pw-js-api 0.2.1 → 0.2.2-dev.8bac497

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Files changed (49) hide show
  1. package/browser/pw.dev.js +162 -472
  2. package/browser/pw.prod.js +1 -1
  3. package/esm/api/PWApiClient.d.ts +182 -0
  4. package/esm/api/PWApiClient.js +247 -0
  5. package/esm/game/PWGameClient.d.ts +115 -0
  6. package/esm/game/PWGameClient.js +345 -0
  7. package/esm/gen/world_pb.d.ts +1301 -0
  8. package/esm/gen/world_pb.js +286 -0
  9. package/esm/index.d.ts +7 -0
  10. package/esm/index.js +10 -0
  11. package/esm/util/Bucket.d.ts +32 -0
  12. package/esm/util/Bucket.js +68 -0
  13. package/esm/util/Constants.d.ts +5 -0
  14. package/esm/util/Constants.js +6 -0
  15. package/esm/util/Errors.d.ts +4 -0
  16. package/esm/util/Errors.js +7 -0
  17. package/esm/util/Misc.d.ts +2 -0
  18. package/esm/util/Misc.js +51 -0
  19. package/esm/util/block.d.ts +1333 -0
  20. package/esm/util/block.js +1335 -0
  21. package/package.json +5 -6
  22. package/tsconfig-cm.json +8 -0
  23. package/tsconfig-esm.json +8 -0
  24. package/.npm-deprecaterc.json +0 -10
  25. package/buf.gen.yaml +0 -12
  26. package/esm.mjs +0 -18
  27. /package/{dist → cm}/api/PWApiClient.d.ts +0 -0
  28. /package/{dist → cm}/api/PWApiClient.js +0 -0
  29. /package/{dist → cm}/game/PWGameClient.d.ts +0 -0
  30. /package/{dist → cm}/game/PWGameClient.js +0 -0
  31. /package/{dist → cm}/gen/world_pb.d.ts +0 -0
  32. /package/{dist → cm}/gen/world_pb.js +0 -0
  33. /package/{dist → cm}/index.d.ts +0 -0
  34. /package/{dist → cm}/index.js +0 -0
  35. /package/{dist → cm}/util/Bucket.d.ts +0 -0
  36. /package/{dist → cm}/util/Bucket.js +0 -0
  37. /package/{dist → cm}/util/Constants.d.ts +0 -0
  38. /package/{dist → cm}/util/Constants.js +0 -0
  39. /package/{dist → cm}/util/Errors.d.ts +0 -0
  40. /package/{dist → cm}/util/Errors.js +0 -0
  41. /package/{dist → cm}/util/Misc.d.ts +0 -0
  42. /package/{dist → cm}/util/Misc.js +0 -0
  43. /package/{dist → cm}/util/block.d.ts +0 -0
  44. /package/{dist → cm}/util/block.js +0 -0
  45. /package/{dist → esm}/types/api.d.ts +0 -0
  46. /package/{dist → esm}/types/events.d.ts +0 -0
  47. /package/{dist → esm}/types/game.d.ts +0 -0
  48. /package/{dist → esm}/types/index.d.ts +0 -0
  49. /package/{dist → esm}/types/misc.d.ts +0 -0
@@ -0,0 +1,182 @@
1
+ import PWGameClient from "../game/PWGameClient.js";
2
+ import type { APIFailure, AuthResultSuccess, CollectionResult, ColPlayer, ColQuery, ColWorld, JoinKeyResult, LobbyResult } from "../types/api.js";
3
+ import type { GameClientSettings, WorldJoinData } from "../types/game.js";
4
+ /**
5
+ * Note if you want to join a world, use new PWGameClient() then run .init()
6
+ */
7
+ export default class PWApiClient {
8
+ /**
9
+ * The account token, this is private to prevent tampering.
10
+ */
11
+ private token?;
12
+ /**
13
+ * Account details with email and password, if applicable.
14
+ */
15
+ private account;
16
+ loggedIn: boolean;
17
+ /**
18
+ * This will create an instance of the class, as you're using the token, it will automatically be marked as loggedIn.
19
+ * @param token Must be a valid account token.
20
+ */
21
+ constructor(token: string);
22
+ /**
23
+ * This will create an instance of the class, as you're putting the account details, you must manually authenticate before invoking restricted calls including joinRoom.
