@ughuuu/game_server 1.0.1059 → 1.0.1070

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Files changed (250) hide show
  1. package/README.md +111 -44
  2. package/dist/ApiClient.js +2 -2
  3. package/dist/api/AdminChatApi.js +2 -2
  4. package/dist/api/AdminEconomyApi.js +2 -2
  5. package/dist/api/AdminGroupsApi.js +2 -2
  6. package/dist/api/AdminKVApi.js +2 -2
  7. package/dist/api/AdminLeaderboardsApi.js +2 -2
  8. package/dist/api/AdminLobbiesApi.js +2 -2
  9. package/dist/api/AdminMatchmakingApi.js +2 -2
  10. package/dist/api/AdminNotificationsApi.js +2 -2
  11. package/dist/api/AdminPushApi.js +179 -0
  12. package/dist/api/AdminQuestsApi.js +418 -0
  13. package/dist/api/AdminReadyChecksApi.js +169 -0
  14. package/dist/api/AdminRetentionApi.js +110 -0
  15. package/dist/api/AdminSessionsApi.js +2 -2
  16. package/dist/api/AdminStorageApi.js +2 -2
  17. package/dist/api/AdminTournamentsApi.js +2 -2
  18. package/dist/api/AdminUsersApi.js +2 -2
  19. package/dist/api/AuthenticationApi.js +2 -2
  20. package/dist/api/ChatApi.js +2 -2
  21. package/dist/api/EconomyApi.js +2 -2
  22. package/dist/api/FriendsApi.js +2 -2
  23. package/dist/api/GroupsApi.js +2 -2
  24. package/dist/api/HealthApi.js +2 -2
  25. package/dist/api/HooksApi.js +2 -2
  26. package/dist/api/KVApi.js +2 -2
  27. package/dist/api/LeaderboardsApi.js +2 -2
  28. package/dist/api/LobbiesApi.js +43 -4
  29. package/dist/api/MatchmakingApi.js +2 -2
  30. package/dist/api/NotificationsApi.js +2 -2
  31. package/dist/api/PartiesApi.js +2 -2
  32. package/dist/api/PaymentsApi.js +2 -2
  33. package/dist/api/PushApi.js +166 -0
  34. package/dist/api/QuestsApi.js +233 -0
  35. package/dist/api/ReadyChecksApi.js +258 -0
  36. package/dist/api/TournamentsApi.js +2 -2
  37. package/dist/api/UsersApi.js +2 -2
  38. package/dist/gamend_proto.js +37 -5
  39. package/dist/gamend_realtime.pb.js +2802 -6957
  40. package/dist/index.js +270 -74
  41. package/dist/model/AcceptPartyInvite200Response.js +2 -2
  42. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +2 -2
  43. package/dist/model/AcceptPartyInviteRequest.js +2 -2
  44. package/dist/model/AdminCancelMatchmakingTicket200Response.js +2 -2
  45. package/dist/model/AdminCancelReadyCheck200Response.js +91 -0
  46. package/dist/model/AdminCancelReadyCheck200ResponseData.js +223 -0
  47. package/dist/model/AdminCreateLeaderboard200Response.js +2 -2
  48. package/dist/model/AdminCreateLeaderboard200ResponseData.js +2 -2
  49. package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
  50. package/dist/model/AdminCreateNotificationRequest.js +2 -2
  51. package/dist/model/AdminCreateQuestRequest.js +321 -0
  52. package/dist/model/AdminCreateQuestRequestObjectivesInner.js +128 -0
  53. package/dist/model/AdminCreateQuestRequestRewardsInner.js +152 -0
  54. package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
  55. package/dist/model/AdminDrawTournament200Response.js +2 -2
  56. package/dist/model/AdminDrawTournament200ResponseData.js +2 -2
  57. package/dist/model/AdminGrantItemRequest.js +2 -2
  58. package/dist/model/AdminListChatMessages200Response.js +6 -6
  59. package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
  60. package/dist/model/AdminListGroups200Response.js +6 -6
  61. package/dist/model/AdminListKvEntries200Response.js +6 -6
  62. package/dist/model/AdminListLobbies200Response.js +6 -6
  63. package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
  64. package/dist/model/AdminListMatchmakingTickets200Response.js +6 -6
  65. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +2 -2
  66. package/dist/model/AdminListNotifications200Response.js +6 -6
  67. package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
  68. package/dist/model/AdminListPushTokens200Response.js +118 -0
  69. package/dist/model/AdminListPushTokens200ResponseDataInner.js +226 -0
  70. package/dist/model/AdminListQuestProgress200Response.js +118 -0
  71. package/dist/model/AdminListQuestProgress200ResponseDataInner.js +208 -0
  72. package/dist/model/AdminListQuests200Response.js +118 -0
  73. package/dist/model/AdminListQuests200ResponseDataInner.js +310 -0
  74. package/dist/model/AdminListReadyChecks200Response.js +124 -0
  75. package/dist/model/AdminListSessions200Response.js +6 -6
  76. package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
  77. package/dist/model/AdminListStorageObjects200Response.js +2 -2
  78. package/dist/model/AdminListStorageObjects200ResponseDataInner.js +2 -2
  79. package/dist/model/AdminListStorageObjects200ResponseUsage.js +2 -2
  80. package/dist/model/AdminMatchmakingStats200Response.js +2 -2
  81. package/dist/model/AdminMatchmakingStats200ResponseData.js +2 -2
  82. package/dist/model/AdminResetQuestRequest.js +127 -0
  83. package/dist/model/AdminResolveTournamentMatchRequest.js +2 -2
  84. package/dist/model/AdminRunRetention200Response.js +104 -0
  85. package/dist/model/AdminSendPushRequest.js +190 -0
  86. package/dist/model/AdminSpendCurrencyRequest.js +2 -2
  87. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
  88. package/dist/model/AdminUpdateGroup200Response.js +2 -2
  89. package/dist/model/AdminUpdateGroupRequest.js +2 -2
  90. package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
  91. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +2 -2
  92. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +2 -2
