@ughuuu/game_server 1.0.1001 → 1.0.1003

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Files changed (150) hide show
  1. package/README.md +24 -24
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AchievementsApi.js +15 -15
  4. package/dist/api/AdminAchievementsApi.js +16 -16
  5. package/dist/api/AdminChatApi.js +6 -6
  6. package/dist/api/AdminGroupsApi.js +2 -2
  7. package/dist/api/AdminKVApi.js +19 -19
  8. package/dist/api/AdminLeaderboardsApi.js +19 -19
  9. package/dist/api/AdminLobbiesApi.js +2 -2
  10. package/dist/api/AdminNotificationsApi.js +2 -2
  11. package/dist/api/AdminSessionsApi.js +2 -2
  12. package/dist/api/AdminUsersApi.js +2 -2
  13. package/dist/api/AuthenticationApi.js +2 -2
  14. package/dist/api/ChatApi.js +11 -11
  15. package/dist/api/FriendsApi.js +7 -7
  16. package/dist/api/GroupsApi.js +41 -41
  17. package/dist/api/HealthApi.js +1 -1
  18. package/dist/api/HooksApi.js +2 -2
  19. package/dist/api/KVApi.js +2 -2
  20. package/dist/api/LeaderboardsApi.js +6 -6
  21. package/dist/api/LobbiesApi.js +6 -6
  22. package/dist/api/NotificationsApi.js +6 -6
  23. package/dist/api/PartiesApi.js +25 -25
  24. package/dist/api/PaymentsApi.js +2 -2
  25. package/dist/api/UsersApi.js +3 -3
  26. package/dist/index.js +133 -133
  27. package/dist/model/{ShowParty200Response.js → AcceptPartyInvite200Response.js} +27 -27
  28. package/dist/model/{ShowParty200ResponseMembersInner.js → AcceptPartyInvite200ResponseMembersInner.js} +23 -23
  29. package/dist/model/AcceptPartyInviteRequest.js +1 -1
  30. package/dist/model/AdminCreateAchievementRequest.js +1 -1
  31. package/dist/model/{AdminCreateKvEntry200Response.js → AdminCreateLeaderboard200Response.js} +22 -22
  32. package/dist/model/{AdminEndLeaderboard200ResponseData.js → AdminCreateLeaderboard200ResponseData.js} +32 -32
  33. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  34. package/dist/model/AdminCreateNotificationRequest.js +1 -1
  35. package/dist/model/{DeleteNotifications200Response.js → AdminDeleteChatConversation200Response.js} +18 -19
  36. package/dist/model/{AdminUnlockAchievementRequest.js → AdminGrantAchievementRequest.js} +21 -21
  37. package/dist/model/AdminIncrementAchievementRequest.js +1 -1
  38. package/dist/model/AdminListAchievements200Response.js +5 -5
  39. package/dist/model/{AdminUpdateAchievement200Response.js → AdminListAchievements200ResponseDataInner.js} +28 -28
  40. package/dist/model/AdminListChatMessages200Response.js +5 -5
  41. package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
  42. package/dist/model/AdminListGroups200Response.js +5 -5
  43. package/dist/model/AdminListKvEntries200Response.js +9 -9
  44. package/dist/model/AdminListLobbies200Response.js +5 -5
  45. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  46. package/dist/model/AdminListNotifications200Response.js +5 -5
  47. package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
  48. package/dist/model/AdminListSessions200Response.js +5 -5
  49. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  50. package/dist/model/AdminRevokeAchievementRequest.js +1 -1
  51. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  52. package/dist/model/AdminUpdateAchievementRequest.js +1 -1
  53. package/dist/model/AdminUpdateGroup200Response.js +1 -1
  54. package/dist/model/AdminUpdateGroupRequest.js +1 -1
  55. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  56. package/dist/model/{AdminSubmitLeaderboardScore200Response.js → AdminUpdateLeaderboardRecord200Response.js} +22 -22
  57. package/dist/model/{AdminSubmitLeaderboardScore200ResponseData.js → AdminUpdateLeaderboardRecord200ResponseData.js} +26 -26
  58. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  59. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  60. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  61. package/dist/model/AdminUpdateUser200Response.js +1 -1
  62. package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
  63. package/dist/model/AdminUpdateUserRequest.js +1 -1
  64. package/dist/model/{AdminEndLeaderboard200Response.js → AdminUpsertKv200Response.js} +22 -22
  65. package/dist/model/{AdminListKvEntries200ResponseDataInner.js → AdminUpsertKv200ResponseData.js} +25 -25
  66. package/dist/model/{AdminCreateKvEntryRequest.js → AdminUpsertKvRequest.js} +24 -24
  67. package/dist/model/{ListGroupMembers200ResponseDataInner.js → ApproveJoinRequest200Response.js} +28 -28
  68. package/dist/model/CallHook200Response.js +1 -1
  69. package/dist/model/CallHookRequest.js +1 -1
  70. package/dist/model/CancelJoinRequest200Response.js +1 -1
  71. package/dist/model/ChatUnreadCount200Response.js +1 -1
  72. package/dist/model/CreateGroupRequest.js +1 -1
  73. package/dist/model/CreateLobbyRequest.js +1 -1
  74. package/dist/model/CreatePartyRequest.js +1 -1
  75. package/dist/model/{InviteToGroup200Response.js → DeclineGroupInvite200Response.js} +18 -19
  76. package/dist/model/DeleteNotificationsRequest.js +1 -1
