@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
@@ -17,9 +17,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
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  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Gamend API
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- * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `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 })) ```
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+ * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `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 })) ```
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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  function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } /**
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  * Gamend API
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- * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `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 })) ```
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+ * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `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 })) ```
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  * Gamend API
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- * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `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 })) ```
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+ * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `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 })) ```
17
21
  *
18
- * The version of the OpenAPI document: 1.0.1236
22
+ * The version of the OpenAPI document: 1.0.1239
19
23
  *
20
24
  *
21
25
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -24,18 +28,30 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
24
28
  *
25
29
  */
26
30
  /**
27
- * The ListLobbies200ResponseDataInner model module.
28
- * @module model/ListLobbies200ResponseDataInner
31
+ * The Lobby model module.
32
+ * @module model/Lobby
29
33
  * @version 1.0.0
30
34
  */
31
- var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
35
+ var Lobby = /*#__PURE__*/function () {
32
36
  /**
33
- * Constructs a new <code>ListLobbies200ResponseDataInner</code>.
34
- * @alias module:model/ListLobbies200ResponseDataInner
37
+ * Constructs a new <code>Lobby</code>.
38
+ * A lobby
39
+ * @alias module:model/Lobby
40
+ * @param hostId {String} User id of the host; empty for a hostless lobby
41
+ * @param hostName {String} Display name of the host, or empty
42
+ * @param hostless {Boolean} Server-managed, with no host
43
+ * @param id {String}
44
+ * @param isHidden {Boolean} Hidden from public listings
45
+ * @param isLocked {Boolean} Locked: no new joins
46
+ * @param maxUsers {Number} Maximum number of users
47
+ * @param metadata {Object} Arbitrary metadata
48
+ * @param state {String} Lifecycle state in the game's vocabulary (core documents created, starting, playing, ended)
49
+ * @param stateChangedAt {Date} When `state` last changed; null if it never has
50
+ * @param title {String} Display title
35
51
  */
36
- function ListLobbies200ResponseDataInner() {
37
- _classCallCheck(this, ListLobbies200ResponseDataInner);
38
- ListLobbies200ResponseDataInner.initialize(this);
52
+ function Lobby(hostId, hostName, hostless, id, isHidden, isLocked, maxUsers, metadata, state, stateChangedAt, title) {
53
+ _classCallCheck(this, Lobby);
54
+ Lobby.initialize(this, hostId, hostName, hostless, id, isHidden, isLocked, maxUsers, metadata, state, stateChangedAt, title);
39
55
  }
40
56
 
41
57
  /**
@@ -43,22 +59,34 @@ var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
43
59
  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
44
60
  * Only for internal use.
45
61
  */
46
- return _createClass(ListLobbies200ResponseDataInner, null, [{
62
+ return _createClass(Lobby, null, [{
47
63
  key: "initialize",
48
- value: function initialize(obj) {}
64
+ value: function initialize(obj, hostId, hostName, hostless, id, isHidden, isLocked, maxUsers, metadata, state, stateChangedAt, title) {
65
+ obj['host_id'] = hostId;
66
+ obj['host_name'] = hostName;
67
+ obj['hostless'] = hostless;
68
+ obj['id'] = id;
69
+ obj['is_hidden'] = isHidden;
70
+ obj['is_locked'] = isLocked;
71
+ obj['max_users'] = maxUsers;
72
+ obj['metadata'] = metadata;
73
+ obj['state'] = state;
74
+ obj['state_changed_at'] = stateChangedAt;
75
+ obj['title'] = title;
76
+ }
49
77
 
