@ughuuu/game_server 1.0.381 → 1.0.790
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +109 -24
- package/dist/ApiClient.js +2 -2
- package/dist/api/AchievementsApi.js +224 -0
- package/dist/api/AdminAchievementsApi.js +356 -0
- package/dist/api/AdminChatApi.js +2 -2
- package/dist/api/AdminGroupsApi.js +2 -2
- package/dist/api/AdminKVApi.js +2 -2
- package/dist/api/AdminLeaderboardsApi.js +2 -2
- package/dist/api/AdminLobbiesApi.js +2 -2
- package/dist/api/AdminNotificationsApi.js +2 -2
- package/dist/api/AdminSessionsApi.js +2 -2
- package/dist/api/AdminUsersApi.js +2 -2
- package/dist/api/AuthenticationApi.js +2 -2
- package/dist/api/ChatApi.js +141 -12
- package/dist/api/FriendsApi.js +2 -2
- package/dist/api/GroupsApi.js +69 -27
- package/dist/api/HealthApi.js +2 -2
- package/dist/api/HooksApi.js +2 -2
- package/dist/api/KVApi.js +2 -2
- package/dist/api/LeaderboardsApi.js +43 -2
- package/dist/api/LobbiesApi.js +44 -2
- package/dist/api/NotificationsApi.js +2 -2
- package/dist/api/PartiesApi.js +206 -22
- package/dist/api/UsersApi.js +2 -2
- package/dist/index.js +183 -10
- package/dist/model/AcceptPartyInviteRequest.js +109 -0
- package/dist/model/AdminCreateAchievementRequest.js +182 -0
- package/dist/model/AdminCreateKvEntry200Response.js +2 -2
- package/dist/model/AdminCreateKvEntryRequest.js +2 -2
- package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
- package/dist/model/AdminCreateNotification400Response.js +2 -2
- package/dist/model/AdminCreateNotificationRequest.js +2 -2
- package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
- package/dist/model/AdminEndLeaderboard200Response.js +2 -2
- package/dist/model/AdminEndLeaderboard200ResponseData.js +2 -2
- package/dist/model/AdminIncrementAchievementRequest.js +130 -0
- package/dist/model/AdminListAchievements200Response.js +118 -0
- package/dist/model/AdminListChatMessages200Response.js +2 -2
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +20 -3
- package/dist/model/AdminListGroups200Response.js +2 -2
- package/dist/model/AdminListKvEntries200Response.js +2 -2
- package/dist/model/AdminListKvEntries200ResponseDataInner.js +2 -2
- package/dist/model/AdminListLobbies200Response.js +2 -2
- package/dist/model/AdminListLobbies200ResponseDataInner.js +32 -2
- package/dist/model/AdminListNotifications200Response.js +2 -2
- package/dist/model/AdminListNotifications200ResponseDataInner.js +15 -2
- package/dist/model/AdminListNotifications200ResponseMeta.js +2 -2
- package/dist/model/AdminListSessions200Response.js +2 -2
- package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
- package/dist/model/AdminRevokeAchievementRequest.js +118 -0
- package/dist/model/AdminSubmitLeaderboardScore200Response.js +2 -2
- package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +14 -2
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +20 -8
- package/dist/model/AdminUnlockAchievementRequest.js +122 -0
- package/dist/model/AdminUpdateAchievement200Response.js +181 -0
- package/dist/model/AdminUpdateAchievementRequest.js +145 -0
- package/dist/model/AdminUpdateGroup200Response.js +23 -2
- package/dist/model/AdminUpdateGroupRequest.js +11 -2
- package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
- package/dist/model/AdminUpdateLobby200Response.js +2 -2
- package/dist/model/AdminUpdateLobbyRequest.js +11 -2
- package/dist/model/AdminUpdateUser200Response.js +2 -2
- package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
- package/dist/model/AdminUpdateUserRequest.js +2 -2
- package/dist/model/CallHook200Response.js +2 -2
- package/dist/model/CallHookRequest.js +2 -2
- package/dist/model/CancelGroupInvite200Response.js +2 -2
- package/dist/model/CancelJoinRequest200Response.js +2 -2
- package/dist/model/CancelPartyInviteRequest.js +109 -0
- package/dist/model/ChatUnreadCount200Response.js +2 -2
- package/dist/model/CreateFriendRequestRequest.js +2 -2
- package/dist/model/CreateGroupRequest.js +11 -2
- package/dist/model/CreateLobbyRequest.js +11 -2
- package/dist/model/CreatePartyRequest.js +2 -2
- package/dist/model/DeclinePartyInviteRequest.js +109 -0
