@ughuuu/game_server 1.0.1050 → 1.0.1055

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Files changed (208) hide show
  1. package/README.md +39 -13
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AchievementsApi.js +1 -1
  4. package/dist/api/AdminAchievementsApi.js +2 -2
  5. package/dist/api/AdminChatApi.js +2 -2
  6. package/dist/api/AdminEconomyApi.js +327 -0
  7. package/dist/api/AdminGroupsApi.js +2 -2
  8. package/dist/api/AdminKVApi.js +2 -2
  9. package/dist/api/AdminLeaderboardsApi.js +2 -2
  10. package/dist/api/AdminLobbiesApi.js +2 -2
  11. package/dist/api/AdminMatchmakingApi.js +2 -2
  12. package/dist/api/AdminNotificationsApi.js +2 -2
  13. package/dist/api/AdminSessionsApi.js +2 -2
  14. package/dist/api/AdminStorageApi.js +212 -0
  15. package/dist/api/AdminTournamentsApi.js +2 -2
  16. package/dist/api/AdminUsersApi.js +2 -2
  17. package/dist/api/AuthenticationApi.js +2 -2
  18. package/dist/api/ChatApi.js +1 -1
  19. package/dist/api/EconomyApi.js +153 -0
  20. package/dist/api/FriendsApi.js +2 -2
  21. package/dist/api/GroupsApi.js +2 -2
  22. package/dist/api/HealthApi.js +1 -1
  23. package/dist/api/HooksApi.js +2 -2
  24. package/dist/api/KVApi.js +2 -2
  25. package/dist/api/LeaderboardsApi.js +2 -2
  26. package/dist/api/LobbiesApi.js +2 -2
  27. package/dist/api/MatchmakingApi.js +2 -2
  28. package/dist/api/NotificationsApi.js +2 -2
  29. package/dist/api/PartiesApi.js +2 -2
  30. package/dist/api/PaymentsApi.js +2 -2
  31. package/dist/api/TournamentsApi.js +133 -133
  32. package/dist/api/UsersApi.js +82 -4
  33. package/dist/index.js +119 -28
  34. package/dist/model/AcceptPartyInvite200Response.js +1 -1
  35. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +1 -1
  36. package/dist/model/AcceptPartyInviteRequest.js +1 -1
  37. package/dist/model/AdminCancelMatchmakingTicket200Response.js +1 -1
  38. package/dist/model/AdminCreateAchievementRequest.js +1 -1
  39. package/dist/model/AdminCreateLeaderboard200Response.js +1 -1
  40. package/dist/model/AdminCreateLeaderboard200ResponseData.js +1 -1
  41. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  42. package/dist/model/AdminCreateNotificationRequest.js +1 -1
  43. package/dist/model/AdminDeleteChatConversation200Response.js +1 -1
  44. package/dist/model/AdminDrawTournament200Response.js +1 -1
  45. package/dist/model/AdminDrawTournament200ResponseData.js +1 -1
  46. package/dist/model/AdminGrantAchievementRequest.js +1 -1
  47. package/dist/model/AdminGrantItemRequest.js +136 -0
  48. package/dist/model/AdminIncrementAchievementRequest.js +1 -1
  49. package/dist/model/AdminListAchievements200Response.js +1 -1
  50. package/dist/model/AdminListAchievements200ResponseDataInner.js +1 -1
  51. package/dist/model/AdminListChatMessages200Response.js +1 -1
  52. package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
  53. package/dist/model/AdminListGroups200Response.js +1 -1
  54. package/dist/model/AdminListKvEntries200Response.js +1 -1
  55. package/dist/model/AdminListLobbies200Response.js +1 -1
  56. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  57. package/dist/model/AdminListMatchmakingTickets200Response.js +1 -1
  58. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +1 -1
  59. package/dist/model/AdminListNotifications200Response.js +1 -1
  60. package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
  61. package/dist/model/AdminListSessions200Response.js +1 -1
  62. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  63. package/dist/model/AdminListStorageObjects200Response.js +132 -0
  64. package/dist/model/AdminListStorageObjects200ResponseDataInner.js +105 -0
  65. package/dist/model/AdminListStorageObjects200ResponseUsage.js +93 -0
  66. package/dist/model/AdminMatchmakingStats200Response.js +1 -1
  67. package/dist/model/AdminMatchmakingStats200ResponseData.js +1 -1