  77. package/dist/model/DeviceLoginRequest.js +1 -1
  78. package/dist/model/ErrorResponse.js +1 -1
  79. package/dist/model/GetCurrentUser200Response.js +1 -1
  80. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
  81. package/dist/model/GetKv200Response.js +1 -1
  82. package/dist/model/GetLobby200Response.js +5 -5
  83. package/dist/model/GetMyRecord200Response.js +5 -5
  84. package/dist/model/{ListLeaderboardRecords200ResponseDataInner.js → GetMyRecord200ResponseData.js} +23 -23
  85. package/dist/model/HealthResponse.js +1 -1
  86. package/dist/model/{InviteToGroupRequest.js → InviteToPartyRequest.js} +22 -22
  87. package/dist/model/ListBlockedFriends200Response.js +5 -5
  88. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  89. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
  90. package/dist/model/ListChatMessages200Response.js +5 -5
  91. package/dist/model/{GetChatMessage200Response.js → ListChatMessages200ResponseDataInner.js} +28 -28
  92. package/dist/model/ListFriendRequests200Response.js +1 -1
  93. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  94. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  95. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  96. package/dist/model/ListFriends200Response.js +5 -5
  97. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  98. package/dist/model/{AdminListNotifications200ResponseMeta.js → ListFriends200ResponseMeta.js} +23 -23
  99. package/dist/model/ListGroupMembers200Response.js +9 -9
  100. package/dist/model/ListJoinRequests200Response.js +5 -5
  101. package/dist/model/ListLeaderboardRecords200Response.js +9 -9
  102. package/dist/model/ListLeaderboards200Response.js +9 -9
  103. package/dist/model/ListLobbies200Response.js +5 -5
  104. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  105. package/dist/model/ListMyGroups200Response.js +5 -5
  106. package/dist/model/ListMyGroups200ResponseDataInner.js +1 -1
  107. package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
  108. package/dist/model/ListRecordsAroundUser200Response.js +5 -5
  109. package/dist/model/ListSentInvitations200Response.js +5 -5
  110. package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
  111. package/dist/model/LoginRequest.js +1 -1
  112. package/dist/model/MarkChatReadRequest.js +1 -1
  113. package/dist/model/{UserAchievements200Response.js → MyAchievements200Response.js} +27 -27
  114. package/dist/model/{UserAchievements200ResponseDataInner.js → MyAchievements200ResponseDataInner.js} +28 -28
  115. package/dist/model/NotifyGroup200Response.js +1 -1
  116. package/dist/model/NotifyGroupRequest.js +1 -1
  117. package/dist/model/OAuthSessionData.js +1 -1
  118. package/dist/model/OAuthSessionDataDetails.js +1 -1
  119. package/dist/model/OAuthSessionStatus.js +1 -1
  120. package/dist/model/OauthApiCallback200Response.js +1 -1
  121. package/dist/model/OauthApiCallbackRequest.js +1 -1
  122. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  123. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  124. package/dist/model/OauthRequest200Response.js +1 -1
  125. package/dist/model/OauthSessionStatus404Response.js +1 -1
  126. package/dist/model/PartyCreateLobbyRequest.js +1 -1
  127. package/dist/model/PartyJoinLobbyRequest.js +1 -1
  128. package/dist/model/{AdminCreateNotification400Response.js → PaymentsEntitlements401Response.js} +18 -18
  129. package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
  130. package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
  131. package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
  132. package/dist/model/QuickJoinRequest.js +1 -1
  133. package/dist/model/RefreshToken200Response.js +1 -1
  134. package/dist/model/RefreshToken200ResponseData.js +1 -1
  135. package/dist/model/RefreshTokenRequest.js +1 -1
  136. package/dist/model/ResolveLeaderboardSlugs200Response.js +4 -4
  137. package/dist/model/{ListLeaderboards200ResponseDataInner.js → ResolveLeaderboardSlugs200ResponseDataValue.js} +33 -33
  138. package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
  139. package/dist/model/SearchUsers200Response.js +5 -5
  140. package/dist/model/SearchUsers200ResponseDataInner.js +1 -1
  141. package/dist/model/SendChatMessageRequest.js +1 -1
  142. package/dist/model/SendNotificationRequest.js +1 -1
  143. package/dist/model/UpdateChatMessageRequest.js +1 -1
  144. package/dist/model/{UpdateCurrentUserPassword400Response.js → UpdateCurrentUserDisplayName400Response.js} +19 -19
  145. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  146. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  147. package/dist/model/UpdateGroupRequest.js +1 -1
  148. package/dist/model/UpdateLobbyRequest.js +1 -1
  149. package/dist/model/UpdatePartyRequest.js +1 -1
  150. package/package.json +1 -1
@@ -5,7 +5,7 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- var _AdminListNotifications200ResponseMeta = _interopRequireDefault(require("./AdminListNotifications200ResponseMeta"));
