Add agent skill (SKILL.md + per-domain reference)
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edmand46
2026-08-29 11:46:20 +03:00
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# Auth — `client.auth`
`AuthService` (source: `src/auth/AuthService.ts`). Player authentication:
device ID login (primary for game clients), custom webhook login, logout, and
auth state observation.
## Methods
```ts
loginWithDevice(options?: LoginWithDeviceOptions): Promise<LoginViaDeviceResponse>
loginWithCustom(options: LoginWithCustomOptions): Promise<LoginViaCustomResponse>
logout(): void
get isAuthenticated(): boolean
onAuthStateChange(listener: AuthStateListener): () => void
```
### `LoginWithDeviceOptions`
```ts
{
region?: string; // default 'global'
language?: string; // default 'en'
nickname?: string; // omitted from the request when not set
}
```
The device ID is auto-generated on first call and persisted in localStorage
(`src/device/DeviceId.ts`). The request also carries the client's
`projectKey`.
### `LoginWithCustomOptions`
```ts
{
customData: Record<string, unknown>; // required — forwarded to the project's custom auth webhook
region?: string; // default 'global'
language?: string; // default 'en'
nickname?: string;
}
```
### Login responses
```ts
interface LoginViaDeviceResponse { accessToken?: string; refreshToken?: string }
interface LoginViaCustomResponse { accessToken?: string; refreshToken?: string }
```
On success both tokens are saved to the client's `TokenStore`, the runtime
starts (domains warmed, scenario engine restored, `player_login` event fired),
and the state flips to `'signed-in'`.
## Auth state
```ts
type AuthState = 'signed-in' | 'signed-out';
type AuthStateListener = (state: AuthState) => void;
```
- `isAuthenticated` is `true` while an access token is present in the token store.
- `onAuthStateChange` fires the listener **immediately** with the current state
and returns an unsubscribe function.
- `logout()` clears tokens, stops the runtime (sync poll, scenario runs,
cached domain data), and emits `'signed-out'`.
## Token refresh (automatic, transport level)
Source: `src/transport/request.ts`.
- Every request injects `Authorization: Bearer <accessToken>` when a token exists.
- On 401 the transport does a single-flight refresh against
`POST /sdk/v1/authorization/refresh` (concurrent 401s share one refresh) and
retries the original request once.
- If refresh fails, tokens are cleared, `onAuthStateChange` listeners get
`'signed-out'`, and the request throws `RudderAuthError`.
## TokenStore
```ts
interface TokenStore {
getAccessToken(): string | null;
getRefreshToken(): string | null;
saveTokens(accessToken: string, refreshToken: string): void;
clear(): void;
}
```
Factories (exported from the package root):
- `createDefaultTokenStore()` — localStorage, with a silent in-memory fallback
where localStorage is unavailable (SSR, private mode). This is the default
when `tokenStore` is omitted from `RudderClientOptions`.
- `createLocalStorageTokenStore()` — keys `rudder_access_token` /
`rudder_refresh_token`.
Provide a custom `TokenStore` via `RudderClientOptions.tokenStore` for other
backends (sessionStorage, cookies).
## Errors
- Constructor: missing `baseUrl`/`projectKey``RudderError`,
`code: 'sdk/invalid-options'`.
- Login failure → `RudderHttpError` (e.g. unknown project key) or
`RudderNetworkError`.
- Any later request with an expired session → `RudderAuthError` (after the
refresh attempt above fails).
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# Battle pass — `client.battlePass`
`BattlePassService` (source: `src/battlepass/BattlePassService.ts`).
Call-and-response access to battle pass endpoints. Battle pass state is tied to
a **scenario battle pass node**, so calls carry `scenarioId` + `nodeId` (plus
`runId` for mutating calls). NOT observable — re-fetch progress explicitly
after a mutation.
In most games you do not call this service directly: a scenario battle pass
node surfaces through `client.effects.onBattlePass` with a session object that
wraps these calls (see `reference/scenarios.md`). Use the service directly when
you already know the scenario/node/run identifiers.
