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integration for Unreal Engine Pixel Streaming","maintainers":[{"name":"flashpuller","email":"flashpuller@gmail.com"},{"name":"whataboutjuuu","email":"mailtojuuu@gmail.com"},{"name":"flashpusher","email":"npm@3dsource.com"},{"name":"andrei.parcheuski","email":"andrei.parcheuski@3dsource.com"}],"readme":"# @3dsource/angular-unreal-module\n\nStandalone Angular integration for Unreal Engine Pixel Streaming. The package\nprovides the scene component, WebRTC and signalling lifecycle, NgRx state,\ncommand/callback APIs, reconnection, file transfer and telemetry.\n\n## Requirements\n\n- Angular, Angular CDK and Angular Forms `>=19.0.0 <23.0.0`\n- NgRx Store and Effects `>=19.0.0 <23.0.0`\n- RxJS `>=7.8.0 <8.0.0`\n- `@3dsource/types-unreal >=0.0.14 <0.1.0`\n- `provideHttpClient()` in the host application\n\n## Installation\n\n```shell\npnpm add @3dsource/angular-unreal-module @3dsource/types-unreal\n```\n\nThe package is standalone and does not expose an NgModule.\n\n### Entry points\n\n| Entry point                              | Contains                                                                             |\n| ---------------------------------------- | ------------------------------------------------------------------------------------ |\n| `@3dsource/angular-unreal-module`        | Everything — scene component, services, NgRx state, providers, helpers               |\n| `@3dsource/angular-unreal-module/config` | `UNREAL_CONFIG`, `UnrealInitialConfig`, `UnrealMode` only — no engine, 266 B of FESM |\n\nImport the token from `/config` in the application root and keep every other\nimport behind a lazy route — see [Setup](#setup) for why.\n\n### Styling\n\nThe package ships its own styles and requires no UI library. Everything it draws\non top of the video is customisable through three levels — take the cheapest one\nthat solves your case.\n\n| Need                               | Level         | Cost                       |\n| ---------------------------------- | ------------- | -------------------------- |\n| different colour / radius / font   | design tokens | 3 lines of CSS             |\n| your own look for a whole block    | class hooks   | one class in global styles |\n| a different set of elements inside | slots         | one template               |\n\nThe three levels compose: tokens recolour what stays, a class hook restyles one\nblock, a slot replaces what is inside it. A slot makes the class hook for the\nsame part irrelevant — the markup inside is then entirely yours.\n\n#### What you can customise\n\nThese are the blocks the scene draws over the video. Nothing else is themed —\nthe video itself, and the dev-only overlays, are out of scope.\n\n| Block          | When the user sees it              | Token-only | Class hook parts                           | Slot               |\n| -------------- | ---------------------------------- | ---------- | ------------------------------------------ | ------------------ |\n| Loading status | while connecting, shows percentage | ✓          | `statusCard`, `statusMessage`              | `unrealStatusSlot` |\n| Resume / Start | stream paused or not yet started   | ✓          | `resumeCard`, `resumeText`, `resumeButton` | `unrealResumeSlot` |\n| AFK timeout    | inactivity countdown before drop   | ✓          | `afkScrim`, `afkCard`, `afkButton`         | `unrealAfkSlot`    |\n\nError dialogs (`unreal-error-modal`, `webrtc-error-modal`) are **not** part of\nthis contract: they have no class hook, no slot, and they read the\n`@3dsource/source-ui-native` tokens (`--src-*`) rather than `--unreal-*`. They\nalso render outside the scene DOM — see the note under Design tokens.\n\n#### 1. Design tokens\n\nSet the `--unreal-*` variables on `app-unreal-scene` — custom properties inherit\nthrough the DOM and reach every block inside.