@ughuuu/gamend 1.0.1238 → 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.
- package/README.md +16 -19
- package/dist/ApiClient.js +2 -2
- package/dist/api/AdminAnalyticsApi.js +2 -2
- package/dist/api/AdminChatApi.js +2 -2
- package/dist/api/AdminEconomyApi.js +2 -2
- package/dist/api/AdminGroupsApi.js +2 -2
- package/dist/api/AdminKVApi.js +2 -2
- package/dist/api/AdminLeaderboardsApi.js +2 -2
- package/dist/api/AdminLobbiesApi.js +2 -2
- package/dist/api/AdminMatchmakingApi.js +2 -2
- package/dist/api/AdminNotificationsApi.js +2 -2
- package/dist/api/AdminPushApi.js +6 -6
- package/dist/api/AdminQuestsApi.js +2 -2
- package/dist/api/AdminReadyChecksApi.js +2 -2
- package/dist/api/AdminRetentionApi.js +2 -2
- package/dist/api/AdminSessionsApi.js +2 -2
- package/dist/api/AdminStorageApi.js +2 -2
- package/dist/api/AdminTournamentsApi.js +2 -2
- package/dist/api/AdminUsersApi.js +2 -2
- package/dist/api/AuthenticationApi.js +2 -2
- package/dist/api/ChatApi.js +9 -9
- package/dist/api/ClientLogsApi.js +4 -4
- package/dist/api/EconomyApi.js +2 -2
- package/dist/api/FriendsApi.js +2 -2
- package/dist/api/GroupsApi.js +77 -78
- package/dist/api/HealthApi.js +2 -2
- package/dist/api/HooksApi.js +2 -2
- package/dist/api/KVApi.js +2 -2
- package/dist/api/LeaderboardsApi.js +3 -3
- package/dist/api/LobbiesApi.js +5 -5
- package/dist/api/MatchmakingApi.js +5 -5
- package/dist/api/NotificationsApi.js +2 -2
- package/dist/api/PartiesApi.js +34 -33
- package/dist/api/PaymentsApi.js +2 -2
- package/dist/api/PushApi.js +2 -2
- package/dist/api/QuestsApi.js +6 -6
- package/dist/api/ReadyChecksApi.js +2 -2
- package/dist/api/SignalingApi.js +2 -2
- package/dist/api/StatsApi.js +2 -2
- package/dist/api/TimeApi.js +2 -2
- package/dist/api/TournamentsApi.js +6 -6
- package/dist/api/UsersApi.js +2 -2
- package/dist/index.js +90 -111
- package/dist/model/AcceptPartyInviteRequest.js +2 -2
- package/dist/model/AdminCancelMatchmakingTicket200Response.js +2 -2
- package/dist/model/AdminCancelReadyCheck200Response.js +2 -2
- package/dist/model/AdminCancelReadyCheck200ResponseData.js +2 -2
- package/dist/model/AdminConsumeItem400Response.js +2 -2
- package/dist/model/AdminCreateChatFilterWordRequest.js +2 -2
- package/dist/model/AdminCreateChatMute200Response.js +2 -2
- package/dist/model/AdminCreateChatMuteRequest.js +2 -2
- package/dist/model/AdminCreateLeaderboard200Response.js +2 -2
- package/dist/model/AdminCreateLeaderboard200ResponseData.js +2 -2
- package/dist/model/AdminCreateLeaderboardRequest.js +2 -2
- package/dist/model/AdminCreateNotificationRequest.js +2 -2
- package/dist/model/AdminCreateQuestRequest.js +2 -2
- package/dist/model/AdminCreateQuestRequestObjectivesInner.js +2 -2
- package/dist/model/AdminCreateQuestRequestRewardsInner.js +2 -2
- package/dist/model/AdminDeleteChatConversation200Response.js +2 -2
- package/dist/model/AdminDeleteChatConversation200ResponseData.js +2 -2
- package/dist/model/AdminDeleteChatFilterWordsByLang200Response.js +2 -2
- package/dist/model/AdminDrawTournament200Response.js +2 -2
- package/dist/model/AdminDrawTournament200ResponseData.js +2 -2
- package/dist/model/AdminGetAnalyticsCounts200Response.js +2 -2
- package/dist/model/AdminGetAnalyticsCounts200ResponseTotalsInner.js +2 -2
- package/dist/model/AdminGetAnalyticsDaily200Response.js +2 -2
- package/dist/model/AdminGetAnalyticsDaily200ResponseSeriesInner.js +2 -2
- package/dist/model/AdminGetAnalyticsEconomy200Response.js +2 -2
- package/dist/model/AdminGetAnalyticsEconomy200ResponseFlowInner.js +2 -2
- package/dist/model/AdminGetAnalyticsEconomy200ResponseTotalsInner.js +2 -2
- package/dist/model/AdminGetAnalyticsSummary200Response.js +2 -2
- package/dist/model/AdminGrantItemRequest.js +2 -2
- package/dist/model/AdminImportChatFilterWords200Response.js +2 -2
- package/dist/model/AdminImportChatFilterWordsRequest.js +2 -2
- package/dist/model/AdminListChatFilterWords200Response.js +2 -2
- package/dist/model/AdminListChatMessages200Response.js +2 -2
- package/dist/model/AdminListChatMessages200ResponseDataInner.js +2 -2
