@ughuuu/game_server 1.0.1028 → 1.0.1029
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -2
- package/dist/ApiClient.js +1 -1
- package/dist/api/AchievementsApi.js +1 -1
- package/dist/api/AdminAchievementsApi.js +1 -1
- package/dist/api/AdminChatApi.js +1 -1
- package/dist/api/AdminGroupsApi.js +1 -1
- package/dist/api/AdminKVApi.js +1 -1
- package/dist/api/AdminLeaderboardsApi.js +1 -1
- package/dist/api/AdminLobbiesApi.js +1 -1
- package/dist/api/AdminNotificationsApi.js +5 -5
- package/dist/api/AdminSessionsApi.js +1 -1
- package/dist/api/AdminUsersApi.js +1 -1
- package/dist/api/AuthenticationApi.js +1 -1
- package/dist/api/ChatApi.js +5 -5
- package/dist/api/FriendsApi.js +13 -13
- package/dist/api/GroupsApi.js +15 -15
- package/dist/api/HealthApi.js +1 -1
- package/dist/api/HooksApi.js +1 -1
- package/dist/api/KVApi.js +5 -5
- package/dist/api/LeaderboardsApi.js +11 -11
- package/dist/api/LobbiesApi.js +3 -3
- package/dist/api/NotificationsApi.js +1 -1
- package/dist/api/PartiesApi.js +1 -1
- package/dist/api/PaymentsApi.js +1 -1
- package/dist/api/UsersApi.js +1 -1
- package/dist/index.js +0 -7
- package/dist/model/AcceptPartyInvite200Response.js +1 -1
- package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +1 -1
- package/dist/model/AcceptPartyInviteRequest.js +1 -1
- package/dist/model/AdminCreateAchievementRequest.js +1 -1
- package/dist/model/AdminCreateLeaderboard200Response.js +1 -1
- package/dist/model/AdminCreateLeaderboard200ResponseData.js +1 -1
- package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
- package/dist/model/AdminCreateNotificationRequest.js +1 -1
- package/dist/model/AdminDeleteChatConversation200Response.js +1 -1
- package/dist/model/AdminGrantAchievementRequest.js +1 -1
- package/dist/model/AdminIncrementAchievementRequest.js +1 -1
- package/dist/model/AdminListAchievements200Response.js +1 -1
- package/dist/model/AdminListAchievements200ResponseDataInner.js +1 -1
- package/dist/model/AdminListChatMessages200Response.js +1 -1
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
- package/dist/model/AdminListGroups200Response.js +1 -1
- package/dist/model/AdminListKvEntries200Response.js +1 -1
- package/dist/model/AdminListLobbies200Response.js +1 -1
- package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/AdminListNotifications200Response.js +1 -1
- package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
- package/dist/model/AdminListSessions200Response.js +1 -1
- package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
- package/dist/model/AdminRevokeAchievementRequest.js +1 -1
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
- package/dist/model/AdminUpdateAchievementRequest.js +1 -1
- package/dist/model/AdminUpdateGroup200Response.js +7 -3
- package/dist/model/AdminUpdateGroupRequest.js +1 -1
- package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecord200Response.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
- package/dist/model/AdminUpdateLobby200Response.js +1 -1
- package/dist/model/AdminUpdateUser200Response.js +1 -1
- package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
- package/dist/model/AdminUpdateUserRequest.js +1 -1
- package/dist/model/AdminUpsertKv200Response.js +1 -1
- package/dist/model/AdminUpsertKv200ResponseData.js +13 -5
- package/dist/model/AdminUpsertKvRequest.js +1 -1
- package/dist/model/ApproveJoinRequest200Response.js +1 -1
- package/dist/model/CallHook200Response.js +1 -1
- package/dist/model/CallHookRequest.js +1 -1
- package/dist/model/CancelJoinRequest200Response.js +1 -1
- package/dist/model/ChatUnreadCount200Response.js +1 -1
- package/dist/model/CreateGroupRequest.js +1 -1
- package/dist/model/CreateLobbyRequest.js +1 -1
- package/dist/model/CreatePartyRequest.js +1 -1
- package/dist/model/DeclineGroupInvite200Response.js +1 -1
- package/dist/model/DeleteNotificationsRequest.js +1 -1
- package/dist/model/DeviceLoginRequest.js +1 -1
- package/dist/model/ErrorResponse.js +1 -1
- package/dist/model/GetCurrentUser200Response.js +13 -5
- package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
- package/dist/model/GetKv200Response.js +1 -1
- package/dist/model/GetLobby200Response.js +1 -1
- package/dist/model/GetMyRecord200Response.js +1 -1
- package/dist/model/GetMyRecord200ResponseData.js +8 -4
- package/dist/model/HealthResponse.js +1 -1
- package/dist/model/InviteToPartyRequest.js +1 -1
- package/dist/model/ListBlockedFriends200Response.js +1 -1
