@ughuuu/gamend 1.0.1236 → 1.0.1239

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (316) hide show
  1. package/README.md +47 -50
  2. package/dist/ApiClient.js +2 -2
  3. package/dist/api/AdminAnalyticsApi.js +2 -2
  4. package/dist/api/AdminChatApi.js +2 -2
  5. package/dist/api/AdminEconomyApi.js +2 -2
  6. package/dist/api/AdminGroupsApi.js +2 -2
  7. package/dist/api/AdminKVApi.js +2 -2
  8. package/dist/api/AdminLeaderboardsApi.js +2 -2
  9. package/dist/api/AdminLobbiesApi.js +2 -2
  10. package/dist/api/AdminMatchmakingApi.js +2 -2
  11. package/dist/api/AdminNotificationsApi.js +2 -2
  12. package/dist/api/AdminPushApi.js +6 -6
  13. package/dist/api/AdminQuestsApi.js +2 -2
  14. package/dist/api/AdminReadyChecksApi.js +2 -2
  15. package/dist/api/AdminRetentionApi.js +2 -2
  16. package/dist/api/AdminSessionsApi.js +2 -2
  17. package/dist/api/AdminStorageApi.js +2 -2
  18. package/dist/api/AdminTournamentsApi.js +2 -2
  19. package/dist/api/AdminUsersApi.js +2 -2
  20. package/dist/api/AuthenticationApi.js +30 -33
  21. package/dist/api/ChatApi.js +9 -9
  22. package/dist/api/ClientLogsApi.js +4 -4
  23. package/dist/api/EconomyApi.js +2 -2
  24. package/dist/api/FriendsApi.js +19 -20
  25. package/dist/api/GroupsApi.js +77 -78
  26. package/dist/api/HealthApi.js +2 -2
  27. package/dist/api/HooksApi.js +2 -2
  28. package/dist/api/KVApi.js +2 -2
  29. package/dist/api/LeaderboardsApi.js +3 -3
  30. package/dist/api/LobbiesApi.js +34 -34
  31. package/dist/api/MatchmakingApi.js +5 -5
  32. package/dist/api/NotificationsApi.js +2 -2
  33. package/dist/api/PartiesApi.js +34 -33
  34. package/dist/api/PaymentsApi.js +2 -2
  35. package/dist/api/PushApi.js +2 -2
  36. package/dist/api/QuestsApi.js +6 -6
  37. package/dist/api/ReadyChecksApi.js +2 -2
  38. package/dist/api/SignalingApi.js +2 -2
  39. package/dist/api/StatsApi.js +2 -2
  40. package/dist/api/TimeApi.js +2 -2
  41. package/dist/api/TournamentsApi.js +6 -6
  42. package/dist/api/UsersApi.js +37 -35
  43. package/dist/index.js +269 -290
  44. package/dist/model/AcceptPartyInviteRequest.js +2 -2
  45. package/dist/model/AdminCancelMatchmakingTicket200Response.js +2 -2
  46. package/dist/model/AdminCancelReadyCheck200Response.js +2 -2
  47. package/dist/model/AdminCancelReadyCheck200ResponseData.js +2 -2
  48. package/dist/model/AdminConsumeItem400Response.js +2 -2
  49. package/dist/model/AdminCreateChatFilterWordRequest.js +2 -2
  50. package/dist/model/AdminCreateChatMute200Response.js +2 -2
  51. package/dist/model/AdminCreateChatMuteRequest.js +2 -2
  52. package/dist/model/AdminCreateLeaderboard200Response.js +2 -2
  53. package/dist/model/AdminCreateLeaderboard200ResponseData.js +2 -2
  54. package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
  55. package/dist/model/AdminCreateNotificationRequest.js +2 -2
  56. package/dist/model/AdminCreateQuestRequest.js +2 -2
  57. package/dist/model/AdminCreateQuestRequestObjectivesInner.js +2 -2
  58. package/dist/model/AdminCreateQuestRequestRewardsInner.js +2 -2
  59. package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
  60. package/dist/model/AdminDeleteChatConversation200ResponseData.js +2 -2
  61. package/dist/model/AdminDeleteChatFilterWordsByLang200Response.js +2 -2
  62. package/dist/model/AdminDrawTournament200Response.js +2 -2
  63. package/dist/model/AdminDrawTournament200ResponseData.js +2 -2
  64. package/dist/model/AdminGetAnalyticsCounts200Response.js +2 -2
  65. package/dist/model/AdminGetAnalyticsCounts200ResponseTotalsInner.js +2 -2
  66. package/dist/model/AdminGetAnalyticsDaily200Response.js +2 -2
  67. package/dist/model/AdminGetAnalyticsDaily200ResponseSeriesInner.js +2 -2
  68. package/dist/model/AdminGetAnalyticsEconomy200Response.js +2 -2
  69. package/dist/model/AdminGetAnalyticsEconomy200ResponseFlowInner.js +2 -2
  70. package/dist/model/AdminGetAnalyticsEconomy200ResponseTotalsInner.js +2 -2
  71. package/dist/model/AdminGetAnalyticsSummary200Response.js +2 -2
  72. package/dist/model/AdminGrantItemRequest.js +2 -2
  73. package/dist/model/AdminImportChatFilterWords200Response.js +2 -2
  74. package/dist/model/AdminImportChatFilterWordsRequest.js +2 -2
  75. package/dist/model/AdminListChatFilterWords200Response.js +2 -2