- package/dist/model/AdminListChatMutes200Response.js +2 -2
- package/dist/model/AdminListChatMutes200ResponseDataInner.js +2 -2
- package/dist/model/AdminListChatReports200Response.js +2 -2
- package/dist/model/AdminListGroups200Response.js +2 -2
- package/dist/model/AdminListKvEntries200Response.js +2 -2
- package/dist/model/AdminListLobbies200Response.js +2 -2
- package/dist/model/AdminListLobbies200ResponseDataInner.js +2 -2
- package/dist/model/AdminListMatchmakingTickets200Response.js +2 -2
- package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +2 -2
- package/dist/model/AdminListNotifications200Response.js +2 -2
- package/dist/model/AdminListNotifications200ResponseDataInner.js +2 -2
- package/dist/model/AdminListPushTokens200Response.js +2 -2
- package/dist/model/AdminListPushTokens200ResponseDataInner.js +2 -2
- package/dist/model/AdminListQuestProgress200Response.js +2 -2
- package/dist/model/AdminListQuestProgress200ResponseDataInner.js +2 -2
- package/dist/model/AdminListQuests200Response.js +2 -2
- package/dist/model/AdminListQuests200ResponseDataInner.js +2 -2
- package/dist/model/AdminListReadyChecks200Response.js +2 -2
- package/dist/model/AdminListSessions200Response.js +2 -2
- package/dist/model/AdminListSessions200ResponseDataInner.js +2 -2
- package/dist/model/AdminListStorageObjects200Response.js +2 -2
- package/dist/model/AdminListStorageObjects200ResponseDataInner.js +2 -2
- package/dist/model/AdminListStorageObjects200ResponseUsage.js +2 -2
- package/dist/model/AdminMatchmakingStats200Response.js +2 -2
- package/dist/model/AdminMatchmakingStats200ResponseData.js +2 -2
- package/dist/model/AdminResetQuestRequest.js +2 -2
- package/dist/model/AdminResolveChatReport200Response.js +2 -2
- package/dist/model/AdminResolveChatReport200ResponseData.js +2 -2
- package/dist/model/AdminResolveChatReportRequest.js +2 -2
- package/dist/model/AdminResolveTournamentMatchRequest.js +2 -2
- package/dist/model/AdminRunRetention200Response.js +2 -2
- package/dist/model/{InviteToGroup200Response.js → AdminSendPush200Response.js} +19 -20
- package/dist/model/AdminSendPushRequest.js +2 -2
- package/dist/model/AdminSetQuestIconRequest.js +2 -2
- package/dist/model/AdminSpendCurrencyRequest.js +2 -2
- package/dist/model/AdminSubmitLeaderboardScoreRequest.js +2 -2
- package/dist/model/AdminTestChatPhrase200Response.js +2 -2
- package/dist/model/AdminTestChatPhrase200ResponseData.js +2 -2
- package/dist/model/AdminTestChatPhrase200ResponseDataHitsInner.js +2 -2
- package/dist/model/AdminTestChatPhraseRequest.js +2 -2
- package/dist/model/AdminTournamentIconUploadUrlRequest.js +2 -2
- package/dist/model/AdminUpdateChatFilterWord200Response.js +2 -2
- package/dist/model/AdminUpdateChatFilterWord200ResponseData.js +2 -2
- package/dist/model/AdminUpdateChatFilterWordRequest.js +2 -2
- package/dist/model/AdminUpdateGroup200Response.js +2 -2
- package/dist/model/AdminUpdateGroupRequest.js +2 -2
- package/dist/model/AdminUpdateKvEntryRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecord200Response.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRecordRequest.js +2 -2
- package/dist/model/AdminUpdateLeaderboardRequest.js +2 -2
- package/dist/model/AdminUpdateLobby200Response.js +2 -2
- package/dist/model/AdminUpdateLobbyRequest.js +2 -2
- package/dist/model/AdminUpdateTournamentRequest.js +2 -2
- package/dist/model/AdminUpdateUser200Response.js +2 -2
- package/dist/model/AdminUpdateUser200ResponseData.js +2 -2
- package/dist/model/AdminUpdateUserRequest.js +2 -2
- package/dist/model/AdminUpsertKv200Response.js +2 -2
- package/dist/model/AdminUpsertKv200ResponseData.js +2 -2
- package/dist/model/AdminUpsertKvRequest.js +2 -2
- package/dist/model/AuthProvidersResponse.js +2 -2
- package/dist/model/AvatarUpdate.js +2 -2
- package/dist/model/BlockedFriendship.js +2 -2
- package/dist/model/BlockedFriendshipPage.js +2 -2
- package/dist/model/CallHook200Response.js +2 -2
- package/dist/model/CallHookRequest.js +2 -2
- package/dist/model/CancelPartyInviteRequest.js +2 -2
- package/dist/model/ChatUnreadCount200Response.js +2 -2
