@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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  *
@@ -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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  *
@@ -0,0 +1,89 @@
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+ "use strict";
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+
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ 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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+ *
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+ * The version of the OpenAPI document: 1.0.0
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * The AdminCreateNotification400Response model module.
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+ * @module model/AdminCreateNotification400Response
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+ * @version 1.0.0
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+ */
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+ var AdminCreateNotification400Response = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>AdminCreateNotification400Response</code>.
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+ * @alias module:model/AdminCreateNotification400Response
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+ */
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+ function AdminCreateNotification400Response() {
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+ _classCallCheck(this, AdminCreateNotification400Response);
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+ AdminCreateNotification400Response.initialize(this);
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+ }
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+
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+ /**
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+ * Initializes the fields of this object.
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+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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+ * Only for internal use.
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+ */
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+ return _createClass(AdminCreateNotification400Response, null, [{
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+ key: "initialize",
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+ value: function initialize(obj) {}
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+
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+ /**
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+ * Constructs a <code>AdminCreateNotification400Response</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/AdminCreateNotification400Response} obj Optional instance to populate.
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+ * @return {module:model/AdminCreateNotification400Response} The populated <code>AdminCreateNotification400Response</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 AdminCreateNotification400Response();
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+ if (data.hasOwnProperty('error')) {
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+ obj['error'] = _ApiClient["default"].convertToType(data['error'], 'String');
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+ }
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+ }
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+ return obj;
67
+ }
68
+
69
+ /**
70
+ * Validates the JSON data with respect to <code>AdminCreateNotification400Response</code>.
71
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
72
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>AdminCreateNotification400Response</code>.
73
+ */
74
+ }, {
75
+ key: "validateJSON",
76
+ value: function validateJSON(data) {
77
+ // ensure the json data is a string
78
+ if (data['error'] && !(typeof data['error'] === 'string' || data['error'] instanceof String)) {
79
+ throw new Error("Expected the field `error` to be a primitive type in the JSON string but got " + data['error']);
80
+ }
81
+ return true;
82
+ }
83
+ }]);
84
+ }();
85
+ /**
86
+ * @member {String} error
87
+ */
88
+ AdminCreateNotification400Response.prototype['error'] = undefined;
89
+ var _default = exports["default"] = AdminCreateNotification400Response;
@@ -0,0 +1,157 @@
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 _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
11
+ function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } }
12
+ function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; }
13
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
14
+ 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); } }
15
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
16
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
17
+ 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); } /**
18
+ * Game Server API
19
+ * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## 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
20
+ *
21
+ * The version of the OpenAPI document: 1.0.0
22
+ *
23
+ *
24
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
25
+ * https://openapi-generator.tech
26
+ * Do not edit the class manually.
27
+ *
28
+ */
29
+ /**
30
+ * The AdminCreateNotificationRequest model module.
31
+ * @module model/AdminCreateNotificationRequest
32
+ * @version 1.0.0
33
+ */
34
+ var AdminCreateNotificationRequest = /*#__PURE__*/function () {
35
+ /**
36
+ * Constructs a new <code>AdminCreateNotificationRequest</code>.
37
+ * @alias module:model/AdminCreateNotificationRequest
38
+ * @param recipientId {Number} Recipient user ID
39
+ * @param senderId {Number} Sender user ID
40
+ * @param title {String} Notification title (required)
41
+ */
42
+ function AdminCreateNotificationRequest(recipientId, senderId, title) {
43
+ _classCallCheck(this, AdminCreateNotificationRequest);
44
+ AdminCreateNotificationRequest.initialize(this, recipientId, senderId, title);
45
+ }
46
+
47
+ /**
48
+ * Initializes the fields of this object.
49
+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
50
+ * Only for internal use.
51
+ */
52
+ return _createClass(AdminCreateNotificationRequest, null, [{
53
+ key: "initialize",
54
+ value: function initialize(obj, recipientId, senderId, title) {
55
+ obj['recipient_id'] = recipientId;
56
+ obj['sender_id'] = senderId;
57
+ obj['title'] = title;
58
+ }
59
+
60
+ /**
61
+ * Constructs a <code>AdminCreateNotificationRequest</code> from a plain JavaScript object, optionally creating a new instance.
62
+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
63
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
64
+ * @param {module:model/AdminCreateNotificationRequest} obj Optional instance to populate.
65
+ * @return {module:model/AdminCreateNotificationRequest} The populated <code>AdminCreateNotificationRequest</code> instance.