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+ var _ListFriends200ResponseMeta = _interopRequireDefault(require("./ListFriends200ResponseMeta"));
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  var _ListMyGroups200ResponseDataInner = _interopRequireDefault(require("./ListMyGroups200ResponseDataInner"));
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  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- * The version of the OpenAPI document: 1.0.1001
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+ * The version of the OpenAPI document: 1.0.1003
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -68,7 +68,7 @@ var ListMyGroups200Response = /*#__PURE__*/function () {
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  obj['data'] = _ApiClient["default"].convertToType(data['data'], [_ListMyGroups200ResponseDataInner["default"]]);
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  if (data.hasOwnProperty('meta')) {
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- obj['meta'] = _AdminListNotifications200ResponseMeta["default"].constructFromObject(data['meta']);
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+ obj['meta'] = _ListFriends200ResponseMeta["default"].constructFromObject(data['meta']);
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@@ -106,7 +106,7 @@ var ListMyGroups200Response = /*#__PURE__*/function () {
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- _AdminListNotifications200ResponseMeta["default"].validateJSON(data['meta']);
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+ _ListFriends200ResponseMeta["default"].validateJSON(data['meta']);
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  return true;
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  }
@@ -118,7 +118,7 @@ var ListMyGroups200Response = /*#__PURE__*/function () {
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  ListMyGroups200Response.prototype['data'] = undefined;
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  /**
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -5,7 +5,7 @@ Object.defineProperty(exports, "__esModule", {
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@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -64,7 +64,7 @@ var ListRecordsAroundUser200Response = /*#__PURE__*/function () {
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@@ -90,7 +90,7 @@ var ListRecordsAroundUser200Response = /*#__PURE__*/function () {
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  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -68,7 +68,7 @@ var ListSentInvitations200Response = /*#__PURE__*/function () {
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  obj['data'] = _ApiClient["default"].convertToType(data['data'], [_ListSentInvitations200ResponseDataInner["default"]]);
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
20
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  *
21
- * The version of the OpenAPI document: 1.0.1001
21
+ * The version of the OpenAPI document: 1.0.1003
22
22
  *
23
23
  *
24
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -5,8 +5,8 @@ Object.defineProperty(exports, "__esModule", {
5
5
  });
6
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  exports["default"] = void 0;
7
7
  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
- var _AdminListNotifications200ResponseMeta = _interopRequireDefault(require("./AdminListNotifications200ResponseMeta"));
9
- var _UserAchievements200ResponseDataInner = _interopRequireDefault(require("./UserAchievements200ResponseDataInner"));
8
+ var _ListFriends200ResponseMeta = _interopRequireDefault(require("./ListFriends200ResponseMeta"));
9
+ var _MyAchievements200ResponseDataInner = _interopRequireDefault(require("./MyAchievements200ResponseDataInner"));
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  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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  function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
20
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  * Game Server API
21
21
  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  *
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- * The version of the OpenAPI document: 1.0.1001
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+ * The version of the OpenAPI document: 1.0.1003
24
24
  *
25
25
  *
26
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -29,18 +29,18 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
29
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  *
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30
  */
31
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  /**
32
- * The UserAchievements200Response model module.
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- * @module model/UserAchievements200Response
32
+ * The MyAchievements200Response model module.
