@globalleaderboards/sdk - v0.5.0
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    @globalleaderboards/sdk - v0.5.0

    @globalleaderboards/sdk

    Official SDK for GlobalLeaderboards.net - Add competitive leaderboards to any application in under 5 minutes.

    npm install @globalleaderboards/sdk
    # or
    yarn add @globalleaderboards/sdk
    # or
    pnpm add @globalleaderboards/sdk

    The SDK uses the industry-standard Authorization: Bearer <api-key> header for authentication. Your API key can be obtained from the GlobalLeaderboards dashboard. Each API key is associated with a specific app, ensuring proper data isolation.

    const leaderboard = new GlobalLeaderboards('your-api-key')
    
    import {GlobalLeaderboards} from '@globalleaderboards/sdk'

    // Initialize the SDK
    const leaderboard = new GlobalLeaderboards('your-api-key', {
    defaultLeaderboardId: 'your-default-leaderboard' // Optional
    })

    // Submit a score - three ways
    await leaderboard.submit('player-id', 1250) // Uses default leaderboard
    await leaderboard.submit('player-id', 1250, 'specific-leaderboard')
    await leaderboard.submit('player-id', 1250, {
    leaderboardId: 'your-leaderboard-id',
    userName: 'PlayerOne',
    metadata: { level: 5 }
    })

    // Get leaderboard
    const scores = await leaderboard.getLeaderboard('your-leaderboard-id', {
    limit: 10
    })

    // Connect to real-time updates

    // Recommended: Server-Sent Events (simpler, auto-reconnect, firewall-friendly)
    const sse = leaderboard.connectSSE('your-leaderboard-id', {
    onLeaderboardUpdate: (data) => {
    // Same enhanced format as WebSocket
    console.log('Full leaderboard:', data.leaderboard.entries)
    console.log('What changed:', data.mutations)
    console.log('Triggered by:', data.trigger)
    }
    })

    // Alternative: WebSocket (only use if you specifically need WebSocket compatibility)
    // Note: Currently only receives updates, doesn't send data to server
    const ws = leaderboard.connectWebSocket({
    onLeaderboardUpdate: (data) => {
    // New enhanced format with full state and mutations
    console.log('Full leaderboard:', data.leaderboard.entries) // Top 100 entries
    console.log('What changed:', data.mutations) // Array of changes
    console.log('Triggered by:', data.trigger) // What caused the update
    },
    onUserRankUpdate: (data) => {
    console.log('Rank changed:', data)
    }
    })
    ws.subscribe('your-leaderboard-id')
    • ๐Ÿš€ Simple API - Get started in minutes
    • ๐ŸŒ Global Performance - <100ms response times worldwide
    • ๐Ÿ”„ Real-time Updates - WebSocket and SSE support for live leaderboards
    • ๐Ÿ“ฑ Offline Support - Automatic queuing when offline with chrome.storage.sync
    • ๐Ÿ›ก๏ธ Type Safe - Full TypeScript support
    • ๐Ÿ”’ Secure - API key authentication with rate limiting
    • ๐ŸŽฎ Game Ready - Built for games and competitive applications
    • ๐Ÿ—๏ธ Reliable - Automatic retries and error handling
    const leaderboard = new GlobalLeaderboards(apiKey, options)
    

    Parameters:

    • apiKey (string, required) - Your API key from GlobalLeaderboards.net
    • options (object, optional) - Configuration options

    Options:

    • defaultLeaderboardId (string) - Default leaderboard for simplified submit() calls
    • baseUrl (string) - API base URL (default: https://api.globalleaderboards.net)
    • wsUrl (string) - WebSocket URL (default: wss://api.globalleaderboards.net)
    • timeout (number) - Request timeout in ms (default: 30000)
    • autoRetry (boolean) - Enable automatic retry (default: true)
    • maxRetries (number) - Maximum retry attempts (default: 3)

    Submit a score to a leaderboard with validation.

