@globalleaderboards/sdk
v0.5.0
Published
Official SDK for GlobalLeaderboards.net - Add competitive leaderboards to any application
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@globalleaderboards/sdk
Official SDK for GlobalLeaderboards.net - Add competitive leaderboards to any application in under 5 minutes.
Installation
npm install @globalleaderboards/sdk
# or
yarn add @globalleaderboards/sdk
# or
pnpm add @globalleaderboards/sdkAuthentication
The SDK uses the industry-standard Authorization: Bearer <api-key> header for
authentication. Your API key can be obtained from the GlobalLeaderboards
dashboard. Each API key is associated with a specific app, ensuring proper data
isolation.
const leaderboard = new GlobalLeaderboards('your-api-key')Quick Start
import {GlobalLeaderboards} from '@globalleaderboards/sdk'
// Initialize the SDK
const leaderboard = new GlobalLeaderboards('your-api-key', {
defaultLeaderboardId: 'your-default-leaderboard' // Optional
})
// Submit a score - three ways
await leaderboard.submit('player-id', 1250) // Uses default leaderboard
await leaderboard.submit('player-id', 1250, 'specific-leaderboard')
await leaderboard.submit('player-id', 1250, {
leaderboardId: 'your-leaderboard-id',
userName: 'PlayerOne',
metadata: { level: 5 }
})
// Get leaderboard
const scores = await leaderboard.getLeaderboard('your-leaderboard-id', {
limit: 10
})
// Connect to real-time updates
// Recommended: Server-Sent Events (simpler, auto-reconnect, firewall-friendly)
const sse = leaderboard.connectSSE('your-leaderboard-id', {
onLeaderboardUpdate: (data) => {
// Same enhanced format as WebSocket
console.log('Full leaderboard:', data.leaderboard.entries)
console.log('What changed:', data.mutations)
console.log('Triggered by:', data.trigger)
}
})
// Alternative: WebSocket (only use if you specifically need WebSocket compatibility)
// Note: Currently only receives updates, doesn't send data to server
const ws = leaderboard.connectWebSocket({
onLeaderboardUpdate: (data) => {
// New enhanced format with full state and mutations
console.log('Full leaderboard:', data.leaderboard.entries) // Top 100 entries
console.log('What changed:', data.mutations) // Array of changes
console.log('Triggered by:', data.trigger) // What caused the update
},
onUserRankUpdate: (data) => {
console.log('Rank changed:', data)
}
})
ws.subscribe('your-leaderboard-id')
Features
- 🚀 Simple API - Get started in minutes
- 🌍 Global Performance - <100ms response times worldwide
- 🔄 Real-time Updates - WebSocket and SSE support for live leaderboards
- 📱 Offline Support - Automatic queuing when offline with chrome.storage.sync
- 🛡️ Type Safe - Full TypeScript support
- 🔒 Secure - API key authentication with rate limiting
- 🎮 Game Ready - Built for games and competitive applications
- 🏗️ Reliable - Automatic retries and error handling
API Reference
Constructor
const leaderboard = new GlobalLeaderboards(apiKey, options)Parameters:
apiKey(string, required) - Your API key from GlobalLeaderboards.netoptions(object, optional) - Configuration options
Options:
defaultLeaderboardId(string) - Default leaderboard for simplified submit() callsbaseUrl(string) - API base URL (default:https://api.globalleaderboards.net)wsUrl(string) - WebSocket URL (default:wss://api.globalleaderboards.net)timeout(number) - Request timeout in ms (default:30000)autoRetry(boolean) - Enable automatic retry (default:true)maxRetries(number) - Maximum retry attempts (default:3)
Score Methods
submit(userId, score, options)
Submit a score to a leaderboard with validation.
const result = await leaderboard.submit('user-123', 1500, {
leaderboardId: 'leaderboard-456',
userName: 'PlayerOne',
metadata: {level: 5, character: 'warrior'}
})
// Returns: { operation: 'insert', rank: 42, previous_score?: 1000, improvement?: 500 }Parameters:
userId(string) - Unique user identifierscore(number) - Score value (must be >= 0)options.leaderboardId(string) - Target leaderboard IDoptions.userName(string) - Display name (1-50 chars, alphanumeric + accents)options.metadata(object) - Optional metadata
submitScore(playerId, score, leaderboardId?, options?)
Simplified score submission API.
