About msn-js-sdk
msn-js-sdk is an integration guide for the Microsoft Start games JavaScript SDK, covering player authorization, cloud saves, ads, sharing, leaderboard submissions, and in-app purchases. It is for developers building games on the platform and documents API constraints and account eligibility.
Key features
- 01Load and poll for the SDK global
- 02Check player sign-in and authorization
- 03Read and write cloud save data
- 04Show display, interstitial, and rewarded ads
- 05Share content and submit leaderboard scores
- 06List, purchase, and manage in-app items
Use cases
- 01Save cloud game data for signed-in players
- 02Display different ad formats in a game
- 03Submit game results for the host leaderboard
- 04Handle in-app purchases for eligible accounts
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ hungify/ playables-skills --skill msn-js-sdkAfter installing, type/msn-js-sdkin Claude Code to confirm it loaded.
Details
From the project READMEMSN JavaScript SDK
Overview
Microsoft Start games expose a single global window.$msstart once the official msstart script has loaded. Every feature is invoked as window.$msstart.<method>Async(...) and returns a Promise.
Key constraint: The msstart script loading does not guarantee window.$msstart is ready — poll for the global before calling any API.
Key constraint: IAP is only available when userAccountType === 'personal'. Work/school accounts cannot purchase add-ons.
Not exposed by msstart: invite friends, join community, create post, add to home screen, rate, achievements, remote config, server time, lifecycle/pause/audio events — use standard browser visibilitychange/blur/focus events for pause/audio and Date.now() for non-authoritative timing.
Integration Workflow
- Load script — inject
<script src='https://assets.msn.com/staticsb/statics/latest/msstart-games-sdk/msstart-v1.0.0-rc.21.min.js'>(or dynamically) and wait forwindow.$msstartto be defined. - Verify
$msstart—msstart = window.$msstartmust be truthy before any API call. - Probe auth — call
getSignedInUserAsync(); if it resolves,isPlayerAuthorized = trueandplayerIdis set. Catch silently for guests. - Gate features — cloud save and IAP require
isPlayerAuthorized. IAP additionally requiresuserAccountType === 'personal'. - Show first interstitial — wait at least 60 seconds after initialization before the first interstitial.
- Validate cloud save — do a test
getDataAsyncround-trip before relying on cloud save.
Installation
Load the versioned CDN script and pin the version:
<script src="https://assets.msn.com/staticsb/statics/latest/msstart-games-sdk/msstart-v1.0.0-rc.21.min.js"></script>
For dynamic injection, use document.createElement('script') with onload/onerror callbacks, then poll window.$msstart in a setTimeout loop until defined or a timeout elapses.
Initialization
const SDK_URL =
'https://assets.msn.com/staticsb/statics/latest/msstart-games-sdk/msstart-v1.0.0-rc.21.min.js';
const options = {
gameId: 'YOUR_MSN_GAME_ID',
payments: [
// { id: 'gem_pack_small', msn: { id: 'msstore-product-id' } }
]
};
let msstart = null;
let isInitialized = false;
let isPlayerAuthorized = false;
let playerId = null;
let playerName = null;
let playerExtra = null;
let isPaymentsSupported = false;
function updatePlayerInfo(data) {
if (data) {
isPlayerAuthorized = true;
playerId = data.playerId;
playerName = data.playerDisplayName;
playerExtra = data;
isPaymentsSupported = data.userAccountType.toLowerCase() === 'personal';
} else {
isPlayerAuthorized = false;
playerId = null;
playerName = null;
playerExtra = null;
isPaymentsSupported = false;
}
}
function initialize() {
if (isInitialized) return Promise.resolve();
return addJavaScript(SDK_URL)
.then(() => waitFor('$msstart'))
.then(() => {
msstart = window.$msstart;
return msstart
.getSignedInUserAsync()
.then((data) => updatePlayerInfo(data))
.catch(() => updatePlayerInfo(null));
})
.then(() => {
isInitialized = true;
});
}
Player Auth
function authorizePlayer() {
if (isPlayerAuthorized) return Promise.resolve();
return msstart
.signInAsync()
.then((data) => updatePlayerInfo(data))
.catch((error) => {
updatePlayerInfo(null);
throw error;
});
}
The signed-in user object contains playerId, playerDisplayName, and userAccountType ('personal' for consumer accounts).
