@ughuuu/game_server 1.0.1059 → 1.0.1063
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +72 -36
- package/dist/ApiClient.js +2 -2
- package/dist/api/AdminChatApi.js +2 -2
- package/dist/api/AdminEconomyApi.js +2 -2
- package/dist/api/AdminGroupsApi.js +2 -2
- package/dist/api/AdminKVApi.js +2 -2
- package/dist/api/AdminLeaderboardsApi.js +2 -2
- package/dist/api/AdminLobbiesApi.js +2 -2
- package/dist/api/AdminMatchmakingApi.js +2 -2
- package/dist/api/AdminNotificationsApi.js +2 -2
- package/dist/api/AdminPushApi.js +179 -0
- package/dist/api/AdminQuestsApi.js +418 -0
- package/dist/api/AdminSessionsApi.js +2 -2
- package/dist/api/AdminStorageApi.js +2 -2
- package/dist/api/AdminTournamentsApi.js +2 -2
- package/dist/api/AdminUsersApi.js +2 -2
- package/dist/api/AuthenticationApi.js +2 -2
- package/dist/api/ChatApi.js +2 -2
- package/dist/api/EconomyApi.js +2 -2
- package/dist/api/FriendsApi.js +2 -2
- package/dist/api/GroupsApi.js +2 -2
- package/dist/api/HealthApi.js +2 -2
- package/dist/api/HooksApi.js +2 -2
- package/dist/api/KVApi.js +2 -2
- package/dist/api/LeaderboardsApi.js +2 -2
- package/dist/api/LobbiesApi.js +41 -2
- package/dist/api/MatchmakingApi.js +2 -2
- package/dist/api/NotificationsApi.js +2 -2
- package/dist/api/PartiesApi.js +2 -2
- package/dist/api/PaymentsApi.js +2 -2
- package/dist/api/PushApi.js +166 -0
- package/dist/api/QuestsApi.js +233 -0
- package/dist/api/TournamentsApi.js +2 -2
- package/dist/api/UsersApi.js +2 -2
- package/dist/gamend_proto.js +14 -5
- package/dist/gamend_realtime.pb.js +205 -106
- package/dist/index.js +185 -80
- package/dist/model/AcceptPartyInvite200Response.js +2 -2
- package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +2 -2
- package/dist/model/AcceptPartyInviteRequest.js +2 -2
- package/dist/model/AdminCancelMatchmakingTicket200Response.js +2 -2
- package/dist/model/AdminCreateLeaderboard200Response.js +2 -2
- package/dist/model/AdminCreateLeaderboard200ResponseData.js +2 -2
- package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
- package/dist/model/AdminCreateNotificationRequest.js +2 -2
- package/dist/model/AdminCreateQuestRequest.js +321 -0
- package/dist/model/AdminCreateQuestRequestObjectivesInner.js +128 -0
- package/dist/model/AdminCreateQuestRequestRewardsInner.js +152 -0
- package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
- package/dist/model/AdminDrawTournament200Response.js +2 -2
- package/dist/model/AdminDrawTournament200ResponseData.js +2 -2
- package/dist/model/AdminGrantItemRequest.js +2 -2
- package/dist/model/AdminListChatMessages200Response.js +6 -6
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
- package/dist/model/AdminListGroups200Response.js +6 -6
- package/dist/model/AdminListKvEntries200Response.js +6 -6
- package/dist/model/AdminListLobbies200Response.js +6 -6
- package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
- package/dist/model/AdminListMatchmakingTickets200Response.js +6 -6
- package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +2 -2
- package/dist/model/AdminListNotifications200Response.js +6 -6
- package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
- package/dist/model/AdminListPushTokens200Response.js +118 -0
- package/dist/model/AdminListPushTokens200ResponseDataInner.js +226 -0
- package/dist/model/AdminListQuestProgress200Response.js +118 -0
- package/dist/model/AdminListQuestProgress200ResponseDataInner.js +208 -0
- package/dist/model/AdminListQuests200Response.js +118 -0
- package/dist/model/AdminListQuests200ResponseDataInner.js +310 -0
- package/dist/model/AdminListSessions200Response.js +6 -6
- package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
- package/dist/model/AdminListStorageObjects200Response.js +2 -2
- package/dist/model/AdminListStorageObjects200ResponseDataInner.js +2 -2
- package/dist/model/AdminListStorageObjects200ResponseUsage.js +2 -2
- package/dist/model/AdminMatchmakingStats200Response.js +2 -2
- package/dist/model/AdminMatchmakingStats200ResponseData.js +2 -2
- package/dist/model/AdminResetQuestRequest.js +127 -0
- package/dist/model/AdminResolveTournamentMatchRequest.js +2 -2
- package/dist/model/AdminSendPushRequest.js +190 -0
- package/dist/model/AdminSpendCurrencyRequest.js +2 -2
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
- package/dist/model/AdminUpdateGroup200Response.js +2 -2
- package/dist/model/AdminUpdateGroupRequest.js +2 -2