- package/dist/model/ChatUnreadCount200ResponseData.js +2 -2
- package/dist/model/ClaimQuest200Response.js +2 -2
- package/dist/model/ClaimQuest200ResponseData.js +2 -2
- package/dist/model/ClientLogBatch.js +2 -2
- package/dist/model/ClientLogEntry.js +2 -2
- package/dist/model/ClientLogPolicy.js +2 -2
- package/dist/model/ClientLogResult.js +2 -2
- package/dist/model/ClientLogSession.js +2 -2
- package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +2 -2
- package/dist/model/CreateFriendRequestRequest.js +2 -2
- package/dist/model/CreateGroupRequest.js +2 -2
- package/dist/model/CreateLobbyRequest.js +2 -2
- package/dist/model/CreatePartyRequest.js +2 -2
- package/dist/model/CurrentUser.js +2 -2
- package/dist/model/DeclinePartyInviteRequest.js +2 -2
- package/dist/model/DeleteNotifications200Response.js +2 -2
- package/dist/model/DeleteNotifications200ResponseData.js +2 -2
- package/dist/model/DeleteNotificationsRequest.js +2 -2
- package/dist/model/DeletePushToken200Response.js +2 -2
- package/dist/model/DemoteGroupMemberRequest.js +2 -2
- package/dist/model/DeviceLoginRequest.js +2 -2
- package/dist/model/ErrorResponse.js +2 -2
- package/dist/model/Friend.js +2 -2
- package/dist/model/FriendPage.js +2 -2
- package/dist/model/FriendRequest.js +2 -2
- package/dist/model/FriendRequestLists.js +2 -2
- package/dist/model/FriendRequestMeta.js +2 -2
- package/dist/model/FriendRequestsResponse.js +2 -2
- package/dist/model/GetCurrentUserInventory200Response.js +2 -2
- package/dist/model/GetKv200Response.js +2 -2
- package/dist/model/GetMyReadyCheck200Response.js +2 -2
- package/dist/model/GetMyReadyCheck200ResponseLobby.js +2 -2
- package/dist/model/GetMyReadyCheck200ResponseParty.js +2 -2
- package/dist/model/GetMyRecord200Response.js +2 -2
- package/dist/model/GetMyRecord200ResponseData.js +2 -2
- package/dist/model/GetServerTime200Response.js +2 -2
- package/dist/model/GetStats200Response.js +2 -2
- package/dist/model/GetStats200ResponseData.js +2 -2
- package/dist/model/{ListMyGroups200ResponseDataInner.js → Group.js} +81 -44
- package/dist/model/{ListGroupInvitations200ResponseDataInner.js → GroupInvite.js} +70 -30
- package/dist/model/{ListGroupInvitations200Response.js → GroupInvitePage.js} +58 -35
- package/dist/model/{CancelJoinRequest200Response.js → GroupJoinRequest.js} +65 -30
- package/dist/model/{ListGroupMembers200Response.js → GroupJoinRequestPage.js} +58 -35
- package/dist/model/{ApproveJoinRequest200Response.js → GroupMember.js} +77 -34
- package/dist/model/{ListJoinRequests200Response.js → GroupMemberPage.js} +58 -35
- package/dist/model/{ListSentInvitations200Response.js → GroupPage.js} +58 -35
- package/dist/model/HealthResponse.js +2 -2
- package/dist/model/InviteToGroupRequest.js +2 -2
- package/dist/model/InviteToPartyRequest.js +2 -2
- package/dist/model/KickGroupMemberRequest.js +2 -2
- package/dist/model/KickPartyMemberRequest.js +2 -2
- package/dist/model/LinkDeviceRequest.js +2 -2
- package/dist/model/LinkedProviders.js +2 -2
- package/dist/model/ListChatMessages200Response.js +2 -2
- package/dist/model/ListChatMessages200ResponseDataInner.js +2 -2
- package/dist/model/ListCurrentUserLedger200Response.js +2 -2
- package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +2 -2
- package/dist/model/ListGroupMutes200Response.js +2 -2
- package/dist/model/ListGroupMutes200ResponseDataInner.js +2 -2
- package/dist/model/ListGroupMutes200ResponseMeta.js +2 -2
- package/dist/model/ListLeaderboardRecords200Response.js +2 -2
- package/dist/model/ListLeaderboards200Response.js +2 -2
- package/dist/model/ListNotifications200Response.js +2 -2
- package/dist/model/ListNotifications200ResponseDataInner.js +2 -2
- package/dist/model/ListPushTokens200Response.js +2 -2
- package/dist/model/ListRecordsAroundUser200Response.js +2 -2
- package/dist/model/ListTournaments200Response.js +2 -2
- package/dist/model/ListTournaments200ResponseDataInner.js +2 -2
- package/dist/model/Lobby.js +2 -2
- package/dist/model/LobbyPage.js +2 -2
- package/dist/model/LobbyResponse.js +2 -2
