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IAP and skill contests are flat 1%. USD in, USDC on-chain, no crypto UX for players.","maintainers":[{"name":"boz_m","email":"boz@playmos.io"}],"readme":"# @playmos/sdk\n\n**🧪 Beta — Playmos SDK.** Runs on Base Sepolia **testnet**. The value-movement primitives (escrow / marketplace / transfer) are proven on-chain but **not yet production-hardened**, and nothing is on mainnet — **Mainnet Beta is gated**: live keys are not issued until the Founder sign-off and the compliance gate close; the migration is one key swap on the same code (see the public docs, “Mainnet Beta — gated”). Build and integrate freely against the sandbox; don't route real user funds yet.\n\nStablecoin payments for games on Base. **One default path:** `pay()` → `verify()` → a real `pay_…` id with status `confirmed` (1% Playmos — you keep 99%). No game required. Contests, economies, and timers are **optional**. Skill contests are **flat 1%** on **your** pool. If `rounds.open` is refused, that is expected until you prepare → sign → register your own contest pool. USD in, USDC on-chain — no crypto UX for your players.\n\n**Changelog:** see [`CHANGELOG.md`](./CHANGELOG.md) (shipped in the npm tarball from the next publish). **Breaking in 0.3.8:** player-wallet `enterRound` requires `identity` — no silent invent.\n\n## Install\n\n```bash\nnpm i @playmos/sdk\n```\n\nRequires **Node 18 / 20 / 22 LTS** for local development and CI toolchains. Full toolchain notes live in the private monorepo; third parties only need a current Node LTS and `npm i @playmos/sdk`.\n\n## Browser vs server entry\n\n- **Games (browser / Vite / Phaser):** `import { Playmos } from \"@playmos/sdk\"` — this entry is browser-safe and does **not** import Node `crypto` (issue #9). The package depends on **viem**; the named import tree-shakes, but a default Vite single chunk can still exceed 500 kB gzip-warn.\n- **Your backend (webhook receivers):** `import { verifyWebhook } from \"@playmos/sdk/server\"` — HMAC verification uses Node crypto and must stay off the client bundle.\n\nThe sandbox API also sends CORS headers so browser `pay()` / `enterRound()` work without a same-origin proxy (issue #10).\n\n## Quickstart — the no-wallet sandbox\n\nThe public sandbox key `pk_test_playmos_sandbox` runs against a real Playmos test service on Base Sepolia. **You don't need a wallet:** set `settle: \"server\"` (the quickstart does). The SDK then server-settles even if MetaMask is installed. You still get a real, confirmed `txHash` — signed by the service. No wallet, no gas, no crypto. Omit `settle` only when you want the player to sign.\n\nThe public key is wired to `game_sandbox_iap`. Skill entry (`game_sandbox_skill`) is an optional later path — not the first-hour default.\n\n### In-app purchase — `pay()` (the front door)\n\n<!-- snippet:pay -->\n```ts\nimport { Playmos } from \"@playmos/sdk\";\n\n// Public sandbox key — client-safe, like Stripe's pk_test_.\n// No wallet needed: Playmos server-settles the test payment for you.\nconst playmos = new Playmos({ apiKey: \"pk_test_playmos_sandbox\", settle: \"server\" });\n\nconst payment = await playmos.pay({\n  gameId: \"game_sandbox_iap\", // required for the public sandbox key\n  amount: \"0.99\",             // USD string — sandbox server-settle cap $1.00/request\n  sku: \"gems_500\",            // your product id\n  playerId: \"player_\" + Date.now(),\n});\n\nlet result = await playmos.verify(payment.id);\nlet tries = 30;\nwhile (result.status !== \"confirmed\" && tries !== 0) {\n  await new Promise((r) => setTimeout(r, 500));\n  result = await playmos.verify(payment.id);\n  tries -= 1;\n}\nif (result.status !