@ughuuu/game_server 1.0.294 → 1.0.304

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Files changed (46) hide show
  1. package/README.md +3 -2
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AuthenticationApi.js +8 -7
  4. package/dist/api/FriendsApi.js +1 -1
  5. package/dist/api/HealthApi.js +1 -1
  6. package/dist/api/HooksApi.js +1 -1
  7. package/dist/api/LobbiesApi.js +1 -1
  8. package/dist/api/UsersApi.js +1 -1
  9. package/dist/index.js +14 -7
  10. package/dist/model/CallHookRequest.js +1 -1
  11. package/dist/model/CreateFriendRequestRequest.js +1 -1
  12. package/dist/model/CreateLobby401Response.js +1 -1
  13. package/dist/model/CreateLobbyRequest.js +1 -1
  14. package/dist/model/DeviceLoginRequest.js +1 -1
  15. package/dist/model/GetCurrentUser200Response.js +1 -1
  16. package/dist/model/HealthResponse.js +1 -1
  17. package/dist/model/JoinLobbyRequest.js +1 -1
  18. package/dist/model/KickUserRequest.js +1 -1
  19. package/dist/model/ListBlockedFriends200Response.js +1 -1
  20. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  21. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
  22. package/dist/model/ListFriendRequests200Response.js +1 -1
  23. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  24. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  25. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  26. package/dist/model/ListFriends200Response.js +1 -1
  27. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  28. package/dist/model/ListLobbies200Response.js +1 -1
  29. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  30. package/dist/model/ListLobbies200ResponseMeta.js +1 -1
  31. package/dist/model/Login200Response.js +1 -1
  32. package/dist/model/Login200ResponseData.js +5 -11
  33. package/dist/model/LoginRequest.js +1 -1
  34. package/dist/model/OAuthSessionData.js +10 -1
  35. package/dist/model/OAuthSessionDataDetails.js +1 -1
  36. package/dist/model/OAuthSessionStatus.js +1 -1
  37. package/dist/model/{Login200ResponseDataUser.js → OauthApiCallback200Response.js} +26 -32
  38. package/dist/model/OauthApiCallbackRequest.js +1 -1
  39. package/dist/model/OauthRequest200Response.js +1 -1
  40. package/dist/model/RefreshToken200Response.js +10 -18
  41. package/dist/model/RefreshToken200ResponseData.js +99 -0
  42. package/dist/model/RefreshTokenRequest.js +1 -1
  43. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  44. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  45. package/dist/model/UpdateLobbyRequest.js +1 -1
  46. package/package.json +1 -1
package/README.md CHANGED
@@ -55,7 +55,7 @@ Lobbies provide matchmaking / room management primitives. Highlights:
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  This SDK is automatically generated by the [OpenAPI Generator](https://openapi-generator.tech) project:
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- - API version: 1.0.294
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+ - API version: 1.0.304
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  - Package version: 1.0.0
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  - Generator version: 7.17.0
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  - Build package: org.openapitools.codegen.languages.JavascriptClientCodegen
@@ -231,14 +231,15 @@ Class | Method | HTTP request | Description
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  - [UghuuuGameServer.ListLobbies200ResponseMeta](docs/ListLobbies200ResponseMeta.md)
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  - [UghuuuGameServer.Login200Response](docs/Login200Response.md)
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  - [UghuuuGameServer.Login200ResponseData](docs/Login200ResponseData.md)
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- - [UghuuuGameServer.Login200ResponseDataUser](docs/Login200ResponseDataUser.md)
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  - [UghuuuGameServer.LoginRequest](docs/LoginRequest.md)
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  - [UghuuuGameServer.OAuthSessionData](docs/OAuthSessionData.md)
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  - [UghuuuGameServer.OAuthSessionDataDetails](docs/OAuthSessionDataDetails.md)
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  - [UghuuuGameServer.OAuthSessionStatus](docs/OAuthSessionStatus.md)
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+ - [UghuuuGameServer.OauthApiCallback200Response](docs/OauthApiCallback200Response.md)
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  - [UghuuuGameServer.OauthApiCallbackRequest](docs/OauthApiCallbackRequest.md)
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  - [UghuuuGameServer.OauthRequest200Response](docs/OauthRequest200Response.md)
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  - [UghuuuGameServer.RefreshToken200Response](docs/RefreshToken200Response.md)
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+ - [UghuuuGameServer.RefreshToken200ResponseData](docs/RefreshToken200ResponseData.md)
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  - [UghuuuGameServer.RefreshTokenRequest](docs/RefreshTokenRequest.md)
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  - [UghuuuGameServer.UpdateCurrentUserDisplayNameRequest](docs/UpdateCurrentUserDisplayNameRequest.md)
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  - [UghuuuGameServer.UpdateCurrentUserPasswordRequest](docs/UpdateCurrentUserPasswordRequest.md)
package/dist/ApiClient.js CHANGED
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  *
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- * The version of the OpenAPI document: 1.0.294
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+ * The version of the OpenAPI document: 1.0.304
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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).