- package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecord200Response.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
- package/dist/model/AdminUpdateLobby200Response.js +2 -2
- package/dist/model/AdminUpdateLobbyRequest.js +2 -2
- package/dist/model/AdminUpdateTournamentRequest.js +2 -2
- package/dist/model/AdminUpdateUser200Response.js +2 -2
- package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
- package/dist/model/AdminUpdateUserRequest.js +2 -2
- package/dist/model/AdminUpsertKv200Response.js +2 -2
- package/dist/model/AdminUpsertKv200ResponseData.js +2 -2
- package/dist/model/AdminUpsertKvRequest.js +2 -2
- package/dist/model/ApproveJoinRequest200Response.js +2 -2
- package/dist/model/CallHook200Response.js +2 -2
- package/dist/model/CallHookRequest.js +2 -2
- package/dist/model/CancelJoinRequest200Response.js +2 -2
- package/dist/model/CancelPartyInviteRequest.js +2 -2
- package/dist/model/ChatUnreadCount200Response.js +2 -2
- package/dist/model/ClaimQuest200Response.js +91 -0
- package/dist/model/ClaimQuest200ResponseData.js +124 -0
- package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +2 -2
- package/dist/model/CreateFriendRequestRequest.js +2 -2
- package/dist/model/CreateGroupRequest.js +2 -2
- package/dist/model/CreateLobbyRequest.js +2 -2
- package/dist/model/CreatePartyRequest.js +2 -2
- package/dist/model/DeclineGroupInvite200Response.js +2 -2
- package/dist/model/DeclinePartyInviteRequest.js +2 -2
- package/dist/model/DeleteNotifications200Response.js +2 -2
- package/dist/model/DeleteNotificationsRequest.js +2 -2
- package/dist/model/DeletePushToken200Response.js +210 -0
- package/dist/model/DemoteGroupMemberRequest.js +2 -2
- package/dist/model/DeviceLoginRequest.js +2 -2
- package/dist/model/ErrorResponse.js +2 -2
- package/dist/model/GetCurrentUser200Response.js +2 -2
- package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
- package/dist/model/GetCurrentUserInventory200Response.js +2 -2
- package/dist/model/GetKv200Response.js +2 -2
- package/dist/model/GetLobby200Response.js +2 -2
- package/dist/model/GetMyRecord200Response.js +2 -2
- package/dist/model/GetMyRecord200ResponseData.js +2 -2
- package/dist/model/HealthResponse.js +2 -2
- package/dist/model/InviteToGroup200Response.js +2 -2
- package/dist/model/InviteToGroupRequest.js +2 -2
- package/dist/model/InviteToPartyRequest.js +2 -2
- package/dist/model/KickGroupMemberRequest.js +2 -2
- package/dist/model/KickPartyMemberRequest.js +2 -2
- package/dist/model/LinkDeviceRequest.js +2 -2
- package/dist/model/ListBlacklistedUsers200Response.js +2 -2
- package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +2 -2
- package/dist/model/ListBlockedFriends200Response.js +6 -6
- package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
- package/dist/model/ListChatMessages200Response.js +2 -2
- package/dist/model/ListChatMessages200ResponseDataInner.js +2 -2
- package/dist/model/ListCurrentUserLedger200Response.js +2 -2
- package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +2 -2
- package/dist/model/ListCurrentUserLedger401Response.js +2 -2
- package/dist/model/ListFriendRequests200Response.js +2 -2
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +2 -2
- package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
- package/dist/model/ListFriends200Response.js +6 -6
- package/dist/model/ListFriends200ResponseDataInner.js +2 -2
- package/dist/model/ListGroupInvitations200Response.js +6 -6
- package/dist/model/ListGroupInvitations200ResponseDataInner.js +2 -2
- package/dist/model/ListGroupMembers200Response.js +6 -6
- package/dist/model/ListJoinRequests200Response.js +6 -6
- package/dist/model/ListLeaderboardRecords200Response.js +6 -6
- package/dist/model/ListLeaderboards200Response.js +6 -6
- package/dist/model/ListLobbies200Response.js +6 -6
- package/dist/model/ListLobbies200ResponseDataInner.js +2 -2
- package/dist/model/ListMyGroups200Response.js +6 -6
- package/dist/model/ListMyGroups200ResponseDataInner.js +2 -2
- package/dist/model/ListNotifications200Response.js +6 -6
- package/dist/model/ListNotifications200ResponseDataInner.js +2 -2
- package/dist/model/ListPartyInvitations200ResponseInner.js +2 -2
- package/dist/model/ListPushTokens200Response.js +118 -0
- package/dist/model/ListRecordsAroundUser200Response.js +2 -2
- package/dist/model/ListSentInvitations200Response.js +6 -6
- package/dist/model/ListSentInvitations200ResponseDataInner.js +2 -2
