@ughuuu/game_server 1.0.382 → 1.0.791

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Files changed (179) hide show
  1. package/README.md +174 -24
  2. package/dist/ApiClient.js +2 -2
  3. package/dist/api/AchievementsApi.js +224 -0
  4. package/dist/api/AdminAchievementsApi.js +356 -0
  5. package/dist/api/AdminChatApi.js +2 -2
  6. package/dist/api/AdminGroupsApi.js +2 -2
  7. package/dist/api/AdminKVApi.js +2 -2
  8. package/dist/api/AdminLeaderboardsApi.js +2 -2
  9. package/dist/api/AdminLobbiesApi.js +2 -2
  10. package/dist/api/AdminNotificationsApi.js +2 -2
  11. package/dist/api/AdminSessionsApi.js +2 -2
  12. package/dist/api/AdminUsersApi.js +2 -2
  13. package/dist/api/AuthenticationApi.js +2 -2
  14. package/dist/api/ChatApi.js +141 -12
  15. package/dist/api/FriendsApi.js +2 -2
  16. package/dist/api/GroupsApi.js +69 -27
  17. package/dist/api/HealthApi.js +2 -2
  18. package/dist/api/HooksApi.js +2 -2
  19. package/dist/api/KVApi.js +2 -2
  20. package/dist/api/LeaderboardsApi.js +43 -2
  21. package/dist/api/LobbiesApi.js +44 -2
  22. package/dist/api/NotificationsApi.js +2 -2
  23. package/dist/api/PartiesApi.js +206 -22
  24. package/dist/api/UsersApi.js +2 -2
  25. package/dist/index.js +157 -10
  26. package/dist/model/AcceptPartyInviteRequest.js +109 -0
  27. package/dist/model/AdminCreateAchievementRequest.js +182 -0
  28. package/dist/model/AdminCreateKvEntry200Response.js +2 -2
  29. package/dist/model/AdminCreateKvEntryRequest.js +2 -2
  30. package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
  31. package/dist/model/AdminCreateNotification400Response.js +2 -2
  32. package/dist/model/AdminCreateNotificationRequest.js +2 -2
  33. package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
  34. package/dist/model/AdminEndLeaderboard200Response.js +2 -2
  35. package/dist/model/AdminEndLeaderboard200ResponseData.js +2 -2
  36. package/dist/model/AdminIncrementAchievementRequest.js +130 -0
  37. package/dist/model/AdminListAchievements200Response.js +118 -0
  38. package/dist/model/AdminListChatMessages200Response.js +2 -2
  39. package/dist/model/AdminListChatMessages200ResponseDataInner.js +20 -3
  40. package/dist/model/AdminListGroups200Response.js +2 -2
  41. package/dist/model/AdminListKvEntries200Response.js +2 -2
  42. package/dist/model/AdminListKvEntries200ResponseDataInner.js +2 -2
  43. package/dist/model/AdminListLobbies200Response.js +2 -2
  44. package/dist/model/AdminListLobbies200ResponseDataInner.js +32 -2
  45. package/dist/model/AdminListNotifications200Response.js +2 -2
  46. package/dist/model/AdminListNotifications200ResponseDataInner.js +15 -2
  47. package/dist/model/AdminListNotifications200ResponseMeta.js +2 -2
  48. package/dist/model/AdminListSessions200Response.js +2 -2
  49. package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
  50. package/dist/model/AdminRevokeAchievementRequest.js +118 -0
  51. package/dist/model/AdminSubmitLeaderboardScore200Response.js +2 -2
  52. package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +14 -2
  53. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +20 -8
  54. package/dist/model/AdminUnlockAchievementRequest.js +122 -0
  55. package/dist/model/AdminUpdateAchievement200Response.js +181 -0
  56. package/dist/model/AdminUpdateAchievementRequest.js +145 -0
  57. package/dist/model/AdminUpdateGroup200Response.js +23 -2
  58. package/dist/model/AdminUpdateGroupRequest.js +11 -2
  59. package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
  60. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
  61. package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
  62. package/dist/model/AdminUpdateLobby200Response.js +2 -2
  63. package/dist/model/AdminUpdateLobbyRequest.js +11 -2
  64. package/dist/model/AdminUpdateUser200Response.js +2 -2
  65. package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
  66. package/dist/model/AdminUpdateUserRequest.js +2 -2
  67. package/dist/model/CallHook200Response.js +2 -2
  68. package/dist/model/CallHookRequest.js +2 -2
  69. package/dist/model/CancelGroupInvite200Response.js +2 -2
  70. package/dist/model/CancelJoinRequest200Response.js +2 -2
  71. package/dist/model/CancelPartyInviteRequest.js +109 -0