## Methods
```ts
getProgress(scenarioId: string, nodeId: string): Promise<GetBattlePassProgressResponse>
addXp(request: AddBattlePassXpRequest): Promise<AddBattlePassXpResponse>
claimReward(request: ClaimBattlePassRewardRequest): Promise<ClaimBattlePassRewardResponse>
purchasePremium(request: PurchaseBattlePassPremiumRequest): Promise<PurchaseBattlePassPremiumResponse>
```
## Request / response types
```ts
interface AddBattlePassXpRequest {
amount?: number;
nodeId?: string;
runId?: string;
scenarioId?: string;
source?: string; // configured XP source
}
interface AddBattlePassXpResponse {
level?: number;
leveledUp?: boolean;
maxLevel?: boolean;
plan?: ExecutionPlan; // scenario plan continuation, handled by the runtime
xp?: number;
}
interface ClaimBattlePassRewardRequest {
level?: number;
nodeId?: string;
runId?: string;
scenarioId?: string;
track?: 'free' | 'premium';
}
interface ClaimBattlePassRewardResponse {
alreadyClaimed?: boolean;
error?: string;
granted?: Reward[]; // { amount?, currency?, itemId? }
success?: boolean;
}
interface GetBattlePassProgressResponse {
claimedTiers?: ClaimedTier[]; // { level?, track? }
level?: number;
premiumOwned?: boolean;
xp?: number;
}
interface PurchaseBattlePassPremiumRequest {
idempotencyKey?: string;
nodeId?: string;
runId?: string;
scenarioId?: string;
}
interface PurchaseBattlePassPremiumResponse {
error?: string;
plan?: ExecutionPlan;
success?: boolean;
}
```
## Semantics
- `addXp` credits XP from a configured source; returns the new `xp`/`level`
plus `leveledUp` / `maxLevel` flags.
- `claimReward` claims a tier reward at a reached level; idempotent
server-side (`alreadyClaimed`). Claiming a tier above the current level (or
a premium tier without premium) fails server-side — check `success`/`error`
in the response and the typed error `code` (`RudderErrorCodes`).
- `purchasePremium` charges the player's wallet; idempotent; pass your own
`idempotencyKey` for safe retries.
- Mutations return `ExecutionPlan` continuations — when driving battle pass
manually you are responsible for the scenario run state; prefer the
`onBattlePass` effect session which handles this.
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# Inventory + catalog — `client.inventory`, `client.catalog`
## Inventory
`InventoryDomain` (source: `src/domains/InventoryDomain.ts`) — owned items
merged with their catalog entries. Synced under revision key `inventory`;
also refreshed whenever the catalog changes.
```ts
client.inventory.data // InventoryItem[] | undefined
client.inventory.onChange(cb);
await client.inventory.load() / .reload();
```
### `InventoryItem` (merged view, source: `src/state/inventory.ts`)
```ts
interface InventoryItem {
slug: string; // '' when the wire item has no slug
amount: number; // 0 when absent on the wire
name: string; // nameOverride || catalog name || slug
properties: Record<string, unknown>; // catalog properties + propertiesOverride (override wins)
tags: string[]; // from the catalog entry
}
```
The raw wire shape is `PlayerInventoryItem`
(`slug?, amount?, nameOverride?, propertiesOverride?, updatedAt?`) — you rarely
need it; the domain hands out the merged `InventoryItem`.
## Catalog
`CatalogDomain` (source: `src/domains/CatalogDomain.ts`) — the item catalog
keyed by slug. Synced under revision key `catalog`.
```ts
client.catalog.data // Map<string, CatalogItem> | undefined
interface CatalogItem {
name?: string;
properties?: { [key: string]: unknown };
slug?: string;
tags?: string[];
}
```
Items without a `slug` are skipped when the map is built.
## Behavior notes
- The catalog is warmed at login; inventory loads on first use, waits on the
catalog load, and merges, so `client.inventory.data` always has catalog
fields filled in.
- Invalidated after store purchases and scenario callbacks.
- Inventory has no client-side mutations — items change via purchases, quest /
battle pass rewards, and scenario nodes (all server-side).
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# Leaderboards — `client.leaderboards`
`LeaderboardsService` (source: `src/leaderboards/LeaderboardsService.ts`).
Plain call-and-response service, NOT observable — refetch explicitly.
