@ughuuu/gamend 1.0.0

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Files changed (349) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +862 -0
  3. package/dist/ApiClient.js +703 -0
  4. package/dist/api/AchievementsApi.js +224 -0
  5. package/dist/api/AdminAchievementsApi.js +356 -0
  6. package/dist/api/AdminAnalyticsApi.js +237 -0
  7. package/dist/api/AdminChatApi.js +770 -0
  8. package/dist/api/AdminEconomyApi.js +327 -0
  9. package/dist/api/AdminGroupsApi.js +193 -0
  10. package/dist/api/AdminKVApi.js +305 -0
  11. package/dist/api/AdminLeaderboardsApi.js +490 -0
  12. package/dist/api/AdminLobbiesApi.js +190 -0
  13. package/dist/api/AdminMatchmakingApi.js +165 -0
  14. package/dist/api/AdminNotificationsApi.js +179 -0
  15. package/dist/api/AdminPushApi.js +179 -0
  16. package/dist/api/AdminQuestsApi.js +512 -0
  17. package/dist/api/AdminReadyChecksApi.js +169 -0
  18. package/dist/api/AdminRetentionApi.js +110 -0
  19. package/dist/api/AdminSessionsApi.js +165 -0
  20. package/dist/api/AdminStorageApi.js +212 -0
  21. package/dist/api/AdminTournamentsApi.js +468 -0
  22. package/dist/api/AdminUsersApi.js +130 -0
  23. package/dist/api/AuthenticationApi.js +556 -0
  24. package/dist/api/ChatApi.js +779 -0
  25. package/dist/api/ClientLogsApi.js +119 -0
  26. package/dist/api/EconomyApi.js +153 -0
  27. package/dist/api/FriendsApi.js +528 -0
  28. package/dist/api/GroupsApi.js +1105 -0
  29. package/dist/api/HealthApi.js +78 -0
  30. package/dist/api/HooksApi.js +114 -0
  31. package/dist/api/KVApi.js +95 -0
  32. package/dist/api/LeaderboardsApi.js +342 -0
  33. package/dist/api/LobbiesApi.js +495 -0
  34. package/dist/api/MatchmakingApi.js +187 -0
  35. package/dist/api/NotificationsApi.js +169 -0
  36. package/dist/api/PartiesApi.js +605 -0
  37. package/dist/api/PaymentsApi.js +377 -0
  38. package/dist/api/PushApi.js +166 -0
  39. package/dist/api/QuestsApi.js +270 -0
  40. package/dist/api/ReadyChecksApi.js +258 -0
  41. package/dist/api/SignalingApi.js +78 -0
  42. package/dist/api/StatsApi.js +78 -0
  43. package/dist/api/TimeApi.js +78 -0
  44. package/dist/api/TournamentsApi.js +394 -0
  45. package/dist/api/UsersApi.js +423 -0
  46. package/dist/gamend_proto.js +444 -0
  47. package/dist/gamend_realtime.pb.js +3145 -0
  48. package/dist/index.js +2090 -0
  49. package/dist/model/AcceptPartyInvite200Response.js +168 -0
  50. package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +150 -0
  51. package/dist/model/AcceptPartyInviteRequest.js +113 -0
  52. package/dist/model/AdminCancelMatchmakingTicket200Response.js +91 -0
  53. package/dist/model/AdminCancelReadyCheck200Response.js +91 -0
  54. package/dist/model/AdminCancelReadyCheck200ResponseData.js +223 -0
  55. package/dist/model/AdminConsumeItem400Response.js +89 -0
  56. package/dist/model/AdminCreateAchievementRequest.js +182 -0
  57. package/dist/model/AdminCreateChatFilterWordRequest.js +194 -0
  58. package/dist/model/AdminCreateChatMute200Response.js +91 -0
  59. package/dist/model/AdminCreateChatMuteRequest.js +189 -0
  60. package/dist/model/AdminCreateKvEntry200Response.js +91 -0
  61. package/dist/model/AdminCreateKvEntryRequest.js +146 -0
  62. package/dist/model/AdminCreateLeaderboard200Response.js +91 -0
  63. package/dist/model/AdminCreateLeaderboard200ResponseData.js +248 -0
  64. package/dist/model/AdminCreateLeaderboardRequest.js +244 -0
  65. package/dist/model/AdminCreateNotification400Response.js +89 -0
  66. package/dist/model/AdminCreateNotificationRequest.js +165 -0
  67. package/dist/model/AdminCreateQuestRequest.js +350 -0
  68. package/dist/model/AdminCreateQuestRequestObjectivesInner.js +128 -0
  69. package/dist/model/AdminCreateQuestRequestRewardsInner.js +152 -0
  70. package/dist/model/AdminDeleteChatConversation200Response.js +91 -0
  71. package/dist/model/AdminDeleteChatConversation200ResponseData.js +85 -0
  72. package/dist/model/AdminDeleteChatFilterWordsByLang200Response.js +93 -0
  73. package/dist/model/AdminDrawTournament200Response.js +91 -0
  74. package/dist/model/AdminDrawTournament200ResponseData.js +310 -0
  75. package/dist/model/AdminEndLeaderboard200Response.js +91 -0
  76. package/dist/model/AdminEndLeaderboard200ResponseData.js +231 -0
  77. package/dist/model/AdminGetAnalyticsCounts200Response.js +143 -0
  78. package/dist/model/AdminGetAnalyticsCounts200ResponseTotalsInner.js +97 -0
  79. package/dist/model/AdminGetAnalyticsDaily200Response.js +119 -0
  80. package/dist/model/AdminGetAnalyticsDaily200ResponseSeriesInner.js +128 -0
  81. package/dist/model/AdminGetAnalyticsEconomy200Response.js +150 -0
  82. package/dist/model/AdminGetAnalyticsEconomy200ResponseFlowInner.js +133 -0
  83. package/dist/model/AdminGetAnalyticsEconomy200ResponseTotalsInner.js +133 -0
  84. package/dist/model/AdminGetAnalyticsSummary200Response.js +179 -0
  85. package/dist/model/AdminGrantAchievementRequest.js +126 -0
  86. package/dist/model/AdminGrantItemRequest.js +136 -0
  87. package/dist/model/AdminImportChatFilterWords200Response.js +93 -0
  88. package/dist/model/AdminImportChatFilterWordsRequest.js +150 -0
  89. package/dist/model/AdminIncrementAchievementRequest.js +134 -0
  90. package/dist/model/AdminListAchievements200Response.js +118 -0
  91. package/dist/model/AdminListAchievements200ResponseDataInner.js +185 -0
  92. package/dist/model/AdminListChatFilterWords200Response.js +136 -0
  93. package/dist/model/AdminListChatMessages200Response.js +124 -0
  94. package/dist/model/AdminListChatMessages200ResponseDataInner.js +213 -0
  95. package/dist/model/AdminListChatMutes200Response.js +124 -0
  96. package/dist/model/AdminListChatMutes200ResponseDataInner.js +226 -0
  97. package/dist/model/AdminListChatReports200Response.js +124 -0
  98. package/dist/model/AdminListGroups200Response.js +124 -0