@@ -9,6 +9,7 @@ var _DeviceLoginRequest = _interopRequireDefault(require("../model/DeviceLoginRe
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  var _Login200Response = _interopRequireDefault(require("../model/Login200Response"));
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  var _LoginRequest = _interopRequireDefault(require("../model/LoginRequest"));
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  var _OAuthSessionStatus = _interopRequireDefault(require("../model/OAuthSessionStatus"));
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+ var _OauthApiCallback200Response = _interopRequireDefault(require("../model/OauthApiCallback200Response"));
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  var _OauthApiCallbackRequest = _interopRequireDefault(require("../model/OauthApiCallbackRequest"));
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  var _OauthRequest200Response = _interopRequireDefault(require("../model/OauthRequest200Response"));
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  var _RefreshToken200Response = _interopRequireDefault(require("../model/RefreshToken200Response"));
@@ -23,7 +24,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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- * The version of the OpenAPI document: 1.0.294
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+ * The version of the OpenAPI document: 1.0.304
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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).
@@ -54,7 +55,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  * Authenticate or create a device-backed user using a device_id (no password).
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  * @param {Object} opts Optional parameters
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  * @param {module:model/DeviceLoginRequest} [deviceLoginRequest] Device login
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
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  */
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  return _createClass(AuthenticationApi, [{
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  key: "deviceLoginWithHttpInfo",
@@ -68,7 +69,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = [];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = Object;
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+ var returnType = _OauthApiCallback200Response["default"];
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  return this.apiClient.callApi('/api/v1/login/device', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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@@ -77,7 +78,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  * Authenticate or create a device-backed user using a device_id (no password).
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  * @param {Object} opts Optional parameters
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  * @param {module:model/DeviceLoginRequest} opts.deviceLoginRequest Device login
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
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  */
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  }, {
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  key: "deviceLogin",
@@ -164,7 +165,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {String} provider
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  * @param {Object} opts Optional parameters
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  * @param {module:model/OauthApiCallbackRequest} [oauthApiCallbackRequest] Code exchange or steam payload
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
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  */
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  }, {
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@@ -184,7 +185,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = [];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = Object;
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+ var returnType = _OauthApiCallback200Response["default"];
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  return this.apiClient.callApi('/api/v1/auth/{provider}/callback', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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@@ -194,7 +195,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {String} provider
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  * @param {Object} opts Optional parameters
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  * @param {module:model/OauthApiCallbackRequest} opts.oauthApiCallbackRequest Code exchange or steam payload
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
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  */
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@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -20,7 +20,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
package/dist/index.js CHANGED
@@ -177,12 +177,6 @@ Object.defineProperty(exports, "Login200ResponseData", {
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  return _Login200ResponseData["default"];
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  }
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  });
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- Object.defineProperty(exports, "Login200ResponseDataUser", {
181
- enumerable: true,
182
- get: function get() {
183
- return _Login200ResponseDataUser["default"];
184
- }
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- });
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  Object.defineProperty(exports, "LoginRequest", {
187
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  enumerable: true,
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  get: function get() {
@@ -207,6 +201,12 @@ Object.defineProperty(exports, "OAuthSessionStatus", {
207
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  return _OAuthSessionStatus["default"];
208
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  }
209
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  });
204
+ Object.defineProperty(exports, "OauthApiCallback200Response", {
205
+ enumerable: true,
206
+ get: function get() {
207
+ return _OauthApiCallback200Response["default"];
208
+ }
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+ });
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  Object.defineProperty(exports, "OauthApiCallbackRequest", {
211
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  enumerable: true,
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  get: function get() {
@@ -225,6 +225,12 @@ Object.defineProperty(exports, "RefreshToken200Response", {
225
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  return _RefreshToken200Response["default"];
226
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  }
227
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  });
228
+ Object.defineProperty(exports, "RefreshToken200ResponseData", {
229
+ enumerable: true,
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+ get: function get() {
231
+ return _RefreshToken200ResponseData["default"];
232
+ }
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+ });
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  Object.defineProperty(exports, "RefreshTokenRequest", {
229
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  enumerable: true,
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  get: function get() {
@@ -279,14 +285,15 @@ var _ListLobbies200ResponseDataInner = _interopRequireDefault(require("./model/L
279
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  var _ListLobbies200ResponseMeta = _interopRequireDefault(require("./model/ListLobbies200ResponseMeta"));