  93. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
  94. package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
  95. package/dist/model/AdminUpdateLobby200Response.js +2 -2
  96. package/dist/model/AdminUpdateLobbyRequest.js +2 -2
  97. package/dist/model/AdminUpdateTournamentRequest.js +2 -2
  98. package/dist/model/AdminUpdateUser200Response.js +2 -2
  99. package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
  100. package/dist/model/AdminUpdateUserRequest.js +2 -2
  101. package/dist/model/AdminUpsertKv200Response.js +2 -2
  102. package/dist/model/AdminUpsertKv200ResponseData.js +2 -2
  103. package/dist/model/AdminUpsertKvRequest.js +2 -2
  104. package/dist/model/ApproveJoinRequest200Response.js +2 -2
  105. package/dist/model/CallHook200Response.js +2 -2
  106. package/dist/model/CallHookRequest.js +2 -2
  107. package/dist/model/CancelJoinRequest200Response.js +2 -2
  108. package/dist/model/CancelPartyInviteRequest.js +2 -2
  109. package/dist/model/ChatUnreadCount200Response.js +2 -2
  110. package/dist/model/ClaimQuest200Response.js +91 -0
  111. package/dist/model/ClaimQuest200ResponseData.js +124 -0
  112. package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +2 -2
  113. package/dist/model/CreateFriendRequestRequest.js +2 -2
  114. package/dist/model/CreateGroupRequest.js +2 -2
  115. package/dist/model/CreateLobbyRequest.js +2 -2
  116. package/dist/model/CreatePartyRequest.js +2 -2
  117. package/dist/model/DeclineGroupInvite200Response.js +2 -2
  118. package/dist/model/DeclinePartyInviteRequest.js +2 -2
  119. package/dist/model/DeleteNotifications200Response.js +2 -2
  120. package/dist/model/DeleteNotificationsRequest.js +2 -2
  121. package/dist/model/DeletePushToken200Response.js +210 -0
  122. package/dist/model/DemoteGroupMemberRequest.js +2 -2
  123. package/dist/model/DeviceLoginRequest.js +2 -2
  124. package/dist/model/ErrorResponse.js +2 -2
  125. package/dist/model/GetCurrentUser200Response.js +2 -2
  126. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
  127. package/dist/model/GetCurrentUserInventory200Response.js +2 -2
  128. package/dist/model/GetKv200Response.js +2 -2
  129. package/dist/model/GetLobby200Response.js +2 -2
  130. package/dist/model/GetMyReadyCheck200Response.js +105 -0
  131. package/dist/model/GetMyReadyCheck200ResponseLobby.js +257 -0
  132. package/dist/model/GetMyReadyCheck200ResponseParty.js +257 -0
  133. package/dist/model/GetMyRecord200Response.js +2 -2
  134. package/dist/model/GetMyRecord200ResponseData.js +2 -2
  135. package/dist/model/HealthResponse.js +2 -2
  136. package/dist/model/InviteToGroup200Response.js +2 -2
  137. package/dist/model/InviteToGroupRequest.js +2 -2
  138. package/dist/model/InviteToPartyRequest.js +2 -2
  139. package/dist/model/KickGroupMemberRequest.js +2 -2
  140. package/dist/model/KickPartyMemberRequest.js +2 -2
  141. package/dist/model/LinkDeviceRequest.js +2 -2
  142. package/dist/model/ListBlacklistedUsers200Response.js +2 -2
  143. package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +2 -2
  144. package/dist/model/ListBlockedFriends200Response.js +6 -6
  145. package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
  146. package/dist/model/ListChatMessages200Response.js +2 -2
  147. package/dist/model/ListChatMessages200ResponseDataInner.js +2 -2
  148. package/dist/model/ListCurrentUserLedger200Response.js +2 -2
  149. package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +2 -2
  150. package/dist/model/ListCurrentUserLedger401Response.js +2 -2
  151. package/dist/model/ListFriendRequests200Response.js +2 -2
  152. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
  153. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +2 -2
  154. package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
  155. package/dist/model/ListFriends200Response.js +6 -6
  156. package/dist/model/ListFriends200ResponseDataInner.js +2 -2
  157. package/dist/model/ListGroupInvitations200Response.js +6 -6
  158. package/dist/model/ListGroupInvitations200ResponseDataInner.js +2 -2
  159. package/dist/model/ListGroupMembers200Response.js +6 -6
  160. package/dist/model/ListJoinRequests200Response.js +6 -6
  161. package/dist/model/ListLeaderboardRecords200Response.js +6 -6
  162. package/dist/model/ListLeaderboards200Response.js +6 -6
  163. package/dist/model/ListLobbies200Response.js +6 -6
  164. package/dist/model/ListLobbies200ResponseDataInner.js +2 -2
  165. package/dist/model/ListMyGroups200Response.js +6 -6
  166. package/dist/model/ListMyGroups200ResponseDataInner.js +2 -2
  167. package/dist/model/ListNotifications200Response.js +6 -6
  168. package/dist/model/ListNotifications200ResponseDataInner.js +2 -2
  169. package/dist/model/ListPartyInvitations200ResponseInner.js +2 -2
  170. package/dist/model/ListPushTokens200Response.js +118 -0
  171. package/dist/model/ListRecordsAroundUser200Response.js +2 -2
  172. package/dist/model/ListSentInvitations200Response.js +6 -6
  173. package/dist/model/ListSentInvitations200ResponseDataInner.js +2 -2
  174. package/dist/model/ListTournaments200Response.js +2 -2
  175. package/dist/model/ListTournaments200ResponseDataInner.js +2 -2
  176. package/dist/model/Login200Response.js +2 -2
  177. package/dist/model/Login200ResponseData.js +2 -2
  178. package/dist/model/LoginRequest.js +2 -2
  179. package/dist/model/MarkChatReadRequest.js +2 -2