  72. package/dist/model/ChatUnreadCount200Response.js +2 -2
  73. package/dist/model/CreateFriendRequestRequest.js +2 -2
  74. package/dist/model/CreateGroupRequest.js +11 -2
  75. package/dist/model/CreateLobbyRequest.js +11 -2
  76. package/dist/model/CreatePartyRequest.js +2 -2
  77. package/dist/model/DeclinePartyInviteRequest.js +109 -0
  78. package/dist/model/DeleteNotifications200Response.js +2 -2
  79. package/dist/model/DeleteNotificationsRequest.js +2 -2
  80. package/dist/model/DemoteGroupMemberRequest.js +2 -2
  81. package/dist/model/DeviceLoginRequest.js +2 -2
  82. package/dist/model/ErrorResponse.js +2 -2
  83. package/dist/model/GetChatMessage200Response.js +196 -0
  84. package/dist/model/GetCurrentUser200Response.js +2 -2
  85. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
  86. package/dist/model/GetKv200Response.js +2 -2
  87. package/dist/model/GetLobby200Response.js +133 -0
  88. package/dist/model/GetLobby200ResponseMembersInner.js +146 -0
  89. package/dist/model/GetMyRecord200Response.js +2 -2
  90. package/dist/model/HealthResponse.js +2 -2
  91. package/dist/model/InviteToGroup200Response.js +90 -0
  92. package/dist/model/InviteToGroupRequest.js +2 -2
  93. package/dist/model/InviteToPartyRequest.js +109 -0
  94. package/dist/model/KickGroupMemberRequest.js +2 -2
  95. package/dist/model/KickUserRequest.js +2 -2
  96. package/dist/model/LinkDeviceRequest.js +2 -2
  97. package/dist/model/ListBlockedFriends200Response.js +2 -2
  98. package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
  99. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +2 -2
  100. package/dist/model/ListChatMessages200Response.js +6 -6
  101. package/dist/model/ListFriendRequests200Response.js +2 -2
  102. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
  103. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +11 -2
  104. package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
  105. package/dist/model/ListFriends200Response.js +2 -2
  106. package/dist/model/ListFriends200ResponseDataInner.js +11 -2
  107. package/dist/model/ListGroupInvitations200Response.js +2 -2
  108. package/dist/model/ListGroupInvitations200ResponseDataInner.js +48 -3
  109. package/dist/model/ListGroupMembers200Response.js +2 -2
  110. package/dist/model/ListGroupMembers200ResponseDataInner.js +2 -2
  111. package/dist/model/ListJoinRequests200Response.js +2 -2
  112. package/dist/model/ListLeaderboardRecords200Response.js +2 -2
  113. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +4 -4
  114. package/dist/model/ListLeaderboards200Response.js +2 -2
  115. package/dist/model/ListLeaderboards200ResponseDataInner.js +2 -2
  116. package/dist/model/ListLobbies200Response.js +2 -2
  117. package/dist/model/ListLobbies200ResponseDataInner.js +24 -2
  118. package/dist/model/ListMyGroups200Response.js +2 -2
  119. package/dist/model/ListMyGroups200ResponseDataInner.js +24 -2
  120. package/dist/model/ListNotifications200Response.js +2 -2
  121. package/dist/model/ListNotifications200ResponseDataInner.js +15 -2
  122. package/dist/model/ListPartyInvitations200ResponseInner.js +155 -0
  123. package/dist/model/ListRecordsAroundUser200Response.js +2 -2
  124. package/dist/model/ListSentInvitations200Response.js +2 -2
  125. package/dist/model/ListSentInvitations200ResponseDataInner.js +26 -2
  126. package/dist/model/Login200Response.js +2 -2
  127. package/dist/model/Login200ResponseData.js +15 -2
  128. package/dist/model/LoginRequest.js +2 -2
  129. package/dist/model/MarkChatReadRequest.js +8 -3
  130. package/dist/model/NotifyGroup200Response.js +2 -2
  131. package/dist/model/NotifyGroupRequest.js +3 -3
  132. package/dist/model/OAuthSessionData.js +15 -2
  133. package/dist/model/OAuthSessionDataDetails.js +2 -2
  134. package/dist/model/OAuthSessionStatus.js +2 -2
  135. package/dist/model/OauthApiCallback200Response.js +2 -2
  136. package/dist/model/OauthApiCallbackRequest.js +2 -2
  137. package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
  138. package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
  139. package/dist/model/OauthRequest200Response.js +2 -2
  140. package/dist/model/OauthSessionStatus404Response.js +2 -2