    const result = await leaderboard.submit('user-123', 1500, {
    leaderboardId: 'leaderboard-456',
    userName: 'PlayerOne',
    metadata: {level: 5, character: 'warrior'}
    })

    // Returns: { operation: 'insert', rank: 42, previous_score?: 1000, improvement?: 500 }

    Parameters:

    • userId (string) - Unique user identifier
    • score (number) - Score value (must be >= 0)
    • options.leaderboardId (string) - Target leaderboard ID
    • options.userName (string) - Display name (1-50 chars, alphanumeric + accents)
    • options.metadata (object) - Optional metadata

    Simplified score submission API.

    // Using default leaderboard from config
    await leaderboard.submitScore('player-123', 2500)

    // Or specify leaderboard
    await leaderboard.submitScore('player-123', 2500, 'leaderboard-456')

    Submit multiple scores in bulk with flexible formats. Intelligently batches by leaderboard.

    const results = await leaderboard.submitBulk([
    // Array format with default leaderboard
    ['user-123', 1000],

    // Array format with specific leaderboard
    ['user-456', 2000, 'leaderboard-789'],

    // Full object format
    {
    userId: 'user-789',
    score: 3000,
    leaderboardId: 'leaderboard-789',
    userName: 'TopPlayer',
    metadata: { level: 10 }
    }
    ])

    // Returns: { results: [...], summary: { total: 3, successful: 3, failed: 0 } }

    Parameters:

    • submissions - Array of submissions in any of these formats:
      • [userId, score] - Uses default leaderboard
      • [userId, score, leaderboardId]
      • Object with full options

    Get paginated leaderboard entries.

    const data = await leaderboard.getLeaderboard('leaderboard-456', {
    page: 1,
    limit: 20,
    aroundUser: 'user-123' // Center results around this user
    })

    // Returns: { data: [...], pagination: {...}, leaderboard: {...} }

    Options:

    • page (number) - Page number (default: 1)
    • limit (number) - Results per page (default: 20, max: 100)
    • aroundUser (string) - Center results around specific user

    Get all scores for a user across leaderboards.

    const userScores = await leaderboard.getUserScores('user-123', {
    page: 1,
    limit: 50
    })

    // Returns: { data: [...], pagination: {...}, user: { total_scores: 10, best_rank: 1 } }

    Basic health check (no authentication required).

    const health = await leaderboard.health()
    // Returns: { status: 'healthy', version: '0.1.10', timestamp: '...' }

    Detailed health check with service statuses (no authentication required).

    const detailed = await leaderboard.healthDetailed()
    // Returns: {
    // status: 'healthy',
    // services: { database: {...}, cache: {...}, storage: {...} },
    // system: { memoryUsage: 128, uptime: 3600, environment: 'production' }
    // }

    Get API information and available endpoints (no authentication required).

    const info = await leaderboard.getApiInfo()
    // Returns API version, endpoints, documentation URL, etc.

    Server-Sent Events provide a simpler alternative to WebSocket for receiving real-time updates. SSE is ideal when you only need to receive updates from the server (one-way communication).

    Connect to a leaderboard's SSE stream for real-time updates.

    const connection = leaderboard.connectSSE('leaderboard-456', {
    onConnect: () => {
    console.log('SSE connected')
    },
    onLeaderboardUpdate: (data) => {
    // Enhanced format with full state and mutations (same as WebSocket)
    console.log('Full leaderboard:', data.leaderboard.entries) // Top 100 entries
    console.log('What changed:', data.mutations) // Array of changes
    console.log('Triggered by:', data.trigger) // What caused the update
    },
    onError: (error) => {
    console.error('SSE error:', error)
    },
    onDisconnect: () => {
    console.log('SSE disconnected')
    }
    }, {
    userId: 'user-123', // For personalized updates
    includeMetadata: true, // Include metadata in updates
    topN: 10 // Number of top scores in refresh events
    })

