@ughuuu/game_server 1.0.376 → 1.0.378

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Files changed (144) hide show
  1. package/README.md +105 -8
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AdminChatApi.js +194 -0
  4. package/dist/api/AdminGroupsApi.js +193 -0
  5. package/dist/api/AdminKVApi.js +2 -2
  6. package/dist/api/AdminLeaderboardsApi.js +2 -2
  7. package/dist/api/AdminLobbiesApi.js +2 -2
  8. package/dist/api/AdminNotificationsApi.js +179 -0
  9. package/dist/api/AdminSessionsApi.js +2 -2
  10. package/dist/api/AdminUsersApi.js +2 -2
  11. package/dist/api/AuthenticationApi.js +2 -2
  12. package/dist/api/ChatApi.js +230 -0
  13. package/dist/api/FriendsApi.js +2 -2
  14. package/dist/api/GroupsApi.js +1017 -0
  15. package/dist/api/HealthApi.js +1 -1
  16. package/dist/api/HooksApi.js +2 -2
  17. package/dist/api/KVApi.js +2 -2
  18. package/dist/api/LeaderboardsApi.js +1 -1
  19. package/dist/api/LobbiesApi.js +6 -6
  20. package/dist/api/NotificationsApi.js +169 -0
  21. package/dist/api/PartiesApi.js +354 -0
  22. package/dist/api/UsersApi.js +2 -2
  23. package/dist/index.js +374 -17
  24. package/dist/model/AdminCreateKvEntry200Response.js +1 -1
  25. package/dist/model/AdminCreateKvEntryRequest.js +1 -1
  26. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  27. package/dist/model/AdminCreateNotification400Response.js +89 -0
  28. package/dist/model/AdminCreateNotificationRequest.js +157 -0
  29. package/dist/model/AdminDeleteChatConversation200Response.js +85 -0
  30. package/dist/model/AdminEndLeaderboard200Response.js +1 -1
  31. package/dist/model/AdminEndLeaderboard200ResponseData.js +1 -1
  32. package/dist/model/AdminListChatMessages200Response.js +124 -0
  33. package/dist/model/AdminListChatMessages200ResponseDataInner.js +184 -0
  34. package/dist/model/AdminListGroups200Response.js +124 -0
  35. package/dist/model/AdminListKvEntries200Response.js +5 -5
  36. package/dist/model/AdminListKvEntries200ResponseDataInner.js +1 -1
  37. package/dist/model/AdminListLobbies200Response.js +5 -5
  38. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  39. package/dist/model/AdminListNotifications200Response.js +124 -0
  40. package/dist/model/AdminListNotifications200ResponseDataInner.js +148 -0
  41. package/dist/model/AdminListNotifications200ResponseMeta.js +125 -0
  42. package/dist/model/AdminListSessions200Response.js +5 -5
  43. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  44. package/dist/model/AdminSubmitLeaderboardScore200Response.js +1 -1
  45. package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +1 -1
  46. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  47. package/dist/model/AdminUpdateGroup200Response.js +169 -0
  48. package/dist/model/AdminUpdateGroupRequest.js +129 -0
  49. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  50. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  51. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  52. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  53. package/dist/model/AdminUpdateLobbyRequest.js +1 -1
  54. package/dist/model/AdminUpdateUser200Response.js +1 -1
  55. package/dist/model/AdminUpdateUser200ResponseData.js +17 -1
  56. package/dist/model/AdminUpdateUserRequest.js +1 -1
  57. package/dist/model/CallHook200Response.js +1 -1
  58. package/dist/model/CallHookRequest.js +1 -1
  59. package/dist/model/CancelGroupInvite200Response.js +89 -0
  60. package/dist/model/CancelJoinRequest200Response.js +157 -0
  61. package/dist/model/ChatUnreadCount200Response.js +85 -0
  62. package/dist/model/CreateFriendRequestRequest.js +1 -1
  63. package/dist/model/CreateGroupRequest.js +181 -0
  64. package/dist/model/CreateLobbyRequest.js +1 -1
  65. package/dist/model/CreatePartyRequest.js +98 -0
  66. package/dist/model/DeleteNotifications200Response.js +86 -0
  67. package/dist/model/DeleteNotificationsRequest.js +113 -0
  68. package/dist/model/DemoteGroupMemberRequest.js +109 -0
  69. package/dist/model/DeviceLoginRequest.js +1 -1
  70. package/dist/model/ErrorResponse.js +1 -1
  71. package/dist/model/GetCurrentUser200Response.js +30 -1
  72. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
  73. package/dist/model/GetKv200Response.js +1 -1
  74. package/dist/model/GetMyRecord200Response.js +1 -1
  75. package/dist/model/HealthResponse.js +1 -1
  76. package/dist/model/InviteToGroupRequest.js +109 -0
  77. package/dist/model/JoinPartyByCodeRequest.js +113 -0
  78. package/dist/model/KickGroupMemberRequest.js +109 -0
  79. package/dist/model/KickUserRequest.js +1 -1
  80. package/dist/model/LinkDeviceRequest.js +1 -1
  81. package/dist/model/ListBlockedFriends200Response.js +5 -5
  82. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  83. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
  84. package/dist/model/ListChatMessages200Response.js +118 -0
  85. package/dist/model/ListChatMessages200ResponseDataInner.js +170 -0
  86. package/dist/model/ListFriendRequests200Response.js +1 -1
