# Node.js SDK

> Install the GameCoin SDK for Node.js and use it from your game backend to manage wallets, the ledger, inventory, checkouts and refunds.

The Node.js SDK is the server SDK for backends written in JavaScript or TypeScript. It holds your **secret key**, so it belongs on your server, never in a browser or a game client. For the browser, use the [browser SDK](/docs/sdk/browser). Not sure which SDK you need? Start with [Server SDKs](/docs/sdk/server).

## Install

> [!NOTE]
> The SDK is a pre-release (version 0.1.0) and is **not published yet**: it is not on the npm registry. The package name below is the planned one and may change before the first release.

```bash
npm install @apilow/gamecoin
```

It needs Node.js 18 or later and has no dependency: it uses the built-in `fetch`. The package ships ES modules, CommonJS and TypeScript types.

```javascript
import { GameCoin, ErrorCode, GameCoinError, ext } from "@apilow/gamecoin";
```

With CommonJS:

```javascript
const { GameCoin, ErrorCode, GameCoinError, ext } = require("@apilow/gamecoin");
```

## Create the client

Create one client per game and environment, and share it. The key decides both: `gc_sk_test_…` talks to the test environment, `gc_sk_live_…` to the live one. Read it from an environment variable or a secret manager, never from your code.

```javascript
const gamecoin = new GameCoin(process.env.GAMECOIN_SECRET_KEY, { baseUrl: "https://gamecoin.apilow.com" });
console.log(gamecoin.environment); // "test" or "live", read from the key
```

`https://gamecoin.apilow.com` is the address of this service, which is also the default: you only need `baseUrl` to point the SDK at another address. Every option is optional:

| Option | Default | Meaning |
|---|---|---|
| `baseUrl` | `https://gamecoin.apilow.com` | Origin of the service. The SDK appends `/api/v1`, drops trailing slashes and keeps a path prefix. Only `http` and `https` are accepted. |
| `timeout` | `30000` | Milliseconds to wait for one attempt, headers and body included. |
| `maxRetries` | `2` | Retries after the first attempt, from `0` to `10`: three attempts by default. `0` turns retries off. |
| `fetch` | global `fetch` | Your own transport, for tests or a proxy. See [Testing your integration](#testing-your-integration). |
| `sleep` | a timer | Your own wait between retries, for tests. |

```javascript
const tuned = new GameCoin(process.env.GAMECOIN_SECRET_KEY, {
  baseUrl: "https://gamecoin.apilow.com",
  timeout: 10_000, // give up on an attempt after 10 seconds
  maxRetries: 3, // retry up to three times, four attempts in all
});
console.log(tuned.environment);
```

The constructor refuses anything that is not a secret key, before any request. A publishable key (`gc_pk_…`) gets a message that points to the browser SDK. The key is trimmed, so a trailing newline from a file does no harm. It never appears in an error or in a string representation: `String(gamecoin)`, `util.inspect` and `JSON.stringify` show its prefix only (`gc_sk_test_…`).

## Players and the ext helper

A player is a GameCoin player id, or **your own id** through `ext()`:

```javascript
const player = ext("user-42");
console.log(player); // "ext:user-42"
```

Any string works as your id (spaces, slashes, `%` and accents included): the SDK URL-encodes the whole reference exactly once. With a secret key, a write on an unknown `ext:` player creates it, so there is no registration step. A read of an unknown player fails with `NOT_FOUND`.

```javascript
const profile = await gamecoin.players.upsert(player, { displayName: "Alice", country: "BE" });
const same = await gamecoin.players.get(player);
console.log(profile.id === same.id, profile.externalId, profile.kind); // true "user-42" "external"

// A one-hour token for the browser SDK of your game client
const { token, expiresAt } = await gamecoin.players.createToken(player);
console.log(token.startsWith("gc_pt_"), expiresAt > new Date()); // true true
```

In `players.upsert`, a field you leave out is unchanged and `null` clears it:

```javascript
const cleared = await gamecoin.players.upsert(player, { displayName: null });
console.log(cleared.displayName, cleared.country); // null "BE"
```

## Wallet

A balance has two buckets: `paid` (bought with real money) and `bonus` (granted or earned). A grant always credits `bonus`. A spend takes from `bonus` first, then from `paid`, unless your game reverses that order in its settings.

```javascript
const { balance } = await gamecoin.wallet.grant(player, { currency: "gems", amount: 100, reason: "welcome_gift" });
console.log(balance.total, balance.currency); // 100 "gems"

const spent = await gamecoin.wallet.spend(player, { currency: "gems", amount: 30, reason: "revive" });
console.log(spent.balance.total, spent.entry.type); // 70 "spend"
```