    // Later: close the connection
    connection.close()

    Event Handlers:

    • onConnect - Connection established
    • onDisconnect - Connection closed
    • onError - Error occurred
    • onLeaderboardUpdate - Leaderboard data changed with enhanced format (see Enhanced Message Format below)
    • onHeartbeat - Keep-alive signal from server (optional)
    • onMessage - Raw message handler (optional)

    Options:

    • userId - User ID for personalized rank updates
    • includeMetadata - Include metadata in score updates (default: true)
    • topN - Number of top scores to include in refresh events (default: 10)

    Disconnect all SSE connections.

    leaderboard.disconnectSSE()
    

    New in v0.5.27: Both SSE and WebSocket now use the same enhanced message format. The onLeaderboardUpdate handler receives:

    {
    leaderboardId: "01K1AKF9NMZFX8FK8XA81QYK2J",
    updateType: "score_update", // or "full_refresh", "bulk_update"

    // Complete current state (top 100 entries)
    leaderboard: {
    entries: [
    {
    rank: 1,
    userId: "user123",
    userName: "Alice",
    score: 1000,
    timestamp: "2025-07-29T08:15:37.197Z",
    metadata: { /* custom data */ }
    },
    // ... up to 100 entries
    ],
    totalEntries: 150,
    displayedEntries: 100
    },

    // What changed (for animations)
    mutations: [
    {
    type: "new_entry",
    userId: "user456",
    newRank: 3,
    score: 850,
    userName: "Bob"
    },
    {
    type: "rank_change",
    userId: "user789",
    previousRank: 3,
    newRank: 4,
    score: 800
    }
    // ... other mutations
    ],

    // What triggered this update
    trigger: {
    type: "score_submission",
    submissions: [
    {
    userId: "user123",
    userName: "Alice",
    score: 1000,
    previousScore: 950,
    timestamp: "2025-07-29T08:15:37.197Z"
    }
    ]
    },

    sequence: 42 // For ordering/deduplication
    }

    Note: Both SSE and WebSocket receive the same enhanced message format. SSE is recommended for most use cases as it's simpler and more firewall-friendly.

    Connect to real-time updates via WebSocket.

    const ws = leaderboard.connectWebSocket({
    onConnect: () => console.log('Connected'),
    onDisconnect: (code, reason) => console.log('Disconnected'),
    onError: (error) => console.error('Error:', error),
    onLeaderboardUpdate: (data) => console.log('Leaderboard update:', data),
    onUserRankUpdate: (data) => console.log('Rank changed:', data),
    onMessage: (message) => console.log('Raw message:', message)
    }, {
    leaderboardId: 'leaderboard-456',
    userId: 'user-123',
    maxReconnectAttempts: 5,
    reconnectDelay: 1000
    })

    Handlers:

    • onConnect - Called when connection is established
    • onDisconnect - Called when connection is closed
    • onError - Called on errors
    • onLeaderboardUpdate - Called when leaderboard data changes (see Enhanced Message Format below)
    • onUserRankUpdate - Called when user's rank changes
    • onMessage - Called for any WebSocket message
    • onReconnecting - Called when starting a reconnection attempt (includes attempt number, max attempts, and next delay)

    Reconnection Features:

    The WebSocket client includes intelligent reconnection with:

    • Network detection - Automatically pauses when offline and resumes when online
    • Exponential backoff - Delays double with each attempt (1s, 2s, 4s, 8s...)
    • Jitter - ยฑ25% randomization prevents thundering herd
    • Permanent error handling - Won't retry after authentication failures
    • Manual control - Use ws.reconnect() for custom retry logic
    // Example: Handling reconnection events
    const ws = leaderboard.connectWebSocket({
    onReconnecting: (attempt, maxAttempts, nextDelay) => {
    console.log(`Reconnecting... Attempt ${attempt}/${maxAttempts}`)
    console.log(`Next attempt in ${nextDelay}ms`)
    // Show reconnection UI to user
    },
    onConnect: () => {
    console.log('Connected!')
    // Hide reconnection UI
    }
    })

