@ughuuu/game_server 1.0.1038 → 1.0.1039

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Files changed (164) hide show
  1. package/README.md +43 -11
  2. package/dist/ApiClient.js +2 -2
  3. package/dist/api/AchievementsApi.js +2 -2
  4. package/dist/api/AdminAchievementsApi.js +2 -2
  5. package/dist/api/AdminChatApi.js +2 -2
  6. package/dist/api/AdminGroupsApi.js +2 -2
  7. package/dist/api/AdminKVApi.js +2 -2
  8. package/dist/api/AdminLeaderboardsApi.js +2 -2
  9. package/dist/api/AdminLobbiesApi.js +2 -2
  10. package/dist/api/AdminNotificationsApi.js +2 -2
  11. package/dist/api/AdminSessionsApi.js +2 -2
  12. package/dist/api/AdminTournamentsApi.js +374 -0
  13. package/dist/api/AdminUsersApi.js +2 -2
  14. package/dist/api/AuthenticationApi.js +2 -2
  15. package/dist/api/ChatApi.js +2 -2
  16. package/dist/api/FriendsApi.js +2 -2
  17. package/dist/api/GroupsApi.js +2 -2
  18. package/dist/api/HealthApi.js +2 -2
  19. package/dist/api/HooksApi.js +2 -2
  20. package/dist/api/KVApi.js +2 -2
  21. package/dist/api/LeaderboardsApi.js +2 -2
  22. package/dist/api/LobbiesApi.js +2 -2
  23. package/dist/api/NotificationsApi.js +2 -2
  24. package/dist/api/PartiesApi.js +2 -2
  25. package/dist/api/PaymentsApi.js +2 -2
  26. package/dist/api/TournamentsApi.js +394 -0
  27. package/dist/api/UsersApi.js +2 -2
  28. package/dist/gamend_proto.js +389 -0
  29. package/dist/gamend_realtime.pb.js +6473 -0
  30. package/dist/index.js +63 -0
  31. package/dist/model/AcceptPartyInvite200Response.js +2 -2
  32. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +2 -2
  33. package/dist/model/AcceptPartyInviteRequest.js +2 -2
  34. package/dist/model/AdminCreateAchievementRequest.js +2 -2
  35. package/dist/model/AdminCreateLeaderboard200Response.js +2 -2
  36. package/dist/model/AdminCreateLeaderboard200ResponseData.js +2 -2
  37. package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
  38. package/dist/model/AdminCreateNotificationRequest.js +2 -2
  39. package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
  40. package/dist/model/AdminDrawTournament200Response.js +91 -0
  41. package/dist/model/AdminDrawTournament200ResponseData.js +297 -0
  42. package/dist/model/AdminGrantAchievementRequest.js +2 -2
  43. package/dist/model/AdminIncrementAchievementRequest.js +2 -2
  44. package/dist/model/AdminListAchievements200Response.js +2 -2
  45. package/dist/model/AdminListAchievements200ResponseDataInner.js +2 -2
  46. package/dist/model/AdminListChatMessages200Response.js +2 -2
  47. package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
  48. package/dist/model/AdminListGroups200Response.js +2 -2
  49. package/dist/model/AdminListKvEntries200Response.js +2 -2
  50. package/dist/model/AdminListLobbies200Response.js +2 -2
  51. package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
  52. package/dist/model/AdminListNotifications200Response.js +2 -2
  53. package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
  54. package/dist/model/AdminListSessions200Response.js +2 -2
  55. package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
  56. package/dist/model/AdminResolveTournamentMatchRequest.js +90 -0
  57. package/dist/model/AdminRevokeAchievementRequest.js +2 -2
  58. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
  59. package/dist/model/AdminUpdateAchievementRequest.js +2 -2
  60. package/dist/model/AdminUpdateGroup200Response.js +2 -2
  61. package/dist/model/AdminUpdateGroupRequest.js +2 -2
  62. package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
  63. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +2 -2
  64. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +2 -2
  65. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
  66. package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
  67. package/dist/model/AdminUpdateLobby200Response.js +2 -2
  68. package/dist/model/AdminUpdateTournamentRequest.js +253 -0
  69. package/dist/model/AdminUpdateUser200Response.js +2 -2
  70. package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
  71. package/dist/model/AdminUpdateUserRequest.js +2 -2
  72. package/dist/model/AdminUpsertKv200Response.js +2 -2
  73. package/dist/model/AdminUpsertKv200ResponseData.js +2 -2
  74. package/dist/model/AdminUpsertKvRequest.js +2 -2
  75. package/dist/model/ApproveJoinRequest200Response.js +2 -2
  76. package/dist/model/CallHook200Response.js +2 -2
  77. package/dist/model/CallHookRequest.js +2 -2
  78. package/dist/model/CancelJoinRequest200Response.js +2 -2
  79. package/dist/model/ChatUnreadCount200Response.js +2 -2
  80. package/dist/model/CreateGroupRequest.js +2 -2
  81. package/dist/model/CreateLobbyRequest.js +2 -2
  82. package/dist/model/CreatePartyRequest.js +2 -2
