@ughuuu/game_server 1.0.1050 → 1.0.1055
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +39 -13
- package/dist/ApiClient.js +1 -1
- package/dist/api/AchievementsApi.js +1 -1
- package/dist/api/AdminAchievementsApi.js +2 -2
- package/dist/api/AdminChatApi.js +2 -2
- package/dist/api/AdminEconomyApi.js +327 -0
- package/dist/api/AdminGroupsApi.js +2 -2
- package/dist/api/AdminKVApi.js +2 -2
- package/dist/api/AdminLeaderboardsApi.js +2 -2
- package/dist/api/AdminLobbiesApi.js +2 -2
- package/dist/api/AdminMatchmakingApi.js +2 -2
- package/dist/api/AdminNotificationsApi.js +2 -2
- package/dist/api/AdminSessionsApi.js +2 -2
- package/dist/api/AdminStorageApi.js +212 -0
- package/dist/api/AdminTournamentsApi.js +2 -2
- package/dist/api/AdminUsersApi.js +2 -2
- package/dist/api/AuthenticationApi.js +2 -2
- package/dist/api/ChatApi.js +1 -1
- package/dist/api/EconomyApi.js +153 -0
- package/dist/api/FriendsApi.js +2 -2
- package/dist/api/GroupsApi.js +2 -2
- package/dist/api/HealthApi.js +1 -1
- package/dist/api/HooksApi.js +2 -2
- package/dist/api/KVApi.js +2 -2
- package/dist/api/LeaderboardsApi.js +2 -2
- package/dist/api/LobbiesApi.js +2 -2
- package/dist/api/MatchmakingApi.js +2 -2
- package/dist/api/NotificationsApi.js +2 -2
- package/dist/api/PartiesApi.js +2 -2
- package/dist/api/PaymentsApi.js +2 -2
- package/dist/api/TournamentsApi.js +133 -133
- package/dist/api/UsersApi.js +82 -4
- package/dist/index.js +119 -28
- package/dist/model/AcceptPartyInvite200Response.js +1 -1
- package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +1 -1
- package/dist/model/AcceptPartyInviteRequest.js +1 -1
- package/dist/model/AdminCancelMatchmakingTicket200Response.js +1 -1
- package/dist/model/AdminCreateAchievementRequest.js +1 -1
- package/dist/model/AdminCreateLeaderboard200Response.js +1 -1
- package/dist/model/AdminCreateLeaderboard200ResponseData.js +1 -1
- package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
- package/dist/model/AdminCreateNotificationRequest.js +1 -1
- package/dist/model/AdminDeleteChatConversation200Response.js +1 -1
- package/dist/model/AdminDrawTournament200Response.js +1 -1
- package/dist/model/AdminDrawTournament200ResponseData.js +1 -1
- package/dist/model/AdminGrantAchievementRequest.js +1 -1
- package/dist/model/AdminGrantItemRequest.js +136 -0
- package/dist/model/AdminIncrementAchievementRequest.js +1 -1
- package/dist/model/AdminListAchievements200Response.js +1 -1
- package/dist/model/AdminListAchievements200ResponseDataInner.js +1 -1
- package/dist/model/AdminListChatMessages200Response.js +1 -1
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
- package/dist/model/AdminListGroups200Response.js +1 -1
- package/dist/model/AdminListKvEntries200Response.js +1 -1
- package/dist/model/AdminListLobbies200Response.js +1 -1
- package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/AdminListMatchmakingTickets200Response.js +1 -1
- package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +1 -1
- package/dist/model/AdminListNotifications200Response.js +1 -1
- package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
- package/dist/model/AdminListSessions200Response.js +1 -1
- package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
- package/dist/model/AdminListStorageObjects200Response.js +132 -0
- package/dist/model/AdminListStorageObjects200ResponseDataInner.js +105 -0
- package/dist/model/AdminListStorageObjects200ResponseUsage.js +93 -0
- package/dist/model/AdminMatchmakingStats200Response.js +1 -1
- package/dist/model/AdminMatchmakingStats200ResponseData.js +1 -1
- package/dist/model/AdminResolveTournamentMatchRequest.js +1 -1
- package/dist/model/AdminRevokeAchievementRequest.js +1 -1
- package/dist/model/AdminSpendCurrencyRequest.js +160 -0
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
- package/dist/model/AdminUpdateAchievementRequest.js +1 -1
- package/dist/model/AdminUpdateGroup200Response.js +1 -1
- package/dist/model/AdminUpdateGroupRequest.js +1 -1
- package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecord200Response.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
- package/dist/model/AdminUpdateLobby200Response.js +1 -1
- package/dist/model/AdminUpdateLobbyRequest.js +1 -1
- package/dist/model/AdminUpdateTournamentRequest.js +1 -1
- package/dist/model/AdminUpdateUser200Response.js +1 -1
- package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
- package/dist/model/AdminUpdateUserRequest.js +1 -1
- package/dist/model/AdminUpsertKv200Response.js +1 -1
- package/dist/model/AdminUpsertKv200ResponseData.js +1 -1
- package/dist/model/AdminUpsertKvRequest.js +1 -1
- package/dist/model/ApproveJoinRequest200Response.js +1 -1
- package/dist/model/CallHook200Response.js +1 -1
- package/dist/model/CallHookRequest.js +1 -1
- package/dist/model/CancelJoinRequest200Response.js +1 -1
- package/dist/model/CancelPartyInviteRequest.js +1 -1
- package/dist/model/ChatUnreadCount200Response.js +1 -1
- package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +124 -0
- package/dist/model/CreateFriendRequestRequest.js +1 -1
- package/dist/model/CreateGroupRequest.js +1 -1
- package/dist/model/CreateLobbyRequest.js +1 -1