66
+ */
67
+ }, {
68
+ key: "constructFromObject",
69
+ value: function constructFromObject(data, obj) {
70
+ if (data) {
71
+ obj = obj || new AdminCreateNotificationRequest();
72
+ if (data.hasOwnProperty('content')) {
73
+ obj['content'] = _ApiClient["default"].convertToType(data['content'], 'String');
74
+ }
75
+ if (data.hasOwnProperty('metadata')) {
76
+ obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
77
+ }
78
+ if (data.hasOwnProperty('recipient_id')) {
79
+ obj['recipient_id'] = _ApiClient["default"].convertToType(data['recipient_id'], 'Number');
80
+ }
81
+ if (data.hasOwnProperty('sender_id')) {
82
+ obj['sender_id'] = _ApiClient["default"].convertToType(data['sender_id'], 'Number');
83
+ }
84
+ if (data.hasOwnProperty('title')) {
85
+ obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
86
+ }
87
+ }
88
+ return obj;
89
+ }
90
+
91
+ /**
92
+ * Validates the JSON data with respect to <code>AdminCreateNotificationRequest</code>.
93
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
94
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>AdminCreateNotificationRequest</code>.
95
+ */
96
+ }, {
97
+ key: "validateJSON",
98
+ value: function validateJSON(data) {
99
+ // check to make sure all required properties are present in the JSON string
100
+ var _iterator = _createForOfIteratorHelper(AdminCreateNotificationRequest.RequiredProperties),
101
+ _step;
102
+ try {
103
+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
104
+ var property = _step.value;
105
+ if (!data.hasOwnProperty(property)) {
106
+ throw new Error("The required field `" + property + "` is not found in the JSON data: " + JSON.stringify(data));
107
+ }
108
+ }
109
+ // ensure the json data is a string
110
+ } catch (err) {
111
+ _iterator.e(err);
112
+ } finally {
113
+ _iterator.f();
114
+ }
115
+ if (data['content'] && !(typeof data['content'] === 'string' || data['content'] instanceof String)) {
116
+ throw new Error("Expected the field `content` to be a primitive type in the JSON string but got " + data['content']);
117
+ }
118
+ // ensure the json data is a string
119
+ if (data['title'] && !(typeof data['title'] === 'string' || data['title'] instanceof String)) {
120
+ throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
121
+ }
122
+ return true;
123
+ }
124
+ }]);
125
+ }();
126
+ AdminCreateNotificationRequest.RequiredProperties = ["recipient_id", "sender_id", "title"];
127
+
128
+ /**
129
+ * Notification body text (optional)
130
+ * @member {String} content
131
+ */
132
+ AdminCreateNotificationRequest.prototype['content'] = undefined;
133
+
134
+ /**
135
+ * Arbitrary metadata (optional)
136
+ * @member {Object} metadata
137
+ */
138
+ AdminCreateNotificationRequest.prototype['metadata'] = undefined;
139
+
140
+ /**
141
+ * Recipient user ID
142
+ * @member {Number} recipient_id
143
+ */
144
+ AdminCreateNotificationRequest.prototype['recipient_id'] = undefined;
145
+
146
+ /**
147
+ * Sender user ID
148
+ * @member {Number} sender_id
149
+ */
150
+ AdminCreateNotificationRequest.prototype['sender_id'] = undefined;
151
+
152
+ /**
153
+ * Notification title (required)
154
+ * @member {String} title
155
+ */
156
+ AdminCreateNotificationRequest.prototype['title'] = undefined;
157
+ var _default = exports["default"] = AdminCreateNotificationRequest;
@@ -0,0 +1,85 @@
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 AdminDeleteChatConversation200Response model module.
28
+ * @module model/AdminDeleteChatConversation200Response
29
+ * @version 1.0.0
30
+ */
31
+ var AdminDeleteChatConversation200Response = /*#__PURE__*/function () {
32
+ /**
33
+ * Constructs a new <code>AdminDeleteChatConversation200Response</code>.
34
+ * @alias module:model/AdminDeleteChatConversation200Response
35
+ */
36
+ function AdminDeleteChatConversation200Response() {
37
+ _classCallCheck(this, AdminDeleteChatConversation200Response);
38
+ AdminDeleteChatConversation200Response.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(AdminDeleteChatConversation200Response, null, [{
47
+ key: "initialize",
48
+ value: function initialize(obj) {}
49
+
50
+ /**
51
+ * Constructs a <code>AdminDeleteChatConversation200Response</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/AdminDeleteChatConversation200Response} obj Optional instance to populate.
55
+ * @return {module:model/AdminDeleteChatConversation200Response} The populated <code>AdminDeleteChatConversation200Response</code> instance.
56
+ */
57
+ }, {
58
+ key: "constructFromObject",
59
+ value: function constructFromObject(data, obj) {
60
+ if (data) {
61
+ obj = obj || new AdminDeleteChatConversation200Response();
62
+ if (data.hasOwnProperty('deleted')) {
63
+ obj['deleted'] = _ApiClient["default"].convertToType(data['deleted'], 'Number');
64
+ }
65
+ }
66
+ return obj;
67
+ }
68
+
69
+ /**
70
+ * Validates the JSON data with respect to <code>AdminDeleteChatConversation200Response</code>.
