@ughuuu/game_server 1.0.376 → 1.0.378
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 +105 -8
- package/dist/ApiClient.js +1 -1
- package/dist/api/AdminChatApi.js +194 -0
- package/dist/api/AdminGroupsApi.js +193 -0
- package/dist/api/AdminKVApi.js +2 -2
- package/dist/api/AdminLeaderboardsApi.js +2 -2
- package/dist/api/AdminLobbiesApi.js +2 -2
- package/dist/api/AdminNotificationsApi.js +179 -0
- package/dist/api/AdminSessionsApi.js +2 -2
- package/dist/api/AdminUsersApi.js +2 -2
- package/dist/api/AuthenticationApi.js +2 -2
- package/dist/api/ChatApi.js +230 -0
- package/dist/api/FriendsApi.js +2 -2
- package/dist/api/GroupsApi.js +1017 -0
- package/dist/api/HealthApi.js +1 -1
- package/dist/api/HooksApi.js +2 -2
- package/dist/api/KVApi.js +2 -2
- package/dist/api/LeaderboardsApi.js +1 -1
- package/dist/api/LobbiesApi.js +6 -6
- package/dist/api/NotificationsApi.js +169 -0
- package/dist/api/PartiesApi.js +354 -0
- package/dist/api/UsersApi.js +2 -2
- package/dist/index.js +374 -17
- package/dist/model/AdminCreateKvEntry200Response.js +1 -1
- package/dist/model/AdminCreateKvEntryRequest.js +1 -1
- package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
- package/dist/model/AdminCreateNotification400Response.js +89 -0
- package/dist/model/AdminCreateNotificationRequest.js +157 -0
- package/dist/model/AdminDeleteChatConversation200Response.js +85 -0
- package/dist/model/AdminEndLeaderboard200Response.js +1 -1
- package/dist/model/AdminEndLeaderboard200ResponseData.js +1 -1
- package/dist/model/AdminListChatMessages200Response.js +124 -0
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +184 -0
- package/dist/model/AdminListGroups200Response.js +124 -0
- package/dist/model/AdminListKvEntries200Response.js +5 -5
- package/dist/model/AdminListKvEntries200ResponseDataInner.js +1 -1
- package/dist/model/AdminListLobbies200Response.js +5 -5
- package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/AdminListNotifications200Response.js +124 -0
- package/dist/model/AdminListNotifications200ResponseDataInner.js +148 -0
- package/dist/model/AdminListNotifications200ResponseMeta.js +125 -0
- package/dist/model/AdminListSessions200Response.js +5 -5
- package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
- package/dist/model/AdminSubmitLeaderboardScore200Response.js +1 -1
- package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +1 -1
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
- package/dist/model/AdminUpdateGroup200Response.js +169 -0
- package/dist/model/AdminUpdateGroupRequest.js +129 -0
- package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
- package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
- package/dist/model/AdminUpdateLobby200Response.js +1 -1
- package/dist/model/AdminUpdateLobbyRequest.js +1 -1
- package/dist/model/AdminUpdateUser200Response.js +1 -1
- package/dist/model/AdminUpdateUser200ResponseData.js +17 -1
- package/dist/model/AdminUpdateUserRequest.js +1 -1
- package/dist/model/CallHook200Response.js +1 -1
- package/dist/model/CallHookRequest.js +1 -1
- package/dist/model/CancelGroupInvite200Response.js +89 -0
- package/dist/model/CancelJoinRequest200Response.js +157 -0
- package/dist/model/ChatUnreadCount200Response.js +85 -0
- package/dist/model/CreateFriendRequestRequest.js +1 -1
- package/dist/model/CreateGroupRequest.js +181 -0
- package/dist/model/CreateLobbyRequest.js +1 -1
- package/dist/model/CreatePartyRequest.js +98 -0
- package/dist/model/DeleteNotifications200Response.js +86 -0
- package/dist/model/DeleteNotificationsRequest.js +113 -0
- package/dist/model/DemoteGroupMemberRequest.js +109 -0
- package/dist/model/DeviceLoginRequest.js +1 -1
- package/dist/model/ErrorResponse.js +1 -1
- package/dist/model/GetCurrentUser200Response.js +30 -1
- package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
- package/dist/model/GetKv200Response.js +1 -1
- package/dist/model/GetMyRecord200Response.js +1 -1
- package/dist/model/HealthResponse.js +1 -1
- package/dist/model/InviteToGroupRequest.js +109 -0
- package/dist/model/JoinPartyByCodeRequest.js +113 -0
- package/dist/model/KickGroupMemberRequest.js +109 -0
- package/dist/model/KickUserRequest.js +1 -1
- package/dist/model/LinkDeviceRequest.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/ListChatMessages200Response.js +118 -0
- package/dist/model/ListChatMessages200ResponseDataInner.js +170 -0