24
+ * If populating email and password, you must manually authenticate yourself.
25
+ */
26
+ constructor(email: string, password: string);
27
+ /**
28
+ * Connects the API instance to the server.
29
+ * This will enable the client to join the room, or access to restricted collections.
30
+ */
31
+ authenticate(): Promise<AuthResultSuccess | APIFailure>;
32
+ /**
33
+ * Overrides local account details, the parameters are not needed if PW Api was already created with email/password in the first place.
34
+ * This is for those that used a token in the first place, the accounts won't be saved in the instance.
35
+ */
36
+ authenticate(email: string, password: string): Promise<AuthResultSuccess | APIFailure>;
37
+ /**
38
+ * Internal.
39
+ */
40
+ getJoinKey(roomType: string, roomId: string): Promise<JoinKeyResult>;
41
+ /**
42
+ * This route is available to take if you chose to create an API client to then join a world, in which case this returns the Game Client instance.
43
+ *
44
+ * Make sure the API client is already authenticated before calling this.
45
+ *
46
+ * The 3rd parameter is for if you wish to customise the reconnectability of the game client.
47
+ */
48
+ joinWorld(roomId: string, obj?: {
49
+ joinData?: WorldJoinData;
50
+ gameSettings?: Partial<GameClientSettings>;
51
+ }): Promise<PWGameClient<{}>>;
52
+ /**
53
+ * This will be an empty array if getRoomTypes has never been used successfully at least once.
54
+ */
55
+ static roomTypes: string[];
56
+ /**
57
+ * This will be an empty array if getRoomTypes has never been used successfully at least once.
58
+ */
59
+ get roomTypes(): string[];
60
+ /**
61
+ * Non-authenticated. This will refresh the room types each time, so make sure to check if roomTypes is available.
62
+ */
63
+ getRoomTypes(): Promise<string[]>;
64
+ /**
65
+ * Non-authenticated. This will refresh the room types each time, so make sure to check if roomTypes is available.
66
+ */
67
+ static getRoomTypes(): Promise<string[]>;
68
+ /**
69
+ * Non-authenticated. Returns the mappings from the game API.
70
+ *
71
+ * Note: This library also exports "BlockNames" which is an enum containing the block names along with their respective id.
72
+ */
73
+ getMappings(): Promise<Record<string, number>>;
74
+ /**
75
+ * Non-authenticated. Returns the mappings from the game API.
76
+ *
77
+ * Note: This library also exports "BlockNames" which is an enum containing the block names along with their respective id.
78
+ */
79
+ static getMappings(): Promise<Record<string, number>>;
80
+ /**
81
+ * Returns the collection result of the query - your own worlds.
82
+ * Default: page - 1, perPage - 10
83
+ */
84
+ getOwnedWorlds(page: number, perPage: number, query?: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
85
+ getOwnedWorlds(query: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
86
+ /**
87
+ * Returns the collection result of the query - players.
88
+ * Default: page - 1, perPage - 10
89
+ */
90
+ getPlayers(page: number, perPage: number, query?: ColQuery<ColPlayer>): Promise<CollectionResult<ColPlayer>>;
91
+ getPlayers(query: ColQuery<ColPlayer>): Promise<CollectionResult<ColPlayer>>;
92
+ /**
93
+ * Returns the collection result of the query - players.
94
+ * Default: page - 1, perPage - 10
95
+ */
96
+ static getPlayers(page: number, perPage: number, query?: ColQuery<ColPlayer>): Promise<CollectionResult<ColPlayer>>;
97
+ static getPlayers(query: ColQuery<ColPlayer>): Promise<CollectionResult<ColPlayer>>;
98
+ /**
99
+ * Returns the collection result of the query - public worlds.
100
+ * Default: page - 1, perPage - 10
101
+ */
102
+ getPublicWorlds(page: number, perPage: number, query?: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
103
+ getPublicWorlds(query: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
104
+ /**
105
+ * Returns the collection result of the query - public worlds.
106
+ * Default: page - 1, perPage - 10
107
+ */
108
+ static getPublicWorlds(page: number, perPage: number, query?: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
109
+ static getPublicWorlds(query: ColQuery<ColWorld>): Promise<CollectionResult<ColWorld>>;
110
+ /**
111
+ * Returns the lobby result.