## Surface
```ts
const board = client.leaderboards.findBySlug('weekly-kills'); // cached handle
await board.submit(score);
const entries = await board.list(limit?);
board.getEntries();
```
## `LeaderboardHandle`
```ts
class LeaderboardHandle {
readonly slug: string;
getEntries(): readonly RankEntry[]; // last fetched list, [] initially
submit(score: number): Promise<void>;
list(limit = 100): Promise<readonly RankEntry[]>; // fetches and caches
}
```
- `findBySlug(slug)` caches handles per slug — repeated calls return the same
instance (and its cached entries).
- `list(limit)`: `limit <= 0` sends no limit to the server; default is 100.
- `submit` does not update the cached entries; call `list()` afterwards to see
the effect.
## Types
```ts
interface RankEntry {
playerId?: string;
playerName?: string;
rank?: number;
score?: number;
}
```
## Notes
- No player-around-me or metadata endpoints are exposed by this SDK — submit
and top-N list only.
- Scenario `leaderboard` nodes surface through
`client.effects.onLeaderboard` (`end()`, `rewardClaimed()`) — see
`reference/scenarios.md`.
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# Player profile + wallets — `client.player`
`PlayerDomain` (source: `src/domains/PlayerDomain.ts`) — the observable player
profile: identity plus currency wallets. Synced under revision key `profile`.
There is no separate wallet service in this SDK. Wallet balances are read from
the profile and are credited/debited server-side (purchases, quest/battle pass
rewards, scenario nodes).
## Surface
`client.player` is a `SyncedState<PlayerProfile>`:
```ts
client.player.data // PlayerProfile | undefined
client.player.status // 'idle' | 'loading' | 'ready' | 'error'
client.player.onChange((snapshot) => { /* fires immediately */ });
await client.player.load();
await client.player.reload(); // force refetch
```
## Types
```ts
interface PlayerProfile {
player?: Player;
wallets?: Wallet[];
}
interface Player {
createdAt?: string;
id?: string;
language?: string;
nickname?: string;
projectId?: string;
region?: string;
}
interface Wallet {
balance?: number;
currency?: string; // currency code configured in the dashboard
}
```
## Behavior notes
- Warmed automatically at login (one of the four parallel warm loads).
- Invalidated (refetched) after every successful store purchase and after
scenario server callbacks — subscribers see fresh balances without waiting
for the revision poll.
- All fields are optional on the wire (`?`); code defensively.
- React: `useSyncExternalStore` maps directly onto `onChange` (see the SDK
README "React recipe").
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# Quests — `client.quests`
`QuestsService` (source: `src/quests/QuestsService.ts`). The player's **global**
quests — list, claim, report metric progress. Plain call-and-response service,
NOT observable (no sync revision key): re-list after a claim or report.
Distinct from scenario quest nodes, which advance through
`client.effects.onQuest` (see `reference/scenarios.md`).
## Methods
```ts
list(): Promise<Quest[]>
claim(questId: string): Promise<ClaimQuestResponse>
reportProgress(metric: string, amount: number): Promise<string[]> // ids of quests completed by this report
```
## Types
```ts
interface Quest {
id?: string;
name?: string;
objectives?: QuestObjectiveProgress[];
rewards?: Reward[];
status?: 'active' | 'claimed' | 'completed';
}
interface QuestObjectiveProgress {
completed?: boolean;
current?: number;
metric?: string;
objectiveId?: string;
target?: number;
}
interface ClaimQuestResponse {
alreadyClaimed?: boolean;
error?: string;
granted?: Reward[]; // { amount?, currency?, itemId? }
success?: boolean;
}
```
## Usage notes
```ts
const quests = await client.quests.list();
for (const quest of quests) {
if (quest.status === 'completed' && quest.id) {
const res = await client.quests.claim(quest.id);
// res.success / res.alreadyClaimed / res.granted
}
}
const completedIds = await client.quests.reportProgress('kills', 1);
```
- `claim` is idempotent server-side; check `success` / `alreadyClaimed` /
`error` in the response rather than relying on exceptions.
- Objective completion is judged server-side from metric reports.