  99. package/dist/model/AdminListKvEntries200Response.js +124 -0
  100. package/dist/model/AdminListKvEntries200ResponseDataInner.js +147 -0
  101. package/dist/model/AdminListLobbies200Response.js +124 -0
  102. package/dist/model/AdminListLobbies200ResponseDataInner.js +191 -0
  103. package/dist/model/AdminListMatchmakingTickets200Response.js +124 -0
  104. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +196 -0
  105. package/dist/model/AdminListNotifications200Response.js +124 -0
  106. package/dist/model/AdminListNotifications200ResponseDataInner.js +173 -0
  107. package/dist/model/AdminListNotifications200ResponseMeta.js +125 -0
  108. package/dist/model/AdminListPushTokens200Response.js +118 -0
  109. package/dist/model/AdminListPushTokens200ResponseDataInner.js +226 -0
  110. package/dist/model/AdminListQuestProgress200Response.js +118 -0
  111. package/dist/model/AdminListQuestProgress200ResponseDataInner.js +208 -0
  112. package/dist/model/AdminListQuests200Response.js +118 -0
  113. package/dist/model/AdminListQuests200ResponseDataInner.js +339 -0
  114. package/dist/model/AdminListReadyChecks200Response.js +124 -0
  115. package/dist/model/AdminListSessions200Response.js +124 -0
  116. package/dist/model/AdminListSessions200ResponseDataInner.js +141 -0
  117. package/dist/model/AdminListStorageObjects200Response.js +132 -0
  118. package/dist/model/AdminListStorageObjects200ResponseDataInner.js +105 -0
  119. package/dist/model/AdminListStorageObjects200ResponseUsage.js +93 -0
  120. package/dist/model/AdminMatchmakingStats200Response.js +91 -0
  121. package/dist/model/AdminMatchmakingStats200ResponseData.js +113 -0
  122. package/dist/model/AdminResetQuestRequest.js +127 -0
  123. package/dist/model/AdminResolveChatReport200Response.js +91 -0
  124. package/dist/model/AdminResolveChatReport200ResponseData.js +274 -0
  125. package/dist/model/AdminResolveChatReportRequest.js +153 -0
  126. package/dist/model/AdminResolveTournamentMatchRequest.js +90 -0
  127. package/dist/model/AdminRevokeAchievementRequest.js +126 -0
  128. package/dist/model/AdminRunRetention200Response.js +104 -0
  129. package/dist/model/AdminSendPushRequest.js +190 -0
  130. package/dist/model/AdminSetQuestIconRequest.js +112 -0
  131. package/dist/model/AdminSpendCurrencyRequest.js +160 -0
  132. package/dist/model/AdminSubmitLeaderboardScore200Response.js +91 -0
  133. package/dist/model/AdminSubmitLeaderboardScore200ResponseData.js +141 -0
  134. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +142 -0
  135. package/dist/model/AdminTestChatPhrase200Response.js +91 -0
  136. package/dist/model/AdminTestChatPhrase200ResponseData.js +187 -0
  137. package/dist/model/AdminTestChatPhrase200ResponseDataHitsInner.js +113 -0
  138. package/dist/model/AdminTestChatPhraseRequest.js +112 -0
  139. package/dist/model/AdminTournamentIconUploadUrlRequest.js +112 -0
  140. package/dist/model/AdminUpdateAchievementRequest.js +145 -0
  141. package/dist/model/AdminUpdateChatFilterWord200Response.js +91 -0
  142. package/dist/model/AdminUpdateChatFilterWord200ResponseData.js +195 -0
  143. package/dist/model/AdminUpdateChatFilterWordRequest.js +166 -0
  144. package/dist/model/AdminUpdateGroup200Response.js +199 -0
  145. package/dist/model/AdminUpdateGroupRequest.js +138 -0
  146. package/dist/model/AdminUpdateKvEntryRequest.js +129 -0
  147. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +91 -0
  148. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +165 -0
  149. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +93 -0
  150. package/dist/model/AdminUpdateLeaderboardRequest.js +137 -0
  151. package/dist/model/AdminUpdateLobby200Response.js +91 -0
  152. package/dist/model/AdminUpdateLobbyRequest.js +142 -0
  153. package/dist/model/AdminUpdateTournamentRequest.js +266 -0
  154. package/dist/model/AdminUpdateUser200Response.js +91 -0
  155. package/dist/model/AdminUpdateUser200ResponseData.js +193 -0
  156. package/dist/model/AdminUpdateUserRequest.js +113 -0
  157. package/dist/model/AdminUpsertKv200Response.js +91 -0
  158. package/dist/model/AdminUpsertKv200ResponseData.js +159 -0
  159. package/dist/model/AdminUpsertKvRequest.js +154 -0
  160. package/dist/model/ApproveJoinRequest200Response.js +205 -0
  161. package/dist/model/CallHook200Response.js +88 -0
  162. package/dist/model/CallHookRequest.js +140 -0
  163. package/dist/model/CancelGroupInvite200Response.js +89 -0
  164. package/dist/model/CancelJoinRequest200Response.js +181 -0
  165. package/dist/model/CancelPartyInviteRequest.js +113 -0
  166. package/dist/model/ChatUnreadCount200Response.js +91 -0
  167. package/dist/model/ChatUnreadCount200ResponseData.js +85 -0
  168. package/dist/model/ClaimQuest200Response.js +91 -0
  169. package/dist/model/ClaimQuest200ResponseData.js +124 -0
  170. package/dist/model/ClientLogBatch.js +148 -0
  171. package/dist/model/ClientLogEntry.js +217 -0
  172. package/dist/model/ClientLogPolicy.js +193 -0
  173. package/dist/model/ClientLogResult.js +146 -0
  174. package/dist/model/ClientLogSession.js +256 -0
  175. package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +124 -0
  176. package/dist/model/CreateFriendRequestRequest.js +113 -0
  177. package/dist/model/CreateGroupRequest.js +203 -0
  178. package/dist/model/CreateLobby401Response.js +89 -0
  179. package/dist/model/CreateLobbyRequest.js +155 -0
  180. package/dist/model/CreatePartyRequest.js +98 -0
  181. package/dist/model/DeclineGroupInvite200Response.js +89 -0
  182. package/dist/model/DeclinePartyInviteRequest.js +113 -0
  183. package/dist/model/DeleteNotifications200Response.js +91 -0
  184. package/dist/model/DeleteNotifications200ResponseData.js +86 -0
  185. package/dist/model/DeleteNotificationsRequest.js +113 -0
