@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
@@ -5,13 +5,13 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- var _AdminConsumeItem400Response = _interopRequireDefault(require("../model/AdminConsumeItem400Response"));
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  var _CreateLobbyRequest = _interopRequireDefault(require("../model/CreateLobbyRequest"));
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- var _GetLobby200Response = _interopRequireDefault(require("../model/GetLobby200Response"));
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+ var _ErrorResponse = _interopRequireDefault(require("../model/ErrorResponse"));
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  var _KickPartyMemberRequest = _interopRequireDefault(require("../model/KickPartyMemberRequest"));
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- var _ListLobbies200Response = _interopRequireDefault(require("../model/ListLobbies200Response"));
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- var _ListLobbies200ResponseDataInner = _interopRequireDefault(require("../model/ListLobbies200ResponseDataInner"));
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- var _LobbyStats200Response = _interopRequireDefault(require("../model/LobbyStats200Response"));
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+ var _Lobby = _interopRequireDefault(require("../model/Lobby"));
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+ var _LobbyPage = _interopRequireDefault(require("../model/LobbyPage"));
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+ var _LobbyResponse = _interopRequireDefault(require("../model/LobbyResponse"));
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+ var _LobbyStatsResponse = _interopRequireDefault(require("../model/LobbyStatsResponse"));
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  var _PartyJoinLobbyRequest = _interopRequireDefault(require("../model/PartyJoinLobbyRequest"));
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  var _QuickJoinRequest = _interopRequireDefault(require("../model/QuickJoinRequest"));
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  var _SetLobbyStateRequest = _interopRequireDefault(require("../model/SetLobbyStateRequest"));
@@ -24,9 +24,9 @@ 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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  *
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- * The version of the OpenAPI document: 1.0.1236
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+ * The version of the OpenAPI document: 1.0.1239
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  *
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  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -57,7 +57,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * Create a new lobby. The authenticated user becomes the host and is automatically joined.
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  * @param {Object} opts Optional parameters
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  * @param {module:model/CreateLobbyRequest} [createLobbyRequest] Lobby creation parameters
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListLobbies200ResponseDataInner} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Lobby} and HTTP response
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  */
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  return _createClass(LobbiesApi, [{
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  key: "createLobbyWithHttpInfo",
@@ -71,7 +71,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = ['authorization'];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = _ListLobbies200ResponseDataInner["default"];
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+ var returnType = _Lobby["default"];
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  return this.apiClient.callApi('/api/v1/lobbies', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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@@ -80,7 +80,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * Create a new lobby. The authenticated user becomes the host and is automatically joined.
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  * @param {Object} opts Optional parameters
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  * @param {module:model/CreateLobbyRequest} opts.createLobbyRequest Lobby creation parameters
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListLobbies200ResponseDataInner}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Lobby}
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  */
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  }, {
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  key: "createLobby",
@@ -125,9 +125,9 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  /**
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  * Get a single lobby
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- * Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
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+ * Return a lobby with its current members and spectator count. Requires a signed-in user; a hidden lobby is visible only to its own members, and anyone else gets 404.
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  * @param {String} id Lobby ID
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/GetLobby200Response} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/LobbyResponse} and HTTP response
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  */
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  }, {
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  key: "getLobbyWithHttpInfo",
@@ -143,18 +143,18 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var queryParams = {};
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  var headerParams = {};
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  var formParams = {};
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- var authNames = [];
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+ var authNames = ['authorization'];
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  var contentTypes = [];
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  var accepts = ['application/json'];
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- var returnType = _GetLobby200Response["default"];
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+ var returnType = _LobbyResponse["default"];
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  return this.apiClient.callApi('/api/v1/lobbies/{id}', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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  /**
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  * Get a single lobby
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- * Return details for a single lobby. Non-hidden lobbies can be viewed by anyone. Also returns the current member list.
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+ * Return a lobby with its current members and spectator count. Requires a signed-in user; a hidden lobby is visible only to its own members, and anyone else gets 404.