- package/dist/model/LobbyStats.js +2 -2
- package/dist/model/LobbyStatsResponse.js +2 -2
- package/dist/model/LoginRequest.js +2 -2
- package/dist/model/MarkChatReadRequest.js +2 -2
- package/dist/model/MatchmakingCancel200Response.js +2 -2
- package/dist/model/MatchmakingJoin201Response.js +2 -2
- package/dist/model/MatchmakingJoin201ResponseData.js +2 -2
- package/dist/model/MatchmakingJoinRequest.js +2 -2
- package/dist/model/MatchmakingMyTicket200Response.js +2 -2
- package/dist/model/MatchmakingMyTicket200ResponseData.js +2 -2
- package/dist/model/MatchmakingStats200Response.js +2 -2
- package/dist/model/MatchmakingStats200ResponseData.js +2 -2
- package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +2 -2
- package/dist/model/MuteGroupMemberRequest.js +2 -2
- package/dist/model/OAuthAuthorization.js +2 -2
- package/dist/model/OAuthResult.js +2 -2
- package/dist/model/OAuthResultResponse.js +2 -2
- package/dist/model/OAuthSessionData.js +2 -2
- package/dist/model/OAuthSessionDataDetails.js +2 -2
- package/dist/model/OAuthSessionStatus.js +2 -2
- package/dist/model/OauthApiCallbackRequest.js +2 -2
- package/dist/model/OauthCallbackApiAppleIosRequest.js +2 -2
- package/dist/model/OauthGoogleIdTokenRequest.js +2 -2
- package/dist/model/OpenLobbyReadyCheck201Response.js +2 -2
- package/dist/model/OpenLobbyReadyCheckRequest.js +2 -2
- package/dist/model/PageMeta.js +2 -2
- package/dist/model/{AcceptPartyInvite200Response.js → Party.js} +85 -42
- package/dist/model/PartyCreateLobbyRequest.js +2 -2
- package/dist/model/{ListPartyInvitations200ResponseInner.js → PartyInvite.js} +66 -30
- package/dist/model/PartyJoinLobbyRequest.js +2 -2
- package/dist/model/PartyStats.js +119 -0
- package/dist/model/{ListMyGroups200Response.js → PartyStatsResponse.js} +43 -52
- package/dist/model/PaymentsSteamCheckoutRequest.js +2 -2
- package/dist/model/PaymentsSteamFinalizeRequest.js +2 -2
- package/dist/model/PaymentsStripeCheckoutRequest.js +2 -2
- package/dist/model/PlayerStats.js +2 -2
- package/dist/model/PlayerStatsResponse.js +2 -2
- package/dist/model/ProfileUpdate.js +2 -2
- package/dist/model/PromoteGroupMemberRequest.js +2 -2
- package/dist/model/PublicUser.js +2 -2
- package/dist/model/PublicUserPage.js +2 -2
- package/dist/model/QuestStats200Response.js +2 -2
- package/dist/model/QuestStats200ResponseData.js +2 -2
- package/dist/model/QuickJoinRequest.js +2 -2
- package/dist/model/RefreshTokenRequest.js +2 -2
- package/dist/model/RegisterPushTokenRequest.js +2 -2
- package/dist/model/ReportChatMessageRequest.js +2 -2
- package/dist/model/ResolveLeaderboardSlugs200Response.js +2 -2
- package/dist/model/ResolveLeaderboardSlugs200ResponseDataValue.js +2 -2
- package/dist/model/ResolveLeaderboardSlugsRequest.js +2 -2
- package/dist/model/RespondReadyCheckRequest.js +2 -2
- package/dist/model/SendChatMessageRequest.js +2 -2
- package/dist/model/SendNotificationRequest.js +2 -2
- package/dist/model/Session.js +2 -2
- package/dist/model/SessionResponse.js +2 -2
- package/dist/model/SetLobbyStateRequest.js +2 -2
- package/dist/model/SignalingStats200Response.js +2 -2
- package/dist/model/SignalingStats200ResponseData.js +2 -2
- package/dist/model/StatusResponse.js +113 -0
- package/dist/model/TournamentMyMatch200Response.js +2 -2
- package/dist/model/UnmuteLobbyMemberRequest.js +2 -2
- package/dist/model/UpdateChatMessageRequest.js +2 -2
- package/dist/model/UpdateCurrentUserDisplayNameRequest.js +2 -2
- package/dist/model/UpdateCurrentUserPasswordRequest.js +2 -2
- package/dist/model/UpdateCurrentUserUsernameRequest.js +2 -2
- package/dist/model/UpdateGroupRequest.js +2 -2
- package/dist/model/UpdateLobbyRequest.js +2 -2
- package/dist/model/UpdatePartyRequest.js +2 -2
- package/dist/model/UploadTicket.js +2 -2
- package/dist/model/UserBrief.js +2 -2
- package/dist/model/UserBriefPage.js +2 -2
- package/dist/model/UserQuests200Response.js +2 -2
- package/dist/model/UserQuests200ResponseDataInner.js +2 -2
- package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +2 -2
- package/dist/model/UserQuests200ResponseDataInnerProgress.js +2 -2