`amount` is an integer of at least 1. `reason` is a short text and `metadata` an object of strings: both are recorded on the ledger entry.

```javascript
const reward = await gamecoin.wallet.grant(player, {
  currency: "gold",
  amount: 25,
  reason: "daily_reward",
  metadata: { day: "3" },
});
console.log(reward.entry.type, reward.entry.bonusDelta, reward.balance.total); // "grant" 25 25
```

`wallet.get` returns one balance per active currency, zeros included:

```javascript
const wallet = await gamecoin.wallet.get(player);
for (const { currency, paid, bonus, total } of wallet.balances) console.log(currency, paid, bonus, total);
// gems 0 70 70
// gold 0 25 25
```

## Ledger

The ledger is the immutable history of every change to a wallet, newest first. `ledger.list` returns one page and a cursor; `limit` is the page size, from 1 to 100 (20 by default).

```javascript
const page = await gamecoin.ledger.list(player, { currency: "gems", limit: 1 });
console.log(page.entries.length, page.nextCursor !== null); // 1 true

const older = await gamecoin.ledger.list(player, { currency: "gems", limit: 1, cursor: page.nextCursor });
console.log(older.entries[0].type); // "grant"
```

`nextCursor` is `null` on the last page. To avoid handling cursors yourself, iterate: each page is fetched only when the loop needs it, so you can stop early.

```javascript
for await (const entry of gamecoin.ledger.iterate(player, { currency: "gems", limit: 50 })) {
  console.log(entry.createdAt.toISOString(), entry.type, entry.paidDelta + entry.bonusDelta, entry.balanceAfter.total);
  if (entry.type === "grant") break; // no further page is fetched
}
```

## Inventory and purchases

Items are `consumable` (they can be consumed) or `durable` (they cannot), and may have a maximum per player. `catalog.get` lists the active currencies, items and packs of your game.

```javascript
const catalog = await gamecoin.catalog.get();
console.log(catalog.items.map((item) => `${item.sku} (${item.type})`)); // [ 'potion (consumable)', 'fire-sword (durable)' ]
```

```javascript
const granted = await gamecoin.inventory.grant(player, { sku: "potion", quantity: 3 });
console.log(granted.quantity); // 3

const used = await gamecoin.inventory.consume(player, { sku: "potion" }); // quantity defaults to 1
console.log(used.quantity); // 2

const owned = await gamecoin.inventory.list(player); // owned items only (quantity above 0)
console.log(owned.map((item) => `${item.sku} x${item.quantity}`)); // [ 'potion x2' ]
```

`inventory.consume` returns the item even when it reaches 0. `purchases.create` buys an item with its price in currency, atomically: the wallet is debited and the item added, or nothing happens.

```javascript
const purchase = await gamecoin.purchases.create(player, { sku: "potion" });
console.log(purchase.balance.total, purchase.item.quantity, purchase.entry.ref.itemSku); // 50 3 "potion"
```

An item can limit how many a player owns. Going beyond fails with `LIMIT_REACHED`:

```javascript
await gamecoin.inventory.grant(player, { sku: "fire-sword" });
try {
  await gamecoin.inventory.grant(player, { sku: "fire-sword" }); // limited to one per player
} catch (error) {
  console.log(error instanceof GameCoinError && error.code === ErrorCode.LIMIT_REACHED); // true
}
```

## Checkout, orders and refunds

A checkout sells a currency **pack** for real money through a hosted payment page. You create the order, send the player to `checkoutUrl`, and the coins and items are delivered when the payment succeeds.

```javascript
const checkout = await gamecoin.checkouts.create(player, {
  packSku: "gems-500",
  successUrl: "https://example.com/shop/thanks", // where the player goes after paying
  cancelUrl: "https://example.com/shop",
  country: "BE", // the buyer's country decides the VAT (EU countries only)
});
console.log(checkout.order.status, checkout.checkoutUrl.startsWith("http")); // "pending" true

const order = await gamecoin.orders.get(checkout.order.id);
console.log(order.status, order.amountCents, order.vatCents, order.netCents); // "pending" 499 87 412
```

The test environment simulates payments: the hosted page offers « Payer » and « Refuser » buttons (it is in French for now), and no money moves. Real payments are not available yet. After a payment the order goes from `pending` to `paid` to `fulfilled`, and the coins and items are delivered. Poll `orders.get`, or wait for the player to come back to your `successUrl`, before telling them it worked.

