@ughuuu/game_server 1.0.992 → 1.0.994

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (150) hide show
  1. package/README.md +14 -1
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AchievementsApi.js +1 -1
  4. package/dist/api/AdminAchievementsApi.js +1 -1
  5. package/dist/api/AdminChatApi.js +1 -1
  6. package/dist/api/AdminGroupsApi.js +1 -1
  7. package/dist/api/AdminKVApi.js +1 -1
  8. package/dist/api/AdminLeaderboardsApi.js +1 -1
  9. package/dist/api/AdminLobbiesApi.js +1 -1
  10. package/dist/api/AdminNotificationsApi.js +1 -1
  11. package/dist/api/AdminSessionsApi.js +1 -1
  12. package/dist/api/AdminUsersApi.js +1 -1
  13. package/dist/api/AuthenticationApi.js +1 -1
  14. package/dist/api/ChatApi.js +1 -1
  15. package/dist/api/FriendsApi.js +1 -1
  16. package/dist/api/GroupsApi.js +1 -1
  17. package/dist/api/HealthApi.js +1 -1
  18. package/dist/api/HooksApi.js +1 -1
  19. package/dist/api/KVApi.js +1 -1
  20. package/dist/api/LeaderboardsApi.js +1 -1
  21. package/dist/api/LobbiesApi.js +1 -1
  22. package/dist/api/NotificationsApi.js +1 -1
  23. package/dist/api/PartiesApi.js +1 -1
  24. package/dist/api/PaymentsApi.js +408 -0
  25. package/dist/api/UsersApi.js +1 -1
  26. package/dist/index.js +28 -0
  27. package/dist/model/AcceptPartyInviteRequest.js +1 -1
  28. package/dist/model/AdminCreateAchievementRequest.js +1 -1
  29. package/dist/model/AdminCreateKvEntry200Response.js +1 -1
  30. package/dist/model/AdminCreateKvEntryRequest.js +1 -1
  31. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  32. package/dist/model/AdminCreateNotification400Response.js +1 -1
  33. package/dist/model/AdminCreateNotificationRequest.js +1 -1
  34. package/dist/model/AdminEndLeaderboard200Response.js +1 -1
  35. package/dist/model/AdminEndLeaderboard200ResponseData.js +1 -1
  36. package/dist/model/AdminIncrementAchievementRequest.js +1 -1
  37. package/dist/model/AdminListAchievements200Response.js +1 -1
  38. package/dist/model/AdminListChatMessages200Response.js +1 -1
  39. package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
  40. package/dist/model/AdminListGroups200Response.js +1 -1
  41. package/dist/model/AdminListKvEntries200Response.js +1 -1
  42. package/dist/model/AdminListKvEntries200ResponseDataInner.js +1 -1
  43. package/dist/model/AdminListLobbies200Response.js +1 -1
  44. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  45. package/dist/model/AdminListNotifications200Response.js +1 -1
  46. package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
  47. package/dist/model/AdminListNotifications200ResponseMeta.js +1 -1
  48. package/dist/model/AdminListSessions200Response.js +1 -1
  49. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  50. package/dist/model/AdminRevokeAchievementRequest.js +1 -1
  51. package/dist/model/AdminSubmitLeaderboardScore200Response.js +1 -1
  52. package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +1 -1
  53. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  54. package/dist/model/AdminUnlockAchievementRequest.js +1 -1
  55. package/dist/model/AdminUpdateAchievement200Response.js +1 -1
  56. package/dist/model/AdminUpdateAchievementRequest.js +1 -1
  57. package/dist/model/AdminUpdateGroup200Response.js +1 -1
  58. package/dist/model/AdminUpdateGroupRequest.js +1 -1
  59. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  60. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  61. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  62. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  63. package/dist/model/AdminUpdateUser200Response.js +1 -1
  64. package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
  65. package/dist/model/AdminUpdateUserRequest.js +1 -1
  66. package/dist/model/CallHook200Response.js +1 -1
  67. package/dist/model/CallHookRequest.js +1 -1
  68. package/dist/model/CancelJoinRequest200Response.js +1 -1
  69. package/dist/model/ChatUnreadCount200Response.js +1 -1
  70. package/dist/model/CreateGroupRequest.js +1 -1