  87. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  88. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +21 -1
  89. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  90. package/dist/model/ListFriends200Response.js +5 -5
  91. package/dist/model/ListFriends200ResponseDataInner.js +19 -1
  92. package/dist/model/ListGroupInvitations200Response.js +124 -0
  93. package/dist/model/ListGroupInvitations200ResponseDataInner.js +122 -0
  94. package/dist/model/ListGroupMembers200Response.js +124 -0
  95. package/dist/model/ListGroupMembers200ResponseDataInner.js +180 -0
  96. package/dist/model/ListJoinRequests200Response.js +124 -0
  97. package/dist/model/ListLeaderboardRecords200Response.js +5 -5
  98. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +1 -1
  99. package/dist/model/ListLeaderboards200Response.js +5 -5
  100. package/dist/model/ListLeaderboards200ResponseDataInner.js +1 -1
  101. package/dist/model/ListLobbies200Response.js +5 -5
  102. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  103. package/dist/model/ListMyGroups200Response.js +124 -0
  104. package/dist/model/ListMyGroups200ResponseDataInner.js +200 -0
  105. package/dist/model/ListNotifications200Response.js +124 -0
  106. package/dist/model/ListNotifications200ResponseDataInner.js +148 -0
  107. package/dist/model/ListRecordsAroundUser200Response.js +1 -1
  108. package/dist/model/ListSentInvitations200Response.js +124 -0
  109. package/dist/model/ListSentInvitations200ResponseDataInner.js +141 -0
  110. package/dist/model/Login200Response.js +1 -1
  111. package/dist/model/Login200ResponseData.js +1 -1
  112. package/dist/model/LoginRequest.js +1 -1
  113. package/dist/model/MarkChatReadRequest.js +156 -0
  114. package/dist/model/NotifyGroup200Response.js +86 -0
  115. package/dist/model/NotifyGroupRequest.js +137 -0
  116. package/dist/model/OAuthSessionData.js +1 -1
  117. package/dist/model/OAuthSessionDataDetails.js +1 -1
  118. package/dist/model/OAuthSessionStatus.js +1 -1
  119. package/dist/model/OauthApiCallback200Response.js +1 -1
  120. package/dist/model/OauthApiCallbackRequest.js +1 -1
  121. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  122. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  123. package/dist/model/OauthRequest200Response.js +1 -1
  124. package/dist/model/OauthSessionStatus404Response.js +1 -1
  125. package/dist/model/PartyCreateLobbyRequest.js +139 -0
  126. package/dist/model/PartyJoinLobbyRequest.js +90 -0
  127. package/dist/model/PromoteGroupMemberRequest.js +109 -0
  128. package/dist/model/QuickJoinRequest.js +1 -1
  129. package/dist/model/RefreshToken200Response.js +1 -1
  130. package/dist/model/RefreshToken200ResponseData.js +1 -1
  131. package/dist/model/RefreshTokenRequest.js +1 -1
  132. package/dist/model/SearchUsers200Response.js +5 -5
  133. package/dist/model/SearchUsers200ResponseDataInner.js +30 -1
  134. package/dist/model/SendChatMessageRequest.js +171 -0
  135. package/dist/model/SendNotificationRequest.js +146 -0
  136. package/dist/model/ShowParty200Response.js +160 -0
  137. package/dist/model/ShowParty200ResponseMembersInner.js +137 -0
  138. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  139. package/dist/model/UpdateCurrentUserPassword400Response.js +1 -1
  140. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  141. package/dist/model/UpdateGroupRequest.js +152 -0
  142. package/dist/model/UpdateLobbyRequest.js +1 -1
  143. package/dist/model/UpdatePartyRequest.js +95 -0
  144. package/package.json +3 -6
@@ -16,7 +16,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Game Server API
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- * API for 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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  *
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  * The version of the OpenAPI document: 1.0.0
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  *
@@ -13,7 +13,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Game Server API
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- * API for 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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  *
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  * The version of the OpenAPI document: 1.0.0
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  *
@@ -16,7 +16,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Game Server API
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- * API for 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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  * The version of the OpenAPI document: 1.0.0
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ 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); } /**
15
+ * Game Server API
16
+ * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## 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
17
+ *
18
+ * The version of the OpenAPI document: 1.0.0
19
+ *
20
+ *
21
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
22
+ * https://openapi-generator.tech
23
+ * Do not edit the class manually.
