@ughuuu/game_server 1.0.1040 → 1.0.1042

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (178) hide show
  1. package/README.md +1 -1
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AchievementsApi.js +1 -1
  4. package/dist/api/AdminAchievementsApi.js +1 -1
  5. package/dist/api/AdminChatApi.js +1 -1
  6. package/dist/api/AdminGroupsApi.js +1 -1
  7. package/dist/api/AdminKVApi.js +1 -1
  8. package/dist/api/AdminLeaderboardsApi.js +1 -1
  9. package/dist/api/AdminLobbiesApi.js +1 -1
  10. package/dist/api/AdminMatchmakingApi.js +1 -1
  11. package/dist/api/AdminNotificationsApi.js +1 -1
  12. package/dist/api/AdminSessionsApi.js +1 -1
  13. package/dist/api/AdminTournamentsApi.js +1 -1
  14. package/dist/api/AdminUsersApi.js +1 -1
  15. package/dist/api/AuthenticationApi.js +1 -1
  16. package/dist/api/ChatApi.js +1 -1
  17. package/dist/api/FriendsApi.js +1 -1
  18. package/dist/api/GroupsApi.js +1 -1
  19. package/dist/api/HealthApi.js +1 -1
  20. package/dist/api/HooksApi.js +1 -1
  21. package/dist/api/KVApi.js +1 -1
  22. package/dist/api/LeaderboardsApi.js +1 -1
  23. package/dist/api/LobbiesApi.js +1 -1
  24. package/dist/api/MatchmakingApi.js +1 -1
  25. package/dist/api/NotificationsApi.js +1 -1
  26. package/dist/api/PartiesApi.js +1 -1
  27. package/dist/api/PaymentsApi.js +1 -1
  28. package/dist/api/TournamentsApi.js +1 -1
  29. package/dist/api/UsersApi.js +1 -1
  30. package/dist/gamend_proto.js +23 -0
  31. package/dist/gamend_realtime.pb.js +485 -0
  32. package/dist/model/AcceptPartyInvite200Response.js +1 -1
  33. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +1 -1
  34. package/dist/model/AcceptPartyInviteRequest.js +1 -1
  35. package/dist/model/AdminCancelMatchmakingTicket200Response.js +1 -1
  36. package/dist/model/AdminCreateAchievementRequest.js +1 -1
  37. package/dist/model/AdminCreateLeaderboard200Response.js +1 -1
  38. package/dist/model/AdminCreateLeaderboard200ResponseData.js +1 -1
  39. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  40. package/dist/model/AdminCreateNotificationRequest.js +1 -1
  41. package/dist/model/AdminDeleteChatConversation200Response.js +1 -1
  42. package/dist/model/AdminDrawTournament200Response.js +1 -1
  43. package/dist/model/AdminDrawTournament200ResponseData.js +1 -1
  44. package/dist/model/AdminGrantAchievementRequest.js +1 -1
  45. package/dist/model/AdminIncrementAchievementRequest.js +1 -1
  46. package/dist/model/AdminListAchievements200Response.js +1 -1
  47. package/dist/model/AdminListAchievements200ResponseDataInner.js +1 -1
  48. package/dist/model/AdminListChatMessages200Response.js +1 -1
  49. package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
  50. package/dist/model/AdminListGroups200Response.js +1 -1
  51. package/dist/model/AdminListKvEntries200Response.js +1 -1
  52. package/dist/model/AdminListLobbies200Response.js +1 -1
  53. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  54. package/dist/model/AdminListMatchmakingTickets200Response.js +1 -1
  55. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +1 -1
  56. package/dist/model/AdminListNotifications200Response.js +1 -1
  57. package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
  58. package/dist/model/AdminListSessions200Response.js +1 -1
  59. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  60. package/dist/model/AdminMatchmakingStats200Response.js +1 -1
  61. package/dist/model/AdminMatchmakingStats200ResponseData.js +1 -1
  62. package/dist/model/AdminResolveTournamentMatchRequest.js +1 -1
  63. package/dist/model/AdminRevokeAchievementRequest.js +1 -1
  64. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  65. package/dist/model/AdminUpdateAchievementRequest.js +1 -1
  66. package/dist/model/AdminUpdateGroup200Response.js +1 -1
  67. package/dist/model/AdminUpdateGroupRequest.js +1 -1
  68. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  69. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +1 -1
  70. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +1 -1
  71. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  72. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  73. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  74. package/dist/model/AdminUpdateTournamentRequest.js +1 -1
  75. package/dist/model/AdminUpdateUser200Response.js +1 -1
  76. package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
  77. package/dist/model/AdminUpdateUserRequest.js +1 -1
  78. package/dist/model/AdminUpsertKv200Response.js +1 -1
  79. package/dist/model/AdminUpsertKv200ResponseData.js +1 -1
  80. package/dist/model/AdminUpsertKvRequest.js +1 -1
  81. package/dist/model/ApproveJoinRequest200Response.js +1 -1
  82. package/dist/model/CallHook200Response.js +1 -1
  83. package/dist/model/CallHookRequest.js +1 -1
  84. package/dist/model/CancelJoinRequest200Response.js +1 -1
  85. package/dist/model/ChatUnreadCount200Response.js +1 -1
  86. package/dist/model/CreateGroupRequest.js +1 -1
  87. package/dist/model/CreateLobbyRequest.js +1 -1
  88. package/dist/model/CreatePartyRequest.js +1 -1
  89. package/dist/model/DeclineGroupInvite200Response.js +1 -1
  90. package/dist/model/DeleteNotificationsRequest.js +1 -1
  91. package/dist/model/DeviceLoginRequest.js +1 -1
  92. package/dist/model/ErrorResponse.js +1 -1
  93. package/dist/model/GameServerWebApiV1TournamentControllerIndex200Response.js +1 -1
  94. package/dist/model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.js +1 -1
