@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).
@@ -5,10 +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 _AcceptPartyInviteRequest = _interopRequireDefault(require("../model/AcceptPartyInviteRequest"));
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  var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
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+ var _CancelPartyInviteRequest = _interopRequireDefault(require("../model/CancelPartyInviteRequest"));
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  var _CreatePartyRequest = _interopRequireDefault(require("../model/CreatePartyRequest"));
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- var _JoinPartyByCodeRequest = _interopRequireDefault(require("../model/JoinPartyByCodeRequest"));
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+ var _DeclinePartyInviteRequest = _interopRequireDefault(require("../model/DeclinePartyInviteRequest"));
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+ var _InviteToPartyRequest = _interopRequireDefault(require("../model/InviteToPartyRequest"));
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  var _KickUserRequest = _interopRequireDefault(require("../model/KickUserRequest"));
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+ var _ListPartyInvitations200ResponseInner = _interopRequireDefault(require("../model/ListPartyInvitations200ResponseInner"));
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  var _PartyCreateLobbyRequest = _interopRequireDefault(require("../model/PartyCreateLobbyRequest"));
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  var _PartyJoinLobbyRequest = _interopRequireDefault(require("../model/PartyJoinLobbyRequest"));
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@@ -21,9 +25,9 @@ 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
28
+ * 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).
@@ -50,13 +54,89 @@ var PartiesApi = exports["default"] = /*#__PURE__*/function () {
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  }
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  /**
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- * Create a party
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- * Create a new party. The authenticated user becomes the leader and first member. Cannot create a party while already in a party.
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+ * Accept a party invite
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+ * Accept a pending party invite. The user joins the party if there is space. The PartyInvite record is marked as accepted.
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  * @param {Object} opts Optional parameters
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- * @param {module:model/CreatePartyRequest} [createPartyRequest] Party creation parameters
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+ * @param {module:model/AcceptPartyInviteRequest} [acceptPartyInviteRequest] Accept parameters
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  * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ShowParty200Response} and HTTP response
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  */
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  return _createClass(PartiesApi, [{
64
+ key: "acceptPartyInviteWithHttpInfo",
65
+ value: function acceptPartyInviteWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = opts['acceptPartyInviteRequest'];
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+ var pathParams = {};
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = ['application/json'];
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+ var accepts = ['application/json'];
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+ var returnType = _ShowParty200Response["default"];
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+ return this.apiClient.callApi('/api/v1/parties/invite/accept', '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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+ * Accept a party invite
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+ * Accept a pending party invite. The user joins the party if there is space. The PartyInvite record is marked as accepted.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/AcceptPartyInviteRequest} opts.acceptPartyInviteRequest Accept parameters
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ShowParty200Response}
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+ */
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+ }, {
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+ key: "acceptPartyInvite",
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+ value: function acceptPartyInvite(opts) {
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+ return this.acceptPartyInviteWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * Cancel a pending party invite (leader only)
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+ * Cancel an outstanding invite sent to a user. Only the leader can cancel.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/CancelPartyInviteRequest} [cancelPartyInviteRequest] Cancel 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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+ */
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+ }, {
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+ key: "cancelPartyInviteWithHttpInfo",
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+ value: function cancelPartyInviteWithHttpInfo(opts) {
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+ opts = opts || {};
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+ var postBody = opts['cancelPartyInviteRequest'];
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+ var pathParams = {};
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = ['application/json'];
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+ var accepts = ['application/json'];
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+ var returnType = Object;
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+ return this.apiClient.callApi('/api/v1/parties/invite/cancel', '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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+ * Cancel a pending party invite (leader only)
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+ * Cancel an outstanding invite sent to a user. Only the leader can cancel.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/CancelPartyInviteRequest} opts.cancelPartyInviteRequest Cancel parameters
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
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+ */
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+ }, {
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+ key: "cancelPartyInvite",
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+ value: function cancelPartyInvite(opts) {
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+ return this.cancelPartyInviteWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
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+ });
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+ }
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+
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+ /**
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+ * Create a party
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+ * Create a new party. The authenticated user becomes the leader and first member. Cannot create a party while already in a party.