- package/dist/model/CreatePartyRequest.js +1 -1
- package/dist/model/DeclineGroupInvite200Response.js +1 -1
- package/dist/model/DeclinePartyInviteRequest.js +1 -1
- package/dist/model/DeleteNotifications200Response.js +1 -1
- package/dist/model/DeleteNotificationsRequest.js +1 -1
- package/dist/model/DemoteGroupMemberRequest.js +1 -1
- package/dist/model/DeviceLoginRequest.js +1 -1
- package/dist/model/ErrorResponse.js +1 -1
- package/dist/model/GetCurrentUser200Response.js +1 -1
- package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
- package/dist/model/GetCurrentUserInventory200Response.js +87 -0
- package/dist/model/GetKv200Response.js +1 -1
- package/dist/model/GetLobby200Response.js +1 -1
- package/dist/model/GetMyRecord200Response.js +1 -1
- package/dist/model/GetMyRecord200ResponseData.js +1 -1
- package/dist/model/HealthResponse.js +1 -1
- package/dist/model/InviteToGroup200Response.js +1 -1
- package/dist/model/InviteToGroupRequest.js +1 -1
- package/dist/model/InviteToPartyRequest.js +1 -1
- package/dist/model/KickGroupMemberRequest.js +1 -1
- package/dist/model/KickPartyMemberRequest.js +1 -1
- package/dist/model/LinkDeviceRequest.js +1 -1
- package/dist/model/ListBlacklistedUsers200Response.js +1 -1
- package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +1 -1
- package/dist/model/ListBlockedFriends200Response.js +1 -1
- package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListChatMessages200Response.js +1 -1
- package/dist/model/ListChatMessages200ResponseDataInner.js +1 -1
- package/dist/model/{GameServerWebApiV1TournamentControllerIndex200Response.js → ListCurrentUserLedger200Response.js} +30 -22
- package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +145 -0
- package/dist/model/{PaymentsEntitlements401Response.js → ListCurrentUserLedger401Response.js} +18 -18
- package/dist/model/ListFriendRequests200Response.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
- package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
- package/dist/model/ListFriends200Response.js +1 -1
- package/dist/model/ListFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListFriends200ResponseMeta.js +1 -1
- package/dist/model/ListGroupInvitations200Response.js +1 -1
- package/dist/model/ListGroupInvitations200ResponseDataInner.js +1 -1
- package/dist/model/ListGroupMembers200Response.js +1 -1
- package/dist/model/ListJoinRequests200Response.js +1 -1
- package/dist/model/ListLeaderboardRecords200Response.js +1 -1
- package/dist/model/ListLeaderboards200Response.js +1 -1
- package/dist/model/ListLobbies200Response.js +1 -1
- package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/ListMyGroups200Response.js +1 -1
- package/dist/model/ListMyGroups200ResponseDataInner.js +1 -1
- package/dist/model/ListNotifications200Response.js +1 -1
- package/dist/model/ListNotifications200ResponseDataInner.js +1 -1
- package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
- package/dist/model/ListRecordsAroundUser200Response.js +1 -1
- package/dist/model/ListSentInvitations200Response.js +1 -1
- package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
- package/dist/model/ListTournaments200Response.js +110 -0
- package/dist/model/{GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.js → ListTournaments200ResponseDataInner.js} +34 -34
- package/dist/model/Login200Response.js +1 -1
- package/dist/model/Login200ResponseData.js +1 -1
- package/dist/model/LoginRequest.js +1 -1
- package/dist/model/MarkChatReadRequest.js +1 -1
- package/dist/model/MatchmakingCancel200Response.js +1 -1
- package/dist/model/MatchmakingJoin201Response.js +1 -1
- package/dist/model/MatchmakingJoin201ResponseData.js +1 -1
- package/dist/model/MatchmakingJoinRequest.js +1 -1
- package/dist/model/MatchmakingMyTicket200Response.js +1 -1
- package/dist/model/MatchmakingMyTicket200ResponseData.js +1 -1
- package/dist/model/MatchmakingStats200Response.js +1 -1
- package/dist/model/MatchmakingStats200ResponseData.js +1 -1
- package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +1 -1
- package/dist/model/MyAchievements200Response.js +1 -1
- package/dist/model/MyAchievements200ResponseDataInner.js +1 -1
- package/dist/model/NotifyGroup200Response.js +1 -1
- package/dist/model/NotifyGroupRequest.js +1 -1
- package/dist/model/OAuthSessionData.js +1 -1
- package/dist/model/OAuthSessionDataDetails.js +1 -1
- package/dist/model/OAuthSessionStatus.js +1 -1
- package/dist/model/OauthApiCallback200Response.js +1 -1
- package/dist/model/OauthApiCallbackRequest.js +1 -1
- package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
- package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
- package/dist/model/OauthRequest200Response.js +1 -1
- package/dist/model/OauthSessionStatus404Response.js +1 -1
- package/dist/model/PartyCreateLobbyRequest.js +1 -1
- package/dist/model/PartyJoinLobbyRequest.js +1 -1
- package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
- package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
- package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
- package/dist/model/PromoteGroupMemberRequest.js +1 -1
- package/dist/model/QuickJoinRequest.js +1 -1
- package/dist/model/RefreshToken200Response.js +1 -1