\n\n```css\napp-unreal-scene {\n  --unreal-surface-card: #101014;\n  --unreal-text-main: #f5f5f7;\n  --unreal-radius-card: 16px;\n}\n```\n\n| Token                     | Default                                                  |\n| ------------------------- | -------------------------------------------------------- |\n| `--unreal-surface-card`   | `#fff`                                                   |\n| `--unreal-surface-screen` | `#fff`                                                   |\n| `--unreal-surface-scrim`  | `rgba(100, 100, 100, .7)`                                |\n| `--unreal-text-main`      | `#1f2937`                                                |\n| `--unreal-text-secondary` | `#6b7280`                                                |\n| `--unreal-font-family`    | `system-ui, sans-serif`                                  |\n| `--unreal-radius-card`    | `8px`                                                    |\n| `--unreal-radius-pill`    | `9999px`                                                 |\n| `--unreal-shadow-card`    | `0 26px 80px 0 rgba(0,0,0,.2), 0 0 1px 0 rgba(0,0,0,.2)` |\n| `--unreal-accent`         | `#017bff`                                                |\n| `--unreal-accent-hover`   | `#016fe6`                                                |\n| `--unreal-accent-text`    | `#fff`                                                   |\n\nIf `@3dsource/source-ui-native` is loaded, its tokens are used automatically\nwherever you do not set an `--unreal-*` value.\n\n> **Anything opened through CDK Dialog is out of reach.** The error dialogs\n> render in a separate overlay container, outside the scene DOM, so variables\n> set on `app-unreal-scene` never reach them — declare those on `:root`. Note\n> that those dialogs read `--src-*`, not `--unreal-*`.\n\n#### 2. Class hooks\n\nSupply your own class for a part; it **replaces** the built-in decoration class.\nThe positioning class stays, so the scene layout cannot break.\n\n```html\n<app-unreal-scene [uiClasses]=\"{ resumeCard: 'my-card', statusCard: 'my-pill' }\" />\n```\n\nParts: `resumeCard`, `resumeText`, `resumeButton`, `afkScrim`, `afkCard`,\n`afkButton`, `statusCard`, `statusMessage`.\n\n> **Your classes must live in global styles** (`styles.scss`). Declared in a\n> component's own SCSS, Angular scopes them and they never reach the scene.\n\n> **The two button parts behave differently.** `resumeButton` and `afkButton`\n> put your class on the `<app-unreal-button>` host, but the `<button>` inside is\n> a library component whose styles are scoped — and a scoped `.unreal-button`\n> selector (0,2,0) outweighs a global `.my-cta button` (0,1,1). So the hook is\n> good for the button's _outer_ box (width, margin, alignment); to change the\n> button itself, use the `--unreal-accent*` tokens, or a slot if you want\n> different markup altogether.\n\n> **`afkScrim` and `--unreal-surface-scrim` have one caveat.** The package also\n> ships a legacy partial, `src/lib/styles/unreal.scss`, which is not part of the\n> published bundle and is not meant to be imported. It contains\n> `.frame #videoPlayOverlay { background-color: … }` — an id selector that\n> outweighs any class. If you import that partial anyway, it wins over both the\n> class hook and the token for the AFK overlay background.\n\n#### 3. Slots\n\nReplace the contents of a block with your own markup. The module keeps the\nwrapper and the visibility logic; you get the data through the template context.\n\n```html\n<app-unreal-scene>\n  <ng-template unrealResumeSlot let-ctx>\n    <button (click)=\"ctx.start()\" class=\"my-cta\">{{ ctx.isSecondStart() ? 'Resume' : 'Start' }}</button>\n  </ng-template>\n\n  <ng-template unrealStatusSlot let-ctx>\n    <my-progress [value]=\"ctx.percents()\" />\n  </ng-template>\n</app-unreal-scene>\n```\n\n| Directive          | Context                                       |\n| ------------------ | --------------------------------------------- |\n| `unrealResumeSlot` | `isSecondStart`, `isAfkDisconnect`, `start()` |\n| `unrealAfkSlot`    | `countdown` (seconds left), `reset()`         |\n| `unrealStatusSlot` | `percents`, `message`                         |\n\nAll context values except methods are Signals — call them in the template.\n`percents` is `undefined` until the first value arrives — guard it if you render\nit raw.\n\nThe context object is created once and never replaced; what changes are the\nsignals inside it. So `let-ctx` is stable and you can pass `ctx` around freely.\n\n> **Markup inside a slot belongs to you, not to the library.