`orders.refund` takes the coins and items back from a paid order and returns the order, with status `refunded`. What a refund does to coins that the player already spent is explained in [Refunds](/docs/guides/refunds). An order that was never paid answers `CONFLICT`:

```javascript
try {
  await gamecoin.orders.refund(order.id, { reason: "player request" });
} catch (error) {
  if (error instanceof GameCoinError && error.code === ErrorCode.CONFLICT) console.log("not refundable:", error.message);
  else throw error;
}
```

> [!WARNING]
> A refund has no idempotency key, so the SDK retries it on `429` only. After a network error, a timeout or a `5xx` the call fails and the outcome is unknown: read the order back with `orders.get` before you try again.

## Idempotency and retries

Every call that changes something (`wallet.grant`, `wallet.spend`, `inventory.grant`, `inventory.consume`, `purchases.create`, `checkouts.create`) sends an `Idempotency-Key`. By default the SDK generates a UUID v4 **once per call** and reuses it for every retry of that call, so a retry can never apply a change twice.

Pass your own key to make a retry of *your* code safe too, for instance when a job may run twice. Use 1 to 100 printable ASCII characters, derived from the event (here a quest completion). The result tells whether the answer came from an earlier request:

```javascript
const idempotencyKey = "quest-17:user-42";
const first = await gamecoin.wallet.grant(player, { currency: "gems", amount: 10 }, { idempotencyKey });
const again = await gamecoin.wallet.grant(player, { currency: "gems", amount: 10 }, { idempotencyKey });
console.log(first.replayed, again.replayed, first.entry.id === again.entry.id); // false true true
```

The same key with a different request is refused with `IDEMPOTENCY_CONFLICT`. Keys are kept for 30 days. A replayed checkout returns the order in its *current* state. The rules behind this are on the [Idempotency](/docs/concepts/idempotency) page.

Automatic retries run at most `maxRetries` times (twice by default):

| Failure | Retried |
|---|---|
| Network error, timeout, `5xx` | Yes (not for `orders.refund`) |
| `429` | Yes, after the `Retry-After` delay |
| Any other `4xx` | Never |

The wait is `0.5 s × 2^attempt`, with a random jitter of ±25 %. A `Retry-After` header wins, up to 30 seconds. Beyond that nothing is retried and the error carries `retryAfter`, in seconds, so that you decide. Every read, `players.upsert` and `players.createToken` follow the same rules as the changes above.

Every call accepts an `AbortSignal` that cancels it, and any retry in progress. The call then rejects with the signal's reason, not with a `GameCoinError`:

```javascript
const controller = new AbortController();
const timer = setTimeout(() => controller.abort(), 5_000);
const latest = await gamecoin.wallet.get(player, { signal: controller.signal });
clearTimeout(timer);
console.log(latest.balances.length); // 2
```

## Errors

Anything that goes wrong with a request is a `GameCoinError`:

| Property | Content |
|---|---|
| `code` | The API code (`INSUFFICIENT_FUNDS`, `NOT_FOUND`…), or `NETWORK_ERROR` or `TIMEOUT` (status 0), or `INVALID_RESPONSE` when the body is not the expected JSON. |
| `status` | The HTTP status, `0` when no response was received. |
| `message` | The message of the API, or a short description. Written for developers, not for your players. |
| `details` | The `details` of the API (`required`, `available`, `fieldErrors`…), `{}` when absent. |
| `retryAfter` | Seconds, when the API sent `Retry-After`. |

```javascript
try {
  await gamecoin.wallet.spend(player, { currency: "gems", amount: 1_000_000 });
} catch (error) {
  if (error instanceof GameCoinError && error.code === ErrorCode.INSUFFICIENT_FUNDS) {
    console.log(`needs ${error.details.required}, has ${error.details.available}`); // needs 1000000, has 60
  } else {
    throw error;
  }
}
```