  141. package/dist/model/PartyCreateLobbyRequest.js +2 -2
  142. package/dist/model/PartyJoinLobbyRequest.js +2 -2
  143. package/dist/model/PromoteGroupMemberRequest.js +2 -2
  144. package/dist/model/QuickJoinRequest.js +2 -2
  145. package/dist/model/RefreshToken200Response.js +2 -2
  146. package/dist/model/RefreshToken200ResponseData.js +15 -2
  147. package/dist/model/RefreshTokenRequest.js +2 -2
  148. package/dist/model/ResolveLeaderboardSlugs200Response.js +89 -0
  149. package/dist/model/ResolveLeaderboardSlugsRequest.js +113 -0
  150. package/dist/model/SearchUsers200Response.js +2 -2
  151. package/dist/model/SearchUsers200ResponseDataInner.js +11 -2
  152. package/dist/model/SendChatMessageRequest.js +10 -5
  153. package/dist/model/SendNotificationRequest.js +2 -2
  154. package/dist/model/ShowParty200Response.js +13 -13
  155. package/dist/model/ShowParty200ResponseMembersInner.js +11 -2
  156. package/dist/model/UpdateChatMessageRequest.js +99 -0
  157. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
  158. package/dist/model/UpdateCurrentUserPassword400Response.js +2 -2
  159. package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
  160. package/dist/model/UpdateGroupRequest.js +11 -2
  161. package/dist/model/UpdateLobbyRequest.js +11 -2
  162. package/dist/model/UpdatePartyRequest.js +2 -2
  163. package/dist/model/UserAchievements200Response.js +124 -0
  164. package/dist/model/UserAchievements200ResponseDataInner.js +192 -0
  165. package/dist/realtime.js +247 -0
  166. package/dist/webrtc.js +375 -0
  167. package/package.json +16 -23
  168. package/dist/model/CreateLobby401Response.js +0 -89
  169. package/dist/model/JoinLobby200Response.js +0 -89
  170. package/dist/model/JoinLobbyRequest.js +0 -90
  171. package/dist/model/JoinPartyByCodeRequest.js +0 -113
  172. package/dist/model/KickUser200Response.js +0 -89
  173. package/dist/model/LeaveLobby200Response.js +0 -89
  174. package/dist/model/ListChatMessages200ResponseDataInner.js +0 -170
  175. package/dist/model/ListLeaderboardRecords200ResponseMeta.js +0 -125
  176. package/dist/model/ListLobbies200ResponseInner.js +0 -153
  177. package/dist/model/ListLobbies200ResponseMeta.js +0 -125
  178. package/dist/model/Login200ResponseDataUser.js +0 -97
  179. package/dist/model/RemoveFriendship401Response.js +0 -89
@@ -19,9 +19,9 @@ 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- * The version of the OpenAPI document: 1.0.0
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+ * The version of the OpenAPI document: 1.0.791
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -10,6 +10,7 @@ var _CancelGroupInvite200Response = _interopRequireDefault(require("../model/Can
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  var _CancelJoinRequest200Response = _interopRequireDefault(require("../model/CancelJoinRequest200Response"));
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  var _CreateGroupRequest = _interopRequireDefault(require("../model/CreateGroupRequest"));
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  var _DemoteGroupMemberRequest = _interopRequireDefault(require("../model/DemoteGroupMemberRequest"));
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+ var _InviteToGroup200Response = _interopRequireDefault(require("../model/InviteToGroup200Response"));
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  var _InviteToGroupRequest = _interopRequireDefault(require("../model/InviteToGroupRequest"));
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  var _KickGroupMemberRequest = _interopRequireDefault(require("../model/KickGroupMemberRequest"));
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  var _ListGroupInvitations200Response = _interopRequireDefault(require("../model/ListGroupInvitations200Response"));
@@ -31,9 +32,9 @@ 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 ## 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
35
+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  *
36
- * The version of the OpenAPI document: 1.0.0
37
+ * The version of the OpenAPI document: 1.0.791
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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).