280
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  var _Login200Response = _interopRequireDefault(require("./model/Login200Response"));
281
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  var _Login200ResponseData = _interopRequireDefault(require("./model/Login200ResponseData"));
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- var _Login200ResponseDataUser = _interopRequireDefault(require("./model/Login200ResponseDataUser"));
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  var _LoginRequest = _interopRequireDefault(require("./model/LoginRequest"));
284
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  var _OAuthSessionData = _interopRequireDefault(require("./model/OAuthSessionData"));
285
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  var _OAuthSessionDataDetails = _interopRequireDefault(require("./model/OAuthSessionDataDetails"));
286
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  var _OAuthSessionStatus = _interopRequireDefault(require("./model/OAuthSessionStatus"));
292
+ var _OauthApiCallback200Response = _interopRequireDefault(require("./model/OauthApiCallback200Response"));
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  var _OauthApiCallbackRequest = _interopRequireDefault(require("./model/OauthApiCallbackRequest"));
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  var _OauthRequest200Response = _interopRequireDefault(require("./model/OauthRequest200Response"));
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  var _RefreshToken200Response = _interopRequireDefault(require("./model/RefreshToken200Response"));
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+ var _RefreshToken200ResponseData = _interopRequireDefault(require("./model/RefreshToken200ResponseData"));
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  var _RefreshTokenRequest = _interopRequireDefault(require("./model/RefreshTokenRequest"));
291
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  var _UpdateCurrentUserDisplayNameRequest = _interopRequireDefault(require("./model/UpdateCurrentUserDisplayNameRequest"));
292
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  var _UpdateCurrentUserPasswordRequest = _interopRequireDefault(require("./model/UpdateCurrentUserPasswordRequest"));
@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -5,7 +5,6 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- var _Login200ResponseDataUser = _interopRequireDefault(require("./Login200ResponseDataUser"));
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@@ -16,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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@@ -69,8 +68,8 @@ var Login200ResponseData = /*#__PURE__*/function () {
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  if (data.hasOwnProperty('refresh_token')) {
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  obj['refresh_token'] = _ApiClient["default"].convertToType(data['refresh_token'], 'String');
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  }
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- if (data.hasOwnProperty('user')) {
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- obj['user'] = _Login200ResponseDataUser["default"].constructFromObject(data['user']);
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+ if (data.hasOwnProperty('user_id')) {
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+ obj['user_id'] = _ApiClient["default"].convertToType(data['user_id'], 'Number');
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  }
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  }
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  return obj;
@@ -92,11 +91,6 @@ var Login200ResponseData = /*#__PURE__*/function () {
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  if (data['refresh_token'] && !(typeof data['refresh_token'] === 'string' || data['refresh_token'] instanceof String)) {
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  throw new Error("Expected the field `refresh_token` to be a primitive type in the JSON string but got " + data['refresh_token']);
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  }
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- // validate the optional field `user`
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- if (data['user']) {
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- // data not null
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- _Login200ResponseDataUser["default"].validateJSON(data['user']);
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- }
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  return true;
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  }
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  }]);
@@ -120,7 +114,7 @@ Login200ResponseData.prototype['expires_in'] = undefined;
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  Login200ResponseData.prototype['refresh_token'] = undefined;
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  /**
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- * @member {module:model/Login200ResponseDataUser} user
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+ * @member {Number} user_id
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  */
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- Login200ResponseData.prototype['user'] = undefined;
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+ Login200ResponseData.prototype['user_id'] = undefined;
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  var _default = exports["default"] = Login200ResponseData;
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
19
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -16,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
16
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  * Game Server API
17
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -73,6 +73,9 @@ var OAuthSessionData = /*#__PURE__*/function () {
73
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  if (data.hasOwnProperty('refresh_token')) {
74
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  obj['refresh_token'] = _ApiClient["default"].convertToType(data['refresh_token'], 'String');
75
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  }
76
+ if (data.hasOwnProperty('user_id')) {
77
+ obj['user_id'] = _ApiClient["default"].convertToType(data['user_id'], 'Number');
78
+ }
76
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  }
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  return obj;
78
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  }
@@ -124,4 +127,10 @@ OAuthSessionData.prototype['expires_in'] = undefined;
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  * @member {String} refresh_token
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  */
126
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  OAuthSessionData.prototype['refresh_token'] = undefined;
130
+
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+ /**
132
+ * User id that was authenticated for this session (when completed)
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+ * @member {Number} user_id
134
+ */
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+ OAuthSessionData.prototype['user_id'] = undefined;
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  var _default = exports["default"] = OAuthSessionData;
@@ -17,7 +17,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
17
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  * Game Server API
18
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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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).