  68. package/dist/model/AdminResolveTournamentMatchRequest.js +1 -1
  69. package/dist/model/AdminRevokeAchievementRequest.js +1 -1
  70. package/dist/model/AdminSpendCurrencyRequest.js +160 -0
  71. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  72. package/dist/model/AdminUpdateAchievementRequest.js +1 -1
  73. package/dist/model/AdminUpdateGroup200Response.js +1 -1
  74. package/dist/model/AdminUpdateGroupRequest.js +1 -1
  75. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  76. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +1 -1
  77. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +1 -1
  78. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  79. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  80. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  81. package/dist/model/AdminUpdateLobbyRequest.js +1 -1
  82. package/dist/model/AdminUpdateTournamentRequest.js +1 -1
  83. package/dist/model/AdminUpdateUser200Response.js +1 -1
  84. package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
  85. package/dist/model/AdminUpdateUserRequest.js +1 -1
  86. package/dist/model/AdminUpsertKv200Response.js +1 -1
  87. package/dist/model/AdminUpsertKv200ResponseData.js +1 -1
  88. package/dist/model/AdminUpsertKvRequest.js +1 -1
  89. package/dist/model/ApproveJoinRequest200Response.js +1 -1
  90. package/dist/model/CallHook200Response.js +1 -1
  91. package/dist/model/CallHookRequest.js +1 -1
  92. package/dist/model/CancelJoinRequest200Response.js +1 -1
  93. package/dist/model/CancelPartyInviteRequest.js +1 -1
  94. package/dist/model/ChatUnreadCount200Response.js +1 -1
  95. package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +124 -0
  96. package/dist/model/CreateFriendRequestRequest.js +1 -1
  97. package/dist/model/CreateGroupRequest.js +1 -1
  98. package/dist/model/CreateLobbyRequest.js +1 -1
  99. package/dist/model/CreatePartyRequest.js +1 -1
  100. package/dist/model/DeclineGroupInvite200Response.js +1 -1
  101. package/dist/model/DeclinePartyInviteRequest.js +1 -1
  102. package/dist/model/DeleteNotifications200Response.js +1 -1
  103. package/dist/model/DeleteNotificationsRequest.js +1 -1
  104. package/dist/model/DemoteGroupMemberRequest.js +1 -1
  105. package/dist/model/DeviceLoginRequest.js +1 -1
  106. package/dist/model/ErrorResponse.js +1 -1
  107. package/dist/model/GetCurrentUser200Response.js +1 -1
  108. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
  109. package/dist/model/GetCurrentUserInventory200Response.js +87 -0
  110. package/dist/model/GetKv200Response.js +1 -1
  111. package/dist/model/GetLobby200Response.js +1 -1
  112. package/dist/model/GetMyRecord200Response.js +1 -1
  113. package/dist/model/GetMyRecord200ResponseData.js +1 -1
  114. package/dist/model/HealthResponse.js +1 -1
  115. package/dist/model/InviteToGroup200Response.js +1 -1
  116. package/dist/model/InviteToGroupRequest.js +1 -1
  117. package/dist/model/InviteToPartyRequest.js +1 -1
  118. package/dist/model/KickGroupMemberRequest.js +1 -1
  119. package/dist/model/KickPartyMemberRequest.js +1 -1
  120. package/dist/model/LinkDeviceRequest.js +1 -1
  121. package/dist/model/ListBlacklistedUsers200Response.js +1 -1
  122. package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +1 -1
  123. package/dist/model/ListBlockedFriends200Response.js +1 -1
  124. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  125. package/dist/model/ListChatMessages200Response.js +1 -1
  126. package/dist/model/ListChatMessages200ResponseDataInner.js +1 -1
  127. package/dist/model/{GameServerWebApiV1TournamentControllerIndex200Response.js → ListCurrentUserLedger200Response.js} +30 -22
  128. package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +145 -0
  129. package/dist/model/{PaymentsEntitlements401Response.js → ListCurrentUserLedger401Response.js} +18 -18