- package/dist/model/DeleteNotifications200Response.js +2 -2
- package/dist/model/DeleteNotificationsRequest.js +2 -2
- package/dist/model/DemoteGroupMemberRequest.js +2 -2
- package/dist/model/DeviceLoginRequest.js +2 -2
- package/dist/model/ErrorResponse.js +2 -2
- package/dist/model/GetChatMessage200Response.js +196 -0
- package/dist/model/GetCurrentUser200Response.js +2 -2
- package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
- package/dist/model/GetKv200Response.js +2 -2
- package/dist/model/GetLobby200Response.js +133 -0
- package/dist/model/GetLobby200ResponseMembersInner.js +146 -0
- package/dist/model/GetMyRecord200Response.js +2 -2
- package/dist/model/HealthResponse.js +2 -2
- package/dist/model/InviteToGroup200Response.js +90 -0
- package/dist/model/InviteToGroupRequest.js +2 -2
- package/dist/model/InviteToPartyRequest.js +109 -0
- package/dist/model/KickGroupMemberRequest.js +2 -2
- package/dist/model/KickUserRequest.js +2 -2
- package/dist/model/LinkDeviceRequest.js +2 -2
- package/dist/model/ListBlockedFriends200Response.js +2 -2
- package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
- package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +2 -2
- package/dist/model/ListChatMessages200Response.js +6 -6
- package/dist/model/ListFriendRequests200Response.js +2 -2
- package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
- package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +11 -2
- package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
- package/dist/model/ListFriends200Response.js +2 -2
- package/dist/model/ListFriends200ResponseDataInner.js +11 -2
- package/dist/model/ListGroupInvitations200Response.js +2 -2
- package/dist/model/ListGroupInvitations200ResponseDataInner.js +48 -3
- package/dist/model/ListGroupMembers200Response.js +2 -2
- package/dist/model/ListGroupMembers200ResponseDataInner.js +2 -2
- package/dist/model/ListJoinRequests200Response.js +2 -2
- package/dist/model/ListLeaderboardRecords200Response.js +2 -2
- package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +4 -4
- package/dist/model/ListLeaderboards200Response.js +2 -2
- package/dist/model/ListLeaderboards200ResponseDataInner.js +2 -2
- package/dist/model/ListLobbies200Response.js +2 -2
- package/dist/model/ListLobbies200ResponseDataInner.js +24 -2
- package/dist/model/ListMyGroups200Response.js +2 -2
- package/dist/model/ListMyGroups200ResponseDataInner.js +24 -2
- package/dist/model/ListNotifications200Response.js +2 -2
- package/dist/model/ListNotifications200ResponseDataInner.js +15 -2
- package/dist/model/ListPartyInvitations200ResponseInner.js +155 -0
- package/dist/model/ListRecordsAroundUser200Response.js +2 -2
- package/dist/model/ListSentInvitations200Response.js +2 -2
- package/dist/model/ListSentInvitations200ResponseDataInner.js +26 -2
- package/dist/model/Login200Response.js +2 -2
- package/dist/model/Login200ResponseData.js +15 -2
- package/dist/model/LoginRequest.js +2 -2
- package/dist/model/MarkChatReadRequest.js +8 -3
- package/dist/model/NotifyGroup200Response.js +2 -2
- package/dist/model/NotifyGroupRequest.js +3 -3
- package/dist/model/OAuthSessionData.js +15 -2
- package/dist/model/OAuthSessionDataDetails.js +2 -2
- package/dist/model/OAuthSessionStatus.js +2 -2
- package/dist/model/OauthApiCallback200Response.js +2 -2
- package/dist/model/OauthApiCallbackRequest.js +2 -2
- package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
- package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
- package/dist/model/OauthRequest200Response.js +2 -2
- package/dist/model/OauthSessionStatus404Response.js +2 -2
- package/dist/model/PartyCreateLobbyRequest.js +2 -2
- package/dist/model/PartyJoinLobbyRequest.js +2 -2
- package/dist/model/PromoteGroupMemberRequest.js +2 -2
- package/dist/model/QuickJoinRequest.js +2 -2
- package/dist/model/RefreshToken200Response.js +2 -2
- package/dist/model/RefreshToken200ResponseData.js +15 -2
- package/dist/model/RefreshTokenRequest.js +2 -2
- package/dist/model/ResolveLeaderboardSlugs200Response.js +89 -0