- package/dist/model/RefreshToken200ResponseData.js +1 -1
- package/dist/model/RefreshTokenRequest.js +1 -1
- package/dist/model/ResolveLeaderboardSlugs200Response.js +1 -1
- package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +1 -1
- package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
- package/dist/model/SearchUsers200Response.js +1 -1
- package/dist/model/SearchUsers200ResponseDataInner.js +1 -1
- package/dist/model/SendChatMessageRequest.js +1 -1
- package/dist/model/SendNotificationRequest.js +1 -1
- package/dist/model/SetCurrentUserAvatarRequest.js +112 -0
- package/dist/model/{GameServerWebApiV1TournamentControllerMyMatch200Response.js → TournamentMyMatch200Response.js} +27 -27
- package/dist/model/UpdateChatMessageRequest.js +1 -1
- package/dist/model/UpdateCurrentUserDisplayName400Response.js +1 -1
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
- package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
- package/dist/model/UpdateCurrentUserUsernameRequest.js +1 -1
- package/dist/model/UpdateGroupRequest.js +1 -1
- package/dist/model/UpdateLobbyRequest.js +1 -1
- package/dist/model/UpdatePartyRequest.js +1 -1
- package/package.json +1 -1
package/dist/api/UsersApi.js
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exports["default"] = void 0;
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var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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var _CreateCurrentUserAvatarUploadUrlRequest = _interopRequireDefault(require("../model/CreateCurrentUserAvatarUploadUrlRequest"));
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var _GetCurrentUser200Response = _interopRequireDefault(require("../model/GetCurrentUser200Response"));
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var _ListCurrentUserLedger401Response = _interopRequireDefault(require("../model/ListCurrentUserLedger401Response"));
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var _SearchUsers200Response = _interopRequireDefault(require("../model/SearchUsers200Response"));
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var _SearchUsers200ResponseDataInner = _interopRequireDefault(require("../model/SearchUsers200ResponseDataInner"));
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var _SetCurrentUserAvatarRequest = _interopRequireDefault(require("../model/SetCurrentUserAvatarRequest"));
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var _UpdateCurrentUserDisplayName400Response = _interopRequireDefault(require("../model/UpdateCurrentUserDisplayName400Response"));
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var _UpdateCurrentUserDisplayNameRequest = _interopRequireDefault(require("../model/UpdateCurrentUserDisplayNameRequest"));
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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 `match_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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* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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* Returns an upload ticket. Upload the image bytes to `url` with `method`/`headers`, then confirm with `POST /me/avatar` using the returned `key`.
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* @param {Object} opts Optional parameters
|
|
58
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+
* @param {module:model/CreateCurrentUserAvatarUploadUrlRequest} [createCurrentUserAvatarUploadUrlRequest] Upload metadata
|
|
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59
|
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
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|
*/
|
|
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61
|
return _createClass(UsersApi, [{
|
|
62
|
+
key: "createCurrentUserAvatarUploadUrlWithHttpInfo",
|
|
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|
+
value: function createCurrentUserAvatarUploadUrlWithHttpInfo(opts) {
|
|
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|
+
opts = opts || {};
|
|
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+
var postBody = opts['createCurrentUserAvatarUploadUrlRequest'];
|
|
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var pathParams = {};
|
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var queryParams = {};
|
|
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var headerParams = {};
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|
+
var formParams = {};
|
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var authNames = ['authorization'];
|
|
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|
+
var contentTypes = ['application/json'];
|
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|
+
var accepts = ['application/json'];
|
|
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|
+
var returnType = Object;
|
|
74
|
+
return this.apiClient.callApi('/api/v1/me/avatar/upload-url', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
/**
|
|
78
|
+
* Request an avatar upload ticket
|
|
79
|
+
* Returns an upload ticket. Upload the image bytes to `url` with `method`/`headers`, then confirm with `POST /me/avatar` using the returned `key`.