  130. package/dist/model/ListFriendRequests200Response.js +1 -1
  131. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  132. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  133. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  134. package/dist/model/ListFriends200Response.js +1 -1
  135. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  136. package/dist/model/ListFriends200ResponseMeta.js +1 -1
  137. package/dist/model/ListGroupInvitations200Response.js +1 -1
  138. package/dist/model/ListGroupInvitations200ResponseDataInner.js +1 -1
  139. package/dist/model/ListGroupMembers200Response.js +1 -1
  140. package/dist/model/ListJoinRequests200Response.js +1 -1
  141. package/dist/model/ListLeaderboardRecords200Response.js +1 -1
  142. package/dist/model/ListLeaderboards200Response.js +1 -1
  143. package/dist/model/ListLobbies200Response.js +1 -1
  144. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  145. package/dist/model/ListMyGroups200Response.js +1 -1
  146. package/dist/model/ListMyGroups200ResponseDataInner.js +1 -1
  147. package/dist/model/ListNotifications200Response.js +1 -1
  148. package/dist/model/ListNotifications200ResponseDataInner.js +1 -1
  149. package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
  150. package/dist/model/ListRecordsAroundUser200Response.js +1 -1
  151. package/dist/model/ListSentInvitations200Response.js +1 -1
  152. package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
  153. package/dist/model/ListTournaments200Response.js +110 -0
  154. package/dist/model/{GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.js → ListTournaments200ResponseDataInner.js} +34 -34
  155. package/dist/model/Login200Response.js +1 -1
  156. package/dist/model/Login200ResponseData.js +1 -1
  157. package/dist/model/LoginRequest.js +1 -1
  158. package/dist/model/MarkChatReadRequest.js +1 -1
  159. package/dist/model/MatchmakingCancel200Response.js +1 -1
  160. package/dist/model/MatchmakingJoin201Response.js +1 -1
  161. package/dist/model/MatchmakingJoin201ResponseData.js +1 -1
  162. package/dist/model/MatchmakingJoinRequest.js +1 -1
  163. package/dist/model/MatchmakingMyTicket200Response.js +1 -1
  164. package/dist/model/MatchmakingMyTicket200ResponseData.js +1 -1
  165. package/dist/model/MatchmakingStats200Response.js +1 -1
  166. package/dist/model/MatchmakingStats200ResponseData.js +1 -1
  167. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +1 -1
  168. package/dist/model/MyAchievements200Response.js +1 -1
  169. package/dist/model/MyAchievements200ResponseDataInner.js +1 -1
  170. package/dist/model/NotifyGroup200Response.js +1 -1
  171. package/dist/model/NotifyGroupRequest.js +1 -1
  172. package/dist/model/OAuthSessionData.js +1 -1
  173. package/dist/model/OAuthSessionDataDetails.js +1 -1
  174. package/dist/model/OAuthSessionStatus.js +1 -1
  175. package/dist/model/OauthApiCallback200Response.js +1 -1
  176. package/dist/model/OauthApiCallbackRequest.js +1 -1
  177. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  178. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  179. package/dist/model/OauthRequest200Response.js +1 -1
  180. package/dist/model/OauthSessionStatus404Response.js +1 -1
  181. package/dist/model/PartyCreateLobbyRequest.js +1 -1
  182. package/dist/model/PartyJoinLobbyRequest.js +1 -1
  183. package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
  184. package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
  185. package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
  186. package/dist/model/PromoteGroupMemberRequest.js +1 -1
  187. package/dist/model/QuickJoinRequest.js +1 -1
  188. package/dist/model/RefreshToken200Response.js +1 -1
  189. package/dist/model/RefreshToken200ResponseData.js +1 -1