  71. package/dist/model/CreateLobbyRequest.js +1 -1
  72. package/dist/model/CreatePartyRequest.js +1 -1
  73. package/dist/model/DeleteNotifications200Response.js +1 -1
  74. package/dist/model/DeleteNotificationsRequest.js +1 -1
  75. package/dist/model/DeviceLoginRequest.js +1 -1
  76. package/dist/model/ErrorResponse.js +1 -1
  77. package/dist/model/GetChatMessage200Response.js +1 -1
  78. package/dist/model/GetCurrentUser200Response.js +1 -1
  79. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +1 -1
  80. package/dist/model/GetKv200Response.js +1 -1
  81. package/dist/model/GetLobby200Response.js +1 -1
  82. package/dist/model/GetMyRecord200Response.js +1 -1
  83. package/dist/model/HealthResponse.js +1 -1
  84. package/dist/model/InviteToGroup200Response.js +1 -1
  85. package/dist/model/InviteToGroupRequest.js +1 -1
  86. package/dist/model/ListBlockedFriends200Response.js +1 -1
  87. package/dist/model/ListBlockedFriends200ResponseDataInner.js +1 -1
  88. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +1 -1
  89. package/dist/model/ListChatMessages200Response.js +1 -1
  90. package/dist/model/ListFriendRequests200Response.js +1 -1
  91. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +1 -1
  92. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +1 -1
  93. package/dist/model/ListFriendRequests200ResponseMeta.js +1 -1
  94. package/dist/model/ListFriends200Response.js +1 -1
  95. package/dist/model/ListFriends200ResponseDataInner.js +1 -1
  96. package/dist/model/ListGroupMembers200Response.js +1 -1
  97. package/dist/model/ListGroupMembers200ResponseDataInner.js +1 -1
  98. package/dist/model/ListJoinRequests200Response.js +1 -1
  99. package/dist/model/ListLeaderboardRecords200Response.js +1 -1
  100. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +1 -1
  101. package/dist/model/ListLeaderboards200Response.js +1 -1
  102. package/dist/model/ListLeaderboards200ResponseDataInner.js +1 -1
  103. package/dist/model/ListLobbies200Response.js +1 -1
  104. package/dist/model/ListLobbies200ResponseDataInner.js +1 -1
  105. package/dist/model/ListMyGroups200Response.js +1 -1
  106. package/dist/model/ListMyGroups200ResponseDataInner.js +1 -1
  107. package/dist/model/ListPartyInvitations200ResponseInner.js +1 -1
  108. package/dist/model/ListRecordsAroundUser200Response.js +1 -1
  109. package/dist/model/ListSentInvitations200Response.js +1 -1
  110. package/dist/model/ListSentInvitations200ResponseDataInner.js +1 -1
  111. package/dist/model/LoginRequest.js +1 -1
  112. package/dist/model/MarkChatReadRequest.js +1 -1
  113. package/dist/model/NotifyGroup200Response.js +1 -1
  114. package/dist/model/NotifyGroupRequest.js +1 -1
  115. package/dist/model/OAuthSessionData.js +1 -1
  116. package/dist/model/OAuthSessionDataDetails.js +1 -1
  117. package/dist/model/OAuthSessionStatus.js +1 -1
  118. package/dist/model/OauthApiCallback200Response.js +1 -1
  119. package/dist/model/OauthApiCallbackRequest.js +1 -1
  120. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  121. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  122. package/dist/model/OauthRequest200Response.js +1 -1
  123. package/dist/model/OauthSessionStatus404Response.js +1 -1
  124. package/dist/model/PartyCreateLobbyRequest.js +1 -1
  125. package/dist/model/PartyJoinLobbyRequest.js +1 -1
  126. package/dist/model/PaymentsSteamCheckoutRequest.js +165 -0
  127. package/dist/model/PaymentsSteamFinalizeRequest.js +112 -0
  128. package/dist/model/PaymentsStripeCheckoutRequest.js +129 -0
  129. package/dist/model/QuickJoinRequest.js +1 -1
  130. package/dist/model/RefreshToken200Response.js +1 -1
  131. package/dist/model/RefreshToken200ResponseData.js +1 -1
  132. package/dist/model/RefreshTokenRequest.js +1 -1
  133. package/dist/model/ResolveLeaderboardSlugs200Response.js +1 -1
  134. package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
  135. package/dist/model/SearchUsers200Response.js +1 -1