// Using default leaderboard from config
await leaderboard.submitScore('player-123', 2500)
// Or specify leaderboard
await leaderboard.submitScore('player-123', 2500, 'leaderboard-456')submitBulk(submissions)
Submit multiple scores in bulk with flexible formats. Intelligently batches by leaderboard.
const results = await leaderboard.submitBulk([
// Array format with default leaderboard
['user-123', 1000],
// Array format with specific leaderboard
['user-456', 2000, 'leaderboard-789'],
// Full object format
{
userId: 'user-789',
score: 3000,
leaderboardId: 'leaderboard-789',
userName: 'TopPlayer',
metadata: { level: 10 }
}
])
// Returns: { results: [...], summary: { total: 3, successful: 3, failed: 0 } }Parameters:
submissions- Array of submissions in any of these formats:[userId, score]- Uses default leaderboard[userId, score, leaderboardId]- Object with full options
Leaderboard Methods
getLeaderboard(leaderboardId, options?)
Get paginated leaderboard entries.
const data = await leaderboard.getLeaderboard('leaderboard-456', {
page: 1,
limit: 20,
aroundUser: 'user-123' // Center results around this user
})
// Returns: { data: [...], pagination: {...}, leaderboard: {...} }Options:
page(number) - Page number (default: 1)limit(number) - Results per page (default: 20, max: 100)aroundUser(string) - Center results around specific user
getUserScores(userId, options?)
Get all scores for a user across leaderboards.
const userScores = await leaderboard.getUserScores('user-123', {
page: 1,
limit: 50
})
// Returns: { data: [...], pagination: {...}, user: { total_scores: 10, best_rank: 1 } }Health & Info Methods
health()
Basic health check (no authentication required).
const health = await leaderboard.health()
// Returns: { status: 'healthy', version: '0.1.10', timestamp: '...' }healthDetailed()
Detailed health check with service statuses (no authentication required).
const detailed = await leaderboard.healthDetailed()
// Returns: {
// status: 'healthy',
// services: { database: {...}, cache: {...}, storage: {...} },
// system: { memoryUsage: 128, uptime: 3600, environment: 'production' }
// }getApiInfo()
Get API information and available endpoints (no authentication required).
const info = await leaderboard.getApiInfo()
// Returns API version, endpoints, documentation URL, etc.Server-Sent Events (SSE) Methods
Server-Sent Events provide a simpler alternative to WebSocket for receiving real-time updates. SSE is ideal when you only need to receive updates from the server (one-way communication).
connectSSE(leaderboardId, handlers, options?)
Connect to a leaderboard's SSE stream for real-time updates.
const connection = leaderboard.connectSSE('leaderboard-456', {
onConnect: () => {
console.log('SSE connected')
},
onLeaderboardUpdate: (data) => {
// Enhanced format with full state and mutations (same as WebSocket)
console.log('Full leaderboard:', data.leaderboard.entries) // Top 100 entries
console.log('What changed:', data.mutations) // Array of changes
console.log('Triggered by:', data.trigger) // What caused the update
},
onError: (error) => {
console.error('SSE error:', error)
},
onDisconnect: () => {
console.log('SSE disconnected')
}
}, {
userId: 'user-123', // For personalized updates
includeMetadata: true, // Include metadata in updates
topN: 10 // Number of top scores in refresh events
})
// Later: close the connection
connection.close()Event Handlers:
onConnect- Connection establishedonDisconnect- Connection closedonError- Error occurredonLeaderboardUpdate- Leaderboard data changed with enhanced format (see Enhanced Message Format below)onHeartbeat- Keep-alive signal from server (optional)onMessage- Raw message handler (optional)
Options:
userId- User ID for personalized rank updatesincludeMetadata- Include metadata in score updates (default: true)topN- Number of top scores to include in refresh events (default: 10)
disconnectSSE()
Disconnect all SSE connections.