  190. package/dist/model/RefreshTokenRequest.js +1 -1
  191. package/dist/model/ResolveLeaderboardSlugs200Response.js +1 -1
  192. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +1 -1
  193. package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
  194. package/dist/model/SearchUsers200Response.js +1 -1
  195. package/dist/model/SearchUsers200ResponseDataInner.js +1 -1
  196. package/dist/model/SendChatMessageRequest.js +1 -1
  197. package/dist/model/SendNotificationRequest.js +1 -1
  198. package/dist/model/SetCurrentUserAvatarRequest.js +112 -0
  199. package/dist/model/{GameServerWebApiV1TournamentControllerMyMatch200Response.js → TournamentMyMatch200Response.js} +27 -27
  200. package/dist/model/UpdateChatMessageRequest.js +1 -1
  201. package/dist/model/UpdateCurrentUserDisplayName400Response.js +1 -1
  202. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  203. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  204. package/dist/model/UpdateCurrentUserUsernameRequest.js +1 -1
  205. package/dist/model/UpdateGroupRequest.js +1 -1
  206. package/dist/model/UpdateLobbyRequest.js +1 -1
  207. package/dist/model/UpdatePartyRequest.js +1 -1
  208. package/package.json +1 -1
@@ -5,10 +5,12 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ var _CreateCurrentUserAvatarUploadUrlRequest = _interopRequireDefault(require("../model/CreateCurrentUserAvatarUploadUrlRequest"));
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  var _GetCurrentUser200Response = _interopRequireDefault(require("../model/GetCurrentUser200Response"));
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- var _PaymentsEntitlements401Response = _interopRequireDefault(require("../model/PaymentsEntitlements401Response"));
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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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  var _UpdateCurrentUserPasswordRequest = _interopRequireDefault(require("../model/UpdateCurrentUserPasswordRequest"));
@@ -23,7 +25,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, 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).
@@ -50,11 +52,49 @@ var UsersApi = exports["default"] = /*#__PURE__*/function () {
50
52
  }
51
53
 
52
54
  /**
53
- * Delete current user
54
- * Deletes the authenticated user's account
55
+ * Request an avatar upload ticket
56
+ * Returns an upload ticket. Upload the image bytes to `url` with `method`/`headers`, then confirm with `POST /me/avatar` using the returned `key`.
57
+ * @param {Object} opts Optional parameters
58
+ * @param {module:model/CreateCurrentUserAvatarUploadUrlRequest} [createCurrentUserAvatarUploadUrlRequest] Upload metadata
55
59
  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
56
60
  */
57
61
  return _createClass(UsersApi, [{
62
+ key: "createCurrentUserAvatarUploadUrlWithHttpInfo",
63
+ value: function createCurrentUserAvatarUploadUrlWithHttpInfo(opts) {
64
+ opts = opts || {};
65
+ var postBody = opts['createCurrentUserAvatarUploadUrlRequest'];
66
+ var pathParams = {};
67
+ var queryParams = {};
68
+ var headerParams = {};
69
+ var formParams = {};
70
+ var authNames = ['authorization'];
71
+ var contentTypes = ['application/json'];
72
+ var accepts = ['application/json'];
73
+ 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, "ErrorResponse", {
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 _GameServerWebApiV1TournamentControllerIndex200Response["default"];
543
+ return _EconomyApi["default"];
508
544
  }
509
545
  });
510
- Object.defineProperty(exports, "GameServerWebApiV1TournamentControllerIndex200ResponseDataInner", {
546
+ Object.defineProperty(exports, "ErrorResponse", {
511
547
  enumerable: true,
512
548
  get: function get() {
513
- return _GameServerWebApiV1TournamentControllerIndex200ResponseDataInner["default"];
549
+ return _ErrorResponse["default"];
