@ughuuu/game_server 1.0.999 → 1.0.1003

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Files changed (173) hide show
  1. package/README.md +25 -25
  2. package/dist/ApiClient.js +2 -2
  3. package/dist/api/AchievementsApi.js +16 -16
  4. package/dist/api/AdminAchievementsApi.js +17 -17
  5. package/dist/api/AdminChatApi.js +7 -7
  6. package/dist/api/AdminGroupsApi.js +3 -3
  7. package/dist/api/AdminKVApi.js +20 -20
  8. package/dist/api/AdminLeaderboardsApi.js +20 -20
  9. package/dist/api/AdminLobbiesApi.js +3 -3
  10. package/dist/api/AdminNotificationsApi.js +3 -3
  11. package/dist/api/AdminSessionsApi.js +3 -3
  12. package/dist/api/AdminUsersApi.js +3 -3
  13. package/dist/api/AuthenticationApi.js +3 -3
  14. package/dist/api/ChatApi.js +12 -12
  15. package/dist/api/FriendsApi.js +8 -8
  16. package/dist/api/GroupsApi.js +42 -42
  17. package/dist/api/HealthApi.js +2 -2
  18. package/dist/api/HooksApi.js +3 -3
  19. package/dist/api/KVApi.js +3 -3
  20. package/dist/api/LeaderboardsApi.js +7 -7
  21. package/dist/api/LobbiesApi.js +7 -7
  22. package/dist/api/NotificationsApi.js +7 -7
  23. package/dist/api/PartiesApi.js +26 -26
  24. package/dist/api/PaymentsApi.js +3 -3
  25. package/dist/api/UsersApi.js +4 -4
  26. package/dist/index.js +133 -133
  27. package/dist/model/AcceptPartyInvite200Response.js +160 -0
  28. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +134 -0
  29. package/dist/model/AcceptPartyInviteRequest.js +2 -2
  30. package/dist/model/AdminCreateAchievementRequest.js +2 -2
  31. package/dist/model/AdminCreateLeaderboard200Response.js +91 -0
  32. package/dist/model/AdminCreateLeaderboard200ResponseData.js +231 -0
  33. package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
  34. package/dist/model/AdminCreateNotificationRequest.js +2 -2
  35. package/dist/model/AdminDeleteChatConversation200Response.js +85 -0
  36. package/dist/model/AdminGrantAchievementRequest.js +122 -0
  37. package/dist/model/AdminIncrementAchievementRequest.js +2 -2
  38. package/dist/model/AdminListAchievements200Response.js +6 -6
  39. package/dist/model/AdminListAchievements200ResponseDataInner.js +181 -0
  40. package/dist/model/AdminListChatMessages200Response.js +6 -6
  41. package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
  42. package/dist/model/AdminListGroups200Response.js +6 -6
  43. package/dist/model/AdminListKvEntries200Response.js +10 -10
  44. package/dist/model/AdminListLobbies200Response.js +6 -6
  45. package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
  46. package/dist/model/AdminListNotifications200Response.js +6 -6
  47. package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
  48. package/dist/model/AdminListSessions200Response.js +6 -6
  49. package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
  50. package/dist/model/AdminRevokeAchievementRequest.js +2 -2
  51. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
  52. package/dist/model/AdminUpdateAchievementRequest.js +2 -2
  53. package/dist/model/AdminUpdateGroup200Response.js +2 -2
  54. package/dist/model/AdminUpdateGroupRequest.js +2 -2
  55. package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
  56. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +91 -0
  57. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +153 -0
  58. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
  59. package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
  60. package/dist/model/AdminUpdateLobby200Response.js +2 -2
  61. package/dist/model/AdminUpdateUser200Response.js +2 -2
  62. package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
  63. package/dist/model/AdminUpdateUserRequest.js +2 -2
  64. package/dist/model/AdminUpsertKv200Response.js +91 -0
  65. package/dist/model/AdminUpsertKv200ResponseData.js +147 -0
  66. package/dist/model/AdminUpsertKvRequest.js +146 -0
  67. package/dist/model/ApproveJoinRequest200Response.js +180 -0
  68. package/dist/model/CallHook200Response.js +2 -2
  69. package/dist/model/CallHookRequest.js +2 -2
  70. package/dist/model/CancelJoinRequest200Response.js +2 -2
  71. package/dist/model/ChatUnreadCount200Response.js +2 -2
  72. package/dist/model/CreateGroupRequest.js +2 -2
  73. package/dist/model/CreateLobbyRequest.js +2 -2