- package/dist/model/ListTournaments200Response.js +2 -2
- package/dist/model/ListTournaments200ResponseDataInner.js +2 -2
- package/dist/model/Login200Response.js +2 -2
- package/dist/model/Login200ResponseData.js +2 -2
- package/dist/model/LoginRequest.js +2 -2
- package/dist/model/MarkChatReadRequest.js +2 -2
- package/dist/model/MatchmakingCancel200Response.js +2 -2
- package/dist/model/MatchmakingJoin201Response.js +2 -2
- package/dist/model/MatchmakingJoin201ResponseData.js +2 -2
- package/dist/model/MatchmakingJoinRequest.js +2 -2
- package/dist/model/MatchmakingMyTicket200Response.js +2 -2
- package/dist/model/MatchmakingMyTicket200ResponseData.js +2 -2
- package/dist/model/MatchmakingStats200Response.js +2 -2
- package/dist/model/MatchmakingStats200ResponseData.js +2 -2
- package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +2 -2
- package/dist/model/NotifyGroup200Response.js +2 -2
- package/dist/model/NotifyGroupRequest.js +2 -2
- package/dist/model/OAuthSessionData.js +2 -2
- package/dist/model/OAuthSessionDataDetails.js +2 -2
- package/dist/model/OAuthSessionStatus.js +2 -2
- package/dist/model/OauthApiCallback200Response.js +2 -2
- package/dist/model/OauthApiCallbackRequest.js +2 -2
- package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
- package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
- package/dist/model/OauthRequest200Response.js +2 -2
- package/dist/model/OauthSessionStatus404Response.js +2 -2
- package/dist/model/PartyCreateLobbyRequest.js +2 -2
- package/dist/model/PartyJoinLobbyRequest.js +2 -2
- package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
- package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
- package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
- package/dist/model/PromoteGroupMemberRequest.js +2 -2
- package/dist/model/QuickJoinRequest.js +2 -2
- package/dist/model/RefreshToken200Response.js +2 -2
- package/dist/model/RefreshToken200ResponseData.js +2 -2
- package/dist/model/RefreshTokenRequest.js +2 -2
- package/dist/model/RegisterPushTokenRequest.js +199 -0
- package/dist/model/ResolveLeaderboardSlugs200Response.js +2 -2
- package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +2 -2
- package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
- package/dist/model/SearchUsers200Response.js +6 -6
- package/dist/model/SearchUsers200ResponseDataInner.js +2 -2
- package/dist/model/SendChatMessageRequest.js +2 -2
- package/dist/model/SendNotificationRequest.js +2 -2
- package/dist/model/SetCurrentUserAvatarRequest.js +2 -2
- package/dist/model/SetLobbyStateRequest.js +113 -0
- package/dist/model/TournamentMyMatch200Response.js +2 -2
- package/dist/model/UpdateChatMessageRequest.js +2 -2
- package/dist/model/UpdateCurrentUserDisplayName400Response.js +2 -2
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
- package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
- package/dist/model/UpdateCurrentUserUsernameRequest.js +2 -2
- package/dist/model/UpdateGroupRequest.js +2 -2
- package/dist/model/UpdateLobbyRequest.js +2 -2
- package/dist/model/UpdatePartyRequest.js +2 -2
- package/dist/model/UserQuests200Response.js +124 -0
- package/dist/model/UserQuests200ResponseDataInner.js +361 -0
- package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +108 -0
- package/dist/model/UserQuests200ResponseDataInnerProgress.js +150 -0
- package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +130 -0
- package/dist/model/UserQuests200ResponseMeta.js +125 -0
- package/package.json +2 -2
- package/dist/api/AchievementsApi.js +0 -224
- package/dist/api/AdminAchievementsApi.js +0 -356
- package/dist/model/AdminCreateAchievementRequest.js +0 -182
- package/dist/model/AdminGrantAchievementRequest.js +0 -126
- package/dist/model/AdminIncrementAchievementRequest.js +0 -134
- package/dist/model/AdminListAchievements200Response.js +0 -118
- package/dist/model/AdminListAchievements200ResponseDataInner.js +0 -185
- package/dist/model/AdminRevokeAchievementRequest.js +0 -126
- package/dist/model/AdminUpdateAchievementRequest.js +0 -145
- package/dist/model/ListFriends200ResponseMeta.js +0 -125
- package/dist/model/MyAchievements200Response.js +0 -124
- package/dist/model/MyAchievements200ResponseDataInner.js +0 -196
|
@@ -0,0 +1,418 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
|
|
3
|
+
Object.defineProperty(exports, "__esModule", {
|
|
4
|
+
value: true
|