## `QuestMetrics` helpers
Exported as a namespace: `import { QuestMetrics } from '@rudder/js-sdk'`
(source: `src/quests/QuestMetrics.ts`).
```ts
QuestMetrics.purchaseOffer('starter-pack'); // "purchase.offer:starter-pack"
QuestMetrics.purchaseItem('moonberry'); // "purchase.item:moonberry"
```
Purchase metrics are reported automatically server-side by the store purchase
fan-out — these helpers exist so quest configs and client code name the format
consistently. Catalog counter slugs are reported via `reportProgress`. Custom
free-text metrics no longer progress quests — they no-op at runtime.
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# Remote config — `client.remoteConfig`
`ConfigDomain<TConfig>` (source: `src/domains/ConfigDomain.ts`, base class
`src/state/RemoteConfigState.ts`) — typed remote configuration as an
observable entity. Synced under revision key `config`.
## Typed access
```ts
interface GameConfig extends Record<string, unknown> {
player_speed: number;
feature_x: boolean;
}
const client = new RudderClient<GameConfig>({ baseUrl, projectKey });
client.remoteConfig.get('player_speed', 200); // number
client.remoteConfig.get('feature_x'); // boolean | undefined
```
`get()` overloads:
```ts
get(key): TConfig[key] | undefined;
get(key, defaultValue: TConfig[key]): TConfig[key];
```
- Values are parsed synchronously from the loaded snapshot according to the
config's server-declared `valueType`.
- Returns the default value (or `undefined`) while not loaded, for unknown
keys, and when parsing fails.
- Parsing rules: `int`/`integer``parseInt`; `float`/`double`/`number`
`parseFloat`; `bool`/`boolean``value === 'true'`; `json`/`object`
`JSON.parse`; anything else → raw string.
## Observable
```ts
client.remoteConfig.data // Map<string, RemoteConfig> | undefined
client.remoteConfig.onChange(cb); // fires immediately
await client.remoteConfig.reload();
```
```ts
interface RemoteConfig {
active?: boolean; createdAt?: string; description?: string;
environment?: string; id?: string; key?: string; projectId?: string;
updatedAt?: string; value?: string;
valueType?: 'bool' | 'float' | 'int' | 'json' | 'string';
}
```
Only configs that are not explicitly `active: false` enter the map (the server
already filters inactive configs out and may omit the flag).
## Behavior notes
- Warmed at login.
- Scenario `remote_config_override` nodes patch the local snapshot and fire
`client.effects.onConfigChanged({ key })` — the patched value is what
`get()` returns afterwards.
- Without a `TConfig` type argument, `RemoteConfigShape` defaults to
`Record<string, unknown>` and `get()` returns `unknown`.
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# Scenarios + effects — `client.effects`
Scenarios are server-authored node graphs (configured in the dashboard) that
run per player. The SDK's scenario runtime is deliberately **not** part of the
public client surface: scenario nodes surface as typed effects through
`client.effects` (source: `src/effects/EffectsCenter.ts`), and the engine
itself loads lazily on first login.
## Lifecycle
- The runtime starts after login: scenario state is restored from persistence,
then the login event (`'player_login'` by default) is fired to trigger
event-driven scenarios.
- Runs persist to IndexedDB by default, so waits and pending nodes survive
page reloads. On restore, each run is reconciled with the server
(`unknown_run` / `expired` runs are dropped).
- `logout()` / `dispose()` clear all runs and persisted state.
### Runtime options (`RudderClientOptions.runtime`)
```ts
runtime?: {
// Scenario plan persistence. undefined = default IndexedDB store (created
// lazily); null = disable persistence entirely; or pass a PlanStateStore.
planStateStore?: PlanStateStore | null;
// Scenario event fired automatically after login.
// undefined = 'player_login'; null = fire nothing.
loginEvent?: string | null;
}
```
## Subscribing
Every `on*` method takes a handler `(effect) => void | Promise<void>` and
returns an unsubscribe function. Errors thrown inside handlers go to the
`onEffectError` client option (default `console.error`).