  136. package/dist/model/SearchUsers200ResponseDataInner.js +1 -1
  137. package/dist/model/SendChatMessageRequest.js +1 -1
  138. package/dist/model/SendNotificationRequest.js +1 -1
  139. package/dist/model/ShowParty200Response.js +1 -1
  140. package/dist/model/ShowParty200ResponseMembersInner.js +1 -1
  141. package/dist/model/UpdateChatMessageRequest.js +1 -1
  142. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  143. package/dist/model/UpdateCurrentUserPassword400Response.js +1 -1
  144. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  145. package/dist/model/UpdateGroupRequest.js +1 -1
  146. package/dist/model/UpdateLobbyRequest.js +1 -1
  147. package/dist/model/UpdatePartyRequest.js +1 -1
  148. package/dist/model/UserAchievements200Response.js +1 -1
  149. package/dist/model/UserAchievements200ResponseDataInner.js +1 -1
  150. package/package.json +1 -1
package/dist/api/KVApi.js CHANGED
@@ -17,7 +17,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
17
17
  * Game Server API
18
18
  * 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 })) ```
19
19
  *
20
- * The version of the OpenAPI document: 1.0.992
20
+ * The version of the OpenAPI document: 1.0.994
21
21
  *
22
22
  *
23
23
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -23,7 +23,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
23
23
  * Game Server API
24
24
  * 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 })) ```
25
25
  *
26
- * The version of the OpenAPI document: 1.0.992
26
+ * The version of the OpenAPI document: 1.0.994
27
27
  *
28
28
  *
29
29
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -24,7 +24,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
24
24
  * Game Server API
25
25
  * 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 })) ```
26
26
  *
27
- * The version of the OpenAPI document: 1.0.992
27
+ * The version of the OpenAPI document: 1.0.994
28
28
  *
29
29
  *
30
30
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -21,7 +21,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
21
21
  * Game Server API
22
22
  * 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 })) ```
23
23
  *
24
- * The version of the OpenAPI document: 1.0.992
24
+ * The version of the OpenAPI document: 1.0.994
25
25
  *
26
26
  *
27
27
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -24,7 +24,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
24
24
  * Game Server API
25
25
  * 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 })) ```
26
26
  *
27
- * The version of the OpenAPI document: 1.0.992
27
+ * The version of the OpenAPI document: 1.0.994
28
28
  *
29
29
  *
30
30
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -0,0 +1,408 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports["default"] = void 0;
7
+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ var _AdminCreateNotification400Response = _interopRequireDefault(require("../model/AdminCreateNotification400Response"));
9
+ var _PaymentsSteamCheckoutRequest = _interopRequireDefault(require("../model/PaymentsSteamCheckoutRequest"));
10
+ var _PaymentsSteamFinalizeRequest = _interopRequireDefault(require("../model/PaymentsSteamFinalizeRequest"));
11
+ var _PaymentsStripeCheckoutRequest = _interopRequireDefault(require("../model/PaymentsStripeCheckoutRequest"));
12
+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
13
+ 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); }
14
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
15
+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
16
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
17
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
18
+ 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); } /**
19
+ * Game Server API
20
+ * 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 })) ```
21
+ *
22
+ * The version of the OpenAPI document: 1.0.994
23
+ *
24
+ *
25
+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
26
+ * https://openapi-generator.tech
27
+ * Do not edit the class manually.