|
5
|
+
});
|
|
6
|
+
exports["default"] = void 0;
|
|
7
|
+
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
|
+
var _AdminCreateQuestRequest = _interopRequireDefault(require("../model/AdminCreateQuestRequest"));
|
|
9
|
+
var _AdminListQuestProgress200Response = _interopRequireDefault(require("../model/AdminListQuestProgress200Response"));
|
|
10
|
+
var _AdminListQuestProgress200ResponseDataInner = _interopRequireDefault(require("../model/AdminListQuestProgress200ResponseDataInner"));
|
|
11
|
+
var _AdminListQuests200Response = _interopRequireDefault(require("../model/AdminListQuests200Response"));
|
|
12
|
+
var _AdminListQuests200ResponseDataInner = _interopRequireDefault(require("../model/AdminListQuests200ResponseDataInner"));
|
|
13
|
+
var _AdminResetQuestRequest = _interopRequireDefault(require("../model/AdminResetQuestRequest"));
|
|
14
|
+
var _ListCurrentUserLedger401Response = _interopRequireDefault(require("../model/ListCurrentUserLedger401Response"));
|
|
15
|
+
function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
|
|
16
|
+
function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
|
|
17
|
+
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
|
|
18
|
+
function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
|
|
19
|
+
function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
|
|
20
|
+
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
21
|
+
function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
|
|
22
|
+
* Game Server API
|
|
23
|
+
* 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, quests, 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 - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push-tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push-tokens` and `DELETE /me/push-tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`GameServer.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **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. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, and chains: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **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, quest progress/completions/claims, 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 })) ```
|
|
24
|
+
*
|
|
25
|
+
* The version of the OpenAPI document: 1.0.1063
|
|
26
|
+
*
|
|
27
|
+
*
|
|
28
|
+
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
29
|
+
* https://openapi-generator.tech
|
|
30
|
+
* Do not edit the class manually.
|
|
31
|
+
*
|
|
32
|
+
*/
|
|
33
|
+
/**
|
|
34
|
+
* AdminQuests service.
|
|
35
|
+
* @module api/AdminQuestsApi
|
|
36
|
+
* @version 1.0.0
|
|
37
|
+
*/
|
|
38
|
+
var AdminQuestsApi = exports["default"] = /*#__PURE__*/function () {
|
|
39
|
+
/**
|
|
40
|
+
* Constructs a new AdminQuestsApi.
|
|
41
|
+
* @alias module:api/AdminQuestsApi
|
|
42
|
+
* @class
|
|
43
|
+
* @param {module:ApiClient} [apiClient] Optional API client implementation to use,
|
|
44
|
+
* default to {@link module:ApiClient#instance} if unspecified.
|
|
45
|
+
*/
|
|
46
|
+
function AdminQuestsApi(apiClient) {
|
|
47
|
+
_classCallCheck(this, AdminQuestsApi);
|
|
48
|
+
this.apiClient = apiClient || _ApiClient["default"].instance;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* Claim a completed quest on a user's behalf (admin)
|
|
53
|
+
* Skips the before_quest_claim veto. Reward grants stay exactly-once.
|
|
54
|
+
* @param {Object} opts Optional parameters
|
|
55
|
+
* @param {module:model/AdminResetQuestRequest} [adminResetQuestRequest] Claim
|
|
56
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
57
|
+
*/
|
|
58
|
+
return _createClass(AdminQuestsApi, [{
|
|
59
|
+
key: "adminClaimQuestWithHttpInfo",
|
|
60
|
+
value: function adminClaimQuestWithHttpInfo(opts) {
|
|
61
|
+
opts = opts || {};
|
|
62
|
+
var postBody = opts['adminResetQuestRequest'];
|
|
63
|
+
var pathParams = {};
|
|
64
|
+
var queryParams = {};
|
|
65
|
+
var headerParams = {};
|
|
66
|
+
var formParams = {};
|
|
67
|
+
var authNames = ['authorization'];
|
|
68
|
+
var contentTypes = ['application/json'];
|
|
69
|
+
var accepts = ['application/json'];
|
|
70
|
+
var returnType = Object;
|
|
71
|
+
return this.apiClient.callApi('/api/v1/admin/quests/claim', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
/**
|
|
75
|
+
* Claim a completed quest on a user's behalf (admin)
|
|
76
|
+
* Skips the before_quest_claim veto. Reward grants stay exactly-once.