- package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +2 -2
- package/dist/model/UserQuests200ResponseMeta.js +2 -2
- package/package.json +2 -2
- package/dist/model/AcceptPartyInvite200ResponseMembersInner.js +0 -150
- package/dist/model/DeclineGroupInvite200Response.js +0 -89
- package/dist/model/ListSentInvitations200ResponseDataInner.js +0 -181
- package/dist/model/PartyStats200Response.js +0 -91
- package/dist/model/PartyStats200ResponseData.js +0 -93
package/dist/index.js
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|
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|
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|
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|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
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Object.defineProperty(exports, "GroupInvitePage", {
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
|
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+
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|
|
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|
+
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|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
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|
|
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|
|
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|
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|
|
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|
|
@@ -1041,12 +1065,6 @@ Object.defineProperty(exports, "HooksApi", {
|
|
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|
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|
|
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|
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|
|
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|
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|
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Object.defineProperty(exports, "InviteToGroup200Response", {
|
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|
|
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|
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get: function get() {
|
|
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|
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return _InviteToGroup200Response["default"];
|
|
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|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
@@ -1119,24 +1137,6 @@ Object.defineProperty(exports, "ListCurrentUserLedger200ResponseDataInner", {
|
|
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|
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|
|
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|
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|
|
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Object.defineProperty(exports, "ListGroupInvitations200Response", {
|
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|
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|
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get: function get() {
|
|
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|
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return _ListGroupInvitations200Response["default"];
|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
|
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|
|
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return _ListGroupInvitations200ResponseDataInner["default"];
|
|
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|
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|
|
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|
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|
|
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|
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Object.defineProperty(exports, "ListGroupMembers200Response", {
|
|
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|
|
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|
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get: function get() {