  76. package/dist/model/AdminListChatMessages200Response.js +2 -2
  77. package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
  78. package/dist/model/AdminListChatMutes200Response.js +2 -2
  79. package/dist/model/AdminListChatMutes200ResponseDataInner.js +2 -2
  80. package/dist/model/AdminListChatReports200Response.js +2 -2
  81. package/dist/model/AdminListGroups200Response.js +2 -2
  82. package/dist/model/AdminListKvEntries200Response.js +2 -2
  83. package/dist/model/AdminListLobbies200Response.js +2 -2
  84. package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
  85. package/dist/model/AdminListMatchmakingTickets200Response.js +2 -2
  86. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +2 -2
  87. package/dist/model/AdminListNotifications200Response.js +2 -2
  88. package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
  89. package/dist/model/AdminListPushTokens200Response.js +2 -2
  90. package/dist/model/AdminListPushTokens200ResponseDataInner.js +2 -2
  91. package/dist/model/AdminListQuestProgress200Response.js +2 -2
  92. package/dist/model/AdminListQuestProgress200ResponseDataInner.js +2 -2
  93. package/dist/model/AdminListQuests200Response.js +2 -2
  94. package/dist/model/AdminListQuests200ResponseDataInner.js +2 -2
  95. package/dist/model/AdminListReadyChecks200Response.js +2 -2
  96. package/dist/model/AdminListSessions200Response.js +2 -2
  97. package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
  98. package/dist/model/AdminListStorageObjects200Response.js +2 -2
  99. package/dist/model/AdminListStorageObjects200ResponseDataInner.js +2 -2
  100. package/dist/model/AdminListStorageObjects200ResponseUsage.js +2 -2
  101. package/dist/model/AdminMatchmakingStats200Response.js +2 -2
  102. package/dist/model/AdminMatchmakingStats200ResponseData.js +2 -2
  103. package/dist/model/AdminResetQuestRequest.js +2 -2
  104. package/dist/model/AdminResolveChatReport200Response.js +2 -2
  105. package/dist/model/AdminResolveChatReport200ResponseData.js +2 -2
  106. package/dist/model/AdminResolveChatReportRequest.js +2 -2
  107. package/dist/model/AdminResolveTournamentMatchRequest.js +2 -2
  108. package/dist/model/AdminRunRetention200Response.js +2 -2
  109. package/dist/model/{InviteToGroup200Response.js → AdminSendPush200Response.js} +19 -20
  110. package/dist/model/AdminSendPushRequest.js +2 -2
  111. package/dist/model/AdminSetQuestIconRequest.js +2 -2
  112. package/dist/model/AdminSpendCurrencyRequest.js +2 -2
  113. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
  114. package/dist/model/AdminTestChatPhrase200Response.js +2 -2
  115. package/dist/model/AdminTestChatPhrase200ResponseData.js +2 -2
  116. package/dist/model/AdminTestChatPhrase200ResponseDataHitsInner.js +2 -2
  117. package/dist/model/AdminTestChatPhraseRequest.js +2 -2
  118. package/dist/model/AdminTournamentIconUploadUrlRequest.js +2 -2
  119. package/dist/model/AdminUpdateChatFilterWord200Response.js +2 -2
  120. package/dist/model/AdminUpdateChatFilterWord200ResponseData.js +2 -2
  121. package/dist/model/AdminUpdateChatFilterWordRequest.js +2 -2
  122. package/dist/model/AdminUpdateGroup200Response.js +2 -2
  123. package/dist/model/AdminUpdateGroupRequest.js +2 -2
  124. package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
  125. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +2 -2
  126. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +2 -2
  127. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
  128. package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
  129. package/dist/model/AdminUpdateLobby200Response.js +2 -2
  130. package/dist/model/AdminUpdateLobbyRequest.js +2 -2
  131. package/dist/model/AdminUpdateTournamentRequest.js +2 -2
  132. package/dist/model/AdminUpdateUser200Response.js +2 -2
  133. package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
  134. package/dist/model/AdminUpdateUserRequest.js +2 -2
  135. package/dist/model/AdminUpsertKv200Response.js +2 -2
  136. package/dist/model/AdminUpsertKv200ResponseData.js +2 -2
  137. package/dist/model/AdminUpsertKvRequest.js +2 -2
  138. package/dist/model/{ListLobbies200Response.js → AuthProvidersResponse.js} +73 -51
  139. package/dist/model/AvatarUpdate.js +124 -0
  140. package/dist/model/BlockedFriendship.js +130 -0