  95. package/dist/model/GameServerWebApiV1TournamentControllerMyMatch200Response.js +1 -1
  96. package/dist/model/GetCurrentUser200Response.js +1 -1
  97. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
  98. package/dist/model/GetKv200Response.js +1 -1
  99. package/dist/model/GetLobby200Response.js +1 -1
  100. package/dist/model/GetMyRecord200Response.js +1 -1
  101. package/dist/model/GetMyRecord200ResponseData.js +1 -1
  102. package/dist/model/HealthResponse.js +1 -1
  103. package/dist/model/InviteToPartyRequest.js +1 -1
  104. package/dist/model/ListBlacklistedUsers200Response.js +1 -1
  105. package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +1 -1
  106. package/dist/model/ListBlockedFriends200Response.js +1 -1
  107. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  108. package/dist/model/ListChatMessages200Response.js +1 -1
  109. package/dist/model/ListChatMessages200ResponseDataInner.js +1 -1
  110. package/dist/model/ListFriendRequests200Response.js +1 -1
  111. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  112. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  113. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  114. package/dist/model/ListFriends200Response.js +1 -1
  115. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  116. package/dist/model/ListFriends200ResponseMeta.js +1 -1
  117. package/dist/model/ListGroupMembers200Response.js +1 -1
  118. package/dist/model/ListJoinRequests200Response.js +1 -1
  119. package/dist/model/ListLeaderboardRecords200Response.js +1 -1
  120. package/dist/model/ListLeaderboards200Response.js +1 -1
  121. package/dist/model/ListLobbies200Response.js +1 -1
  122. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  123. package/dist/model/ListMyGroups200Response.js +1 -1
  124. package/dist/model/ListMyGroups200ResponseDataInner.js +1 -1
  125. package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
  126. package/dist/model/ListRecordsAroundUser200Response.js +1 -1
  127. package/dist/model/ListSentInvitations200Response.js +1 -1
  128. package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
  129. package/dist/model/LoginRequest.js +1 -1
  130. package/dist/model/MarkChatReadRequest.js +1 -1
  131. package/dist/model/MatchmakingCancel200Response.js +1 -1
  132. package/dist/model/MatchmakingJoin201Response.js +1 -1
  133. package/dist/model/MatchmakingJoin201ResponseData.js +1 -1
  134. package/dist/model/MatchmakingJoinRequest.js +1 -1
  135. package/dist/model/MatchmakingMyTicket200Response.js +1 -1
  136. package/dist/model/MatchmakingMyTicket200ResponseData.js +1 -1
  137. package/dist/model/MatchmakingStats200Response.js +1 -1
  138. package/dist/model/MatchmakingStats200ResponseData.js +1 -1
  139. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +1 -1
  140. package/dist/model/MyAchievements200Response.js +1 -1
  141. package/dist/model/MyAchievements200ResponseDataInner.js +1 -1
  142. package/dist/model/NotifyGroup200Response.js +1 -1
  143. package/dist/model/NotifyGroupRequest.js +1 -1
  144. package/dist/model/OAuthSessionData.js +1 -1
  145. package/dist/model/OAuthSessionDataDetails.js +1 -1
  146. package/dist/model/OAuthSessionStatus.js +1 -1
  147. package/dist/model/OauthApiCallback200Response.js +1 -1
  148. package/dist/model/OauthApiCallbackRequest.js +1 -1
  149. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  150. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  151. package/dist/model/OauthRequest200Response.js +1 -1
  152. package/dist/model/OauthSessionStatus404Response.js +1 -1
  153. package/dist/model/PartyCreateLobbyRequest.js +1 -1
  154. package/dist/model/PartyJoinLobbyRequest.js +1 -1
  155. package/dist/model/PaymentsEntitlements401Response.js +1 -1
  156. package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
  157. package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
  158. package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
  159. package/dist/model/QuickJoinRequest.js +1 -1
  160. package/dist/model/RefreshToken200Response.js +1 -1
  161. package/dist/model/RefreshToken200ResponseData.js +1 -1
  162. package/dist/model/RefreshTokenRequest.js +1 -1
  163. package/dist/model/ResolveLeaderboardSlugs200Response.js +1 -1
  164. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +1 -1
  165. package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
  166. package/dist/model/SearchUsers200Response.js +1 -1
  167. package/dist/model/SearchUsers200ResponseDataInner.js +1 -1
  168. package/dist/model/SendChatMessageRequest.js +1 -1
  169. package/dist/model/SendNotificationRequest.js +1 -1
  170. package/dist/model/UpdateChatMessageRequest.js +1 -1
  171. package/dist/model/UpdateCurrentUserDisplayName400Response.js +1 -1
  172. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  173. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  174. package/dist/model/UpdateCurrentUserUsernameRequest.js +1 -1
  175. package/dist/model/UpdateGroupRequest.js +1 -1
  176. package/dist/model/UpdateLobbyRequest.js +1 -1
  177. package/dist/model/UpdatePartyRequest.js +1 -1
  178. package/package.json +1 -1
@@ -5240,6 +5240,491 @@ var gamend = exports.gamend = $root.gamend = function () {
5240
5240
  };
5241
5241
  return TournamentEvent;
5242
5242
  }();
5243
+ v1.TournamentMatchEvent = function () {
5244
+ /**
5245
+ * Properties of a TournamentMatchEvent.