- package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
- package/dist/model/ListChatMessages200Response.js +1 -1
- package/dist/model/ListChatMessages200ResponseDataInner.js +7 -3
- package/dist/model/ListFriendRequests200Response.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
- package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
- package/dist/model/ListFriends200Response.js +1 -1
- package/dist/model/ListFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListFriends200ResponseMeta.js +1 -1
- package/dist/model/ListGroupMembers200Response.js +1 -1
- package/dist/model/ListJoinRequests200Response.js +1 -1
- package/dist/model/ListLeaderboardRecords200Response.js +1 -1
- package/dist/model/ListLeaderboards200Response.js +1 -1
- package/dist/model/ListLobbies200Response.js +1 -1
- package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/ListMyGroups200Response.js +1 -1
- package/dist/model/ListMyGroups200ResponseDataInner.js +7 -3
- package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
- package/dist/model/ListRecordsAroundUser200Response.js +1 -1
- package/dist/model/ListSentInvitations200Response.js +1 -1
- package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
- package/dist/model/LoginRequest.js +1 -1
- package/dist/model/MarkChatReadRequest.js +1 -1
- package/dist/model/MyAchievements200Response.js +1 -1
- package/dist/model/MyAchievements200ResponseDataInner.js +1 -1
- package/dist/model/NotifyGroup200Response.js +1 -1
- package/dist/model/NotifyGroupRequest.js +1 -1
- package/dist/model/OAuthSessionData.js +7 -3
- package/dist/model/OAuthSessionDataDetails.js +1 -1
- package/dist/model/OAuthSessionStatus.js +1 -1
- package/dist/model/OauthApiCallback200Response.js +1 -1
- package/dist/model/OauthApiCallbackRequest.js +1 -1
- package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
- package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
- package/dist/model/OauthRequest200Response.js +1 -1
- package/dist/model/OauthSessionStatus404Response.js +1 -1
- package/dist/model/PartyCreateLobbyRequest.js +1 -1
- package/dist/model/PartyJoinLobbyRequest.js +1 -1
- package/dist/model/PaymentsEntitlements401Response.js +1 -1
- package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
- package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
- package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
- package/dist/model/QuickJoinRequest.js +1 -1
- package/dist/model/RefreshToken200Response.js +1 -1
- package/dist/model/RefreshToken200ResponseData.js +1 -1
- package/dist/model/RefreshTokenRequest.js +1 -1
- package/dist/model/ResolveLeaderboardSlugs200Response.js +1 -1
- package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +1 -1
- package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
- package/dist/model/SearchUsers200Response.js +1 -1
- package/dist/model/SearchUsers200ResponseDataInner.js +13 -5
- package/dist/model/SendChatMessageRequest.js +8 -4
- package/dist/model/SendNotificationRequest.js +8 -4
- package/dist/model/UpdateChatMessageRequest.js +1 -1
- package/dist/model/UpdateCurrentUserDisplayName400Response.js +1 -1
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
- package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
- package/dist/model/UpdateGroupRequest.js +1 -1
- package/dist/model/UpdateLobbyRequest.js +1 -1
- package/dist/model/UpdatePartyRequest.js +1 -1
- package/package.json +1 -1
- package/dist/model/CreateFriendRequestRequest.js +0 -109
package/dist/api/FriendsApi.js
CHANGED
|
@@ -5,7 +5,7 @@ Object.defineProperty(exports, "__esModule", {
|
|
|
5
5
|
});
|
|
6
6
|
exports["default"] = void 0;
|
|
7
7
|
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
|
-
var
|
|
8
|
+
var _InviteToPartyRequest = _interopRequireDefault(require("../model/InviteToPartyRequest"));
|
|
9
9
|
var _ListBlockedFriends200Response = _interopRequireDefault(require("../model/ListBlockedFriends200Response"));
|
|
10
10
|
var _ListFriendRequests200Response = _interopRequireDefault(require("../model/ListFriendRequests200Response"));
|
|
11
11
|
var _ListFriends200Response = _interopRequireDefault(require("../model/ListFriends200Response"));
|
|
@@ -21,7 +21,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
21
21
|
* Game Server API
|
|
22
22
|
* 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 })) ```
|
|
23
23
|
*
|
|
24
|
-
* The version of the OpenAPI document: 1.0.