```ts
const off = client.effects.onNotification(async (n) => {
showToast(n.title, n.message);
await n.done(); // always resolve the session or the run stalls
});
```
## Effect types
```ts
interface Effects {
onNotification(handler): EffectUnsubscribe;
onStoreOffer(handler): EffectUnsubscribe;
onLeaderboard(handler): EffectUnsubscribe;
onConfigChanged(handler): EffectUnsubscribe;
onWait(handler): EffectUnsubscribe;
onScenarioCompleted(handler): EffectUnsubscribe;
onScenarioFailed(handler): EffectUnsubscribe;
onQuest(handler): EffectUnsubscribe;
onBattlePass(handler): EffectUnsubscribe;
onBattlePassLevel(handler): EffectUnsubscribe;
}
```
### `NotificationEffect` — a notification node became active
```ts
{ readonly title: string; readonly message: string; done(): Promise<void> }
```
### `StoreOfferEffect` — a store node became active
```ts
{
readonly store: ShopHandle;
readonly offers: readonly OfferHandle[];
readonly message?: string;
buy(offer: OfferHandle, options?: BuyOptions): Promise<PurchaseOfferResponse>;
dismiss(): Promise<void>; // declines the offer and advances the run
}
```
### `LeaderboardEffect` — a leaderboard node became active
```ts
{ end(): Promise<void>; rewardClaimed(): Promise<void> }
```
### `ConfigChangedEffect` — a `remote_config_override` node patched config
```ts
{ readonly key: string } // client.remoteConfig.get(key) already returns the override
```
### `WaitEffect` — a wait node became active
```ts
{ readonly deadlineUtc: Date } // run resumes automatically at the deadline
```
### `QuestEffect` — a scenario quest node became active
```ts
{
readonly name: string;
readonly objectives: ReadonlyArray<Record<string, unknown>>;
reportProgress(objectiveId: string, amount?: number): Promise<void>;
}
```
The node auto-completes server-side once every objective is satisfied; the SDK
crosses the `onComplete` boundary itself when the server reports completion.
### `BattlePassEffect` — a battle pass node became active
```ts
{
getProgress(): Promise<GetBattlePassProgressResponse>;
addXp(source: string, amount: number): Promise<AddBattlePassXpResponse>;
claimReward(level: number, track?: 'free' | 'premium'): Promise<ClaimBattlePassRewardResponse>;
purchasePremium(): Promise<PurchaseBattlePassPremiumResponse>;
levelUp(): Promise<void>;
end(): Promise<void>;
}
```
These wrap `client.battlePass` with the run's `scenarioId`/`nodeId`/`runId`
already bound — prefer them over calling the service manually.
### `BattlePassLevelEffect` — a `battlepass_level` node (single claimable tier)
```ts
{ readonly level: number; claim(): Promise<void> }
```
### Run lifecycle effects
```ts
interface ScenarioCompletedEffect { readonly runId: string; readonly scenarioId: string }
interface ScenarioFailedEffect {
readonly runId: string; readonly scenarioId: string; readonly nodeId: string;
readonly error: Error; // transport gave up, or unsupported node type
}
```
Always subscribe to `onScenarioFailed` — otherwise run failures surface only
as console warnings.
## Supported node types
`wait`, `remote_config_override`, `notification`, `store`, `leaderboard`,
`quest`, `battlepass`, `battlepass_level`. Any other node type fails the run
(surfaced via `onScenarioFailed`).
## Reliability notes
- Node completion is idempotent client-side (completed handles are tracked).
- Transient boundary failures (network error, 5xx) leave the node active for
retry on reconnect; terminal server errors fail the run.
- Server scenario errors use the typed codes `run_expired`, `run_not_active`,
`node_not_active`, `scenario_not_active`, `unknown_run`,
`early_completion`, `objectives_incomplete`, `level_not_reached`,
`forbidden` (`RudderErrorCodes`).
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# Storage — `client.storage` + `client.projectStorage`
Two key/value stores: per-player (`StorageDomain`, revision key `storage`) and
project-wide shared (`ProjectStorageDomain`, revision key `projectStorage`).
Sources: `src/domains/StorageDomain.ts`, `src/domains/ProjectStorageDomain.ts`.