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  * @param {String} id Lobby ID
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/GetLobby200Response}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/LobbyResponse}
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  */
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  }, {
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  key: "getLobby",
@@ -170,7 +170,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {String} id Lobby ID
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  * @param {Object} opts Optional parameters
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  * @param {module:model/PartyJoinLobbyRequest} [partyJoinLobbyRequest] Join parameters (optional)
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Lobby} and HTTP response
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  */
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  }, {
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  key: "joinLobbyWithHttpInfo",
@@ -190,7 +190,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = ['authorization'];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = Object;
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+ var returnType = _Lobby["default"];
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  return this.apiClient.callApi('/api/v1/lobbies/{id}/join', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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@@ -200,7 +200,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {String} id Lobby ID
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  * @param {Object} opts Optional parameters
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  * @param {module:model/PartyJoinLobbyRequest} opts.partyJoinLobbyRequest Join parameters (optional)
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Lobby}
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  */
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  }, {
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  key: "joinLobby",
@@ -294,7 +294,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {Number} [pageSize] Page size (max results per page)
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  * @param {String} [metadataKey] Optional metadata key to filter by
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  * @param {String} [metadataValue] Optional metadata value to match (used with metadata_key)
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListLobbies200Response} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/LobbyPage} and HTTP response
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  */
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  }, {
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  key: "listLobbiesWithHttpInfo",
@@ -318,7 +318,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = [];
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  var contentTypes = [];
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  var accepts = ['application/json'];
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- var returnType = _ListLobbies200Response["default"];
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+ var returnType = _LobbyPage["default"];
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  return this.apiClient.callApi('/api/v1/lobbies', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
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  }
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@@ -335,7 +335,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  * @param {Number} opts.pageSize Page size (max results per page)
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  * @param {String} opts.metadataKey Optional metadata key to filter by
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  * @param {String} opts.metadataValue Optional metadata value to match (used with metadata_key)
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListLobbies200Response}
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/LobbyPage}
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  */
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  }, {
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  key: "listLobbies",
@@ -348,7 +348,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  /**
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  * Lobby counts
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  * Aggregate lobby counts, including spectators. Public, and cached — treat the numbers as up to a minute old.
351
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/LobbyStats200Response} and HTTP response
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+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/LobbyStatsResponse} and HTTP response
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  */
353
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  }, {
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  key: "lobbyStatsWithHttpInfo",
@@ -361,14 +361,14 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = [];
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  var contentTypes = [];
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  var accepts = ['application/json'];
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- var returnType = _LobbyStats200Response["default"];
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+ var returnType = _LobbyStatsResponse["default"];
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  return this.apiClient.callApi('/api/v1/lobbies/stats', 'GET', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
366
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  }
367
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368
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  /**
369
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  * Lobby counts
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  * Aggregate lobby counts, including spectators. Public, and cached — treat the numbers as up to a minute old.
371
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/LobbyStats200Response}
371
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/LobbyStatsResponse}
372
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  */
373
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  }, {
374
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  key: "lobbyStats",
@@ -383,7 +383,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
383
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  * Attempt to find an open, non-passworded lobby that matches the provided criteria and join it; if none found, create a new lobby. The authenticated user will become the host when a lobby is created.
384
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  * @param {Object} opts Optional parameters
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  * @param {module:model/QuickJoinRequest} [quickJoinRequest] Quick join parameters
386
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListLobbies200ResponseDataInner} and HTTP response
386
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Lobby} and HTTP response
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  */
388
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  }, {
389
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  key: "quickJoinWithHttpInfo",
@@ -397,7 +397,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = ['authorization'];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = _ListLobbies200ResponseDataInner["default"];
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+ var returnType = _Lobby["default"];
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  return this.apiClient.callApi('/api/v1/lobbies/quick_join', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
402
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  }
403
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@@ -406,7 +406,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
406
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  * Attempt to find an open, non-passworded lobby that matches the provided criteria and join it; if none found, create a new lobby. The authenticated user will become the host when a lobby is created.
407
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  * @param {Object} opts Optional parameters
408
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  * @param {module:model/QuickJoinRequest} opts.quickJoinRequest Quick join parameters
409
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListLobbies200ResponseDataInner}
409
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Lobby}
410
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  */
411
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  }, {
412
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  key: "quickJoin",
@@ -421,7 +421,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
421
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  * Move a lobby to another lifecycle state. Allowed for the host of a host-managed lobby and for the lobby's pinned WebRTC host; a hostless (matchmaking) lobby with no pinned host belongs to the server, so no player may move it. Targets the caller's own lobby unless lobby_id names another - which is how a pinned WebRTC host, seated in no lobby, moves the room it runs. The vocabulary is the game's (core documents created, starting, playing, ended); the game's before_lobby_state_change hook enforces its own words and ordering.