|
|
24
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
25
25
|
*
|
|
26
26
|
*
|
|
27
27
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -49,7 +49,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
49
49
|
|
|
50
50
|
/**
|
|
51
51
|
* Accept a friend request
|
|
52
|
-
* @param {
|
|
52
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
53
53
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
54
54
|
*/
|
|
55
55
|
return _createClass(FriendsApi, [{
|
|
@@ -75,7 +75,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
75
75
|
|
|
76
76
|
/**
|
|
77
77
|
* Accept a friend request
|
|
78
|
-
* @param {
|
|
78
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
79
79
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
80
80
|
*/
|
|
81
81
|
}, {
|
|
@@ -88,7 +88,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
88
88
|
|
|
89
89
|
/**
|
|
90
90
|
* Block a friend request / user
|
|
91
|
-
* @param {
|
|
91
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
92
92
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
93
93
|
*/
|
|
94
94
|
}, {
|
|
@@ -114,7 +114,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
114
114
|
|
|
115
115
|
/**
|
|
116
116
|
* Block a friend request / user
|
|
117
|
-
* @param {
|
|
117
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
118
118
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
119
119
|
*/
|
|
120
120
|
}, {
|
|
@@ -128,14 +128,14 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
128
128
|
/**
|
|
129
129
|
* Send a friend request
|
|
130
130
|
* @param {Object} opts Optional parameters
|
|
131
|
-
* @param {module:model/
|
|
131
|
+
* @param {module:model/InviteToPartyRequest} [inviteToPartyRequest] Friend request
|
|
132
132
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
133
133
|
*/
|
|
134
134
|
}, {
|
|
135
135
|
key: "createFriendRequestWithHttpInfo",
|
|
136
136
|
value: function createFriendRequestWithHttpInfo(opts) {
|
|
137
137
|
opts = opts || {};
|
|
138
|
-
var postBody = opts['
|
|
138
|
+
var postBody = opts['inviteToPartyRequest'];
|
|
139
139
|
var pathParams = {};
|
|
140
140
|
var queryParams = {};
|
|
141
141
|
var headerParams = {};
|
|
@@ -150,7 +150,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
150
150
|
/**
|
|
151
151
|
* Send a friend request
|
|
152
152
|
* @param {Object} opts Optional parameters
|
|
153
|
-
* @param {module:model/
|
|
153
|
+
* @param {module:model/InviteToPartyRequest} opts.inviteToPartyRequest Friend request
|
|
154
154
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
155
155
|
*/
|
|
156
156
|
}, {
|
|
@@ -286,7 +286,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
286
286
|
|
|
287
287
|
/**
|
|
288
288
|
* Reject a friend request
|
|
289
|
-
* @param {
|
|
289
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
290
290
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
291
291
|
*/
|
|
292
292
|
}, {
|
|
@@ -312,7 +312,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
312
312
|
|
|
313
313
|
/**
|
|
314
314
|
* Reject a friend request
|
|
315
|
-
* @param {
|
|
315
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
316
316
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
317
317
|
*/
|
|
318
318
|
}, {
|
|
@@ -364,7 +364,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
364
364
|
|
|
365
365
|
/**
|
|
366
366
|
* Unblock a previously-blocked friendship
|
|
367
|
-
* @param {
|
|
367
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
368
368
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
369
369
|
*/
|
|
370
370
|
}, {
|
|
@@ -390,7 +390,7 @@ var FriendsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
390
390
|
|
|
391
391
|
/**
|
|
392
392
|
* Unblock a previously-blocked friendship
|
|
393
|
-
* @param {
|
|
393
|
+
* @param {String} id Friendship record id (friendship_id) - the id of the friendship row, not a user id
|
|
394
394
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
395
395
|
*/
|
|
396
396
|
}, {
|
package/dist/api/GroupsApi.js
CHANGED
|
@@ -29,7 +29,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
29
29
|
* Game Server API
|
|
30
30
|
* 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 })) ```
|
|
31
31
|
*
|
|
32
|
-
* The version of the OpenAPI document: 1.0.