  74. package/dist/model/CreatePartyRequest.js +2 -2
  75. package/dist/model/DeclineGroupInvite200Response.js +89 -0
  76. package/dist/model/DeleteNotificationsRequest.js +2 -2
  77. package/dist/model/DeviceLoginRequest.js +2 -2
  78. package/dist/model/ErrorResponse.js +2 -2
  79. package/dist/model/GetCurrentUser200Response.js +2 -2
  80. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +2 -2
  81. package/dist/model/GetKv200Response.js +2 -2
  82. package/dist/model/GetLobby200Response.js +6 -6
  83. package/dist/model/GetMyRecord200Response.js +6 -6
  84. package/dist/model/GetMyRecord200ResponseData.js +134 -0
  85. package/dist/model/HealthResponse.js +2 -2
  86. package/dist/model/InviteToPartyRequest.js +109 -0
  87. package/dist/model/ListBlockedFriends200Response.js +6 -6
  88. package/dist/model/ListBlockedFriends200ResponseDataInner.js +2 -2
  89. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +2 -2
  90. package/dist/model/ListChatMessages200Response.js +6 -6
  91. package/dist/model/ListChatMessages200ResponseDataInner.js +196 -0
  92. package/dist/model/ListFriendRequests200Response.js +2 -2
  93. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +2 -2
  94. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +2 -2
  95. package/dist/model/ListFriendRequests200ResponseMeta.js +2 -2
  96. package/dist/model/ListFriends200Response.js +6 -6
  97. package/dist/model/ListFriends200ResponseDataInner.js +2 -2
  98. package/dist/model/ListFriends200ResponseMeta.js +125 -0
  99. package/dist/model/ListGroupMembers200Response.js +10 -10
  100. package/dist/model/ListJoinRequests200Response.js +6 -6
  101. package/dist/model/ListLeaderboardRecords200Response.js +10 -10
  102. package/dist/model/ListLeaderboards200Response.js +10 -10
  103. package/dist/model/ListLobbies200Response.js +6 -6
  104. package/dist/model/ListLobbies200ResponseDataInner.js +2 -2
  105. package/dist/model/ListMyGroups200Response.js +6 -6
  106. package/dist/model/ListMyGroups200ResponseDataInner.js +2 -2
  107. package/dist/model/ListPartyInvitations200ResponseInner.js +2 -2
  108. package/dist/model/ListRecordsAroundUser200Response.js +6 -6
  109. package/dist/model/ListSentInvitations200Response.js +6 -6
  110. package/dist/model/ListSentInvitations200ResponseDataInner.js +2 -2
  111. package/dist/model/LoginRequest.js +2 -2
  112. package/dist/model/MarkChatReadRequest.js +2 -2
  113. package/dist/model/MyAchievements200Response.js +124 -0
  114. package/dist/model/MyAchievements200ResponseDataInner.js +192 -0
  115. package/dist/model/NotifyGroup200Response.js +2 -2
  116. package/dist/model/NotifyGroupRequest.js +2 -2
  117. package/dist/model/OAuthSessionData.js +2 -2
  118. package/dist/model/OAuthSessionDataDetails.js +2 -2
  119. package/dist/model/OAuthSessionStatus.js +2 -2
  120. package/dist/model/OauthApiCallback200Response.js +2 -2
  121. package/dist/model/OauthApiCallbackRequest.js +2 -2
  122. package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
  123. package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
  124. package/dist/model/OauthRequest200Response.js +2 -2
  125. package/dist/model/OauthSessionStatus404Response.js +2 -2
  126. package/dist/model/PartyCreateLobbyRequest.js +2 -2
  127. package/dist/model/PartyJoinLobbyRequest.js +2 -2
  128. package/dist/model/PaymentsEntitlements401Response.js +89 -0
  129. package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
  130. package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
  131. package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
  132. package/dist/model/QuickJoinRequest.js +2 -2
  133. package/dist/model/RefreshToken200Response.js +2 -2
  134. package/dist/model/RefreshToken200ResponseData.js +2 -2
  135. package/dist/model/RefreshTokenRequest.js +2 -2
  136. package/dist/model/ResolveLeaderboardSlugs200Response.js +5 -5
  137. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +247 -0
  138. package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
  139. package/dist/model/SearchUsers200Response.js +6 -6
  140. package/dist/model/SearchUsers200ResponseDataInner.js +2 -2
  141. package/dist/model/SendChatMessageRequest.js +2 -2
  142. package/dist/model/SendNotificationRequest.js +2 -2