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+ * @param {Object} opts Optional parameters
136
+ * @param {module:model/CreatePartyRequest} [createPartyRequest] Party creation parameters
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ShowParty200Response} and HTTP response
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+ */
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+ }, {
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  key: "createPartyWithHttpInfo",
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  value: function createPartyWithHttpInfo(opts) {
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  opts = opts || {};
@@ -88,17 +168,17 @@ var PartiesApi = exports["default"] = /*#__PURE__*/function () {
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  }
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  /**
91
- * Join a party by code
92
- * Join a party using its unique 6-character code. The code is case-insensitive. If you are already in a party, you will automatically leave it first (disbanding it if you are the leader).
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+ * Decline a party invite
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+ * Decline a pending party invite. The PartyInvite record is marked as declined.
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  * @param {Object} opts Optional parameters
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- * @param {module:model/JoinPartyByCodeRequest} [joinPartyByCodeRequest] Join parameters
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ShowParty200Response} and HTTP response
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+ * @param {module:model/DeclinePartyInviteRequest} [declinePartyInviteRequest] Decline 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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  */
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  }, {
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- key: "joinPartyByCodeWithHttpInfo",
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- value: function joinPartyByCodeWithHttpInfo(opts) {
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+ key: "declinePartyInviteWithHttpInfo",
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+ value: function declinePartyInviteWithHttpInfo(opts) {
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  opts = opts || {};
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- var postBody = opts['joinPartyByCodeRequest'];
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+ var postBody = opts['declinePartyInviteRequest'];
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  var pathParams = {};
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  var queryParams = {};
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  var headerParams = {};
@@ -106,21 +186,59 @@ var PartiesApi = 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 = _ShowParty200Response["default"];
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- return this.apiClient.callApi('/api/v1/parties/join', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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+ var returnType = Object;
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+ return this.apiClient.callApi('/api/v1/parties/invite/decline', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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113
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  /**
114
- * Join a party by code
115
- * Join a party using its unique 6-character code. The code is case-insensitive. If you are already in a party, you will automatically leave it first (disbanding it if you are the leader).
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+ * Decline a party invite
195
+ * Decline a pending party invite. The PartyInvite record is marked as declined.
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  * @param {Object} opts Optional parameters
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- * @param {module:model/JoinPartyByCodeRequest} opts.joinPartyByCodeRequest Join parameters
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ShowParty200Response}
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+ * @param {module:model/DeclinePartyInviteRequest} opts.declinePartyInviteRequest Decline parameters
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
119
199
  */
120
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  }, {
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- key: "joinPartyByCode",
122
- value: function joinPartyByCode(opts) {
123
- return this.joinPartyByCodeWithHttpInfo(opts).then(function (response_and_data) {
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+ key: "declinePartyInvite",
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+ value: function declinePartyInvite(opts) {
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+ return this.declinePartyInviteWithHttpInfo(opts).then(function (response_and_data) {
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+ return response_and_data.data;
205
+ });
206
+ }
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+
208
+ /**
209
+ * Invite a user to the party (leader only)
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+ * The party leader invites a user by ID. The target must be a friend of the leader or share at least one group with the leader. A PartyInvite record is created and an informational notification is sent. The invite is independent of notifications.
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+ * @param {Object} opts Optional parameters
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+ * @param {module:model/InviteToPartyRequest} [inviteToPartyRequest] 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
214
+ */
215
+ }, {
216
+ key: "inviteToPartyWithHttpInfo",
217
+ value: function inviteToPartyWithHttpInfo(opts) {
218
+ opts = opts || {};
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+ var postBody = opts['inviteToPartyRequest'];
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+ var pathParams = {};
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+ var queryParams = {};
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+ var headerParams = {};
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+ var formParams = {};
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+ var authNames = ['authorization'];
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+ var contentTypes = ['application/json'];
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+ var accepts = ['application/json'];
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+ var returnType = Object;
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+ return this.apiClient.callApi('/api/v1/parties/invite', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
229
+ }
230
+
231
+ /**
232
+ * Invite a user to the party (leader only)
233
+ * The party leader invites a user by ID. The target must be a friend of the leader or share at least one group with the leader. A PartyInvite record is created and an informational notification is sent. The invite is independent of notifications.