== \"confirmed\") {\n  throw new Error(`not confirmed yet: ${result.status}`);\n}\n\nconsole.log({ id: payment.id, status: result.status, tx: payment.txHash });\n// You won: pay_… + confirmed on Base Sepolia\n```\n\n### Verify before you grant\n\nGrant items on a verified confirmation — never on the client `pay()` return alone.\n\n<!-- snippet:verify -->\n```ts\nimport { Playmos } from \"@playmos/sdk\";\n\n// Your server — the secret key lives here, never in a client bundle.\nconst server = new Playmos({ apiKey: process.env.PLAYMOS_SECRET! }); // sk_test_…\n\nconst result = await server.verify(payment.id); // on-chain read — idempotent, safe to retry\n\n// Terminal success is exactly \"confirmed\" (IAP + entries) — not \"settled\" / \"succeeded\".\nif (result.status === \"confirmed\") {\n  grantItem(result.playerId, result.sku);\n}\n```\n\n### Optional later — skill-game entry (`enterRound()`)\n\n```ts\nconst idempotencyKey = \"entry-player_abc\"; // persist BEFORE enterRound\nconst entry = await playmos.enterRound({\n  gameId: \"game_sandbox_skill\",\n  roundId: \"5m-5944009\",\n  amount: \"1.00\",         // grows this round's pool\n  playerId: \"player_abc\",\n  idempotencyKey,\n});\n// entry.status === \"confirmed\". Public sandbox skill is a shared Playmos pool —\n// not your contest and not your published take. Persist entry.identity\n// (sandbox#entry_…) when there is no wallet. Same $1.00/request cap as pay().\n// Your 1% is IAP pay() and your own registered pool (next section).\n```\n\n### Studio keys (admin + operator) — CLI one-liner\n\nA studio pool uses an **admin** EOA (deploys the pool, holds `DEFAULT_ADMIN_ROLE`) and an **operator** EOA (settles epochs). Keys stay on your machine — Playmos never holds them and never presses send. **Never commit them, never paste them, never send them to Playmos.**\n\n**`playmos-studio init` is in `@playmos/sdk`.** There is no `playmos-studio` package on npm — `npx playmos-studio` 404s. Run `npx --yes --package=@playmos/sdk@0.3.20 playmos-studio init` to write a local admin + operator key file. Pin the version; a bare `--package=@playmos/sdk` can install an old build with no CLI. After the same pin, `playmos-studio pool create` deploys your pool contract from your machine and records `poolAddress` + `txHash`; `playmos-studio pool own` owns it (register → sign the proof → register); `playmos-studio series create --entry <micro> --epoch <seconds>` prepares the first series, proves your RPC serves the locked chain, reads `hasRole` on the pool, signs and sends `createSeries` once from the admin key, and polls until `created=true` (`--dry-run` sends nothing). `epochs.preparePool({ studioWallet, operator })` already accepts a dedicated operator EOA, so a pool created that way needs no later `grantRole`. **CLI today:** `init`, `pool create`, `pool own`, `series create`. **Script-only today:** the operator settle loop — there is no `operator run` command yet. On mainnet your operator signs the settlement and Playmos relays and pays gas (`POST /v1/epochs/:epochId/settle/signed`, SDK `epochs.executeSettlement`); Playmos holds no operator power on your pool.\n\n### Your own contest pool — `epochs.preparePool` (you sign)\n\n`@playmos/sdk` **0.3.18** ships `epochs.preparePool` and `epochs.prepareSeries` with `unsignedTx` on the typed response. It calls the live API. Playmos sets `broadcast: false` and does **not** send the transaction.\n\n1. Fund your studio wallet on Base Sepolia (ETH + test USDC). Playmos has no faucet — use the [Coinbase Faucet](https://portal.cdp.coinbase.com/products/faucet) for ETH and the [Circle test USDC faucet](https://faucet.circle.com) (select Base Sepolia).