112
+ */
113
+ getVisibleWorlds(): Promise<LobbyResult>;
114
+ /**
115
+ * Returns the lobby result.
116
+ */
117
+ static getVisibleWorlds(): Promise<LobbyResult>;
118
+ /**
119
+ * Returns the world, if it exists and is public.
120
+ */
121
+ getPublicWorld(id: string): Promise<ColWorld | undefined>;
122
+ /**
123
+ * Returns the world, if it exists and is public.
124
+ */
125
+ static getPublicWorld(id: string): Promise<ColWorld | undefined>;
126
+ /**
127
+ * Gets the raw minimap bytes, the format may differ depending on the environment (Bun, NodeJS, Browser etc).
128
+ */
129
+ getMinimap(world: ColWorld | {
130
+ id: string;
131
+ minimap: string;
132
+ }, toURL?: false): Promise<Buffer>;
133
+ /**
134
+ * Gives the URL pointing to the minimap image.
135
+ */
136
+ getMinimap(world: ColWorld | {
137
+ id: string;
138
+ minimap: string;
139
+ }, toURL: true): string;
140
+ /**
141
+ * Gets the raw minimap bytes, the format may differ depending on the environment (Bun, NodeJS, Browser etc).
142
+ */
143
+ static getMinimap(world: ColWorld | {
144
+ id: string;
145
+ minimap: string;
146
+ }, toURL?: false): Promise<Buffer>;
147
+ /**
148
+ * Gives the URL pointing to the minimap image.
149
+ */
150
+ static getMinimap(world: ColWorld | {
151
+ id: string;
152
+ minimap: string;
153
+ }, toURL: true): string;
154
+ /**
155
+ * Note that username is cap sensitive, and may require you to use toUppercase
156
+ */
157
+ getPlayerByName(username: string): Promise<CollectionResult<ColPlayer>>;
158
+ /**
159
+ * Note that username is cap sensitive, and may require you to use toUppercase
160
+ */
161
+ static getPlayerByName(username: string): Promise<CollectionResult<ColPlayer>>;
162
+ /**
163
+ * IMPORTANT: This will return JSON for any responses that have the content-type of json, anything else will be sent back as Uint8array.
164
+ * If you're expecting raw bytes, make sure the endpoint is guaranteed to give you that otherwise there isn't a reason.
165
+ *
166
+ * This requires the manager to be authenticated, it will error if otherwise.
167
+ * @param url Requires to be a full URL with endpoint unfortunately. It will throw error if it doesn't match any of the 2 HTTP endpoint URLs.
168
+ * @param body If this is passed, the request will become a POST. (If you need to send a POST but has no data, just send an empty object).
169
+ * @param token The API token (not join key), this is if you wish to use authenticated API calls without having to instantise an api client yourself.
170
+ */
171
+ static request<T>(url: string, body?: Record<string, any> | string, token?: string): Promise<T>;
172
+ /**
173
+ * IMPORTANT: This will return JSON for any responses that have the content-type of json, anything else will be sent back as Uint8array.
174
+ * If you're expecting raw bytes, make sure the endpoint is guaranteed to give you that otherwise there isn't a reason.
175
+ *
176
+ * This requires the manager to be authenticated, it will error if otherwise.
177
+ * @param url Requires to be a full URL with endpoint unfortunately. It will throw error if it doesn't match any of the 2 HTTP endpoint URLs.
178
+ * @param body If this is passed, the request will become a POST. (If you need to send a POST but has no data, just send an empty object).
179
+ * @param isAuthenticated If true, this will send the token as the header.
180
+ */
181
+ protected request<T>(url: string, body?: Record<string, any> | string, isAuthenticated?: boolean): Promise<T>;
182
+ }
@@ -0,0 +1,247 @@
1
+ import PWGameClient from "../game/PWGameClient.js";
2
+ import { Endpoint } from "../util/Constants.js";
3
+ import { queryToString } from "../util/Misc.js";
4
+ /**
5
+ * Note if you want to join a world, use new PWGameClient() then run .init()
6
+ */
7
+ class PWApiClient {
8
+ constructor(email, password) {
9
+ /**
10
+ * Account details with email and password, if applicable.