  180. package/dist/model/MatchmakingCancel200Response.js +2 -2
  181. package/dist/model/MatchmakingJoin201Response.js +2 -2
  182. package/dist/model/MatchmakingJoin201ResponseData.js +2 -2
  183. package/dist/model/MatchmakingJoinRequest.js +2 -2
  184. package/dist/model/MatchmakingMyTicket200Response.js +2 -2
  185. package/dist/model/MatchmakingMyTicket200ResponseData.js +2 -2
  186. package/dist/model/MatchmakingStats200Response.js +2 -2
  187. package/dist/model/MatchmakingStats200ResponseData.js +2 -2
  188. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +2 -2
  189. package/dist/model/NotifyGroup200Response.js +2 -2
  190. package/dist/model/NotifyGroupRequest.js +2 -2
  191. package/dist/model/OAuthSessionData.js +2 -2
  192. package/dist/model/OAuthSessionDataDetails.js +2 -2
  193. package/dist/model/OAuthSessionStatus.js +2 -2
  194. package/dist/model/OauthApiCallback200Response.js +2 -2
  195. package/dist/model/OauthApiCallbackRequest.js +2 -2
  196. package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
  197. package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
  198. package/dist/model/OauthRequest200Response.js +2 -2
  199. package/dist/model/OauthSessionStatus404Response.js +2 -2
  200. package/dist/model/OpenLobbyReadyCheck201Response.js +256 -0
  201. package/dist/model/OpenLobbyReadyCheckRequest.js +95 -0
  202. package/dist/model/PartyCreateLobbyRequest.js +2 -2
  203. package/dist/model/PartyJoinLobbyRequest.js +2 -2
  204. package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
  205. package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
  206. package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
  207. package/dist/model/PromoteGroupMemberRequest.js +2 -2
  208. package/dist/model/QuickJoinRequest.js +2 -2
  209. package/dist/model/RefreshToken200Response.js +2 -2
  210. package/dist/model/RefreshToken200ResponseData.js +2 -2
  211. package/dist/model/RefreshTokenRequest.js +2 -2
  212. package/dist/model/RegisterPushTokenRequest.js +199 -0
  213. package/dist/model/ResolveLeaderboardSlugs200Response.js +2 -2
  214. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +2 -2
  215. package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
  216. package/dist/model/RespondReadyCheckRequest.js +140 -0
  217. package/dist/model/SearchUsers200Response.js +6 -6
  218. package/dist/model/SearchUsers200ResponseDataInner.js +2 -2
  219. package/dist/model/SendChatMessageRequest.js +2 -2
  220. package/dist/model/SendNotificationRequest.js +2 -2
  221. package/dist/model/SetCurrentUserAvatarRequest.js +2 -2
  222. package/dist/model/SetLobbyStateRequest.js +113 -0
  223. package/dist/model/TournamentMyMatch200Response.js +2 -2
  224. package/dist/model/UpdateChatMessageRequest.js +2 -2
  225. package/dist/model/UpdateCurrentUserDisplayName400Response.js +2 -2
  226. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
  227. package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
  228. package/dist/model/UpdateCurrentUserUsernameRequest.js +2 -2
  229. package/dist/model/UpdateGroupRequest.js +2 -2
  230. package/dist/model/UpdateLobbyRequest.js +2 -2
  231. package/dist/model/UpdatePartyRequest.js +2 -2
  232. package/dist/model/UserQuests200Response.js +124 -0
  233. package/dist/model/UserQuests200ResponseDataInner.js +361 -0
  234. package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +108 -0
  235. package/dist/model/UserQuests200ResponseDataInnerProgress.js +150 -0
  236. package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +130 -0
  237. package/dist/model/UserQuests200ResponseMeta.js +125 -0
  238. package/package.json +2 -2
  239. package/dist/api/AchievementsApi.js +0 -224
  240. package/dist/api/AdminAchievementsApi.js +0 -356
  241. package/dist/model/AdminCreateAchievementRequest.js +0 -182
  242. package/dist/model/AdminGrantAchievementRequest.js +0 -126
  243. package/dist/model/AdminIncrementAchievementRequest.js +0 -134
  244. package/dist/model/AdminListAchievements200Response.js +0 -118
  245. package/dist/model/AdminListAchievements200ResponseDataInner.js +0 -185
  246. package/dist/model/AdminRevokeAchievementRequest.js +0 -126
  247. package/dist/model/AdminUpdateAchievementRequest.js +0 -145
  248. package/dist/model/ListFriends200ResponseMeta.js +0 -125
  249. package/dist/model/MyAchievements200Response.js +0 -124
  250. package/dist/model/MyAchievements200ResponseDataInner.js +0 -196
@@ -17,9 +17,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Game Server API
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- * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my-match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **14.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **14.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites, tournament events, KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **14.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **15. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **15.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **15.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **15.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, 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. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. 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. ### **15.1 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() ``` ### **15.2 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 ### **15.3 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` ## **16. 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). ### **16.1 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 ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- * The version of the OpenAPI document: 1.0.1059