|
|
80
|
+
* @param {Object} opts Optional parameters
|
|
81
|
+
* @param {module:model/CreateCurrentUserAvatarUploadUrlRequest} opts.createCurrentUserAvatarUploadUrlRequest Upload metadata
|
|
82
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
83
|
+
*/
|
|
84
|
+
}, {
|
|
85
|
+
key: "createCurrentUserAvatarUploadUrl",
|
|
86
|
+
value: function createCurrentUserAvatarUploadUrl(opts) {
|
|
87
|
+
return this.createCurrentUserAvatarUploadUrlWithHttpInfo(opts).then(function (response_and_data) {
|
|
88
|
+
return response_and_data.data;
|
|
89
|
+
});
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
/**
|
|
93
|
+
* Delete current user
|
|
94
|
+
* Deletes the authenticated user's account
|
|
95
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
96
|
+
*/
|
|
97
|
+
}, {
|
|
58
98
|
key: "deleteCurrentUserWithHttpInfo",
|
|
59
99
|
value: function deleteCurrentUserWithHttpInfo() {
|
|
60
100
|
var postBody = null;
|
|
@@ -198,6 +238,44 @@ var UsersApi = exports["default"] = /*#__PURE__*/function () {
|
|
|
198
238
|
});
|
|
199
239
|
}
|
|
200
240
|
|
|
241
|
+
/**
|
|
242
|
+
* Confirm an uploaded avatar
|
|
243
|
+
* Records a previously uploaded object (`key`) as the user's avatar.
|
|
244
|
+
* @param {Object} opts Optional parameters
|
|
245
|
+
* @param {module:model/SetCurrentUserAvatarRequest} [setCurrentUserAvatarRequest] Uploaded object key
|
|
246
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
247
|
+
*/
|
|
248
|
+
}, {
|
|
249
|
+
key: "setCurrentUserAvatarWithHttpInfo",
|
|
250
|
+
value: function setCurrentUserAvatarWithHttpInfo(opts) {
|
|
251
|
+
opts = opts || {};
|
|
252
|
+
var postBody = opts['setCurrentUserAvatarRequest'];
|
|
253
|
+
var pathParams = {};
|
|
254
|
+
var queryParams = {};
|
|
255
|
+
var headerParams = {};
|
|
256
|
+
var formParams = {};
|
|
257
|
+
var authNames = ['authorization'];
|
|
258
|
+
var contentTypes = ['application/json'];
|
|
259
|
+
var accepts = ['application/json'];
|
|
260
|
+
var returnType = Object;
|
|
261
|
+
return this.apiClient.callApi('/api/v1/me/avatar', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
262
|
+
}
|
|
263
|
+
|
|
264
|
+
/**
|
|
265
|
+
* Confirm an uploaded avatar
|
|
266
|
+
* Records a previously uploaded object (`key`) as the user's avatar.
|
|
267
|
+
* @param {Object} opts Optional parameters
|
|
268
|
+
* @param {module:model/SetCurrentUserAvatarRequest} opts.setCurrentUserAvatarRequest Uploaded object key
|
|
269
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
270
|
+
*/
|
|
271
|
+
}, {
|
|
272
|
+
key: "setCurrentUserAvatar",
|
|
273
|
+
value: function setCurrentUserAvatar(opts) {
|
|
274
|
+
return this.setCurrentUserAvatarWithHttpInfo(opts).then(function (response_and_data) {
|
|
275
|
+
return response_and_data.data;
|
|
276
|
+
});
|
|
277
|
+
}
|
|
278
|
+
|
|
201
279
|
/**
|
|
202
280
|
* Update current user's display name
|
|
203
281
|
* @param {Object} opts Optional parameters
|
package/dist/index.js
CHANGED
|
@@ -93,12 +93,24 @@ Object.defineProperty(exports, "AdminDrawTournament200ResponseData", {
|
|
|
93
93
|
return _AdminDrawTournament200ResponseData["default"];
|
|
94
94
|
}
|
|
95
95
|
});
|
|
96
|
+
Object.defineProperty(exports, "AdminEconomyApi", {
|
|
97
|
+
enumerable: true,
|
|
98
|
+
get: function get() {
|
|
99
|
+
return _AdminEconomyApi["default"];
|
|
100
|
+
}
|
|
101
|
+
});
|
|
96
102
|
Object.defineProperty(exports, "AdminGrantAchievementRequest", {
|
|
97
103
|
enumerable: true,
|
|
98
104
|
get: function get() {
|
|
99
105
|
return _AdminGrantAchievementRequest["default"];
|
|
100
106
|
}
|
|
101
107
|
});
|
|
108
|
+
Object.defineProperty(exports, "AdminGrantItemRequest", {
|
|
109
|
+
enumerable: true,
|
|
110
|
+
get: function get() {
|
|
111
|
+
return _AdminGrantItemRequest["default"];
|
|
112
|
+
}
|
|
113
|
+
});
|
|
102
114
|
Object.defineProperty(exports, "AdminGroupsApi", {
|
|
103
115
|
enumerable: true,
|
|
104
116
|
get: function get() {
|
|
@@ -207,6 +219,24 @@ Object.defineProperty(exports, "AdminListSessions200ResponseDataInner", {
|
|
|
207
219
|
return _AdminListSessions200ResponseDataInner["default"];
|
|
208
220
|
}
|
|
209
221
|
});
|
|
222
|
+
Object.defineProperty(exports, "AdminListStorageObjects200Response", {
|
|
223
|
+
enumerable: true,
|
|
224
|
+
get: function get() {
|
|
225
|
+
return _AdminListStorageObjects200Response["default"];
|
|
226
|
+
}
|
|
227
|
+
});
|
|
228
|
+
Object.defineProperty(exports, "AdminListStorageObjects200ResponseDataInner", {
|
|
229
|
+
enumerable: true,
|
|
230
|
+
get: function get() {
|
|
231
|
+
return _AdminListStorageObjects200ResponseDataInner["default"];
|
|
232
|
+
}
|
|
233
|
+
});
|
|
234
|
+
Object.defineProperty(exports, "AdminListStorageObjects200ResponseUsage", {
|
|
235
|
+
enumerable: true,
|
|
236
|
+
get: function get() {
|
|
237
|
+
return _AdminListStorageObjects200ResponseUsage["default"];
|
|
238
|
+
}
|
|
239
|
+