  83. package/dist/model/DeclineGroupInvite200Response.js +2 -2
  84. package/dist/model/DeleteNotificationsRequest.js +2 -2
  85. package/dist/model/DeviceLoginRequest.js +2 -2
  86. package/dist/model/ErrorResponse.js +2 -2
  87. package/dist/model/GameServerWebApiV1TournamentControllerIndex200Response.js +110 -0
  88. package/dist/model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.js +258 -0
  89. package/dist/model/GameServerWebApiV1TournamentControllerMyMatch200Response.js +173 -0
  90. package/dist/model/GetCurrentUser200Response.js +2 -2
  91. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
  92. package/dist/model/GetKv200Response.js +2 -2
  93. package/dist/model/GetLobby200Response.js +2 -2
  94. package/dist/model/GetMyRecord200Response.js +2 -2
  95. package/dist/model/GetMyRecord200ResponseData.js +2 -2
  96. package/dist/model/HealthResponse.js +2 -2
  97. package/dist/model/InviteToPartyRequest.js +2 -2
  98. package/dist/model/ListBlockedFriends200Response.js +2 -2
  99. package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
  100. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +2 -2
  101. package/dist/model/ListChatMessages200Response.js +2 -2
  102. package/dist/model/ListChatMessages200ResponseDataInner.js +2 -2
  103. package/dist/model/ListFriendRequests200Response.js +2 -2
  104. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
  105. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +2 -2
  106. package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
  107. package/dist/model/ListFriends200Response.js +2 -2
  108. package/dist/model/ListFriends200ResponseDataInner.js +2 -2
  109. package/dist/model/ListFriends200ResponseMeta.js +2 -2
  110. package/dist/model/ListGroupMembers200Response.js +2 -2
  111. package/dist/model/ListJoinRequests200Response.js +2 -2
  112. package/dist/model/ListLeaderboardRecords200Response.js +2 -2
  113. package/dist/model/ListLeaderboards200Response.js +2 -2
  114. package/dist/model/ListLobbies200Response.js +2 -2
  115. package/dist/model/ListLobbies200ResponseDataInner.js +2 -2
  116. package/dist/model/ListMyGroups200Response.js +2 -2
  117. package/dist/model/ListMyGroups200ResponseDataInner.js +2 -2
  118. package/dist/model/ListPartyInvitations200ResponseInner.js +2 -2
  119. package/dist/model/ListRecordsAroundUser200Response.js +2 -2
  120. package/dist/model/ListSentInvitations200Response.js +2 -2
  121. package/dist/model/ListSentInvitations200ResponseDataInner.js +2 -2
  122. package/dist/model/LoginRequest.js +2 -2
  123. package/dist/model/MarkChatReadRequest.js +2 -2
  124. package/dist/model/MyAchievements200Response.js +2 -2
  125. package/dist/model/MyAchievements200ResponseDataInner.js +2 -2
  126. package/dist/model/NotifyGroup200Response.js +2 -2
  127. package/dist/model/NotifyGroupRequest.js +2 -2
  128. package/dist/model/OAuthSessionData.js +2 -2
  129. package/dist/model/OAuthSessionDataDetails.js +2 -2
  130. package/dist/model/OAuthSessionStatus.js +2 -2
  131. package/dist/model/OauthApiCallback200Response.js +2 -2
  132. package/dist/model/OauthApiCallbackRequest.js +2 -2
  133. package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
  134. package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
  135. package/dist/model/OauthRequest200Response.js +2 -2
  136. package/dist/model/OauthSessionStatus404Response.js +2 -2
  137. package/dist/model/PartyCreateLobbyRequest.js +2 -2
  138. package/dist/model/PartyJoinLobbyRequest.js +2 -2
  139. package/dist/model/PaymentsEntitlements401Response.js +2 -2
  140. package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
  141. package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
  142. package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
  143. package/dist/model/QuickJoinRequest.js +2 -2
  144. package/dist/model/RefreshToken200Response.js +2 -2
  145. package/dist/model/RefreshToken200ResponseData.js +2 -2
  146. package/dist/model/RefreshTokenRequest.js +2 -2
  147. package/dist/model/ResolveLeaderboardSlugs200Response.js +2 -2
  148. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +2 -2
  149. package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
  150. package/dist/model/SearchUsers200Response.js +2 -2
  151. package/dist/model/SearchUsers200ResponseDataInner.js +2 -2
  152. package/dist/model/SendChatMessageRequest.js +2 -2
  153. package/dist/model/SendNotificationRequest.js +2 -2
  154. package/dist/model/UpdateChatMessageRequest.js +2 -2
  155. package/dist/model/UpdateCurrentUserDisplayName400Response.js +2 -2
  156. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
  157. package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