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+ * The version of the OpenAPI document: 1.0.1070
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ var _DeletePushToken200Response = _interopRequireDefault(require("../model/DeletePushToken200Response"));
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+ var _ListCurrentUserLedger401Response = _interopRequireDefault(require("../model/ListCurrentUserLedger401Response"));
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+ var _ListPushTokens200Response = _interopRequireDefault(require("../model/ListPushTokens200Response"));
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+ var _RegisterPushTokenRequest = _interopRequireDefault(require("../model/RegisterPushTokenRequest"));
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+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
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+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
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+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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+ * Game Server API
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, 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. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. 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. ### **15.1 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() ``` ### **15.2 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 ### **15.3 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` ## **16. 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). ### **16.1 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 ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ *
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+ * The version of the OpenAPI document: 1.0.1070
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * Push service.
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+ * @module api/PushApi
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+ * @version 1.0.0
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+ */
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+ var PushApi = exports["default"] = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new PushApi.
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+ * @alias module:api/PushApi
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+ * @class
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+ * @param {module:ApiClient} [apiClient] Optional API client implementation to use,
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+ * default to {@link module:ApiClient#instance} if unspecified.
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+ */
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+ function PushApi(apiClient) {
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+ _classCallCheck(this, PushApi);
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+ this.apiClient = apiClient || _ApiClient["default"].instance;
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+ }
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+
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+ /**
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+ * Unregister one of the current user's devices
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+ * @param {String} id
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/DeletePushToken200Response} and HTTP response
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+ */
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+ return _createClass(PushApi, [{
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+ key: "deletePushTokenWithHttpInfo",
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+ value: function deletePushTokenWithHttpInfo(id) {
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+ var postBody = null;
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+ // verify the required parameter 'id' is set
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+ if (id === undefined || id === null) {
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+ throw new Error("Missing the required parameter 'id' when calling deletePushToken");
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+ }
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+ var pathParams = {
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+ 'id': id
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+ };
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _DeletePushToken200Response["default"];
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+ return this.apiClient.callApi('/api/v1/me/push-tokens/{id}', 'DELETE', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * Unregister one of the current user's devices
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+ * @param {String} id
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/DeletePushToken200Response}
