogger.debug(\"[session:move] remote move applied\", {\n turn,\n payload: movePayload\n });\n};\n\n// session/handlers/request.ts\nvar isRequestAction = (value) => value === \"undo\" || value === \"restart\";\nvar request = (command) => {\n if (command.type !== \"APPROVE\" && command.type !== \"REJECT\") {\n return;\n }\n const state = getState();\n const payload = command.payload;\n const pendingAction = state.getPendingAction();\n const action = pendingAction ?? (command.from === \"local\" && command.type === \"REJECT\" && isRequestAction(payload?.action) ? payload.action : null);\n consoleLogger.debug(\"[session:request] received\", {\n type: command.type,\n from: command.from,\n action,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n history: state.getHistory().length\n });\n if (!action) {\n console.warn(\"[Request] No pending action\", { commandType: command.type });\n return;\n }\n if (payload?.action && payload.action !== action) {\n console.warn(\"[Request] Action mismatch\", {\n pending: action,\n payload: payload.action\n });\n return;\n }\n if (command.from === \"local\") {\n if (!pendingAction && command.type === \"REJECT\") {\n send({\n type: \"REJECT\",\n payload: { action, reason: payload?.reason ?? \"rejected\" }\n });\n consoleLogger.debug(\"[session:request] local auto rejected\", {\n action,\n reason: payload?.reason\n });\n return;\n }\n if (command.type === \"APPROVE\") {\n if (!state.canAction(\"local\", \"APPROVE\")) {\n console.warn(\"[Request] Cannot APPROVE from current state\");\n return;\n }\n state.dispatchApprove();\n if (action === \"undo\") {\n state.applyUndo(state.getPendingUndoCount() ?? 1);\n } else if (action === \"restart\") {\n state.resetGame();\n }\n send({ type: \"APPROVE\", payload: { action } });\n state.clearPendingStates();\n consoleLogger.debug(\"[session:request] local approved\", { action });\n return;\n }\n if (!state.canAction(\"local\", \"REJECT\")) {\n console.warn(\"[Request] Cannot REJECT from current state\");\n return;\n }\n state.dispatchReject();\n send({\n type: \"REJECT\",\n payload: { action, reason: payload?.reason ?? \"rejected\" }\n });\n state.clearPendingStates();\n consoleLogger.debug(\"[session:request] local rejected\", { action });\n return;\n }\n if (command.type === \"APPROVE\") {\n if (!state.canAction(\"local\", \"APPROVE\")) {\n console.warn(\n \"[Request] Cannot APPROVE from current state (remote approved)\"\n );\n return;\n }\n state.dispatchApprove();\n if (action === \"undo\") {\n state.applyUndo(state.getPendingUndoCount() ?? 1);\n } else if (action === \"restart\") {\n state.resetGame();\n }\n state.clearPendingStates();\n consoleLogger.debug(\"[session:request] remote approved\", { action });\n return;\n }\n if (!state.canAction(\"local\", \"REJECT\")) {\n console.warn(\n \"[Request] Cannot REJECT from current state (remote rejected)\"\n );\n state.clearPendingStates();\n return;\n }\n state.dispatchReject();\n state.clearPendingStates();\n consoleLogger.debug(\"[session:request] remote rejected\", { action });\n};\n\n// session/handlers/sync.ts\nvar fromPeerPerspective = (player) => player === \"local\" ? \"remote\" : \"local\";\nvar getCurrentTurn = () => {\n const state = getState();\n return state.getResumeTurn() ?? (state.getState(\"local\") === \"turn\" ? \"local\" : \"remote\");\n};\nvar buildSyncPayload = () => {\n const state = getState();\n const turn = getCurrentTurn();\n return {\n history: state.getHistory(),\n lastStart: state.getLastStart(),\n turn,\n resumeTurn: state.getResumeTurn()\n };\n};\nvar isInSyncRecovery = () => {\n const state = getState();\n return state.getState(\"local\") === \"syncing\" || state.getState(\"remote\") === \"syncing\" || state.getState(\"remote\") === \"offline\" || state.getResumeTurn() !== null;\n};\nvar enterSyncState = () => {\n const state = getState();\n if (state.getState(\"local\") !== \"syncing\") {\n if (!state.canAction(\"local\", \"SYNC\")) {\n consoleLogger.debug(\"[session:sync] local cannot enter sync\", {\n local: state.getState(\"local\")\n });\n return false;\n }\n state.dispatch(\"local\", \"SYNC\", \"syncing\");\n }\n if (state.getState(\"remote\") === \"offline\") {\n if (!state.canAction(\"remote\", \"ONLINE\")) {\n consoleLogger.debug(\"[session:sync] offline remote cannot enter sync\", {\n remote: state.getState(\"remote\")\n });\n return false;\n }\n state.dispatch(\"remote\", \"ONLINE\", \"syncing\");\n } else if (state.getState(\"remote\") !