  186. package/dist/model/DeletePushToken200Response.js +210 -0
  187. package/dist/model/DemoteGroupMemberRequest.js +113 -0
  188. package/dist/model/DeviceLoginRequest.js +113 -0
  189. package/dist/model/ErrorResponse.js +114 -0
  190. package/dist/model/GameServerWebApiV1TournamentControllerIndex200Response.js +110 -0
  191. package/dist/model/GameServerWebApiV1TournamentControllerIndex200ResponseDataInner.js +258 -0
  192. package/dist/model/GameServerWebApiV1TournamentControllerMyMatch200Response.js +173 -0
  193. package/dist/model/GetCurrentUser200Response.js +214 -0
  194. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +126 -0
  195. package/dist/model/GetCurrentUserInventory200Response.js +87 -0
  196. package/dist/model/GetKv200Response.js +93 -0
  197. package/dist/model/GetLobby200Response.js +133 -0
  198. package/dist/model/GetMyReadyCheck200Response.js +105 -0
  199. package/dist/model/GetMyReadyCheck200ResponseLobby.js +257 -0
  200. package/dist/model/GetMyReadyCheck200ResponseParty.js +257 -0
  201. package/dist/model/GetMyRecord200Response.js +91 -0
  202. package/dist/model/GetMyRecord200ResponseData.js +151 -0
  203. package/dist/model/GetServerTime200Response.js +86 -0
  204. package/dist/model/GetStats200Response.js +91 -0
  205. package/dist/model/GetStats200ResponseData.js +151 -0
  206. package/dist/model/HealthResponse.js +129 -0
  207. package/dist/model/InviteToGroup200Response.js +90 -0
  208. package/dist/model/InviteToGroupRequest.js +113 -0
  209. package/dist/model/InviteToPartyRequest.js +113 -0
  210. package/dist/model/JoinLobby200Response.js +89 -0
  211. package/dist/model/JoinLobbyRequest.js +90 -0
  212. package/dist/model/JoinPartyByCodeRequest.js +113 -0
  213. package/dist/model/KickGroupMemberRequest.js +113 -0
  214. package/dist/model/KickPartyMemberRequest.js +113 -0
  215. package/dist/model/KickUser200Response.js +89 -0
  216. package/dist/model/KickUserRequest.js +109 -0
  217. package/dist/model/LeaveLobby200Response.js +89 -0
  218. package/dist/model/LinkDeviceRequest.js +112 -0
  219. package/dist/model/ListAuthProviders200Response.js +122 -0
  220. package/dist/model/ListBlacklistedUsers200Response.js +118 -0
  221. package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +113 -0
  222. package/dist/model/ListBlockedFriends200Response.js +124 -0
  223. package/dist/model/ListBlockedFriends200ResponseDataInner.js +103 -0
  224. package/dist/model/ListBlockedFriends200ResponseDataInnerRequester.js +113 -0
  225. package/dist/model/ListChatMessages200Response.js +118 -0
  226. package/dist/model/ListChatMessages200ResponseDataInner.js +208 -0
  227. package/dist/model/ListCurrentUserLedger200Response.js +118 -0
  228. package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +145 -0
  229. package/dist/model/ListFriendRequests200Response.js +105 -0
  230. package/dist/model/ListFriendRequests200ResponseData.js +139 -0
  231. package/dist/model/ListFriendRequests200ResponseDataIncomingInner.js +140 -0
  232. package/dist/model/ListFriendRequests200ResponseDataIncomingInnerRequester.js +142 -0
  233. package/dist/model/ListFriendRequests200ResponseIncomingInner.js +140 -0
  234. package/dist/model/ListFriendRequests200ResponseIncomingInnerRequester.js +142 -0
  235. package/dist/model/ListFriendRequests200ResponseMeta.js +104 -0
  236. package/dist/model/ListFriends200Response.js +124 -0
  237. package/dist/model/ListFriends200ResponseDataInner.js +164 -0
  238. package/dist/model/ListFriends200ResponseMeta.js +125 -0
  239. package/dist/model/ListGroupInvitations200Response.js +124 -0
  240. package/dist/model/ListGroupInvitations200ResponseDataInner.js +183 -0
  241. package/dist/model/ListGroupMembers200Response.js +124 -0
  242. package/dist/model/ListGroupMembers200ResponseDataInner.js +180 -0
  243. package/dist/model/ListGroupMutes200Response.js +124 -0
  244. package/dist/model/ListGroupMutes200ResponseDataInner.js +193 -0
  245. package/dist/model/ListGroupMutes200ResponseMeta.js +109 -0
  246. package/dist/model/ListJoinRequests200Response.js +124 -0
  247. package/dist/model/ListLeaderboardRecords200Response.js +124 -0
  248. package/dist/model/ListLeaderboardRecords200ResponseDataInner.js +134 -0
  249. package/dist/model/ListLeaderboardRecords200ResponseMeta.js +125 -0
  250. package/dist/model/ListLeaderboards200Response.js +124 -0
  251. package/dist/model/ListLeaderboards200ResponseDataInner.js +247 -0
  252. package/dist/model/ListLobbies200Response.js +124 -0
  253. package/dist/model/ListLobbies200ResponseDataInner.js +192 -0
  254. package/dist/model/ListLobbies200ResponseInner.js +153 -0
  255. package/dist/model/ListLobbies200ResponseMeta.js +125 -0
  256. package/dist/model/ListMyGroups200Response.js +124 -0
  257. package/dist/model/ListMyGroups200ResponseDataInner.js +243 -0
  258. package/dist/model/ListNotifications200Response.js +124 -0
  259. package/dist/model/ListNotifications200ResponseDataInner.js +186 -0
  260. package/dist/model/ListPartyInvitations200ResponseInner.js +171 -0
  261. package/dist/model/ListPushTokens200Response.js +118 -0
  262. package/dist/model/ListRecordsAroundUser200Response.js +110 -0
  263. package/dist/model/ListSentInvitations200Response.js +124 -0
  264. package/dist/model/ListSentInvitations200ResponseDataInner.js +181 -0
  265. package/dist/model/ListTournaments200Response.js +110 -0
  266. package/dist/model/ListTournaments200ResponseDataInner.js +271 -0
  267. package/dist/model/LobbyStats200Response.js +91 -0
  268. package/dist/model/LobbyStats200ResponseData.js +104 -0
  269. package/dist/model/Login200Response.js +91 -0
  270. package/dist/model/Login200ResponseData.js +150 -0
  271. package/dist/model/Login200ResponseDataUser.js +97 -0
  272. package/dist/model/LoginRequest.js +128 -0