  141. package/dist/model/BlockedFriendshipPage.js +147 -0
  142. package/dist/model/CallHook200Response.js +2 -2
  143. package/dist/model/CallHookRequest.js +2 -2
  144. package/dist/model/CancelPartyInviteRequest.js +2 -2
  145. package/dist/model/ChatUnreadCount200Response.js +2 -2
  146. package/dist/model/ChatUnreadCount200ResponseData.js +2 -2
  147. package/dist/model/ClaimQuest200Response.js +2 -2
  148. package/dist/model/ClaimQuest200ResponseData.js +2 -2
  149. package/dist/model/ClientLogBatch.js +2 -2
  150. package/dist/model/ClientLogEntry.js +2 -2
  151. package/dist/model/ClientLogPolicy.js +2 -2
  152. package/dist/model/ClientLogResult.js +2 -2
  153. package/dist/model/ClientLogSession.js +2 -2
  154. package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +2 -2
  155. package/dist/model/CreateFriendRequestRequest.js +2 -2
  156. package/dist/model/CreateGroupRequest.js +2 -2
  157. package/dist/model/CreateLobbyRequest.js +2 -2
  158. package/dist/model/CreatePartyRequest.js +2 -2
  159. package/dist/model/{GetCurrentUser200Response.js → CurrentUser.js} +91 -45
  160. package/dist/model/DeclinePartyInviteRequest.js +2 -2
  161. package/dist/model/DeleteNotifications200Response.js +2 -2
  162. package/dist/model/DeleteNotifications200ResponseData.js +2 -2
  163. package/dist/model/DeleteNotificationsRequest.js +2 -2
  164. package/dist/model/DeletePushToken200Response.js +2 -2
  165. package/dist/model/DemoteGroupMemberRequest.js +2 -2
  166. package/dist/model/DeviceLoginRequest.js +2 -2
  167. package/dist/model/ErrorResponse.js +50 -4
  168. package/dist/model/{ListFriends200ResponseDataInner.js → Friend.js} +78 -31
  169. package/dist/model/{ListBlockedFriends200Response.js → FriendPage.js} +58 -35
  170. package/dist/model/FriendRequest.js +169 -0
  171. package/dist/model/{ListFriendRequests200ResponseData.js → FriendRequestLists.js} +63 -40
  172. package/dist/model/{ListMyGroups200Response.js → FriendRequestMeta.js} +56 -50
  173. package/dist/model/{ListFriends200Response.js → FriendRequestsResponse.js} +53 -46
  174. package/dist/model/GetCurrentUserInventory200Response.js +2 -2
  175. package/dist/model/GetKv200Response.js +2 -2
  176. package/dist/model/GetMyReadyCheck200Response.js +2 -2
  177. package/dist/model/GetMyReadyCheck200ResponseLobby.js +2 -2
  178. package/dist/model/GetMyReadyCheck200ResponseParty.js +2 -2
  179. package/dist/model/GetMyRecord200Response.js +2 -2
  180. package/dist/model/GetMyRecord200ResponseData.js +2 -2
  181. package/dist/model/GetServerTime200Response.js +2 -2
  182. package/dist/model/GetStats200Response.js +2 -2
  183. package/dist/model/GetStats200ResponseData.js +2 -2
  184. package/dist/model/{ListMyGroups200ResponseDataInner.js → Group.js} +81 -44
  185. package/dist/model/{ListGroupInvitations200ResponseDataInner.js → GroupInvite.js} +70 -30
  186. package/dist/model/GroupInvitePage.js +147 -0
  187. package/dist/model/{CancelJoinRequest200Response.js → GroupJoinRequest.js} +65 -30
  188. package/dist/model/GroupJoinRequestPage.js +147 -0
  189. package/dist/model/{ApproveJoinRequest200Response.js → GroupMember.js} +77 -34
  190. package/dist/model/GroupMemberPage.js +147 -0
  191. package/dist/model/{ListJoinRequests200Response.js → GroupPage.js} +58 -35
  192. package/dist/model/HealthResponse.js +2 -2
  193. package/dist/model/InviteToGroupRequest.js +2 -2
  194. package/dist/model/InviteToPartyRequest.js +2 -2
  195. package/dist/model/KickGroupMemberRequest.js +2 -2
  196. package/dist/model/KickPartyMemberRequest.js +2 -2
  197. package/dist/model/LinkDeviceRequest.js +2 -2
  198. package/dist/model/LinkedProviders.js +159 -0
  199. package/dist/model/ListChatMessages200Response.js +2 -2
  200. package/dist/model/ListChatMessages200ResponseDataInner.js +2 -2
  201. package/dist/model/ListCurrentUserLedger200Response.js +2 -2
  202. package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +2 -2
  203. package/dist/model/ListGroupMutes200Response.js +2 -2
  204. package/dist/model/ListGroupMutes200ResponseDataInner.js +2 -2
  205. package/dist/model/ListGroupMutes200ResponseMeta.js +2 -2
  206. package/dist/model/ListLeaderboardRecords200Response.js +2 -2
  207. package/dist/model/ListLeaderboards200Response.js +2 -2