- package/dist/model/ListFriendRequests200Response.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +21 -1
- package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
- package/dist/model/ListFriends200Response.js +5 -5
- package/dist/model/ListFriends200ResponseDataInner.js +19 -1
- package/dist/model/ListGroupInvitations200Response.js +124 -0
- package/dist/model/ListGroupInvitations200ResponseDataInner.js +122 -0
- package/dist/model/ListGroupMembers200Response.js +124 -0
- package/dist/model/ListGroupMembers200ResponseDataInner.js +180 -0
- package/dist/model/ListJoinRequests200Response.js +124 -0
- package/dist/model/ListLeaderboardRecords200Response.js +5 -5
- package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +1 -1
- package/dist/model/ListLeaderboards200Response.js +5 -5
- package/dist/model/ListLeaderboards200ResponseDataInner.js +1 -1
- package/dist/model/ListLobbies200Response.js +5 -5
- package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
- package/dist/model/ListMyGroups200Response.js +124 -0
- package/dist/model/ListMyGroups200ResponseDataInner.js +200 -0
- package/dist/model/ListNotifications200Response.js +124 -0
- package/dist/model/ListNotifications200ResponseDataInner.js +148 -0
- package/dist/model/ListRecordsAroundUser200Response.js +1 -1
- package/dist/model/ListSentInvitations200Response.js +124 -0
- package/dist/model/ListSentInvitations200ResponseDataInner.js +141 -0
- package/dist/model/Login200Response.js +1 -1
- package/dist/model/Login200ResponseData.js +1 -1
- package/dist/model/LoginRequest.js +1 -1
- package/dist/model/MarkChatReadRequest.js +156 -0
- package/dist/model/NotifyGroup200Response.js +86 -0
- package/dist/model/NotifyGroupRequest.js +137 -0
- package/dist/model/OAuthSessionData.js +1 -1
- package/dist/model/OAuthSessionDataDetails.js +1 -1
- package/dist/model/OAuthSessionStatus.js +1 -1
- package/dist/model/OauthApiCallback200Response.js +1 -1
- package/dist/model/OauthApiCallbackRequest.js +1 -1
- package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
- package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
- package/dist/model/OauthRequest200Response.js +1 -1
- package/dist/model/OauthSessionStatus404Response.js +1 -1
- package/dist/model/PartyCreateLobbyRequest.js +139 -0
- package/dist/model/PartyJoinLobbyRequest.js +90 -0
- package/dist/model/PromoteGroupMemberRequest.js +109 -0
- package/dist/model/QuickJoinRequest.js +1 -1
- package/dist/model/RefreshToken200Response.js +1 -1
- package/dist/model/RefreshToken200ResponseData.js +1 -1
- package/dist/model/RefreshTokenRequest.js +1 -1
- package/dist/model/SearchUsers200Response.js +5 -5
- package/dist/model/SearchUsers200ResponseDataInner.js +30 -1
- package/dist/model/SendChatMessageRequest.js +171 -0
- package/dist/model/SendNotificationRequest.js +146 -0
- package/dist/model/ShowParty200Response.js +160 -0
- package/dist/model/ShowParty200ResponseMembersInner.js +137 -0
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
- package/dist/model/UpdateCurrentUserPassword400Response.js +1 -1
- package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
- package/dist/model/UpdateGroupRequest.js +152 -0
- package/dist/model/UpdateLobbyRequest.js +1 -1
- package/dist/model/UpdatePartyRequest.js +95 -0
- package/package.json +3 -6
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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 _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
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var _AdminListGroups200Response = _interopRequireDefault(require("../model/AdminListGroups200Response"));
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var _AdminUpdateGroup200Response = _interopRequireDefault(require("../model/AdminUpdateGroup200Response"));
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var _AdminUpdateGroupRequest = _interopRequireDefault(require("../model/AdminUpdateGroupRequest"));
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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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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* The version of the OpenAPI document: 1.0.0
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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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* AdminGroups service.