});
|
|
210
240
|
Object.defineProperty(exports, "AdminLobbiesApi", {
|
|
211
241
|
enumerable: true,
|
|
212
242
|
get: function get() {
|
|
@@ -255,6 +285,18 @@ Object.defineProperty(exports, "AdminSessionsApi", {
|
|
|
255
285
|
return _AdminSessionsApi["default"];
|
|
256
286
|
}
|
|
257
287
|
});
|
|
288
|
+
Object.defineProperty(exports, "AdminSpendCurrencyRequest", {
|
|
289
|
+
enumerable: true,
|
|
290
|
+
get: function get() {
|
|
291
|
+
return _AdminSpendCurrencyRequest["default"];
|
|
292
|
+
}
|
|
293
|
+
});
|
|
294
|
+
Object.defineProperty(exports, "AdminStorageApi", {
|
|
295
|
+
enumerable: true,
|
|
296
|
+
get: function get() {
|
|
297
|
+
return _AdminStorageApi["default"];
|
|
298
|
+
}
|
|
299
|
+
});
|
|
258
300
|
Object.defineProperty(exports, "AdminSubmitLeaderboardScoreRequest", {
|
|
259
301
|
enumerable: true,
|
|
260
302
|
get: function get() {
|
|
@@ -429,6 +471,12 @@ Object.defineProperty(exports, "ChatUnreadCount200Response", {
|
|
|
429
471
|
return _ChatUnreadCount200Response["default"];
|
|
430
472
|
}
|
|
431
473
|
});
|
|
474
|
+
Object.defineProperty(exports, "CreateCurrentUserAvatarUploadUrlRequest", {
|
|
475
|
+
enumerable: true,
|
|
476
|
+
get: function get() {
|
|
477
|
+
return _CreateCurrentUserAvatarUploadUrlRequest["default"];
|
|
478
|
+
}
|
|
479
|
+
});
|
|
432
480
|
Object.defineProperty(exports, "CreateFriendRequestRequest", {
|
|
433
481
|
enumerable: true,
|
|
434
482
|
get: function get() {
|
|
@@ -489,34 +537,22 @@ Object.defineProperty(exports, "DeviceLoginRequest", {
|
|
|
489
537
|
return _DeviceLoginRequest["default"];
|
|
490
538
|
}
|
|
491
539
|
});
|
|
492
|
-
Object.defineProperty(exports, "
|
|
493
|
-
enumerable: true,
|
|
494
|
-
get: function get() {
|
|
495
|
-
return _ErrorResponse["default"];
|
|
496
|
-
}
|
|
497
|
-
});
|
|
498
|
-
Object.defineProperty(exports, "FriendsApi", {
|
|
499
|
-
enumerable: true,
|
|
500
|
-
get: function get() {
|
|
501
|
-
return _FriendsApi["default"];
|
|
502
|
-
}
|
|
503
|
-
});
|
|
504
|
-
Object.defineProperty(exports, "GameServerWebApiV1TournamentControllerIndex200Response", {
|
|
540
|
+
Object.defineProperty(exports, "EconomyApi", {
|
|
505
541
|
enumerable: true,
|
|
506
542
|
get: function get() {
|
|
507
|
-
return
|
|
543
|
+
return _EconomyApi["default"];
|
|
508
544
|
}
|
|
509
545
|
});
|
|
510
|
-
Object.defineProperty(exports, "
|
|
546
|
+
Object.defineProperty(exports, "ErrorResponse", {
|
|
511
547
|
enumerable: true,
|
|
512
548
|
get: function get() {
|
|
513
|
-
return
|
|
549
|
+
return _ErrorResponse["default"];
|
|
514
550
|
}
|
|
515
551
|
});
|
|
516
|
-
Object.defineProperty(exports, "
|
|
552
|
+
Object.defineProperty(exports, "FriendsApi", {
|
|
517
553
|
enumerable: true,
|
|
518
554
|
get: function get() {
|
|
519
|
-
return
|
|
555
|
+
return _FriendsApi["default"];
|
|
520
556
|
}
|
|
521
557
|
});
|
|
522
558
|
Object.defineProperty(exports, "GetCurrentUser200Response", {
|
|
@@ -531,6 +567,12 @@ Object.defineProperty(exports, "GetCurrentUser200ResponseLinkedProviders", {
|
|
|
531
567
|
return _GetCurrentUser200ResponseLinkedProviders["default"];
|
|
532
568
|
}
|
|
533
569
|
});
|
|
570
|
+
Object.defineProperty(exports, "GetCurrentUserInventory200Response", {
|
|
571
|
+
enumerable: true,
|
|
572
|
+
get: function get() {
|
|
573
|
+
return _GetCurrentUserInventory200Response["default"];
|
|
574
|
+
}
|
|
575
|
+
});
|
|
534
576
|
Object.defineProperty(exports, "GetKv200Response", {
|
|
535
577
|
enumerable: true,
|
|
536
578
|
get: function get() {
|
|
@@ -663,6 +705,24 @@ Object.defineProperty(exports, "ListChatMessages200ResponseDataInner", {
|
|
|
663
705
|
return _ListChatMessages200ResponseDataInner["default"];
|
|
664
706
|
}
|
|
665
707
|
});
|
|
708
|
+
Object.defineProperty(exports, "ListCurrentUserLedger200Response", {
|
|
709
|
+
enumerable: true,
|
|
710
|
+
get: function get() {
|
|
711
|
+
return _ListCurrentUserLedger200Response["default"];
|
|
712
|
+
}
|
|
713
|
+
});
|
|
714
|
+
Object.defineProperty(exports, "ListCurrentUserLedger200ResponseDataInner", {
|
|
715
|
+
enumerable: true,
|
|
716
|
+
get: function get() {
|
|
717
|
+
return _ListCurrentUserLedger200ResponseDataInner["default"];
|
|
718
|
+
}
|
|
719
|
+
});
|
|
720
|
+
Object.defineProperty(exports, "ListCurrentUserLedger401Response", {
|
|
721
|
+
enumerable: true,
|
|
722
|
+
get: function get() {
|
|
723
|
+
return _ListCurrentUserLedger401Response["default"];
|
|
724
|
+
}
|
|
725
|
+
});
|
|
666
726
|
Object.defineProperty(exports, "ListFriendRequests200Response", {
|
|
667
727
|
enumerable: true,
|
|
668
728
|
get: function get() {
|
|
@@ -801,6 +861,18 @@ Object.defineProperty(exports, "ListSentInvitations200ResponseDataInner", {
|
|
|
801
861
|
return _ListSentInvitations200ResponseDataInner["default"];
|
|
802
862
|
}
|
|
803
863
|
});
|
|
864
|
+
Object.defineProperty(exports, "ListTournaments200Response", {
|
|
865