** Angular scopes a\n> template to the component that declares it, and your slot template is declared\n> in _your_ component. Two consequences:\n>\n> - The library's own classes do nothing there. Writing `class=\"resume-box__text\"`\n>   inside a slot will not pick up the module's styling — that class is scoped to\n>   the module.\n> - Style slot content the way you style any of your own markup: your component's\n>   SCSS applies normally (no `::ng-deep`, no global stylesheet needed — unlike\n>   class hooks).\n>\n> The `--unreal-*` tokens **do** reach inside, because CSS custom properties\n> inherit through the DOM. Read them if you want your markup to follow the same\n> theme:\n>\n> ```scss\n> .my-cta {\n>   background: var(--unreal-accent, #017bff);\n>   border-radius: var(--unreal-radius-card, 8px);\n> }\n> ```\n\n#### Recipes\n\n**Dark theme, nothing else.** One rule, no TypeScript:\n\n```css\napp-unreal-scene {\n  --unreal-surface-card: #101014;\n  --unreal-surface-screen: #0b0b0f;\n  --unreal-text-main: #f5f5f7;\n  --unreal-text-secondary: #a1a1aa;\n  --unreal-shadow-card: 0 20px 60px 0 rgb(0 0 0 / 60%);\n}\n```\n\n**Your brand's accent on the buttons.** Buttons are recoloured with tokens, not\nwith a class hook — see the note above:\n\n```css\napp-unreal-scene {\n  --unreal-accent: #ff5f6d;\n  --unreal-accent-hover: #f0454f;\n  --unreal-accent-text: #fff;\n}\n```\n\nIf you need a button that is shaped differently, not just recoloured, replace\nthe whole block through `unrealResumeSlot` and render your own control.\n\n**A completely different loading status.** Structure, not just skin — so this is\na slot. Visibility is still decided by the module:\n\n```html\n<app-unreal-scene>\n  <ng-template unrealStatusSlot let-ctx>\n    <my-brand-progress [value]=\"ctx.percents() ?? 0\" />\n  </ng-template>\n</app-unreal-scene>\n```\n\n#### What you cannot change\n\n- **When a block appears.** Visibility stays with the module — the conditions\n  are non-trivial (connection state, reconnect flags, AFK timers) and duplicating\n  them in a host app is a reliable source of bugs.\n- **Where a block sits in the scene.** Each customisable element keeps a\n  positioning class that a host class never replaces, so the scene layout cannot\n  be broken from outside. Move the block by restyling its container instead.\n- **The video element and dev overlays** (`video-stats`, `stat-graph`).\n\n## Setup\n\n### 1. Register state and configuration once\n\nAdd the Unreal feature state, HTTP client and configuration at the application\nroot. `UNREAL_CONFIG` is required, although all its fields are optional.\n\n<!-- prettier-ignore -->\n```typescript\nimport { provideHttpClient } from '@angular/common/http';\nimport type { ApplicationConfig } from '@angular/core';\nimport { provideStore } from '@ngrx/store';\nimport { provideUnrealState } from '@3dsource/angular-unreal-module';\nimport {\n  UNREAL_CONFIG,\n  type UnrealInitialConfig,\n} from '@3dsource/angular-unreal-module/config';\n\nconst unrealConfig = {\n  regionsPingUrl: 'https://datacenter.3dsource.com/regions/',\n  dataChannelConnectionTimeout: 8000,\n  fpsMonitor: false,\n  autoHighResolution: false,\n} satisfies UnrealInitialConfig;\n\nexport const appConfig: ApplicationConfig = {\n  providers: [\n    provideHttpClient(),\n    provideStore(),\n    provideUnrealState(),\n    { provide: UNREAL_CONFIG, useValue: unrealConfig },\n  ],\n};\n```\n\nOmit `provideStore()` when the root NgRx store is already configured.\n\n`UNREAL_CONFIG` comes from the `/config` entry point on purpose. The token has to\nbe provided in the **root** injector, because the module's services are\n`providedIn: 'root'` singletons and cannot see a route-level provider. The package\nitself ships as one FESM, and esbuild places a module in the common-ancestor chunk\nof its importers — so importing the token from the package root here pulls the\nwhole engine into the application's eager bundle. On a metabox production build\nthat was 180 kB raw (49 kB gzip) of `main` spent on pages that never stream.\n\nThis pays off only while **nothing else** in the eager graph imports the package\nroot. Following the example above literally does not qualify — the\n`provideUnrealState()` import next to it brings the FESM back. An app that wants\nthe engine out of its initial bundle moves `provideUnrealState()` to the lazy\nroute alongside `provideUnrealModule()` (step 2) and leaves only the\n`UNREAL_CONFIG` provider at the root.