\n2. Call `epochs.preparePool({ studioWallet })` or `POST /v1/epochs/pools/prepare`. Use `feeSink` from that response (`0xD84c190085aa59c48a9B478Ea333D50B8DF4aD42`).\n3. Sign `unsignedTx` in your wallet and send it.\n4. `epochs.registerPool` with `walletProof`.\n5. `epochs.prepareSeries` — one returned `unsignedTx`, you sign in the same EOA. Then `GET /v1/epochs/series` until `created=true`, then enter **your** game — not the shared sandbox game.\n\n`previewPoolSplit(amount)` previews the own-pool default (Playmos take is the locked 1%). Pass `{ poolBps, seedBps, feeBps, studioBps }` to preview a series you created.\n\nFull steps: https://playmos-docs-public.vercel.app/docs#studio-pool-prepare\n\n### Move USDC between wallets — `transfer()`\n\nThe base value-movement primitive: move USDC from one wallet to another with a configurable per-call fee. The **game logic is the authority** — you already decided the move is valid — so this is a direct, unconditional push (reach for `escrow`/`marketplace` when a trust boundary needs fair exchange). Settled through the on-chain `PlaymosTransfer` contract; the split is verifiable on BaseScan.\n\n```ts\n// NPC→NPC with a 5% fee (Playmos Town P2P). Requires sk_test_ + agents.createWallet first.\n// Full walkthrough: see \"In-game economies — the Playmos Town golden path\" below.\n// Confirm: status === \"settled\" && txHash, or await playmos.transfers.wait(id) if settling.\nconst t = await playmos.transfer({\n  // `from` is OPTIONAL in the sandbox — omit it and the service uses its server-held signer wallet\n  // (Phase 1a's only payer), so you don't need to know that address to run this example.\n  to:     \"0x…blacksmith\",\n  amount: \"0.80\",         // USD; USDC settles on-chain. Stay UNDER the $1.00 sandbox cap (see below).\n  feeBps: 500,            // 5% — 0–10000\n  feeSink: \"0x…treasury\", // required when feeBps > 0\n  memo:   \"ore\",          // optional, echoed on the receipt\n});\nt.status;          // \"settled\" — real, on Base Sepolia\nt.txHash;          // 0x… open on sepolia.basescan.org\nt.net;             // \"0.76\"  (payee)\nt.fee;             // \"0.04\"  (feeSink)\nt.idempotentReplay; // false on the first settle\n```\n\n**`feeBps: 0` is an untaxed reward/faucet transfer** (no fee taken; `feeSink` not needed) — e.g. a monster-bounty payout from a world wallet to a fighter. Set `feeBps: 10000` for a 100% first-party sale (all of it to `feeSink`).\n\n| Field | Required | Notes |\n|---|---|---|\n| `from` | no | Payer wallet — a `0x` address. **Omit in the sandbox** and the service defaults it to its server-held signer wallet (Phase 1a's only payer). If supplied, it must be that wallet. |\n| `to` | yes | Payee wallet — a `0x` address. |\n| `amount` | yes | USD decimal string (\"0.80\"); > 0, ≤ 2 dp. **Sandbox cap: ≤ $1.00 per transfer** (see limits below). |\n| `feeBps` | no (default `0`) | Per-call fee in bps, **0–10000**. `0` = untaxed reward/faucet. |\n| `feeSink` | when `feeBps > 0` | Fee destination `0x` address. |\n| `memo` | no | Optional note, echoed on the receipt. |\n| `idempotencyKey` | no | Pass the same key on a retry to guarantee **at most one** on-chain transfer (see below). |\n\n**Sandbox limits (enforced before any signing).** The public sandbox signs from a shared funded testnet wallet, so the transfer path is guarded: **$1.00 max per transfer** (a larger `amount` is a `400`), **5 requests/minute** per IP and per key (`429`), and a **$20/day budget** across all sandbox transfers (`429`). These are testnet abuse controls — not product limits.