  208. package/dist/model/ListNotifications200Response.js +2 -2
  209. package/dist/model/ListNotifications200ResponseDataInner.js +2 -2
  210. package/dist/model/ListPushTokens200Response.js +2 -2
  211. package/dist/model/ListRecordsAroundUser200Response.js +2 -2
  212. package/dist/model/ListTournaments200Response.js +2 -2
  213. package/dist/model/ListTournaments200ResponseDataInner.js +2 -2
  214. package/dist/model/{ListLobbies200ResponseDataInner.js → Lobby.js} +144 -39
  215. package/dist/model/{ListGroupMembers200Response.js → LobbyPage.js} +58 -35
  216. package/dist/model/{GetLobby200Response.js → LobbyResponse.js} +63 -38
  217. package/dist/model/LobbyStats.js +132 -0
  218. package/dist/model/{ListBlacklistedUsers200Response.js → LobbyStatsResponse.js} +45 -48
  219. package/dist/model/LoginRequest.js +2 -2
  220. package/dist/model/MarkChatReadRequest.js +2 -2
  221. package/dist/model/MatchmakingCancel200Response.js +2 -2
  222. package/dist/model/MatchmakingJoin201Response.js +2 -2
  223. package/dist/model/MatchmakingJoin201ResponseData.js +2 -2
  224. package/dist/model/MatchmakingJoinRequest.js +2 -2
  225. package/dist/model/MatchmakingMyTicket200Response.js +2 -2
  226. package/dist/model/MatchmakingMyTicket200ResponseData.js +2 -2
  227. package/dist/model/MatchmakingStats200Response.js +2 -2
  228. package/dist/model/MatchmakingStats200ResponseData.js +2 -2
  229. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +2 -2
  230. package/dist/model/MuteGroupMemberRequest.js +2 -2
  231. package/dist/model/OAuthAuthorization.js +129 -0
  232. package/dist/model/{Login200ResponseData.js → OAuthResult.js} +44 -46
  233. package/dist/model/OAuthResultResponse.js +115 -0
  234. package/dist/model/OAuthSessionData.js +2 -2
  235. package/dist/model/OAuthSessionDataDetails.js +2 -2
  236. package/dist/model/OAuthSessionStatus.js +2 -2
  237. package/dist/model/OauthApiCallbackRequest.js +2 -2
  238. package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
  239. package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
  240. package/dist/model/OpenLobbyReadyCheck201Response.js +2 -2
  241. package/dist/model/OpenLobbyReadyCheckRequest.js +2 -2
  242. package/dist/model/PageMeta.js +165 -0
  243. package/dist/model/{AcceptPartyInvite200Response.js → Party.js} +85 -42
  244. package/dist/model/PartyCreateLobbyRequest.js +2 -2
  245. package/dist/model/{ListPartyInvitations200ResponseInner.js → PartyInvite.js} +66 -30
  246. package/dist/model/PartyJoinLobbyRequest.js +2 -2
  247. package/dist/model/{OauthSessionStatus404Response.js → PartyStats.js} +34 -41
  248. package/dist/model/PartyStatsResponse.js +115 -0
  249. package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
  250. package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
  251. package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
  252. package/dist/model/PlayerStats.js +149 -0
  253. package/dist/model/PlayerStatsResponse.js +115 -0
  254. package/dist/model/ProfileUpdate.js +150 -0
  255. package/dist/model/PromoteGroupMemberRequest.js +2 -2
  256. package/dist/model/{SearchUsers200ResponseDataInner.js → PublicUser.js} +82 -36
  257. package/dist/model/{ListGroupInvitations200Response.js → PublicUserPage.js} +58 -35
  258. package/dist/model/QuestStats200Response.js +2 -2
  259. package/dist/model/QuestStats200ResponseData.js +2 -2
  260. package/dist/model/QuickJoinRequest.js +2 -2
  261. package/dist/model/RefreshTokenRequest.js +2 -2
  262. package/dist/model/RegisterPushTokenRequest.js +2 -2
  263. package/dist/model/ReportChatMessageRequest.js +2 -2
  264. package/dist/model/ResolveLeaderboardSlugs200Response.js +2 -2
  265. package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +2 -2
  266. package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
  267. package/dist/model/RespondReadyCheckRequest.js +2 -2
  268. package/dist/model/SendChatMessageRequest.js +2 -2
  269. package/dist/model/SendNotificationRequest.js +2 -2
  270. package/dist/model/{RefreshToken200ResponseData.js → Session.js} +65 -32
  271. package/dist/model/SessionResponse.js +115 -0
  272. package/dist/model/SetLobbyStateRequest.js +2 -2
  273. package/dist/model/SignalingStats200Response.js +2 -2