  273. package/dist/model/MarkChatReadRequest.js +169 -0
  274. package/dist/model/MatchmakingCancel200Response.js +85 -0
  275. package/dist/model/MatchmakingJoin201Response.js +91 -0
  276. package/dist/model/MatchmakingJoin201ResponseData.js +186 -0
  277. package/dist/model/MatchmakingJoinRequest.js +101 -0
  278. package/dist/model/MatchmakingMyTicket200Response.js +91 -0
  279. package/dist/model/MatchmakingMyTicket200ResponseData.js +186 -0
  280. package/dist/model/MatchmakingStats200Response.js +91 -0
  281. package/dist/model/MatchmakingStats200ResponseData.js +118 -0
  282. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +93 -0
  283. package/dist/model/MuteGroupMemberRequest.js +135 -0
  284. package/dist/model/MyAchievements200Response.js +124 -0
  285. package/dist/model/MyAchievements200ResponseDataInner.js +196 -0
  286. package/dist/model/OAuthSessionData.js +153 -0
  287. package/dist/model/OAuthSessionDataDetails.js +128 -0
  288. package/dist/model/OAuthSessionStatus.js +173 -0
  289. package/dist/model/OauthApiCallback200Response.js +91 -0
  290. package/dist/model/OauthApiCallbackRequest.js +90 -0
  291. package/dist/model/OauthCallbackApiAppleIosRequest.js +113 -0
  292. package/dist/model/OauthGoogleIdTokenRequest.js +113 -0
  293. package/dist/model/OauthRequest200Response.js +103 -0
  294. package/dist/model/OauthSessionStatus404Response.js +126 -0
  295. package/dist/model/OpenLobbyReadyCheck201Response.js +256 -0
  296. package/dist/model/OpenLobbyReadyCheckRequest.js +95 -0
  297. package/dist/model/PartyCreateLobbyRequest.js +139 -0
  298. package/dist/model/PartyJoinLobbyRequest.js +90 -0
  299. package/dist/model/PartyStats200Response.js +91 -0
  300. package/dist/model/PartyStats200ResponseData.js +93 -0
  301. package/dist/model/PaymentsEntitlements401Response.js +89 -0
  302. package/dist/model/PaymentsSteamCheckoutRequest.js +169 -0
  303. package/dist/model/PaymentsSteamFinalizeRequest.js +112 -0
  304. package/dist/model/PaymentsStripeCheckoutRequest.js +133 -0
  305. package/dist/model/PromoteGroupMemberRequest.js +113 -0
  306. package/dist/model/QuestStats200Response.js +91 -0
  307. package/dist/model/QuestStats200ResponseData.js +101 -0
  308. package/dist/model/QuickJoinRequest.js +108 -0
  309. package/dist/model/RefreshToken200Response.js +91 -0
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  311. package/dist/model/RefreshTokenRequest.js +113 -0
  312. package/dist/model/RegisterPushTokenRequest.js +199 -0
  313. package/dist/model/RemoveFriendship401Response.js +89 -0
  314. package/dist/model/ReportChatMessageRequest.js +90 -0
  315. package/dist/model/ResolveLeaderboardSlugs200Response.js +89 -0
  316. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +264 -0
  317. package/dist/model/ResolveLeaderboardSlugsRequest.js +113 -0
  318. package/dist/model/RespondReadyCheckRequest.js +140 -0
  319. package/dist/model/SearchUsers200Response.js +124 -0
  320. package/dist/model/SearchUsers200ResponseDataInner.js +168 -0
  321. package/dist/model/SendChatMessageRequest.js +180 -0
  322. package/dist/model/SendNotificationRequest.js +163 -0
  323. package/dist/model/SetLobbyStateRequest.js +126 -0
  324. package/dist/model/ShowParty200Response.js +160 -0
  325. package/dist/model/ShowParty200ResponseMembersInner.js +137 -0
  326. package/dist/model/SignalingStats200Response.js +91 -0
  327. package/dist/model/SignalingStats200ResponseData.js +101 -0
  328. package/dist/model/TournamentMyMatch200Response.js +173 -0
  329. package/dist/model/UnmuteLobbyMemberRequest.js +113 -0
  330. package/dist/model/UpdateChatMessageRequest.js +99 -0
  331. package/dist/model/UpdateCurrentUserDisplayName400Response.js +97 -0
  332. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +112 -0
  333. package/dist/model/UpdateCurrentUserPassword400Response.js +97 -0
  334. package/dist/model/UpdateCurrentUserPasswordRequest.js +125 -0
  335. package/dist/model/UpdateCurrentUserUsernameRequest.js +112 -0
  336. package/dist/model/UpdateGroupRequest.js +173 -0
  337. package/dist/model/UpdateLobbyRequest.js +161 -0
  338. package/dist/model/UpdatePartyRequest.js +95 -0
  339. package/dist/model/UserQuests200Response.js +124 -0
  340. package/dist/model/UserQuests200ResponseDataInner.js +401 -0
  341. package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +108 -0
  342. package/dist/model/UserQuests200ResponseDataInnerProgress.js +159 -0
  343. package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +130 -0
  344. package/dist/model/UserQuests200ResponseMeta.js +125 -0
  345. package/dist/model/UserStats200Response.js +91 -0
  346. package/dist/model/UserStats200ResponseData.js +117 -0
  347. package/dist/realtime.js +370 -0
  348. package/dist/webrtc.js +541 -0
  349. package/package.json +51 -0
@@ -0,0 +1,91 @@
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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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+ var _UserStats200ResponseData = _interopRequireDefault(require("./UserStats200ResponseData"));
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+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
10
+ 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); }
11
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
12
+ 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); } }
13
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
14
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
15
+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
16
+ * Gamend API
17