|
|
77
|
+
* @param {Object} opts Optional parameters
|
|
78
|
+
* @param {module:model/AdminResetQuestRequest} opts.adminResetQuestRequest Claim
|
|
79
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
80
|
+
*/
|
|
81
|
+
}, {
|
|
82
|
+
key: "adminClaimQuest",
|
|
83
|
+
value: function adminClaimQuest(opts) {
|
|
84
|
+
return this.adminClaimQuestWithHttpInfo(opts).then(function (response_and_data) {
|
|
85
|
+
return response_and_data.data;
|
|
86
|
+
});
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
/**
|
|
90
|
+
* Create quest (admin)
|
|
91
|
+
* @param {Object} opts Optional parameters
|
|
92
|
+
* @param {module:model/AdminCreateQuestRequest} [adminCreateQuestRequest] Quest
|
|
93
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListQuests200ResponseDataInner} and HTTP response
|
|
94
|
+
*/
|
|
95
|
+
}, {
|
|
96
|
+
key: "adminCreateQuestWithHttpInfo",
|
|
97
|
+
value: function adminCreateQuestWithHttpInfo(opts) {
|
|
98
|
+
opts = opts || {};
|
|
99
|
+
var postBody = opts['adminCreateQuestRequest'];
|
|
100
|
+
var pathParams = {};
|
|
101
|
+
var queryParams = {};
|
|
102
|
+
var headerParams = {};
|
|
103
|
+
var formParams = {};
|
|
104
|
+
var authNames = ['authorization'];
|
|
105
|
+
var contentTypes = ['application/json'];
|
|
106
|
+
var accepts = ['application/json'];
|
|
107
|
+
var returnType = _AdminListQuests200ResponseDataInner["default"];
|
|
108
|
+
return this.apiClient.callApi('/api/v1/admin/quests', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
/**
|
|
112
|
+
* Create quest (admin)
|
|
113
|
+
* @param {Object} opts Optional parameters
|
|
114
|
+
* @param {module:model/AdminCreateQuestRequest} opts.adminCreateQuestRequest Quest
|
|
115
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListQuests200ResponseDataInner}
|
|
116
|
+
*/
|
|
117
|
+
}, {
|
|
118
|
+
key: "adminCreateQuest",
|
|
119
|
+
value: function adminCreateQuest(opts) {
|
|
120
|
+
return this.adminCreateQuestWithHttpInfo(opts).then(function (response_and_data) {
|
|
121
|
+
return response_and_data.data;
|
|
122
|
+
});
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
/**
|
|
126
|
+
* Delete quest and all user progress (admin)
|
|
127
|
+
* @param {String} id
|
|
128
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
129
|
+
*/
|
|
130
|
+
}, {
|
|
131
|
+
key: "adminDeleteQuestWithHttpInfo",
|
|
132
|
+
value: function adminDeleteQuestWithHttpInfo(id) {
|
|
133
|
+
var postBody = null;
|
|
134
|
+
// verify the required parameter 'id' is set
|
|
135
|
+
if (id === undefined || id === null) {
|
|
136
|
+
throw new Error("Missing the required parameter 'id' when calling adminDeleteQuest");
|
|
137
|
+
}
|
|
138
|
+
var pathParams = {
|
|
139
|
+
'id': id
|
|
140
|
+
};
|
|
141
|
+
var queryParams = {};
|
|
142
|
+
var headerParams = {};
|
|
143
|
+
var formParams = {};
|
|
144
|
+
var authNames = ['authorization'];
|
|
145
|
+
var contentTypes = [];
|
|
146
|
+
var accepts = ['application/json'];
|
|
147
|
+
var returnType = Object;
|
|
148
|
+
return this.apiClient.callApi('/api/v1/admin/quests/{id}', 'DELETE', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
/**
|
|
152
|
+
* Delete quest and all user progress (admin)
|
|
153
|
+
* @param {String} id
|
|
154
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
155
|
+
*/
|
|
156
|
+
}, {
|
|
157
|
+
key: "adminDeleteQuest",
|
|
158
|
+
value: function adminDeleteQuest(id) {
|
|
159
|
+
return this.adminDeleteQuestWithHttpInfo(id).then(function (response_and_data) {
|
|
160
|
+
return response_and_data.data;
|
|
161
|
+
});
|
|
162
|
+
}
|
|
163
|
+
|
|
164
|
+
/**
|
|
165
|
+
* Force-complete a quest for a user (admin)
|
|
166
|
+
* Every objective jumps to its target for the current period; completion hooks fire and auto-claim quests pay out immediately.