|
|
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|
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return _ListGroupMembers200Response["default"];
|
|
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|
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}
|
|
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|
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|
|
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|
|
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|
|
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|
|
@@ -1155,12 +1155,6 @@ Object.defineProperty(exports, "ListGroupMutes200ResponseMeta", {
|
|
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|
return _ListGroupMutes200ResponseMeta["default"];
|
|
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|
|
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|
|
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|
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Object.defineProperty(exports, "ListJoinRequests200Response", {
|
|
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|
|
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|
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get: function get() {
|
|
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|
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return _ListJoinRequests200Response["default"];
|
|
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|
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}
|
|
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|
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});
|
|
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|
Object.defineProperty(exports, "ListLeaderboardRecords200Response", {
|
|
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|
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|
|
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1160
|
get: function get() {
|
|
@@ -1173,18 +1167,6 @@ Object.defineProperty(exports, "ListLeaderboards200Response", {
|
|
|
1173
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|
return _ListLeaderboards200Response["default"];
|
|
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|
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|
|
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|
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|
|
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|
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Object.defineProperty(exports, "ListMyGroups200Response", {
|
|
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|
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enumerable: true,
|
|
1178
|
-
get: function get() {
|
|
1179
|
-
return _ListMyGroups200Response["default"];
|
|
1180
|
-
}
|
|
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|
-
});
|
|
1182
|
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Object.defineProperty(exports, "ListMyGroups200ResponseDataInner", {
|
|
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|
-
enumerable: true,
|
|
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|
-
get: function get() {
|
|
1185
|
-
return _ListMyGroups200ResponseDataInner["default"];
|
|
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|
-
}
|
|
1187
|
-
});
|
|
1188
1170
|
Object.defineProperty(exports, "ListNotifications200Response", {
|
|
1189
1171
|
enumerable: true,
|
|
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1172
|
get: function get() {
|
|
@@ -1197,12 +1179,6 @@ Object.defineProperty(exports, "ListNotifications200ResponseDataInner", {
|
|
|
1197
1179
|
return _ListNotifications200ResponseDataInner["default"];
|
|
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|
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|
|
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|
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|
|
1200
|
-
Object.defineProperty(exports, "ListPartyInvitations200ResponseInner", {
|
|
1201
|
-
enumerable: true,
|
|