  158. package/dist/model/UpdateCurrentUserUsernameRequest.js +2 -2
  159. package/dist/model/UpdateGroupRequest.js +2 -2
  160. package/dist/model/UpdateLobbyRequest.js +2 -2
  161. package/dist/model/UpdatePartyRequest.js +2 -2
  162. package/dist/realtime.js +75 -12
  163. package/dist/webrtc.js +187 -21
  164. package/package.json +2 -2
@@ -0,0 +1,258 @@
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+ "use strict";
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+
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
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+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
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+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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+ * Game Server API
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, tournaments, 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. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my-match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. 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. ### **13.1 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() ``` ### **13.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites, tournament events, KV subscriptions - **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 ### **13.3 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` ## **14. 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). ### **14.1 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 ### **14.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **14.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ *
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+ * The version of the OpenAPI document: 1.0.1039
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * The GameServerWebApiV1TournamentControllerIndex200ResponseDataInner model module.
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+ * @module model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner
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+ * @version 1.0.0
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+ */
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+ var GameServerWebApiV1TournamentControllerIndex200ResponseDataInner = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>GameServerWebApiV1TournamentControllerIndex200ResponseDataInner</code>.
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+ * @alias module:model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner
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+ */
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+ function GameServerWebApiV1TournamentControllerIndex200ResponseDataInner() {
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+ _classCallCheck(this, GameServerWebApiV1TournamentControllerIndex200ResponseDataInner);
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+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.initialize(this);
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+ }
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+
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+ /**
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+ * Initializes the fields of this object.
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+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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+ * Only for internal use.
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+ */
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+ return _createClass(GameServerWebApiV1TournamentControllerIndex200ResponseDataInner, null, [{
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+ key: "initialize",
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+ value: function initialize(obj) {}
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+
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+ /**
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+ * Constructs a <code>GameServerWebApiV1TournamentControllerIndex200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
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+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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+ * @param {Object} data The plain JavaScript object bearing properties of interest.
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+ * @param {module:model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner} obj Optional instance to populate.
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+ * @return {module:model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner} The populated <code>GameServerWebApiV1TournamentControllerIndex200ResponseDataInner</code> instance.