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* @module api/AdminGroupsApi
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* @version 1.0.0
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var AdminGroupsApi = exports["default"] = /*#__PURE__*/function () {
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/**
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* Constructs a new AdminGroupsApi.
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* @alias module:api/AdminGroupsApi
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* @class
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* @param {module:ApiClient} [apiClient] Optional API client implementation to use,
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* default to {@link module:ApiClient#instance} if unspecified.
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*/
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function AdminGroupsApi(apiClient) {
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this.apiClient = apiClient || _ApiClient["default"].instance;
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}
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/**
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* Delete a group (admin)
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* Admin-level group deletion.
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* @param {Number} id
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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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*/
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return _createClass(AdminGroupsApi, [{
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key: "adminDeleteGroupWithHttpInfo",
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value: function adminDeleteGroupWithHttpInfo(id) {
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throw new Error("Missing the required parameter 'id' when calling adminDeleteGroup");
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}
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return this.apiClient.callApi('/api/v1/admin/groups/{id}', 'DELETE', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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}
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* Delete a group (admin)
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* Admin-level group deletion.
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}, {
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key: "adminDeleteGroup",
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value: function adminDeleteGroup(id) {
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return this.adminDeleteGroupWithHttpInfo(id).then(function (response_and_data) {
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* List all groups (admin)
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* List all groups including hidden. Supports filters.
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}, {
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key: "adminListGroupsWithHttpInfo",
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value: function adminListGroupsWithHttpInfo(opts) {
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'type': opts['type'],
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'min_members': opts['minMembers'],
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'max_members': opts['maxMembers'],
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'sort_by': opts['sortBy'],
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'page': opts['page'],
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}, {
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key: "adminListGroups",
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value: function adminListGroups(opts) {
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return this.adminListGroupsWithHttpInfo(opts).then(function (response_and_data) {
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if (id === undefined || id === null) {
|
|
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throw new Error("Missing the required parameter 'id' when calling adminUpdateGroup");
|
|
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}
|
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var pathParams = {
|
|
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'id': id
|
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+
};
|
|
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var queryParams = {};
|
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|
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var headerParams = {};
|
|
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|
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var formParams = {};
|
|
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|
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var authNames = ['authorization'];
|
|
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var contentTypes = ['application/json'];
|
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var accepts = ['application/json'];
|
|
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|
+
var returnType = _AdminUpdateGroup200Response["default"];
|
|
174
|
+
return this.apiClient.callApi('/api/v1/admin/groups/{id}', 'PATCH', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
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|
+
}
|
|
176
|
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|
|
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|
+
/**
|
|
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|
+
* Update a group (admin)
|
|
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|
+
* Admin-level group update. No membership check.
|
|
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* @param {Number} id
|
|
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* @param {Object} opts Optional parameters
|
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|
+
* @param {module:model/AdminUpdateGroupRequest} opts.adminUpdateGroupRequest Update parameters
|
|
183
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminUpdateGroup200Response}
|
|
184
|
+
*/
|
|
185
|
+
}, {
|
|
186
|
+
key: "adminUpdateGroup",
|
|
187
|
+
value: function adminUpdateGroup(id, opts) {
|
|
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|
+
return this.adminUpdateGroupWithHttpInfo(id, opts).then(function (response_and_data) {
|
|
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|