- package/dist/model/ResolveLeaderboardSlugsRequest.js +113 -0
- package/dist/model/SearchUsers200Response.js +2 -2
- package/dist/model/SearchUsers200ResponseDataInner.js +11 -2
- package/dist/model/SendChatMessageRequest.js +10 -5
- package/dist/model/SendNotificationRequest.js +2 -2
- package/dist/model/ShowParty200Response.js +13 -13
- package/dist/model/ShowParty200ResponseMembersInner.js +11 -2
- package/dist/model/UpdateChatMessageRequest.js +99 -0
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
- package/dist/model/UpdateCurrentUserPassword400Response.js +2 -2
- package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
- package/dist/model/UpdateGroupRequest.js +11 -2
- package/dist/model/UpdateLobbyRequest.js +11 -2
- package/dist/model/UpdatePartyRequest.js +2 -2
- package/dist/model/UserAchievements200Response.js +124 -0
- package/dist/model/UserAchievements200ResponseDataInner.js +192 -0
- package/dist/realtime.js +247 -0
- package/dist/webrtc.js +375 -0
- package/package.json +15 -4
- package/dist/model/CreateLobby401Response.js +0 -89
- package/dist/model/JoinLobby200Response.js +0 -89
- package/dist/model/JoinLobbyRequest.js +0 -90
- package/dist/model/JoinPartyByCodeRequest.js +0 -113
- package/dist/model/KickUser200Response.js +0 -89
- package/dist/model/LeaveLobby200Response.js +0 -89
- package/dist/model/ListChatMessages200ResponseDataInner.js +0 -170
- package/dist/model/ListLeaderboardRecords200ResponseMeta.js +0 -125
- package/dist/model/ListLobbies200ResponseInner.js +0 -153
- package/dist/model/ListLobbies200ResponseMeta.js +0 -125
- package/dist/model/Login200ResponseDataUser.js +0 -97
- package/dist/model/RemoveFriendship401Response.js +0 -89
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exports["default"] = void 0;
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var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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var _AdminCreateAchievementRequest = _interopRequireDefault(require("../model/AdminCreateAchievementRequest"));
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var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
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var _AdminIncrementAchievementRequest = _interopRequireDefault(require("../model/AdminIncrementAchievementRequest"));
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var _AdminListAchievements200Response = _interopRequireDefault(require("../model/AdminListAchievements200Response"));
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var _AdminRevokeAchievementRequest = _interopRequireDefault(require("../model/AdminRevokeAchievementRequest"));
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var _AdminUnlockAchievementRequest = _interopRequireDefault(require("../model/AdminUnlockAchievementRequest"));
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var _AdminUpdateAchievement200Response = _interopRequireDefault(require("../model/AdminUpdateAchievement200Response"));
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var _AdminUpdateAchievementRequest = _interopRequireDefault(require("../model/AdminUpdateAchievementRequest"));
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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 _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 _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 the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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* The version of the OpenAPI document: 1.0.790
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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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* AdminAchievements service.
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* @module api/AdminAchievementsApi
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var AdminAchievementsApi = exports["default"] = /*#__PURE__*/function () {
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/**
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* Constructs a new AdminAchievementsApi.