71
+ * @param {Object} data The plain JavaScript object bearing properties of interest.
72
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>AdminDeleteChatConversation200Response</code>.
73
+ */
74
+ }, {
75
+ key: "validateJSON",
76
+ value: function validateJSON(data) {
77
+ return true;
78
+ }
79
+ }]);
80
+ }();
81
+ /**
82
+ * @member {Number} deleted
83
+ */
84
+ AdminDeleteChatConversation200Response.prototype['deleted'] = undefined;
85
+ var _default = exports["default"] = AdminDeleteChatConversation200Response;
@@ -14,7 +14,7 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
14
14
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
15
15
  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); } /**
16
16
  * Game Server API
17
- * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated
17
+ * 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
18
18
  *
19
19
  * The version of the OpenAPI document: 1.0.0
20
20
  *
@@ -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
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  *
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  * The version of the OpenAPI document: 1.0.0
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  *
@@ -0,0 +1,124 @@
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+ "use strict";
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+
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports["default"] = void 0;
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+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ var _AdminListChatMessages200ResponseDataInner = _interopRequireDefault(require("./AdminListChatMessages200ResponseDataInner"));
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+ var _AdminListNotifications200ResponseMeta = _interopRequireDefault(require("./AdminListNotifications200ResponseMeta"));
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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 _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
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+ function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } }
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+ function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; }
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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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+ *
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+ * The version of the OpenAPI document: 1.0.0
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * The AdminListChatMessages200Response model module.
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+ * @module model/AdminListChatMessages200Response
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+ * @version 1.0.0
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+ */
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+ var AdminListChatMessages200Response = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>AdminListChatMessages200Response</code>.
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+ * @alias module:model/AdminListChatMessages200Response
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+ */
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+ function AdminListChatMessages200Response() {
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+ _classCallCheck(this, AdminListChatMessages200Response);
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+ AdminListChatMessages200Response.initialize(this);
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+ }
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+
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+ /**
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+ * Initializes the fields of this object.
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+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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+ * Only for internal use.
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+ */
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+ return _createClass(AdminListChatMessages200Response, null, [{
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+ key: "initialize",
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+ value: function initialize(obj) {}
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+
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+ /**
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+ * Constructs a <code>AdminListChatMessages200Response</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/AdminListChatMessages200Response} obj Optional instance to populate.
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+ * @return {module:model/AdminListChatMessages200Response} The populated <code>AdminListChatMessages200Response</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 AdminListChatMessages200Response();
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+ if (data.hasOwnProperty('data')) {
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+ obj['data'] = _ApiClient["default"].convertToType(data['data'], [_AdminListChatMessages200ResponseDataInner["default"]]);
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+ }
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+ if (data.hasOwnProperty('meta')) {
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+ obj['meta'] = _AdminListNotifications200ResponseMeta["default"].constructFromObject(data['meta']);
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+ }
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+ }
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+ return obj;
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+ }
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+
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+ /**
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+ * Validates the JSON data with respect to <code>AdminListChatMessages200Response</code>.
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+ * @param {Object} data The plain JavaScript object bearing properties of interest.
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+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>AdminListChatMessages200Response</code>.
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+ */
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+ }, {
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+ key: "validateJSON",
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+ value: function validateJSON(data) {
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+ if (data['data']) {
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+ // data not null
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+ // ensure the json data is an array
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+ if (!Array.isArray(data['data'])) {
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+ throw new Error("Expected the field `data` to be an array in the JSON data but got " + data['data']);
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+ }
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+ // validate the optional field `data` (array)
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+ var _iterator = _createForOfIteratorHelper(data['data']),
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+ _step;
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+ try {
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+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
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+ var item = _step.value;
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+ _AdminListChatMessages200ResponseDataInner["default"].validateJSON(item);
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+ }
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+ } catch (err) {
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+ _iterator.e(err);
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+ } finally {
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+ _iterator.f();
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+ }
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+ ;
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+ }
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+ // validate the optional field `meta`
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+ if (data['meta']) {
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+ // data not null
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+ _AdminListNotifications200ResponseMeta["default"].validateJSON(data['meta']);
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+ }
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+ return true;
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+ }
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+ }]);
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+ }();
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+ /**
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+ * @member {Array.<module:model/AdminListChatMessages200ResponseDataInner>} data
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+ */
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+ AdminListChatMessages200Response.prototype['data'] = undefined;
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+
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+ /**
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+ * @member {module:model/AdminListNotifications200ResponseMeta} meta
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+ */
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+ AdminListChatMessages200Response.prototype['meta'] = undefined;
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+ var _default = exports["default"] = AdminListChatMessages200Response;