|
|
32
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
33
33
|
*
|
|
34
34
|
*
|
|
35
35
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -58,7 +58,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
58
58
|
/**
|
|
59
59
|
* Accept a group invitation
|
|
60
60
|
* Accept a pending group invitation by invite ID. The authenticated user must be the recipient of the invite.
|
|
61
|
-
* @param {
|
|
61
|
+
* @param {String} inviteId Invite ID (from the invitations list)
|
|
62
62
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ApproveJoinRequest200Response} and HTTP response
|
|
63
63
|
*/
|
|
64
64
|
return _createClass(GroupsApi, [{
|
|
@@ -85,7 +85,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
85
85
|
/**
|
|
86
86
|
* Accept a group invitation
|
|
87
87
|
* Accept a pending group invitation by invite ID. The authenticated user must be the recipient of the invite.
|
|
88
|
-
* @param {
|
|
88
|
+
* @param {String} inviteId Invite ID (from the invitations list)
|
|
89
89
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ApproveJoinRequest200Response}
|
|
90
90
|
*/
|
|
91
91
|
}, {
|
|
@@ -100,7 +100,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
100
100
|
* Approve a join request (admin only)
|
|
101
101
|
* Approve a pending join request. The user becomes a member.
|
|
102
102
|
* @param {String} id Group ID
|
|
103
|
-
* @param {
|
|
103
|
+
* @param {String} requestId Join request ID
|
|
104
104
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ApproveJoinRequest200Response} and HTTP response
|
|
105
105
|
*/
|
|
106
106
|
}, {
|
|
@@ -133,7 +133,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
133
133
|
* Approve a join request (admin only)
|
|
134
134
|
* Approve a pending join request. The user becomes a member.
|
|
135
135
|
* @param {String} id Group ID
|
|
136
|
-
* @param {
|
|
136
|
+
* @param {String} requestId Join request ID
|
|
137
137
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ApproveJoinRequest200Response}
|
|
138
138
|
*/
|
|
139
139
|
}, {
|
|
@@ -147,7 +147,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
147
147
|
/**
|
|
148
148
|
* Cancel a sent group invitation
|
|
149
149
|
* Cancel (delete) a group invitation that the authenticated user sent.
|
|
150
|
-
* @param {
|
|
150
|
+
* @param {String} inviteId ID of the GroupInvite to cancel
|
|
151
151
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/DeclineGroupInvite200Response} and HTTP response
|
|
152
152
|
*/
|
|
153
153
|
}, {
|
|
@@ -174,7 +174,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
174
174
|
/**
|
|
175
175
|
* Cancel a sent group invitation
|
|
176
176
|
* Cancel (delete) a group invitation that the authenticated user sent.
|
|
177
|
-
* @param {
|
|
177
|
+
* @param {String} inviteId ID of the GroupInvite to cancel
|
|
178
178
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/DeclineGroupInvite200Response}
|
|
179
179
|
*/
|
|
180
180
|
}, {
|
|
@@ -189,7 +189,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
189
189
|
* Cancel your own pending join request
|
|
190
190
|
* Cancel a join request that the current user previously sent.