== \"syncing\") {\n if (!state.canAction(\"remote\", \"SYNC\")) {\n consoleLogger.debug(\"[session:sync] remote cannot enter sync\", {\n remote: state.getState(\"remote\")\n });\n return false;\n }\n state.dispatch(\"remote\", \"SYNC\", \"syncing\");\n }\n return state.getState(\"local\") === \"syncing\" && state.getState(\"remote\") === \"syncing\";\n};\nvar restoreFromPayload = (payload, mapPeerLabels) => {\n const state = getState();\n const mapPlayer = mapPeerLabels ? fromPeerPerspective : (player) => player;\n if (payload.history && payload.history.length > 0) {\n state.replaceHistory(\n payload.history.map((entry) => ({\n ...entry,\n player: mapPlayer(entry.player)\n }))\n );\n } else {\n state.clearHistory();\n }\n if (payload.lastStart) {\n state.setLastStart(mapPlayer(payload.lastStart));\n } else {\n state.setLastStart(null);\n }\n const nextPlayer = payload.resumeTurn ? mapPlayer(payload.resumeTurn) : payload.turn ? mapPlayer(payload.turn) : getCurrentTurn();\n consoleLogger.debug(\"[session:sync] state restored\", {\n historyLength: state.getHistory().length,\n lastStart: state.getLastStart(),\n nextTurnPlayer: nextPlayer,\n mapped: mapPeerLabels\n });\n if (!enterSyncState()) {\n return;\n }\n state.dispatchSyncComplete(nextPlayer);\n};\nvar sync = (command) => {\n const state = getState();\n consoleLogger.debug(\"[session:sync] received\", {\n type: command.type,\n from: command.from,\n payload: command.payload,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n history: state.getHistory().length,\n resumeTurn: state.getResumeTurn()\n });\n if (command.type === \"SYNC_REQUEST\") {\n if (command.from === \"local\") {\n if (state.getState(\"local\") !== \"syncing\" && !state.canAction(\"local\", \"SYNC\")) {\n console.warn(\"[Sync] Cannot SYNC from current state\");\n return;\n }\n if (state.getState(\"local\") !== \"syncing\") {\n state.dispatch(\"local\", \"SYNC\", \"syncing\");\n }\n if (state.getState(\"remote\") !== \"syncing\") {\n state.dispatch(\"remote\", \"SYNC\", \"syncing\");\n }\n send({ type: \"SYNC_REQUEST\", from: \"\", payload: command.payload });\n consoleLogger.debug(\"[session:sync] request sent\");\n return;\n }\n const payload = buildSyncPayload();\n send({ type: \"SYNC_STATE\", from: \"\", payload });\n consoleLogger.debug(\"[session:sync] state sent\", payload);\n if (isInSyncRecovery()) {\n restoreFromPayload(payload, false);\n }\n return;\n }\n if (command.type !== \"SYNC_STATE\") {\n return;\n }\n if (command.from === \"local\") {\n const payload = buildSyncPayload();\n send({ type: \"SYNC_STATE\", from: \"\", payload });\n consoleLogger.debug(\"[session:sync] state pushed\", payload);\n if (isInSyncRecovery()) {\n restoreFromPayload(payload, false);\n }\n return;\n }\n restoreFromPayload(command.payload || {}, true);\n};\n\n// session/handlers/undo.ts\nvar undo = (command) => {\n if (command.type !== \"UNDO\") {\n return;\n }\n const state = getState();\n const bus = getBus();\n consoleLogger.debug(\"[session:undo] received\", {\n from: command.from,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n pending: state.getPendingAction(),\n history: state.getHistory().length\n });\n if (command.from === \"local\") {\n if (state.hasPendingAction()) {\n return;\n }\n if (!state.canAction(\"local\", \"UNDO\")) {\n console.warn(\"[Undo] Cannot UNDO from current state\");\n return;\n }\n const localState = state.getState(\"local\");\n const undoCount = localState === \"turn\" ? 2 : 1;\n const rejectResumePlayer = localState === \"turn\" ? \"local\" : \"remote\";\n if (state.getHistory().length < undoCount) {\n console.warn(\"[Undo] Not enough history to undo\", { count: undoCount });\n return;\n }\n state.initializeUndoRequest(undoCount, rejectResumePlayer);\n state.dispatch(\"local\", \"UNDO\");\n state.dispatch(\"remote\", \"REMOTE_UNDO\");\n send({ type: \"UNDO\", payload: { count: undoCount } });\n consoleLogger.debug(\"[session:undo] local requested\", { undoCount });\n return;\n }\n if (state.hasPendingAction()) {\n bus.emit(\"REJECT\", { action: \"undo\", reason: \"busy\" }, \"local\");\n return;\n }\n if (!state.canAction(\"local\", \"REMOTE_UNDO\")) {\n console.warn(\"[Undo] Cannot accept remote UNDO request\");\n bus.emit(\"REJECT\", { action: \"undo\", reason: \"invalid_state\" }, \"local\");\n return;\n }\n const payload = command.payload;\n const count = payload?.count === 2 ? 2 : 1;\n if (payload?.count && payload.count !== 1 && payload.count !== 2) {\n bus.emit(\"REJECT\", { action: \"undo\", reason: \"invalid\" }, \"local\");\n return;\n }\n if (state.getHistory().length < count) {\n bus.emit(\"REJECT\", { action: \"undo\", reason: \"no_history\" }, \"local\");\n return;\n }\n const resumePlayer = state.getState(\"local\") === \"turn\" ? \"local\" : \"remote\";\n state.initializeUndoRequest(count, resumePlayer);\n state.dispatch(\"local\", \"REMOTE_UNDO\");\n state.dispatch(\"remote\", \"UNDO\");\n consoleLogger.debug(\"[session:undo] remote requested\", {\n count,\n resumePlayer\n });\n};\n\n// session/handlers/restart.ts\nvar restart = (command) => {\n if (command.type !