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+ */
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+ }, {
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+ key: "deletePushToken",
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+ value: function deletePushToken(id) {
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+ return this.deletePushTokenWithHttpInfo(id).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * List the current user's registered devices
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+ * @param {Object} opts Optional parameters
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+ * @param {Number} [page = 1)]
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+ * @param {Number} [pageSize = 25)]
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListPushTokens200Response} and HTTP response
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+ */
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+ }, {
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+ key: "listPushTokensWithHttpInfo",
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+ value: function listPushTokensWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = null;
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+ var pathParams = {};
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+ var queryParams = {
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+ 'page': opts['page'],
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+ 'page_size': opts['pageSize']
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+ };
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _ListPushTokens200Response["default"];
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+ return this.apiClient.callApi('/api/v1/me/push-tokens', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * List the current user's registered devices
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+ * @param {Object} opts Optional parameters
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+ * @param {Number} opts.page (default to 1)
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+ * @param {Number} opts.pageSize (default to 25)
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListPushTokens200Response}
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+ */
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+ }, {
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+ key: "listPushTokens",
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+ value: function listPushTokens(opts) {
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+ return this.listPushTokensWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * Register a device push token
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+ * Registers (or refreshes) the device's FCM/APNs token. Passing a stable device_id makes re-registration rotate the token in place. provider defaults from the platform: ios registers as apns, everything else as fcm.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/RegisterPushTokenRequest} [registerPushTokenRequest] Registration
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/DeletePushToken200Response} and HTTP response
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+ */
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+ }, {
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+ key: "registerPushTokenWithHttpInfo",
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+ value: function registerPushTokenWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = opts['registerPushTokenRequest'];
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+ var pathParams = {};
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = ['application/json'];
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+ var accepts = ['application/json'];
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+ var returnType = _DeletePushToken200Response["default"];
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+ return this.apiClient.callApi('/api/v1/me/push-tokens', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * Register a device push token
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+ * Registers (or refreshes) the device's FCM/APNs token. Passing a stable device_id makes re-registration rotate the token in place. provider defaults from the platform: ios registers as apns, everything else as fcm.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/RegisterPushTokenRequest} opts.registerPushTokenRequest Registration
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/DeletePushToken200Response}
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+ */
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+ }, {
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+ key: "registerPushToken",
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+ value: function registerPushToken(opts) {
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+ return this.registerPushTokenWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+ }]);
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+ }();
@@ -0,0 +1,233 @@
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+ "use strict";
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+
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ var _ClaimQuest200Response = _interopRequireDefault(require("../model/ClaimQuest200Response"));