\n\n**Retries are safe (idempotent, no double-spend).** Every transfer is anchored on a requirement id derived from `idempotencyKey`. The service durably reserves the transfer *before* broadcasting, so a retry with the same key — or two concurrent calls with the same key — **broadcast at most one transaction**; the loser returns the original result with `idempotentReplay: true`. Preview the split with no network via `previewTransferSplit(amount, feeBps)`. Reusing an id with **different** terms (payTo/amount/fee/sink/from) is rejected, not silently replayed.\n\n**REST (no SDK).** The SDK's `transfer()` is a thin wrapper over `POST /v1/transfers`:\n\n```bash\ncurl -X POST https://<sandbox-host>/v1/transfers \\\n  -H \"Authorization: Bearer pk_test_playmos_sandbox\" \\\n  -H \"Content-Type: application/json\" \\\n  -d '{ \"to\": \"0x…blacksmith\", \"amount\": \"0.80\", \"feeBps\": 500, \"feeSink\": \"0x…treasury\", \"memo\": \"ore\", \"idempotencyKey\": \"ore-trade-1\" }'\n```\n\nFields match the table above (`from` optional → defaults to the signer; `feeBps`/`feeSink` as documented). Poll `GET /v1/transfers/:id` to reconcile a transfer's status against the chain (it recovers a transfer left mid-flight by a crash).\n\n> Sandbox only (Phase 1a): `transfer` settles server-held NPC/agent wallets on Base Sepolia. The player-signed (EIP-3009) non-custodial path is Phase 1b.\n\n### In-game economies — the Playmos Town golden path\n\n**In-game economies** = commerce between **players, NPCs, and agents** (AI or scripted). The money primitive is **`transfer()`** (entity-agnostic); NPC/agent wallets use **`agents.*`** (API names unchanged). This is the loop the **Playmos Town** pattern runs end to end (described in public docs — Path C / in-game economies): give each NPC a wallet, fund it, then move value with a per-call fee — P2P (5%), a monster bounty (0%), a shop sale (100%). Proven on **Base Sepolia** (transfer layer) — not a claim that a full MMO product is shipped.\n\n**Agents need a SECRET test key — `sk_test_`, not `pk_test_`.** Assigning NPC wallets and transferring *from* an NPC are privileged, server-side actions, so they require an `sk_test_` key kept on **your backend** — not the public `pk_test_playmos_sandbox`. `pk_test_` runs the no-wallet `pay()` / `enterRound()` demos above; `sk_test_` unlocks `agents.*` and NPC-funded `transfer`.\n\n```ts\nimport { Playmos } from \"@playmos/sdk\";\n\n// Server-side only — an sk_test_ secret key, never shipped to the browser.\nconst playmos = new Playmos({ apiKey: process.env.PLAYMOS_SK_TEST });\nconst feeSink = process.env.PLAYMOS_FEE_SINK; // 0x treasury / shop wallet\n\n// 1) Assign a wallet to an NPC your game already owns (idempotent — safe to re-call).\nconst miner = await playmos.agents.createWallet({ agentId: \"npc_pico_miner\" });\nminer.address; // 0x… — the NPC's USDC wallet on Base Sepolia\n\n// 2) Fund it from your treasury (sandbox faucet, per-NPC lifetime cap).\nconst funded = await playmos.agents.fund({ agentId: \"npc_pico_miner\", amount: \"0.20\" });\nfunded.funding.status; // \"settled\" | \"settling\"\n\n// 3a) P2P trade — 5% fee to the treasury (feeBps: 500). NPC `from` ⇒ gasless (NPC signs, Playmos relays + pays gas).\nconst p2p = await playmos.transfer({\n  from:    \"npc_pico_miner\",\n  to:      \"npc_bruna_blacksmith\",\n  amount:  \"0.10\",\n  feeBps:  500,       // 5% P2P\n  feeSink,            // required when feeBps > 0\n});\n\n// Confirm with the new ergonomics (#54): wait for a terminal state — no hand-rolled poll loop.