@@ -61,20 +62,20 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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62
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  /**
63
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  * Accept a group invitation
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- * Accept an invitation to join a hidden group.
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- * @param {Number} id Group ID
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+ * Accept a pending group invitation by invite ID. The authenticated user must be the recipient of the invite.
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+ * @param {Number} inviteId Invite ID (from the invitations list)
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  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListGroupMembers200ResponseDataInner} and HTTP response
67
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  */
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  return _createClass(GroupsApi, [{
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  key: "acceptGroupInviteWithHttpInfo",
70
- value: function acceptGroupInviteWithHttpInfo(id) {
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+ value: function acceptGroupInviteWithHttpInfo(inviteId) {
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  var postBody = null;
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- // verify the required parameter 'id' is set
73
- if (id === undefined || id === null) {
74
- throw new Error("Missing the required parameter 'id' when calling acceptGroupInvite");
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+ // verify the required parameter 'inviteId' is set
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+ if (inviteId === undefined || inviteId === null) {
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+ throw new Error("Missing the required parameter 'inviteId' when calling acceptGroupInvite");
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  }
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  var pathParams = {
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- 'id': id
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+ 'invite_id': inviteId
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  };
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  var queryParams = {};
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  var headerParams = {};
@@ -83,19 +84,19 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  var contentTypes = [];
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  var accepts = ['application/json'];
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  var returnType = _ListGroupMembers200ResponseDataInner["default"];
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- return this.apiClient.callApi('/api/v1/groups/{id}/accept_invite', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ return this.apiClient.callApi('/api/v1/groups/invitations/{invite_id}/accept', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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89
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  /**
90
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  * Accept a group invitation
91
- * Accept an invitation to join a hidden group.
92
- * @param {Number} id Group ID
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+ * Accept a pending group invitation by invite ID. The authenticated user must be the recipient of the invite.
93
+ * @param {Number} inviteId Invite ID (from the invitations list)
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  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListGroupMembers200ResponseDataInner}
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  */
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  }, {
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  key: "acceptGroupInvite",
97
- value: function acceptGroupInvite(id) {
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- return this.acceptGroupInviteWithHttpInfo(id).then(function (response_and_data) {
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+ value: function acceptGroupInvite(inviteId) {
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+ return this.acceptGroupInviteWithHttpInfo(inviteId).then(function (response_and_data) {
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  return response_and_data.data;
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  });
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  }
@@ -151,7 +152,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  /**
152
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  * Cancel a sent group invitation
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  * Cancel (delete) a group invitation that the authenticated user sent.
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- * @param {Number} inviteId Notification ID of the invitation to cancel
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+ * @param {Number} inviteId ID of the GroupInvite to cancel
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  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/CancelGroupInvite200Response} and HTTP response
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  */
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  }, {
@@ -178,7 +179,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  /**
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  * Cancel a sent group invitation
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  * Cancel (delete) a group invitation that the authenticated user sent.
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- * @param {Number} inviteId Notification ID of the invitation to cancel
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+ * @param {Number} inviteId ID of the GroupInvite to cancel
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  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/CancelGroupInvite200Response}
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  */
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  }, {
@@ -275,6 +276,47 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  });
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  }
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+ /**
280
+ * Decline a group invitation
281
+ * Decline a pending group invitation by invite ID. Only the recipient can decline. The invite is marked as declined (not deleted).
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+ * @param {Number} inviteId Invite ID (from the invitations list)
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/CancelGroupInvite200Response} and HTTP response
284
+ */
285
+ }, {
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+ key: "declineGroupInviteWithHttpInfo",
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+ value: function declineGroupInviteWithHttpInfo(inviteId) {
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+ var postBody = null;
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+ // verify the required parameter 'inviteId' is set
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+ if (inviteId === undefined || inviteId === null) {
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+ throw new Error("Missing the required parameter 'inviteId' when calling declineGroupInvite");
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+ }
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+ var pathParams = {
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+ 'invite_id': inviteId
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+ };
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _CancelGroupInvite200Response["default"];
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+ return this.apiClient.callApi('/api/v1/groups/invitations/{invite_id}/decline', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
306
+ /**
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+ * Decline a group invitation
308
+ * Decline a pending group invitation by invite ID. Only the recipient can decline. The invite is marked as declined (not deleted).