leaderboard.disconnectSSE()Enhanced SSE Message Format
New in v0.5.27: Both SSE and WebSocket now use the same enhanced message format. The onLeaderboardUpdate handler receives:
{
leaderboardId: "01K1AKF9NMZFX8FK8XA81QYK2J",
updateType: "score_update", // or "full_refresh", "bulk_update"
// Complete current state (top 100 entries)
leaderboard: {
entries: [
{
rank: 1,
userId: "user123",
userName: "Alice",
score: 1000,
timestamp: "2025-07-29T08:15:37.197Z",
metadata: { /* custom data */ }
},
// ... up to 100 entries
],
totalEntries: 150,
displayedEntries: 100
},
// What changed (for animations)
mutations: [
{
type: "new_entry",
userId: "user456",
newRank: 3,
score: 850,
userName: "Bob"
},
{
type: "rank_change",
userId: "user789",
previousRank: 3,
newRank: 4,
score: 800
}
// ... other mutations
],
// What triggered this update
trigger: {
type: "score_submission",
submissions: [
{
userId: "user123",
userName: "Alice",
score: 1000,
previousScore: 950,
timestamp: "2025-07-29T08:15:37.197Z"
}
]
},
sequence: 42 // For ordering/deduplication
}WebSocket Methods
Note: Both SSE and WebSocket receive the same enhanced message format. SSE is recommended for most use cases as it's simpler and more firewall-friendly.
connectWebSocket(handlers, options?)
Connect to real-time updates via WebSocket.
const ws = leaderboard.connectWebSocket({
onConnect: () => console.log('Connected'),
onDisconnect: (code, reason) => console.log('Disconnected'),
onError: (error) => console.error('Error:', error),
onLeaderboardUpdate: (data) => console.log('Leaderboard update:', data),
onUserRankUpdate: (data) => console.log('Rank changed:', data),
onMessage: (message) => console.log('Raw message:', message)
}, {
leaderboardId: 'leaderboard-456',
userId: 'user-123',
maxReconnectAttempts: 5,
reconnectDelay: 1000
})Handlers:
onConnect- Called when connection is establishedonDisconnect- Called when connection is closedonError- Called on errorsonLeaderboardUpdate- Called when leaderboard data changes (see Enhanced Message Format below)onUserRankUpdate- Called when user's rank changesonMessage- Called for any WebSocket messageonReconnecting- Called when starting a reconnection attempt (includes attempt number, max attempts, and next delay)
Reconnection Features:
The WebSocket client includes intelligent reconnection with:
- Network detection - Automatically pauses when offline and resumes when online
- Exponential backoff - Delays double with each attempt (1s, 2s, 4s, 8s...)
- Jitter - ±25% randomization prevents thundering herd
- Permanent error handling - Won't retry after authentication failures
- Manual control - Use
ws.reconnect()for custom retry logic
// Example: Handling reconnection events
const ws = leaderboard.connectWebSocket({
onReconnecting: (attempt, maxAttempts, nextDelay) => {
console.log(`Reconnecting... Attempt ${attempt}/${maxAttempts}`)
console.log(`Next attempt in ${nextDelay}ms`)
// Show reconnection UI to user
},
onConnect: () => {
console.log('Connected!')
// Hide reconnection UI
}
})Enhanced WebSocket Message Format
New in v0.5.27: The onLeaderboardUpdate handler now receives an enhanced message format with full leaderboard state and detailed mutations:
{
leaderboardId: "01K1AKF9NMZFX8FK8XA81QYK2J",
updateType: "score_update", // or "full_refresh", "bulk_update"
// Complete current state (top 100 entries)
leaderboard: {
entries: [
{
rank: 1,
userId: "user123",
userName: "Alice",
score: 1000,
timestamp: "2025-07-29T08:15:37.197Z",
metadata: { /* custom data */ }
},
// ... up to 100 entries
],
totalEntries: 150,
displayedEntries: 100
},
// What changed (for animations)
mutations: [
{
type: "new_entry",
userId: "user456",
newRank: 3,
score: 850,
userName: "Bob"
},
{
type: "rank_change",
userId: "user789",
previousRank: 3,
newRank: 4,
score: 800
},
{
type: "score_update",
userId: "user123",
previousScore: 950,
newScore: 1000,
previousRank: 2,
newRank: 1
},
{
type: "username_change",
userId: "user111",
previousUsername: "Player111",
newUsername: "ProPlayer",
rank: 5
},
{
type: "removed",
userId: "user999",
previousRank: 100,
score: 100
}
],
// What triggered this update
trigger: {
type: "score_submission", // or "bulk_submission", "admin_action", "leaderboard_reset"
submissions: [
{
userId: "user123",
userName: "Alice",
score: 1000,
previousScore: 950,
timestamp: "2025-07-29T08:15:37.197Z"
}
]
},
sequence: 42 // For ordering/deduplication
}Mutation Types:
new_entry- User wasn't on the leaderboard beforerank_change- User's rank changed (but score didn't)score_update- User's score changed (may also change rank)username_change- User's display name changedremoved- User dropped out of displayed entries
Using Mutations for Animations:
ws.onLeaderboardUpdate = (data) => {
// Update display with full state
updateLeaderboard(data.leaderboard.entries)
// Animate changes
data.mutations.forEach(mutation => {
switch(mutation.type) {
case 'new_entry':
animateNewEntry(mutation.userId, mutation.newRank)
break
case 'rank_change':
animateRankChange(mutation.userId, mutation.previousRank, mutation.newRank)
break
case 'score_update':
animateScoreUpdate(mutation.userId, mutation.previousScore, mutation.newScore)
break
}
})
}disconnectWebSocket()
Disconnect from WebSocket.