\n\nAvailable configuration fields:\n\n| Field                          | Purpose                                                                                                                                         |\n| ------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- |\n| `regionsPingUrl`               | Region latency endpoint                                                                                                                         |\n| `dataChannelConnectionTimeout` | DataChannel connection timeout in ms                                                                                                            |\n| `customErrorsEndpoint`         | Custom error reporting endpoint                                                                                                                 |\n| `commandTelemetryReceiver`     | Command telemetry endpoint                                                                                                                      |\n| `streamTelemetryV2Url`         | Stream lifecycle telemetry endpoint                                                                                                             |\n| `screenLockerContainerId`      | Container used by the screen-locker overlay                                                                                                     |\n| `mode`                         | `'metabox'` (default) — full Metabox command protocol; `'default'` — stock Pixel Streaming app, the module sends no Metabox commands of its own |\n| `fpsMonitor`                   | Enables FPS monitoring (currently off — the service is not instantiated)                                                                        |\n| `autoHighResolution`           | Raises resolution after the scene becomes idle                                                                                                  |\n| `playwright`                   | Enables the test-specific service behaviour                                                                                                     |\n\nUse `{ provide: UNREAL_CONFIG, useValue: {} }` for the minimal configuration.\n\n### 2. Boot the engine on a lazy route\n\nLazy-load the route file from the application router:\n\n<!-- prettier-ignore -->\n```typescript\nimport type { Routes } from '@angular/router';\n\nexport const APP_ROUTES: Routes = [\n  {\n    path: 'stream',\n    loadChildren: () =>\n      import('./stream/stream.routes').then((module) => module.STREAM_ROUTES),\n  },\n];\n```\n\nRegister `provideUnrealModule()` inside that lazy route file:\n\n<!-- prettier-ignore -->\n```typescript\nimport type { Routes } from '@angular/router';\nimport { provideUnrealModule } from '@3dsource/angular-unreal-module';\nimport { StreamComponent } from './stream.component';\n\nexport const STREAM_ROUTES: Routes = [\n  {\n    path: '',\n    component: StreamComponent,\n    providers: [provideUnrealModule()],\n  },\n];\n```\n\nKeep `provideUnrealState()` and `UNREAL_CONFIG` at the application root.\nThe `loadChildren()` boundary keeps the streaming engine out of the initial\nbundle. Route-scoping `provideUnrealModule()` tears down its effects when the\nroute is left.\n\n> `UNREAL_CONFIG` on a route's `providers` does **not** work: the engine\n> services are `providedIn: 'root'`, so they are created by the root injector\n> and read the token from there. A route-level value is invisible to them and\n> `inject(UNREAL_CONFIG, { optional: true })` resolves to `null` — e.g. region\n> pinging is skipped entirely (empty `regionsPingUrl`), the orchestration\n> `requestStream` goes out without a region and the post-connection re-ping\n> never runs. Importing only the token at the root does not pull the module into\n> the initial bundle (the package is `sideEffects: false`).