|
|
191
191
|
* @param {String} id Group ID
|
|
192
|
-
* @param {
|
|
192
|
+
* @param {String} requestId Join request ID
|
|
193
193
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/CancelJoinRequest200Response} and HTTP response
|
|
194
194
|
*/
|
|
195
195
|
}, {
|
|
@@ -222,7 +222,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
222
222
|
* Cancel your own pending join request
|
|
223
223
|
* Cancel a join request that the current user previously sent.
|
|
224
224
|
* @param {String} id Group ID
|
|
225
|
-
* @param {
|
|
225
|
+
* @param {String} requestId Join request ID
|
|
226
226
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/CancelJoinRequest200Response}
|
|
227
227
|
*/
|
|
228
228
|
}, {
|
|
@@ -274,7 +274,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
274
274
|
/**
|
|
275
275
|
* Decline a group invitation
|
|
276
276
|
* Decline a pending group invitation by invite ID. Only the recipient can decline. The invite is marked as declined (not deleted).
|
|
277
|
-
* @param {
|
|
277
|
+
* @param {String} inviteId Invite ID (from the invitations list)
|
|
278
278
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/DeclineGroupInvite200Response} and HTTP response
|
|
279
279
|
*/
|
|
280
280
|
}, {
|
|
@@ -301,7 +301,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
301
301
|
/**
|
|
302
302
|
* Decline a group invitation
|
|
303
303
|
* Decline a pending group invitation by invite ID. Only the recipient can decline. The invite is marked as declined (not deleted).
|
|
304
|
-
* @param {
|
|
304
|
+
* @param {String} inviteId Invite ID (from the invitations list)
|
|
305
305
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/DeclineGroupInvite200Response}
|
|
306
306
|
*/
|
|
307
307
|
}, {
|
|
@@ -868,7 +868,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
868
868
|
/**
|
|
869
869
|
* Send a notification to all group members
|
|
870
870
|
* Broadcasts a notification to every member of the group (except the sender). Any group member can send. Sending again from the same user with the same title replaces the previous notification (upsert, prevents spam).
|
|
871
|
-
* @param {
|
|
871
|
+
* @param {String} id Group ID
|
|
872
872
|
* @param {Object} opts Optional parameters
|
|
873
873
|
* @param {module:model/NotifyGroupRequest} [notifyGroupRequest] Notification payload
|
|
874
874
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/NotifyGroup200Response} and HTTP response
|
|
@@ -898,7 +898,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
898
898
|
/**
|
|
899
899
|
* Send a notification to all group members
|
|
900
900
|
* Broadcasts a notification to every member of the group (except the sender). Any group member can send. Sending again from the same user with the same title replaces the previous notification (upsert, prevents spam).
|
|
901
|
-
* @param {
|
|
901
|
+
* @param {String} id Group ID
|
|
902
902
|
* @param {Object} opts Optional parameters
|
|
903
903
|
* @param {module:model/NotifyGroupRequest} opts.notifyGroupRequest Notification payload
|
|
904
904
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/NotifyGroup200Response}
|
|
@@ -961,7 +961,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
961
961
|
* Reject a join request (admin only)
|
|
962
962
|
* Reject a pending join request.
|
|
963
963
|
* @param {String} id Group ID
|
|
964
|
-
* @param {
|
|
964
|
+
* @param {String} requestId Join request ID
|
|
965
965
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/CancelJoinRequest200Response} and HTTP response
|
|
966
966
|
*/
|
|
967
967
|
}, {
|
|
@@ -994,7 +994,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
994
994
|
* Reject a join request (admin only)
|
|
995
995
|
* Reject a pending join request.
|
|
996
996
|
* @param {String} id Group ID
|
|
997
|
-
* @param {
|
|
997
|
+
* @param {String} requestId Join request ID
|
|
998
998
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/CancelJoinRequest200Response}
|
|
999
999
|
*/
|
|
1000
1000
|
}, {
|
package/dist/api/HealthApi.js
CHANGED
|
@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
16
16
|
* Game Server API
|
|
17
17
|
* 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 })) ```
|
|
18
18
|
*
|
|
19
|
-
* The version of the OpenAPI document: 1.0.