  143. package/dist/model/UpdateChatMessageRequest.js +2 -2
  144. package/dist/model/UpdateCurrentUserDisplayName400Response.js +97 -0
  145. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
  146. package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
  147. package/dist/model/UpdateGroupRequest.js +2 -2
  148. package/dist/model/UpdateLobbyRequest.js +2 -2
  149. package/dist/model/UpdatePartyRequest.js +2 -2
  150. package/package.json +2 -2
  151. package/dist/model/AdminCreateKvEntry200Response.js +0 -91
  152. package/dist/model/AdminCreateKvEntryRequest.js +0 -146
  153. package/dist/model/AdminCreateNotification400Response.js +0 -89
  154. package/dist/model/AdminEndLeaderboard200Response.js +0 -91
  155. package/dist/model/AdminEndLeaderboard200ResponseData.js +0 -231
  156. package/dist/model/AdminListKvEntries200ResponseDataInner.js +0 -147
  157. package/dist/model/AdminListNotifications200ResponseMeta.js +0 -125
  158. package/dist/model/AdminSubmitLeaderboardScore200Response.js +0 -91
  159. package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +0 -153
  160. package/dist/model/AdminUnlockAchievementRequest.js +0 -122
  161. package/dist/model/AdminUpdateAchievement200Response.js +0 -181
  162. package/dist/model/DeleteNotifications200Response.js +0 -86
  163. package/dist/model/GetChatMessage200Response.js +0 -196
  164. package/dist/model/InviteToGroup200Response.js +0 -90
  165. package/dist/model/InviteToGroupRequest.js +0 -109
  166. package/dist/model/ListGroupMembers200ResponseDataInner.js +0 -180
  167. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +0 -134
  168. package/dist/model/ListLeaderboards200ResponseDataInner.js +0 -247
  169. package/dist/model/ShowParty200Response.js +0 -160
  170. package/dist/model/ShowParty200ResponseMembersInner.js +0 -134
  171. package/dist/model/UpdateCurrentUserPassword400Response.js +0 -97
  172. package/dist/model/UserAchievements200Response.js +0 -124
  173. package/dist/model/UserAchievements200ResponseDataInner.js +0 -192
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- "use strict";
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-
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- Object.defineProperty(exports, "__esModule", {
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- value: true
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- });
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- exports["default"] = void 0;
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- var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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- function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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- function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
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- function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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- function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
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- function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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- function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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- * Game Server API
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- * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- *
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- * The version of the OpenAPI document: 1.0.999
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- *
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- *
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- * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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- * https://openapi-generator.tech
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- * Do not edit the class manually.
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- *
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- */
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- /**
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- * The ListGroupMembers200ResponseDataInner model module.