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+ var _UserQuests200Response = _interopRequireDefault(require("../model/UserQuests200Response"));
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+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
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+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
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+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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+ * Game Server API
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, 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. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. 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. ### **15.1 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() ``` ### **15.2 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 ### **15.3 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` ## **16. 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). ### **16.1 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 ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ *
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+ * The version of the OpenAPI document: 1.0.1070
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * Quests service.
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+ * @module api/QuestsApi
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+ * @version 1.0.0
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+ */
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+ var QuestsApi = exports["default"] = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new QuestsApi.
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+ * @alias module:api/QuestsApi
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+ * @class
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+ * @param {module:ApiClient} [apiClient] Optional API client implementation to use,
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+ * default to {@link module:ApiClient#instance} if unspecified.
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+ */
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+ function QuestsApi(apiClient) {
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+ _classCallCheck(this, QuestsApi);
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+ this.apiClient = apiClient || _ApiClient["default"].instance;
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+ }
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+
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+ /**
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+ * Claim a completed quest
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+ * Claim the rewards of a completed quest for the current reset period. Claiming is exactly-once: a repeated or concurrent claim returns already_claimed and never double-pays.
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+ * @param {String} key
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ClaimQuest200Response} and HTTP response
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+ */
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+ return _createClass(QuestsApi, [{
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+ key: "claimQuestWithHttpInfo",
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+ value: function claimQuestWithHttpInfo(key) {
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+ var postBody = null;
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+ // verify the required parameter 'key' is set
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+ if (key === undefined || key === null) {
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+ throw new Error("Missing the required parameter 'key' when calling claimQuest");
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+ }
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+ var pathParams = {
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+ 'key': key
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+ };
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _ClaimQuest200Response["default"];
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+ return this.apiClient.callApi('/api/v1/me/quests/{key}/claim', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * Claim a completed quest
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+ * Claim the rewards of a completed quest for the current reset period. Claiming is exactly-once: a repeated or concurrent claim returns already_claimed and never double-pays.
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+ * @param {String} key
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ClaimQuest200Response}
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+ */
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+ }, {
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+ key: "claimQuest",
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+ value: function claimQuest(key) {
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+ return this.claimQuestWithHttpInfo(key).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * List quests
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+ * Public quest catalog: active, in-window quest definitions. If authenticated, includes user progress (same shape as /me/quests).