== \"RESTART\") {\n return;\n }\n const state = getState();\n const bus = getBus();\n consoleLogger.debug(\"[session:restart] received\", {\n from: command.from,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n pending: state.getPendingAction(),\n history: state.getHistory().length\n });\n if (command.from === \"local\") {\n if (state.hasPendingAction()) {\n return;\n }\n if (!state.canAction(\"local\", \"RESTART\")) {\n console.warn(\"[Restart] Cannot RESTART from current state\");\n return;\n }\n const resumePlayer2 = state.getState(\"local\") === \"turn\" ? \"local\" : \"remote\";\n state.initializeRestartRequest(resumePlayer2);\n state.dispatch(\"local\", \"RESTART\");\n state.dispatch(\"remote\", \"REMOTE_RESTART\");\n send({ type: \"RESTART\" });\n consoleLogger.debug(\"[session:restart] local requested\", { resumePlayer: resumePlayer2 });\n return;\n }\n if (state.hasPendingAction()) {\n bus.emit(\"REJECT\", { action: \"restart\", reason: \"busy\" }, \"local\");\n return;\n }\n if (!state.canAction(\"local\", \"REMOTE_RESTART\")) {\n console.warn(\"[Restart] Cannot accept remote RESTART request\");\n bus.emit(\"REJECT\", { action: \"restart\", reason: \"invalid_state\" }, \"local\");\n return;\n }\n const resumePlayer = state.getState(\"local\") === \"turn\" ? \"local\" : \"remote\";\n state.initializeRestartRequest(resumePlayer);\n state.dispatch(\"local\", \"REMOTE_RESTART\");\n state.dispatch(\"remote\", \"RESTART\");\n consoleLogger.debug(\"[session:restart] remote requested\", { resumePlayer });\n};\n\n// session/handlers/offLine.ts\nvar offline = (command) => {\n if (command.type !== \"OFFLINE\" && command.type !== \"ONLINE\") {\n return;\n }\n const state = getState();\n const bus = getBus();\n consoleLogger.debug(\"[session:connection] received\", {\n type: command.type,\n from: command.from,\n local: state.getState(\"local\"),\n remote: state.getState(\"remote\"),\n pending: state.getPendingAction(),\n resumeTurn: state.getResumeTurn()\n });\n if (command.type === \"OFFLINE\") {\n if (state.hasPendingAction()) {\n const resumeTurn = state.getResumeTurn();\n if (state.canAction(\"local\", \"SYNC\")) {\n state.dispatch(\"local\", \"SYNC\", \"syncing\");\n }\n state.clearPendingStates();\n state.setResumeTurn(resumeTurn);\n }\n if (!state.canAction(\"remote\", \"OFFLINE\")) {\n console.warn(\"[Offline] Cannot transition to OFFLINE from current state\");\n return;\n }\n const currentTurn = state.getResumeTurn() ?? (state.getState(\"local\") === \"turn\" ? \"local\" : \"remote\");\n state.setResumeTurn(currentTurn);\n state.dispatch(\"remote\", \"OFFLINE\", \"offline\");\n consoleLogger.debug(\"[session:connection] remote offline\", { currentTurn });\n return;\n }\n if (state.getState(\"remote\") !== \"offline\") {\n consoleLogger.debug(\n \"[session:connection] ignored online while remote is not offline\",\n {\n remote: state.getState(\"remote\")\n }\n );\n return;\n }\n if (!state.canAction(\"remote\", \"ONLINE\")) {\n console.warn(\"[Offline] Cannot transition to ONLINE from current state\");\n return;\n }\n state.dispatch(\"remote\", \"ONLINE\", \"syncing\");\n bus.emit(\"SYNC_STATE\", void 0, \"local\");\n consoleLogger.debug(\"[session:connection] remote online, sync state pushed\");\n};\n\n// session/handlers/busRegister.ts\nvar registerHandlers = (bus) => {\n bus.register(\"READY\", ready);\n bus.register(\"START\", start);\n bus.register(\"MOVE\", move);\n bus.register(\"UNDO\", undo);\n bus.register(\"RESTART\", restart);\n bus.register(\"SYNC_REQUEST\", sync);\n bus.register(\"SYNC_STATE\", sync);\n bus.register(\"OFFLINE\", offline);\n bus.register(\"ONLINE\", offline);\n bus.register(\"APPROVE\", request);\n bus.register(\"REJECT\", request);\n};\n\n// session/actions.ts\nvar LocalActionsAPI = class {\n constructor(bus) {\n __publicField(this, \"bus\", bus);\n }\n ready() {\n this.bus.emit(\"READY\");\n }\n start() {\n this.bus.emit(\"START\");\n }\n move(data) {\n this.bus.emit(\"MOVE\", data);\n }\n undo() {\n this.bus.emit(\"UNDO\");\n }\n restart() {\n this.bus.emit(\"RESTART\");\n }\n approve() {\n this.bus.emit(\"APPROVE\");\n }\n reject() {\n this.bus.emit(\"REJECT\");\n }\n};\n\n// session/index.ts\nvar createSession = (networkClient, sid) => {\n const bus = new CommandBus();\n const state = new State(null, null);\n const observer = new GameStateObserver();\n const net = createNetClient(networkClient, bus, null);\n const uiAdapter = new UINotificationAdapter(\n state,\n observer,\n () => net.getIsConnected()\n );\n state.subscribeStateObserver(uiAdapter);\n initializeContext(state, bus, net, sid);\n registerHandlers(bus);\n const actions = new LocalActionsAPI(bus);\n net.onConnectionChange((isConnected) => {\n observer.notifyConnectionChange(isConnected);\n observer.notifyStateChange(buildGameStateSnapshot(state, isConnected));\n });\n return {\n bus,\n