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+ * @param {Number} inviteId Invite ID (from the invitations list)
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/CancelGroupInvite200Response}
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+ */
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+ }, {
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+ key: "declineGroupInvite",
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+ value: function declineGroupInvite(inviteId) {
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+ return this.declineGroupInviteWithHttpInfo(inviteId).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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  * Demote admin to member
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  * Demote an admin to regular member. Only admins can demote.
@@ -363,12 +405,12 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  }
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365
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  /**
366
- * Invite a user to a hidden group (admin only)
367
- * Send an invitation notification to a user for a hidden group. The user can then accept it.
408
+ * Invite a user to a group (admin only)
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+ * Send an invitation to a user for a group. Creates a GroupInvite record and sends an informational notification. The invite is independent of notifications. If the target user already has a pending join request for this group, the request is automatically approved instead of creating an invite (status: \"request_approved\").
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  * @param {Number} id Group ID
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  * @param {module:model/InviteToGroupRequest} [inviteToGroupRequest] Invite parameters
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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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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/InviteToGroup200Response} and HTTP response
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  */
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  }, {
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  key: "inviteToGroupWithHttpInfo",
@@ -388,17 +430,17 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = ['authorization'];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = Object;
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+ var returnType = _InviteToGroup200Response["default"];
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  return this.apiClient.callApi('/api/v1/groups/{id}/invite', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
393
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  }
394
436
 
395
437
  /**
396
- * Invite a user to a hidden group (admin only)
397
- * Send an invitation notification to a user for a hidden group. The user can then accept it.
438
+ * Invite a user to a group (admin only)
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+ * Send an invitation to a user for a group. Creates a GroupInvite record and sends an informational notification. The invite is independent of notifications. If the target user already has a pending join request for this group, the request is automatically approved instead of creating an invite (status: \"request_approved\").
398
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  * @param {Number} id Group ID
399
441
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400
442
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401
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
443
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/InviteToGroup200Response}
402
444
  */
403
445
  }, {
404
446
  key: "inviteToGroup",
@@ -538,7 +580,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
538
580
 
539
581
  /**
540
582
  * List my group invitations
541
- * List pending group invitations for the authenticated user, with pagination.
583
+ * List pending group invitations (GroupInvite records) for the authenticated user, with pagination.
542
584
  * @param {Object} opts Optional parameters
543
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  * @param {Number} [page] Page number (default: 1)
544
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  * @param {Number} [pageSize] Items per page (default: 25)
@@ -565,7 +607,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
565
607
 
566
608
  /**
567
609
  * List my group invitations
568
- * List pending group invitations for the authenticated user, with pagination.
610
+ * List pending group invitations (GroupInvite records) for the authenticated user, with pagination.
569
611
  * @param {Object} opts Optional parameters
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  * @param {Number} opts.page Page number (default: 1)
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  * @param {Number} opts.pageSize Items per page (default: 25)
@@ -787,7 +829,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
787
829
 
788
830
  /**
789
831
  * List group invitations I have sent
790
- * List group invitations sent by the authenticated user, with pagination.
832
+ * List group invitations (GroupInvite records) sent by the authenticated user, with pagination.
791
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  * @param {Object} opts Optional parameters
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  * @param {Number} [page] Page number (default: 1)
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835
  * @param {Number} [pageSize] Items per page (default: 25)
@@ -814,7 +856,7 @@ var GroupsApi = exports["default"] = /*#__PURE__*/function () {
814
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815
857
  /**
816
858
  * List group invitations I have sent
817
- * List group invitations sent by the authenticated user, with pagination.
859
+ * List group invitations (GroupInvite records) sent by the authenticated user, with pagination.