`ErrorCode` holds a constant for every code. These are the ones you will meet:

| HTTP | Code | When |
|---|---|---|
| 400 | `VALIDATION_FAILED` | A field is invalid (`details.fieldErrors`). |
| 401 | `UNAUTHENTICATED` | The secret key is missing, unknown or revoked. |
| 402 | `PAYMENT_FAILED` | The payment was refused, or no payment provider exists for this environment. |
| 403 | `FORBIDDEN` | This kind of key is not allowed here. |
| 403 | `PLAYER_BLOCKED` | The player is blocked. |
| 403 | `ENV_NOT_ENABLED` | The live environment is used by a studio that is not verified. |
| 404 | `NOT_FOUND` | Unknown player, currency, item, pack or order. |
| 409 | `INSUFFICIENT_FUNDS` | The wallet or the item quantity is too low (`details.required`, `details.available`). |
| 409 | `LIMIT_REACHED` | `maxOwned`, `maxPerPlayer` or the balance ceiling is exceeded. |
| 409 | `IDEMPOTENCY_CONFLICT` | The key was reused with another request. |
| 409 | `CONFLICT` | Invalid state change, such as refunding an unpaid order. |
| 429 | `RATE_LIMITED` | Too many requests (`retryAfter`). |
| 500 | `INTERNAL` | Unexpected error on the GameCoin side. |
| 0 | `NETWORK_ERROR`, `TIMEOUT` | No answer. The SDK has already retried. |
| any | `INVALID_RESPONSE` | The body is not the expected JSON. |

`IDEMPOTENCY_KEY_REQUIRED` also exists, but the SDK always sends a key. See [Errors](/docs/concepts/errors) for what each code means for your game.

Arguments that are wrong on their face never reach the network. A wrong type throws a `TypeError` and an unacceptable value a `RangeError`, not a `GameCoinError`, and the message never contains the offending value:

```javascript
try {
  await gamecoin.wallet.grant(player, { currency: "gems", amount: -5 });
} catch (error) {
  console.log(error.name, error instanceof GameCoinError); // "RangeError" false
}
```

When the ES module and CommonJS copies of the package can meet in one program, test with `GameCoinError.isGameCoinError(error)` instead of `instanceof`.

## Testing your integration

The transport is an option, so your own tests need no network and no mocking library. `fetch` receives the URL and the request, and returns anything shaped like a `Response`: a `status`, `headers.get()` and `text()`. The global `Response` fits. With `sleep`, you also skip the waits between retries:

```javascript
const calls = [];
let attempts = 0;
const fakeFetch = async (url, init) => {
  calls.push({ method: init.method, key: init.headers["Idempotency-Key"] });
  attempts += 1;
  if (attempts < 3) return new Response("Bad gateway", { status: 502 });
  const body = { playerId: "p1", balances: [{ currency: "gems", paid: 0, bonus: 100, total: 100 }] };
  return new Response(JSON.stringify(body), { status: 200 });
};

const offline = new GameCoin(`gc_sk_test_${"x".repeat(40)}`, { fetch: fakeFetch, sleep: async () => {} });
const result = await offline.wallet.get(player);
console.log(result.balances[0].total, calls.length); // 100 3
```

The same transport can check a change: two failures and a success, and a single idempotency key sent three times.

```javascript
const sent = [];
const echo = new GameCoin(`gc_sk_test_${"x".repeat(40)}`, {
  sleep: async () => {},
  fetch: async (url, init) => {
    sent.push(init.headers["Idempotency-Key"]);
    return sent.length < 3
      ? new Response("Bad gateway", { status: 502 })
      : new Response(JSON.stringify({ item: { sku: "potion", quantity: 1, updatedAt: "2026-10-05T12:00:00.000Z" } }), { status: 200 });
  },
});
const gift = await echo.inventory.grant(player, { sku: "potion" });
console.log(gift.quantity, new Set(sent).size); // 1 1
```

To test against the real service without touching your players, use a **test secret key** (`gc_sk_test_…`) of your game. The test environment runs the same API with simulated payments, and its data never mixes with the live data: see [Keys and environments](/docs/concepts/keys-and-environments). The [Testing](/docs/guides/testing) guide says what to try. Use a fresh player id for each run, so that every run starts from a zero balance:

```javascript
const sandbox = new GameCoin(process.env.GAMECOIN_SECRET_KEY, { baseUrl: "https://gamecoin.apilow.com" });
const fresh = ext(`test-${Date.now()}`);
const start = await sandbox.wallet.grant(fresh, { currency: "gems", amount: 100 });
console.log(start.balance.total); // 100
```

## Reference

`player` is a string: a GameCoin player id, or the result of `ext()`. Every call returns a `Promise`. Every call takes a last `options` argument with an optional `signal` (an `AbortSignal`); the calls marked with an asterisk also accept an `idempotencyKey`.