5246
+ * @typedef {Object} gamend.realtime.v1.TournamentMatchEvent.$Properties
5247
+ * @property {string|null} [tournament_id] TournamentMatchEvent tournament_id
5248
+ * @property {string|null} [slug] TournamentMatchEvent slug
5249
+ * @property {string|null} [match_id] TournamentMatchEvent match_id
5250
+ * @property {number|null} [round] TournamentMatchEvent round
5251
+ * @property {number|Long|null} [deadline_ms] TournamentMatchEvent deadline_ms
5252
+ * @property {string|null} [winner_entry_id] TournamentMatchEvent winner_entry_id
5253
+ * @property {Array.<Uint8Array>} [$unknowns] Unknown fields preserved while decoding when enabled
5254
+ */
5255
+
5256
+ /**
5257
+ * Properties of a TournamentMatchEvent.
5258
+ * @memberof gamend.realtime.v1
5259
+ * @interface ITournamentMatchEvent
5260
+ * @augments gamend.realtime.v1.TournamentMatchEvent.$Properties
5261
+ * @deprecated Use gamend.realtime.v1.TournamentMatchEvent.$Properties instead.
5262
+ */
5263
+
5264
+ /**
5265
+ * Shape of a TournamentMatchEvent.
5266
+ * @typedef {gamend.realtime.v1.TournamentMatchEvent.$Properties} gamend.realtime.v1.TournamentMatchEvent.$Shape
5267
+ */
5268
+
5269
+ /**
5270
+ * Constructs a new TournamentMatchEvent.
5271
+ * @memberof gamend.realtime.v1
5272
+ * @classdesc Represents a TournamentMatchEvent.
5273
+ * @constructor
5274
+ * @param {gamend.realtime.v1.TournamentMatchEvent.$Properties=} [properties] Properties to set
5275
+ * @property {Array.<Uint8Array>} [$unknowns] Unknown fields preserved while decoding when enabled
5276
+ */
5277
+ var TournamentMatchEvent = function TournamentMatchEvent(properties) {
5278
+ if (properties) for (var keys = $Object.keys(properties), i = 0; i < keys.length; ++i) if (properties[keys[i]] != null && keys[i] !== "__proto__") this[keys[i]] = properties[keys[i]];
5279
+ };
5280
+
5281
+ /**
5282
+ * TournamentMatchEvent tournament_id.
5283
+ * @member {string} tournament_id
5284
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5285
+ * @instance
5286
+ */
5287
+ TournamentMatchEvent.prototype.tournament_id = "";
5288
+
5289
+ /**
5290
+ * TournamentMatchEvent slug.
5291
+ * @member {string} slug
5292
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5293
+ * @instance
5294
+ */
5295
+ TournamentMatchEvent.prototype.slug = "";
5296
+
5297
+ /**
5298
+ * TournamentMatchEvent match_id.
5299
+ * @member {string} match_id
5300
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5301
+ * @instance
5302
+ */
5303
+ TournamentMatchEvent.prototype.match_id = "";
5304
+
5305
+ /**
5306
+ * TournamentMatchEvent round.
5307
+ * @member {number} round
5308
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5309
+ * @instance
5310
+ */
5311
+ TournamentMatchEvent.prototype.round = 0;
5312
+
5313
+ /**
5314
+ * TournamentMatchEvent deadline_ms.
5315
+ * @member {number|Long} deadline_ms
5316
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5317
+ * @instance
5318
+ */
5319
+ TournamentMatchEvent.prototype.deadline_ms = $util.Long ? $util.Long.fromBits(0, 0, false) : 0;
5320
+
5321
+ /**
5322
+ * TournamentMatchEvent winner_entry_id.
5323
+ * @member {string} winner_entry_id
5324
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5325
+ * @instance
5326
+ */
5327
+ TournamentMatchEvent.prototype.winner_entry_id = "";
5328
+
5329
+ /**
5330
+ * Encodes the specified TournamentMatchEvent message. Does not implicitly {@link gamend.realtime.v1.TournamentMatchEvent.verify|verify} messages.