@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
19
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  * Game Server API
20
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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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).
@@ -5,6 +5,7 @@ Object.defineProperty(exports, "__esModule", {
5
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  });
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6
  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ var _OAuthSessionData = _interopRequireDefault(require("./OAuthSessionData"));
8
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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); }
10
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@@ -15,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
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16
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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+ * The version of the OpenAPI document: 1.0.304
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  *
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  *
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@@ -24,18 +25,18 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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25
26
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26
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  /**
27
- * The Login200ResponseDataUser model module.
28
- * @module model/Login200ResponseDataUser
28
+ * The OauthApiCallback200Response model module.
29
+ * @module model/OauthApiCallback200Response
29
30
  * @version 1.0.0
30
31
  */
31
- var Login200ResponseDataUser = /*#__PURE__*/function () {
32
+ var OauthApiCallback200Response = /*#__PURE__*/function () {
32
33
  /**
33
- * Constructs a new <code>Login200ResponseDataUser</code>.
34
- * @alias module:model/Login200ResponseDataUser
34
+ * Constructs a new <code>OauthApiCallback200Response</code>.
35
+ * @alias module:model/OauthApiCallback200Response
35
36
  */
36
- function Login200ResponseDataUser() {
37
- _classCallCheck(this, Login200ResponseDataUser);
38
- Login200ResponseDataUser.initialize(this);
37
+ function OauthApiCallback200Response() {
38
+ _classCallCheck(this, OauthApiCallback200Response);
39
+ OauthApiCallback200Response.initialize(this);
39
40
  }
40
41
 
41
42
  /**
@@ -43,55 +44,48 @@ var Login200ResponseDataUser = /*#__PURE__*/function () {
43
44
  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
45
  * Only for internal use.
45
46
  */
46
- return _createClass(Login200ResponseDataUser, null, [{
47
+ return _createClass(OauthApiCallback200Response, null, [{
47
48
  key: "initialize",
48
49
  value: function initialize(obj) {}
49
50
 
50
51
  /**
51
- * Constructs a <code>Login200ResponseDataUser</code> from a plain JavaScript object, optionally creating a new instance.
52
+ * Constructs a <code>OauthApiCallback200Response</code> from a plain JavaScript object, optionally creating a new instance.
52
53
  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
54
  * @param {Object} data The plain JavaScript object bearing properties of interest.
54
- * @param {module:model/Login200ResponseDataUser} obj Optional instance to populate.
55
- * @return {module:model/Login200ResponseDataUser} The populated <code>Login200ResponseDataUser</code> instance.
55
+ * @param {module:model/OauthApiCallback200Response} obj Optional instance to populate.
56
+ * @return {module:model/OauthApiCallback200Response} The populated <code>OauthApiCallback200Response</code> instance.
56
57
  */
57
58
  }, {
58
59
  key: "constructFromObject",
59
60
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60
61
  if (data) {
61
- obj = obj || new Login200ResponseDataUser();
62
- if (data.hasOwnProperty('email')) {
63
- obj['email'] = _ApiClient["default"].convertToType(data['email'], 'String');
64
- }
65
- if (data.hasOwnProperty('id')) {
66
- obj['id'] = _ApiClient["default"].convertToType(data['id'], 'Number');
62
+ obj = obj || new OauthApiCallback200Response();
63
+ if (data.hasOwnProperty('data')) {
64
+ obj['data'] = _OAuthSessionData["default"].constructFromObject(data['data']);
67
65
  }
68
66
  }
69
67
  return obj;
70
68
  }
71
69
 
72
70
  /**
73
- * Validates the JSON data with respect to <code>Login200ResponseDataUser</code>.
71
+ * Validates the JSON data with respect to <code>OauthApiCallback200Response</code>.
