docs: README, CHANGELOG and skill for @rudder/sdk 0.1.0 with generated module clients
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---
name: rudder-web-sdk
description: Use when working with the Rudder TypeScript/JavaScript SDK (@rudder/js-sdk) — the browser/player-facing SDK for the Rudder LiveOps platform. Covers client setup, device/google/apple/custom auth, identity linking, observable kernel domains (player, catalog, storage), modules.call, resources(slug), and error handling. Load this whenever code imports from @rudder/js-sdk or RudderClient appears.
description: Use when working with the Rudder TypeScript/JavaScript client SDK (@rudder/sdk) for web games. Covers createClient, device/google/apple/custom auth, identity linking, state objects (player with wallets and counters, catalog, storage), module calls through clients generated by `rudder client generate`, idempotent retries, and error handling. Load this whenever code imports from @rudder/sdk or a generated rudder.modules.ts.
---
# Rudder Web SDK (@rudder/js-sdk)
# Rudder Web SDK (@rudder/sdk)
Browser-facing player SDK for the Rudder LiveOps platform. Source of truth:
`liveops-web-sdk/src` (generated wire types in `src/generated` come from
`liveops-backend/apigen` — never edit them by hand).
Client SDK for web games on the Rudder LiveOps platform. Source of truth:
`liveops-web-sdk/src` (wire types in `src/generated` come from
`liveops-backend/apigen`; never edit them by hand).
2.0 kernel surface: auth, player (wallets), catalog currencies, storage,
project storage, revision sync, `client.modules.call(module, fn, args)`,
and `client.resources(slug)`. Module-specific methods (battle pass, quests,
leaderboards, stores, inventory, remote config, scenarios) are gone.
0.1.0 covers only the kernel: auth, player, catalog, storage, module calls and
internal revision sync. Game features are installed modules, reached through a
typed client generated from their manifests. There is no `resources(slug)` and
no `projectStorage`; game-facing configuration comes from modules such as
`remote_config`.
## Install
Published to a private registry, not npmjs. Point the `@rudder` scope at it in
`.npmrc` (anonymous read, no token):
Published to the Gitea registry at hub.rudder.build, not npmjs. Point the
`@rudder` scope at it in `.npmrc` (anonymous read, no token):
```
@rudder:registry=https://hub.rudder.build/api/packages/rudder/npm/
```
```bash
npm install @rudder/js-sdk
npm install @rudder/sdk
```
ESM + CJS + `.d.ts`; `type: module`; zero runtime dependencies.
@@ -32,22 +33,21 @@ ESM + CJS + `.d.ts`; `type: module`; zero runtime dependencies.
## Init
```ts
import { RudderClient } from '@rudder/js-sdk';
import { createClient } from '@rudder/sdk';
const client = new RudderClient({
baseUrl: 'https://api.rudder.build', // required
projectKey: 'your-project-key', // required
const client = createClient({
projectKey: 'your-project-key', // required; selects staging or prod
// baseUrl?: string — default 'https://api.rudder.build'
// tokenStore?: TokenStore — default: localStorage, in-memory fallback
// appVersion?: string — sent with platform 'web' on login/refresh
// requestTimeoutMs?: number — default 10000
// syncIntervalMs?: number — revision poll, default 30000 (±20% jitter)
});
```
Missing `baseUrl`/`projectKey` throws `RudderError` with
`code: 'sdk/invalid-options'` from the constructor.
Call `client.dispose()` on unmount/HMR to stop the sync poll and drop cached
state.
A missing `projectKey` throws `RudderError` with
`code: 'sdk/invalid-options'`. Call `client.dispose()` on unmount/HMR to stop
the sync poll and drop cached state.
## Auth essentials
@@ -65,12 +65,9 @@ client.auth.isAuthenticated;
client.auth.onAuthStateChange(cb);
```
Linked identities are listed on the profile: `client.player.data.identities`
(`PlayerProfileIdentity { provider, subject, createdAt }`).
Tokens are saved to the `TokenStore` automatically. The transport injects
`Authorization: Bearer <token>`, retries GETs, and single-flight refreshes on
401; a failed refresh clears tokens and emits `signed-out`. Details:
`Authorization: Bearer <token>` and single-flight refreshes on 401; a failed
refresh clears tokens and emits `signed-out`. Details:
[reference/auth.md](reference/auth.md).
## Client surface
@@ -78,64 +75,68 @@ Tokens are saved to the `TokenStore` automatically. The transport injects
| Area | Access | Kind |
|---|---|---|
| Auth | `client.auth` | service |
| Player profile + wallets | `client.player` | observable `SyncedState<PlayerProfile>` |
| Catalog currencies | `client.catalog` | observable `SyncedState<Map<string, CatalogCurrency>>` |
| Player storage | `client.storage` + `.save(items)` / `.delete(type)` | observable + mutations |
| Project storage | `client.projectStorage` + `.save(items)` | observable + mutation |
| Modules | `client.modules.call(module, fn, args?)` | `CallModuleFunctionClientResponse` (`{ result }`) |
| Resources | `client.resources(slug)` | `list` / `get` / `create` / `update` / `delete` |
| Player | `client.player` (`player`, `identities`, `wallets`, `counters`) | `SyncedState<PlayerProfile>` |
| Catalog currencies | `client.catalog` | `SyncedState<Map<string, CatalogCurrency>>` |
| Player storage | `client.storage` + `.save(type, data)` / `.delete(type)` | `SyncedState<GetStorageResponse>` + mutations |
| Modules | `client.modules.call<T>(module, fn, args?, { moduleVersion? })` | resolves to `result` as `T` |
Wallets live on `client.player.data.wallets`. Game features are installed
modules, not SDK services (first-party modules: items, inventory, reward,
remote_config, leaderboards, quests, store, battlepass). Call them with
`client.modules.call('my_module', 'hello', { ... })` and read their rows with
`client.resources(slug)`. Details: [reference/modules.md](reference/modules.md),
[reference/resources.md](reference/resources.md).