5331
+ * @function encode
5332
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5333
+ * @static
5334
+ * @param {gamend.realtime.v1.TournamentMatchEvent.$Properties} message TournamentMatchEvent message or plain object to encode
5335
+ * @param {$protobuf.Writer} [writer] Writer to encode to
5336
+ * @returns {$protobuf.Writer} Writer
5337
+ */
5338
+ TournamentMatchEvent.encode = function (message, writer, _depth) {
5339
+ if (!writer) writer = $Writer.create();
5340
+ if (_depth === $undefined) _depth = 0;
5341
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5342
+ if (message.tournament_id != null && $Object.hasOwnProperty.call(message, "tournament_id") && message.tournament_id !== "") writer.uint32(/* id 1, wireType 2 =*/10).string(message.tournament_id);
5343
+ if (message.slug != null && $Object.hasOwnProperty.call(message, "slug") && message.slug !== "") writer.uint32(/* id 2, wireType 2 =*/18).string(message.slug);
5344
+ if (message.match_id != null && $Object.hasOwnProperty.call(message, "match_id") && message.match_id !== "") writer.uint32(/* id 3, wireType 2 =*/26).string(message.match_id);
5345
+ if (message.round != null && $Object.hasOwnProperty.call(message, "round") && message.round !== 0) writer.uint32(/* id 4, wireType 0 =*/32).int32(message.round);
5346
+ if (message.deadline_ms != null && $Object.hasOwnProperty.call(message, "deadline_ms") && (_typeof(message.deadline_ms) === "object" ? message.deadline_ms.low || message.deadline_ms.high : message.deadline_ms !== 0)) writer.uint32(/* id 5, wireType 0 =*/40).int64(message.deadline_ms);
5347
+ if (message.winner_entry_id != null && $Object.hasOwnProperty.call(message, "winner_entry_id") && message.winner_entry_id !== "") writer.uint32(/* id 6, wireType 2 =*/50).string(message.winner_entry_id);
5348
+ if (message.$unknowns != null && $Object.hasOwnProperty.call(message, "$unknowns")) for (var i = 0; i < message.$unknowns.length; ++i) writer.raw(message.$unknowns[i]);
5349
+ return writer;
5350
+ };
5351
+
5352
+ /**
5353
+ * Decodes a TournamentMatchEvent message from the specified reader or buffer.
5354
+ * @function decode
5355
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5356
+ * @static
5357
+ * @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
5358
+ * @param {number} [length] Message length if known beforehand
5359
+ * @returns {gamend.realtime.v1.TournamentMatchEvent & gamend.realtime.v1.TournamentMatchEvent.$Shape} TournamentMatchEvent
5360
+ * @throws {Error} If the payload is not a reader or valid buffer
5361
+ * @throws {$protobuf.util.ProtocolError} If required fields are missing
5362
+ */
5363
+ TournamentMatchEvent.decode = function (reader, length, _end, _depth, _target) {
5364
+ if (!(reader instanceof $Reader)) reader = $Reader.create(reader);
5365
+ if (_depth === $undefined) _depth = 0;
5366
+ if (_depth > $Reader.recursionLimit) throw $Error("max depth exceeded");
5367
+ var end = length === $undefined ? reader.len : reader.pos + length,
5368
+ message = _target || new $root.gamend.realtime.v1.TournamentMatchEvent(),
5369
+ value;
5370
+ while (reader.pos < end) {
5371
+ var start = reader.pos;
5372
+ var tag = reader.tag();
5373
+ if (tag === _end) {
5374
+ _end = $undefined;
5375
+ break;
5376
+ }
5377
+ var wireType = tag & 7;
5378
+ switch (tag >>>= 3) {
5379
+ case 1:
5380
+ {
5381
+ if (wireType !== 2) break;
5382
+ if ((value = reader.stringVerify()).length) message.tournament_id = value;else delete message.tournament_id;
5383
+ continue;
5384
+ }
5385
+ case 2:
5386
+ {
5387
+ if (wireType !== 2) break;
5388
+ if ((value = reader.stringVerify()).length) message.slug = value;else delete message.slug;
5389
+ continue;
5390
+ }
5391
+ case 3:
5392
+ {
5393
+ if (wireType !== 2) break;
5394
+ if ((value = reader.stringVerify()).length) message.match_id = value;else delete message.match_id;
5395
+ continue;
5396
+ }
5397
+ case 4:
5398
+ {
5399
+ if (wireType !== 0) break;
5400
+ if (value = reader.int32()) message.round = value;else delete message.round;
5401
+ continue;
5402
+ }
5403
+ case 5:
5404
+ {
5405
+ if (wireType !== 0) break;
5406
+ if (_typeof(value = reader.int64()) === "object" ? value.low || value.high : value !== 0) message.deadline_ms = value;else delete message.deadline_ms;
5407
+ continue;
5408
+ }
5409
+ case 6:
5410
+ {
5411
+ if (wireType !== 2) break;
5412
+ if ((value = reader.stringVerify()).length) message.winner_entry_id = value;else delete message.winner_entry_id;
5413
+ continue;
5414
+ }
5415
+ }
5416
+ reader.skipType(wireType, _depth, tag);
5417
+ if (!reader.discardUnknown) {
5418
+ $util.makeProp(message, "$unknowns", false);
5419
+ (message.$unknowns || (message.$unknowns = [])).push(reader.raw(start, reader.pos));
5420
+ }
5421
+ }
5422
+ if (_end !== $undefined) throw $Error("missing end group");
5423
+ return message;
5424
+ };
5425
+
5426
+ /**
5427
+ * Creates a TournamentMatchEvent message from a plain object. Also converts values to their respective internal types.