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+ * @param {Object} opts Optional parameters
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+ * @param {String} [category]
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+ * @param {Number} [page]
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+ * @param {Number} [pageSize]
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/UserQuests200Response} and HTTP response
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+ */
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+ }, {
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+ key: "listQuestsWithHttpInfo",
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+ value: function listQuestsWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = null;
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+ var pathParams = {};
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+ var queryParams = {
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+ 'category': opts['category'],
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+ 'page': opts['page'],
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+ 'page_size': opts['pageSize']
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+ };
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _UserQuests200Response["default"];
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+ return this.apiClient.callApi('/api/v1/quests', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * List quests
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+ * Public quest catalog: active, in-window quest definitions. If authenticated, includes user progress (same shape as /me/quests).
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+ * @param {Object} opts Optional parameters
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+ * @param {String} opts.category
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+ * @param {Number} opts.page
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+ * @param {Number} opts.pageSize
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/UserQuests200Response}
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+ */
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+ }, {
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+ key: "listQuests",
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+ value: function listQuests(opts) {
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+ return this.listQuestsWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * List my quests
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+ * List active quests with the authenticated user's progress for the current reset period and a claimable flag. Hidden quests appear once completed; chain quests appear once their prerequisite is met.
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+ * @param {Object} opts Optional parameters
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+ * @param {String} [category]
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+ * @param {Number} [page]
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+ * @param {Number} [pageSize]
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/UserQuests200Response} and HTTP response
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+ */
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+ }, {
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+ key: "myQuestsWithHttpInfo",
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+ value: function myQuestsWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = null;
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+ var pathParams = {};
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+ var queryParams = {
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+ 'category': opts['category'],
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+ 'page': opts['page'],
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+ 'page_size': opts['pageSize']
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+ };
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _UserQuests200Response["default"];
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+ return this.apiClient.callApi('/api/v1/me/quests', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * List my quests
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+ * List active quests with the authenticated user's progress for the current reset period and a claimable flag. Hidden quests appear once completed; chain quests appear once their prerequisite is met.
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+ * @param {Object} opts Optional parameters
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+ * @param {String} opts.category
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+ * @param {Number} opts.page
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+ * @param {Number} opts.pageSize
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/UserQuests200Response}
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+ */
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+ }, {
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+ key: "myQuests",
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+ value: function myQuests(opts) {
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+ return this.myQuestsWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * List a user's completed quests
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+ * Publicly visible completions for a specific user, newest first — defaults to category \"achievement\" (the replacement for the old /achievements/user/:user_id endpoint). Hidden quests appear once earned.
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+ * @param {String} userId
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+ * @param {Object} opts Optional parameters
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+ * @param {String} [category]
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+ * @param {Number} [page]
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+ * @param {Number} [pageSize]
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/UserQuests200Response} and HTTP response
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+ */
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+ }, {
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+ key: "userQuestsWithHttpInfo",
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+ value: function userQuestsWithHttpInfo(userId, opts) {
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+ opts = opts || {};
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+ var postBody = null;
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+ // verify the required parameter 'userId' is set
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+ if (userId === undefined || userId === null) {
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+ throw new Error("Missing the required parameter 'userId' when calling userQuests");
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+ }
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+ var pathParams = {
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+ 'user_id': userId
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+ };
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+ var queryParams = {
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+ 'category': opts['category'],
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+ 'page': opts['page'],
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+ 'page_size': opts['pageSize']
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+ };
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _UserQuests200Response["default"];
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+ return this.apiClient.callApi('/api/v1/quests/user/{user_id}', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * List a user's completed quests
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+ * Publicly visible completions for a specific user, newest first — defaults to category \"achievement\" (the replacement for the old /achievements/user/:user_id endpoint). Hidden quests appear once earned.
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+ * @param {String} userId
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+ * @param {Object} opts Optional parameters
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+ * @param {String} opts.category
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+ * @param {Number} opts.page
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+ * @param {Number} opts.pageSize
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/UserQuests200Response}
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+ */
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+ }, {
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+ key: "userQuests",
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+ value: function userQuests(userId, opts) {
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+ return this.userQuestsWithHttpInfo(userId, opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+ }]);
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+ }();