11
+ */
12
+ this.account = {
13
+ email: "",
14
+ password: ""
15
+ };
16
+ this.loggedIn = false;
17
+ if (password === undefined) {
18
+ this.token = email;
19
+ this.loggedIn = true;
20
+ return;
21
+ }
22
+ this.account.email = email;
23
+ this.account.password = password;
24
+ // this.token = token;
25
+ }
26
+ authenticate(email, password) {
27
+ if (email === undefined) {
28
+ if (this.account.email.length === 0 || this.account.password.length === 0)
29
+ throw Error("No email/password given.");
30
+ email = this.account.email;
31
+ password = this.account.password;
32
+ }
33
+ return this.request(`${Endpoint.Api}/api/collections/users/auth-with-password`, { identity: email, password }).then(res => {
34
+ if ("token" in res) {
35
+ this.token = res.token;
36
+ this.loggedIn = true;
37
+ }
38
+ return res;
39
+ }); //.then(console.log);
40
+ }
41
+ /**
42
+ * Internal.
43
+ */
44
+ getJoinKey(roomType, roomId) {
45
+ return this.request(`${Endpoint.Api}/api/joinkey/${roomType}/${roomId}`, undefined, true);
46
+ }
47
+ /**
48
+ * This route is available to take if you chose to create an API client to then join a world, in which case this returns the Game Client instance.
49
+ *
50
+ * Make sure the API client is already authenticated before calling this.
51
+ *
52
+ * The 3rd parameter is for if you wish to customise the reconnectability of the game client.
53
+ */
54
+ joinWorld(roomId, obj) {
55
+ const game = new PWGameClient(this, obj === null || obj === void 0 ? void 0 : obj.gameSettings);
56
+ return game.joinWorld(roomId, obj === null || obj === void 0 ? void 0 : obj.joinData);
57
+ }
58
+ // I feel like this is cursed.
59
+ /**
60
+ * This will be an empty array if getRoomTypes has never been used successfully at least once.
61
+ */
62
+ get roomTypes() {
63
+ return PWApiClient.roomTypes;
64
+ }
65
+ /**
66
+ * Non-authenticated. This will refresh the room types each time, so make sure to check if roomTypes is available.
67
+ */
68
+ getRoomTypes() {
69
+ return PWApiClient.getRoomTypes();
70
+ }
71
+ /**
72
+ * Non-authenticated. This will refresh the room types each time, so make sure to check if roomTypes is available.
73
+ */
74
+ static getRoomTypes() {
75
+ return this.request(`${Endpoint.GameHTTP}/listroomtypes`)
76
+ .then(res => {
77
+ PWApiClient.roomTypes = res;
78
+ return res;
79
+ });
80
+ }
81
+ /**
82
+ * Non-authenticated. Returns the mappings from the game API.
83
+ *
84
+ * Note: This library also exports "BlockNames" which is an enum containing the block names along with their respective id.
85
+ */
86
+ getMappings() {
87
+ return PWApiClient.getMappings();
88
+ }
89
+ /**
90
+ * Non-authenticated. Returns the mappings from the game API.
91
+ *
92
+ * Note: This library also exports "BlockNames" which is an enum containing the block names along with their respective id.
93
+ */
94
+ static getMappings() {
95
+ return this.request(`${Endpoint.GameHTTP}/mappings`);
96
+ }
97
+ getOwnedWorlds(page = 1, perPage = 10, query) {
98
+ if (typeof page === "object") {
99
+ query = page;
100
+ page = 1;
101
+ }
102
+ return this.request(`${Endpoint.Api}/api/collections/worlds/records?page=${page}&perPage=${perPage}${queryToString(query)}`, undefined, true);
103
+ }
104
+ getPlayers(page = 1, perPage = 10, query) {
105
+ if (typeof page === "object") {
106
+ query = page;
107
+ page = 1;
108
+ }
109
+ return PWApiClient.getPlayers(page, perPage, query);
110
+ }
111
+ static getPlayers(page = 1, perPage = 10, query) {
112
+ if (typeof page === "object") {
113
+ query = page;
114
+ page = 1;
115
+ }
116
+ return this.request(`${Endpoint.Api}/api/collections/public_profiles/records?page=${page}&perPage=${perPage}${queryToString(query)}`);
117
+ }
118
+ getPublicWorlds(page = 1, perPage = 10, query) {
119
+ if (typeof page === "object") {
120
+ query = page;
121
+ page = 1;
122
+ }
123
+ return PWApiClient.getPublicWorlds(page, perPage, query);
124
+ }
125
+ static getPublicWorlds(page = 1, perPage = 10, query) {
126
+ if (typeof page === "object") {
127
+ query = page;
128
+ page = 1;
129
+ }
130
+ return this.request(`${Endpoint.Api}/api/collections/public_worlds/records?page=${page}&perPage=${perPage}${queryToString(query)}`);
131
+ }
132
+ /**
133
+ * Returns the lobby result.