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|
-
get: function get() {
|
|
1203
|
-
return _ListPartyInvitations200ResponseInner["default"];
|
|
1204
|
-
}
|
|
1205
|
-
});
|
|
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1182
|
Object.defineProperty(exports, "ListPushTokens200Response", {
|
|
1207
1183
|
enumerable: true,
|
|
1208
1184
|
get: function get() {
|
|
@@ -1215,18 +1191,6 @@ Object.defineProperty(exports, "ListRecordsAroundUser200Response", {
|
|
|
1215
1191
|
return _ListRecordsAroundUser200Response["default"];
|
|
1216
1192
|
}
|
|
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1193
|
});
|
|
1218
|
-
Object.defineProperty(exports, "ListSentInvitations200Response", {
|
|
1219
|
-
enumerable: true,
|
|
1220
|
-
get: function get() {
|
|
1221
|
-
return _ListSentInvitations200Response["default"];
|
|
1222
|
-
}
|
|
1223
|
-
});
|
|
1224
|
-
Object.defineProperty(exports, "ListSentInvitations200ResponseDataInner", {
|
|
1225
|
-
enumerable: true,
|
|
1226
|
-
get: function get() {
|
|
1227
|
-
return _ListSentInvitations200ResponseDataInner["default"];
|
|
1228
|
-
}
|
|
1229
|
-
});
|
|
1230
1194
|
Object.defineProperty(exports, "ListTournaments200Response", {
|
|
1231
1195
|
enumerable: true,
|
|
1232
1196
|
get: function get() {
|
|
@@ -1437,28 +1401,40 @@ Object.defineProperty(exports, "PartiesApi", {
|
|
|
1437
1401
|
return _PartiesApi["default"];
|
|
1438
1402
|
}
|
|
1439
1403
|
});
|
|
1404
|
+
Object.defineProperty(exports, "Party", {
|
|
1405
|
+
enumerable: true,
|
|
1406
|
+
get: function get() {
|
|
1407
|
+
return _Party["default"];
|
|
1408
|
+
}
|
|
1409
|
+
});
|
|
1440
1410
|
Object.defineProperty(exports, "PartyCreateLobbyRequest", {
|
|
1441
1411
|
enumerable: true,
|
|
1442
1412
|
get: function get() {
|
|
1443
1413
|
return _PartyCreateLobbyRequest["default"];
|
|
1444
1414
|
}
|
|
1445
1415
|
});
|
|
1416
|
+
Object.defineProperty(exports, "PartyInvite", {
|
|
1417
|
+
enumerable: true,
|
|
1418
|
+
get: function get() {
|
|
1419
|
+
return _PartyInvite["default"];
|
|
1420
|
+
}
|
|
1421
|
+
});
|
|
1446
1422
|
Object.defineProperty(exports, "PartyJoinLobbyRequest", {
|
|
1447
1423
|
enumerable: true,
|
|
1448
1424
|
get: function get() {
|
|
1449
1425
|
return _PartyJoinLobbyRequest["default"];
|
|
1450
1426
|
}
|
|
1451
1427
|
});
|
|
1452
|
-
Object.defineProperty(exports, "
|
|
1428
|
+
Object.defineProperty(exports, "PartyStats", {
|
|
1453
1429
|
enumerable: true,
|
|
1454
1430
|
get: function get() {
|
|
1455
|
-
return
|
|
1431
|
+
return _PartyStats["default"];
|
|
1456
1432
|
}
|
|
1457
1433
|
});
|
|
1458
|
-
Object.defineProperty(exports, "
|
|
1434
|
+
Object.defineProperty(exports, "PartyStatsResponse", {
|
|
1459
1435
|
enumerable: true,
|
|
1460
1436
|
get: function get() {
|
|
1461
|
-
return
|
|
1437
|
+
return _PartyStatsResponse["default"];
|
|
1462
1438
|
}
|
|
1463
1439
|
});
|
|
1464
1440
|
Object.defineProperty(exports, "PaymentsApi", {
|
|
@@ -1653,6 +1629,12 @@ Object.defineProperty(exports, "StatsApi", {
|
|
|
1653
1629
|
return _StatsApi["default"];
|
|
1654
1630
|
}
|
|
1655
1631
|
});
|
|
1632
|
+
Object.defineProperty(exports, "StatusResponse", {
|
|
1633
|
+
enumerable: true,
|
|
1634
|
+
get: function get() {
|
|
1635
|
+
return _StatusResponse["default"];
|
|
1636
|
+
}
|
|
1637
|
+
});
|
|
1656
1638
|
Object.defineProperty(exports, "TimeApi", {
|
|
1657
1639
|
enumerable: true,
|
|
1658
1640
|
get: function get() {
|
|
@@ -1792,8 +1774,6 @@ Object.defineProperty(exports, "default_GameWebRTC", {
|
|
|
1792
1774
|
}
|
|
1793
1775
|
});
|
|
1794
1776
|
var _ApiClient = _interopRequireDefault(require("./ApiClient"));
|
|
1795
|
-
var _AcceptPartyInvite200Response = _interopRequireDefault(require("./model/AcceptPartyInvite200Response"));
|
|
1796
|
-
var _AcceptPartyInvite200ResponseMembersInner = _interopRequireDefault(require("./model/AcceptPartyInvite200ResponseMembersInner"));
|
|
1797
1777
|
var _AcceptPartyInviteRequest = _interopRequireDefault(require("./model/AcceptPartyInviteRequest"));
|
|
1798
1778
|