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+ */
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+ }, {
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+ key: "constructFromObject",
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+ value: function constructFromObject(data, obj) {
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+ if (data) {
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+ obj = obj || new GameServerWebApiV1TournamentControllerIndex200ResponseDataInner();
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+ if (data.hasOwnProperty('bracket_size')) {
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+ obj['bracket_size'] = _ApiClient["default"].convertToType(data['bracket_size'], 'Number');
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+ }
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+ if (data.hasOwnProperty('description')) {
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+ obj['description'] = _ApiClient["default"].convertToType(data['description'], 'String');
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+ }
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+ if (data.hasOwnProperty('ends_at')) {
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+ obj['ends_at'] = _ApiClient["default"].convertToType(data['ends_at'], 'Date');
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+ }
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+ if (data.hasOwnProperty('entry_count')) {
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+ obj['entry_count'] = _ApiClient["default"].convertToType(data['entry_count'], 'Number');
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+ }
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+ if (data.hasOwnProperty('id')) {
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+ obj['id'] = _ApiClient["default"].convertToType(data['id'], 'String');
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+ }
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+ if (data.hasOwnProperty('max_entries')) {
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+ obj['max_entries'] = _ApiClient["default"].convertToType(data['max_entries'], 'Number');
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+ }
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+ if (data.hasOwnProperty('metadata')) {
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+ obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
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+ }
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+ if (data.hasOwnProperty('recur')) {
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+ obj['recur'] = _ApiClient["default"].convertToType(data['recur'], 'String');
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+ }
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+ if (data.hasOwnProperty('registration_opens_at')) {
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+ obj['registration_opens_at'] = _ApiClient["default"].convertToType(data['registration_opens_at'], 'Date');
88
+ }
89
+ if (data.hasOwnProperty('round_window_sec')) {
90
+ obj['round_window_sec'] = _ApiClient["default"].convertToType(data['round_window_sec'], 'Number');
91
+ }
92
+ if (data.hasOwnProperty('slug')) {
93
+ obj['slug'] = _ApiClient["default"].convertToType(data['slug'], 'String');
94
+ }
95
+ if (data.hasOwnProperty('starts_at')) {
96
+ obj['starts_at'] = _ApiClient["default"].convertToType(data['starts_at'], 'Date');
97
+ }
98
+ if (data.hasOwnProperty('state')) {
99
+ obj['state'] = _ApiClient["default"].convertToType(data['state'], 'String');
100
+ }
101
+ if (data.hasOwnProperty('team_size')) {
102
+ obj['team_size'] = _ApiClient["default"].convertToType(data['team_size'], 'Number');
103
+ }
104
+ if (data.hasOwnProperty('title')) {
105
+ obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
106
+ }
107
+ }
108
+ return obj;
109
+ }
110
+
111
+ /**
112
+ * Validates the JSON data with respect to <code>GameServerWebApiV1TournamentControllerIndex200ResponseDataInner</code>.
113
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
114
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>GameServerWebApiV1TournamentControllerIndex200ResponseDataInner</code>.