|
+
enumerable: true,
|
|
866
|
+
get: function get() {
|
|
867
|
+
return _ListTournaments200Response["default"];
|
|
868
|
+
}
|
|
869
|
+
});
|
|
870
|
+
Object.defineProperty(exports, "ListTournaments200ResponseDataInner", {
|
|
871
|
+
enumerable: true,
|
|
872
|
+
get: function get() {
|
|
873
|
+
return _ListTournaments200ResponseDataInner["default"];
|
|
874
|
+
}
|
|
875
|
+
});
|
|
804
876
|
Object.defineProperty(exports, "LobbiesApi", {
|
|
805
877
|
enumerable: true,
|
|
806
878
|
get: function get() {
|
|
@@ -999,12 +1071,6 @@ Object.defineProperty(exports, "PaymentsApi", {
|
|
|
999
1071
|
return _PaymentsApi["default"];
|
|
1000
1072
|
}
|
|
1001
1073
|
});
|
|
1002
|
-
Object.defineProperty(exports, "PaymentsEntitlements401Response", {
|
|
1003
|
-
enumerable: true,
|
|
1004
|
-
get: function get() {
|
|
1005
|
-
return _PaymentsEntitlements401Response["default"];
|
|
1006
|
-
}
|
|
1007
|
-
});
|
|
1008
1074
|
Object.defineProperty(exports, "PaymentsSteamCheckoutRequest", {
|
|
1009
1075
|
enumerable: true,
|
|
1010
1076
|
get: function get() {
|
|
@@ -1095,6 +1161,18 @@ Object.defineProperty(exports, "SendNotificationRequest", {
|
|
|
1095
1161
|
return _SendNotificationRequest["default"];
|
|
1096
1162
|
}
|
|
1097
1163
|
});
|
|
1164
|
+
Object.defineProperty(exports, "SetCurrentUserAvatarRequest", {
|
|
1165
|
+
enumerable: true,
|
|
1166
|
+
get: function get() {
|
|
1167
|
+
return _SetCurrentUserAvatarRequest["default"];
|
|
1168
|
+
}
|
|
1169
|
+
});
|
|
1170
|
+
Object.defineProperty(exports, "TournamentMyMatch200Response", {
|
|
1171
|
+
enumerable: true,
|
|
1172
|
+
get: function get() {
|
|
1173
|
+
return _TournamentMyMatch200Response["default"];
|
|
1174
|
+
}
|
|
1175
|
+
});
|
|
1098
1176
|
Object.defineProperty(exports, "TournamentsApi", {
|
|
1099
1177
|
enumerable: true,
|
|
1100
1178
|
get: function get() {
|
|
@@ -1169,6 +1247,7 @@ var _AdminDeleteChatConversation200Response = _interopRequireDefault(require("./
|
|
|
1169
1247
|
var _AdminDrawTournament200Response = _interopRequireDefault(require("./model/AdminDrawTournament200Response"));
|
|
1170
1248
|
var _AdminDrawTournament200ResponseData = _interopRequireDefault(require("./model/AdminDrawTournament200ResponseData"));
|
|
1171
1249
|
var _AdminGrantAchievementRequest = _interopRequireDefault(require("./model/AdminGrantAchievementRequest"));
|
|
1250
|
+
var _AdminGrantItemRequest = _interopRequireDefault(require("./model/AdminGrantItemRequest"));
|
|
1172
1251
|
var _AdminIncrementAchievementRequest = _interopRequireDefault(require("./model/AdminIncrementAchievementRequest"));
|
|
1173
1252
|
var _AdminListAchievements200Response = _interopRequireDefault(require("./model/AdminListAchievements200Response"));
|
|
1174
1253
|
var _AdminListAchievements200ResponseDataInner = _interopRequireDefault(require("./model/AdminListAchievements200ResponseDataInner"));
|
|
@@ -1184,10 +1263,14 @@ var _AdminListNotifications200Response = _interopRequireDefault(require("./model
|
|
|
1184
1263
|
var _AdminListNotifications200ResponseDataInner = _interopRequireDefault(require("./model/AdminListNotifications200ResponseDataInner"));
|
|
1185
1264
|
var _AdminListSessions200Response = _interopRequireDefault(require("./model/AdminListSessions200Response"));
|
|
1186
1265
|
var _AdminListSessions200ResponseDataInner = _interopRequireDefault(require("./model/AdminListSessions200ResponseDataInner"));
|
|
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|
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var _AdminListStorageObjects200Response = _interopRequireDefault(require("./model/AdminListStorageObjects200Response"));
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var _AdminListStorageObjects200ResponseDataInner = _interopRequireDefault(require("./model/AdminListStorageObjects200ResponseDataInner"));
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var _AdminListStorageObjects200ResponseUsage = _interopRequireDefault(require("./model/AdminListStorageObjects200ResponseUsage"));
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var _AdminMatchmakingStats200Response = _interopRequireDefault(require("./model/AdminMatchmakingStats200Response"));
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var _AdminMatchmakingStats200ResponseData = _interopRequireDefault(require("./model/AdminMatchmakingStats200ResponseData"));
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var _AdminResolveTournamentMatchRequest = _interopRequireDefault(require("./model/AdminResolveTournamentMatchRequest"));
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var _AdminRevokeAchievementRequest = _interopRequireDefault(require("./model/AdminRevokeAchievementRequest"));
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var _AdminSpendCurrencyRequest = _interopRequireDefault(require("./model/AdminSpendCurrencyRequest"));