    New in v0.5.27: The onLeaderboardUpdate handler now receives an enhanced message format with full leaderboard state and detailed mutations:

    {
    leaderboardId: "01K1AKF9NMZFX8FK8XA81QYK2J",
    updateType: "score_update", // or "full_refresh", "bulk_update"

    // Complete current state (top 100 entries)
    leaderboard: {
    entries: [
    {
    rank: 1,
    userId: "user123",
    userName: "Alice",
    score: 1000,
    timestamp: "2025-07-29T08:15:37.197Z",
    metadata: { /* custom data */ }
    },
    // ... up to 100 entries
    ],
    totalEntries: 150,
    displayedEntries: 100
    },

    // What changed (for animations)
    mutations: [
    {
    type: "new_entry",
    userId: "user456",
    newRank: 3,
    score: 850,
    userName: "Bob"
    },
    {
    type: "rank_change",
    userId: "user789",
    previousRank: 3,
    newRank: 4,
    score: 800
    },
    {
    type: "score_update",
    userId: "user123",
    previousScore: 950,
    newScore: 1000,
    previousRank: 2,
    newRank: 1
    },
    {
    type: "username_change",
    userId: "user111",
    previousUsername: "Player111",
    newUsername: "ProPlayer",
    rank: 5
    },
    {
    type: "removed",
    userId: "user999",
    previousRank: 100,
    score: 100
    }
    ],

    // What triggered this update
    trigger: {
    type: "score_submission", // or "bulk_submission", "admin_action", "leaderboard_reset"
    submissions: [
    {
    userId: "user123",
    userName: "Alice",
    score: 1000,
    previousScore: 950,
    timestamp: "2025-07-29T08:15:37.197Z"
    }
    ]
    },

    sequence: 42 // For ordering/deduplication
    }

    Mutation Types:

    • new_entry - User wasn't on the leaderboard before
    • rank_change - User's rank changed (but score didn't)
    • score_update - User's score changed (may also change rank)
    • username_change - User's display name changed
    • removed - User dropped out of displayed entries

    Using Mutations for Animations:

    ws.onLeaderboardUpdate = (data) => {
    // Update display with full state
    updateLeaderboard(data.leaderboard.entries)

    // Animate changes
    data.mutations.forEach(mutation => {
    switch(mutation.type) {
    case 'new_entry':
    animateNewEntry(mutation.userId, mutation.newRank)
    break
    case 'rank_change':
    animateRankChange(mutation.userId, mutation.previousRank, mutation.newRank)
    break
    case 'score_update':
    animateScoreUpdate(mutation.userId, mutation.previousScore, mutation.newScore)
    break
    }
    })
    }

    Disconnect from WebSocket.

    leaderboard.disconnectWebSocket()
    

    Once connected, use these methods on the WebSocket instance:

    Subscribe to leaderboard updates.

    ws.subscribe('leaderboard-456', 'user-123')
    

    Unsubscribe from leaderboard updates.

    ws.unsubscribe('leaderboard-456')
    

    Close the WebSocket connection.

    ws.disconnect()
    

    Manually trigger a reconnection attempt. Useful for implementing custom retry logic.

    try {
    ws.reconnect()
    } catch (error) {
    // Will throw if offline or permanent error occurred
    console.error('Cannot reconnect:', error.message)
    }

    Choose the right real-time technology for your use case:

    Feature SSE WebSocket
    Communication One-way (serverโ†’client) Two-way (bidirectional)*
    Complexity Simple More complex
    Browser Support Excellent Good
    Auto-reconnect Built-in Manual
    Firewall Friendly Yes Sometimes blocked
    Use Case Display updates Interactive features*

    *Note: The current WebSocket implementation only receives data and doesn't send commands to the server.