state,\n observer,\n net,\n actions,\n send: net.send.bind(net)\n };\n};\nexport {\n DefaultGamePlugin,\n GameStateObserver,\n StateObserverManager,\n UINotificationAdapter,\n buildGameStateSnapshot,\n createSession\n};\n//# sourceMappingURL=index.js.map","export const DEFAULT_SIGNAL_URL = \"wss://signal.jiahengli.xyz\";\n","import { NetworkClient } from \"p2p-lockstep-kit-network\";\nimport { createSession } from \"p2p-lockstep-kit-session\";\nimport type { IGamePlugin } from \"p2p-lockstep-kit-session\";\nimport type {\n AppState,\n DialogState,\n GameRuntime,\n RuntimeObserver,\n SessionSnapshot,\n SessionStateView,\n ThemeMode,\n ToastState,\n} from \"./types\";\nimport { DEFAULT_SIGNAL_URL } from \"./config\";\nimport { readShareLocation } from \"./utils/share\";\nimport type { P2PLockstepPairingPageElement } from \"./pages/pairing-page\";\nimport type { P2PLockstepGamePageElement } from \"./pages/game-page\";\n\nconst defaultState = (attrs?: {\n gameTitle?: string;\n sessionId?: string;\n signalUrl?: string;\n theme?: ThemeMode;\n}): AppState => ({\n screen: \"pairing\",\n theme: attrs?.theme || \"light\",\n gameTitle: attrs?.gameTitle || \"P2P Lockstep\",\n sessionId: attrs?.sessionId || \"default-session\",\n signalUrl: attrs?.signalUrl || DEFAULT_SIGNAL_URL,\n targetId: \"\",\n peerId: \"\",\n remotePeerId: \"\",\n connectionState: \"idle\",\n connected: false,\n registering: false,\n connecting: false,\n readySelf: false,\n readyPeer: false,\n canReady: false,\n canStart: false,\n canUndo: false,\n canRestart: false,\n started: false,\n currentTurn: 1,\n turnOwner: null,\n localState: \"idle\",\n remoteState: \"idle\",\n pendingAction: null,\n historyLength: 0,\n lastStart: null,\n lastError: \"\",\n});\n\nconst THEME_STORAGE_KEY = \"p2p-lockstep-theme\";\n\nconst isThemeMode = (value: string | null): value is ThemeMode =>\n value === \"light\" || value === \"dark\";\n\nconst readStoredTheme = (): ThemeMode | null => {\n try {\n const value = window.localStorage.getItem(THEME_STORAGE_KEY);\n return isThemeMode(value) ? value : null;\n } catch {\n return null;\n }\n};\n\nconst storeTheme = (theme: ThemeMode) => {\n try {\n window.localStorage.setItem(THEME_STORAGE_KEY, theme);\n } catch {\n // Theme persistence is optional when storage is unavailable.\n }\n};\n\nconst defaultDialog: DialogState = {\n open: false,\n title: \"\",\n description: \"\",\n confirmLabel: \"Approve\",\n cancelLabel: \"Reject\",\n};\n\nconst defaultToast: ToastState = {\n open: false,\n message: \"\",\n};\n\nconst activeStates: SessionStateView[] = [\n \"turn\",\n \"remote_turn\",\n \"approving\",\n \"waiting_approval\",\n \"syncing\",\n];\n\ntype SessionInstance = ReturnType<typeof createSession>;\ntype InternalObserver = RuntimeObserver & {\n onGameEvent: NonNullable<RuntimeObserver[\"onGameEvent\"]>;\n};\n\nexport class P2PLockstepAppElement extends HTMLElement {\n static get observedAttributes() {\n return [\"game-title\", \"session-id\", \"signal-url\", \"theme\"];\n }\n\n #ready = false;\n #state: AppState = defaultState();\n #dialogState: DialogState = defaultDialog;\n #toastState: ToastState = defaultToast;\n #pairingPage: P2PLockstepPairingPageElement | null = null;\n #gamePage: P2PLockstepGamePageElement | null = null;\n #dialog: (HTMLElement & { state: DialogState }) | null = null;\n #toast: (HTMLElement & { state: ToastState }) | null = null;\n #network = new NetworkClient();\n #session: SessionInstance | null = null;\n #runtime: GameRuntime | null = null;\n #toastTimer: number | null = null;\n #observer: InternalObserver | null = null;\n #pageWasHidden = false;\n #resumeRecovery: Promise<void> | null = null;\n\n connectedCallback() {\n if (this.#ready) {\n return;\n }\n this.#ready = true;\n const declaredTheme = isThemeMode(this.getAttribute(\"theme\"))\n ? (this.getAttribute(\"theme\") as ThemeMode)\n : \"light\";\n const theme = readStoredTheme() ?? declaredTheme;\n this.#state = defaultState({\n gameTitle: this.getAttribute(\"game-title\") ?? undefined,\n sessionId: this.getAttribute(\"session-id\") ?? undefined,\n signalUrl: this.getAttribute(\"signal-url\") ?? undefined,\n theme,\n });\n if (this.getAttribute(\"theme\") !== theme) {\n this.setAttribute(\"theme\", theme);\n }\n this.render();\n this.addEventListener(\n \"lockstep-register\",\n this.#handleRegisterEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-connect\",\n this.#handleConnectEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-signal-change\",\n this.#handleSignalChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-target-change\",\n this.#handleTargetChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-share-detected\",\n this.#handleShareDetectedEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-copy-share\",\n this.#handleCopyShareEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-theme-change\",\n this.#handleThemeChangeEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-ready\",\n this.#handleReadyEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-start\",\n this.#handleStartEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-undo\",\n this.#handleUndoEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-restart\",\n this.#handleRestartEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-dialog-confirm\",\n this.#handleDialogConfirmEvent as EventListener,\n );\n this.addEventListener(\n \"lockstep-dialog-cancel\",\n this.#handleDialogCancelEvent as EventListener,\n );\n document.addEventListener(\"visibilitychange\", this.#handleVisibilityChange);\n window.addEventListener(\"pageshow\", this.#handlePageShow);\n this.#initializeSession();\n void this.#bootstrapFromLocation();\n }\n\n disconnectedCallback() {\n this.removeEventListener(\n \"lockstep-register\",\n this.#handleRegisterEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-connect\",\n this.#handleConnectEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-signal-change\",\n this.#handleSignalChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-target-change\",\n this.#handleTargetChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-share-detected\",\n this.#handleShareDetectedEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-copy-share\",\n this.#handleCopyShareEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-theme-change\",\n this.#handleThemeChangeEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-ready\",\n this.#handleReadyEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-start\",\n this.#handleStartEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-undo\",\n this.#handleUndoEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-restart\",\n this.#handleRestartEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-dialog-confirm\",\n this.#handleDialogConfirmEvent as EventListener,\n );\n this.removeEventListener(\n \"lockstep-dialog-cancel\",\n this.#handleDialogCancelEvent as EventListener,\n );\n document.removeEventListener(\n \"visibilitychange\",\n this.#handleVisibilityChange,\n );\n window.removeEventListener(\"pageshow\", this.#handlePageShow);\n if (this.#toastTimer) {\n window.clearTimeout(this.#toastTimer);\n this.#toastTimer = null;\n }\n this.#network.disconnect();\n }\n\n attributeChangedCallback(\n name: string,\n _oldValue: string | null,\n newValue: string | null,\n ) {\n if (!this.#ready) {\n return;\n }\n if (name === \"game-title\" && newValue) {\n this.#patchState({ gameTitle: newValue });\n }\n if (name === \"session-id\" && newValue) {\n this.#patchState({ sessionId: newValue });\n }\n if (name === \"signal-url\" && newValue) {\n this.#patchState({ signalUrl: newValue });\n }\n if (name === \"theme\" && isThemeMode(newValue)) {\n this.#patchState({ theme: newValue });\n }\n }\n\n getRuntime(): GameRuntime | null {\n return this.#runtime;\n }\n\n resumeConnection() {\n this.#recoverAfterPageResume();\n }\n\n getBoardHost() {\n return this.#gamePage?.getBoardHost() ?? null;\n }\n\n render() {\n this.className =\n \"block min-h-svh bg-[var(--lock-bg-deep)] text-[var(--lock-paper)]\";\n this.innerHTML = `\n <div class=\"lock-app-bg relative min-h-svh overflow-hidden\">\n <div class=\"lock-grid-bg pointer-events-none absolute inset-0 hidden opacity-[0.45] sm:block\"></div>\n\n <main class=\"relative mx-auto flex min-h-svh max-w-7xl flex-col px-3 py-3 sm:px-6 sm:py-6 lg:px-8 lg:py-8\">\n <header class=\"lock-panel lock-enter mb-5 hidden flex-wrap items-center justify-between gap-4 rounded-[1.25rem] px-4 py-3 sm:flex\">\n <div class=\"flex items-center gap-3\">\n <div>\n <p class=\"text-sm font-semibold text-[var(--lock-paper)]\">${this.#state.gameTitle}</p>\n <p class=\"text-xs text-[var(--lock-muted)]\">direct peer match</p>\n </div>\n </div>\n <div data-shell-connection-state class=\"lock-control rounded-full border px-3 py-1 text-xs uppercase tracking-[0.16em] text-[var(--lock-muted)]\">\n ${this.#state.connectionState}\n </div>\n </header>\n\n <div class=\"flex-1 lock-enter\">\n <p2p-lockstep-pairing-page ${this.#state.screen === \"pairing\" ? \"\" : \"hidden\"}></p2p-lockstep-pairing-page>\n <p2p-lockstep-game-page ${this.#state.screen === \"game\" ? \"\" : \"hidden\"}></p2p-lockstep-game-page>\n </div>\n </main>\n\n <p2p-lockstep-confirm-dialog></p2p-lockstep-confirm-dialog>\n <p2p-lockstep-toast-message></p2p-lockstep-toast-message>\n </div>\n `;\n\n this.#pairingPage = this.querySelector(\"p2p-lockstep-pairing-page\");\n this.#gamePage = this.querySelector(\"p2p-lockstep-game-page\");\n this.#dialog = this.querySelector(\"p2p-lockstep-confirm-dialog\");\n this.#toast = this.querySelector(\"p2p-lockstep-toast-message\");\n\n this.