+ * API for Gamend. 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, quests, leaderboards, tournaments, matchmaking, payments, 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 - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **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 is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **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. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. 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. ### **15.1 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() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **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 ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' 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` ## **16. 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). ### **16.1 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 ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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+ *
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+ * The version of the OpenAPI document: 1.0.0
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+ *
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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 UserStats200Response model module.
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+ * @module model/UserStats200Response
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+ * @version 1.0.0
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+ */
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+ var UserStats200Response = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>UserStats200Response</code>.
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+ * @alias module:model/UserStats200Response
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+ */
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+ function UserStats200Response() {
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+ _classCallCheck(this, UserStats200Response);
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+ UserStats200Response.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(UserStats200Response, 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>UserStats200Response</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/UserStats200Response} obj Optional instance to populate.
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+ * @return {module:model/UserStats200Response} The populated <code>UserStats200Response</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 UserStats200Response();
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+ if (data.hasOwnProperty('data')) {
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+ obj['data'] = _UserStats200ResponseData["default"].constructFromObject(data['data']);
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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>UserStats200Response</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>UserStats200Response</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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+ // validate the optional field `data`
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+ if (data['data']) {
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+ // data not null
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+ _UserStats200ResponseData["default"].validateJSON(data['data']);
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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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+ * @member {module:model/UserStats200ResponseData} data
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+ */
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+ UserStats200Response.prototype['data'] = undefined;
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+ var _default = exports["default"] = UserStats200Response;
@@ -0,0 +1,117 @@
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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"); }
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; }
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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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+ * Gamend API
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+ * API for Gamend. 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, quests, leaderboards, tournaments, matchmaking, payments, 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 - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **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 is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **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. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. 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. ### **15.1 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() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **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 ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' 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` ## **16. 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). ### **16.1 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 ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' 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
+ *
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+ * The version of the OpenAPI document: 1.0.0
19
+ *
20
+ *
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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 UserStats200ResponseData model module.
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+ * @module model/UserStats200ResponseData
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+ * @version 1.0.0
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+ */
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+ var UserStats200ResponseData = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>UserStats200ResponseData</code>.