|
|
167
|
+
* @param {Object} opts Optional parameters
|
|
168
|
+
* @param {module:model/AdminResetQuestRequest} [adminResetQuestRequest] Grant
|
|
169
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListQuestProgress200ResponseDataInner} and HTTP response
|
|
170
|
+
*/
|
|
171
|
+
}, {
|
|
172
|
+
key: "adminGrantQuestWithHttpInfo",
|
|
173
|
+
value: function adminGrantQuestWithHttpInfo(opts) {
|
|
174
|
+
opts = opts || {};
|
|
175
|
+
var postBody = opts['adminResetQuestRequest'];
|
|
176
|
+
var pathParams = {};
|
|
177
|
+
var queryParams = {};
|
|
178
|
+
var headerParams = {};
|
|
179
|
+
var formParams = {};
|
|
180
|
+
var authNames = ['authorization'];
|
|
181
|
+
var contentTypes = ['application/json'];
|
|
182
|
+
var accepts = ['application/json'];
|
|
183
|
+
var returnType = _AdminListQuestProgress200ResponseDataInner["default"];
|
|
184
|
+
return this.apiClient.callApi('/api/v1/admin/quests/grant', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
/**
|
|
188
|
+
* Force-complete a quest for a user (admin)
|
|
189
|
+
* Every objective jumps to its target for the current period; completion hooks fire and auto-claim quests pay out immediately.
|
|
190
|
+
* @param {Object} opts Optional parameters
|
|
191
|
+
* @param {module:model/AdminResetQuestRequest} opts.adminResetQuestRequest Grant
|
|
192
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListQuestProgress200ResponseDataInner}
|
|
193
|
+
*/
|
|
194
|
+
}, {
|
|
195
|
+
key: "adminGrantQuest",
|
|
196
|
+
value: function adminGrantQuest(opts) {
|
|
197
|
+
return this.adminGrantQuestWithHttpInfo(opts).then(function (response_and_data) {
|
|
198
|
+
return response_and_data.data;
|
|
199
|
+
});
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
/**
|
|
203
|
+
* List quest progress rows (admin)
|
|
204
|
+
* @param {Object} opts Optional parameters
|
|
205
|
+
* @param {String} [userId] User UUID or username/display-name substring
|
|
206
|
+
* @param {String} [questKey]
|
|
207
|
+
* @param {String} [status]
|
|
208
|
+
* @param {Number} [page]
|
|
209
|
+
* @param {Number} [pageSize]
|
|
210
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListQuestProgress200Response} and HTTP response
|
|
211
|
+
*/
|
|
212
|
+
}, {
|
|
213
|
+
key: "adminListQuestProgressWithHttpInfo",
|
|
214
|
+
value: function adminListQuestProgressWithHttpInfo(opts) {
|
|
215
|
+
opts = opts || {};
|
|
216
|
+
var postBody = null;
|
|
217
|
+
var pathParams = {};
|
|
218
|
+
var queryParams = {
|
|
219
|
+
'user_id': opts['userId'],
|
|
220
|
+
'quest_key': opts['questKey'],
|
|
221
|
+
'status': opts['status'],
|
|
222
|
+
'page': opts['page'],
|
|
223
|
+
'page_size': opts['pageSize']
|
|
224
|
+
};
|
|
225
|
+
var headerParams = {};
|
|
226
|
+
var formParams = {};
|
|
227
|
+
var authNames = ['authorization'];
|
|
228
|
+
var contentTypes = [];
|
|
229
|
+
var accepts = ['application/json'];
|
|
230
|
+
var returnType = _AdminListQuestProgress200Response["default"];
|
|
231
|
+
return this.apiClient.callApi('/api/v1/admin/quests/progress', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
232
|
+
}
|
|
233
|
+
|
|
234
|
+
/**
|
|
235
|
+
* List quest progress rows (admin)
|
|
236
|
+
* @param {Object} opts Optional parameters
|
|
237
|
+
* @param {String} opts.userId User UUID or username/display-name substring
|
|
238
|
+
* @param {String} opts.questKey
|
|
239
|
+
* @param {String} opts.status
|
|
240
|
+
* @param {Number} opts.page
|
|
241
|
+
* @param {Number} opts.pageSize
|
|
242
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListQuestProgress200Response}
|
|
243
|
+
*/
|
|
244
|
+
}, {
|
|
245
|
+
key: "adminListQuestProgress",
|
|
246
|
+
value: function adminListQuestProgress(opts) {
|
|
247
|
+
return this.adminListQuestProgressWithHttpInfo(opts).then(function (response_and_data) {
|
|
248
|
+
return response_and_data.data;
|
|
249
|
+
});
|
|
250
|
+
}
|
|
251
|
+
|
|
252
|
+
/**
|
|
253
|
+
* List all quest definitions (admin, includes inactive/hidden)
|
|
254
|
+
* @param {Object} opts Optional parameters
|
|
255
|
+
* @param {String} [category]
|
|
256
|
+
* @param {String} [search]
|
|
257
|
+
* @param {Number} [page]
|
|
258
|
+
* @param {Number} [pageSize]
|
|
259
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListQuests200Response} and HTTP response
|
|
260
|
+
*/
|
|
261
|
+
}, {
|
|
262
|
+
key: "adminListQuestsWithHttpInfo",
|
|
263
|
+
value: function adminListQuestsWithHttpInfo(opts) {
|
|
264
|
+
opts = opts || {};
|
|
265
|
+
var postBody = null;
|