#syncUi();\n }\n\n #initializeSession() {\n this.#session = createSession(this.#network, this.#state.sessionId);\n\n this.#runtime = {\n setGamePlugin: (plugin: IGamePlugin) =>\n this.#session?.state.setGamePlugin(plugin),\n actions: {\n move: (data: unknown) => this.#session?.actions.move(data),\n },\n observer: {\n subscribe: (observer: RuntimeObserver) =>\n this.#session?.observer.subscribe({\n onStateChange: observer.onStateChange,\n onConnectionChange: observer.onConnectionChange,\n onError: observer.onError,\n onGameEvent: observer.onGameEvent ?? (() => {}),\n }) ?? (() => {}),\n getSnapshot: () =>\n (this.#session?.observer.getSnapshot() as SessionSnapshot | null) ??\n null,\n },\n };\n\n this.#observer = {\n onStateChange: (snapshot) => this.#applySnapshot(snapshot),\n onConnectionChange: (connected) => this.#applyConnectionState(connected),\n onGameEvent: () => {},\n onError: (error) => {\n this.#patchState({\n lastError: error.message,\n connectionState: \"error\",\n });\n this.#showToast(error.message);\n },\n };\n\n this.#session.observer.subscribe(this.#observer);\n this.#patchState({\n localState: \"idle\",\n remoteState: \"idle\",\n currentTurn: 1,\n });\n }\n\n async #bootstrapFromLocation() {\n const shared = readShareLocation();\n if (shared.signalUrl) {\n this.#patchState({ signalUrl: shared.signalUrl });\n }\n if (shared.peerId) {\n this.#patchState({ targetId: shared.peerId });\n }\n\n if (!this.#state.signalUrl) {\n return;\n }\n\n await this.#register(this.#state.signalUrl, true);\n if (shared.peerId) {\n await this.#connect(shared.peerId, true);\n }\n }\n\n #recoverAfterPageResume() {\n if (this.#resumeRecovery || !this.isConnected) {\n return;\n }\n\n const shared = readShareLocation();\n const remotePeerId =\n this.#network.getRemotePeerId() ||\n this.#state.remotePeerId ||\n shared.peerId;\n\n if (\n this.#state.screen !== \"game\" ||\n !this.#state.signalUrl ||\n !remotePeerId\n ) {\n return;\n }\n\n this.#resumeRecovery = this.#reconnectAfterPageResume(remotePeerId).finally(\n () => {\n this.#resumeRecovery = null;\n },\n );\n }\n\n async #reconnectAfterPageResume(remotePeerId: string) {\n this.#patchState({\n targetId: remotePeerId,\n remotePeerId,\n connected: false,\n connecting: true,\n connectionState: \"connecting\",\n lastError: \"\",\n });\n this.#showToast(\"Restoring peer connection.\");\n\n await this.#register(this.#state.signalUrl, true);\n if (!this.#network.getLocalPeerId()) {\n return;\n }\n await this.#connect(remotePeerId, true);\n }\n\n async #register(signalUrl: string, quiet = false) {\n const trimmed = signalUrl.trim();\n if (!trimmed) {\n return;\n }\n\n this.#patchState({\n signalUrl: trimmed,\n registering: true,\n connectionState: \"registering\",\n lastError: \"\",\n });\n\n try {\n const { peerId } = await this.#network.register(trimmed);\n this.#session?.net.setPeerIds({\n local: peerId,\n remote: this.#state.remotePeerId || null,\n });\n this.#patchState({\n peerId,\n registering: false,\n connectionState: \"registered\",\n });\n if (!quiet) {\n this.#showToast(\"Peer registered. You can share the link now.\");\n }\n } catch (error) {\n this.#patchState({\n registering: false,\n connectionState: \"error\",\n lastError:\n error instanceof Error\n ? error.message\n : \"Failed to register signaling session.\",\n });\n this.#showToast(\n this.#state.lastError || \"Failed to register signaling session.\",\n );\n }\n }\n\n async #connect(targetId: string, quiet = false) {\n const trimmed = targetId.trim();\n if (!trimmed) {\n return;\n }\n\n if (!this.#state.peerId && this.#state.signalUrl) {\n await this.#register(this.#state.signalUrl, true);\n }\n\n this.#patchState({\n targetId: trimmed,\n remotePeerId: trimmed,\n connecting: true,\n connectionState: \"connecting\",\n lastError: \"\",\n });\n this.#session?.net.setPeerIds({\n local: this.#state.peerId || null,\n remote: trimmed,\n });\n\n try {\n await this.#network.connect(trimmed);\n this.#patchState({ connecting: false });\n if (!quiet) {\n this.#showToast(\"Connection request sent.\");\n }\n } catch (error) {\n this.#patchState({\n connecting: false,\n connectionState: \"error\",\n lastError:\n error instanceof Error\n ? error.message\n : \"Failed to start peer connection.\",\n });\n this.#showToast(\n this.#state.lastError || \"Failed to start peer connection.\",\n );\n }\n }\n\n #applySnapshot(snapshot: SessionSnapshot) {\n const snapshotConnected = snapshot.connected;\n const readySelf = snapshot.localState === \"ready\";\n const readyPeer = snapshot.remoteState === \"ready\";\n const canReady = snapshotConnected && snapshot.localState === \"idle\";\n const canStart = snapshotConnected && snapshot.localState === \"could_start\";\n const canUndo =\n snapshotConnected &&\n (snapshot.localState === \"turn\" ||\n snapshot.localState === \"remote_turn\") &&\n !snapshot.pendingAction &&\n snapshot.history.length > 0;\n const canRestart =\n snapshotConnected &&\n (snapshot.localState === \"turn\" ||\n snapshot.localState === \"remote_turn\") &&\n !snapshot.pendingAction;\n const started =\n activeStates.includes(snapshot.localState) ||\n (snapshot.localState === \"offline\" && snapshot.lastStart !