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+ * @alias module:model/UserStats200ResponseData
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+ */
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+ function UserStats200ResponseData() {
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+ _classCallCheck(this, UserStats200ResponseData);
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+ UserStats200ResponseData.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(UserStats200ResponseData, null, [{
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+ key: "initialize",
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+ value: function initialize(obj) {}
49
+
50
+ /**
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+ * Constructs a <code>UserStats200ResponseData</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/UserStats200ResponseData} obj Optional instance to populate.
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+ * @return {module:model/UserStats200ResponseData} The populated <code>UserStats200ResponseData</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 UserStats200ResponseData();
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+ if (data.hasOwnProperty('players_in_lobbies')) {
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+ obj['players_in_lobbies'] = _ApiClient["default"].convertToType(data['players_in_lobbies'], 'Number');
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+ }
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+ if (data.hasOwnProperty('players_in_parties')) {
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+ obj['players_in_parties'] = _ApiClient["default"].convertToType(data['players_in_parties'], 'Number');
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+ }
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+ if (data.hasOwnProperty('players_offline')) {
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+ obj['players_offline'] = _ApiClient["default"].convertToType(data['players_offline'], 'Number');
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+ }
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+ if (data.hasOwnProperty('players_online')) {
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+ obj['players_online'] = _ApiClient["default"].convertToType(data['players_online'], 'Number');
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+ }
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+ if (data.hasOwnProperty('players_total')) {
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+ obj['players_total'] = _ApiClient["default"].convertToType(data['players_total'], '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>UserStats200ResponseData</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>UserStats200ResponseData</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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+ return true;
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+ }
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+ }]);
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+ }();
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+ /**
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+ * @member {Number} players_in_lobbies
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+ */
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+ UserStats200ResponseData.prototype['players_in_lobbies'] = undefined;
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+
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+ /**
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+ * @member {Number} players_in_parties
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+ */
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+ UserStats200ResponseData.prototype['players_in_parties'] = undefined;
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+
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+ /**
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+ * @member {Number} players_offline
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+ */
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+ UserStats200ResponseData.prototype['players_offline'] = undefined;
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+
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+ /**
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+ * @member {Number} players_online
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+ */
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+ UserStats200ResponseData.prototype['players_online'] = undefined;
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+
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+ /**
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+ * @member {Number} players_total
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+ */
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+ UserStats200ResponseData.prototype['players_total'] = undefined;
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+ var _default = exports["default"] = UserStats200ResponseData;
@@ -0,0 +1,370 @@
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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"] = exports.GameRealtime = void 0;
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+ var _phoenix = require("phoenix");
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+ var _gamend_proto = require("./gamend_proto.js");
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+ var _excluded = ["format"];
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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); }
11
+ function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); }
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+ function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); }
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+ function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) return; f = !1; } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0); } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) return; } finally { if (o) throw n; } } return a; } }
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+ function _arrayWithHoles(r) { if (Array.isArray(r)) return r; }
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+ function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
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+ function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } }
17
+ function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; }
18
+ function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; }
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+ function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; }
20
+ function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; }
21
+ function _objectWithoutProperties(e, t) { if (null == e) return {}; var o, r, i = _objectWithoutPropertiesLoose(e, t); if (Object.getOwnPropertySymbols) { var n = Object.getOwnPropertySymbols(e); for (r = 0; r < n.length; r++) o = n[r], -1 === t.indexOf(o) && {}.propertyIsEnumerable.call(e, o) && (i[o] = e[o]); } return i; }
22
+ function _objectWithoutPropertiesLoose(r, e) { if (null == r) return {}; var t = {}; for (var n in r) if ({}.hasOwnProperty.call(r, n)) { if (-1 !== e.indexOf(n)) continue; t[n] = r[n]; } return t; }
23
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
24
+ 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); } }
25
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
26
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
27
+ 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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+ * GameRealtime — Phoenix WebSocket client for gamend.
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+ *
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+ * Wraps Phoenix.Socket to provide helpers for common gamend channel topics.
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+ * The `phoenix` npm package is included as a dependency.
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+ *
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+ * Usage (browser / Node.js with bundler):
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+ *
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+ * import { GameRealtime } from '@ughuuu/gamend'
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+ *
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+ * const realtime = new GameRealtime('https://your-server.com', accessToken)
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+ *
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+ * // Join the authenticated user channel
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+ * const userChannel = realtime.joinUserChannel(userId)
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+ * userChannel.on('notification_created', (payload) => console.log('notification:', payload))
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+ * userChannel.on('updated', (payload) => console.log('user updated:', payload))
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+ *
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+ * // Join a lobby channel
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+ * const lobbyChannel = realtime.joinLobbyChannel(lobbyId)
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+ * lobbyChannel.on('updated', (payload) => console.log('lobby event:', payload))
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+ *
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+ * realtime.disconnect()
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+ *
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+ * Dependency: `phoenix` (bundled with @ughuuu/gamend)
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+ */
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+ var GameRealtime = exports.GameRealtime = /*#__PURE__*/function () {
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+ /**
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+ * @param {string} serverUrl - Base HTTP(S) or WS(S) server URL,
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+ * e.g. "https://game.example.com" or "wss://game.example.com"
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+ * @param {string} token - JWT access token from the REST login endpoints
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+ * @param {Object} socketOpts - Optional Phoenix.Socket constructor options.
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+ * Pass `format: 'protobuf'` to receive server
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+ * events as protobuf binary frames; channels
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+ * obtained through the join helpers decode them
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+ * transparently (timestamps become unix-ms
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+ * numbers, see proto/gamend_realtime.proto).