leaderboard.disconnectWebSocket()WebSocket Instance Methods
Once connected, use these methods on the WebSocket instance:
subscribe(leaderboardId, userId?)
Subscribe to leaderboard updates.
ws.subscribe('leaderboard-456', 'user-123')unsubscribe(leaderboardId)
Unsubscribe from leaderboard updates.
ws.unsubscribe('leaderboard-456')disconnect()
Close the WebSocket connection.
ws.disconnect()reconnect()
Manually trigger a reconnection attempt. Useful for implementing custom retry logic.
try {
ws.reconnect()
} catch (error) {
// Will throw if offline or permanent error occurred
console.error('Cannot reconnect:', error.message)
}SSE vs WebSocket
Choose the right real-time technology for your use case:
| Feature | SSE | WebSocket | |-------------------|-------------------------|--------------------------| | Communication | One-way (server→client) | Two-way (bidirectional)* | | Complexity | Simple | More complex | | Browser Support | Excellent | Good | | Auto-reconnect | Built-in | Manual | | Firewall Friendly | Yes | Sometimes blocked | | Use Case | Display updates | Interactive features* |
*Note: The current WebSocket implementation only receives data and doesn't send commands to the server.
Why SSE is Recommended:
Since our WebSocket implementation currently only receives updates (no sending capabilities), SSE provides the same functionality with:
- Simpler implementation
- Automatic reconnection
- Better firewall/proxy compatibility
- Lower resource usage
- Easier debugging
Use SSE (recommended) when:
- You need real-time leaderboard updates
- You want the simplest integration
- Firewall/proxy compatibility is important
- You're building a display-only leaderboard
Use WebSocket when:
- You specifically need WebSocket for compatibility with existing infrastructure
- You're already using WebSocket elsewhere in your application
- Future bidirectional features are planned (not currently available)
Utility Methods
generateId()
Generate a new ULID (Universally Unique Lexicographically Sortable Identifier).
const id = leaderboard.generateId()
// Returns: '01ARZ3NDEKTSV4RRFFQ69G5FAV'Offline Support
The SDK provides robust offline support with automatic queuing and synchronization of score submissions. When your application goes offline, scores are automatically queued and persisted, then synchronized when connectivity is restored.
How It Works
- Automatic Detection: The SDK monitors network connectivity using browser APIs
- Smart Queuing: When offline,
submit()operations return a queued response immediately - Persistent Storage: Queue is saved to chrome.storage.sync (with localStorage fallback)
- Automatic Sync: Queue processes automatically when back online
- Intelligent Batching: Multiple scores for the same leaderboard are batched together
Basic Usage
// Score submission works seamlessly online or offline
const result = await leaderboard.submit('user-123', 1000, {
leaderboardId: 'game-scores',
userName: 'Player'
})
// When offline, you'll get a queued response
if (result.queued) {
console.log(`Score queued with ID: ${result.queueId}`)
console.log(`Queue position: ${result.queuePosition}`)
}Queue Event Monitoring
// Monitor queue events
leaderboard.on('queue:added', (data) => {
console.log('Score queued:', data)
})
leaderboard.on('queue:processed', (data) => {
console.log('Queued score submitted:', data)
})
leaderboard.on('queue:failed', (data) => {
console.log('Queued score failed:', data)
// data.permanent indicates if the failure is permanent (won't retry)
})
leaderboard.on('queue:progress', (data) => {
console.log(`Progress: ${data.processed}/${data.total}`)
})Queue Management
// Check queue status
const status = leaderboard.getQueueStatus()
console.log(`Queue size: ${status.size}`)
console.log(`Processing: ${status.processing}`)
console.log('Queued items:', status.items)
// Manually trigger queue processing
await leaderboard.processQueue()
// Clear the queue (use with caution)
// Note: This requires direct access to offlineQueue
// leaderboard.offlineQueue.clear()Storage Details
The offline queue uses a hybrid storage approach:
- Chrome Extension Environment: Uses
chrome.storage.syncfor cross-device synchronization - Regular Web Environment: Falls back to
localStoragefor persistence - Storage Key: Isolated per API key using a hash (
gl_queue_${hash})
Queue Limits and Behavior
- Maximum Queue Size: 1,000 items
- Item TTL: 24 hours (expired items are automatically cleaned)
- Batch Size: Up to 100 scores per batch
- Retry Logic: Failed submissions are retried with incremental retry counts
- Permanent Failures: 401, 403, 404 errors mark items as permanently failed
Advanced Example
// Complete offline-capable game integration
class OfflineCapableGame {
constructor(apiKey) {
this.leaderboard = new GlobalLeaderboards(apiKey)
this.setupQueueMonitoring()
}
setupQueueMonitoring() {
// Show UI indicator when scores are queued
this.leaderboard.on('queue:added', (data) => {
this.showNotification('Score saved offline - will sync when online')
})
// Update UI when scores are synced
this.leaderboard.on('queue:processed', (data) => {
this.showNotification('Offline scores synced!')