    Why SSE is Recommended:

    Since our WebSocket implementation currently only receives updates (no sending capabilities), SSE provides the same functionality with:

    • Simpler implementation
    • Automatic reconnection
    • Better firewall/proxy compatibility
    • Lower resource usage
    • Easier debugging

    Use SSE (recommended) when:

    • You need real-time leaderboard updates
    • You want the simplest integration
    • Firewall/proxy compatibility is important
    • You're building a display-only leaderboard

    Use WebSocket when:

    • You specifically need WebSocket for compatibility with existing infrastructure
    • You're already using WebSocket elsewhere in your application
    • Future bidirectional features are planned (not currently available)

    Generate a new ULID (Universally Unique Lexicographically Sortable Identifier).

    const id = leaderboard.generateId()
    // Returns: '01ARZ3NDEKTSV4RRFFQ69G5FAV'

    The SDK provides robust offline support with automatic queuing and synchronization of score submissions. When your application goes offline, scores are automatically queued and persisted, then synchronized when connectivity is restored.

    1. Automatic Detection: The SDK monitors network connectivity using browser APIs
    2. Smart Queuing: When offline, submit() operations return a queued response immediately
    3. Persistent Storage: Queue is saved to chrome.storage.sync (with localStorage fallback)
    4. Automatic Sync: Queue processes automatically when back online
    5. Intelligent Batching: Multiple scores for the same leaderboard are batched together
    // Score submission works seamlessly online or offline
    const result = await leaderboard.submit('user-123', 1000, {
    leaderboardId: 'game-scores',
    userName: 'Player'
    })

    // When offline, you'll get a queued response
    if (result.queued) {
    console.log(`Score queued with ID: ${result.queueId}`)
    console.log(`Queue position: ${result.queuePosition}`)
    }
    // Monitor queue events
    leaderboard.on('queue:added', (data) => {
    console.log('Score queued:', data)
    })

    leaderboard.on('queue:processed', (data) => {
    console.log('Queued score submitted:', data)
    })

    leaderboard.on('queue:failed', (data) => {
    console.log('Queued score failed:', data)
    // data.permanent indicates if the failure is permanent (won't retry)
    })

    leaderboard.on('queue:progress', (data) => {
    console.log(`Progress: ${data.processed}/${data.total}`)
    })
    // Check queue status
    const status = leaderboard.getQueueStatus()
    console.log(`Queue size: ${status.size}`)
    console.log(`Processing: ${status.processing}`)
    console.log('Queued items:', status.items)

    // Manually trigger queue processing
    await leaderboard.processQueue()

    // Clear the queue (use with caution)
    // Note: This requires direct access to offlineQueue
    // leaderboard.offlineQueue.clear()

    The offline queue uses a hybrid storage approach:

    1. Chrome Extension Environment: Uses chrome.storage.sync for cross-device synchronization
    2. Regular Web Environment: Falls back to localStorage for persistence
    3. Storage Key: Isolated per API key using a hash (gl_queue_${hash})
    • Maximum Queue Size: 1,000 items
    • Item TTL: 24 hours (expired items are automatically cleaned)
    • Batch Size: Up to 100 scores per batch
    • Retry Logic: Failed submissions are retried with incremental retry counts
    • Permanent Failures: 401, 403, 404 errors mark items as permanently failed
    // Complete offline-capable game integration
    class OfflineCapableGame {
    constructor(apiKey) {
    this.leaderboard = new GlobalLeaderboards(apiKey)
    this.setupQueueMonitoring()
    }

    setupQueueMonitoring() {
    // Show UI indicator when scores are queued
    this.leaderboard.on('queue:added', (data) => {
    this.showNotification('Score saved offline - will sync when online')
    })

    // Update UI when scores are synced
    this.leaderboard.on('queue:processed', (data) => {
    this.showNotification('Offline scores synced!')
    })

    // Handle permanent failures
    this.leaderboard.on('queue:failed', (data) => {
    if (data.permanent) {
    this.showError('Score sync failed permanently')
    }
    })