  274. package/dist/model/SignalingStats200ResponseData.js +2 -2
  275. package/dist/model/StatusResponse.js +113 -0
  276. package/dist/model/TournamentMyMatch200Response.js +2 -2
  277. package/dist/model/UnmuteLobbyMemberRequest.js +2 -2
  278. package/dist/model/UpdateChatMessageRequest.js +2 -2
  279. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
  280. package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
  281. package/dist/model/UpdateCurrentUserUsernameRequest.js +2 -2
  282. package/dist/model/UpdateGroupRequest.js +2 -2
  283. package/dist/model/UpdateLobbyRequest.js +2 -2
  284. package/dist/model/UpdatePartyRequest.js +2 -2
  285. package/dist/model/UploadTicket.js +181 -0
  286. package/dist/model/{AcceptPartyInvite200ResponseMembersInner.js → UserBrief.js} +77 -28
  287. package/dist/model/{ListSentInvitations200Response.js → UserBriefPage.js} +58 -35
  288. package/dist/model/UserQuests200Response.js +2 -2
  289. package/dist/model/UserQuests200ResponseDataInner.js +2 -2
  290. package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +2 -2
  291. package/dist/model/UserQuests200ResponseDataInnerProgress.js +2 -2
  292. package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +2 -2
  293. package/dist/model/UserQuests200ResponseMeta.js +2 -2
  294. package/package.json +2 -2
  295. package/dist/model/DeclineGroupInvite200Response.js +0 -89
  296. package/dist/model/GetCurrentUser200ResponseLinkedProviders.js +0 -126
  297. package/dist/model/ListAuthProviders200Response.js +0 -122
  298. package/dist/model/ListBlacklistedUsers200ResponseDataInner.js +0 -113
  299. package/dist/model/ListBlockedFriends200ResponseDataInner.js +0 -103
  300. package/dist/model/ListFriendRequests200Response.js +0 -105
  301. package/dist/model/ListFriendRequests200ResponseDataIncomingInner.js +0 -140
  302. package/dist/model/ListFriendRequests200ResponseDataIncomingInnerRequester.js +0 -142
  303. package/dist/model/ListFriendRequests200ResponseMeta.js +0 -104
  304. package/dist/model/ListSentInvitations200ResponseDataInner.js +0 -181
  305. package/dist/model/LobbyStats200Response.js +0 -91
  306. package/dist/model/LobbyStats200ResponseData.js +0 -104
  307. package/dist/model/Login200Response.js +0 -91
  308. package/dist/model/OauthApiCallback200Response.js +0 -91
  309. package/dist/model/OauthRequest200Response.js +0 -103
  310. package/dist/model/PartyStats200Response.js +0 -91
  311. package/dist/model/PartyStats200ResponseData.js +0 -93
  312. package/dist/model/RefreshToken200Response.js +0 -91
  313. package/dist/model/SearchUsers200Response.js +0 -124
  314. package/dist/model/UpdateCurrentUserDisplayName400Response.js +0 -97
  315. package/dist/model/UserStats200Response.js +0 -91
  316. package/dist/model/UserStats200ResponseData.js +0 -117
@@ -19,9 +19,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
19
19
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
20
20
  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); } /**
21
21
  * Gamend API
22
- * 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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
22
+ * 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 `GAMEND_FEATURES_LIST_QUESTS`) - **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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
23
23
  *
24
- * The version of the OpenAPI document: 1.0.1236
24
+ * The version of the OpenAPI document: 1.0.1239
25
25
  *
26
26
  *
27
27
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -16,9 +16,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
16
16
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
17
17
  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); } /**
18
18
  * Gamend API
19
- * 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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
19
+ * 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 `GAMEND_FEATURES_LIST_QUESTS`) - **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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
20
20
  *
21
- * The version of the OpenAPI document: 1.0.1236
21
+ * The version of the OpenAPI document: 1.0.1239
22
22
  *
23
23
  *
24
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -5,22 +5,19 @@ Object.defineProperty(exports, "__esModule", {