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* Create achievement (admin)
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* @param {module:model/AdminCreateAchievementRequest} [adminCreateAchievementRequest] Achievement
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* @param {module:model/AdminCreateAchievementRequest} opts.adminCreateAchievementRequest Achievement
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* Delete achievement (admin)
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return this.apiClient.callApi('/api/v1/admin/achievements/{id}', 'DELETE', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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return this.adminDeleteAchievementWithHttpInfo(id).then(function (response_and_data) {
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/**
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* Grant achievement to user (admin)
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}, {
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var postBody = opts['adminUnlockAchievementRequest'];
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var authNames = ['authorization'];
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var contentTypes = ['application/json'];
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return this.apiClient.callApi('/api/v1/admin/achievements/grant', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
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}
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/**
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* Grant achievement to user (admin)
|
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* @param {Object} opts Optional parameters
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* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
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*/
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}, {
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key: "adminGrantAchievement",
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value: function adminGrantAchievement(opts) {
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return this.adminGrantAchievementWithHttpInfo(opts).then(function (response_and_data) {
|
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+
return response_and_data.data;
|
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});
|
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}
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+
|
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+
/**
|
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+
* Increment achievement progress for user (admin)
|
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* @param {Object} opts Optional parameters
|
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|
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* @param {module:model/AdminIncrementAchievementRequest} [adminIncrementAchievementRequest] Increment
|
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* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
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*/
|
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+
}, {
|
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+
key: "adminIncrementAchievementWithHttpInfo",
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|
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value: function adminIncrementAchievementWithHttpInfo(opts) {
|
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+
opts = opts || {};
|
|
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|
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var postBody = opts['adminIncrementAchievementRequest'];
|
|
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|
+
var pathParams = {};
|
|
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var queryParams = {};
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var headerParams = {};
|
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var formParams = {};
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|
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var authNames = ['authorization'];
|
|
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|
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var contentTypes = ['application/json'];
|
|
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var accepts = ['application/json'];
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|
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|
+
var returnType = Object;
|
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+
return this.apiClient.callApi('/api/v1/admin/achievements/increment', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