Cloud Save
A per-game key/value bucket under $msstart.cloudSave, scoped by gameId. No per-key endpoint — read the whole object once, write the merged object on every save. Deletion is performed by writing null for the target keys. Requires an authorized player; fall back to localStorage for guests.
let cachedData = null;
function isCloudSaveAvailable() {
return isPlayerAuthorized;
}
function getStorageData(key) {
if (!isPlayerAuthorized) return Promise.reject();
const loadCache = cachedData
? Promise.resolve(cachedData)
: msstart.cloudSave.getDataAsync({ gameId: options.gameId }).then((data) => {
cachedData = data ?? {};
return cachedData;
});
return loadCache.then((data) => (Array.isArray(key) ? key.map((k) => data[k]) : data[key]));
}
function setStorageData(key, value) {
if (!isPlayerAuthorized) return Promise.reject();
const data = cachedData ? { ...cachedData } : {};
if (Array.isArray(key)) {
key.forEach((k, i) => {
data[k] = value[i];
});
} else {
data[key] = value;
}
return msstart.cloudSave.saveDataAsync({ data, gameId: options.gameId }).then(() => {
cachedData = data;
});
}
function deleteStorageData(key) {
if (!isPlayerAuthorized) return Promise.reject();
const payload = {};
const keys = Array.isArray(key) ? key : [key];
keys.forEach((k) => {
payload[k] = null;
if (cachedData) delete cachedData[k];
});
return msstart.cloudSave.saveDataAsync({ data: payload, gameId: options.gameId });
}
Advertisement
Display Banners
Pass an array of placement strings ('position:WxH') to showDisplayAdsAsync. At most 2 simultaneous placements are recommended. Hide all with hideDisplayAdsAsync().
Allowed positions and sizes:
const MSN_SIZES_BY_POSITION = {
top: [
[728, 90],
[970, 250],
[320, 50]
],
bottom: [[320, 50]],
left: [
[300, 250],
[300, 600],
[320, 50],
[160, 600]
],
right: [
[300, 250],
[300, 600],
[320, 50],
[160, 600]
],
topleft: [[300, 250]],
topright: [[300, 250]],
bottomleft: [[300, 250]],
bottomright: [[300, 250]]
};
Simple usage:
msstart.showDisplayAdsAsync(['top:728x90']);
msstart.showDisplayAdsAsync(['bottom:320x50']);
msstart.hideDisplayAdsAsync();
To pick the largest fitting size for a given pixel rectangle, filter MSN_SIZES_BY_POSITION[position] to sizes where s[0] <= width && s[1] <= height, then select the entry with the greatest area and format as 'position:WxH'.
Interstitial and Rewarded Ads
Shared lifecycle: loadAdsAsync(isRewarded) → showAdsAsync(instanceId) → showAdsCompletedAsync. Pass false for interstitial, true for rewarded. For rewarded ads, showAdsCompletedAsync resolving means the reward is earned. Pause gameplay and audio while the ad is open.
function showInterstitial({ onOpened, onClosed, onFailed } = {}) {
return msstart
.loadAdsAsync(false)
.then((adInstance) => msstart.showAdsAsync(adInstance.instanceId))
.then((adInstance) => {
if (onOpened) onOpened();
return adInstance.showAdsCompletedAsync;
})
.then(() => {
if (onClosed) onClosed();
})
.catch((error) => {
if (onFailed) onFailed(error);
});
}
function showRewarded({ onOpened, onRewarded, onClosed, onFailed } = {}) {
return msstart
.loadAdsAsync(true)
.then((adInstance) => msstart.showAdsAsync(adInstance.instanceId))
.then((adInstance) => {
if (onOpened) onOpened();
return adInstance.showAdsCompletedAsync;
})
.then(() => {
if (onRewarded) onRewarded();
if (onClosed) onClosed();
})
.catch((error) => {
if (onFailed) onFailed(error);
});
}
State machine values — interstitial: 'loading' | 'opened' | 'closed' | 'failed'; rewarded: adds 'rewarded'.