5
5
  });
6
6
  exports["default"] = void 0;
7
7
  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
- var _AdminConsumeItem400Response = _interopRequireDefault(require("../model/AdminConsumeItem400Response"));
8
+ var _AuthProvidersResponse = _interopRequireDefault(require("../model/AuthProvidersResponse"));
9
9
  var _DeviceLoginRequest = _interopRequireDefault(require("../model/DeviceLoginRequest"));
10
10
  var _ErrorResponse = _interopRequireDefault(require("../model/ErrorResponse"));
11
11
  var _LinkDeviceRequest = _interopRequireDefault(require("../model/LinkDeviceRequest"));
12
- var _ListAuthProviders200Response = _interopRequireDefault(require("../model/ListAuthProviders200Response"));
13
- var _Login200Response = _interopRequireDefault(require("../model/Login200Response"));
14
12
  var _LoginRequest = _interopRequireDefault(require("../model/LoginRequest"));
13
+ var _OAuthAuthorization = _interopRequireDefault(require("../model/OAuthAuthorization"));
14
+ var _OAuthResultResponse = _interopRequireDefault(require("../model/OAuthResultResponse"));
15
15
  var _OAuthSessionStatus = _interopRequireDefault(require("../model/OAuthSessionStatus"));
16
- var _OauthApiCallback200Response = _interopRequireDefault(require("../model/OauthApiCallback200Response"));
17
16
  var _OauthApiCallbackRequest = _interopRequireDefault(require("../model/OauthApiCallbackRequest"));
18
17
  var _OauthCallbackApiAppleIosRequest = _interopRequireDefault(require("../model/OauthCallbackApiAppleIosRequest"));
19
18
  var _OauthGoogleIdTokenRequest = _interopRequireDefault(require("../model/OauthGoogleIdTokenRequest"));
20
- var _OauthRequest200Response = _interopRequireDefault(require("../model/OauthRequest200Response"));
21
- var _OauthSessionStatus404Response = _interopRequireDefault(require("../model/OauthSessionStatus404Response"));
22
- var _RefreshToken200Response = _interopRequireDefault(require("../model/RefreshToken200Response"));
23
19
  var _RefreshTokenRequest = _interopRequireDefault(require("../model/RefreshTokenRequest"));
20
+ var _SessionResponse = _interopRequireDefault(require("../model/SessionResponse"));
24
21
  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
25
22
  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); }
26
23
  function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
@@ -29,9 +26,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
29
26
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
30
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); } /**
31
28
  * Gamend API
32
- * 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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
29
+ * 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 `GAMEND_FEATURES_LIST_QUESTS`) - **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)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **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 })) ```
33
30
  *
34
- * The version of the OpenAPI document: 1.0.1236
31
+ * The version of the OpenAPI document: 1.0.1239
35
32
  *
36
33
  *
37
34
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -62,7 +59,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
62
59
  * Authenticate or create a device-backed user using a device_id (no password).
63
60
  * @param {Object} opts Optional parameters
64
61
  * @param {module:model/DeviceLoginRequest} [deviceLoginRequest] Device login
65
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
62
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/SessionResponse} and HTTP response
66
63
  */
67
64
  return _createClass(AuthenticationApi, [{
68
65
  key: "deviceLoginWithHttpInfo",
@@ -76,7 +73,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
76
73
  var authNames = [];
77
74
  var contentTypes = ['application/json'];
78
75
  var accepts = ['application/json'];
79
- var returnType = _OauthApiCallback200Response["default"];
76
+ var returnType = _SessionResponse["default"];
80
77
  return this.apiClient.callApi('/api/v1/login/device', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
81
78
  }
82
79
 
@@ -85,7 +82,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
85
82
  * Authenticate or create a device-backed user using a device_id (no password).