\nconst settled = await playmos.transfers.wait(p2p.id);\nsettled.status; // \"settled\" — txHash on sepolia.basescan.org\n\n// 3b) Monster-bounty payout — 0% untaxed reward from the treasury signer (omit `from`, no feeSink).\nawait playmos.transfer({ to: \"npc_wynn_ranger\", amount: \"0.05\", feeBps: 0 });\n\n// 3c) First-party shop sale — 100% to the shop (feeBps: 10000).\nawait playmos.transfer({ from: \"npc_kane_knight\", to: feeSink, amount: \"0.05\", feeBps: 10_000, feeSink });\n```\n\n**Prefer one call? Confirm inline.** Pass `{ confirm: true }` and `transfer` blocks until the transfer is terminal before it resolves — identical to calling `transfers.wait(id)` yourself (#54):\n\n```ts\nconst t = await playmos.transfer(\n  { from: \"npc_pico_miner\", to: \"npc_bruna_blacksmith\", amount: \"0.10\", feeBps: 500, feeSink },\n  { confirm: true },\n);\nt.status; // \"settled\" (or \"failed\") — already terminal, no follow-up call\n```\n\nThe sandbox throttles (5 req/min per key), so back-to-back legs can `429`. **Retries are automatic** — the SDK backs off and retries a `429` up to twice by default, and every write carries an idempotency key so a retry never double-broadcasts (tune with `new Playmos({ apiKey, retry: { maxRetries } })`, or `retry: false` to opt out).\n\nThe full 5-NPC walkthrough — create → fund → P2P / shop / bounty, each confirmed on-chain — is summarized in the public developer docs (in-game economies / agents). Example script names below are for monorepo operators only:\n\n```bash\nPLAYMOS_SK_TEST=sk_test_… PLAYMOS_FEE_SINK=0x… node docs/examples/playmos-town-sdk.mjs\n```\n\nClose + pay winners (`settling` / `settled` — poll, do not re-POST): `docs/examples/settle-winners.mjs` (offline `mock: true`).\n\n## Local `file:` / monorepo install\n\n`@playmos/sdk` ships **built `dist/`**. Lifecycle hooks `prepare` / `prepack` / `prepublishOnly`\nrun `scripts/ensure-build.cjs` (rebuild via local `tsup` or, on a cold `file:` install with no\n`sdk/node_modules`, `npx --yes tsup@8.3.0`) — **when lifecycle scripts are enabled**.\n\n**Repo hardening (sdk#431 / #434):** root + `sdk/` + `service/` + `contracts/` set\n`ignore-scripts=true` in `.npmrc`. That blocks dependency install scripts (supply-chain defense)\nand also suppresses those prepare/prepack/prepublishOnly hooks.\n\n| Action | What to do |\n|--------|------------|\n| Day-to-day install in this monorepo | `npm ci` / `npm i` as usual — scripts ignored by design |\n| Rebuild dist after source edits | **`npm run build`** in `sdk/` (user scripts still run) |\n| **Manual** `npm publish` from a laptop | **`cd sdk && npm run build && npm publish`** — do not rely on prepublishOnly |\n| CI publish | Already runs `npm run build` explicitly before pack/publish |\n\nSo wiping `dist/` then `npm i file:…/sdk` may **not** auto-rebuild under `ignore-scripts`;\nrun `npm run build` in `sdk/` first, or use CI. CI also fails if committed `dist/` drifts from source.\n\n## Mock mode — offline, deterministic\n\nFor CI and wiring checks, `mock: true` returns instant, deterministic results with **no network and no chain**. Results carry `mock: true` and use the real status union, so your handling code sees the exact production shape.\n\n```ts\nconst playmos = new Playmos({ apiKey: \"pk_test_playmos_sandbox\", mock: true });\nconst payment = await playmos.pay({\n  gameId: \"game_sandbox_iap\", sku: \"gems_100\", amount: \"0.99\", playerId: \"player_abc\",\n});\n// instant — payment.status === \"confirmed\", payment.mock === true\n\n// Operator lifecycle offline too — no sk_ required when mock:true (#435)\nawait playmos.rounds.open({\n  gameId: \"game_sandbox_skill\",\n  roundId: \"r1\",\n  entryAmount: \"0.25\",\n  payout: { kind: \"winner-take-all\" },\n});\nawait playmos.rounds.lock({ roundId: \"r1\" });\nawait playmos.rounds.settle({\n  roundId: \"r1\",\n  results: { ranking: [\"0x0000000000000000000000000000000000000001\"] },\n});\n```\n\nMock mode is not test mode: mock is fabricated and offline; the sandbox is real and settles on Base Sepolia.