115
+ */
116
+ }, {
117
+ key: "validateJSON",
118
+ value: function validateJSON(data) {
119
+ // ensure the json data is a string
120
+ if (data['description'] && !(typeof data['description'] === 'string' || data['description'] instanceof String)) {
121
+ throw new Error("Expected the field `description` to be a primitive type in the JSON string but got " + data['description']);
122
+ }
123
+ // ensure the json data is a string
124
+ if (data['id'] && !(typeof data['id'] === 'string' || data['id'] instanceof String)) {
125
+ throw new Error("Expected the field `id` to be a primitive type in the JSON string but got " + data['id']);
126
+ }
127
+ // ensure the json data is a string
128
+ if (data['recur'] && !(typeof data['recur'] === 'string' || data['recur'] instanceof String)) {
129
+ throw new Error("Expected the field `recur` to be a primitive type in the JSON string but got " + data['recur']);
130
+ }
131
+ // ensure the json data is a string
132
+ if (data['slug'] && !(typeof data['slug'] === 'string' || data['slug'] instanceof String)) {
133
+ throw new Error("Expected the field `slug` to be a primitive type in the JSON string but got " + data['slug']);
134
+ }
135
+ // ensure the json data is a string
136
+ if (data['state'] && !(typeof data['state'] === 'string' || data['state'] instanceof String)) {
137
+ throw new Error("Expected the field `state` to be a primitive type in the JSON string but got " + data['state']);
138
+ }
139
+ // ensure the json data is a string
140
+ if (data['title'] && !(typeof data['title'] === 'string' || data['title'] instanceof String)) {
141
+ throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
142
+ }
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+ return true;
144
+ }
145
+ }]);
146
+ }();
147
+ /**
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+ * @member {Number} bracket_size
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+ */
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+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['bracket_size'] = undefined;
151
+
152
+ /**
153
+ * @member {String} description
154
+ */
155
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['description'] = undefined;
156
+
157
+ /**
158
+ * @member {Date} ends_at
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+ */
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+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['ends_at'] = undefined;
161
+
162
+ /**
163
+ * @member {Number} entry_count
164
+ */
165
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['entry_count'] = undefined;
166
+
167
+ /**
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+ * @member {String} id
169
+ */
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+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['id'] = undefined;
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+
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+ /**
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+ * @member {Number} max_entries
174
+ */
175
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['max_entries'] = undefined;
176
+
177
+ /**
178
+ * @member {Object} metadata
179
+ */
180
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['metadata'] = undefined;
181
+
182
+ /**
183
+ * Cron; nil = one-shot
184
+ * @member {String} recur
185
+ */
186
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['recur'] = undefined;
187
+
188
+ /**
189
+ * @member {Date} registration_opens_at
190
+ */
191
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['registration_opens_at'] = undefined;
192
+
193
+ /**
194
+ * @member {Number} round_window_sec
195
+ */
196
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['round_window_sec'] = undefined;
197
+
198
+ /**
199
+ * Shared across recurring occurrences
200
+ * @member {String} slug
201
+ */
202
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['slug'] = undefined;
203
+
204
+ /**
205
+ * nil = manual start
206
+ * @member {Date} starts_at
207
+ */
208
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['starts_at'] = undefined;
209
+
210
+ /**
211
+ * @member {module:model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.StateEnum} state
212
+ */
213
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['state'] = undefined;
214
+
215
+ /**
216
+ * Advisory; enforced by game hooks
217
+ * @member {Number} team_size
218
+ */
219
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['team_size'] = undefined;
220
+
221
+ /**
222
+ * @member {String} title
223
+ */
224
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.prototype['title'] = undefined;
225
+
226
+ /**
227
+ * Allowed values for the <code>state</code> property.
228
+ * @enum {String}
229
+ * @readonly
230
+ */
231
+ GameServerWebApiV1TournamentControllerIndex200ResponseDataInner['StateEnum'] = {
232
+ /**
233
+ * value: "scheduled"
234
+ * @const
235
+ */
236
+ "scheduled": "scheduled",
237
+ /**
238
+ * value: "registration"
239
+ * @const
240
+ */
241
+ "registration": "registration",
242
+ /**
243
+ * value: "running"
244
+ * @const
245
+ */
246
+ "running": "running",
247
+ /**
248
+ * value: "finished"
249
+ * @const
250
+ */
251
+ "finished": "finished",
252
+ /**
253
+ * value: "cancelled"
254
+ * @const
255
+ */
256
+ "cancelled": "cancelled"
257
+ };
258
+ var _default = exports["default"] = GameServerWebApiV1TournamentControllerIndex200ResponseDataInner;
@@ -0,0 +1,173 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports["default"] = void 0;
7
+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
9
+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
10
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
12
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
13
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
14
+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
15
+ * Game Server API
16
+ * 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, tournaments, 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. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my-match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. 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. ### **13.1 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() ``` ### **13.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites, tournament events, KV subscriptions - **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 ### **13.3 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` ## **14. 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). ### **14.1 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 ### **14.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **14.3 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 })) ```
17
+ *
18
+ * The version of the OpenAPI document: 1.0.1039
19
+ *
20
+ *
21
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
22
+ * https://openapi-generator.tech
23
+ * Do not edit the class manually.