134
+ */
135
+ getVisibleWorlds() {
136
+ return PWApiClient.getVisibleWorlds();
137
+ }
138
+ /**
139
+ * Returns the lobby result.
140
+ */
141
+ static getVisibleWorlds() {
142
+ if (this.roomTypes.length === 0)
143
+ throw Error("roomTypes is empty - use getRoomTypes first!");
144
+ return this.request(`${Endpoint.GameHTTP}/room/list/${this.roomTypes[0]}`);
145
+ }
146
+ /**
147
+ * Returns the world, if it exists and is public.
148
+ */
149
+ getPublicWorld(id) {
150
+ return PWApiClient.getPublicWorld(id);
151
+ }
152
+ /**
153
+ * Returns the world, if it exists and is public.
154
+ */
155
+ static getPublicWorld(id) {
156
+ return this.getPublicWorlds(1, 1, { filter: { id } })
157
+ .then(res => res.items[0]);
158
+ }
159
+ getMinimap(world, toURL = false) {
160
+ if (toURL)
161
+ return `${Endpoint.Api}/api/files/rhrbt6wqhc4s0cp/${world.id}/${world.minimap}`;
162
+ return PWApiClient.getMinimap(world, toURL);
163
+ }
164
+ static getMinimap(world, toURL = false) {
165
+ if (toURL)
166
+ return `${Endpoint.Api}/api/files/rhrbt6wqhc4s0cp/${world.id}/${world.minimap}`;
167
+ return this.request(this.getMinimap(world, true))
168
+ .then(res => {
169
+ if ("message" in res)
170
+ throw Error("Minimap doesn't exist, the world may be unlisted.");
171
+ return res;
172
+ });
173
+ }
174
+ /**
175
+ * Note that username is cap sensitive, and may require you to use toUppercase
176
+ */
177
+ getPlayerByName(username) {
178
+ return PWApiClient.getPlayerByName(username);
179
+ }
180
+ /**
181
+ * Note that username is cap sensitive, and may require you to use toUppercase
182
+ */
183
+ static getPlayerByName(username) {
184
+ return this.getPlayers(1, 1, { filter: { username } });
185
+ }
186
+ // This doesn't seem to work so I commented it out, not removing it as there might be an oversight idk
187
+ // getMessageTypes() {
188
+ // return this.request<string[]>(`${Endpoint.GameHTTP}/message_types`)
189
+ // .then(res => res instanceof Uint8Array ? [] : res ?? []);
190
+ // }
191
+ /**
192
+ * IMPORTANT: This will return JSON for any responses that have the content-type of json, anything else will be sent back as Uint8array.
193
+ * If you're expecting raw bytes, make sure the endpoint is guaranteed to give you that otherwise there isn't a reason.
194
+ *
195
+ * This requires the manager to be authenticated, it will error if otherwise.
196
+ * @param url Requires to be a full URL with endpoint unfortunately. It will throw error if it doesn't match any of the 2 HTTP endpoint URLs.
197
+ * @param body If this is passed, the request will become a POST. (If you need to send a POST but has no data, just send an empty object).
198
+ * @param token The API token (not join key), this is if you wish to use authenticated API calls without having to instantise an api client yourself.
199
+ */
200
+ static request(url, body, token) {
201
+ if (!(url.startsWith(Endpoint.Api) || url.startsWith(Endpoint.GameHTTP)))
202
+ throw Error("URL given does not have the correct endpoint URL, this is for safety.");
203
+ const headers = {
204
+ // "user-agent": "PW-TS-API/0.0.1"
205
+ };
206
+ if (typeof token === "string")
207
+ headers["authorization"] = token;
208
+ if (typeof body === "object")
209
+ body = JSON.stringify(body);
210
+ let method = "GET";
211
+ if (typeof body !== "undefined") {
212
+ headers["content-type"] = "application/json";
213
+ method = "POST";
214
+ }
215
+ return fetch(url, {
216
+ headers, method,
217
+ body: body
218
+ }).then(res => {
219
+ var _a;
220
+ if (res.status === 403)
221
+ throw Error("Forbidden access - token invalid or unauthorised.");
222
+ // else if (res.status !== 200) throw Error("")
223
+ if ((_a = res.headers.get("content-type")) === null || _a === void 0 ? void 0 : _a.startsWith("application/json"))
224
+ return res.json();
225
+ else
226
+ return res.arrayBuffer();
227
+ });
228
+ }
229
+ /**
230
+ * IMPORTANT: This will return JSON for any responses that have the content-type of json, anything else will be sent back as Uint8array.