    // Show sync progress
    this.leaderboard.on('queue:progress', (data) => {
    const percent = (data.processed / data.total) * 100
    this.updateProgressBar(percent)
    })
    }

    async submitScore(score) {
    try {
    const result = await this.leaderboard.submit(
    this.playerId,
    score,
    {
    leaderboardId: this.leaderboardId,
    userName: this.playerName
    }
    )

    if (result.queued) {
    // Score was queued for later
    return {
    success: true,
    offline: true,
    queueId: result.queueId
    }
    } else {
    // Score was submitted immediately
    return {
    success: true,
    offline: false,
    rank: result.rank
    }
    }
    } catch (error) {
    return { success: false, error: error.message }
    }
    }
    }
    • Bulk Operations: Currently, bulk score submissions (submitBulk()) are NOT queued when offline and will throw an error
    • Queue Processing: Happens automatically on reconnection, no manual intervention needed
    • Data Integrity: Scores are never lost - either submitted successfully or remain queued
    • Performance: Queue operations are asynchronous and won't block your application

    The SDK throws GlobalLeaderboardsError for all API errors:

    try {
    await leaderboard.submit('user-123', -100, {
    leaderboardId: 'leaderboard-456'
    })
    } catch (error) {
    if (error instanceof GlobalLeaderboardsError) {
    console.error('Error:', error.message)
    console.error('Code:', error.code)
    console.error('Status:', error.statusCode)
    console.error('Details:', error.details)
    }
    }
    • INVALID_SCORE - Score validation failed
    • INVALID_USERNAME - Username validation failed
    • INVALID_USERNAME_LENGTH - Username length validation failed
    • MISSING_LEADERBOARD_ID - Leaderboard ID is required
    • TIMEOUT - Request timed out
    • HEALTH_CHECK_FAILED - Health check failed
    • WS_NOT_CONNECTED - WebSocket is not connected
    • WS_MAX_RECONNECT - Maximum reconnection attempts reached

    The SDK is written in TypeScript and provides full type definitions:

    import {
    GlobalLeaderboards,
    SubmitScoreResponse,
    LeaderboardEntriesResponse,
    LeaderboardEntry,
    GlobalLeaderboardsError,
    SSEScoreUpdateEvent,
    SSELeaderboardRefreshEvent,
    SSEEventHandlers,
    // New WebSocket types
    LeaderboardUpdateMessage,
    LeaderboardMutation,
    NewEntryMutation,
    RankChangeMutation,
    ScoreUpdateMutation,
    UsernameChangeMutation,
    RemovedMutation,
    UpdateTrigger
    } from '@globalleaderboards/sdk'

    // All methods are fully typed
    const leaderboard = new GlobalLeaderboards('api-key')

    const response: SubmitScoreResponse = await leaderboard.submit(
    'user-123',
    1000,
    {
    leaderboardId: 'leaderboard-456',
    userName: 'Player'
    }
    )

    // TypeScript will provide full IntelliSense for mutations
    ws.onLeaderboardUpdate = (data: LeaderboardUpdateMessage['payload']) => {
    data.mutations.forEach((mutation: LeaderboardMutation) => {
    if (mutation.type === 'new_entry') {
    // TypeScript knows this is NewEntryMutation
    console.log(mutation.newRank)
    }
    })
    }
    import {useEffect, useState} from 'react'
    import {GlobalLeaderboards} from '@globalleaderboards/sdk'

    function useLeaderboard(leaderboardId) {
    const [entries, setEntries] = useState([])
    const [loading, setLoading] = useState(true)

    const leaderboard = new GlobalLeaderboards(process.env.REACT_APP_API_KEY)

    useEffect(() => {
    // Fetch initial data
    leaderboard.getLeaderboard(leaderboardId, {limit: 10})
    .then(data => {
    setEntries(data.data)
    setLoading(false)
    })