24
+ *
25
+ */
26
+ /**
27
+ * The GameServerWebApiV1TournamentControllerMyMatch200Response model module.
28
+ * @module model/GameServerWebApiV1TournamentControllerMyMatch200Response
29
+ * @version 1.0.0
30
+ */
31
+ var GameServerWebApiV1TournamentControllerMyMatch200Response = /*#__PURE__*/function () {
32
+ /**
33
+ * Constructs a new <code>GameServerWebApiV1TournamentControllerMyMatch200Response</code>.
34
+ * @alias module:model/GameServerWebApiV1TournamentControllerMyMatch200Response
35
+ */
36
+ function GameServerWebApiV1TournamentControllerMyMatch200Response() {
37
+ _classCallCheck(this, GameServerWebApiV1TournamentControllerMyMatch200Response);
38
+ GameServerWebApiV1TournamentControllerMyMatch200Response.initialize(this);
39
+ }
40
+
41
+ /**
42
+ * Initializes the fields of this object.
43
+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
+ * Only for internal use.
45
+ */
46
+ return _createClass(GameServerWebApiV1TournamentControllerMyMatch200Response, null, [{
47
+ key: "initialize",
48
+ value: function initialize(obj) {}
49
+
50
+ /**
51
+ * Constructs a <code>GameServerWebApiV1TournamentControllerMyMatch200Response</code> from a plain JavaScript object, optionally creating a new instance.
52
+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
54
+ * @param {module:model/GameServerWebApiV1TournamentControllerMyMatch200Response} obj Optional instance to populate.
55
+ * @return {module:model/GameServerWebApiV1TournamentControllerMyMatch200Response} The populated <code>GameServerWebApiV1TournamentControllerMyMatch200Response</code> instance.
56
+ */
57
+ }, {
58
+ key: "constructFromObject",
59
+ value: function constructFromObject(data, obj) {
60
+ if (data) {
61
+ obj = obj || new GameServerWebApiV1TournamentControllerMyMatch200Response();
62
+ if (data.hasOwnProperty('a_leader_id')) {
63
+ obj['a_leader_id'] = _ApiClient["default"].convertToType(data['a_leader_id'], 'String');
64
+ }
65
+ if (data.hasOwnProperty('b_leader_id')) {
66
+ obj['b_leader_id'] = _ApiClient["default"].convertToType(data['b_leader_id'], 'String');
67
+ }
68
+ if (data.hasOwnProperty('bracket_index')) {
69
+ obj['bracket_index'] = _ApiClient["default"].convertToType(data['bracket_index'], 'Number');
70
+ }
71
+ if (data.hasOwnProperty('deadline')) {
72
+ obj['deadline'] = _ApiClient["default"].convertToType(data['deadline'], 'Date');
73
+ }
74
+ if (data.hasOwnProperty('id')) {
75
+ obj['id'] = _ApiClient["default"].convertToType(data['id'], 'String');
76
+ }
77
+ if (data.hasOwnProperty('metadata')) {
78
+ obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
79
+ }
80
+ if (data.hasOwnProperty('resolved_at')) {
81
+ obj['resolved_at'] = _ApiClient["default"].convertToType(data['resolved_at'], 'Date');
82
+ }
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+ if (data.hasOwnProperty('round')) {
84
+ obj['round'] = _ApiClient["default"].convertToType(data['round'], 'Number');
85
+ }
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+ if (data.hasOwnProperty('slot')) {
87
+ obj['slot'] = _ApiClient["default"].convertToType(data['slot'], 'Number');
88
+ }
89
+ if (data.hasOwnProperty('winner_entry_id')) {
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+ obj['winner_entry_id'] = _ApiClient["default"].convertToType(data['winner_entry_id'], 'String');
91
+ }
92
+ }
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+ return obj;
94
+ }
95
+
96
+ /**
97
+ * Validates the JSON data with respect to <code>GameServerWebApiV1TournamentControllerMyMatch200Response</code>.