231
+ * If you're expecting raw bytes, make sure the endpoint is guaranteed to give you that otherwise there isn't a reason.
232
+ *
233
+ * This requires the manager to be authenticated, it will error if otherwise.
234
+ * @param url Requires to be a full URL with endpoint unfortunately. It will throw error if it doesn't match any of the 2 HTTP endpoint URLs.
235
+ * @param body If this is passed, the request will become a POST. (If you need to send a POST but has no data, just send an empty object).
236
+ * @param isAuthenticated If true, this will send the token as the header.
237
+ */
238
+ request(url, body, isAuthenticated = false) {
239
+ return PWApiClient.request(url, body, isAuthenticated ? this.token : undefined);
240
+ }
241
+ }
242
+ /**
243
+ * This will be an empty array if getRoomTypes has never been used successfully at least once.
244
+ */
245
+ PWApiClient.roomTypes = [];
246
+ export default PWApiClient;
247
+ //# 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@@ -0,0 +1,115 @@
1
+ import type PWApiClient from "../api/PWApiClient.js";
2
+ import { type PlayerChatPacket, type WorldBlockFilledPacket, type WorldBlockPlacedPacket } from "../gen/world_pb.js";
3
+ import type { GameClientSettings, WorldJoinData, Hook } from "../types/game.js";
4
+ import type { CustomBotEvents, MergedEvents, WorldEvents } from "../types/events.js";
5
+ import Bucket from "../util/Bucket.js";
6
+ import type { OmitRecursively, Optional, Promisable } from "../types/misc.js";
7
+ type SafeCheck<K extends keyof MergedEvents, State extends Partial<{
8
+ [K in keyof MergedEvents]: any;
9
+ }>> = State extends CustomBotEvents ? never : State[K];
10
+ export default class PWGameClient<StateT extends Partial<{
11
+ [K in keyof WorldEvents]: never;
12
+ }> = {}> {
13
+ settings: GameClientSettings;
14
+ api?: PWApiClient;
15
+ socket?: WebSocket;
16
+ private prevWorldId?;
17
+ protected totalBucket: Bucket;
18
+ protected chatBucket: Bucket;
19
+ protected connectAttempts: {
20
+ time: number;
21
+ count: number;
22
+ };
23
+ /**
24
+ * NOTE: After constructing, you must then run .init() to connect the API IF you're using email/password.
25
+ */
26
+ constructor(api: PWApiClient, settings?: Partial<GameClientSettings>);
27
+ constructor(settings?: Partial<GameClientSettings>);
28
+ get connected(): boolean;
29
+ /**
30
+ * This will connect to the world.
31
+ *
32
+ * (This returns itself for chaining)
33
+ */
34
+ joinWorld(roomId: string, joinData?: WorldJoinData): Promise<this>;
35
+ /**
36
+ * INTERNAL
37
+ */
38
+ private createSocket;
39
+ /**
40
+ * This is a more direct route if you already have a join key acquired via Pixelwalker's API.
41
+ *
42
+ * Useful for those wary of security.
43
+ */
44
+ static joinWorld(joinKey: string, obj?: {
45
+ joinData?: WorldJoinData;
46
+ gameSettings?: Partial<GameClientSettings>;
47
+ }): Promise<PWGameClient>;
48
+ /**
49
+ * For faster performance (even if it seems insignificant),
50
+ * direct functions are used instead of events which are also inconsistent with browsers/nodejs etc.
51
+ *
52
+ * NOTE: the "this" won't be the client itself. You will need to bind yourself if you want to keep this.