\n\n### 3. Render the scene\n\n```typescript\nimport { ChangeDetectionStrategy, Component } from '@angular/core';\nimport { UnrealSceneComponent } from '@3dsource/angular-unreal-module';\n\n@Component({\n  selector: 'app-stream',\n  imports: [UnrealSceneComponent],\n  template: `<app-unreal-scene />`,\n  changeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class StreamComponent {}\n```\n\n`UnrealSceneComponent` also accepts `isStudio`,\n`useContainerAsSizeProvider` and `resolutionSize` inputs, and emits\n`changeMouseOverScene`.\n\n## Main API\n\n- `provideUnrealState()` — registers the `unrealFeature` NgRx state.\n- `provideUnrealModule()` — registers effects and boots streaming services.\n- `UnrealSceneComponent` — renders and manages the Pixel Streaming scene.\n- `UnrealCommunicatorService` — sends commands and UI interactions.\n- `UnrealCallbackService` — observes Unreal callbacks and command responses.\n- `unrealFeature`, exported selectors and actions — expose connection and scene\n  lifecycle state.\n\nCommand packet types are provided by `@3dsource/types-unreal`.\n\nThat package ships two type contours, prod and QA, and your application and\nthis package must resolve the **same** one — the selection is a `tsconfig`\npath override on the bare specifier, never an import. A bundler that ignores\n`tsconfig` paths (plain Vite or webpack without a matching `resolve.alias`)\ntakes the types from one contour and the enum values from the other, which\nfails at runtime rather than at compile time. See \"Two contours: prod and QA\"\nin the `@3dsource/types-unreal` README.\n\nRun `pnpm demo:start` from the repository root to see the scene component in\nthe demo application.\n\n## Optional prefetch scripts\n\nThe package publishes two dependency-free scripts for use in the document\n`<head>` before Angular starts:\n\n- `region-ping-prefetch.js` measures regions early and caches the closest one.\n- `stream-prefetch.js` opens and parks an eligible WebRTC connection so Angular\n  can adopt it after bootstrap.\n\n<!-- prettier-ignore -->\n```html\n<script\n  src=\"https://cdn.jsdelivr.net/npm/@3dsource/angular-unreal-module/js/region-ping-prefetch.js\"\n  async\n></script>\n<script\n  src=\"https://cdn.jsdelivr.net/npm/@3dsource/angular-unreal-module/js/stream-prefetch.js\"\n  async\n></script>\n```\n\n`stream-prefetch.js` runs only on `metabox-configurator/modular/{configuratorId}`\nroutes — the configurator id comes from the route and there is no attribute to\nsupply one, so the script cannot be enabled for an arbitrary page.\n\nIt reads the same-origin `assets/config.json` and `assets/features.json`, then\nthe configurator's cached record from `{cdn}/cache/configurator/{id}.json` — the\nsame document the host app reads — so it polls under the identity the app will\nuse rather than inventing one. The `newOrchestration` feature flag picks the\ntransport: `signalling` (HTTP polling) or `newSignalling` (control socket +\n`requestStream`). The orchestration-issued `streamRequestId` is forwarded to\nCirrus on the WebSocket URL (the session `connectionId`) and parked for adoption.\n\n`window.__stream` is both the parked stream and the lock: whichever of the script\nand the Angular module writes it first owns the connection, so a page never\nbuilds two. Load the script and the package from the same version — an older\nscript does not know about the lock.\n\nOptional `data-*`: `data-config-url`, `data-features-url`, `data-ws-timeout`,\n`data-poll-timeout`.\n\nPin an exact package version in production when deterministic CDN assets are\nrequired.\n\n## Repository development\n\nRun commands from the repository root:\n\n```shell\npnpm unreal-module:build\npnpm unreal-module:build:watch\npnpm unreal-module:lint\npnpm unreal-module:test\npnpm unreal-module:test:watch\npnpm unreal-module:test:signalling\npnpm unreal-module:test:signalling:leaks\n```\n\n`unreal-module:build` builds the local `types-unreal` dependency before this package.\n\nRelease commands publish only this package:\n\n```shell\npnpm unreal-module:release:patch\npnpm unreal-module:release:dev\n```\n\nAfter a successful publish, the release automatically purges the matching\njsDelivr tag. Retry a failed purge without rerunning the release:\n\n```shell\npnpm unreal-module:purge-cdn -- latest\npnpm unreal-module:purge-cdn -- dev\n```\n\nRepository tooling requires Node.js 24.16.0 or newer and pnpm last version.\n","readmeFilename":"README.md"}