28
+ *
29
+ */
30
+ /**
31
+ * Payments service.
32
+ * @module api/PaymentsApi
33
+ * @version 1.0.0
34
+ */
35
+ var PaymentsApi = exports["default"] = /*#__PURE__*/function () {
36
+ /**
37
+ * Constructs a new PaymentsApi.
38
+ * @alias module:api/PaymentsApi
39
+ * @class
40
+ * @param {module:ApiClient} [apiClient] Optional API client implementation to use,
41
+ * default to {@link module:ApiClient#instance} if unspecified.
42
+ */
43
+ function PaymentsApi(apiClient) {
44
+ _classCallCheck(this, PaymentsApi);
45
+ this.apiClient = apiClient || _ApiClient["default"].instance;
46
+ }
47
+
48
+ /**
49
+ * Receive App Store Server Notification v2 events
50
+ * @param {Object} opts Optional parameters
51
+ * @param {Object.<String, Object>} [body] Apple notification
52
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
53
+ */
54
+ return _createClass(PaymentsApi, [{
55
+ key: "paymentsAppleWebhookWithHttpInfo",
56
+ value: function paymentsAppleWebhookWithHttpInfo(opts) {
57
+ opts = opts || {};
58
+ var postBody = opts['body'];
59
+ var pathParams = {};
60
+ var queryParams = {};
61
+ var headerParams = {};
62
+ var formParams = {};
63
+ var authNames = [];
64
+ var contentTypes = ['application/json'];
65
+ var accepts = ['application/json'];
66
+ var returnType = Object;
67
+ return this.apiClient.callApi('/api/v1/payments/webhooks/apple', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
68
+ }
69
+
70
+ /**
71
+ * Receive App Store Server Notification v2 events
72
+ * @param {Object} opts Optional parameters
73
+ * @param {Object.<String, Object>} opts.body Apple notification
74
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
75
+ */
76
+ }, {
77
+ key: "paymentsAppleWebhook",
78
+ value: function paymentsAppleWebhook(opts) {
79
+ return this.paymentsAppleWebhookWithHttpInfo(opts).then(function (response_and_data) {
80
+ return response_and_data.data;
81
+ });
82
+ }
83
+
84
+ /**
85
+ * List active payment catalog entries
86
+ * @param {Object} opts Optional parameters
87
+ * @param {String} [provider]
88
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
89
+ */
90
+ }, {
91
+ key: "paymentsCatalogWithHttpInfo",
92
+ value: function paymentsCatalogWithHttpInfo(opts) {
93
+ opts = opts || {};
94
+ var postBody = null;
95
+ var pathParams = {};
96
+ var queryParams = {
97
+ 'provider': opts['provider']
98
+ };
99
+ var headerParams = {};
100
+ var formParams = {};
101
+ var authNames = [];
102
+ var contentTypes = [];
103
+ var accepts = ['application/json'];
104
+ var returnType = Object;
105
+ return this.apiClient.callApi('/api/v1/payments/catalog', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
106
+ }
107
+
108
+ /**
109
+ * List active payment catalog entries
110
+ * @param {Object} opts Optional parameters
111
+ * @param {String} opts.provider
112
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
113
+ */
114
+ }, {
115
+ key: "paymentsCatalog",
116
+ value: function paymentsCatalog(opts) {
117
+ return this.paymentsCatalogWithHttpInfo(opts).then(function (response_and_data) {
118
+ return response_and_data.data;
119
+ });
120
+ }
121
+
122
+ /**
123
+ * List current user's active entitlements
124
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
125
+ */
126
+ }, {
127
+ key: "paymentsEntitlementsWithHttpInfo",
128
+ value: function paymentsEntitlementsWithHttpInfo() {
129
+ var postBody = null;
130
+ var pathParams = {};
131
+ var queryParams = {};
132
+ var headerParams = {};
133
+ var formParams = {};
134
+ var authNames = ['authorization'];
135
