JavaScript SDK
Use this section to review setup, options and lifecycle methods for the Gamebeast JavaScript SDK, in the browser and on servers.
Refer to the Installation section for installation information.
The JavaScript SDK is one package, @gamebeast/sdk, with two entry points:
@gamebeast/sdk/clientruns in the browser for one user: the person using the page. Configurations are evaluated for them, and markers are attributed to them automatically.@gamebeast/sdk/serverruns on your backend for many users. You say which user each call is about.
Pages in this section mark which entry point each API belongs to:
Calling into Gamebeast
// Browser
import { GamebeastClient } from "@gamebeast/sdk/client";
export const gamebeast = new GamebeastClient({
apiKey: "abcd-efgh-1234-5678",
configurations: ["game-settings"],
});
await gamebeast.configs.ready({ timeoutMs: 3_000 });
const speed = gamebeast.configs.get("game-settings.PlayerSpeed", 16);
gamebeast.markers.send("level_completed", { level: 3 });// Node.js, Bun, Deno, edge, serverless
import { GamebeastServer } from "@gamebeast/sdk/server";
export const gamebeast = new GamebeastServer({ apiKey: process.env.GAMEBEAST_SERVER_KEY! });
const config = await gamebeast.configs.evaluate({
distinctId: user.id,
configuration: "game-settings",
});
const speed = config.get("PlayerSpeed", 16);
gamebeast.markers.send("purchase_completed", { sku: "gems_100" }, { distinctId: user.id });Client methods
new GamebeastClient(options)
GamebeastClientreturn type
Creates the browser SDK. Create one instance per page; a module-level singleton works well. The constructor throws when apiKey is missing or environment is invalid. Nothing else in the SDK throws.
optionsGamebeastClientOptionsThe settings for the SDK. Only apiKey is required.
Types
interface GamebeastClientOptions {
// Your SDK Key. Required.
apiKey: string;
// Environment name from the dashboard: "production" (default), "development",
// or a custom one such as "staging".
environment?: string;
// Configurations to load immediately, by ID. They gate configs.isReady / onReady.
// Any other configuration loads the first time it is read.
configurations?: string[];
// The signed-in user's id. When omitted, the SDK generates an anonymous id on
// first visit and keeps it in localStorage.
distinctId?: string;
// Targeting properties for the current user, e.g. { plan: "pro" }.
properties?: Record<string, PropertyValue>;
// Your app's version, sent as the appVersion targeting property. Cached
// configurations from a different version are discarded.
appVersion?: string;
// How often (seconds) to re-check configurations while the page is visible.
// 0 disables background refresh. Defaults to 60.
configRefreshIntervalSeconds?: number;
// Minutes of inactivity before a new session starts. Sessions are shared
// across tabs. 0 keeps one session until storage is cleared. Defaults to 30.
sessionTimeoutMinutes?: number;
// Where to keep the anonymous id, session and caches. Defaults to localStorage
// (memory where it is unavailable). null keeps nothing beyond the page.
storage?: KeyValueStorage | null;
// Shared with the server SDK; see "Common options" below.
projectId?: number;
apiUrl?: string;
requestTimeoutMs?: number;
fetch?: FetchLike;
logger?: GamebeastLogger;
debug?: boolean;
}Usage
const gamebeast = new GamebeastClient({
apiKey: "abcd-efgh-1234-5678",
configurations: ["game-settings"],
appVersion: "2.1.0",
properties: { plan: "pro" },
});identify(distinctId)
voidreturn type
Switches to a signed-in user. Configurations are re-evaluated for them right away, and experiment assignments follow. Markers already recorded keep the id they were recorded under.
The id is not persisted. Call identify again on each page load once your login state has restored, or pass distinctId in the options.
distinctIdstringThe user's id, 1–256 characters.
Usage
gamebeast.identify(user.id);resetIdentity()
voidreturn type
Returns to this browser's anonymous id, for example after sign-out. The anonymous id is kept while a user is identified, so the browser reports as the same anonymous user as before.
Usage
gamebeast.resetIdentity();setProperties(properties)
voidreturn type
Replaces the current user's targeting properties and re-evaluates configurations, so targeted experiments see the new values.
propertiesRecord<string, PropertyValue>The new properties. They replace the previous ones rather than merging into them.
Usage
gamebeast.setProperties({ plan: "pro", accountAgeDays: 12 });flush()
Promise<void>return type
Sends buffered markers now. Resolves once the requests have settled. You rarely need it in the browser: markers are also sent when the page is hidden or closed.
shutdown()
Promise<void>return type
Stops background work, flushes markers and removes the SDK's page listeners. Markers sent afterwards are dropped. Pages don't need to call it; it's for tests and single-page apps that tear the SDK down.