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- * @module model/ListGroupMembers200ResponseDataInner
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- * @version 1.0.0
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- */
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- var ListGroupMembers200ResponseDataInner = /*#__PURE__*/function () {
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- /**
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- * Constructs a new <code>ListGroupMembers200ResponseDataInner</code>.
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- * @alias module:model/ListGroupMembers200ResponseDataInner
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- */
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- function ListGroupMembers200ResponseDataInner() {
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- _classCallCheck(this, ListGroupMembers200ResponseDataInner);
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- ListGroupMembers200ResponseDataInner.initialize(this);
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- }
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- /**
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- * Initializes the fields of this object.
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- * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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- * Only for internal use.
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- */
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- return _createClass(ListGroupMembers200ResponseDataInner, null, [{
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- value: function initialize(obj) {}
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-
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- /**
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- * Constructs a <code>ListGroupMembers200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
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- * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @param {module:model/ListGroupMembers200ResponseDataInner} obj Optional instance to populate.
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- * @return {module:model/ListGroupMembers200ResponseDataInner} The populated <code>ListGroupMembers200ResponseDataInner</code> instance.
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- */
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- }, {
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- key: "constructFromObject",
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- value: function constructFromObject(data, obj) {
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- if (data) {
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- obj = obj || new ListGroupMembers200ResponseDataInner();
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- if (data.hasOwnProperty('display_name')) {
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- obj['display_name'] = _ApiClient["default"].convertToType(data['display_name'], 'String');
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- }
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- if (data.hasOwnProperty('group_id')) {
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- obj['group_id'] = _ApiClient["default"].convertToType(data['group_id'], 'Number');
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- }
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- if (data.hasOwnProperty('id')) {
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- obj['id'] = _ApiClient["default"].convertToType(data['id'], 'Number');
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- }
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- if (data.hasOwnProperty('inserted_at')) {
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- obj['inserted_at'] = _ApiClient["default"].convertToType(data['inserted_at'], 'Date');
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- }
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- if (data.hasOwnProperty('is_online')) {
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- obj['is_online'] = _ApiClient["default"].convertToType(data['is_online'], 'Boolean');
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- }
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- if (data.hasOwnProperty('last_seen_at')) {
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- obj['last_seen_at'] = _ApiClient["default"].convertToType(data['last_seen_at'], 'Date');
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- }
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- if (data.hasOwnProperty('profile_url')) {
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- obj['profile_url'] = _ApiClient["default"].convertToType(data['profile_url'], 'String');
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- }
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- if (data.hasOwnProperty('role')) {
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- obj['role'] = _ApiClient["default"].convertToType(data['role'], 'String');
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- }
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- if (data.hasOwnProperty('user_id')) {
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- obj['user_id'] = _ApiClient["default"].convertToType(data['user_id'], 'Number');
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- }
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- }
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- return obj;
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- }
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- /**
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- * Validates the JSON data with respect to <code>ListGroupMembers200ResponseDataInner</code>.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
96
- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListGroupMembers200ResponseDataInner</code>.