|
266
|
+
var pathParams = {};
|
|
267
|
+
var queryParams = {
|
|
268
|
+
'category': opts['category'],
|
|
269
|
+
'search': opts['search'],
|
|
270
|
+
'page': opts['page'],
|
|
271
|
+
'page_size': opts['pageSize']
|
|
272
|
+
};
|
|
273
|
+
var headerParams = {};
|
|
274
|
+
var formParams = {};
|
|
275
|
+
var authNames = ['authorization'];
|
|
276
|
+
var contentTypes = [];
|
|
277
|
+
var accepts = ['application/json'];
|
|
278
|
+
var returnType = _AdminListQuests200Response["default"];
|
|
279
|
+
return this.apiClient.callApi('/api/v1/admin/quests', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
280
|
+
}
|
|
281
|
+
|
|
282
|
+
/**
|
|
283
|
+
* List all quest definitions (admin, includes inactive/hidden)
|
|
284
|
+
* @param {Object} opts Optional parameters
|
|
285
|
+
* @param {String} opts.category
|
|
286
|
+
* @param {String} opts.search
|
|
287
|
+
* @param {Number} opts.page
|
|
288
|
+
* @param {Number} opts.pageSize
|
|
289
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListQuests200Response}
|
|
290
|
+
*/
|
|
291
|
+
}, {
|
|
292
|
+
key: "adminListQuests",
|
|
293
|
+
value: function adminListQuests(opts) {
|
|
294
|
+
return this.adminListQuestsWithHttpInfo(opts).then(function (response_and_data) {
|
|
295
|
+
return response_and_data.data;
|
|
296
|
+
});
|
|
297
|
+
}
|
|
298
|
+
|
|
299
|
+
/**
|
|
300
|
+
* Per-status progress counts for one quest (admin)
|
|
301
|
+
* @param {String} key
|
|
302
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
303
|
+
*/
|
|
304
|
+
}, {
|
|
305
|
+
key: "adminQuestFunnelWithHttpInfo",
|
|
306
|
+
value: function adminQuestFunnelWithHttpInfo(key) {
|
|
307
|
+
var postBody = null;
|
|
308
|
+
// verify the required parameter 'key' is set
|
|
309
|
+
if (key === undefined || key === null) {
|
|
310
|
+
throw new Error("Missing the required parameter 'key' when calling adminQuestFunnel");
|
|
311
|
+
}
|
|
312
|
+
var pathParams = {
|
|
313
|
+
'key': key
|
|
314
|
+
};
|
|
315
|
+
var queryParams = {};
|
|
316
|
+
var headerParams = {};
|
|
317
|
+
var formParams = {};
|
|
318
|
+
var authNames = ['authorization'];
|
|
319
|
+
var contentTypes = [];
|
|
320
|
+
var accepts = ['application/json'];
|
|
321
|
+
var returnType = Object;
|
|
322
|
+
return this.apiClient.callApi('/api/v1/admin/quests/{key}/funnel', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
323
|
+
}
|
|
324
|
+
|
|
325
|
+
/**
|
|
326
|
+
* Per-status progress counts for one quest (admin)
|
|
327
|
+
* @param {String} key
|
|
328
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
329
|
+
*/
|
|
330
|
+
}, {
|
|
331
|
+
key: "adminQuestFunnel",
|
|
332
|
+
value: function adminQuestFunnel(key) {
|
|
333
|
+
return this.adminQuestFunnelWithHttpInfo(key).then(function (response_and_data) {
|
|
334
|
+
return response_and_data.data;
|
|
335
|
+
});
|
|
336
|
+
}
|
|
337
|
+
|
|
338
|
+
/**
|
|
339
|
+
* Reset a user's current-period quest progress (admin)
|
|
340
|
+
* @param {Object} opts Optional parameters
|
|
341
|
+
* @param {module:model/AdminResetQuestRequest} [adminResetQuestRequest] Reset
|
|
342
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
343
|
+
*/
|
|
344
|
+
}, {
|
|
345
|
+
key: "adminResetQuestWithHttpInfo",
|
|
346
|
+
value: function adminResetQuestWithHttpInfo(opts) {
|
|
347
|
+
opts = opts || {};
|
|
348
|
+
var postBody = opts['adminResetQuestRequest'];
|
|
349
|
+
var pathParams = {};
|
|
350
|
+
var queryParams = {};
|
|
351
|
+
var headerParams = {};
|
|
352
|
+
var formParams = {};
|
|
353
|
+
var authNames = ['authorization'];
|
|
354
|
+
var contentTypes = ['application/json'];
|
|
355
|
+
var accepts = ['application/json'];
|
|
356
|
+
var returnType = Object;
|
|
357
|
+
return this.apiClient.callApi('/api/v1/admin/quests/reset', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
358
|
+
}
|
|
359
|
+
|
|
360
|
+
/**
|
|
361
|
+
* Reset a user's current-period quest progress (admin)
|
|
362
|
+
* @param {Object} opts Optional parameters
|
|
363
|
+
* @param {module:model/AdminResetQuestRequest} opts.adminResetQuestRequest Reset
|
|
364
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
365
|
+
*/
|
|
366
|
+
}, {
|
|
367
|
+
key: "adminResetQuest",
|
|
368
|
+
value: function adminResetQuest(opts) {
|
|
369
|
+
return this.adminResetQuestWithHttpInfo(opts).then(function (response_and_data) {
|
|
370
|
+
return response_and_data.data;
|
|
371
|
+
});
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
/**
|
|
375
|
+
* Update quest (admin)
|
|
376
|
+
* @param {String} id