74
72
  * @param {Object} data The plain JavaScript object bearing properties of interest.
75
- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>Login200ResponseDataUser</code>.
73
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>OauthApiCallback200Response</code>.
76
74
  */
77
75
  }, {
78
76
  key: "validateJSON",
79
77
  value: function validateJSON(data) {
80
- // ensure the json data is a string
81
- if (data['email'] && !(typeof data['email'] === 'string' || data['email'] instanceof String)) {
82
- throw new Error("Expected the field `email` to be a primitive type in the JSON string but got " + data['email']);
78
+ // validate the optional field `data`
79
+ if (data['data']) {
80
+ // data not null
81
+ _OAuthSessionData["default"].validateJSON(data['data']);
83
82
  }
84
83
  return true;
85
84
  }
86
85
  }]);
87
86
  }();
88
87
  /**
89
- * @member {String} email
90
- */
91
- Login200ResponseDataUser.prototype['email'] = undefined;
92
-
93
- /**
94
- * @member {Number} id
88
+ * @member {module:model/OAuthSessionData} data
95
89
  */
96
- Login200ResponseDataUser.prototype['id'] = undefined;
97
- var _default = exports["default"] = Login200ResponseDataUser;
90
+ OauthApiCallback200Response.prototype['data'] = undefined;
91
+ var _default = exports["default"] = OauthApiCallback200Response;
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
15
  * Game Server API
16
16
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
17
17
  *
18
- * The version of the OpenAPI document: 1.0.294
18
+ * The version of the OpenAPI document: 1.0.304
19
19
  *
20
20
  *
21
21
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
15
  * Game Server API
16
16
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
17
17
  *
18
- * The version of the OpenAPI document: 1.0.294
18
+ * The version of the OpenAPI document: 1.0.304
19
19
  *
20
20
  *
21
21
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -5,6 +5,7 @@ Object.defineProperty(exports, "__esModule", {
5
5
  });
6
6
  exports["default"] = void 0;
7
7
  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ var _RefreshToken200ResponseData = _interopRequireDefault(require("./RefreshToken200ResponseData"));
8
9
  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
9
10
  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); }
10
11
  function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
@@ -15,7 +16,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
16
  * Game Server API
16
17
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
17
18
  *
18
- * The version of the OpenAPI document: 1.0.294
19
+ * The version of the OpenAPI document: 1.0.304
19
20
  *
20
21
  *
21
22
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -59,11 +60,8 @@ var RefreshToken200Response = /*#__PURE__*/function () {
59
60
  value: function constructFromObject(data, obj) {
60
61
  if (data) {
61
62
  obj = obj || new RefreshToken200Response();
62
- if (data.hasOwnProperty('access_token')) {
63
- obj['access_token'] = _ApiClient["default"].convertToType(data['access_token'], 'String');
64
- }
65
- if (data.hasOwnProperty('expires_in')) {
66
- obj['expires_in'] = _ApiClient["default"].convertToType(data['expires_in'], 'Number');
63
+ if (data.hasOwnProperty('data')) {
64
+ obj['data'] = _RefreshToken200ResponseData["default"].constructFromObject(data['data']);
67
65
  }
68
66
  }
69
67
  return obj;
@@ -77,23 +75,17 @@ var RefreshToken200Response = /*#__PURE__*/function () {
77
75
  }, {
78
76
  key: "validateJSON",
79
77
  value: function validateJSON(data) {
80
- // ensure the json data is a string
81
- if (data['access_token'] && !(typeof data['access_token'] === 'string' || data['access_token'] instanceof String)) {
82
- throw new Error("Expected the field `access_token` to be a primitive type in the JSON string but got " + data['access_token']);
78
+ // validate the optional field `data`
79
+ if (data['data']) {
80
+ // data not null
81
+ _RefreshToken200ResponseData["default"].validateJSON(data['data']);
83
82
  }
84
83
  return true;
85
84
  }
86
85
  }]);
87
86
  }();
88
87
  /**
89
- * New access token
90
- * @member {String} access_token
91
- */
92
- RefreshToken200Response.prototype['access_token'] = undefined;
93
-
94
- /**
95
- * Seconds until expiry
96
- * @member {Number} expires_in
88
+ * @member {module:model/RefreshToken200ResponseData} data
97
89
  */
98
- RefreshToken200Response.prototype['expires_in'] = undefined;
90
+ RefreshToken200Response.prototype['data'] = undefined;
99
91
  var _default = exports["default"] = RefreshToken200Response;
@@ -0,0 +1,99 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports["default"] = void 0;
7
+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
9
+ 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); }
10
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
+ 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); } }
12
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
13
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
14
+ 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); } /**
15
+ * Game Server API
16
+ * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
17
+ *
18
+ * The version of the OpenAPI document: 1.0.304
19
+ *
20
+ *
21
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
22
+ * https://openapi-generator.tech
23
+ * Do not edit the class manually.