## Player storage
```ts
client.storage.data // GetStorageResponse | undefined
await client.storage.save(items);
await client.storage.delete(type);
```
```ts
interface GetStorageResponse {
items?: StorageItem[];
nextCursor?: string;
}
interface StorageItem {
data?: string; // opaque payload, JSON-stringify yourself if needed
id?: string;
type?: string; // the storage "collection" key
}
```
- `save(items: StorageItem[]): Promise<void>` — upserts items, then
invalidates the domain so subscribers refetch.
- `delete(type: string): Promise<void>` — deletes **all** player storage items
of that type, then invalidates.
## Project storage
```ts
client.projectStorage.data // GetProjectStorageResponse | undefined
await client.projectStorage.save(items);
```
```ts
interface GetProjectStorageResponse {
items?: ProjectStorageItem[];
nextCursor?: string;
}
interface ProjectStorageItem {
data?: string;
expiresAt?: string;
id?: string;
readPermission?: 'public' | 'serverOnly';
size?: number;
type?: string;
updatedAt?: string;
version?: number;
writePermission?: 'public' | 'serverOnly';
}
interface ProjectStorageUpdateItem { data?: string; type?: string }
```
- `save(items: ProjectStorageUpdateItem[]): Promise<void>` — upserts, then
invalidates. Writing is only possible for items whose `writePermission` is
`public`; `serverOnly` items are read-only for clients.
- The SDK exposes no client-side project-storage delete.
## Limits and notes
- Both domains load with `{ limit: 100 }` — the observable snapshot holds at
most 100 items and `nextCursor` pagination is not surfaced by the domain.
- `data` is a raw string on the wire; serialize/deserialize JSON yourself.
- Both are observable (`SyncedState`) and warmed by the revision poll only when
in use; mutations self-invalidate.
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# Stores / purchases — `client.stores`
`StoresDomain` (source: `src/domains/StoresDomain.ts`, handles in
`src/state/shops.ts`). The observable store list plus the purchase executor.
Synced under revision key `stores`. This is the SDK's economy surface — there
is no separate economy service.
## Surface
```ts
client.stores.data // ShopHandle[] | undefined
client.stores.onChange(cb);
await client.stores.load() / .reload();
// Direct purchase (bypassing handles):
await client.stores.purchase(storeSlug, offerId, options?);
```
## Handles
```ts
class ShopHandle {
readonly slug: string;
readonly name?: string;
readonly description?: string;
readonly data?: { [key: string]: unknown };
readonly offers: OfferHandle[];
}
class OfferHandle {
readonly id: string;
readonly name?: string;
readonly price?: OfferPrice; // { amount?: number; currency?: string }
readonly contents: OfferContent[]; // { amount?: number; itemId?: string }[]
readonly maxPurchases?: number;
buy(options?: BuyOptions): Promise<PurchaseOfferResponse>;
}
interface BuyOptions { idempotencyKey?: string }
interface PurchaseOfferResponse {
error?: string;
purchaseId?: string;
success?: boolean;
}
```
## Purchase semantics
- `stores.purchase(storeSlug, offerId, options?)` and `offer.buy(options?)` are
the same executor; handles just bind the slug/id.
- When `options.idempotencyKey` is omitted the SDK generates
`crypto.randomUUID()` per call — safe retries require passing your own key.
- On success the executor invalidates `player`, `inventory`, and `stores`, so
subscribers observe fresh wallet/inventory/store data immediately.
- Check `response.success` / `response.error` — a failed purchase is a resolved
response, not necessarily a thrown error.
- Purchase metrics (`purchase.offer:<offerId>`, `purchase.item:<itemId>`) are
reported to quests automatically server-side — do not report them manually
(see `reference/quests.md`).
## Wire types
```ts
interface Store {
createdAt?: string; data?: { [key: string]: unknown }; description?: string;
environment?: string; id?: string; name?: string; offers?: Offer[];
projectId?: string; scenarioId?: string; slug?: string; status?: string;
updatedAt?: string;
}
interface Offer {
contents?: OfferContent[]; createdAt?: string; id?: string;
maxPurchases?: number; name?: string; price?: OfferPrice; updatedAt?: string;
}
```
`ShopHandle`/`OfferHandle` throw a plain `Error` if constructed from a store
without `slug` / an offer without `id` — in practice the domain only builds
handles from server data that has both.