|
|
377
|
+
* @param {Object} opts Optional parameters
|
|
378
|
+
* @param {module:model/AdminCreateQuestRequest} [adminCreateQuestRequest] Quest
|
|
379
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListQuests200ResponseDataInner} and HTTP response
|
|
380
|
+
*/
|
|
381
|
+
}, {
|
|
382
|
+
key: "adminUpdateQuestWithHttpInfo",
|
|
383
|
+
value: function adminUpdateQuestWithHttpInfo(id, opts) {
|
|
384
|
+
opts = opts || {};
|
|
385
|
+
var postBody = opts['adminCreateQuestRequest'];
|
|
386
|
+
// verify the required parameter 'id' is set
|
|
387
|
+
if (id === undefined || id === null) {
|
|
388
|
+
throw new Error("Missing the required parameter 'id' when calling adminUpdateQuest");
|
|
389
|
+
}
|
|
390
|
+
var pathParams = {
|
|
391
|
+
'id': id
|
|
392
|
+
};
|
|
393
|
+
var queryParams = {};
|
|
394
|
+
var headerParams = {};
|
|
395
|
+
var formParams = {};
|
|
396
|
+
var authNames = ['authorization'];
|
|
397
|
+
var contentTypes = ['application/json'];
|
|
398
|
+
var accepts = ['application/json'];
|
|
399
|
+
var returnType = _AdminListQuests200ResponseDataInner["default"];
|
|
400
|
+
return this.apiClient.callApi('/api/v1/admin/quests/{id}', 'PATCH', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
401
|
+
}
|
|
402
|
+
|
|
403
|
+
/**
|
|
404
|
+
* Update quest (admin)
|
|
405
|
+
* @param {String} id
|
|
406
|
+
* @param {Object} opts Optional parameters
|
|
407
|
+
* @param {module:model/AdminCreateQuestRequest} opts.adminCreateQuestRequest Quest
|
|
408
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListQuests200ResponseDataInner}
|
|
409
|
+
*/
|
|
410
|
+
}, {
|
|
411
|
+
key: "adminUpdateQuest",
|
|
412
|
+
value: function adminUpdateQuest(id, opts) {
|
|
413
|
+
return this.adminUpdateQuestWithHttpInfo(id, opts).then(function (response_and_data) {
|
|
414
|
+
return response_and_data.data;
|
|
415
|
+
});
|
|
416
|
+
}
|
|
417
|
+
}]);
|
|
418
|
+
}();
|
|
@@ -15,9 +15,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
15
15
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
16
16
|
function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
|
|
17
17
|
* Game Server API
|
|
18
|
-
* API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, 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 })) ```
|
|
18
|
+
* API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, 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 - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push-tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push-tokens` and `DELETE /me/push-tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`GameServer.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **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. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, and chains: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **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, quest progress/completions/claims, 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 })) ```
|
|
19
19
|
*
|
|
20
|
-
* The version of the OpenAPI document: 1.0.
|
|
20
|
+
* The version of the OpenAPI document: 1.0.1063
|
|
21
21
|
*
|
|
22
22
|
*
|
|
23
23
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|
|
@@ -15,9 +15,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
15
15
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
16
16
|
function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
|
|
17
17
|
* Game Server API
|
|
18
|
-
* API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, 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 })) ```
|
|
18
|
+
* API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, 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 - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push-tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push-tokens` and `DELETE /me/push-tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`GameServer.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **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. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, and chains: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **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, quest progress/completions/claims, 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 })) ```
|
|
19
19
|
*
|
|
20
|
-
* The version of the OpenAPI document: 1.0.
|
|
20
|
+
* The version of the OpenAPI document: 1.0.1063
|
|
21
21
|
*
|
|
22
22
|
*
|
|
23
23
|
* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
|