== null);\n const turnOwner =\n snapshot.localState === \"turn\"\n ? \"me\"\n : snapshot.localState === \"remote_turn\"\n ? \"peer\"\n : null;\n\n this.#patchState({\n readySelf,\n readyPeer,\n connected: snapshotConnected,\n connectionState: snapshotConnected\n ? \"connected\"\n : this.#state.connectionState,\n canReady,\n canStart,\n canUndo,\n canRestart,\n screen: snapshotConnected ? \"game\" : this.#state.screen,\n started,\n currentTurn: snapshot.turn,\n turnOwner,\n localState: snapshot.localState,\n remoteState: snapshot.remoteState,\n pendingAction: snapshot.pendingAction,\n historyLength: snapshot.history.length,\n lastStart: snapshot.lastStart,\n });\n\n if (snapshot.localState === \"approving\" && snapshot.pendingAction) {\n this.#dialogState = {\n open: true,\n title:\n snapshot.pendingAction === \"undo\"\n ? \"Undo request pending\"\n : \"Restart request pending\",\n description:\n snapshot.pendingAction === \"undo\"\n ? \"Your peer wants to roll the match back. Approve the undo or reject it and keep the current board.\"\n : \"Your peer wants to restart the match. Approve to reset the board shell or reject to continue.\",\n confirmLabel: \"Approve\",\n cancelLabel: \"Reject\",\n };\n } else if (this.#dialogState.open) {\n this.#dialogState = defaultDialog;\n }\n\n this.#syncUi();\n }\n\n #applyConnectionState(connected: boolean) {\n const wasOnGameScreen = this.#state.screen === \"game\";\n const peerState = this.#network.peerState();\n const remotePeerId =\n this.#network.getRemotePeerId() ?? this.#state.remotePeerId;\n const peerId = this.#network.getLocalPeerId() ?? this.#state.peerId;\n const shouldShowGame = connected || wasOnGameScreen;\n\n const connectionState =\n peerState === \"connected\"\n ? \"connected\"\n : peerState === \"requesting\"\n ? \"connecting\"\n : wasOnGameScreen\n ? \"offline\"\n : peerId\n ? \"registered\"\n : \"idle\";\n\n this.#patchState({\n peerId,\n remotePeerId,\n connected,\n connecting: peerState === \"requesting\",\n connectionState,\n screen: shouldShowGame ? \"game\" : \"pairing\",\n });\n\n if (connected) {\n this.#showToast(\"Peer connected. Game page is live.\");\n } else if (peerState === \"requesting\" && !wasOnGameScreen) {\n this.#showToast(\"Connecting to peer.\");\n } else if (wasOnGameScreen && peerId) {\n this.#showToast(\"Peer disconnected. Waiting for reconnect.\");\n }\n }\n\n #patchState(next: Partial<AppState>) {\n this.#state = {\n ...this.#state,\n ...next,\n };\n if (this.#ready) {\n this.#syncUi();\n }\n }\n\n #syncUi() {\n const pairing = this.#pairingPage;\n const game = this.#gamePage;\n const dialog = this.#dialog;\n const toast = this.#toast;\n if (!pairing || !game || !dialog || !toast) {\n return;\n }\n\n pairing.toggleAttribute(\"hidden\", this.#state.screen !== \"pairing\");\n game.toggleAttribute(\"hidden\", this.#state.screen !== \"game\");\n const shellConnectionState = this.querySelector<HTMLElement>(\n \"[data-shell-connection-state]\",\n );\n if (shellConnectionState) {\n shellConnectionState.textContent = this.#state.connectionState;\n }\n\n pairing.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n signalUrl: this.#state.signalUrl,\n targetId: this.#state.targetId,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connectionState: this.#state.connectionState,\n registering: this.#state.registering,\n connecting: this.#state.connecting,\n };\n\n game.state = {\n theme: this.#state.theme,\n gameTitle: this.#state.gameTitle,\n peerId: this.#state.peerId,\n remotePeerId: this.#state.remotePeerId,\n connected: this.#state.connected,\n connectionState: this.#state.connectionState,\n readySelf: this.#state.readySelf,\n readyPeer: this.#state.readyPeer,\n canReady: this.#state.canReady,\n canStart: this.#state.canStart,\n canUndo: this.#state.canUndo,\n canRestart: this.#state.canRestart,\n started: this.#state.started,\n currentTurn: this.#state.currentTurn,\n turnOwner: this.#state.turnOwner,\n localState: this.#state.localState,\n remoteState: this.#state.remoteState,\n pendingAction: this.#state.pendingAction,\n sessionId: this.#state.sessionId,\n historyLength: this.#state.historyLength,\n lastStart: this.#state.lastStart,\n lastError: this.#state.lastError,\n };\n\n dialog.state = this.#dialogState;\n toast.state = this.#toastState;\n }\n\n #showToast(message: string) {\n if (!message) {\n return;\n }\n if (this.#toastTimer) {\n window.clearTimeout(this.#toastTimer);\n }\n this.