24
+ *
25
+ */
26
+ /**
27
+ * The UpdateGroupRequest model module.
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+ * @module model/UpdateGroupRequest
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+ * @version 1.0.0
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+ */
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+ var UpdateGroupRequest = /*#__PURE__*/function () {
32
+ /**
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+ * Constructs a new <code>UpdateGroupRequest</code>.
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+ * @alias module:model/UpdateGroupRequest
35
+ */
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+ function UpdateGroupRequest() {
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+ _classCallCheck(this, UpdateGroupRequest);
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+ UpdateGroupRequest.initialize(this);
39
+ }
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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.
45
+ */
46
+ return _createClass(UpdateGroupRequest, null, [{
47
+ key: "initialize",
48
+ value: function initialize(obj) {}
49
+
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+ /**
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+ * Constructs a <code>UpdateGroupRequest</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/UpdateGroupRequest} obj Optional instance to populate.
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+ * @return {module:model/UpdateGroupRequest} The populated <code>UpdateGroupRequest</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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+ if (data) {
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+ obj = obj || new UpdateGroupRequest();
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+ if (data.hasOwnProperty('description')) {
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+ obj['description'] = _ApiClient["default"].convertToType(data['description'], 'String');
64
+ }
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+ if (data.hasOwnProperty('max_members')) {
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+ obj['max_members'] = _ApiClient["default"].convertToType(data['max_members'], 'Number');
67
+ }
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+ if (data.hasOwnProperty('metadata')) {
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+ obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
70
+ }
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+ if (data.hasOwnProperty('title')) {
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+ obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
73
+ }
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+ if (data.hasOwnProperty('type')) {
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+ obj['type'] = _ApiClient["default"].convertToType(data['type'], 'String');
76
+ }
77
+ }
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+ return obj;
79
+ }
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+
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+ /**
82
+ * Validates the JSON data with respect to <code>UpdateGroupRequest</code>.
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+ * @param {Object} data The plain JavaScript object bearing properties of interest.
84
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>UpdateGroupRequest</code>.
85
+ */
86
+ }, {
87
+ key: "validateJSON",
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+ value: function validateJSON(data) {
89
+ // ensure the json data is a string
90
+ if (data['description'] && !(typeof data['description'] === 'string' || data['description'] instanceof String)) {
91
+ throw new Error("Expected the field `description` to be a primitive type in the JSON string but got " + data['description']);
92
+ }
93
+ // ensure the json data is a string
94
+ if (data['title'] && !(typeof data['title'] === 'string' || data['title'] instanceof String)) {
95
+ throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
96
+ }
97
+ // ensure the json data is a string
98
+ if (data['type'] && !(typeof data['type'] === 'string' || data['type'] instanceof String)) {
99
+ throw new Error("Expected the field `type` to be a primitive type in the JSON string but got " + data['type']);
100
+ }
101
+ return true;
102
+ }
103
+ }]);
104
+ }();
105
+ /**
106
+ * @member {String} description
107
+ */
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+ UpdateGroupRequest.prototype['description'] = undefined;
109
+
110
+ /**
111
+ * @member {Number} max_members
112
+ */
113
+ UpdateGroupRequest.prototype['max_members'] = undefined;
114
+
115
+ /**
116
+ * @member {Object} metadata
117
+ */
118
+ UpdateGroupRequest.prototype['metadata'] = undefined;
119
+
120
+ /**
121
+ * @member {String} title
122
+ */
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+ UpdateGroupRequest.prototype['title'] = undefined;
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+
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+ /**
126
+ * @member {module:model/UpdateGroupRequest.TypeEnum} type
127
+ */
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+ UpdateGroupRequest.prototype['type'] = undefined;
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+
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+ /**
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+ * Allowed values for the <code>type</code> property.