97
- */
98
- }, {
99
- key: "validateJSON",
100
- value: function validateJSON(data) {
101
- // ensure the json data is a string
102
- if (data['display_name'] && !(typeof data['display_name'] === 'string' || data['display_name'] instanceof String)) {
103
- throw new Error("Expected the field `display_name` to be a primitive type in the JSON string but got " + data['display_name']);
104
- }
105
- // ensure the json data is a string
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- if (data['profile_url'] && !(typeof data['profile_url'] === 'string' || data['profile_url'] instanceof String)) {
107
- throw new Error("Expected the field `profile_url` to be a primitive type in the JSON string but got " + data['profile_url']);
108
- }
109
- // ensure the json data is a string
110
- if (data['role'] && !(typeof data['role'] === 'string' || data['role'] instanceof String)) {
111
- throw new Error("Expected the field `role` to be a primitive type in the JSON string but got " + data['role']);
112
- }
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- return true;
114
- }
115
- }]);
116
- }();
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- /**
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- * @member {String} display_name
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- */
120
- ListGroupMembers200ResponseDataInner.prototype['display_name'] = undefined;
121
-
122
- /**
123
- * @member {Number} group_id
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- */
125
- ListGroupMembers200ResponseDataInner.prototype['group_id'] = undefined;
126
-
127
- /**
128
- * Membership ID
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- * @member {Number} id
130
- */
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- ListGroupMembers200ResponseDataInner.prototype['id'] = undefined;
132
-
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- /**
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- * @member {Date} inserted_at
135
- */
136
- ListGroupMembers200ResponseDataInner.prototype['inserted_at'] = undefined;
137
-
138
- /**
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- * @member {Boolean} is_online
140
- */
141
- ListGroupMembers200ResponseDataInner.prototype['is_online'] = undefined;
142
-
143
- /**
144
- * @member {Date} last_seen_at
145
- */
146
- ListGroupMembers200ResponseDataInner.prototype['last_seen_at'] = undefined;
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-
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- /**
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- * @member {String} profile_url
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- */
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- ListGroupMembers200ResponseDataInner.prototype['profile_url'] = undefined;
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-
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- /**
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- * @member {module:model/ListGroupMembers200ResponseDataInner.RoleEnum} role
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- */
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- ListGroupMembers200ResponseDataInner.prototype['role'] = undefined;
157
-
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- /**
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- * @member {Number} user_id
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- */
161
- ListGroupMembers200ResponseDataInner.prototype['user_id'] = undefined;
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-
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- /**
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- * Allowed values for the <code>role</code> property.
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- * @enum {String}
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- * @readonly
167
- */
168
- ListGroupMembers200ResponseDataInner['RoleEnum'] = {
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- /**
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- * value: "admin"
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- * @const
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- */
173
- "admin": "admin",
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- /**
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- * value: "member"
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- * @const
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- */
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- "member": "member"
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- };
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- var _default = exports["default"] = ListGroupMembers200ResponseDataInner;
@@ -1,134 +0,0 @@
1
- "use strict";
2
-
3
- Object.defineProperty(exports, "__esModule", {
4
- value: true
5
- });
6
- exports["default"] = void 0;
7
- var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
- function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
9
- function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
10
- function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
- function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
12
- function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
13
- function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
14
- function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
15
- * Game Server API
16
- * API for 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 })) ```
17
- *
18
- * The version of the OpenAPI document: 1.0.999
19
- *
20
- *
21
- * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
22
- * https://openapi-generator.tech
23
- * Do not edit the class manually.
24
- *
25
- */
26
- /**
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- * The ListLeaderboardRecords200ResponseDataInner model module.
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- * @module model/ListLeaderboardRecords200ResponseDataInner
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- * @version 1.0.0
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- */
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- var ListLeaderboardRecords200ResponseDataInner = /*#__PURE__*/function () {
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- /**
33
- * Constructs a new <code>ListLeaderboardRecords200ResponseDataInner</code>.
34
- * @alias module:model/ListLeaderboardRecords200ResponseDataInner
35
- */
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- function ListLeaderboardRecords200ResponseDataInner() {
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- _classCallCheck(this, ListLeaderboardRecords200ResponseDataInner);
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- ListLeaderboardRecords200ResponseDataInner.initialize(this);
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- }
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-
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- /**
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- * Initializes the fields of this object.
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- * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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- * Only for internal use.
45
- */
46
- return _createClass(ListLeaderboardRecords200ResponseDataInner, null, [{
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- key: "initialize",
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- value: function initialize(obj) {}
49
-
50
- /**
51
- * Constructs a <code>ListLeaderboardRecords200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
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- * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @param {module:model/ListLeaderboardRecords200ResponseDataInner} obj Optional instance to populate.
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- * @return {module:model/ListLeaderboardRecords200ResponseDataInner} The populated <code>ListLeaderboardRecords200ResponseDataInner</code> instance.