|
|
19
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
20
20
|
*
|
|
21
21
|
*
|
|
22
22
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
package/dist/api/HooksApi.js
CHANGED
|
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
18
18
|
* Game Server API
|
|
19
19
|
* 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
20
|
*
|
|
21
|
-
* The version of the OpenAPI document: 1.0.
|
|
21
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
22
22
|
*
|
|
23
23
|
*
|
|
24
24
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
package/dist/api/KVApi.js
CHANGED
|
@@ -17,7 +17,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
17
17
|
* Game Server API
|
|
18
18
|
* 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 })) ```
|
|
19
19
|
*
|
|
20
|
-
* The version of the OpenAPI document: 1.0.
|
|
20
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
21
21
|
*
|
|
22
22
|
*
|
|
23
23
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -47,8 +47,8 @@ var KVApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
47
47
|
* Get a key/value entry
|
|
48
48
|
* @param {String} key Key
|
|
49
49
|
* @param {Object} opts Optional parameters
|
|
50
|
-
* @param {
|
|
51
|
-
* @param {
|
|
50
|
+
* @param {String} [userId] Optional owner user id
|
|
51
|
+
* @param {String} [lobbyId] Optional owner lobby id
|
|
52
52
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/GetKv200Response} and HTTP response
|
|
53
53
|
*/
|
|
54
54
|
return _createClass(KVApi, [{
|
|
@@ -80,8 +80,8 @@ var KVApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
80
80
|
* Get a key/value entry
|
|
81
81
|
* @param {String} key Key
|
|
82
82
|
* @param {Object} opts Optional parameters
|
|
83
|
-
* @param {
|
|
84
|
-
* @param {
|
|
83
|
+
* @param {String} opts.userId Optional owner user id
|
|
84
|
+
* @param {String} opts.lobbyId Optional owner lobby id
|
|
85
85
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/GetKv200Response}
|
|
86
86
|
*/
|
|
87
87
|
}, {
|
|
@@ -23,7 +23,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
23
23
|
* Game Server API
|
|
24
24
|
* 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 })) ```
|
|
25
25
|
*
|
|
26
|
-
* The version of the OpenAPI document: 1.0.
|
|
26
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
27
27
|
*
|
|
28
28
|
*
|
|
29
29
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -52,7 +52,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
52
52
|
/**
|
|
53
53
|
* Get a leaderboard by ID
|
|
54
54
|
* Return details for a specific leaderboard by its integer ID.
|
|
55
|
-
* @param {
|
|
55
|
+
* @param {String} id Leaderboard ID
|
|
56
56
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ResolveLeaderboardSlugs200ResponseDataValue} and HTTP response
|
|
57
57
|
*/
|
|
58
58
|
return _createClass(LeaderboardsApi, [{
|
|
@@ -79,7 +79,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
79
79
|
/**
|
|
80
80
|
* Get a leaderboard by ID
|
|
81
81
|
* Return details for a specific leaderboard by its integer ID.
|
|
82
|
-
* @param {
|
|
82
|
+
* @param {String} id Leaderboard ID
|
|
83
83
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ResolveLeaderboardSlugs200ResponseDataValue}
|
|
84
84
|
*/
|
|
85
85
|
}, {
|
|
@@ -93,7 +93,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
93
93
|
/**
|
|
94
94
|
* Get current user's record
|
|
95
95
|
* Return the authenticated user's record and rank on this leaderboard.
|
|
96
|
-
* @param {
|
|
96
|
+
* @param {String} id Leaderboard ID
|
|
97
97
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/GetMyRecord200Response} and HTTP response
|
|
98
98
|
*/
|
|
99
99
|
}, {
|
|
@@ -120,7 +120,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
120
120
|
/**
|
|
121
121
|
* Get current user's record
|
|
122
122
|
* Return the authenticated user's record and rank on this leaderboard.
|
|
123
|
-
* @param {
|
|
123
|
+
* @param {String} id Leaderboard ID
|
|
124
124
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/GetMyRecord200Response}
|
|
125
125
|
*/
|
|
126
126
|
}, {
|
|
@@ -134,7 +134,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
134
134
|
/**
|
|
135
135
|
* List leaderboard records
|
|
136
136
|
* Return ranked records for a leaderboard by its integer ID.