+
return response_and_data.data;
|
|
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|
+
});
|
|
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|
+
}
|
|
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|
+
}]);
|
|
193
|
+
}();
|
package/dist/api/AdminKVApi.js
CHANGED
|
@@ -7,9 +7,9 @@ exports["default"] = void 0;
|
|
|
7
7
|
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
8
|
var _AdminCreateKvEntry200Response = _interopRequireDefault(require("../model/AdminCreateKvEntry200Response"));
|
|
9
9
|
var _AdminCreateKvEntryRequest = _interopRequireDefault(require("../model/AdminCreateKvEntryRequest"));
|
|
10
|
+
var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
|
|
10
11
|
var _AdminListKvEntries200Response = _interopRequireDefault(require("../model/AdminListKvEntries200Response"));
|
|
11
12
|
var _AdminUpdateKvEntryRequest = _interopRequireDefault(require("../model/AdminUpdateKvEntryRequest"));
|
|
12
|
-
var _RemoveFriendship401Response = _interopRequireDefault(require("../model/RemoveFriendship401Response"));
|
|
13
13
|
function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
|
|
14
14
|
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); }
|
|
15
15
|
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
|
|
@@ -18,7 +18,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
18
18
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
19
19
|
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); } /**
|
|
20
20
|
* Game Server API
|
|
21
|
-
* 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
|
|
21
|
+
* 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
|
|
22
22
|
*
|
|
23
23
|
* The version of the OpenAPI document: 1.0.0
|
|
24
24
|
*
|
|
@@ -6,12 +6,12 @@ Object.defineProperty(exports, "__esModule", {
|
|
|
6
6
|
exports["default"] = void 0;
|
|
7
7
|
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
8
|
var _AdminCreateLeaderboardRequest = _interopRequireDefault(require("../model/AdminCreateLeaderboardRequest"));
|
|
9
|
+
var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
|
|
9
10
|
var _AdminEndLeaderboard200Response = _interopRequireDefault(require("../model/AdminEndLeaderboard200Response"));
|
|
10
11
|
var _AdminSubmitLeaderboardScore200Response = _interopRequireDefault(require("../model/AdminSubmitLeaderboardScore200Response"));
|
|
11
12
|
var _AdminSubmitLeaderboardScoreRequest = _interopRequireDefault(require("../model/AdminSubmitLeaderboardScoreRequest"));
|
|
12
13
|
var _AdminUpdateLeaderboardRecordRequest = _interopRequireDefault(require("../model/AdminUpdateLeaderboardRecordRequest"));
|
|
13
14
|
var _AdminUpdateLeaderboardRequest = _interopRequireDefault(require("../model/AdminUpdateLeaderboardRequest"));
|
|
14
|
-
var _RemoveFriendship401Response = _interopRequireDefault(require("../model/RemoveFriendship401Response"));
|
|
15
15
|
function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
|
|
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16
|
function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
|
|
17
17
|
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
|
|
@@ -20,7 +20,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
20
20
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
21
21
|
function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
|
|
22
22
|
* Game Server API
|
|
23
|
-
* 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
|
|
23
|
+
* 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
|
|
24
24
|
*
|
|
25
25
|
* The version of the OpenAPI document: 1.0.0
|
|
26
26
|
*
|
|
@@ -5,10 +5,10 @@ Object.defineProperty(exports, "__esModule", {
|
|
|
5
5
|
});
|
|
6
6
|
exports["default"] = void 0;
|
|
7
7
|
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
|
+
var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
|
|
8
9
|
var _AdminListLobbies200Response = _interopRequireDefault(require("../model/AdminListLobbies200Response"));
|
|
9
10
|
var _AdminUpdateLobby200Response = _interopRequireDefault(require("../model/AdminUpdateLobby200Response"));
|
|
10
11
|
var _AdminUpdateLobbyRequest = _interopRequireDefault(require("../model/AdminUpdateLobbyRequest"));
|
|
11
|
-
var _RemoveFriendship401Response = _interopRequireDefault(require("../model/RemoveFriendship401Response"));
|
|
12
12
|
function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
|
|
13
13
|
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); }
|
|
14
14
|
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
|
|
@@ -17,7 +17,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
17
17
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
18
18
|
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); } /**
|
|
19
19
|
* Game Server API
|
|
20
|
-
* 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
|
+
* 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
|
|
21
21
|
*
|
|
22
22
|
* The version of the OpenAPI document: 1.0.0
|
|
23
23
|
*
|
|
@@ -0,0 +1,179 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
|
|
3
|
+
Object.defineProperty(exports, "__esModule", {
|
|
4
|
+
value: true
|
|
5
|
+
});
|
|
6
|
+
exports["default"] = void 0;
|
|
7
|
+
var _ApiClient = _interopRequireDefault(require("../ApiClient"));
|
|
8
|
+
var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
|
|
9
|
+
var _AdminCreateNotificationRequest = _interopRequireDefault(require("../model/AdminCreateNotificationRequest"));
|
|
10
|
+
var _AdminListNotifications200Response = _interopRequireDefault(require("../model/AdminListNotifications200Response"));
|
|
11
|
+
var _AdminListNotifications200ResponseDataInner = _interopRequireDefault(require("../model/AdminListNotifications200ResponseDataInner"));
|
|
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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); }
|
|
14
|
+
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
|
|
15
|
+
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); } }
|
|
16
|
+
function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
|
|
17
|
+
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
18
|
+
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); } /**
|
|
19
|
+
* 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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* The version of the OpenAPI document: 1.0.0
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* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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/**
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* AdminNotifications service.