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- */
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- }, {
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- key: "constructFromObject",
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- value: function constructFromObject(data, obj) {
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- if (data) {
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- obj = obj || new ListLeaderboardRecords200ResponseDataInner();
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- if (data.hasOwnProperty('display_name')) {
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- obj['display_name'] = _ApiClient["default"].convertToType(data['display_name'], 'String');
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- }
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- if (data.hasOwnProperty('metadata')) {
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- obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
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- }
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- if (data.hasOwnProperty('rank')) {
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- obj['rank'] = _ApiClient["default"].convertToType(data['rank'], 'Number');
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- }
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- if (data.hasOwnProperty('score')) {
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- obj['score'] = _ApiClient["default"].convertToType(data['score'], 'Number');
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- }
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- if (data.hasOwnProperty('updated_at')) {
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- obj['updated_at'] = _ApiClient["default"].convertToType(data['updated_at'], 'Date');
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- }
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- if (data.hasOwnProperty('user_id')) {
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- obj['user_id'] = _ApiClient["default"].convertToType(data['user_id'], 'Number');
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- }
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- }
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- return obj;
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- }
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-
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- /**
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- * Validates the JSON data with respect to <code>ListLeaderboardRecords200ResponseDataInner</code>.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListLeaderboardRecords200ResponseDataInner</code>.
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- */
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- }, {
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- key: "validateJSON",
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- value: function validateJSON(data) {
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- // ensure the json data is a string
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- if (data['display_name'] && !(typeof data['display_name'] === 'string' || data['display_name'] instanceof String)) {
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- throw new Error("Expected the field `display_name` to be a primitive type in the JSON string but got " + data['display_name']);
95
- }
96
- return true;
97
- }
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- }]);
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- }();
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- /**
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- * Human-readable name (user display name or label text)
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- * @member {String} display_name
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['display_name'] = undefined;
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-
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- /**
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- * Per-record metadata
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- * @member {Object} metadata
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['metadata'] = undefined;
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-
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- /**
113
- * Player's rank on this leaderboard
114
- * @member {Number} rank
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['rank'] = undefined;
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-
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- /**
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- * Score value
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- * @member {Number} score
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['score'] = undefined;
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-
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- /**
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- * @member {Date} updated_at
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['updated_at'] = undefined;
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-
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- /**
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- * User ID (-1 for non-user/label-based records)
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- * @member {Number} user_id
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- */
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- ListLeaderboardRecords200ResponseDataInner.prototype['user_id'] = undefined;
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- var _default = exports["default"] = ListLeaderboardRecords200ResponseDataInner;
@@ -1,247 +0,0 @@
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- "use strict";
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-
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- Object.defineProperty(exports, "__esModule", {
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- value: true
5
- });
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- exports["default"] = void 0;
7
- var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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- function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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- function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
- function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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- function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
13
- function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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- function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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- * Game Server API
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- * API for the Gamend Game Server. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation hooks**: `before_chat_message` pipeline hook for filtering/blocking ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Achievements** Track player accomplishments with progress-based or instant-unlock achievements: - **Achievement definitions**: admin-created with slug, title, description, icon, sort order, and optional progress target - **Progress tracking**: increment progress toward a target; auto-unlocks when progress reaches the target - **Instant unlock**: directly unlock achievements without progress tracking - **Hidden achievements**: details obscured (\"???\") until unlocked by the user - **Public listings**: paginated, optionally filtered; authenticated users see their own progress - **Admin management**: create, update, delete, grant, revoke, unlock, and increment achievements ## **12. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **12.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **12.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, achievement unlocks, party/group invites - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **12.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` Requires the `phoenix` npm package as a peer dependency: `npm install phoenix` ## **13. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **13.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **13.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **13.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/game_server' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- *
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- * The version of the OpenAPI document: 1.0.999
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- *
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- *
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- * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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- * https://openapi-generator.tech
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- * Do not edit the class manually.
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- *
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- */
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- /**
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- * The ListLeaderboards200ResponseDataInner model module.