})
// Handle permanent failures
this.leaderboard.on('queue:failed', (data) => {
if (data.permanent) {
this.showError('Score sync failed permanently')
}
})
// Show sync progress
this.leaderboard.on('queue:progress', (data) => {
const percent = (data.processed / data.total) * 100
this.updateProgressBar(percent)
})
}
async submitScore(score) {
try {
const result = await this.leaderboard.submit(
this.playerId,
score,
{
leaderboardId: this.leaderboardId,
userName: this.playerName
}
)
if (result.queued) {
// Score was queued for later
return {
success: true,
offline: true,
queueId: result.queueId
}
} else {
// Score was submitted immediately
return {
success: true,
offline: false,
rank: result.rank
}
}
} catch (error) {
return { success: false, error: error.message }
}
}
}Important Notes
- Bulk Operations: Currently, bulk score submissions (
submitBulk()) are NOT queued when offline and will throw an error - Queue Processing: Happens automatically on reconnection, no manual intervention needed
- Data Integrity: Scores are never lost - either submitted successfully or remain queued
- Performance: Queue operations are asynchronous and won't block your application
Error Handling
The SDK throws GlobalLeaderboardsError for all API errors:
try {
await leaderboard.submit('user-123', -100, {
leaderboardId: 'leaderboard-456'
})
} catch (error) {
if (error instanceof GlobalLeaderboardsError) {
console.error('Error:', error.message)
console.error('Code:', error.code)
console.error('Status:', error.statusCode)
console.error('Details:', error.details)
}
}Common Error Codes
INVALID_SCORE- Score validation failedINVALID_USERNAME- Username validation failedINVALID_USERNAME_LENGTH- Username length validation failedMISSING_LEADERBOARD_ID- Leaderboard ID is requiredTIMEOUT- Request timed outHEALTH_CHECK_FAILED- Health check failedWS_NOT_CONNECTED- WebSocket is not connectedWS_MAX_RECONNECT- Maximum reconnection attempts reached
TypeScript Support
The SDK is written in TypeScript and provides full type definitions:
import {
GlobalLeaderboards,
SubmitScoreResponse,
LeaderboardEntriesResponse,
LeaderboardEntry,
GlobalLeaderboardsError,
SSEScoreUpdateEvent,
SSELeaderboardRefreshEvent,
SSEEventHandlers,
// New WebSocket types
LeaderboardUpdateMessage,
LeaderboardMutation,
NewEntryMutation,
RankChangeMutation,
ScoreUpdateMutation,
UsernameChangeMutation,
RemovedMutation,
UpdateTrigger
} from '@globalleaderboards/sdk'
// All methods are fully typed
const leaderboard = new GlobalLeaderboards('api-key')
const response: SubmitScoreResponse = await leaderboard.submit(
'user-123',
1000,
{
leaderboardId: 'leaderboard-456',
userName: 'Player'
}
)
// TypeScript will provide full IntelliSense for mutations
ws.onLeaderboardUpdate = (data: LeaderboardUpdateMessage['payload']) => {
data.mutations.forEach((mutation: LeaderboardMutation) => {
if (mutation.type === 'new_entry') {
// TypeScript knows this is NewEntryMutation
console.log(mutation.newRank)
}
})
}Examples
React Hook Example
import {useEffect, useState} from 'react'
import {GlobalLeaderboards} from '@globalleaderboards/sdk'
function useLeaderboard(leaderboardId) {
const [entries, setEntries] = useState([])
const [loading, setLoading] = useState(true)
const leaderboard = new GlobalLeaderboards(process.env.REACT_APP_API_KEY)
useEffect(() => {
// Fetch initial data
leaderboard.getLeaderboard(leaderboardId, {limit: 10})
.then(data => {
setEntries(data.data)
setLoading(false)
})
// Connect to real-time updates
const ws = leaderboard.connectWebSocket({
onLeaderboardUpdate: (data) => {