/**
|
|
186
|
+
* Increment achievement progress for user (admin)
|
|
187
|
+
* @param {Object} opts Optional parameters
|
|
188
|
+
* @param {module:model/AdminIncrementAchievementRequest} opts.adminIncrementAchievementRequest Increment
|
|
189
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
190
|
+
*/
|
|
191
|
+
}, {
|
|
192
|
+
key: "adminIncrementAchievement",
|
|
193
|
+
value: function adminIncrementAchievement(opts) {
|
|
194
|
+
return this.adminIncrementAchievementWithHttpInfo(opts).then(function (response_and_data) {
|
|
195
|
+
return response_and_data.data;
|
|
196
|
+
});
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
/**
|
|
200
|
+
* List all achievements (admin, includes hidden)
|
|
201
|
+
* @param {Object} opts Optional parameters
|
|
202
|
+
* @param {Number} [page]
|
|
203
|
+
* @param {Number} [pageSize]
|
|
204
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminListAchievements200Response} and HTTP response
|
|
205
|
+
*/
|
|
206
|
+
}, {
|
|
207
|
+
key: "adminListAchievementsWithHttpInfo",
|
|
208
|
+
value: function adminListAchievementsWithHttpInfo(opts) {
|
|
209
|
+
opts = opts || {};
|
|
210
|
+
var postBody = null;
|
|
211
|
+
var pathParams = {};
|
|
212
|
+
var queryParams = {
|
|
213
|
+
'page': opts['page'],
|
|
214
|
+
'page_size': opts['pageSize']
|
|
215
|
+
};
|
|
216
|
+
var headerParams = {};
|
|
217
|
+
var formParams = {};
|
|
218
|
+
var authNames = ['authorization'];
|
|
219
|
+
var contentTypes = [];
|
|
220
|
+
var accepts = ['application/json'];
|
|
221
|
+
var returnType = _AdminListAchievements200Response["default"];
|
|
222
|
+
return this.apiClient.callApi('/api/v1/admin/achievements', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
223
|
+
}
|
|
224
|
+
|
|
225
|
+
/**
|
|
226
|
+
* List all achievements (admin, includes hidden)
|
|
227
|
+
* @param {Object} opts Optional parameters
|
|
228
|
+
* @param {Number} opts.page
|
|
229
|
+
* @param {Number} opts.pageSize
|
|
230
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminListAchievements200Response}
|
|
231
|
+
*/
|
|
232
|
+
}, {
|
|
233
|
+
key: "adminListAchievements",
|
|
234
|
+
value: function adminListAchievements(opts) {
|
|
235
|
+
return this.adminListAchievementsWithHttpInfo(opts).then(function (response_and_data) {
|
|
236
|
+
return response_and_data.data;
|
|
237
|
+
});
|
|
238
|
+
}
|
|
239
|
+
|
|
240
|
+
/**
|
|
241
|
+
* Revoke achievement from user (admin)
|
|
242
|
+
* @param {Object} opts Optional parameters
|
|
243
|
+
* @param {module:model/AdminRevokeAchievementRequest} [adminRevokeAchievementRequest] Revoke
|
|
244
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
245
|
+
*/
|
|
246
|
+
}, {
|
|
247
|
+
key: "adminRevokeAchievementWithHttpInfo",
|
|
248
|
+
value: function adminRevokeAchievementWithHttpInfo(opts) {
|
|
249
|
+
opts = opts || {};
|
|
250
|
+
var postBody = opts['adminRevokeAchievementRequest'];
|
|
251
|
+
var pathParams = {};
|
|
252
|
+
var queryParams = {};
|
|
253
|
+
var headerParams = {};
|
|
254
|
+
var formParams = {};
|
|
255
|
+
var authNames = ['authorization'];
|
|
256
|
+
var contentTypes = ['application/json'];
|
|
257
|
+
var accepts = ['application/json'];
|
|
258
|
+
var returnType = Object;
|
|
259
|
+
return this.apiClient.callApi('/api/v1/admin/achievements/revoke', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
260
|
+
}
|
|
261
|
+
|
|
262
|
+
/**
|
|
263
|
+
* Revoke achievement from user (admin)
|
|
264
|
+
* @param {Object} opts Optional parameters
|
|
265
|
+
* @param {module:model/AdminRevokeAchievementRequest} opts.adminRevokeAchievementRequest Revoke
|
|
266
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
267
|
+
*/
|
|
268
|
+
}, {
|
|
269
|
+
key: "adminRevokeAchievement",
|
|
270
|
+
value: function adminRevokeAchievement(opts) {
|
|
271
|
+
return this.adminRevokeAchievementWithHttpInfo(opts).then(function (response_and_data) {
|
|
272
|
+
return response_and_data.data;
|
|
273
|
+
});
|
|
274
|
+
}
|
|
275
|
+
|
|
276
|
+
/**
|
|
277
|
+
* Unlock achievement for user (admin)
|
|
278
|
+
* @param {Object} opts Optional parameters
|
|
279
|
+
* @param {module:model/AdminUnlockAchievementRequest} [adminUnlockAchievementRequest] Unlock
|
|
280
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
|
|
281
|
+
*/
|
|
282
|
+
}, {
|
|
283
|
+
key: "adminUnlockAchievementWithHttpInfo",
|
|
284
|
+
value: function adminUnlockAchievementWithHttpInfo(opts) {
|
|
285
|
+
opts = opts || {};
|
|
286
|
+
var postBody = opts['adminUnlockAchievementRequest'];
|
|
287
|
+
var pathParams = {};
|
|
288
|
+
var queryParams = {};
|
|
289
|
+
var headerParams = {};
|
|
290
|
+
var formParams = {};
|
|
291
|
+
var authNames = ['authorization'];
|
|
292
|
+