86
83
  * @param {Object} opts Optional parameters
87
84
  * @param {module:model/DeviceLoginRequest} opts.deviceLoginRequest Device login
88
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
85
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/SessionResponse}
89
86
  */
90
87
  }, {
91
88
  key: "deviceLogin",
@@ -136,7 +133,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
136
133
  /**
137
134
  * List sign-in providers
138
135
  * The OAuth providers a player may currently sign in with.
139
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListAuthProviders200Response} and HTTP response
136
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/AuthProvidersResponse} and HTTP response
140
137
  */
141
138
  }, {
142
139
  key: "listAuthProvidersWithHttpInfo",
@@ -149,14 +146,14 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
149
146
  var authNames = [];
150
147
  var contentTypes = [];
151
148
  var accepts = ['application/json'];
152
- var returnType = _ListAuthProviders200Response["default"];
149
+ var returnType = _AuthProvidersResponse["default"];
153
150
  return this.apiClient.callApi('/api/v1/auth/providers', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
154
151
  }
155
152
 
156
153
  /**
157
154
  * List sign-in providers
158
155
  * The OAuth providers a player may currently sign in with.
159
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListAuthProviders200Response}
156
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/AuthProvidersResponse}
160
157
  */
161
158
  }, {
162
159
  key: "listAuthProviders",
@@ -171,7 +168,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
171
168
  * Authenticate user with email and password
172
169
  * @param {Object} opts Optional parameters
173
170
  * @param {module:model/LoginRequest} [loginRequest] Login credentials
174
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Login200Response} and HTTP response
171
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/SessionResponse} and HTTP response
175
172
  */
176
173
  }, {
177
174
  key: "loginWithHttpInfo",
@@ -185,7 +182,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
185
182
  var authNames = [];
186
183
  var contentTypes = ['application/json'];
187
184
  var accepts = ['application/json'];
188
- var returnType = _Login200Response["default"];
185
+ var returnType = _SessionResponse["default"];
189
186
  return this.apiClient.callApi('/api/v1/login', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
190
187
  }
191
188
 
@@ -194,7 +191,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
194
191
  * Authenticate user with email and password
195
192
  * @param {Object} opts Optional parameters
196
193
  * @param {module:model/LoginRequest} opts.loginRequest Login credentials
197
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Login200Response}
194
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/SessionResponse}
198
195
  */
199
196
  }, {
200
197
  key: "login",
@@ -243,7 +240,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
243
240
  * @param {String} provider
244
241
  * @param {Object} opts Optional parameters
245
242
  * @param {module:model/OauthApiCallbackRequest} [oauthApiCallbackRequest] Code exchange or steam payload
246
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
243
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OAuthResultResponse} and HTTP response
247
244
  */
248
245
  }, {
249
246
  key: "oauthApiCallbackWithHttpInfo",
@@ -263,7 +260,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
263
260
  var authNames = [];
264
261
  var contentTypes = ['application/json'];
265
262
  var accepts = ['application/json'];
266
- var returnType = _OauthApiCallback200Response["default"];
263
+ var returnType = _OAuthResultResponse["default"];
267
264
  return this.apiClient.callApi('/api/v1/auth/{provider}/callback', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
268
265
  }
269
266
 
@@ -273,7 +270,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
273
270
  * @param {String} provider
274
271
  * @param {Object} opts Optional parameters
275
272
  * @param {module:model/OauthApiCallbackRequest} opts.oauthApiCallbackRequest Code exchange or steam payload
276
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
273
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OAuthResultResponse}
277
274
  */
278
275
  }, {
279
276
  key: "oauthApiCallback",
@@ -288,7 +285,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
288
285
  * Exchanges a native iOS Sign in with Apple authorization code using APPLE_IOS_CLIENT_ID.
289
286
  * @param {Object} opts Optional parameters
290
287
  * @param {module:model/OauthCallbackApiAppleIosRequest} [oauthCallbackApiAppleIosRequest] Apple callback params
291
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
288
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OAuthResultResponse} and HTTP response
292
289
  */
293
290
  }, {
294
291
  key: "oauthCallbackApiAppleIosWithHttpInfo",
@@ -302,7 +299,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
302
299
  var authNames = [];
303
300
  var contentTypes = ['application/json'];
304
301
  var accepts = ['application/json'];
305
- var returnType = _OauthApiCallback200Response["default"];
302
+ var returnType = _OAuthResultResponse["default"];
306
303
  return this.apiClient.callApi('/api/v1/auth/apple/ios/callback', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
307
304
  }
308
305
 
@@ -311,7 +308,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
311
308
  * Exchanges a native iOS Sign in with Apple authorization code using APPLE_IOS_CLIENT_ID.