|
|
137
|
-
* @param {
|
|
137
|
+
* @param {String} id Leaderboard ID
|
|
138
138
|
* @param {Object} opts Optional parameters
|
|
139
139
|
* @param {Number} [page = 1)] Page number
|
|
140
140
|
* @param {Number} [pageSize = 25)] Page size (max 100)
|
|
@@ -168,7 +168,7 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
168
168
|
/**
|
|
169
169
|
* List leaderboard records
|
|
170
170
|
* Return ranked records for a leaderboard by its integer ID.
|
|
171
|
-
* @param {
|
|
171
|
+
* @param {String} id Leaderboard ID
|
|
172
172
|
* @param {Object} opts Optional parameters
|
|
173
173
|
* @param {Number} opts.page Page number (default to 1)
|
|
174
174
|
* @param {Number} opts.pageSize Page size (max 100) (default to 25)
|
|
@@ -249,8 +249,8 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
249
249
|
/**
|
|
250
250
|
* List records around a user
|
|
251
251
|
* Return records centered around a specific user's rank.
|
|
252
|
-
* @param {
|
|
253
|
-
* @param {
|
|
252
|
+
* @param {String} id Leaderboard ID
|
|
253
|
+
* @param {String} userId User ID to center around
|
|
254
254
|
* @param {Object} opts Optional parameters
|
|
255
255
|
* @param {Number} [limit = 11)] Total number of records to return
|
|
256
256
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListRecordsAroundUser200Response} and HTTP response
|
|
@@ -287,8 +287,8 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
287
287
|
/**
|
|
288
288
|
* List records around a user
|
|
289
289
|
* Return records centered around a specific user's rank.
|
|
290
|
-
* @param {
|
|
291
|
-
* @param {
|
|
290
|
+
* @param {String} id Leaderboard ID
|
|
291
|
+
* @param {String} userId User ID to center around
|
|
292
292
|
* @param {Object} opts Optional parameters
|
|
293
293
|
* @param {Number} opts.limit Total number of records to return (default to 11)
|
|
294
294
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListRecordsAroundUser200Response}
|
package/dist/api/LobbiesApi.js
CHANGED
|
@@ -24,7 +24,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
24
24
|
* Game Server API
|
|
25
25
|
* 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 })) ```
|
|
26
26
|
*
|
|
27
|
-
* The version of the OpenAPI document: 1.0.
|
|
27
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
28
28
|
*
|
|
29
29
|
*
|
|
30
30
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -91,7 +91,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
91
91
|
/**
|
|
92
92
|
* Get a single lobby
|
|
93
93
|
* Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
|
|
94
|
-
* @param {
|
|
94
|
+
* @param {String} id Lobby ID
|
|
95
95
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/GetLobby200Response} and HTTP response
|
|
96
96
|
*/
|
|
97
97
|
}, {
|
|
@@ -118,7 +118,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
118
118
|
/**
|
|
119
119
|
* Get a single lobby
|
|
120
120
|
* Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
|
|
121
|
-
* @param {
|
|
121
|
+
* @param {String} id Lobby ID
|
|
122
122
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/GetLobby200Response}
|
|
123
123
|
*/
|
|
124
124
|
}, {
|
|
@@ -21,7 +21,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
21
21
|
* Game Server API
|
|
22
22
|
* 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 })) ```
|
|
23
23
|
*
|
|
24
|
-
* The version of the OpenAPI document: 1.0.
|
|
24
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
25
25
|
*
|
|
26
26
|
*
|
|
27
27
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
package/dist/api/PartiesApi.js
CHANGED
|
@@ -24,7 +24,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
|
|
|
24
24
|
* Game Server API
|
|
25
25
|
* 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 })) ```
|
|
26
26
|
*
|
|
27
|
-
* The version of the OpenAPI document: 1.0.
|
|
27
|
+
* The version of the OpenAPI document: 1.0.1029
|
|
28
28
|
*
|
|
29
29
|
*
|
|
30
30
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|