| Method | Returns | HTTP request |
|---|---|---|
| `gamecoin.catalog.get(options?)` | `Promise<Catalog>` | `GET /catalog` |
| `gamecoin.players.upsert(player, profile?, options?)` | `Promise<Player>` | `PUT /players/{player}` |
| `gamecoin.players.get(player, options?)` | `Promise<Player>` | `GET /players/{player}` |
| `gamecoin.players.createToken(player, options?)` | `Promise<PlayerToken>` | `POST /players/{player}/tokens` |
| `gamecoin.wallet.get(player, options?)` | `Promise<Wallet>` | `GET /players/{player}/wallet` |
| `gamecoin.wallet.grant(player, params, options?)` * | `Promise<Movement>` | `POST /players/{player}/wallet/grant` |
| `gamecoin.wallet.spend(player, params, options?)` * | `Promise<Movement>` | `POST /players/{player}/wallet/spend` |
| `gamecoin.ledger.list(player, params?, options?)` | `Promise<LedgerPage>` | `GET /players/{player}/ledger` |
| `gamecoin.ledger.iterate(player, params?, options?)` | `AsyncGenerator<LedgerEntry>` | `GET /players/{player}/ledger`, page after page |
| `gamecoin.inventory.list(player, options?)` | `Promise<InventoryItem[]>` | `GET /players/{player}/inventory` |
| `gamecoin.inventory.grant(player, params, options?)` * | `Promise<InventoryChange>` | `POST /players/{player}/inventory/grant` |
| `gamecoin.inventory.consume(player, params, options?)` * | `Promise<InventoryChange>` | `POST /players/{player}/inventory/consume` |
| `gamecoin.purchases.create(player, params, options?)` * | `Promise<Purchase>` | `POST /players/{player}/purchases` |
| `gamecoin.checkouts.create(player, params, options?)` * | `Promise<Checkout>` | `POST /players/{player}/checkouts` |
| `gamecoin.orders.get(orderId, options?)` | `Promise<Order>` | `GET /orders/{orderId}` |
| `gamecoin.orders.refund(orderId, params?, options?)` | `Promise<Order>` | `POST /orders/{orderId}/refund` |

A parameter object rejects any field it does not know, so a typo fails at once instead of being dropped.

| Parameters | Fields |
|---|---|
| `profile` | `displayName`, `email`, `country`, `birthYear`: a string (a number for `birthYear`), or `null` to clear |
| `params` of `wallet.grant` and `wallet.spend` | `currency` and `amount` (required), `reason`, `metadata` (strings only) |
| `params` of `inventory.grant`, `inventory.consume` and `purchases.create` | `sku` (required), `quantity` (1 by default) |
| `params` of `ledger.list` | `currency`, `limit` (1 to 100), `cursor` |
| `params` of `ledger.iterate` | `currency`, `limit` (the page size) |
| `params` of `checkouts.create` | `packSku` (required), `successUrl`, `cancelUrl`, `country` |
| `params` of `orders.refund` | `reason` |

The results are plain objects, with `Date` values for every timestamp:

| Type | Fields |
|---|---|
| `Movement` | `entry` (a ledger entry), `balance`, `replayed` |
| `Purchase` | `entry`, `balance`, `item`, `replayed` |
| `Checkout` | `order`, `checkoutUrl`, `replayed` |
| `InventoryChange` | `sku`, `quantity`, `updatedAt`, `replayed` |
| `LedgerPage` | `entries`, `nextCursor` (`null` on the last page) |
| `PlayerToken` | `token`, `expiresAt` |

The package also exports `GameCoin`, `GameCoinError`, `ErrorCode`, `ext`, `VERSION`, `DEFAULT_BASE_URL`, `DEFAULT_TIMEOUT_MS` and `DEFAULT_MAX_RETRIES`, and a TypeScript type for every object of the API (`Player`, `Wallet`, `Balance`, `LedgerEntry`, `InventoryItem`, `Catalog`, `Order`…). The fields of each object match the [API reference](/docs/api), where each resource has its page: [catalog](/docs/api/catalog), [players](/docs/api/players), [wallet](/docs/api/wallet), [ledger](/docs/api/ledger), [inventory](/docs/api/inventory), [purchases](/docs/api/purchases), [checkouts](/docs/api/checkouts) and [orders](/docs/api/orders).