var contentTypes = ['application/json'];
|
|
293
|
+
var accepts = ['application/json'];
|
|
294
|
+
var returnType = Object;
|
|
295
|
+
return this.apiClient.callApi('/api/v1/admin/achievements/unlock', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
/**
|
|
299
|
+
* Unlock achievement for user (admin)
|
|
300
|
+
* @param {Object} opts Optional parameters
|
|
301
|
+
* @param {module:model/AdminUnlockAchievementRequest} opts.adminUnlockAchievementRequest Unlock
|
|
302
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
|
|
303
|
+
*/
|
|
304
|
+
}, {
|
|
305
|
+
key: "adminUnlockAchievement",
|
|
306
|
+
value: function adminUnlockAchievement(opts) {
|
|
307
|
+
return this.adminUnlockAchievementWithHttpInfo(opts).then(function (response_and_data) {
|
|
308
|
+
return response_and_data.data;
|
|
309
|
+
});
|
|
310
|
+
}
|
|
311
|
+
|
|
312
|
+
/**
|
|
313
|
+
* Update achievement (admin)
|
|
314
|
+
* @param {Number} id
|
|
315
|
+
* @param {Object} opts Optional parameters
|
|
316
|
+
* @param {module:model/AdminUpdateAchievementRequest} [adminUpdateAchievementRequest] Achievement
|
|
317
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AdminUpdateAchievement200Response} and HTTP response
|
|
318
|
+
*/
|
|
319
|
+
}, {
|
|
320
|
+
key: "adminUpdateAchievementWithHttpInfo",
|
|
321
|
+
value: function adminUpdateAchievementWithHttpInfo(id, opts) {
|
|
322
|
+
opts = opts || {};
|
|
323
|
+
var postBody = opts['adminUpdateAchievementRequest'];
|
|
324
|
+
// verify the required parameter 'id' is set
|
|
325
|
+
if (id === undefined || id === null) {
|
|
326
|
+
throw new Error("Missing the required parameter 'id' when calling adminUpdateAchievement");
|
|
327
|
+
}
|
|
328
|
+
var pathParams = {
|
|
329
|
+
'id': id
|
|
330
|
+
};
|
|
331
|
+
var queryParams = {};
|
|
332
|
+
var headerParams = {};
|
|
333
|
+
var formParams = {};
|
|
334
|
+
var authNames = ['authorization'];
|
|
335
|
+
var contentTypes = ['application/json'];
|
|
336
|
+
var accepts = ['application/json'];
|
|
337
|
+
var returnType = _AdminUpdateAchievement200Response["default"];
|
|
338
|
+
return this.apiClient.callApi('/api/v1/admin/achievements/{id}', 'PATCH', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
|
|
339
|
+
}
|
|
340
|
+
|
|
341
|
+
/**
|
|
342
|
+
* Update achievement (admin)
|
|
343
|
+
* @param {Number} id
|
|
344
|
+
* @param {Object} opts Optional parameters
|
|
345
|
+
* @param {module:model/AdminUpdateAchievementRequest} opts.adminUpdateAchievementRequest Achievement
|
|
346
|
+
* @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AdminUpdateAchievement200Response}
|
|
347
|
+
*/
|
|
348
|
+
}, {
|
|
349
|
+
key: "adminUpdateAchievement",
|
|
350
|
+
value: function adminUpdateAchievement(id, opts) {
|
|
351
|
+
return this.adminUpdateAchievementWithHttpInfo(id, opts).then(function (response_and_data) {
|
|
352
|
+
return response_and_data.data;
|
|
353
|
+
});
|
|
354
|
+
}
|
|
355
|
+
}]);
|
|
356
|
+
}();
|
package/dist/api/AdminChatApi.js
CHANGED
|
@@ -16,9 +16,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
|
|
|
16
16
|
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
|
|
17
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
18
|
* Game Server API
|
|
19
|
-
* API for Game Server
|
|
19
|
+
* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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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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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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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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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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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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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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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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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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* API for the Gamend Game Server. Has authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 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 ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. 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 ## **3. 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 ## **4. 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. 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 ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata
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