5428
+ * @function fromObject
5429
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5430
+ * @static
5431
+ * @param {Object.<string,*>} object Plain object
5432
+ * @returns {gamend.realtime.v1.TournamentMatchEvent} TournamentMatchEvent
5433
+ */
5434
+ TournamentMatchEvent.fromObject = function (object, _depth) {
5435
+ if (object instanceof $root.gamend.realtime.v1.TournamentMatchEvent) return object;
5436
+ if (!$util.isObject(object)) throw $TypeError(".gamend.realtime.v1.TournamentMatchEvent: object expected");
5437
+ if (_depth === $undefined) _depth = 0;
5438
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5439
+ var message = new $root.gamend.realtime.v1.TournamentMatchEvent();
5440
+ if (object.tournament_id != null) if (typeof object.tournament_id !== "string" || object.tournament_id.length) message.tournament_id = $String(object.tournament_id);
5441
+ if (object.slug != null) if (typeof object.slug !== "string" || object.slug.length) message.slug = $String(object.slug);
5442
+ if (object.match_id != null) if (typeof object.match_id !== "string" || object.match_id.length) message.match_id = $String(object.match_id);
5443
+ if (object.round != null) if ($Number(object.round) !== 0) message.round = object.round | 0;
5444
+ if (object.deadline_ms != null) if (_typeof(object.deadline_ms) === "object" ? object.deadline_ms.low || object.deadline_ms.high : $Number(object.deadline_ms) !== 0) if ($util.Long) message.deadline_ms = $util.Long.fromValue(object.deadline_ms, false);else if (typeof object.deadline_ms === "string") message.deadline_ms = $parseInt(object.deadline_ms, 10);else if (typeof object.deadline_ms === "number") message.deadline_ms = object.deadline_ms;else if (_typeof(object.deadline_ms) === "object") message.deadline_ms = new $util.LongBits(object.deadline_ms.low >>> 0, object.deadline_ms.high >>> 0).toNumber();
5445
+ if (object.winner_entry_id != null) if (typeof object.winner_entry_id !== "string" || object.winner_entry_id.length) message.winner_entry_id = $String(object.winner_entry_id);
5446
+ return message;
5447
+ };
5448
+
5449
+ /**
5450
+ * Creates a plain object from a TournamentMatchEvent message. Also converts values to other types if specified.
5451
+ * @function toObject
5452
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5453
+ * @static
5454
+ * @param {gamend.realtime.v1.TournamentMatchEvent} message TournamentMatchEvent
5455
+ * @param {$protobuf.IConversionOptions} [options] Conversion options
5456
+ * @returns {Object.<string,*>} Plain object
5457
+ */
5458
+ TournamentMatchEvent.toObject = function (message, options, _depth) {
5459
+ if (!options) options = {};
5460
+ if (_depth === $undefined) _depth = 0;
5461
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5462
+ var object = {};
5463
+ if (options.defaults) {
5464
+ object.tournament_id = "";
5465
+ object.slug = "";
5466
+ object.match_id = "";
5467
+ object.round = 0;
5468
+ if ($util.Long) {
5469
+ var _long5 = new $util.Long(0, 0, false);
5470
+ object.deadline_ms = options.longs === $String ? _long5.toString() : options.longs === $Number ? _long5.toNumber() : typeof $BigInt !== "undefined" && options.longs === $BigInt ? _long5.toBigInt() : _long5;
5471
+ } else object.deadline_ms = options.longs === $String ? "0" : typeof $BigInt !== "undefined" && options.longs === $BigInt ? $BigInt("0") : 0;
5472
+ object.winner_entry_id = "";
5473
+ }
5474
+ if (message.tournament_id != null && $Object.hasOwnProperty.call(message, "tournament_id")) object.tournament_id = message.tournament_id;
5475
+ if (message.slug != null && $Object.hasOwnProperty.call(message, "slug")) object.slug = message.slug;
5476
+ if (message.match_id != null && $Object.hasOwnProperty.call(message, "match_id")) object.match_id = message.match_id;
5477
+ if (message.round != null && $Object.hasOwnProperty.call(message, "round")) object.round = message.round;
5478
+ if (message.deadline_ms != null && $Object.hasOwnProperty.call(message, "deadline_ms")) if (typeof $BigInt !== "undefined" && options.longs === $BigInt) object.deadline_ms = typeof message.deadline_ms === "number" ? $BigInt(message.deadline_ms) : $util.Long.fromBits(message.deadline_ms.low >>> 0, message.deadline_ms.high >>> 0, false).toBigInt();else if (typeof message.deadline_ms === "number") object.deadline_ms = options.longs === $String ? $String(message.deadline_ms) : message.deadline_ms;else object.deadline_ms = options.longs === $String ? $util.Long.prototype.toString.call(message.deadline_ms) : options.longs === $Number ? new $util.LongBits(message.deadline_ms.low >>> 0, message.deadline_ms.high >>> 0).toNumber() : message.deadline_ms;
5479
+ if (message.winner_entry_id != null && $Object.hasOwnProperty.call(message, "winner_entry_id")) object.winner_entry_id = message.winner_entry_id;
5480
+ return object;
5481
+ };
5482
+
5483
+ /**
5484
+ * Converts this TournamentMatchEvent to JSON.