+ var contentTypes = [];
136
+ var accepts = ['application/json'];
137
+ var returnType = Object;
138
+ return this.apiClient.callApi('/api/v1/payments/entitlements', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
139
+ }
140
+
141
+ /**
142
+ * List current user's active entitlements
143
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
144
+ */
145
+ }, {
146
+ key: "paymentsEntitlements",
147
+ value: function paymentsEntitlements() {
148
+ return this.paymentsEntitlementsWithHttpInfo().then(function (response_and_data) {
149
+ return response_and_data.data;
150
+ });
151
+ }
152
+
153
+ /**
154
+ * Receive Google Play RTDN Pub/Sub push events
155
+ * @param {Object} opts Optional parameters
156
+ * @param {Object.<String, Object>} [body] Google RTDN event
157
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
158
+ */
159
+ }, {
160
+ key: "paymentsGoogleWebhookWithHttpInfo",
161
+ value: function paymentsGoogleWebhookWithHttpInfo(opts) {
162
+ opts = opts || {};
163
+ var postBody = opts['body'];
164
+ var pathParams = {};
165
+ var queryParams = {};
166
+ var headerParams = {};
167
+ var formParams = {};
168
+ var authNames = [];
169
+ var contentTypes = ['application/json'];
170
+ var accepts = ['application/json'];
171
+ var returnType = Object;
172
+ return this.apiClient.callApi('/api/v1/payments/webhooks/google', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
173
+ }
174
+
175
+ /**
176
+ * Receive Google Play RTDN Pub/Sub push events
177
+ * @param {Object} opts Optional parameters
178
+ * @param {Object.<String, Object>} opts.body Google RTDN event
179
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
180
+ */
181
+ }, {
182
+ key: "paymentsGoogleWebhook",
183
+ value: function paymentsGoogleWebhook(opts) {
184
+ return this.paymentsGoogleWebhookWithHttpInfo(opts).then(function (response_and_data) {
185
+ return response_and_data.data;
186
+ });
187
+ }
188
+
189
+ /**
190
+ * Create a Steam MicroTxn transaction
191
+ * @param {Object} opts Optional parameters
192
+ * @param {module:model/PaymentsSteamCheckoutRequest} [paymentsSteamCheckoutRequest] Steam checkout request
193
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
194
+ */
195
+ }, {
196
+ key: "paymentsSteamCheckoutWithHttpInfo",
197
+ value: function paymentsSteamCheckoutWithHttpInfo(opts) {
198
+ opts = opts || {};
199
+ var postBody = opts['paymentsSteamCheckoutRequest'];
200
+ var pathParams = {};
201
+ var queryParams = {};
202
+ var headerParams = {};
203
+ var formParams = {};
204
+ var authNames = ['authorization'];
205
+ var contentTypes = ['application/json'];
206
+ var accepts = ['application/json'];
207
+ var returnType = Object;
208
+ return this.apiClient.callApi('/api/v1/payments/checkout/steam', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
209
+ }
210
+
211
+ /**
212
+ * Create a Steam MicroTxn transaction
213
+ * @param {Object} opts Optional parameters
214
+ * @param {module:model/PaymentsSteamCheckoutRequest} opts.paymentsSteamCheckoutRequest Steam checkout request
215
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
216
+ */
217
+ }, {
218
+ key: "paymentsSteamCheckout",
219
+ value: function paymentsSteamCheckout(opts) {
220
+ return this.paymentsSteamCheckoutWithHttpInfo(opts).then(function (response_and_data) {
221
+ return response_and_data.data;
222
+ });
223
+ }
224
+
225
+ /**
226
+ * Finalize an authorized Steam MicroTxn transaction
227
+ * @param {Object} opts Optional parameters
228
+ * @param {module:model/PaymentsSteamFinalizeRequest} [paymentsSteamFinalizeRequest] Steam finalize request