234
+ * @param {Object} opts Optional parameters
235
+ * @param {module:model/InviteToPartyRequest} opts.inviteToPartyRequest Invite parameters
236
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
237
+ */
238
+ }, {
239
+ key: "inviteToParty",
240
+ value: function inviteToParty(opts) {
241
+ return this.inviteToPartyWithHttpInfo(opts).then(function (response_and_data) {
124
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  return response_and_data.data;
125
243
  });
126
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  }
@@ -196,6 +314,72 @@ var PartiesApi = exports["default"] = /*#__PURE__*/function () {
196
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  });
197
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  }
198
316
 
317
+ /**
318
+ * List pending party invites for the current user
319
+ * Returns all pending PartyInvite records addressed to the authenticated user.
320
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Array.<module:model/ListPartyInvitations200ResponseInner>} and HTTP response
321
+ */
322
+ }, {
323
+ key: "listPartyInvitationsWithHttpInfo",
324
+ value: function listPartyInvitationsWithHttpInfo() {
325
+ var postBody = null;
326
+ var pathParams = {};
327
+ var queryParams = {};
328
+ var headerParams = {};
329
+ var formParams = {};
330
+ var authNames = ['authorization'];
331
+ var contentTypes = [];
332
+ var accepts = ['application/json'];
333
+ var returnType = [_ListPartyInvitations200ResponseInner["default"]];
334
+ return this.apiClient.callApi('/api/v1/parties/invitations', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
335
+ }
336
+
337
+ /**
338
+ * List pending party invites for the current user
339
+ * Returns all pending PartyInvite records addressed to the authenticated user.
340
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Array.<module:model/ListPartyInvitations200ResponseInner>}
341
+ */
342
+ }, {
343
+ key: "listPartyInvitations",
344
+ value: function listPartyInvitations() {
345
+ return this.listPartyInvitationsWithHttpInfo().then(function (response_and_data) {
346
+ return response_and_data.data;
347
+ });
348
+ }
349
+
350
+ /**
351
+ * List pending party invites sent by the current leader
352
+ * Returns all pending PartyInvite records the authenticated leader has sent that have not yet been accepted or declined.
353
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Array.<module:model/ListPartyInvitations200ResponseInner>} and HTTP response
354
+ */
355
+ }, {
356
+ key: "listSentPartyInvitationsWithHttpInfo",
357
+ value: function listSentPartyInvitationsWithHttpInfo() {
358
+ var postBody = null;
359
+ var pathParams = {};
360
+ var queryParams = {};
361
+ var headerParams = {};
362
+ var formParams = {};
363
+ var authNames = ['authorization'];
364
+ var contentTypes = [];
365
+ var accepts = ['application/json'];
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+ var returnType = [_ListPartyInvitations200ResponseInner["default"]];
367
+ return this.apiClient.callApi('/api/v1/parties/invitations/sent', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
368
+ }
369
+
370
+ /**
371
+ * List pending party invites sent by the current leader
372
+ * Returns all pending PartyInvite records the authenticated leader has sent that have not yet been accepted or declined.
373
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Array.<module:model/ListPartyInvitations200ResponseInner>}
374
+ */
375
+ }, {
376
+ key: "listSentPartyInvitations",
377
+ value: function listSentPartyInvitations() {
378
+ return this.listSentPartyInvitationsWithHttpInfo().then(function (response_and_data) {
379
+ return response_and_data.data;
380
+ });
381
+ }
382
+
199
383
  /**
200
384
  * Create a lobby with the party (leader only)
201
385
  * The party leader creates a new lobby and all party members join it atomically. The party is kept intact. No party member may already be in a lobby. The lobby must have enough capacity for all party members.
@@ -20,9 +20,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
20
20
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
21
21
  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
22
22
  * Game Server API
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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).