312
309
  * @param {Object} opts Optional parameters
313
310
  * @param {module:model/OauthCallbackApiAppleIosRequest} opts.oauthCallbackApiAppleIosRequest Apple callback params
314
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
311
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OAuthResultResponse}
315
312
  */
316
313
  }, {
317
314
  key: "oauthCallbackApiAppleIos",
@@ -326,7 +323,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
326
323
  * Verify a Google OpenID Connect id_token (eg. from Android Credential Manager) and return JWT tokens.
327
324
  * @param {Object} opts Optional parameters
328
325
  * @param {module:model/OauthGoogleIdTokenRequest} [oauthGoogleIdTokenRequest] Google ID token
329
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthApiCallback200Response} and HTTP response
326
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OAuthResultResponse} and HTTP response
330
327
  */
331
328
  }, {
332
329
  key: "oauthGoogleIdTokenWithHttpInfo",
@@ -340,7 +337,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
340
337
  var authNames = [];
341
338
  var contentTypes = ['application/json'];
342
339
  var accepts = ['application/json'];
343
- var returnType = _OauthApiCallback200Response["default"];
340
+ var returnType = _OAuthResultResponse["default"];
344
341
  return this.apiClient.callApi('/api/v1/auth/google/id_token', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
345
342
  }
346
343
 
@@ -349,7 +346,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
349
346
  * Verify a Google OpenID Connect id_token (eg. from Android Credential Manager) and return JWT tokens.
350
347
  * @param {Object} opts Optional parameters
351
348
  * @param {module:model/OauthGoogleIdTokenRequest} opts.oauthGoogleIdTokenRequest Google ID token
352
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthApiCallback200Response}
349
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OAuthResultResponse}
353
350
  */
354
351
  }, {
355
352
  key: "oauthGoogleIdToken",
@@ -363,7 +360,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
363
360
  * Initiate API OAuth
364
361
  * Returns OAuth authorization URL for API clients
365
362
  * @param {module:model/String} provider OAuth provider
366
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OauthRequest200Response} and HTTP response
363
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/OAuthAuthorization} and HTTP response
367
364
  */
368
365
  }, {
369
366
  key: "oauthRequestWithHttpInfo",
@@ -382,7 +379,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
382
379
  var authNames = [];
383
380
  var contentTypes = [];
384
381
  var accepts = ['application/json'];
385
- var returnType = _OauthRequest200Response["default"];
382
+ var returnType = _OAuthAuthorization["default"];
386
383
  return this.apiClient.callApi('/api/v1/auth/{provider}', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
387
384
  }
388
385
 
@@ -390,7 +387,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
390
387
  * Initiate API OAuth
391
388
  * Returns OAuth authorization URL for API clients
392
389
  * @param {module:model/String} provider OAuth provider
393
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OauthRequest200Response}
390
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/OAuthAuthorization}
394
391
  */
395
392
  }, {
396
393
  key: "oauthRequest",
@@ -446,7 +443,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
446
443
  * Exchange a valid refresh token for a new access token
447
444
  * @param {Object} opts Optional parameters
448
445
  * @param {module:model/RefreshTokenRequest} [refreshTokenRequest] Refresh token
449
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/RefreshToken200Response} and HTTP response
446
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/SessionResponse} and HTTP response
450
447
  */
451
448
  }, {
452
449
  key: "refreshTokenWithHttpInfo",
@@ -460,7 +457,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
460
457
  var authNames = [];
461
458
  var contentTypes = ['application/json'];
462
459
  var accepts = ['application/json'];
463
- var returnType = _RefreshToken200Response["default"];
460
+ var returnType = _SessionResponse["default"];
464
461
  return this.apiClient.callApi('/api/v1/refresh', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
465
462
  }
466
463
 
@@ -469,7 +466,7 @@ var AuthenticationApi = exports["default"] = /*#__PURE__*/function () {
469
466
  * Exchange a valid refresh token for a new access token
470
467
  * @param {Object} opts Optional parameters
471
468
  * @param {module:model/RefreshTokenRequest} opts.refreshTokenRequest Refresh token
472
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/RefreshToken200Response}
469
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/SessionResponse}
473
470
  */
474
471
  }, {
475
472
  key: "refreshToken",