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+ * @enum {String}
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+ * @readonly
134
+ */
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+ UpdateGroupRequest['TypeEnum'] = {
136
+ /**
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+ * value: "public"
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+ * @const
139
+ */
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+ "public": "public",
141
+ /**
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+ * value: "private"
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+ * @const
144
+ */
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+ "private": "private",
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+ /**
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+ * value: "hidden"
148
+ * @const
149
+ */
150
+ "hidden": "hidden"
151
+ };
152
+ var _default = exports["default"] = UpdateGroupRequest;
@@ -13,7 +13,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
13
13
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
14
14
  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
15
15
  * Game Server API
16
- * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
16
+ * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## 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
17
17
  *
18
18
  * The version of the OpenAPI document: 1.0.0
19
19
  *
@@ -0,0 +1,95 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports["default"] = void 0;
7
+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
9
+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
10
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
12
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
13
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
14
+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
15
+ * Game Server API
16
+ * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## 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
17
+ *
18
+ * The version of the OpenAPI document: 1.0.0
19
+ *
20
+ *
21
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
22
+ * https://openapi-generator.tech
23
+ * Do not edit the class manually.
24
+ *
25
+ */
26
+ /**
27
+ * The UpdatePartyRequest model module.
28
+ * @module model/UpdatePartyRequest
29
+ * @version 1.0.0
30
+ */
31
+ var UpdatePartyRequest = /*#__PURE__*/function () {
32
+ /**
33
+ * Constructs a new <code>UpdatePartyRequest</code>.
34
+ * @alias module:model/UpdatePartyRequest
35
+ */
36
+ function UpdatePartyRequest() {
37
+ _classCallCheck(this, UpdatePartyRequest);
38
+ UpdatePartyRequest.initialize(this);
39
+ }
40
+
41
+ /**
42
+ * Initializes the fields of this object.
43
+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
+ * Only for internal use.
45
+ */
46
+ return _createClass(UpdatePartyRequest, null, [{
47
+ key: "initialize",
48
+ value: function initialize(obj) {}
49
+
50
+ /**
51
+ * Constructs a <code>UpdatePartyRequest</code> from a plain JavaScript object, optionally creating a new instance.
52
+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
54
+ * @param {module:model/UpdatePartyRequest} obj Optional instance to populate.
55
+ * @return {module:model/UpdatePartyRequest} The populated <code>UpdatePartyRequest</code> instance.
56
+ */
57
+ }, {
58
+ key: "constructFromObject",
59
+ value: function constructFromObject(data, obj) {
60
+ if (data) {
61
+ obj = obj || new UpdatePartyRequest();
62
+ if (data.hasOwnProperty('max_size')) {
63
+ obj['max_size'] = _ApiClient["default"].convertToType(data['max_size'], 'Number');
64
+ }
65
+ if (data.hasOwnProperty('metadata')) {
66
+ obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
67
+ }
68
+ }
69
+ return obj;
70
+ }
71
+
72
+ /**
73
+ * Validates the JSON data with respect to <code>UpdatePartyRequest</code>.
74
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
75
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>UpdatePartyRequest</code>.
76
+ */
77
+ }, {
78
+ key: "validateJSON",
79
+ value: function validateJSON(data) {
80
+ return true;
81
+ }
82
+ }]);
83
+ }();
84
+ /**
85
+ * New maximum size
86
+ * @member {Number} max_size
87
+ */
88
+ UpdatePartyRequest.prototype['max_size'] = undefined;
89
+
90
+ /**
91
+ * New metadata
92
+ * @member {Object} metadata
93
+ */
94
+ UpdatePartyRequest.prototype['metadata'] = undefined;
95
+ var _default = exports["default"] = UpdatePartyRequest;
package/package.json CHANGED
@@ -1,18 +1,15 @@
1
1
  {
2
2
  "name": "@ughuuu/game_server",
3
- "version": "1.0.376",
3
+ "version": "1.0.378",
4
4
  "description": "API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ",
5
- "license": "MIT",
5
+ "license": "Unlicense",
6
6
  "main": "dist/index.js",
7
+ "repository": { "type": "git", "url": "git+https://github.com/appsinacup/game_server.git" },
7
8
  "scripts": {
8
9
  "build": "babel src -d dist",
9
10
  "prepare": "npm run build",
10
11
  "test": "mocha --require @babel/register --recursive"
11
12
  },
12
- "repository": {
13
- "type": "git",
14
- "url": "https://github.com/ughuuu/game_server.git"
15
- },
16
13
  "browser": {
17
14
  "fs": false
18
15
  },