514
550
  }
515
551
  });
516
- Object.defineProperty(exports, "GameServerWebApiV1TournamentControllerMyMatch200Response", {
552
+ Object.defineProperty(exports, "FriendsApi", {
517
553
  enumerable: true,
518
554
  get: function get() {
519
- return _GameServerWebApiV1TournamentControllerMyMatch200Response["default"];
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"));
1266
+ var _AdminListStorageObjects200Response = _interopRequireDefault(require("./model/AdminListStorageObjects200Response"));
1267
+ var _AdminListStorageObjects200ResponseDataInner = _interopRequireDefault(require("./model/AdminListStorageObjects200ResponseDataInner"));
1268
+ var _AdminListStorageObjects200ResponseUsage = _interopRequireDefault(require("./model/AdminListStorageObjects200ResponseUsage"));
1187
1269
  var _AdminMatchmakingStats200Response = _interopRequireDefault(require("./model/AdminMatchmakingStats200Response"));
1188
1270
  var _AdminMatchmakingStats200ResponseData = _interopRequireDefault(require("./model/AdminMatchmakingStats200ResponseData"));
1189
1271
  var _AdminResolveTournamentMatchRequest = _interopRequireDefault(require("./model/AdminResolveTournamentMatchRequest"));
1190
1272
  var _AdminRevokeAchievementRequest = _interopRequireDefault(require("./model/AdminRevokeAchievementRequest"));
1273
+ var _AdminSpendCurrencyRequest = _interopRequireDefault(require("./model/AdminSpendCurrencyRequest"));
1191
1274
  var _AdminSubmitLeaderboardScoreRequest = _interopRequireDefault(require("./model/AdminSubmitLeaderboardScoreRequest"));
1192
1275
  var _AdminUpdateAchievementRequest = _interopRequireDefault(require("./model/AdminUpdateAchievementRequest"));
1193
1276
  var _AdminUpdateGroup200Response = _interopRequireDefault(require("./model/AdminUpdateGroup200Response"));
@@ -1212,6 +1295,7 @@ var _CallHookRequest = _interopRequireDefault(require("./model/CallHookRequest")
1212
1295
  var _CancelJoinRequest200Response = _interopRequireDefault(require("./model/CancelJoinRequest200Response"));
1213
1296
  var _CancelPartyInviteRequest = _interopRequireDefault(require("./model/CancelPartyInviteRequest"));
1214
1297
  var _ChatUnreadCount200Response = _interopRequireDefault(require("./model/ChatUnreadCount200Response"));
1298
+ var _CreateCurrentUserAvatarUploadUrlRequest = _interopRequireDefault(require("./model/CreateCurrentUserAvatarUploadUrlRequest"));
1215
1299
  var _CreateFriendRequestRequest = _interopRequireDefault(require("./model/CreateFriendRequestRequest"));
1216
1300
  var _CreateGroupRequest = _interopRequireDefault(require("./model/CreateGroupRequest"));
1217
1301
  var _CreateLobbyRequest = _interopRequireDefault(require("./model/CreateLobbyRequest"));
@@ -1223,11 +1307,9 @@ var _DeleteNotificationsRequest = _interopRequireDefault(require("./model/Delete
1223
1307
  var _DemoteGroupMemberRequest = _interopRequireDefault(require("./model/DemoteGroupMemberRequest"));
1224
1308
  var _DeviceLoginRequest = _interopRequireDefault(require("./model/DeviceLoginRequest"));
1225
1309
  var _ErrorResponse = _interopRequireDefault(require("./model/ErrorResponse"));
1226
- var _GameServerWebApiV1TournamentControllerIndex200Response = _interopRequireDefault(require("./model/GameServerWebApiV1TournamentControllerIndex200Response"));
1227
- var _GameServerWebApiV1TournamentControllerIndex200ResponseDataInner = _interopRequireDefault(require("./model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner"));
1228
- var _GameServerWebApiV1TournamentControllerMyMatch200Response = _interopRequireDefault(require("./model/GameServerWebApiV1TournamentControllerMyMatch200Response"));
1229
1310
  var _GetCurrentUser200Response = _interopRequireDefault(require("./model/GetCurrentUser200Response"));
1230
1311
  var _GetCurrentUser200ResponseLinkedProviders = _interopRequireDefault(require("./model/GetCurrentUser200ResponseLinkedProviders"));