5485
+ * @function toJSON
5486
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5487
+ * @instance
5488
+ * @returns {Object.<string,*>} JSON object
5489
+ */
5490
+ TournamentMatchEvent.prototype.toJSON = function () {
5491
+ return TournamentMatchEvent.toObject(this, _minimal["default"].util.toJSONOptions);
5492
+ };
5493
+
5494
+ /**
5495
+ * Gets the type url for TournamentMatchEvent
5496
+ * @function getTypeUrl
5497
+ * @memberof gamend.realtime.v1.TournamentMatchEvent
5498
+ * @static
5499
+ * @param {string} [prefix] Custom type url prefix, defaults to `"type.googleapis.com"`
5500
+ * @returns {string} The type url
5501
+ */
5502
+ TournamentMatchEvent.getTypeUrl = function (prefix) {
5503
+ if (prefix === $undefined) prefix = "type.googleapis.com";
5504
+ return prefix + "/gamend.realtime.v1.TournamentMatchEvent";
5505
+ };
5506
+ return TournamentMatchEvent;
5507
+ }();
5508
+ v1.MatchmakingFound = function () {
5509
+ /**
5510
+ * Properties of a MatchmakingFound.
5511
+ * @typedef {Object} gamend.realtime.v1.MatchmakingFound.$Properties
5512
+ * @property {string|null} [lobby_id] MatchmakingFound lobby_id
5513
+ * @property {Object.<string,string>|null} [match_params] MatchmakingFound match_params
5514
+ * @property {Array.<Uint8Array>} [$unknowns] Unknown fields preserved while decoding when enabled
5515
+ */
5516
+
5517
+ /**
5518
+ * Properties of a MatchmakingFound.
5519
+ * @memberof gamend.realtime.v1
5520
+ * @interface IMatchmakingFound
5521
+ * @augments gamend.realtime.v1.MatchmakingFound.$Properties
5522
+ * @deprecated Use gamend.realtime.v1.MatchmakingFound.$Properties instead.
5523
+ */
5524
+
5525
+ /**
5526
+ * Shape of a MatchmakingFound.
5527
+ * @typedef {gamend.realtime.v1.MatchmakingFound.$Properties} gamend.realtime.v1.MatchmakingFound.$Shape
5528
+ */
5529
+
5530
+ /**
5531
+ * Constructs a new MatchmakingFound.
5532
+ * @memberof gamend.realtime.v1
5533
+ * @classdesc Represents a MatchmakingFound.
5534
+ * @constructor
5535
+ * @param {gamend.realtime.v1.MatchmakingFound.$Properties=} [properties] Properties to set
5536
+ * @property {Array.<Uint8Array>} [$unknowns] Unknown fields preserved while decoding when enabled
5537
+ */
5538
+ var MatchmakingFound = function MatchmakingFound(properties) {
5539
+ this.match_params = {};
5540
+ if (properties) for (var keys = $Object.keys(properties), i = 0; i < keys.length; ++i) if (properties[keys[i]] != null && keys[i] !== "__proto__") this[keys[i]] = properties[keys[i]];
5541
+ };
5542
+
5543
+ /**
5544
+ * MatchmakingFound lobby_id.
5545
+ * @member {string} lobby_id
5546
+ * @memberof gamend.realtime.v1.MatchmakingFound
5547
+ * @instance
5548
+ */
5549
+ MatchmakingFound.prototype.lobby_id = "";
5550
+
5551
+ /**
5552
+ * MatchmakingFound match_params.
5553
+ * @member {Object.<string,string>} match_params
5554
+ * @memberof gamend.realtime.v1.MatchmakingFound
5555
+ * @instance
5556
+ */
5557
+ MatchmakingFound.prototype.match_params = $util.emptyObject;
5558
+
5559
+ /**
5560
+ * Encodes the specified MatchmakingFound message. Does not implicitly {@link gamend.realtime.v1.MatchmakingFound.verify|verify} messages.