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  * @param {Object} opts Optional parameters
819
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  * @param {Number} opts.page Page number (default: 1)
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  * @param {Number} opts.pageSize Items per page (default: 25)
@@ -14,9 +14,9 @@ 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 ## 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
+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -16,9 +16,9 @@ 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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- * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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@@ -15,9 +15,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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- * API for Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -5,11 +5,14 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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+ var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
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  var _GetMyRecord200Response = _interopRequireDefault(require("../model/GetMyRecord200Response"));
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  var _ListLeaderboardRecords200Response = _interopRequireDefault(require("../model/ListLeaderboardRecords200Response"));
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  var _ListLeaderboards200Response = _interopRequireDefault(require("../model/ListLeaderboards200Response"));
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  var _ListLeaderboards200ResponseDataInner = _interopRequireDefault(require("../model/ListLeaderboards200ResponseDataInner"));
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  var _ListRecordsAroundUser200Response = _interopRequireDefault(require("../model/ListRecordsAroundUser200Response"));
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+ var _ResolveLeaderboardSlugs200Response = _interopRequireDefault(require("../model/ResolveLeaderboardSlugs200Response"));
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+ var _ResolveLeaderboardSlugsRequest = _interopRequireDefault(require("../model/ResolveLeaderboardSlugsRequest"));
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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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@@ -18,9 +21,9 @@ 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 ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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@@ -297,5 +300,43 @@ var LeaderboardsApi = exports["default"] = /*#__PURE__*/function () {
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+
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+ /**
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+ * Resolve multiple slugs to active leaderboards
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+ * Accepts an array of leaderboard slugs and returns the currently active leaderboard for each slug. If a slug has seasonal leaderboards, the latest active season is returned. Slugs with no active leaderboard are omitted from the result.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/ResolveLeaderboardSlugsRequest} [resolveLeaderboardSlugsRequest] Slugs to resolve
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ResolveLeaderboardSlugs200Response} and HTTP response
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+ }, {
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+ key: "resolveLeaderboardSlugsWithHttpInfo",
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+ value: function resolveLeaderboardSlugsWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = opts['resolveLeaderboardSlugsRequest'];
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+ var pathParams = {};
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = ['application/json'];
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+ var accepts = ['application/json'];
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+ var returnType = _ResolveLeaderboardSlugs200Response["default"];
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+ return this.apiClient.callApi('/api/v1/leaderboards/resolve', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * Resolve multiple slugs to active leaderboards
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+ * Accepts an array of leaderboard slugs and returns the currently active leaderboard for each slug. If a slug has seasonal leaderboards, the latest active season is returned. Slugs with no active leaderboard are omitted from the result.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/ResolveLeaderboardSlugsRequest} opts.resolveLeaderboardSlugsRequest Slugs to resolve
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ResolveLeaderboardSlugs200Response}
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+ */
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+ }, {
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+ key: "resolveLeaderboardSlugs",
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+ value: function resolveLeaderboardSlugs(opts) {
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+ return this.resolveLeaderboardSlugsWithHttpInfo(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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@@ -7,6 +7,7 @@ exports["default"] = void 0;
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+ var _GetLobby200Response = _interopRequireDefault(require("../model/GetLobby200Response"));
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@@ -21,9 +22,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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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 Game Server application ## Authentication This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### Getting Tokens - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### Using Tokens Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### Refreshing Tokens When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## Users Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## Friends The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## Lobbies Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## Notifications Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect
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+ * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features 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 ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  *
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- * The version of the OpenAPI document: 1.0.0
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+ * The version of the OpenAPI document: 1.0.791
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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).
@@ -87,6 +88,47 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  });
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  }
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+ /**
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+ * Get a single lobby
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+ * Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
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+ * @param {Number} id Lobby ID
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/GetLobby200Response} and HTTP response
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+ */
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+ }, {
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+ key: "getLobbyWithHttpInfo",
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+ value: function getLobbyWithHttpInfo(id) {
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+ var postBody = null;
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+ // verify the required parameter 'id' is set
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+ if (id === undefined || id === null) {
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+ throw new Error("Missing the required parameter 'id' when calling getLobby");
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+ }
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+ var pathParams = {
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+ 'id': id
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+ };
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = [];
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+ var contentTypes = [];
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+ var accepts = ['application/json'];
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+ var returnType = _GetLobby200Response["default"];
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+ return this.apiClient.callApi('/api/v1/lobbies/{id}', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ }
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+
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+ /**
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+ * Get a single lobby
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+ * Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
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+ * @param {Number} id Lobby ID
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/GetLobby200Response}
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+ */
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+ }, {
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+ key: "getLobby",
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+ value: function getLobby(id) {
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+ return this.getLobbyWithHttpInfo(id).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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  /**
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  * Join a lobby
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  * Join an existing lobby. If the lobby requires a password, include it in the request body.