422
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  * @param {Object} opts Optional parameters
423
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  * @param {module:model/SetLobbyStateRequest} [setLobbyStateRequest] Target state
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- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link Object} and HTTP response
424
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Lobby} and HTTP response
425
425
  */
426
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  }, {
427
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  key: "setLobbyStateWithHttpInfo",
@@ -435,7 +435,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
435
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  var authNames = ['authorization'];
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  var contentTypes = ['application/json'];
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  var accepts = ['application/json'];
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- var returnType = Object;
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+ var returnType = _Lobby["default"];
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  return this.apiClient.callApi('/api/v1/lobbies/state', 'POST', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
440
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  }
441
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@@ -444,7 +444,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
444
444
  * Move a lobby to another lifecycle state. Allowed for the host of a host-managed lobby and for the lobby's pinned WebRTC host; a hostless (matchmaking) lobby with no pinned host belongs to the server, so no player may move it. Targets the caller's own lobby unless lobby_id names another - which is how a pinned WebRTC host, seated in no lobby, moves the room it runs. The vocabulary is the game's (core documents created, starting, playing, ended); the game's before_lobby_state_change hook enforces its own words and ordering.
445
445
  * @param {Object} opts Optional parameters
446
446
  * @param {module:model/SetLobbyStateRequest} opts.setLobbyStateRequest Target state
447
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link Object}
447
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Lobby}
448
448
  */
449
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  }, {
450
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  key: "setLobbyState",
@@ -459,7 +459,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
459
459
  * Update a lobby's settings. Allowed for the host of a host-managed lobby and for the lobby's pinned WebRTC host; a hostless (matchmaking) lobby with no pinned host belongs to the server, so no player may edit it (both cases return 403). Targets the caller's own lobby unless lobby_id names another - which is how a pinned WebRTC host, seated in no lobby, edits the room it runs. Admins can still modify any lobby from the admin console or the admin API - those changes are broadcast to viewers.
460
460
  * @param {Object} opts Optional parameters
461
461
  * @param {module:model/UpdateLobbyRequest} [updateLobbyRequest] Lobby update parameters
462
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/ListLobbies200ResponseDataInner} and HTTP response
462
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with an object containing data of type {@link module:model/Lobby} and HTTP response
463
463
  */
464
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  }, {
465
465
  key: "updateLobbyWithHttpInfo",
@@ -473,7 +473,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
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  var authNames = ['authorization'];
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474
  var contentTypes = ['application/json'];
475
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  var accepts = ['application/json'];
476
- var returnType = _ListLobbies200ResponseDataInner["default"];
476
+ var returnType = _Lobby["default"];
477
477
  return this.apiClient.callApi('/api/v1/lobbies', 'PATCH', pathParams, queryParams, headerParams, formParams, postBody, authNames, contentTypes, accepts, returnType, null);
478
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  }
479
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@@ -482,7 +482,7 @@ var LobbiesApi = exports["default"] = /*#__PURE__*/function () {
482
482
  * Update a lobby's settings. Allowed for the host of a host-managed lobby and for the lobby's pinned WebRTC host; a hostless (matchmaking) lobby with no pinned host belongs to the server, so no player may edit it (both cases return 403). Targets the caller's own lobby unless lobby_id names another - which is how a pinned WebRTC host, seated in no lobby, edits the room it runs. Admins can still modify any lobby from the admin console or the admin API - those changes are broadcast to viewers.
483
483
  * @param {Object} opts Optional parameters
484
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  * @param {module:model/UpdateLobbyRequest} opts.updateLobbyRequest Lobby update parameters
485
- * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/ListLobbies200ResponseDataInner}
485
+ * @return {Promise} a {@link https://www.promisejs.org/|Promise}, with data of type {@link module:model/Lobby}
486
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  */
487
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  }, {
488
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  key: "updateLobby",
@@ -19,9 +19,9 @@ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r),
19
19
  function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
20
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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); } /**
21
21
  * Gamend API
22
- * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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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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- * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
22
+ * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `GAMEND_FEATURES_LIST_QUESTS`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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- * The version of the OpenAPI document: 1.0.1236
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+ * The version of the OpenAPI document: 1.0.1239
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  *
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  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).