    // Connect to real-time updates
    const ws = leaderboard.connectWebSocket({
    onLeaderboardUpdate: (data) => {
    // New format provides full leaderboard state
    setEntries(data.leaderboard.entries)

    // Optionally use mutations for animations
    data.mutations.forEach(mutation => {
    if (mutation.type === 'new_entry') {
    // Animate new entry appearing
    } else if (mutation.type === 'rank_change') {
    // Animate rank movement
    }
    })
    }
    })

    ws.subscribe(leaderboardId)

    return () => ws.disconnect()
    }, [leaderboardId])

    return {entries, loading}
    }
    import {GlobalLeaderboards} from '@globalleaderboards/sdk'

    function LeaderboardDisplay({leaderboardId}) {
    const [scores, setScores] = useState([])
    const [latestScore, setLatestScore] = useState(null)

    useEffect(() => {
    const leaderboard = new GlobalLeaderboards(process.env.REACT_APP_API_KEY)

    // Connect to SSE for real-time updates
    const connection = leaderboard.connectSSE(leaderboardId, {
    onConnect: () => {
    console.log('Connected to real-time updates')
    },
    onLeaderboardUpdate: (data) => {
    // Update the leaderboard display
    setScores(data.topScores)

    // Show the latest score if available
    if (data.topScores.length > 0) {
    const newestScore = data.topScores[0]
    setLatestScore(newestScore)
    }
    },
    onUserRankUpdate: (data) => {
    // Handle user rank changes if needed
    console.log(`User ${data.userName} rank changed to ${data.newRank}`)
    },
    onError: (error) => {
    console.error('Real-time connection error:', error)
    }
    }, {
    topN: 10 // We're displaying top 10
    })

    // Fetch initial leaderboard
    const fetchLeaderboard = async () => {
    const data = await leaderboard.getLeaderboard(leaderboardId, {limit: 10})
    setScores(data.data)
    }

    fetchLeaderboard()

    // Cleanup on unmount
    return () => connection.close()
    }, [leaderboardId])

    return (
    <div>
    {latestScore && (
    <div className="latest-score">
    New Score: {latestScore.userName} - {latestScore.score}
    </div>
    )}
    <div className="leaderboard">
    {scores.map((entry, index) => (
    <div key={entry.userId}>
    #{entry.rank} {entry.userName} - {entry.score}
    </div>
    ))}
    </div>
    </div>
    )
    }
    class GameLeaderboard {
    constructor(apiKey) {
    this.client = new GlobalLeaderboards(apiKey)
    this.leaderboardId = 'game-highscores'
    }

    async submitGameScore(playerId, playerName, score, level) {
    try {
    const result = await this.client.submit(playerId, score, {
    leaderboardId: this.leaderboardId,
    userName: playerName,
    metadata: {
    level,
    timestamp: Date.now(),
    version: '1.0.0'
    }
    })

    if (result.operation === 'update' && result.improvement > 0) {
    console.log(`New personal best! Improved by ${result.improvement} points`)
    }

    return result
    } catch (error) {
    console.error('Failed to submit score:', error.message)
    throw error
    }
    }

    async getTopPlayers(limit = 10) {
    const data = await this.client.getLeaderboard(this.leaderboardId, {limit})
    return data.data
    }
    }

    The SDK automatically handles rate limiting and retries. The current rate limit is 1,000 requests/minute.

    When rate limited, the SDK will automatically retry with exponential backoff if autoRetry is enabled.

    1. Reuse SDK instances - Create one instance and reuse it
    2. Handle errors gracefully - Always wrap API calls in try-catch
    3. Use metadata wisely - Store game-specific data like level, character, etc.
    4. Validate client-side - The SDK validates scores and usernames automatically
    5. Subscribe to updates - Use WebSocket for real-time leaderboards
    6. Generate IDs - Use generateId() for consistent ID format

    Full API documentation is available at docs.globalleaderboards.net

    MIT