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- * @module model/ListLeaderboards200ResponseDataInner
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- * @version 1.0.0
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- */
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- var ListLeaderboards200ResponseDataInner = /*#__PURE__*/function () {
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- /**
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- * Constructs a new <code>ListLeaderboards200ResponseDataInner</code>.
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- * @alias module:model/ListLeaderboards200ResponseDataInner
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- */
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- function ListLeaderboards200ResponseDataInner() {
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- _classCallCheck(this, ListLeaderboards200ResponseDataInner);
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- ListLeaderboards200ResponseDataInner.initialize(this);
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- }
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-
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- /**
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- * Initializes the fields of this object.
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- * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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- * Only for internal use.
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- */
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- return _createClass(ListLeaderboards200ResponseDataInner, null, [{
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- key: "initialize",
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- value: function initialize(obj) {}
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-
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- /**
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- * Constructs a <code>ListLeaderboards200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
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- * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @param {module:model/ListLeaderboards200ResponseDataInner} obj Optional instance to populate.
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- * @return {module:model/ListLeaderboards200ResponseDataInner} The populated <code>ListLeaderboards200ResponseDataInner</code> instance.
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- */
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- }, {
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- key: "constructFromObject",
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- value: function constructFromObject(data, obj) {
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- if (data) {
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- obj = obj || new ListLeaderboards200ResponseDataInner();
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- if (data.hasOwnProperty('description')) {
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- obj['description'] = _ApiClient["default"].convertToType(data['description'], 'String');
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- }
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- if (data.hasOwnProperty('ends_at')) {
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- obj['ends_at'] = _ApiClient["default"].convertToType(data['ends_at'], 'Date');
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- }
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- if (data.hasOwnProperty('id')) {
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- obj['id'] = _ApiClient["default"].convertToType(data['id'], 'Number');
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- }
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- if (data.hasOwnProperty('inserted_at')) {
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- obj['inserted_at'] = _ApiClient["default"].convertToType(data['inserted_at'], 'Date');
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- }
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- if (data.hasOwnProperty('is_active')) {
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- obj['is_active'] = _ApiClient["default"].convertToType(data['is_active'], 'Boolean');
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- }
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- if (data.hasOwnProperty('metadata')) {
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- obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
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- }
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- if (data.hasOwnProperty('operator')) {
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- obj['operator'] = _ApiClient["default"].convertToType(data['operator'], 'String');
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- }
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- if (data.hasOwnProperty('slug')) {
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- obj['slug'] = _ApiClient["default"].convertToType(data['slug'], 'String');
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- }
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- if (data.hasOwnProperty('sort_order')) {
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- obj['sort_order'] = _ApiClient["default"].convertToType(data['sort_order'], 'String');
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- }
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- if (data.hasOwnProperty('starts_at')) {
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- obj['starts_at'] = _ApiClient["default"].convertToType(data['starts_at'], 'Date');
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- }
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- if (data.hasOwnProperty('title')) {
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- obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
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- }
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- if (data.hasOwnProperty('updated_at')) {
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- obj['updated_at'] = _ApiClient["default"].convertToType(data['updated_at'], 'Date');
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- }
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- }
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- return obj;
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- }
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-
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- /**
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- * Validates the JSON data with respect to <code>ListLeaderboards200ResponseDataInner</code>.
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- * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListLeaderboards200ResponseDataInner</code>.