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var _AdminSubmitLeaderboardScoreRequest = _interopRequireDefault(require("./model/AdminSubmitLeaderboardScoreRequest"));
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var _AdminUpdateAchievementRequest = _interopRequireDefault(require("./model/AdminUpdateAchievementRequest"));
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var _AdminUpdateGroup200Response = _interopRequireDefault(require("./model/AdminUpdateGroup200Response"));
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var _CancelJoinRequest200Response = _interopRequireDefault(require("./model/CancelJoinRequest200Response"));
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var _CancelPartyInviteRequest = _interopRequireDefault(require("./model/CancelPartyInviteRequest"));
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var _ChatUnreadCount200Response = _interopRequireDefault(require("./model/ChatUnreadCount200Response"));
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var _CreateCurrentUserAvatarUploadUrlRequest = _interopRequireDefault(require("./model/CreateCurrentUserAvatarUploadUrlRequest"));
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var _CreateFriendRequestRequest = _interopRequireDefault(require("./model/CreateFriendRequestRequest"));
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var _CreateGroupRequest = _interopRequireDefault(require("./model/CreateGroupRequest"));
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var _CreateLobbyRequest = _interopRequireDefault(require("./model/CreateLobbyRequest"));
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var _DemoteGroupMemberRequest = _interopRequireDefault(require("./model/DemoteGroupMemberRequest"));
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var _DeviceLoginRequest = _interopRequireDefault(require("./model/DeviceLoginRequest"));
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var _ErrorResponse = _interopRequireDefault(require("./model/ErrorResponse"));
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var _GameServerWebApiV1TournamentControllerMyMatch200Response = _interopRequireDefault(require("./model/GameServerWebApiV1TournamentControllerMyMatch200Response"));
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var _GetCurrentUser200Response = _interopRequireDefault(require("./model/GetCurrentUser200Response"));
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var _GetCurrentUser200ResponseLinkedProviders = _interopRequireDefault(require("./model/GetCurrentUser200ResponseLinkedProviders"));
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var _GetCurrentUserInventory200Response = _interopRequireDefault(require("./model/GetCurrentUserInventory200Response"));
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var _GetKv200Response = _interopRequireDefault(require("./model/GetKv200Response"));
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var _GetLobby200Response = _interopRequireDefault(require("./model/GetLobby200Response"));
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var _GetMyRecord200Response = _interopRequireDefault(require("./model/GetMyRecord200Response"));
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var _ListBlockedFriends200ResponseDataInner = _interopRequireDefault(require("./model/ListBlockedFriends200ResponseDataInner"));
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var _ListChatMessages200Response = _interopRequireDefault(require("./model/ListChatMessages200Response"));
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var _ListChatMessages200ResponseDataInner = _interopRequireDefault(require("./model/ListChatMessages200ResponseDataInner"));
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var _ListCurrentUserLedger200Response = _interopRequireDefault(require("./model/ListCurrentUserLedger200Response"));
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var _ListCurrentUserLedger200ResponseDataInner = _interopRequireDefault(require("./model/ListCurrentUserLedger200ResponseDataInner"));
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var _ListCurrentUserLedger401Response = _interopRequireDefault(require("./model/ListCurrentUserLedger401Response"));
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var _ListFriendRequests200Response = _interopRequireDefault(require("./model/ListFriendRequests200Response"));
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var _ListFriendRequests200ResponseIncomingInner = _interopRequireDefault(require("./model/ListFriendRequests200ResponseIncomingInner"));
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var _ListFriendRequests200ResponseIncomingInnerRequester = _interopRequireDefault(require("./model/ListFriendRequests200ResponseIncomingInnerRequester"));
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var _ListRecordsAroundUser200Response = _interopRequireDefault(require("./model/ListRecordsAroundUser200Response"));