229
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
230
+ */
231
+ }, {
232
+ key: "paymentsSteamFinalizeWithHttpInfo",
233
+ value: function paymentsSteamFinalizeWithHttpInfo(opts) {
234
+ opts = opts || {};
235
+ var postBody = opts['paymentsSteamFinalizeRequest'];
236
+ var pathParams = {};
237
+ var queryParams = {};
238
+ var headerParams = {};
239
+ var formParams = {};
240
+ var authNames = ['authorization'];
241
+ var contentTypes = ['application/json'];
242
+ var accepts = ['application/json'];
243
+ var returnType = Object;
244
+ return this.apiClient.callApi('/api/v1/payments/steam/finalize', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
245
+ }
246
+
247
+ /**
248
+ * Finalize an authorized Steam MicroTxn transaction
249
+ * @param {Object} opts Optional parameters
250
+ * @param {module:model/PaymentsSteamFinalizeRequest} opts.paymentsSteamFinalizeRequest Steam finalize request
251
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
252
+ */
253
+ }, {
254
+ key: "paymentsSteamFinalize",
255
+ value: function paymentsSteamFinalize(opts) {
256
+ return this.paymentsSteamFinalizeWithHttpInfo(opts).then(function (response_and_data) {
257
+ return response_and_data.data;
258
+ });
259
+ }
260
+
261
+ /**
262
+ * Create a Stripe Checkout Session
263
+ * @param {Object} opts Optional parameters
264
+ * @param {module:model/PaymentsStripeCheckoutRequest} [paymentsStripeCheckoutRequest] Checkout request
265
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
266
+ */
267
+ }, {
268
+ key: "paymentsStripeCheckoutWithHttpInfo",
269
+ value: function paymentsStripeCheckoutWithHttpInfo(opts) {
270
+ opts = opts || {};
271
+ var postBody = opts['paymentsStripeCheckoutRequest'];
272
+ var pathParams = {};
273
+ var queryParams = {};
274
+ var headerParams = {};
275
+ var formParams = {};
276
+ var authNames = ['authorization'];
277
+ var contentTypes = ['application/json'];
278
+ var accepts = ['application/json'];
279
+ var returnType = Object;
280
+ return this.apiClient.callApi('/api/v1/payments/checkout/stripe', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
281
+ }
282
+
283
+ /**
284
+ * Create a Stripe Checkout Session
285
+ * @param {Object} opts Optional parameters
286
+ * @param {module:model/PaymentsStripeCheckoutRequest} opts.paymentsStripeCheckoutRequest Checkout request
287
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
288
+ */
289
+ }, {
290
+ key: "paymentsStripeCheckout",
291
+ value: function paymentsStripeCheckout(opts) {
292
+ return this.paymentsStripeCheckoutWithHttpInfo(opts).then(function (response_and_data) {
293
+ return response_and_data.data;
294
+ });
295
+ }
296
+
297
+ /**
298
+ * Receive Stripe webhook events
299
+ * @param {Object} opts Optional parameters
300
+ * @param {Object.<String, Object>} [body] Stripe event
301
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
302
+ */
303
+ }, {
304
+ key: "paymentsStripeWebhookWithHttpInfo",
305
+ value: function paymentsStripeWebhookWithHttpInfo(opts) {
306
+ opts = opts || {};
307
+ var postBody = opts['body'];
308
+ var pathParams = {};
309
+ var queryParams = {};
310
+ var headerParams = {};
311
+ var formParams = {};
312
+ var authNames = [];
313
+ var contentTypes = ['application/json'];
314
+ var accepts = ['application/json'];
315
+ var returnType = Object;
316
+ return this.apiClient.callApi('/api/v1/payments/webhooks/stripe', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
317
+ }
318
+
319
+ /**
320
+ * Receive Stripe webhook events
321
+ * @param {Object} opts Optional parameters