24
+ *
25
+ */
26
+ /**
27
+ * The RefreshToken200ResponseData model module.
28
+ * @module model/RefreshToken200ResponseData
29
+ * @version 1.0.0
30
+ */
31
+ var RefreshToken200ResponseData = /*#__PURE__*/function () {
32
+ /**
33
+ * Constructs a new <code>RefreshToken200ResponseData</code>.
34
+ * @alias module:model/RefreshToken200ResponseData
35
+ */
36
+ function RefreshToken200ResponseData() {
37
+ _classCallCheck(this, RefreshToken200ResponseData);
38
+ RefreshToken200ResponseData.initialize(this);
39
+ }
40
+
41
+ /**
42
+ * Initializes the fields of this object.
43
+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
+ * Only for internal use.
45
+ */
46
+ return _createClass(RefreshToken200ResponseData, null, [{
47
+ key: "initialize",
48
+ value: function initialize(obj) {}
49
+
50
+ /**
51
+ * Constructs a <code>RefreshToken200ResponseData</code> from a plain JavaScript object, optionally creating a new instance.
52
+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
54
+ * @param {module:model/RefreshToken200ResponseData} obj Optional instance to populate.
55
+ * @return {module:model/RefreshToken200ResponseData} The populated <code>RefreshToken200ResponseData</code> instance.
56
+ */
57
+ }, {
58
+ key: "constructFromObject",
59
+ value: function constructFromObject(data, obj) {
60
+ if (data) {
61
+ obj = obj || new RefreshToken200ResponseData();
62
+ if (data.hasOwnProperty('access_token')) {
63
+ obj['access_token'] = _ApiClient["default"].convertToType(data['access_token'], 'String');
64
+ }
65
+ if (data.hasOwnProperty('expires_in')) {
66
+ obj['expires_in'] = _ApiClient["default"].convertToType(data['expires_in'], 'Number');
67
+ }
68
+ }
69
+ return obj;
70
+ }
71
+
72
+ /**
73
+ * Validates the JSON data with respect to <code>RefreshToken200ResponseData</code>.
74
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
75
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>RefreshToken200ResponseData</code>.
76
+ */
77
+ }, {
78
+ key: "validateJSON",
79
+ value: function validateJSON(data) {
80
+ // ensure the json data is a string
81
+ if (data['access_token'] && !(typeof data['access_token'] === 'string' || data['access_token'] instanceof String)) {
82
+ throw new Error("Expected the field `access_token` to be a primitive type in the JSON string but got " + data['access_token']);
83
+ }
84
+ return true;
85
+ }
86
+ }]);
87
+ }();
88
+ /**
89
+ * New access token
90
+ * @member {String} access_token
91
+ */
92
+ RefreshToken200ResponseData.prototype['access_token'] = undefined;
93
+
94
+ /**
95
+ * Seconds until expiry
96
+ * @member {Number} expires_in
97
+ */
98
+ RefreshToken200ResponseData.prototype['expires_in'] = undefined;
99
+ var _default = exports["default"] = RefreshToken200ResponseData;
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
18
18
  * Game Server API
19
19
  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
20
20
  *
21
- * The version of the OpenAPI document: 1.0.294
21
+ * The version of the OpenAPI document: 1.0.304
22
22
  *
23
23
  *
24
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
18
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  * Game Server API
19
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
20
20
  *
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- * The version of the OpenAPI document: 1.0.294
21
+ * The version of the OpenAPI document: 1.0.304
22
22
  *
23
23
  *
24
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -18,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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- * The version of the OpenAPI document: 1.0.294
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+ * The version of the OpenAPI document: 1.0.304
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -15,7 +15,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  * Game Server API
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  * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
package/package.json CHANGED
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  {
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  "name": "@ughuuu/game_server",
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- "version": "1.0.294",
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  "description": "API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### 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 ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## 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 ## 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 ## 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 ",
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  "license": "MIT",
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  "main": "dist/index.js",