// New format provides full leaderboard state
setEntries(data.leaderboard.entries)
// Optionally use mutations for animations
data.mutations.forEach(mutation => {
if (mutation.type === 'new_entry') {
// Animate new entry appearing
} else if (mutation.type === 'rank_change') {
// Animate rank movement
}
})
}
})
ws.subscribe(leaderboardId)
return () => ws.disconnect()
}, [leaderboardId])
return {entries, loading}
}SSE Real-time Display Example
import {GlobalLeaderboards} from '@globalleaderboards/sdk'
function LeaderboardDisplay({leaderboardId}) {
const [scores, setScores] = useState([])
const [latestScore, setLatestScore] = useState(null)
useEffect(() => {
const leaderboard = new GlobalLeaderboards(process.env.REACT_APP_API_KEY)
// Connect to SSE for real-time updates
const connection = leaderboard.connectSSE(leaderboardId, {
onConnect: () => {
console.log('Connected to real-time updates')
},
onLeaderboardUpdate: (data) => {
// Update the leaderboard display
setScores(data.topScores)
// Show the latest score if available
if (data.topScores.length > 0) {
const newestScore = data.topScores[0]
setLatestScore(newestScore)
}
},
onUserRankUpdate: (data) => {
// Handle user rank changes if needed
console.log(`User ${data.userName} rank changed to ${data.newRank}`)
},
onError: (error) => {
console.error('Real-time connection error:', error)
}
}, {
topN: 10 // We're displaying top 10
})
// Fetch initial leaderboard
const fetchLeaderboard = async () => {
const data = await leaderboard.getLeaderboard(leaderboardId, {limit: 10})
setScores(data.data)
}
fetchLeaderboard()
// Cleanup on unmount
return () => connection.close()
}, [leaderboardId])
return (
<div>
{latestScore && (
<div className="latest-score">
New Score: {latestScore.userName} - {latestScore.score}
</div>
)}
<div className="leaderboard">
{scores.map((entry, index) => (
<div key={entry.userId}>
#{entry.rank} {entry.userName} - {entry.score}
</div>
))}
</div>
</div>
)
}Game Integration Example
class GameLeaderboard {
constructor(apiKey) {
this.client = new GlobalLeaderboards(apiKey)
this.leaderboardId = 'game-highscores'
}
async submitGameScore(playerId, playerName, score, level) {
try {
const result = await this.client.submit(playerId, score, {
leaderboardId: this.leaderboardId,
userName: playerName,
metadata: {
level,
timestamp: Date.now(),
version: '1.0.0'
}
})
if (result.operation === 'update' && result.improvement > 0) {
console.log(`New personal best! Improved by ${result.improvement} points`)
}
return result
} catch (error) {
console.error('Failed to submit score:', error.message)
throw error
}
}
async getTopPlayers(limit = 10) {
const data = await this.client.getLeaderboard(this.leaderboardId, {limit})
return data.data
}
}API Rate Limits
The SDK automatically handles rate limiting and retries. The current rate limit is 1,000 requests/minute.
When rate limited, the SDK will automatically retry with exponential backoff
if autoRetry is enabled.
Best Practices
- Reuse SDK instances - Create one instance and reuse it
- Handle errors gracefully - Always wrap API calls in try-catch
- Use metadata wisely - Store game-specific data like level, character, etc.
- Validate client-side - The SDK validates scores and usernames automatically
- Subscribe to updates - Use WebSocket for real-time leaderboards
- Generate IDs - Use
generateId()for consistent ID format
Documentation
Full API documentation is available at docs.globalleaderboards.net
Support
- 📧 Email: [email protected]
- 📚 Documentation: https://docs.globalleaderboards.net
- 🐛 Issues: https://github.com/globalleaderboards/sdk/issues