1312
+ var _GetCurrentUserInventory200Response = _interopRequireDefault(require("./model/GetCurrentUserInventory200Response"));
1231
1313
  var _GetKv200Response = _interopRequireDefault(require("./model/GetKv200Response"));
1232
1314
  var _GetLobby200Response = _interopRequireDefault(require("./model/GetLobby200Response"));
1233
1315
  var _GetMyRecord200Response = _interopRequireDefault(require("./model/GetMyRecord200Response"));
@@ -1245,6 +1327,9 @@ var _ListBlockedFriends200Response = _interopRequireDefault(require("./model/Lis
1245
1327
  var _ListBlockedFriends200ResponseDataInner = _interopRequireDefault(require("./model/ListBlockedFriends200ResponseDataInner"));
1246
1328
  var _ListChatMessages200Response = _interopRequireDefault(require("./model/ListChatMessages200Response"));
1247
1329
  var _ListChatMessages200ResponseDataInner = _interopRequireDefault(require("./model/ListChatMessages200ResponseDataInner"));
1330
+ var _ListCurrentUserLedger200Response = _interopRequireDefault(require("./model/ListCurrentUserLedger200Response"));
1331
+ var _ListCurrentUserLedger200ResponseDataInner = _interopRequireDefault(require("./model/ListCurrentUserLedger200ResponseDataInner"));
1332
+ var _ListCurrentUserLedger401Response = _interopRequireDefault(require("./model/ListCurrentUserLedger401Response"));
1248
1333
  var _ListFriendRequests200Response = _interopRequireDefault(require("./model/ListFriendRequests200Response"));
1249
1334
  var _ListFriendRequests200ResponseIncomingInner = _interopRequireDefault(require("./model/ListFriendRequests200ResponseIncomingInner"));
1250
1335
  var _ListFriendRequests200ResponseIncomingInnerRequester = _interopRequireDefault(require("./model/ListFriendRequests200ResponseIncomingInnerRequester"));
@@ -1268,6 +1353,8 @@ var _ListPartyInvitations200ResponseInner = _interopRequireDefault(require("./mo
1268
1353
  var _ListRecordsAroundUser200Response = _interopRequireDefault(require("./model/ListRecordsAroundUser200Response"));
1269
1354
  var _ListSentInvitations200Response = _interopRequireDefault(require("./model/ListSentInvitations200Response"));
1270
1355
  var _ListSentInvitations200ResponseDataInner = _interopRequireDefault(require("./model/ListSentInvitations200ResponseDataInner"));
1356
+ var _ListTournaments200Response = _interopRequireDefault(require("./model/ListTournaments200Response"));
1357
+ var _ListTournaments200ResponseDataInner = _interopRequireDefault(require("./model/ListTournaments200ResponseDataInner"));
1271
1358
  var _Login200Response = _interopRequireDefault(require("./model/Login200Response"));
1272
1359
  var _Login200ResponseData = _interopRequireDefault(require("./model/Login200ResponseData"));
1273
1360
  var _LoginRequest = _interopRequireDefault(require("./model/LoginRequest"));
@@ -1296,7 +1383,6 @@ var _OauthRequest200Response = _interopRequireDefault(require("./model/OauthRequ
1296
1383
  var _OauthSessionStatus404Response = _interopRequireDefault(require("./model/OauthSessionStatus404Response"));
1297
1384
  var _PartyCreateLobbyRequest = _interopRequireDefault(require("./model/PartyCreateLobbyRequest"));
1298
1385
  var _PartyJoinLobbyRequest = _interopRequireDefault(require("./model/PartyJoinLobbyRequest"));
1299
- var _PaymentsEntitlements401Response = _interopRequireDefault(require("./model/PaymentsEntitlements401Response"));
1300
1386
  var _PaymentsSteamCheckoutRequest = _interopRequireDefault(require("./model/PaymentsSteamCheckoutRequest"));
1301
1387
  var _PaymentsSteamFinalizeRequest = _interopRequireDefault(require("./model/PaymentsSteamFinalizeRequest"));
1302
1388
  var _PaymentsStripeCheckoutRequest = _interopRequireDefault(require("./model/PaymentsStripeCheckoutRequest"));
@@ -1312,6 +1398,8 @@ var _SearchUsers200Response = _interopRequireDefault(require("./model/SearchUser