33
+ * @module model/MyAchievements200Response
34
34
  * @version 1.0.0
35
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  */
36
- var UserAchievements200Response = /*#__PURE__*/function () {
36
+ var MyAchievements200Response = /*#__PURE__*/function () {
37
37
  /**
38
- * Constructs a new <code>UserAchievements200Response</code>.
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- * @alias module:model/UserAchievements200Response
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+ * Constructs a new <code>MyAchievements200Response</code>.
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+ * @alias module:model/MyAchievements200Response
40
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  */
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- function UserAchievements200Response() {
42
- _classCallCheck(this, UserAchievements200Response);
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- UserAchievements200Response.initialize(this);
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+ function MyAchievements200Response() {
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+ _classCallCheck(this, MyAchievements200Response);
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+ MyAchievements200Response.initialize(this);
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  }
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  /**
@@ -48,36 +48,36 @@ var UserAchievements200Response = /*#__PURE__*/function () {
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  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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  * Only for internal use.
50
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  */
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- return _createClass(UserAchievements200Response, null, [{
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+ return _createClass(MyAchievements200Response, null, [{
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  key: "initialize",
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  value: function initialize(obj) {}
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55
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  /**
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- * Constructs a <code>UserAchievements200Response</code> from a plain JavaScript object, optionally creating a new instance.
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+ * Constructs a <code>MyAchievements200Response</code> from a plain JavaScript object, optionally creating a new instance.
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  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
58
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  * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @param {module:model/UserAchievements200Response} obj Optional instance to populate.
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- * @return {module:model/UserAchievements200Response} The populated <code>UserAchievements200Response</code> instance.
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+ * @param {module:model/MyAchievements200Response} obj Optional instance to populate.
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+ * @return {module:model/MyAchievements200Response} The populated <code>MyAchievements200Response</code> instance.
61
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  */
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  }, {
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  key: "constructFromObject",
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  value: function constructFromObject(data, obj) {
65
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  if (data) {
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- obj = obj || new UserAchievements200Response();
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+ obj = obj || new MyAchievements200Response();
67
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  if (data.hasOwnProperty('data')) {
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- obj['data'] = _ApiClient["default"].convertToType(data['data'], [_UserAchievements200ResponseDataInner["default"]]);
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+ obj['data'] = _ApiClient["default"].convertToType(data['data'], [_MyAchievements200ResponseDataInner["default"]]);
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  }
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  if (data.hasOwnProperty('meta')) {
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- obj['meta'] = _AdminListNotifications200ResponseMeta["default"].constructFromObject(data['meta']);
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+ obj['meta'] = _ListFriends200ResponseMeta["default"].constructFromObject(data['meta']);
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  }
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  }
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  return obj;
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  }
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77
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  /**
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- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>UserAchievements200Response</code>.
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+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>MyAchievements200Response</code>.
81
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  */
82
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  }, {
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  key: "validateJSON",
@@ -94,7 +94,7 @@ var UserAchievements200Response = /*#__PURE__*/function () {
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  try {
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  for (_iterator.s(); !(_step = _iterator.n()).done;) {
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  var item = _step.value;
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- _UserAchievements200ResponseDataInner["default"].validateJSON(item);
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+ _MyAchievements200ResponseDataInner["default"].validateJSON(item);
98
98
  }
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  } catch (err) {
100
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  _iterator.e(err);
@@ -106,19 +106,19 @@ var UserAchievements200Response = /*#__PURE__*/function () {
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  // validate the optional field `meta`
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  if (data['meta']) {
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  // data not null
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- _AdminListNotifications200ResponseMeta["default"].validateJSON(data['meta']);
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+ _ListFriends200ResponseMeta["default"].validateJSON(data['meta']);
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  }
111
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  return true;
112
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  }
113
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  }]);
114
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  }();
115
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  /**
116
- * @member {Array.<module:model/UserAchievements200ResponseDataInner>} data
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+ * @member {Array.<module:model/MyAchievements200ResponseDataInner>} data
117
117
  */
118
- UserAchievements200Response.prototype['data'] = undefined;
118
+ MyAchievements200Response.prototype['data'] = undefined;
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119
 
120
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  /**
121
- * @member {module:model/AdminListNotifications200ResponseMeta} meta
121
+ * @member {module:model/ListFriends200ResponseMeta} meta
122
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  */
123
- UserAchievements200Response.prototype['meta'] = undefined;
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- var _default = exports["default"] = UserAchievements200Response;
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+ MyAchievements200Response.prototype['meta'] = undefined;
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+ var _default = exports["default"] = MyAchievements200Response;