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* @version 1.0.0
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var AdminNotificationsApi = exports["default"] = /*#__PURE__*/function () {
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/**
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* Constructs a new AdminNotificationsApi.
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* @alias module:api/AdminNotificationsApi
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* @class
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* @param {module:ApiClient} [apiClient] Optional API client implementation to use,
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* default to {@link module:ApiClient#instance} if unspecified.
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*/
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function AdminNotificationsApi(apiClient) {
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_classCallCheck(this, AdminNotificationsApi);
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this.apiClient = apiClient || _ApiClient["default"].instance;
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}
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/**
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* Create a notification (admin)
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* Create a notification from any sender to any recipient. No friendship check is performed.
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* @param {Object} opts Optional parameters
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* @param {module:model/AdminCreateNotificationRequest} [adminCreateNotificationRequest] Notification payload
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* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListNotifications200ResponseDataInner} and HTTP response
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*/
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return _createClass(AdminNotificationsApi, [{
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key: "adminCreateNotificationWithHttpInfo",
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value: function adminCreateNotificationWithHttpInfo(opts) {
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opts = opts || {};
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var postBody = opts['adminCreateNotificationRequest'];
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var pathParams = {};
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var queryParams = {};
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var headerParams = {};
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var formParams = {};
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var authNames = ['authorization'];
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var contentTypes = ['application/json'];
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var accepts = ['application/json'];
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var returnType = _AdminListNotifications200ResponseDataInner["default"];
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return this.apiClient.callApi('/api/v1/admin/notifications', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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}
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* @param {Object} opts Optional parameters
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* @param {module:model/AdminCreateNotificationRequest} opts.adminCreateNotificationRequest Notification payload
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*/
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}, {
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key: "adminCreateNotification",
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value: function adminCreateNotification(opts) {
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return this.adminCreateNotificationWithHttpInfo(opts).then(function (response_and_data) {
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});
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}
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/**
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* Delete a notification (admin)
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* Delete a notification by ID (no ownership check).
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* @param {Number} id Notification ID
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*/
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}, {
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key: "adminDeleteNotificationWithHttpInfo",
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value: function adminDeleteNotificationWithHttpInfo(id) {
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var postBody = null;
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// verify the required parameter 'id' is set
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if (id === undefined || id === null) {
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throw new Error("Missing the required parameter 'id' when calling adminDeleteNotification");
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}
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var pathParams = {
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'id': id
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};
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var queryParams = {};
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var headerParams = {};
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var authNames = ['authorization'];
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var contentTypes = [];
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var accepts = ['application/json'];
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var returnType = Object;
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return this.apiClient.callApi('/api/v1/admin/notifications/{id}', 'DELETE', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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}
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/**
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* Delete a notification (admin)
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* Delete a notification by ID (no ownership check).
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* @param {Number} id Notification ID
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*/
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}, {
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key: "adminDeleteNotification",
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value: function adminDeleteNotification(id) {
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return this.adminDeleteNotificationWithHttpInfo(id).then(function (response_and_data) {
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return response_and_data.data;
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});
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}
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/**
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* List all notifications (admin)
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* Return all notifications across all users. Supports filtering by recipient user_id, sender_id, and title.
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* @param {Object} opts Optional parameters
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* @param {Number} [userId] Filter by recipient user ID
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* @param {Number} [senderId] Filter by sender user ID
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* @param {String} [title] Filter by title (partial match)
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* @param {Number} [page] Page number (1-based)
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* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListNotifications200Response} and HTTP response
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*/
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}, {
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key: "adminListNotificationsWithHttpInfo",
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value: function adminListNotificationsWithHttpInfo(opts) {
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opts = opts || {};
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var queryParams = {
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'user_id': opts['userId'],
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'sender_id': opts['senderId'],
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'title': opts['title'],
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'page': opts['page'],
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'page_size': opts['pageSize']
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};
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var authNames = ['authorization'];
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var accepts = ['application/json'];
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var returnType = _AdminListNotifications200Response["default"];
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return this.apiClient.callApi('/api/v1/admin/notifications', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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}
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}, {
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key: "adminListNotifications",
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value: function adminListNotifications(opts) {
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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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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