Client properties
distinctId
stringreturn type
The current user's id: the one passed to identify or the options, or the anonymous id.
isAnonymous
booleanreturn type
True while the SDK is using its generated anonymous id.
sessionId
stringreturn type
The current session id, shared by every tab of your site.
Server methods
new GamebeastServer(options)
GamebeastServerreturn type
Creates the server SDK and starts loading configurations and experiments. Create one instance per process and share it. Its timers never keep the process alive.
optionsGamebeastServerOptionsThe settings for the SDK. Only apiKey is required.
Types
interface GamebeastServerOptions {
// Your Server Key. Required.
apiKey: string;
// Environment name from the dashboard. Defaults to "production".
environment?: string;
// Identifies this process. Used for rate limiting and to attribute
// server-level markers. Defaults to a random id per process.
serverId?: string;
// Poll for configuration and experiment changes in the background. Set false
// for short-lived processes and call configs.refresh() yourself. Defaults to true.
autoRefresh?: boolean;
// Poll interval in seconds. Defaults to the backend's (30); minimum 5.
pollIntervalSeconds?: number;
// How long configs.evaluate reuses a user's result before revalidating.
// 0 always asks the backend. Defaults to 30.
evaluationCacheSeconds?: number;
// Marker batching.
markers?: {
maxBatchSize?: number; // Markers per request. Defaults to 100.
flushIntervalMs?: number; // Longest a marker waits. Defaults to 5000.
maxBufferedMarkers?: number; // Cap during an outage. Defaults to 10000.
};
// Shared with the client SDK; see "Common options" below.
projectId?: number;
apiUrl?: string;
requestTimeoutMs?: number;
fetch?: FetchLike;
logger?: GamebeastLogger;
debug?: boolean;
}Usage
const gamebeast = new GamebeastServer({
apiKey: process.env.GAMEBEAST_SERVER_KEY!,
serverId: process.env.HOSTNAME,
});flush()
Promise<void>return type
Sends buffered markers now. Resolves once the requests have settled. In a serverless function, await it before the handler returns.
shutdown()
Promise<void>return type
Stops polling and flushes buffered markers. Call it before the process exits, for example on SIGTERM. Markers sent afterwards are dropped.
Usage
process.on("SIGTERM", async () => {
await gamebeast.shutdown();
process.exit(0);
});Server properties
serverId
stringreturn type
The id this process reports as: the serverId option, or a generated one.
Common options
Both constructors accept these options:
projectIdnumberFor Server Keys with access to several projects: the project to act on.
apiUrlstringOverrides the Gamebeast API base URL. Leave unset for normal use.
requestTimeoutMsnumberPer-request timeout. Defaults to 10000.
fetchFetchLikeA custom fetch implementation. Defaults to the global fetch.
loggerGamebeastLoggerWhere SDK log lines go: an object with debug, warn and error methods. Defaults to the
console.
debugbooleanAlso log requests, cache hits and refreshes. Warnings and errors are always logged.
Targeting properties
Properties let experiments target users by your own data. Values must be:
- a
string, a finitenumber, abooleanornull; - a
Date, sent as epoch milliseconds; - or an array of up to 100 values of one of those scalar types.
Property names are 1–128 characters, and at most 100 properties are sent. The SDK drops invalid entries with a warning instead of failing the call. undefined values are skipped silently, so { plan: user.plan } is safe to write.
In the browser, the SDK also sends platform: "web", systemLanguage (from the browser) and appVersion (when set). Your own properties win on a name clash.
Server-side rendering
Constructing a GamebeastClient during server-side rendering (Next.js, Remix, Nuxt and so on) is safe. With no page there is no user, so the instance stays inert: reads return their fallbacks, configs.ready() resolves false, cohort checks resolve false, and markers are dropped. The browser instance does the real work once the page loads. To evaluate configurations on your server, use @gamebeast/sdk/server.
Errors and logging
The SDK never throws from reads, markers.send, or configs.evaluate: problems are logged and you get your fallback value. Only misconfiguration throws, from the constructor. The two server calls that return data you'd act on, experiments.assign and cohorts.getMembership, reject with a GamebeastError instead of returning a partial answer:
import { GamebeastError } from "@gamebeast/sdk/server";
try {
await gamebeast.experiments.assign(userIds);
} catch (error) {
if (error instanceof GamebeastError && error.retryable) {
// Rate limited or a transient failure: try again later.
}
}GamebeastError carries status (the HTTP status, when the backend answered), errorCode (for example RATE_LIMITED) and retryable.