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- */
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- }, {
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- key: "validateJSON",
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- value: function validateJSON(data) {
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- // ensure the json data is a string
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- if (data['description'] && !(typeof data['description'] === 'string' || data['description'] instanceof String)) {
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- throw new Error("Expected the field `description` to be a primitive type in the JSON string but got " + data['description']);
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- }
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- // ensure the json data is a string
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- if (data['operator'] && !(typeof data['operator'] === 'string' || data['operator'] instanceof String)) {
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- throw new Error("Expected the field `operator` to be a primitive type in the JSON string but got " + data['operator']);
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- }
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- // ensure the json data is a string
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- if (data['slug'] && !(typeof data['slug'] === 'string' || data['slug'] instanceof String)) {
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- throw new Error("Expected the field `slug` to be a primitive type in the JSON string but got " + data['slug']);
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- }
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- // ensure the json data is a string
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- if (data['sort_order'] && !(typeof data['sort_order'] === 'string' || data['sort_order'] instanceof String)) {
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- throw new Error("Expected the field `sort_order` to be a primitive type in the JSON string but got " + data['sort_order']);
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- }
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- // ensure the json data is a string
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- if (data['title'] && !(typeof data['title'] === 'string' || data['title'] instanceof String)) {
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- throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
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- }
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- return true;
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- }
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- }]);
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- }();
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- /**
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- * Description
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- * @member {String} description
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- */
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- ListLeaderboards200ResponseDataInner.prototype['description'] = undefined;
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-
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- /**
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- * @member {Date} ends_at
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- */
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- ListLeaderboards200ResponseDataInner.prototype['ends_at'] = undefined;
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-
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- /**
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- * Leaderboard ID
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- * @member {Number} id
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- */
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- ListLeaderboards200ResponseDataInner.prototype['id'] = undefined;
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-
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- /**
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- * @member {Date} inserted_at
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- */
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- ListLeaderboards200ResponseDataInner.prototype['inserted_at'] = undefined;
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-
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- /**
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- * Whether the leaderboard is still active
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- * @member {Boolean} is_active
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- */
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- ListLeaderboards200ResponseDataInner.prototype['is_active'] = undefined;
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-
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- /**
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- * Arbitrary metadata
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- * @member {Object} metadata
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- */
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- ListLeaderboards200ResponseDataInner.prototype['metadata'] = undefined;
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-
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- /**
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- * Score operator
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- * @member {module:model/ListLeaderboards200ResponseDataInner.OperatorEnum} operator
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- */
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- ListLeaderboards200ResponseDataInner.prototype['operator'] = undefined;
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-
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- /**
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- * Human-readable identifier (reusable across seasons)
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- * @member {String} slug
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- */
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- ListLeaderboards200ResponseDataInner.prototype['slug'] = undefined;
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-
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- /**
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- * Sort order - desc (higher is better) or asc (lower is better)
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- * @member {module:model/ListLeaderboards200ResponseDataInner.SortOrderEnum} sort_order
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- */
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- ListLeaderboards200ResponseDataInner.prototype['sort_order'] = undefined;
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-
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- /**
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- * @member {Date} starts_at
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- */
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- ListLeaderboards200ResponseDataInner.prototype['starts_at'] = undefined;
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-
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- /**
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- * Display title
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- * @member {String} title
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- */
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- ListLeaderboards200ResponseDataInner.prototype['title'] = undefined;
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-
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- /**
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- * @member {Date} updated_at
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- */
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- ListLeaderboards200ResponseDataInner.prototype['updated_at'] = undefined;
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-
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- /**
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- * Allowed values for the <code>operator</code> property.
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- * @enum {String}
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- * @readonly
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- */
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- ListLeaderboards200ResponseDataInner['OperatorEnum'] = {
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- /**
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- * value: "set"
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- * @const
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- */
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- "set": "set",
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- /**
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- * value: "best"
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- * @const
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- */
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- "best": "best",
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- /**
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- * value: "incr"
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- * @const
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- */
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- "incr": "incr",
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- /**
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- * value: "decr"
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- * @const
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- */
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- "decr": "decr"
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- };
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-
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- /**
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- * Allowed values for the <code>sort_order</code> property.
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- * @enum {String}
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- * @readonly
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- */
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- ListLeaderboards200ResponseDataInner['SortOrderEnum'] = {
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- /**
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- * value: "desc"
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- * @const
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- */
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- "desc": "desc",
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- /**
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- * value: "asc"
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- * @const
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- */
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- "asc": "asc"
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- };
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- var _default = exports["default"] = ListLeaderboards200ResponseDataInner;