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+ */
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+ function GameRealtime(serverUrl, token) {
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+ var socketOpts = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
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+ _classCallCheck(this, GameRealtime);
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+ // Normalise URL: strip trailing slash, ensure ws(s):// scheme, append /socket
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+ var wsUrl = serverUrl.replace(/\/$/, '').replace(/^http(s?):\/\//, function (_m, s) {
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+ return "ws".concat(s, "://");
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+ }) + '/socket';
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+ var format = socketOpts.format,
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+ opts = _objectWithoutProperties(socketOpts, _excluded);
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+ this._token = token;
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+ this._format = format === 'protobuf' ? 'protobuf' : 'json';
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+ var params = this._format === 'protobuf' ? {
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+ token: token,
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+ format: 'protobuf'
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+ } : {
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+ token: token
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+ };
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+ this._socket = new _phoenix.Socket(wsUrl, _objectSpread({
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+ params: params
83
+ }, opts));
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+ this._socket.connect();
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+ /** @type {Map<string, Object>} topic → Phoenix Channel */
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+ this._channels = new Map();
87
+ }
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+
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+ /**
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+ * Registers the game's protobuf metadata schema for an entity (mirrors the
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+ * server plugin's UserMeta/LobbyMeta/GroupMeta/PartyMeta registration), so
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+ * decoded events expose `metadata` as a plain object in protobuf mode.
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+ * @param {string} entity - 'user' | 'lobby' | 'group' | 'party'
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+ * @param {Object|Function} schema - protobufjs class, or (Uint8Array) => value
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+ */
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+ return _createClass(GameRealtime, [{
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+ key: "registerMetaSchema",
98
+ value: function registerMetaSchema(entity, schema) {
99
+ (0, _gamend_proto.registerMetaSchema)(entity, schema);
100
+ }
101
+
102
+ /**
103
+ * Registers the game's protobuf KV data schema for a key or '*'-suffixed
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+ * key prefix (mirrors the server plugin's kv_schemas/0 registration).
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+ * @param {string} pattern - e.g. 'loadout' or 'match:*'
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+ * @param {Object|Function} schema - protobufjs class, or (Uint8Array) => value
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+ */
108
+ }, {
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+ key: "registerKvSchema",
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+ value: function registerKvSchema(pattern, schema) {
111
+ (0, _gamend_proto.registerKvSchema)(pattern, schema);
112
+ }
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+
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+ // ── Channel helpers ──────────────────────────────────────────────────────
115
+
116
+ /**
117
+ * Join the user channel for notifications, presence, and real-time events.
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+ * Topic: `"user:<userId>"`
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+ * @param {string|number} userId
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+ * @param {Object} params - Extra join params merged with the auth token
121
+ * @returns {Object} Phoenix Channel
122
+ */
123
+ }, {
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+ key: "joinUserChannel",
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+ value: function joinUserChannel(userId) {
126
+ var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
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+ return this._join("user:".concat(userId), params);
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+ }
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+
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+ /**
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+ * Join a lobby channel for in-lobby events (member joins/leaves, updates).
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+ * Topic: `"lobby:<lobbyId>"`
133
+ * @param {string|number} lobbyId
134
+ * @param {Object} params
135
+ * @returns {Object} Phoenix Channel
136
+ */
137
+ }, {
138
+ key: "joinLobbyChannel",
139
+ value: function joinLobbyChannel(lobbyId) {
140
+ var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
141
+ return this._join("lobby:".concat(lobbyId), params);
142
+ }
143
+
144
+ /**
145
+ * Join the global lobbies feed (lobby list changes).
146
+ * Topic: `"lobbies"`
147
+ * @param {Object} params
148
+ * @returns {Object} Phoenix Channel
149
+ */
150
+ }, {
151
+ key: "joinLobbiesChannel",
152
+ value: function joinLobbiesChannel() {
153
+ var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
154
+ return this._join('lobbies', params);
155
+ }
156
+
157
+ /**
158
+ * Join a group channel for group events.
159
+ * Topic: `"group:<groupId>"`
160
+ * @param {string|number} groupId
161
+ * @param {Object} params
162
+ * @returns {Object} Phoenix Channel
163
+ */
164
+ }, {
165
+ key: "joinGroupChannel",
166
+ value: function joinGroupChannel(groupId) {
167
+ var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
168
+ return this._join("group:".concat(groupId), params);
169
+ }
170
+
171
+ /**
172
+ * Join the global groups feed.
173
+ * Topic: `"groups"`
174
+ * @param {Object} params
175
+ * @returns {Object} Phoenix Channel
176
+ */
177
+ }, {
178
+ key: "joinGroupsChannel",
179
+ value: function joinGroupsChannel() {
180
+ var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
181
+ return this._join('groups', params);
182
+ }
183
+
184
+ /**
185
+ * Join a party channel for party events.
186
+ * Topic: `"party:<partyId>"`
187
+ * @param {string|number} partyId
188
+ * @param {Object} params
189
+ * @returns {Object} Phoenix Channel
190
+ */
191
+ }, {
192
+ key: "joinPartyChannel",
193
+ value: function joinPartyChannel(partyId) {
194
+ var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
195
+ return this._join("party:".concat(partyId), params);
196
+ }
197
+
198
+ // ── Push helpers ─────────────────────────────────────────────────────────
199
+
200
+ /**
201
+ * Push an event to a channel by topic. Returns a Phoenix Push object.
202
+ * If no topic is given, pushes to the user channel.