50
78
  /**
51
- * Constructs a <code>ListLobbies200ResponseDataInner</code> from a plain JavaScript object, optionally creating a new instance.
79
+ * Constructs a <code>Lobby</code> from a plain JavaScript object, optionally creating a new instance.
52
80
  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
81
  * @param {Object} data The plain JavaScript object bearing properties of interest.
54
- * @param {module:model/ListLobbies200ResponseDataInner} obj Optional instance to populate.
55
- * @return {module:model/ListLobbies200ResponseDataInner} The populated <code>ListLobbies200ResponseDataInner</code> instance.
82
+ * @param {module:model/Lobby} obj Optional instance to populate.
83
+ * @return {module:model/Lobby} The populated <code>Lobby</code> instance.
56
84
  */
57
85
  }, {
58
86
  key: "constructFromObject",
59
87
  value: function constructFromObject(data, obj) {
60
88
  if (data) {
61
- obj = obj || new ListLobbies200ResponseDataInner();
89
+ obj = obj || new Lobby();
62
90
  if (data.hasOwnProperty('host_id')) {
63
91
  obj['host_id'] = _ApiClient["default"].convertToType(data['host_id'], 'String');
64
92
  }
@@ -83,12 +111,24 @@ var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
83
111
  if (data.hasOwnProperty('max_users')) {
84
112
  obj['max_users'] = _ApiClient["default"].convertToType(data['max_users'], 'Number');
85
113
  }
114
+ if (data.hasOwnProperty('members')) {
115
+ obj['members'] = _ApiClient["default"].convertToType(data['members'], [_UserBrief["default"]]);
116
+ }
86
117
  if (data.hasOwnProperty('metadata')) {
87
118
  obj['metadata'] = _ApiClient["default"].convertToType(data['metadata'], Object);
88
119
  }
89
120
  if (data.hasOwnProperty('slowdown')) {
90
121
  obj['slowdown'] = _ApiClient["default"].convertToType(data['slowdown'], 'Number');
91
122
  }
123
+ if (data.hasOwnProperty('spectator_count')) {
124
+ obj['spectator_count'] = _ApiClient["default"].convertToType(data['spectator_count'], 'Number');
125
+ }
126
+ if (data.hasOwnProperty('state')) {
127
+ obj['state'] = _ApiClient["default"].convertToType(data['state'], 'String');
128
+ }
129
+ if (data.hasOwnProperty('state_changed_at')) {
130
+ obj['state_changed_at'] = _ApiClient["default"].convertToType(data['state_changed_at'], 'Date');
131
+ }
92
132
  if (data.hasOwnProperty('title')) {
93
133
  obj['title'] = _ApiClient["default"].convertToType(data['title'], 'String');
94
134
  }
@@ -97,14 +137,29 @@ var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
97
137
  }
98
138
 
99
139
  /**
100
- * Validates the JSON data with respect to <code>ListLobbies200ResponseDataInner</code>.
140
+ * Validates the JSON data with respect to <code>Lobby</code>.
101
141
  * @param {Object} data The plain JavaScript object bearing properties of interest.
102
- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListLobbies200ResponseDataInner</code>.
142
+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>Lobby</code>.
103
143
  */
104
144
  }, {
105
145
  key: "validateJSON",
106
146
  value: function validateJSON(data) {
107
- // ensure the json data is a string
147
+ // check to make sure all required properties are present in the JSON string
148
+ var _iterator = _createForOfIteratorHelper(Lobby.RequiredProperties),
149
+ _step;
150
+ try {
151
+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
152
+ var property = _step.value;
153
+ if (!data.hasOwnProperty(property)) {
154
+ throw new Error("The required field `" + property + "` is not found in the JSON data: " + JSON.stringify(data));
155
+ }
156
+ }
157
+ // ensure the json data is a string
158
+ } catch (err) {
159
+ _iterator.e(err);
160
+ } finally {
161
+ _iterator.f();
162
+ }
108
163
  if (data['host_id'] && !(typeof data['host_id'] === 'string' || data['host_id'] instanceof String)) {
109
164
  throw new Error("Expected the field `host_id` to be a primitive type in the JSON string but got " + data['host_id']);
110
165
  }
@@ -116,6 +171,31 @@ var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
116
171
  if (data['id'] && !(typeof data['id'] === 'string' || data['id'] instanceof String)) {
117
172
  throw new Error("Expected the field `id` to be a primitive type in the JSON string but got " + data['id']);
118
173
  }
174
+ if (data['members']) {
175
+ // data not null
176
+ // ensure the json data is an array
177
+ if (!Array.isArray(data['members'])) {
178
+ throw new Error("Expected the field `members` to be an array in the JSON data but got " + data['members']);
179
+ }
180
+ // validate the optional field `members` (array)
181
+ var _iterator2 = _createForOfIteratorHelper(data['members']),
182
+ _step2;
183
+ try {
184
+ for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) {
185
+ var item = _step2.value;
186
+ _UserBrief["default"].validateJSON(item);
187
+ }
188
+ } catch (err) {
189
+ _iterator2.e(err);
190
+ } finally {
191
+ _iterator2.f();
192
+ }
193
+ ;
194
+ }
195
+ // ensure the json data is a string
196
+ if (data['state'] && !(typeof data['state'] === 'string' || data['state'] instanceof String)) {
197
+ throw new Error("Expected the field `state` to be a primitive type in the JSON string but got " + data['state']);
198
+ }
119
199
  // ensure the json data is a string
120
200
  if (data['title'] && !(typeof data['title'] === 'string' || data['title'] instanceof String)) {
121
201
  throw new Error("Expected the field `title` to be a primitive type in the JSON string but got " + data['title']);
@@ -124,69 +204,94 @@ var ListLobbies200ResponseDataInner = /*#__PURE__*/function () {
124
204
  }
125
205
  }]);
126
206
  }();
207
+ Lobby.RequiredProperties = ["host_id", "host_name", "hostless", "id", "is_hidden", "is_locked", "max_users", "metadata", "state", "state_changed_at", "title"];
208
+
127
209
  /**
128
- * User ID of the host
210
+ * User id of the host; empty for a hostless lobby
129
211
  * @member {String} host_id
130
212
  */
131
- ListLobbies200ResponseDataInner.prototype['host_id'] = undefined;
213
+ Lobby.prototype['host_id'] = undefined;
132
214
 
