Glossary
Canonical terms used across the SDK and these docs.
The docs and the SDK use a small, consistent vocabulary. If you hit an unfamiliar word in a later page, it is almost certainly defined here.
SDK#
@gamee/sdk — the typed, Promise-based JavaScript/TypeScript library you import
into your game. Provides the public API (gamee.init, gamee.updateScore,
gamee.on(...), …) and picks the right bridge at boot.
Platform#
The GAMEE app or website that loads your game and routes traffic to it. There
are three platforms today: iOS (the GAMEE app, WKWebView), Android
(the GAMEE app, WebView), and web (gamee.com, <iframe>).
The platform owns the user, the score board, the wallet, the lifecycle, and the
wire on the other side of the bridge. Every init, updateScore, gameOver,
pause, resume flows between your game and the platform.
Older docs and chat may use host or client for the same thing — they all mean platform. We standardized on
platformso the docs match thePlatformTypeScript type and the value the SDK hands you ininit()(ctx.platform).
Bridge#
The transport layer underneath the SDK. Translates SDK calls into the wire
format the platform speaks: postMessage on web, a native bridge on iOS and
Android. You almost never touch a bridge directly — exceptions are
MockBridge for tests and the emulator for local development.
Game#
Your HTML5 application. The thing that imports the SDK and runs inside the platform’s iframe / WebView.
Capability#
A feature your game declares it supports — saveState, gems, rewardedAds,
logEvents, missions. Pass them to init({ capabilities: [...] }). The SDK
gates every capability-bound method until you declare the matching capability.
See capabilities for the full list.
Request#
A message the game sends to the platform asking it to do something
(updateScore, showRewardedVideo, gameOver). Some requests resolve with a
value; others are fire-and-forget signals. The SDK wraps both as Promises.
Response#
The platform’s reply to a specific request. Travels platform → game and is
matched to the original request by messageId.
Event#
A message the platform pushes to the game without the game asking
(pause, resume, mute, unmute, start, useExtraLife, submit). You
subscribe with gamee.on('pause', …). No reply expected — the SDK auto-acks.
Handshake#
The first three messages of every session: game calls init(), platform
returns the init data (locale, country, save state, …), game calls
gameReady(). Nothing else fires until the handshake completes.
Init data#
The object the platform returns from init() — platform, locale, country,
sound, saveState, missionData, etc. Treat the platform as authoritative
and read these every session instead of caching them.
Save state#
A serialized blob your game asks the platform to persist between sessions.
Capability-gated (saveState). Round-trips as a string — you stringify on
write, parse on read.
Mission#
A platform-driven challenge (e.g. “score 1000 in this game”). When the user
launches your game from a mission card, init() returns missionData and you
can call updateMissionProgress(0–100). Capability-gated (missions).
Emulator#
A small web app bundled with the SDK that pretends to be a platform. Point it
at any game URL, click start, and the Bridge traffic panel logs every
byte on the wire. The fastest way to debug an integration without shipping to
a real device.
MockBridge#
The test double from @gamee/sdk-test-utils. Lets unit tests assert which
requests the SDK sent, stub responses, and emit platform → game events on
demand. See testing.