203
+ * @param {string} event
204
+ * @param {Object} [payload={}]
205
+ * @param {string} [topic] - defaults to the user channel
206
+ * @returns {Object} Phoenix Push
207
+ */
208
+ }, {
209
+ key: "push",
210
+ value: function push(event) {
211
+ var payload = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
212
+ var topic = arguments.length > 2 ? arguments[2] : undefined;
213
+ var ch = topic ? this._channels.get(topic) : this._findUserChannel();
214
+ if (!ch) {
215
+ throw new Error("No channel found".concat(topic ? " for topic \"".concat(topic, "\"") : '', ". Join it first."));
216
+ }
217
+ return ch.push(event, payload);
218
+ }
219
+
220
+ /**
221
+ * Call a plugin hook via the user channel. Returns a Promise.
222
+ * @param {string} plugin
223
+ * @param {string} fn
224
+ * @param {Array} [args=[]]
225
+ * @returns {Promise<any>}
226
+ */
227
+ }, {
228
+ key: "callHook",
229
+ value: function callHook(plugin, fn) {
230
+ var _this = this;
231
+ var args = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [];
232
+ return new Promise(function (resolve, reject) {
233
+ _this.push('call_hook', {
234
+ plugin: plugin,
235
+ fn: fn,
236
+ args: args
237
+ }).receive('ok', function (resp) {
238
+ return resolve(resp.data);
239
+ }).receive('error', function (resp) {
240
+ return reject(new Error(resp.error || 'unknown_error'));
241
+ }).receive('timeout', function () {
242
+ return reject(new Error('timeout'));
243
+ });
244
+ });
245
+ }
246
+
247
+ /**
248
+ * Join an arbitrary channel topic.
249
+ * @param {string} topic - Full Phoenix channel topic string
250
+ * @param {Object} params - Join params merged with the auth token
251
+ * @returns {Object} Phoenix Channel
252
+ */
253
+ }, {
254
+ key: "joinChannel",
255
+ value: function joinChannel(topic) {
256
+ var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
257
+ return this._join(topic, params);
258
+ }
259
+
260
+ /**
261
+ * Leave and remove a channel by topic.
262
+ * @param {string} topic
263
+ */
264
+ }, {
265
+ key: "leaveChannel",
266
+ value: function leaveChannel(topic) {
267
+ var ch = this._channels.get(topic);
268
+ if (ch) {
269
+ ch.leave();
270
+ this._channels["delete"](topic);
271
+ }
272
+ }
273
+
274
+ /**
275
+ * Retrieve an already-joined channel by topic.
276
+ * @param {string} topic
277
+ * @returns {Object|undefined} Phoenix Channel or undefined if not joined
278
+ */
279
+ }, {
280
+ key: "channel",
281
+ value: function channel(topic) {
282
+ return this._channels.get(topic);
283
+ }
284
+
285
+ /**
286
+ * Access the underlying Phoenix.Socket instance.
287
+ * @returns {Object}
288
+ */
289
+ }, {
290
+ key: "socket",
291
+ get: function get() {
292
+ return this._socket;
293
+ }
294
+
295
+ /**
296
+ * Disconnect the socket and leave all channels.
297
+ */
298
+ }, {
299
+ key: "disconnect",
300
+ value: function disconnect() {
301
+ this._channels.forEach(function (ch) {
302
+ try {
303
+ ch.leave();
304
+ } catch (_) {}
305
+ });
306
+ this._channels.clear();
307
+ this._socket.disconnect();
308
+ }
309
+
310
+ // ── Private ────────────────────────────────────────────────────────────────
311
+ }, {
312
+ key: "_join",
313
+ value: function _join(topic) {
314
+ var extraParams = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
315
+ if (this._channels.has(topic)) {
316
+ return this._channels.get(topic);
317
+ }
318
+ var ch = this._socket.channel(topic, _objectSpread({
319
+ token: this._token
320
+ }, extraParams));
321
+ if (this._format === 'protobuf') this._wrapBinaryDecode(ch);
322
+ ch.join().receive('error', function (err) {
323
+ return console.error("GameRealtime: failed to join channel \"".concat(topic, "\""), err);
324
+ });
325
+ this._channels.set(topic, ch);
326
+ return ch;
327
+ }
328
+
329
+ // On protobuf sockets the server delivers mapped events as binary frames;
330
+ // decode them before they reach `channel.on(...)` handlers so application
331
+ // code sees plain objects in both formats.
332
+ }, {
333
+ key: "_wrapBinaryDecode",
334
+ value: function _wrapBinaryDecode(ch) {
335
+ var originalTrigger = ch.trigger.bind(ch);
336
+ ch.trigger = function (event, payload, ref, joinRef) {
337
+ var decoded = payload;
338
+ if (payload instanceof ArrayBuffer || payload instanceof Uint8Array) {
339
+ try {
340
+ var _decodeEvent;
341
+ decoded = (_decodeEvent = (0, _gamend_proto.decodeEvent)(ch.topic, event, payload)) !== null && _decodeEvent !== void 0 ? _decodeEvent : payload;
342
+ } catch (err) {
343
+ console.error("GameRealtime: failed to decode \"".concat(event, "\" on ").concat(ch.topic), err);
344
+ }
345
+ }
346
+ return originalTrigger(event, decoded, ref, joinRef);
347
+ };
348
+ }
349
+ }, {
350
+ key: "_findUserChannel",
351
+ value: function _findUserChannel() {
352
+ var _iterator = _createForOfIteratorHelper(this._channels),
353
+ _step;
354
+ try {
355
+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
356
+ var _step$value = _slicedToArray(_step.value, 2),
357
+ topic = _step$value[0],
358
+ ch = _step$value[1];
359
+ if (topic.startsWith('user:')) return ch;
360
+ }
361
+ } catch (err) {
362
+ _iterator.e(err);
363
+ } finally {
364
+ _iterator.f();
365
+ }
366
+ return undefined;
367
+ }
368
+ }]);
369
+ }();
370
+ var _default = exports["default"] = GameRealtime;