## Module calls through generated clients
## Observable domains — the shared pattern
```bash
RUDDER_URL=... RUDDER_TOKEN=... RUDDER_PROJECT=... \
rudder client generate --lang ts --out src/rudder.modules.ts [--environment staging|prod]
```
`player`, `catalog`, `storage`, and `projectStorage` all extend
`SyncedState<T>`:
```ts
import { modules } from './rudder.modules';
- `.data: T | undefined`, `.status: 'idle' | 'loading' | 'ready' | 'error'`,
const m = modules(client);
await m.leaderboards.submit({ slug: 'weekly', score: 120 });
const top = await m.leaderboards.top({ slug: 'weekly', limit: 10 });
```
The generated file is a factory over `client.modules.call`, with argument and
result types, and a `<Module><Fn>Error` code union per function. Regenerate
and commit it when installed modules change. Details:
[reference/modules.md](reference/modules.md).
## State objects: the shared pattern
`player`, `catalog` and `storage` extend `SyncedState<T>`:
- `.value: T | undefined`, `.status: 'idle' | 'loading' | 'ready' | 'error'`,
`.error?: Error`
- `onChange(cb: (snapshot: SyncedSnapshot<T>) => void): () => void` — fires
immediately with the current snapshot; maps onto React `useSyncExternalStore`
- `load(): Promise<T>` — deduplicated, no-op when ready
- `reload(): Promise<T>` — forced refetch
- `onChange(cb: (snapshot: SyncedSnapshot<T>) => void): () => void`: fires
immediately with `{ status, value, error }`; maps onto React
`useSyncExternalStore`
- `load(): Promise<T>`: deduplicated, no-op when ready
- `reload(): Promise<T>`: forced refetch
`player` and `catalog` are warmed once at login; `storage` and
`projectStorage` load on first use. All observable domains are then kept fresh
by a revision poll every 30 s (±20% jitter); polling pauses while the tab is
hidden. Storage mutations invalidate their domain immediately. Call `reload()`
when you need a freshness guarantee.
`player` and `catalog` are warmed at login; `storage` loads on first use. A
revision poll (`GET /sdk/v1/sync`, keys `profile`, `catalog`, `storage`) runs
every 30 s (±20% jitter), pauses while the tab is hidden, and reloads the
states whose revision grew. Storage mutations invalidate immediately. Call
`player.reload()` after a module call that changes wallets or counters when
you need fresh values right away.
## Errors
All SDK errors extend `RudderError` (optional machine-readable `code`):
- `RudderNetworkError` — fetch failed / timeout (`error.cause` holds the original)
- `RudderHttpError` — non-2xx, carries `status`, `statusText`, `body`, `code`
- `RudderAuthError extends RudderHttpError` — 401 after failed refresh; tokens
already cleared, `signed-out` already emitted
- `RudderNetworkError`: fetch failed or timed out (`error.cause` holds the original)
- `RudderHttpError`: non-2xx, carries `status`, `statusText`, `body`, `code`
- `RudderAuthError extends RudderHttpError`: 401 after a failed refresh;
tokens already cleared, `signed-out` already emitted
- `RudderModuleError<C> extends RudderHttpError`: a module call returned 422
`{ error, code, requestId }`; exposes `code: C`, `message`, `requestId`
- `RudderError` with `code: 'sdk/invalid-options'` (`SDK_ERROR_INVALID_OPTIONS`)
— constructor validation
The platform error codes are `forbidden` and `row_referenced`
(`src/generated/errors.ts`, not exported from the package entry); compare
`error.code === 'forbidden'`.
`client.modules.call` resolves to `{ result }` only; console output and the
kernel call log never reach players. A module business error rejects with
`RudderHttpError` whose `status` is 422 and whose `code` is the module's own
code (the body is `{ error, code, requestId }`). Module codes are open strings
with no generated constants, so compare against the codes the module
documents. A module trap is a 500 and a timeout a 504, both without details.
Compare `error.code` with string literals. A module trap is a 500 and a
timeout a 504, both without details.
## Reference files
- [reference/auth.md](reference/auth.md) — login flows, options, token store, session lifecycle
- [reference/player.md](reference/player.md) — profile + wallets (`PlayerProfile`, `Wallet`)
- [reference/storage.md](reference/storage.md) — player + project storage, limits
- [reference/modules.md](reference/modules.md) — `modules.call`, response, module errors
- [reference/resources.md](reference/resources.md) — `resources(slug)` row operations
- [reference/auth.md](reference/auth.md): login flows, options, token store, session lifecycle
- [reference/player.md](reference/player.md): profile, wallets, counters
- [reference/storage.md](reference/storage.md): player storage, limits
- [reference/modules.md](reference/modules.md): generated clients, `modules.call`, idempotency, retries, errors