322
+ * @param {Object.<String, Object>} opts.body Stripe event
323
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
324
+ */
325
+ }, {
326
+ key: "paymentsStripeWebhook",
327
+ value: function paymentsStripeWebhook(opts) {
328
+ return this.paymentsStripeWebhookWithHttpInfo(opts).then(function (response_and_data) {
329
+ return response_and_data.data;
330
+ });
331
+ }
332
+
333
+ /**
334
+ * Validate an Apple, Google, or Steam purchase
335
+ * @param {String} provider
336
+ * @param {Object} opts Optional parameters
337
+ * @param {Object.<String, {String: Object}>} [requestBody] Provider receipt payload
338
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
339
+ */
340
+ }, {
341
+ key: "paymentsValidateStorePurchaseWithHttpInfo",
342
+ value: function paymentsValidateStorePurchaseWithHttpInfo(provider, opts) {
343
+ opts = opts || {};
344
+ var postBody = opts['requestBody'];
345
+ // verify the required parameter 'provider' is set
346
+ if (provider === undefined || provider === null) {
347
+ throw new Error("Missing the required parameter 'provider' when calling paymentsValidateStorePurchase");
348
+ }
349
+ var pathParams = {
350
+ 'provider': provider
351
+ };
352
+ var queryParams = {};
353
+ var headerParams = {};
354
+ var formParams = {};
355
+ var authNames = ['authorization'];
356
+ var contentTypes = ['application/json'];
357
+ var accepts = ['application/json'];
358
+ var returnType = Object;
359
+ return this.apiClient.callApi('/api/v1/payments/validate/{provider}', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
360
+ }
361
+
362
+ /**
363
+ * Validate an Apple, Google, or Steam purchase
364
+ * @param {String} provider
365
+ * @param {Object} opts Optional parameters
366
+ * @param {Object.<String, {String: Object}>} opts.requestBody Provider receipt payload
367
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
368
+ */
369
+ }, {
370
+ key: "paymentsValidateStorePurchase",
371
+ value: function paymentsValidateStorePurchase(provider, opts) {
372
+ return this.paymentsValidateStorePurchaseWithHttpInfo(provider, opts).then(function (response_and_data) {
373
+ return response_and_data.data;
374
+ });
375
+ }
376
+
377
+ /**
378
+ * Return current user's wallet balances
379
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
380
+ */
381
+ }, {
382
+ key: "paymentsWalletWithHttpInfo",
383
+ value: function paymentsWalletWithHttpInfo() {
384
+ var postBody = null;
385
+ var pathParams = {};
386
+ var queryParams = {};
387
+ var headerParams = {};
388
+ var formParams = {};
389
+ var authNames = ['authorization'];
390
+ var contentTypes = [];
391
+ var accepts = ['application/json'];
392
+ var returnType = Object;
393
+ return this.apiClient.callApi('/api/v1/payments/wallet', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
394
+ }
395
+
396
+ /**
397
+ * Return current user's wallet balances
398
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
399
+ */
400
+ }, {
401
+ key: "paymentsWallet",
402
+ value: function paymentsWallet() {
403
+ return this.paymentsWalletWithHttpInfo().then(function (response_and_data) {
404
+ return response_and_data.data;
405
+ });
406
+ }
407
+ }]);
408
+ }();
@@ -22,7 +22,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
22
22
  * Game Server API
23
23
  * 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 })) ```
24
24
  *
25
- * The version of the OpenAPI document: 1.0.992
25
+ * The version of the OpenAPI document: 1.0.994
26
26
  *
27
27
  *
28
28
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).