1312
1398
  var _SearchUsers200ResponseDataInner = _interopRequireDefault(require("./model/SearchUsers200ResponseDataInner"));
1313
1399
  var _SendChatMessageRequest = _interopRequireDefault(require("./model/SendChatMessageRequest"));
1314
1400
  var _SendNotificationRequest = _interopRequireDefault(require("./model/SendNotificationRequest"));
1401
+ var _SetCurrentUserAvatarRequest = _interopRequireDefault(require("./model/SetCurrentUserAvatarRequest"));
1402
+ var _TournamentMyMatch200Response = _interopRequireDefault(require("./model/TournamentMyMatch200Response"));
1315
1403
  var _UpdateChatMessageRequest = _interopRequireDefault(require("./model/UpdateChatMessageRequest"));
1316
1404
  var _UpdateCurrentUserDisplayName400Response = _interopRequireDefault(require("./model/UpdateCurrentUserDisplayName400Response"));
1317
1405
  var _UpdateCurrentUserDisplayNameRequest = _interopRequireDefault(require("./model/UpdateCurrentUserDisplayNameRequest"));
@@ -1323,6 +1411,7 @@ var _UpdatePartyRequest = _interopRequireDefault(require("./model/UpdatePartyReq
1323
1411
  var _AchievementsApi = _interopRequireDefault(require("./api/AchievementsApi"));
1324
1412
  var _AdminAchievementsApi = _interopRequireDefault(require("./api/AdminAchievementsApi"));
1325
1413
  var _AdminChatApi = _interopRequireDefault(require("./api/AdminChatApi"));
1414
+ var _AdminEconomyApi = _interopRequireDefault(require("./api/AdminEconomyApi"));
1326
1415
  var _AdminGroupsApi = _interopRequireDefault(require("./api/AdminGroupsApi"));
1327
1416
  var _AdminKVApi = _interopRequireDefault(require("./api/AdminKVApi"));
1328
1417
  var _AdminLeaderboardsApi = _interopRequireDefault(require("./api/AdminLeaderboardsApi"));
@@ -1330,10 +1419,12 @@ var _AdminLobbiesApi = _interopRequireDefault(require("./api/AdminLobbiesApi"));
1330
1419
  var _AdminMatchmakingApi = _interopRequireDefault(require("./api/AdminMatchmakingApi"));
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  var _AdminNotificationsApi = _interopRequireDefault(require("./api/AdminNotificationsApi"));
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  var _AdminSessionsApi = _interopRequireDefault(require("./api/AdminSessionsApi"));
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+ var _AdminStorageApi = _interopRequireDefault(require("./api/AdminStorageApi"));
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  var _AdminTournamentsApi = _interopRequireDefault(require("./api/AdminTournamentsApi"));
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  var _AdminUsersApi = _interopRequireDefault(require("./api/AdminUsersApi"));
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  var _AuthenticationApi = _interopRequireDefault(require("./api/AuthenticationApi"));
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  var _ChatApi = _interopRequireDefault(require("./api/ChatApi"));
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+ var _EconomyApi = _interopRequireDefault(require("./api/EconomyApi"));
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  var _FriendsApi = _interopRequireDefault(require("./api/FriendsApi"));
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  var _GroupsApi = _interopRequireDefault(require("./api/GroupsApi"));
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  var _HealthApi = _interopRequireDefault(require("./api/HealthApi"));
@@ -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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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, 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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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, 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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