@ughuuu/game_server 1.0.296 → 1.0.319
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +17 -4
- package/dist/ApiClient.js +1 -1
- package/dist/api/AuthenticationApi.js +8 -7
- package/dist/api/FriendsApi.js +1 -1
- package/dist/api/HealthApi.js +1 -1
- package/dist/api/HooksApi.js +1 -1
- package/dist/api/LeaderboardsApi.js +283 -0
- package/dist/api/LobbiesApi.js +58 -7
- package/dist/api/UsersApi.js +1 -1
- package/dist/index.js +73 -17
- package/dist/model/CallHookRequest.js +1 -1
- package/dist/model/CreateFriendRequestRequest.js +1 -1
- package/dist/model/CreateLobbyRequest.js +1 -1
- package/dist/model/DeviceLoginRequest.js +1 -1
- package/dist/model/GetCurrentUser200Response.js +1 -1
- package/dist/model/HealthResponse.js +1 -1
- package/dist/model/JoinLobbyRequest.js +1 -1
- package/dist/model/{CreateLobby401Response.js → KickUser401Response.js} +18 -18
- package/dist/model/KickUserRequest.js +1 -1
- package/dist/model/ListBlockedFriends200Response.js +5 -5
- package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
- package/dist/model/ListFriendRequests200Response.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
- package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
- package/dist/model/ListFriends200Response.js +5 -5
- package/dist/model/ListFriends200ResponseDataInner.js +1 -1
- package/dist/model/ListLeaderboardRecords200Response.js +124 -0
- package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +134 -0
- package/dist/model/{ListLobbies200ResponseMeta.js → ListLeaderboardRecords200ResponseMeta.js} +23 -23
- package/dist/model/ListLeaderboards200Response.js +124 -0
- package/dist/model/ListLeaderboards200ResponseDataInner.js +238 -0
- package/dist/model/ListLobbies200Response.js +5 -5
- package/dist/model/ListLobbies200ResponseDataInner.js +10 -1
- package/dist/model/ListRecordsAroundUser200Response.js +110 -0
- package/dist/model/Login200Response.js +1 -1
- package/dist/model/Login200ResponseData.js +5 -11
- package/dist/model/LoginRequest.js +1 -1
- package/dist/model/OAuthSessionData.js +10 -1
- package/dist/model/OAuthSessionDataDetails.js +1 -1
- package/dist/model/OAuthSessionStatus.js +1 -1
- package/dist/model/{Login200ResponseDataUser.js → OauthApiCallback200Response.js} +26 -32
- package/dist/model/OauthApiCallbackRequest.js +1 -1
- package/dist/model/OauthRequest200Response.js +1 -1
- package/dist/model/QuickJoinRequest.js +108 -0
- package/dist/model/RefreshToken200Response.js +10 -18
- package/dist/model/RefreshToken200ResponseData.js +99 -0
- package/dist/model/RefreshTokenRequest.js +1 -1
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
- package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
- package/dist/model/UpdateLobbyRequest.js +1 -1
- package/package.json +1 -1
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Object.defineProperty(exports, "__esModule", {
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value: true
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});
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exports["default"] = void 0;
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var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
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function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
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function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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* Game Server API
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* API for 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: 1.0.319
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*
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* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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* https://openapi-generator.tech
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* Do not edit the class manually.
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*
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*/
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/**
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* The ListLeaderboards200ResponseDataInner model module.
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* @module model/ListLeaderboards200ResponseDataInner
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* @version 1.0.0
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*/
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var ListLeaderboards200ResponseDataInner = /*#__PURE__*/function () {
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/**
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* Constructs a new <code>ListLeaderboards200ResponseDataInner</code>.
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* @alias module:model/ListLeaderboards200ResponseDataInner
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*/
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function ListLeaderboards200ResponseDataInner() {
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_classCallCheck(this, ListLeaderboards200ResponseDataInner);
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ListLeaderboards200ResponseDataInner.initialize(this);
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}
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/**
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* Initializes the fields of this object.
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* This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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* Only for internal use.
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*/
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return _createClass(ListLeaderboards200ResponseDataInner, null, [{
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key: "initialize",
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value: function initialize(obj) {}
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/**
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* Constructs a <code>ListLeaderboards200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
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* Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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* @param {Object} data The plain JavaScript object bearing properties of interest.
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* @param {module:model/ListLeaderboards200ResponseDataInner} obj Optional instance to populate.
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* @return {module:model/ListLeaderboards200ResponseDataInner} The populated <code>ListLeaderboards200ResponseDataInner</code> instance.
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*/
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}, {
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key: "constructFromObject",
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value: function constructFromObject(data, obj) {
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obj = obj || new ListLeaderboards200ResponseDataInner();
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obj['description'] = _ApiClient["default"].convertToType(data['description'], 'String');
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obj['ends_at'] = _ApiClient["default"].convertToType(data['ends_at'], 'Date');
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}
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obj['id'] = _ApiClient["default"].convertToType(data['id'], 'String');
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}
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if (data.hasOwnProperty('inserted_at')) {
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obj['inserted_at'] = _ApiClient["default"].convertToType(data['inserted_at'], 'Date');
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obj['is_active'] = _ApiClient["default"].convertToType(data['is_active'], 'Boolean');
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obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
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}
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obj['operator'] = _ApiClient["default"].convertToType(data['operator'], 'String');
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}
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obj['sort_order'] = _ApiClient["default"].convertToType(data['sort_order'], 'String');
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}
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obj['starts_at'] = _ApiClient["default"].convertToType(data['starts_at'], 'Date');
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obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
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}
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obj['updated_at'] = _ApiClient["default"].convertToType(data['updated_at'], 'Date');
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}
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}
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/**
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* Validates the JSON data with respect to <code>ListLeaderboards200ResponseDataInner</code>.
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* @param {Object} data The plain JavaScript object bearing properties of interest.
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* @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListLeaderboards200ResponseDataInner</code>.
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*/
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}, {
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// ensure the json data is a string
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if (data['description'] && !(typeof data['description'] === 'string' || data['description'] instanceof String)) {
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throw new Error("Expected the field `description` to be a primitive type in the JSON string but got " + data['description']);
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}
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// ensure the json data is a string
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if (data['id'] && !(typeof data['id'] === 'string' || data['id'] instanceof String)) {
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throw new Error("Expected the field `id` to be a primitive type in the JSON string but got " + data['id']);
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throw new Error("Expected the field `operator` to be a primitive type in the JSON string but got " + data['operator']);
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}
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throw new Error("Expected the field `sort_order` to be a primitive type in the JSON string but got " + data['sort_order']);
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}
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throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
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return true;
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}]);
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}();
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/**
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* Description
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/**
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* @member {Date} ends_at
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*/
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* Leaderboard ID
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* @member {String} id
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ListLeaderboards200ResponseDataInner.prototype['id'] = undefined;
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/**
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* @member {Date} inserted_at
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ListLeaderboards200ResponseDataInner.prototype['inserted_at'] = undefined;
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* Whether the leaderboard is still active
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ListLeaderboards200ResponseDataInner.prototype['is_active'] = undefined;
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* Score operator
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/**
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* Sort order - desc (higher is better) or asc (lower is better)
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* @member {Date} starts_at
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*/
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/**
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* Display title
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/**
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ListLeaderboards200ResponseDataInner.prototype['updated_at'] = undefined;
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"desc": "desc",
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};
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var _default = exports["default"] = ListLeaderboards200ResponseDataInner;
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exports["default"] = void 0;
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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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