133
215
  /**
134
- * Display name of the host
216
+ * Display name of the host, or empty
135
217
  * @member {String} host_name
136
218
  */
137
- ListLobbies200ResponseDataInner.prototype['host_name'] = undefined;
219
+ Lobby.prototype['host_name'] = undefined;
138
220
 
139
221
  /**
140
- * Whether this is a server-managed lobby
222
+ * Server-managed, with no host
141
223
  * @member {Boolean} hostless
142
224
  */
143
- ListLobbies200ResponseDataInner.prototype['hostless'] = undefined;
225
+ Lobby.prototype['hostless'] = undefined;
144
226
 
145
227
  /**
146
- * Lobby ID
147
228
  * @member {String} id
148
229
  */
149
- ListLobbies200ResponseDataInner.prototype['id'] = undefined;
230
+ Lobby.prototype['id'] = undefined;
150
231
 
151
232
  /**
152
233
  * Hidden from public listings
153
234
  * @member {Boolean} is_hidden
154
235
  */
155
- ListLobbies200ResponseDataInner.prototype['is_hidden'] = undefined;
236
+ Lobby.prototype['is_hidden'] = undefined;
156
237
 
157
238
  /**
158
- * Locked - no new joins allowed
239
+ * Locked: no new joins
159
240
  * @member {Boolean} is_locked
160
241
  */
161
- ListLobbies200ResponseDataInner.prototype['is_locked'] = undefined;
242
+ Lobby.prototype['is_locked'] = undefined;
162
243
 
163
244
  /**
164
- * Whether this lobby requires a password to join
245
+ * Joining requires a password
165
246
  * @member {Boolean} is_passworded
166
247
  */
167
- ListLobbies200ResponseDataInner.prototype['is_passworded'] = undefined;
248
+ Lobby.prototype['is_passworded'] = undefined;
168
249
 
169
250
  /**
170
- * Maximum number of users allowed
251
+ * Maximum number of users
171
252
  * @member {Number} max_users
172
253
  */
173
- ListLobbies200ResponseDataInner.prototype['max_users'] = undefined;
254
+ Lobby.prototype['max_users'] = undefined;
255
+
256
+ /**
257
+ * Current members
258
+ * @member {Array.<module:model/UserBrief>} members
259
+ */
260
+ Lobby.prototype['members'] = undefined;
174
261
 
175
262
  /**
176
263
  * Arbitrary metadata
177
264
  * @member {Object} metadata
178
265
  */
179
- ListLobbies200ResponseDataInner.prototype['metadata'] = undefined;
266
+ Lobby.prototype['metadata'] = undefined;
180
267
 
181
268
  /**
182
- * Chat slowdown in seconds (0 = disabled)
269
+ * Chat slowdown in seconds (0 = off)
183
270
  * @member {Number} slowdown
184
271
  */
185
- ListLobbies200ResponseDataInner.prototype['slowdown'] = undefined;
272
+ Lobby.prototype['slowdown'] = undefined;
273
+
274
+ /**
275
+ * Current spectators
276
+ * @member {Number} spectator_count
277
+ */
278
+ Lobby.prototype['spectator_count'] = undefined;
279
+
280
+ /**
281
+ * Lifecycle state in the game's vocabulary (core documents created, starting, playing, ended)
282
+ * @member {String} state
283
+ */
284
+ Lobby.prototype['state'] = undefined;
285
+
286
+ /**
287
+ * When `state` last changed; null if it never has
288
+ * @member {Date} state_changed_at
289
+ */
290
+ Lobby.prototype['state_changed_at'] = undefined;
186
291
 
187
292
  /**
188
293
  * Display title
189
294
  * @member {String} title
190
295
  */
191
- ListLobbies200ResponseDataInner.prototype['title'] = undefined;
192
- var _default = exports["default"] = ListLobbies200ResponseDataInner;
296
+ Lobby.prototype['title'] = undefined;
297
+ var _default = exports["default"] = Lobby;