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@table-games-engine/client-sdk

v0.1.3

Published

Browser SDK for table-games-engine matches on Nakama: state sync, dispatch, optimistic prediction, reconnect.

Readme

@table-games-engine/client-sdk

Framework-agnostic browser SDK for connecting to a Nakama-hosted match built on @table-games-engine/core. It keeps a local PlayerView in sync with the server, sends actions with idempotent retries, optionally predicts moves optimistically, and reconnects automatically.

Most game authors don't install this directly: store games talk to the host through the bridge in @table-games-engine/game-kit. Use this package if you build your own web client for a self-hosted Nakama server.

Install

npm install @table-games-engine/client-sdk

ESM only, targets ES2022 and browser globals; no Node polyfills needed.

Connect and dispatch

Provide a ClientTransport (an adapter over the Nakama JS client). InMemoryTransport / createInMemoryTransportPair are bundled for tests.

import { MatchClient, createInMemoryTransportPair, type PlayerId } from '@table-games-engine/client-sdk';

const { transport } = createInMemoryTransportPair();
const client = new MatchClient({
  transport,
  viewer: 'player-uuid' as PlayerId,
  optimistic: true,                                          // opt in
  reconnect: { initialBackoffMs: 250, maxBackoffMs: 30_000 },
});

await client.join('match-id');          // the constructor has no side effects; join() connects

const result = await client.dispatch({
  kind: 'action',
  action: { type: 'action', actionTypeId: 'fire-bolt', targets: {}, payload: {} },
});
if (!result.accepted) console.warn('rejected', result.error);

pass, concede, choose-targets and order-triggers go through the same dispatch. The SDK fills in the idempotent clientId and last-seen state version; retries reuse the clientId, so the server absorbs duplicates.

Subscribe

const unsub = client.subscribe((view) => render(view));        // fires on every view replacement
client.subscribeBroadcasts((event) => console.log(event.type)); // e.g. PlayerJoined
client.subscribeMatchEnded((result) => console.log(result));
client.getState();                                              // current view, or null before the first message
await client.leave();                                           // stops reconnection and disconnects

Optimistic prediction

Best effort, based only on the viewer's filtered PlayerView. Pass is predicted; generic actions are queued as a no-op "in flight" shadow; concede, choose-targets and order-triggers are not predicted. When the server's transition arrives the client rebases: server wins.

Reconnection

With reconnect options, a closed connection triggers exponential-backoff retries (default 250 ms start, 2x, capped at 30 s), rejoins the match, calls onReconnected, and replays pending optimistic actions with their original clientId.

Other exports

Connection, StateStore, applyServerTransition, dispatch, generateClientId, predictOptimistically, reconcile, ReconnectController, wire-format helpers (parseInbound, serializeOutbound, ...), OPCODES, and type re-exports from core (PlayerView, ActionInput, MatchState, StateTransition, ...), so you do not need core as a direct dependency.

Licence

Apache-2.0