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var _ListSentInvitations200Response = _interopRequireDefault(require("./model/ListSentInvitations200Response"));
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var _ListSentInvitations200ResponseDataInner = _interopRequireDefault(require("./model/ListSentInvitations200ResponseDataInner"));
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var _ListTournaments200Response = _interopRequireDefault(require("./model/ListTournaments200Response"));
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var _ListTournaments200ResponseDataInner = _interopRequireDefault(require("./model/ListTournaments200ResponseDataInner"));
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var _Login200Response = _interopRequireDefault(require("./model/Login200Response"));
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var _Login200ResponseData = _interopRequireDefault(require("./model/Login200ResponseData"));
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var _LoginRequest = _interopRequireDefault(require("./model/LoginRequest"));
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var _OauthSessionStatus404Response = _interopRequireDefault(require("./model/OauthSessionStatus404Response"));
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var _PartyCreateLobbyRequest = _interopRequireDefault(require("./model/PartyCreateLobbyRequest"));
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var _PartyJoinLobbyRequest = _interopRequireDefault(require("./model/PartyJoinLobbyRequest"));
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var _PaymentsEntitlements401Response = _interopRequireDefault(require("./model/PaymentsEntitlements401Response"));
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var _PaymentsSteamCheckoutRequest = _interopRequireDefault(require("./model/PaymentsSteamCheckoutRequest"));
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var _PaymentsSteamFinalizeRequest = _interopRequireDefault(require("./model/PaymentsSteamFinalizeRequest"));
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var _PaymentsStripeCheckoutRequest = _interopRequireDefault(require("./model/PaymentsStripeCheckoutRequest"));
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@@ -1312,6 +1398,8 @@ var _SearchUsers200Response = _interopRequireDefault(require("./model/SearchUser
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var _SearchUsers200ResponseDataInner = _interopRequireDefault(require("./model/SearchUsers200ResponseDataInner"));
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var _SendChatMessageRequest = _interopRequireDefault(require("./model/SendChatMessageRequest"));
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var _SendNotificationRequest = _interopRequireDefault(require("./model/SendNotificationRequest"));
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var _SetCurrentUserAvatarRequest = _interopRequireDefault(require("./model/SetCurrentUserAvatarRequest"));
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var _TournamentMyMatch200Response = _interopRequireDefault(require("./model/TournamentMyMatch200Response"));
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var _UpdateChatMessageRequest = _interopRequireDefault(require("./model/UpdateChatMessageRequest"));
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var _UpdateCurrentUserDisplayName400Response = _interopRequireDefault(require("./model/UpdateCurrentUserDisplayName400Response"));
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var _UpdateCurrentUserDisplayNameRequest = _interopRequireDefault(require("./model/UpdateCurrentUserDisplayNameRequest"));
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@@ -1323,6 +1411,7 @@ var _UpdatePartyRequest = _interopRequireDefault(require("./model/UpdatePartyReq
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var _AchievementsApi = _interopRequireDefault(require("./api/AchievementsApi"));
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var _AdminAchievementsApi = _interopRequireDefault(require("./api/AdminAchievementsApi"));
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var _AdminEconomyApi = _interopRequireDefault(require("./api/AdminEconomyApi"));
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var _AdminLeaderboardsApi = _interopRequireDefault(require("./api/AdminLeaderboardsApi"));
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@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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* 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 `match_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 `match_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 `match_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 `match_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 `match_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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