53
+ */
54
+ protected callbacks: Partial<{ [K in keyof MergedEvents]: Array<(data: MergedEvents[K], states?: SafeCheck<K, StateT>) => Promisable<void | "STOP">>; }>;
55
+ /**
56
+ * Poorly documented because I cba
57
+ */
58
+ private hooks;
59
+ /**
60
+ * This is different to addCallback as all hooks (regardless of the type) will execute first before the callbacks, each hook may modify something or do something in the background
61
+ * and may pass it to callbacks (via the second parameter in callbacks). If an error occurs while executing one of the hooks,
62
+ * the execution of hooks will halt for that packet and callbacks will run without the states.
63
+ *
64
+ * NOTE: This is permanent, if a hook is added, it can't be removed.
65
+ */
66
+ addHook<HookState extends Pick<Partial<{
67
+ [K in keyof WorldEvents]: any;
68
+ }>, keyof WorldEvents>>(hook: Hook<HookState>): PWGameClient<StateT & HookState>;
69
+ /**
70
+ * Adds a listener for the event type, it can even be a promise too.
71
+ *
72
+ * If the callback returns a specific string "STOP", it will prevent further listeners from being invoked.
73
+ */
74
+ addCallback<Event extends keyof CustomBotEvents>(type: Event, ...cbs: Array<(data: MergedEvents[Event]) => Promisable<void | "STOP">>): this;
75
+ addCallback<Event extends keyof WorldEvents>(type: Event, ...cbs: Array<(data: MergedEvents[Event], states?: SafeCheck<Event, StateT>) => Promisable<void | "STOP">>): this;
76
+ /**
77
+ * Adds a listener for the event type, it can even be a promise too.
78
+ *
79
+ * If the callback returns a specific string "STOP", it will prevent further listeners from being invoked.
80
+ */
81
+ prependCallback<Event extends keyof CustomBotEvents>(type: Event, ...cbs: Array<(data: MergedEvents[Event]) => Promisable<void | "STOP">>): this;
82
+ prependCallback<Event extends keyof WorldEvents>(type: Event, ...cbs: Array<(data: MergedEvents[Event], states?: SafeCheck<Event, StateT>) => Promisable<void | "STOP">>): this;
83
+ /**
84
+ * @param type The type of the event
85
+ * @param cb It can be the function itself (to remove that specific function). If undefined, it will remove ALL functions from that list, it will return undefined.
86
+ */
87
+ removeCallback<Event extends keyof MergedEvents>(type: Event, cb?: (data: MergedEvents[Event], states: SafeCheck<Event, StateT>) => Promisable<void | "STOP">): undefined | ((data: MergedEvents[Event], states: SafeCheck<Event, StateT>) => Promisable<void | "STOP">);
88
+ /**
89
+ * INTERNAL. Invokes all functions of a callback type, unless one of them prohibits in transit.
90
+ */
91
+ protected invoke<Event extends keyof CustomBotEvents>(type: Event, data: MergedEvents[Event]): Promise<{
92
+ count: number;
93
+ stopped: boolean;
94
+ }>;
95
+ protected invoke<Event extends keyof WorldEvents>(type: Event, data: MergedEvents[Event], states: SafeCheck<Event, StateT>): Promise<{
96
+ count: number;
97
+ stopped: boolean;
98
+ }>;
99
+ /**
100
+ * This assumes that the connection
101
+ *
102
+ * @param type Type of the packet.
103
+ * @param value Value of the packet to send along with, note that some properties are optional.
104
+ * @param direct If it should skip queue.
105
+ */
106
+ send<Event extends keyof WorldEvents>(type: Event, value?: OmitRecursively<Sendable<Event, WorldEvents>, "$typeName" | "$unknown">, direct?: boolean): void;
107
+ /**
108
+ * By default this will set the game client settings reconnectable to false.
109
+ *
110
+ * If reconnect is true, an additionl parameter can be passed which is the amount of time to wait before it attempts to reconnect (DEFAULT: none)
111
+ */
112
+ disconnect(reconnect?: number | boolean): boolean;
113
+ }
114
+ type Sendable<E extends keyof WorldEvents, WE extends WorldEvents> = E extends "worldBlockPlacedPacket" ? Optional<WorldBlockPlacedPacket, "extraFields"> : E extends "WorldBlockFilledPacket" ? Optional<WorldBlockFilledPacket, "extraFields"> : E extends "playerChatPacket" ? Omit<PlayerChatPacket, "playerId"> : WE[E];
115
+ export {};