98
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
99
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>GameServerWebApiV1TournamentControllerMyMatch200Response</code>.
100
+ */
101
+ }, {
102
+ key: "validateJSON",
103
+ value: function validateJSON(data) {
104
+ // ensure the json data is a string
105
+ if (data['a_leader_id'] && !(typeof data['a_leader_id'] === 'string' || data['a_leader_id'] instanceof String)) {
106
+ throw new Error("Expected the field `a_leader_id` to be a primitive type in the JSON string but got " + data['a_leader_id']);
107
+ }
108
+ // ensure the json data is a string
109
+ if (data['b_leader_id'] && !(typeof data['b_leader_id'] === 'string' || data['b_leader_id'] instanceof String)) {
110
+ throw new Error("Expected the field `b_leader_id` to be a primitive type in the JSON string but got " + data['b_leader_id']);
111
+ }
112
+ // ensure the json data is a string
113
+ if (data['id'] && !(typeof data['id'] === 'string' || data['id'] instanceof String)) {
114
+ throw new Error("Expected the field `id` to be a primitive type in the JSON string but got " + data['id']);
115
+ }
116
+ // ensure the json data is a string
117
+ if (data['winner_entry_id'] && !(typeof data['winner_entry_id'] === 'string' || data['winner_entry_id'] instanceof String)) {
118
+ throw new Error("Expected the field `winner_entry_id` to be a primitive type in the JSON string but got " + data['winner_entry_id']);
119
+ }
120
+ return true;
121
+ }
122
+ }]);
123
+ }();
124
+ /**
125
+ * @member {String} a_leader_id
126
+ */
127
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['a_leader_id'] = undefined;
128
+
129
+ /**
130
+ * @member {String} b_leader_id
131
+ */
132
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['b_leader_id'] = undefined;
133
+
134
+ /**
135
+ * @member {Number} bracket_index
136
+ */
137
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['bracket_index'] = undefined;
138
+
139
+ /**
140
+ * @member {Date} deadline
141
+ */
142
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['deadline'] = undefined;
143
+
144
+ /**
145
+ * @member {String} id
146
+ */
147
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['id'] = undefined;
148
+
149
+ /**
150
+ * @member {Object} metadata
151
+ */
152
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['metadata'] = undefined;
153
+
154
+ /**
155
+ * @member {Date} resolved_at
156
+ */
157
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['resolved_at'] = undefined;
158
+
159
+ /**
160
+ * @member {Number} round
161
+ */
162
+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['round'] = undefined;
163
+
164
+ /**
165
+ * @member {Number} slot
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+ */
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+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['slot'] = undefined;
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+
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+ /**
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+ * @member {String} winner_entry_id
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+ */
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+ GameServerWebApiV1TournamentControllerMyMatch200Response.prototype['winner_entry_id'] = undefined;
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+ var _default = exports["default"] = GameServerWebApiV1TournamentControllerMyMatch200Response;
@@ -14,9 +14,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
16
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  * Game Server API
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 })) ```
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, tournaments, 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. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my-match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. 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. ### **13.1 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() ``` ### **13.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites, tournament events, KV subscriptions - **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 ### **13.3 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` ## **14. 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). ### **14.1 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 ### **14.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **14.3 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
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  *
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- * The version of the OpenAPI document: 1.0.1038
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+ * The version of the OpenAPI document: 1.0.1039
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  *
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  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -13,9 +13,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Game Server API
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- * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ * 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, tournaments, 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. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my-match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. 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. ### **13.1 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() ``` ### **13.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites, tournament events, KV subscriptions - **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 ### **13.3 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` ## **14. 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). ### **14.1 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 ### **14.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **14.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- * The version of the OpenAPI document: 1.0.1038
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+ * The version of the OpenAPI document: 1.0.1039
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).