\n**Live** `rounds.open` / `lock` / `settle` still need a provisioned secret key on the server.\n\n## Production — real player wallets\n\nOutside the sandbox (a `pk_live` key), or whenever you want the player to sign their own on-chain transaction, configure a wallet connector. With a wallet present the SDK uses the client-signed path instead of server-settle.\n\n```ts\nconst playmos = new Playmos({\n  apiKey: \"pk_live_…\",\n  // base-account (default) is NOT a built-in Base Account package — pass wallet.provider\n  // from @base-org/account when not in Base App / no injected ethereum (sdk#512)\n  wallet: { connector: \"base-account\" }, // or \"injected\" in a wallet browser\n});\n```\n\nPromote by swapping the key — the same code that passed in the sandbox works live.\n\n## Value movement — escrow, marketplace, transfer (0.2.0, testnet)\n\n`0.2.0` adds non-custodial USDC value-movement primitives on top of the settlement core:\n\n- **`playmos.transfer(...)`** — a direct USDC transfer.\n- **`playmos.escrow.hold / release / refund / get`** — hold funds against a deal, then pay the payee (fee skimmed at release) or refund the payer (100%). Every term is frozen on-chain at hold.\n- **`playmos.marketplace.list / buy / confirm / refund / cancel / get`** — a listing packaged as an escrow deal (`buy` = hold, `confirm` = release, timeout/dispute = refund), including `buy({ deliver: true })` to hold+release in one call.\n\n**Status quo (2026-07): testnet-sandbox only.** These paths are proven on Base Sepolia (independently reconciled on-chain) but are **not** marketed as production-hardened, and are not on mainnet. For money preflights, **point the service at a dedicated RPC** (Alchemy/QuickNode) — do not rely on a load-balanced public endpoint for read-your-write consistency. In the SDK, `rpcUrl` (or `PLAYMOS_RPC_URL`) is **proven, not trusted**: the first read through a supplied URL asks it `eth_chainId` and refuses with `ConfigError` if it does not serve the key's chain; on mainnet a dedicated RPC is required, with no public fallback.\n\n### Resolve status-code contract\n\nThe escrow/marketplace resolve endpoints (release/refund/confirm) return a deterministic contract — handle it explicitly:\n\n| Code | Meaning | Client action |\n|------|---------|---------------|\n| **404** | Unknown escrow / listing | Terminal — the id does not exist |\n| **409** | Not resolvable (already released/refunded, or genuinely never held) | Terminal — do not retry |\n| **503** | Transient (RPC read-lag, or a crash-orphaned hold being reconciled) | **Retry** with backoff |\n| **400** | Malformed input | Terminal — fix the request |\n\n**On a `503`, retry the release/confirm** — it means the on-chain state just hasn't propagated yet, not that anything failed.\n\n## Docs\n\nFull developer docs (install, IAP `pay()`, skill `enterRound()`, your own contest pool, agents, webhooks, REST) — **public, no login**:\n\n**https://playmos-docs-public.vercel.app/docs** · contest pool: **https://playmos-docs-public.vercel.app/docs#studio-pool-prepare**\n\nThat is the third-party / stranger surface while we stress-test. Production **`playmos.io/docs`** comes after Founder promote (gate still holds for production only).\n","readmeFilename":"README.md"}