#toastState = {\n open: true,\n message,\n };\n this.#syncUi();\n this.#toastTimer = window.setTimeout(() => {\n this.#toastState = defaultToast;\n this.#syncUi();\n this.#toastTimer = null;\n }, 2200);\n }\n\n async #copyText(value: string) {\n if (!value) {\n return;\n }\n try {\n if (navigator.clipboard?.writeText) {\n await navigator.clipboard.writeText(value);\n this.#showToast(\"Copied to clipboard.\");\n return;\n }\n } catch {\n // fall through to prompt\n }\n window.prompt(\"Copy value\", value);\n }\n\n #handleRegisterEvent = (event: CustomEvent<{ signalUrl: string }>) => {\n void this.#register(event.detail.signalUrl);\n };\n\n #handleConnectEvent = (event: CustomEvent<{ targetId: string }>) => {\n void this.#connect(event.detail.targetId);\n };\n\n #handleSignalChangeEvent = (event: CustomEvent<{ signalUrl: string }>) => {\n this.#patchState({ signalUrl: event.detail.signalUrl });\n };\n\n #handleTargetChangeEvent = (event: CustomEvent<{ targetId: string }>) => {\n this.#patchState({ targetId: event.detail.targetId });\n };\n\n #handleShareDetectedEvent = (\n event: CustomEvent<{ peerId: string; signalUrl: string }>,\n ) => {\n this.#patchState({\n targetId: event.detail.peerId,\n signalUrl: event.detail.signalUrl || this.#state.signalUrl,\n });\n };\n\n #handleCopyShareEvent = (event: CustomEvent<{ value: string }>) => {\n void this.#copyText(event.detail.value);\n };\n\n #handleThemeChangeEvent = (event: CustomEvent<{ theme: ThemeMode }>) => {\n if (\n !isThemeMode(event.detail.theme) ||\n event.detail.theme === this.#state.theme\n ) {\n return;\n }\n const theme = event.detail.theme;\n storeTheme(theme);\n this.setAttribute(\"theme\", theme);\n this.#showToast(`${theme === \"dark\" ? \"Night\" : \"Day\"} mode enabled.`);\n };\n\n #handleReadyEvent = () => {\n this.#session?.actions.ready();\n this.#showToast(\n this.#state.readySelf ? \"Ready state cleared.\" : \"Ready state sent.\",\n );\n };\n\n #handleStartEvent = () => {\n this.#session?.actions.start();\n this.#showToast(\"Start request sent.\");\n };\n\n #handleUndoEvent = () => {\n this.#session?.actions.undo();\n this.#showToast(\"Undo request sent.\");\n };\n\n #handleRestartEvent = () => {\n this.#session?.actions.restart();\n this.#showToast(\"Restart request sent.\");\n };\n\n #handleDialogConfirmEvent = () => {\n this.#session?.actions.approve();\n this.#dialogState = defaultDialog;\n this.#syncUi();\n this.#showToast(\"Request approved.\");\n };\n\n #handleDialogCancelEvent = () => {\n this.#session?.actions.reject();\n this.#dialogState = defaultDialog;\n this.#syncUi();\n this.#showToast(\"Request rejected.\");\n };\n\n #handleVisibilityChange = () => {\n if (document.visibilityState === \"hidden\") {\n this.#pageWasHidden = true;\n return;\n }\n if (!this.#pageWasHidden) {\n return;\n }\n this.#pageWasHidden = false;\n this.#recoverAfterPageResume();\n };\n\n #handlePageShow = (event: PageTransitionEvent) => {\n if (event.persisted) {\n this.#recoverAfterPageResume();\n }\n };\n}\n","import \"./tailwind.css\";\nimport { P2PLockstepActionBarElement } from \"./components/action-bar\";\nimport { P2PLockstepConfirmDialogElement } from \"./components/confirm-dialog\";\nimport { P2PLockstepSharePanelElement } from \"./components/share-panel\";\nimport { P2PLockstepStatusPanelElement } from \"./components/status-panel\";\nimport { P2PLockstepToastMessageElement } from \"./components/toast-message\";\nimport { P2PLockstepBoardHostElement } from \"./game/board-host\";\nimport { P2PLockstepPairingPageElement } from \"./pages/pairing-page\";\nimport { P2PLockstepGamePageElement } from \"./pages/game-page\";\nimport { P2PLockstepAppElement } from \"./app-shell\";\nexport { DEFAULT_SIGNAL_URL } from \"./config\";\n\nconst define = (tag: string, ctor: CustomElementConstructor) => {\n if (!customElements.get(tag)) {\n customElements.define(tag, ctor);\n }\n};\n\nexport const defineP2PLockstepUi = () => {\n define(\"p2p-lockstep-share-panel\", P2PLockstepSharePanelElement);\n define(\"p2p-lockstep-status-panel\", P2PLockstepStatusPanelElement);\n define(\"p2p-lockstep-action-bar\", P2PLockstepActionBarElement);\n define(\"p2p-lockstep-confirm-dialog\", P2PLockstepConfirmDialogElement);\n define(\"p2p-lockstep-toast-message\", P2PLockstepToastMessageElement);\n define(\"p2p-lockstep-board-host\", P2PLockstepBoardHostElement);\n define(\"p2p-lockstep-pairing-page\", P2PLockstepPairingPageElement);\n define(\"p2p-lockstep-game-page\", P2PLockstepGamePageElement);\n define(\"p2p-lockstep-app\", P2PLockstepAppElement);\n};\n\ndefineP2PLockstepUi();\n\nexport * from \"./types\";\nexport { P2PLockstepActionBarElement } from \"./components/action-bar\";\nexport { P2PLockstepConfirmDialogElement } from \"./components/confirm-dialog\";\nexport 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