5561
+ * @function encode
5562
+ * @memberof gamend.realtime.v1.MatchmakingFound
5563
+ * @static
5564
+ * @param {gamend.realtime.v1.MatchmakingFound.$Properties} message MatchmakingFound message or plain object to encode
5565
+ * @param {$protobuf.Writer} [writer] Writer to encode to
5566
+ * @returns {$protobuf.Writer} Writer
5567
+ */
5568
+ MatchmakingFound.encode = function (message, writer, _depth) {
5569
+ if (!writer) writer = $Writer.create();
5570
+ if (_depth === $undefined) _depth = 0;
5571
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5572
+ if (message.lobby_id != null && $Object.hasOwnProperty.call(message, "lobby_id") && message.lobby_id !== "") writer.uint32(/* id 1, wireType 2 =*/10).string(message.lobby_id);
5573
+ if (message.match_params != null && $Object.hasOwnProperty.call(message, "match_params")) for (var keys = $Object.keys(message.match_params), i = 0; i < keys.length; ++i) writer.uint32(/* id 2, wireType 2 =*/18).fork().uint32(/* id 1, wireType 2 =*/10).string(keys[i]).uint32(/* id 2, wireType 2 =*/18).string(message.match_params[keys[i]]).ldelim();
5574
+ if (message.$unknowns != null && $Object.hasOwnProperty.call(message, "$unknowns")) for (var _i4 = 0; _i4 < message.$unknowns.length; ++_i4) writer.raw(message.$unknowns[_i4]);
5575
+ return writer;
5576
+ };
5577
+
5578
+ /**
5579
+ * Decodes a MatchmakingFound message from the specified reader or buffer.
5580
+ * @function decode
5581
+ * @memberof gamend.realtime.v1.MatchmakingFound
5582
+ * @static
5583
+ * @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
5584
+ * @param {number} [length] Message length if known beforehand
5585
+ * @returns {gamend.realtime.v1.MatchmakingFound & gamend.realtime.v1.MatchmakingFound.$Shape} MatchmakingFound
5586
+ * @throws {Error} If the payload is not a reader or valid buffer
5587
+ * @throws {$protobuf.util.ProtocolError} If required fields are missing
5588
+ */
5589
+ MatchmakingFound.decode = function (reader, length, _end, _depth, _target) {
5590
+ if (!(reader instanceof $Reader)) reader = $Reader.create(reader);
5591
+ if (_depth === $undefined) _depth = 0;
5592
+ if (_depth > $Reader.recursionLimit) throw $Error("max depth exceeded");
5593
+ var end = length === $undefined ? reader.len : reader.pos + length,
5594
+ message = _target || new $root.gamend.realtime.v1.MatchmakingFound(),
5595
+ key,
5596
+ value;
5597
+ while (reader.pos < end) {
5598
+ var start = reader.pos;
5599
+ var tag = reader.tag();
5600
+ if (tag === _end) {
5601
+ _end = $undefined;
5602
+ break;
5603
+ }
5604
+ var wireType = tag & 7;
5605
+ switch (tag >>>= 3) {
5606
+ case 1:
5607
+ {
5608
+ if (wireType !== 2) break;
5609
+ if ((value = reader.stringVerify()).length) message.lobby_id = value;else delete message.lobby_id;
5610
+ continue;
5611
+ }
5612
+ case 2:
5613
+ {
5614
+ if (wireType !== 2) break;
5615
+ if (message.match_params === $util.emptyObject) message.match_params = {};
5616
+ var end2 = reader.uint32() + reader.pos;
5617
+ key = "";
5618
+ value = "";
5619
+ while (reader.pos < end2) {
5620
+ var tag2 = reader.tag();
5621
+ wireType = tag2 & 7;
5622
+ switch (tag2 >>>= 3) {
5623
+ case 1:
5624
+ if (wireType !== 2) break;
5625
+ key = reader.stringVerify();
5626
+ continue;
5627
+ case 2:
5628
+ if (wireType !== 2) break;
5629
+ value = reader.stringVerify();
5630
+ continue;
5631
+ }
5632
+ reader.skipType(wireType, _depth, tag2);
5633
+ }
5634
+ if (key === "__proto__") $util.makeProp(message.match_params, key);
5635
+ message.match_params[key] = value;
5636
+ continue;
5637
+ }
5638
+ }
5639
+ reader.skipType(wireType, _depth, tag);
5640
+ if (!reader.discardUnknown) {
5641
+ $util.makeProp(message, "$unknowns", false);
5642
+ (message.$unknowns || (message.$unknowns = [])).push(reader.raw(start, reader.pos));
5643
+ }
5644
+ }
5645
+ if (_end !== $undefined) throw $Error("missing end group");
5646
+ return message;
5647
+ };
5648
+
5649
+ /**
5650
+ * Creates a MatchmakingFound message from a plain object. Also converts values to their respective internal types.