Social — Share
function share(shareOptions) {
// shareOptions: typically { title, text, url } — see msstart docs
return msstart.shareAsync(shareOptions);
}
Leaderboards
Write-only — submitGameResultsAsync(score). The host UI renders the leaderboard; there is no client-side read-back endpoint.
function leaderboardsSetScore(score) {
return msstart.submitGameResultsAsync(score);
}
In-App Purchases
All four operations are under $msstart.iap. Map local product ids to msstart product ids in your catalog. IAP requires userAccountType === 'personal' — check isPaymentsSupported before calling.
Important: Failure responses are returned in-band as { code: 'IAP_*_FAILURE', description } resolutions, not rejections — always inspect code before treating a response as success.
Get Catalog
function paymentsGetCatalog() {
if (!options.payments) return Promise.reject();
return msstart.iap.getAllAddOnsAsync({ productId: options.gameId }).then((msnProducts) => {
if (msnProducts.code === 'IAP_GET_ALL_ADD_ONS_FAILURE') {
throw new Error(msnProducts.description);
}
return options.payments.map((product) => {
const platformId = product.msn?.id ?? product.id;
const p = msnProducts.find((m) => m.productId === platformId);
return {
id: product.id,
title: p.title,
description: p.description,
publisherName: p.publisherName,
inAppOfferToken: p.inAppOfferToken,
isConsumable: p.isConsumable,
price: `${p.price.listPrice} ${p.price.currencyCode}`,
priceCurrencyCode: p.price.currencyCode,
priceValue: p.price.listPrice
};
});
});
}
Purchase
Host returns { receipt, receiptSignature } or { code: 'IAP_PURCHASE_FAILURE', description }.
const purchases = [];
async function paymentsPurchase(id) {
const product = options.payments.find((p) => p.id === id);
if (!product) return Promise.reject();
if (!isPlayerAuthorized) await authorizePlayer();
const platformProductId = product.msn?.id ?? product.id;
const purchase = await msstart.iap.purchaseAsync({ productId: platformProductId });
if (purchase.code === 'IAP_PURCHASE_FAILURE') throw new Error(purchase.description);
const merged = { id, ...purchase.receipt, receiptSignature: purchase.receiptSignature };
purchases.push(merged);
return merged;
}
Consume Purchase
Consume by msstart productId (from cached purchase). Returns { consumptionReceipt, consumptionSignature } or { code: 'IAP_CONSUME_FAILURE', description }.
async function paymentsConsumePurchase(id) {
const idx = purchases.findIndex((p) => p.id === id);
if (idx < 0) return Promise.reject();
if (!isPlayerAuthorized) await authorizePlayer();
const response = await msstart.iap.consumeAsync({ productId: purchases[idx].productId });
if (response.code === 'IAP_CONSUME_FAILURE') throw new Error(response.description);
purchases.splice(idx, 1);
const result = {
id,
...response.consumptionReceipt,
consumptionSignature: response.consumptionSignature
};
delete result.productId;
return result;
}
Get Purchases
IAP_GET_ALL_PURCHASES_FAILURE should be treated as an empty list.
async function paymentsGetPurchases() {
if (!isPlayerAuthorized) await authorizePlayer();
try {
const response = await msstart.iap.getAllPurchasesAsync({ productId: options.gameId });
purchases.length = 0;
response.receipts.forEach((purchase) => {
const product = options.payments.find(
(p) => (p.msn?.id ?? p.id) === purchase.productId
);
purchases.push({
id: product ? product.id : purchase.productId,
...purchase,
receiptSignature: response.receiptSignature
});
});
return purchases.slice();
} catch (error) {
if (error?.code === 'IAP_GET_ALL_PURCHASES_FAILURE') return [];
throw error;
}
}