5651
+ * @function fromObject
5652
+ * @memberof gamend.realtime.v1.MatchmakingFound
5653
+ * @static
5654
+ * @param {Object.<string,*>} object Plain object
5655
+ * @returns {gamend.realtime.v1.MatchmakingFound} MatchmakingFound
5656
+ */
5657
+ MatchmakingFound.fromObject = function (object, _depth) {
5658
+ if (object instanceof $root.gamend.realtime.v1.MatchmakingFound) return object;
5659
+ if (!$util.isObject(object)) throw $TypeError(".gamend.realtime.v1.MatchmakingFound: object expected");
5660
+ if (_depth === $undefined) _depth = 0;
5661
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5662
+ var message = new $root.gamend.realtime.v1.MatchmakingFound();
5663
+ if (object.lobby_id != null) if (typeof object.lobby_id !== "string" || object.lobby_id.length) message.lobby_id = $String(object.lobby_id);
5664
+ if (object.match_params) {
5665
+ if (!$util.isObject(object.match_params)) throw $TypeError(".gamend.realtime.v1.MatchmakingFound.match_params: object expected");
5666
+ message.match_params = {};
5667
+ for (var keys = $Object.keys(object.match_params), i = 0; i < keys.length; ++i) {
5668
+ if (keys[i] === "__proto__") $util.makeProp(message.match_params, keys[i]);
5669
+ message.match_params[keys[i]] = $String(object.match_params[keys[i]]);
5670
+ }
5671
+ }
5672
+ return message;
5673
+ };
5674
+
5675
+ /**
5676
+ * Creates a plain object from a MatchmakingFound message. Also converts values to other types if specified.
5677
+ * @function toObject
5678
+ * @memberof gamend.realtime.v1.MatchmakingFound
5679
+ * @static
5680
+ * @param {gamend.realtime.v1.MatchmakingFound} message MatchmakingFound
5681
+ * @param {$protobuf.IConversionOptions} [options] Conversion options
5682
+ * @returns {Object.<string,*>} Plain object
5683
+ */
5684
+ MatchmakingFound.toObject = function (message, options, _depth) {
5685
+ if (!options) options = {};
5686
+ if (_depth === $undefined) _depth = 0;
5687
+ if (_depth > $util.recursionLimit) throw $Error("max depth exceeded");
5688
+ var object = {};
5689
+ if (options.objects || options.defaults) object.match_params = {};
5690
+ if (options.defaults) object.lobby_id = "";
5691
+ if (message.lobby_id != null && $Object.hasOwnProperty.call(message, "lobby_id")) object.lobby_id = message.lobby_id;
5692
+ var keys2;
5693
+ if (message.match_params && (keys2 = $Object.keys(message.match_params)).length) {
5694
+ object.match_params = {};
5695
+ for (var j = 0; j < keys2.length; ++j) {
5696
+ if (keys2[j] === "__proto__") $util.makeProp(object.match_params, keys2[j]);
5697
+ object.match_params[keys2[j]] = message.match_params[keys2[j]];
5698
+ }
5699
+ }
5700
+ return object;
5701
+ };
5702
+
5703
+ /**
5704
+ * Converts this MatchmakingFound to JSON.
5705
+ * @function toJSON
5706
+ * @memberof gamend.realtime.v1.MatchmakingFound
5707
+ * @instance
5708
+ * @returns {Object.<string,*>} JSON object
5709
+ */
5710
+ MatchmakingFound.prototype.toJSON = function () {
5711
+ return MatchmakingFound.toObject(this, _minimal["default"].util.toJSONOptions);
5712
+ };
5713
+
5714
+ /**
5715
+ * Gets the type url for MatchmakingFound
5716
+ * @function getTypeUrl
5717
+ * @memberof gamend.realtime.v1.MatchmakingFound
5718
+ * @static
5719
+ * @param {string} [prefix] Custom type url prefix, defaults to `"type.googleapis.com"`
5720
+ * @returns {string} The type url
5721
+ */
5722
+ MatchmakingFound.getTypeUrl = function (prefix) {
5723
+ if (prefix === $undefined) prefix = "type.googleapis.com";
5724
+ return prefix + "/gamend.realtime.v1.MatchmakingFound";
5725
+ };
5726
+ return MatchmakingFound;
5727
+ }();
5243
5728
  v1.KvEntry = function () {
5244
5729
  /**
5245
5730
  * Properties of a KvEntry.
@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
19
19
  * Game Server API
20
20
  * 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, matchmaking, 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. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `matchmaking_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. 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. ### **14.1 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() ``` ### **14.2 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 ### **14.3 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` ## **15. 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). ### **15.1 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 ### **15.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **15.3 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, matchmaking, 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. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `matchmaking_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. 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. ### **14.1 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() ``` ### **14.2 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 ### **14.3 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` ## **15. 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). ### **15.1 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 ### **15.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **15.3 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, matchmaking, 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. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `matchmaking_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. 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. ### **14.1 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() ``` ### **14.2 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 ### **14.3 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` ## **15. 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). ### **15.1 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 ### **15.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **15.3 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, matchmaking, 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. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `matchmaking_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. 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. ### **14.1 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() ``` ### **14.2 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 ### **14.3 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` ## **15. 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). ### **15.1 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 ### **15.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **15.3 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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