var _AdminCancelMatchmakingTicket200Response = _interopRequireDefault(require("./model/AdminCancelMatchmakingTicket200Response"));
|
|
1799
1779
|
var _AdminCancelReadyCheck200Response = _interopRequireDefault(require("./model/AdminCancelReadyCheck200Response"));
|
|
@@ -1859,6 +1839,7 @@ var _AdminResolveChatReport200ResponseData = _interopRequireDefault(require("./m
|
|
|
1859
1839
|
var _AdminResolveChatReportRequest = _interopRequireDefault(require("./model/AdminResolveChatReportRequest"));
|
|
1860
1840
|
var _AdminResolveTournamentMatchRequest = _interopRequireDefault(require("./model/AdminResolveTournamentMatchRequest"));
|
|
1861
1841
|
var _AdminRunRetention200Response = _interopRequireDefault(require("./model/AdminRunRetention200Response"));
|
|
1842
|
+
var _AdminSendPush200Response = _interopRequireDefault(require("./model/AdminSendPush200Response"));
|
|
1862
1843
|
var _AdminSendPushRequest = _interopRequireDefault(require("./model/AdminSendPushRequest"));
|
|
1863
1844
|
var _AdminSetQuestIconRequest = _interopRequireDefault(require("./model/AdminSetQuestIconRequest"));
|
|
1864
1845
|
var _AdminSpendCurrencyRequest = _interopRequireDefault(require("./model/AdminSpendCurrencyRequest"));
|
|
@@ -1887,14 +1868,12 @@ var _AdminUpdateUserRequest = _interopRequireDefault(require("./model/AdminUpdat
|
|
|
1887
1868
|
var _AdminUpsertKv200Response = _interopRequireDefault(require("./model/AdminUpsertKv200Response"));
|
|
1888
1869
|
var _AdminUpsertKv200ResponseData = _interopRequireDefault(require("./model/AdminUpsertKv200ResponseData"));
|
|
1889
1870
|
var _AdminUpsertKvRequest = _interopRequireDefault(require("./model/AdminUpsertKvRequest"));
|
|
1890
|
-
var _ApproveJoinRequest200Response = _interopRequireDefault(require("./model/ApproveJoinRequest200Response"));
|
|
1891
1871
|
var _AuthProvidersResponse = _interopRequireDefault(require("./model/AuthProvidersResponse"));
|
|
1892
1872
|
var _AvatarUpdate = _interopRequireDefault(require("./model/AvatarUpdate"));
|
|
1893
1873
|
var _BlockedFriendship = _interopRequireDefault(require("./model/BlockedFriendship"));
|
|
1894
1874
|
var _BlockedFriendshipPage = _interopRequireDefault(require("./model/BlockedFriendshipPage"));
|
|
1895
1875
|
var _CallHook200Response = _interopRequireDefault(require("./model/CallHook200Response"));
|
|
1896
1876
|
var _CallHookRequest = _interopRequireDefault(require("./model/CallHookRequest"));
|
|
1897
|
-
var _CancelJoinRequest200Response = _interopRequireDefault(require("./model/CancelJoinRequest200Response"));
|
|
1898
1877
|
var _CancelPartyInviteRequest = _interopRequireDefault(require("./model/CancelPartyInviteRequest"));
|
|
1899
1878
|
var _ChatUnreadCount200Response = _interopRequireDefault(require("./model/ChatUnreadCount200Response"));
|
|
1900
1879
|
var _ChatUnreadCount200ResponseData = _interopRequireDefault(require("./model/ChatUnreadCount200ResponseData"));
|
|
@@ -1911,7 +1890,6 @@ var _CreateGroupRequest = _interopRequireDefault(require("./model/CreateGroupReq
|
|
|
1911
1890
|
var _CreateLobbyRequest = _interopRequireDefault(require("./model/CreateLobbyRequest"));
|
|
1912
1891
|
var _CreatePartyRequest = _interopRequireDefault(require("./model/CreatePartyRequest"));
|
|
1913
1892
|
var _CurrentUser = _interopRequireDefault(require("./model/CurrentUser"));
|
|
1914
|
-
var _DeclineGroupInvite200Response = _interopRequireDefault(require("./model/DeclineGroupInvite200Response"));
|
|
1915
1893
|
var _DeclinePartyInviteRequest = _interopRequireDefault(require("./model/DeclinePartyInviteRequest"));
|
|
1916
1894
|
var _DeleteNotifications200Response = _interopRequireDefault(require("./model/DeleteNotifications200Response"));
|
|
1917
1895
|
var _DeleteNotifications200ResponseData = _interopRequireDefault(require("./model/DeleteNotifications200ResponseData"));
|
|
@@ -1936,8 +1914,15 @@ var _GetMyRecord200ResponseData = _interopRequireDefault(require("./model/GetMyR
|
|
|
1936
1914
|
var _GetServerTime200Response = _interopRequireDefault(require("./model/GetServerTime200Response"));
|
|
1937
1915
|
var _GetStats200Response = _interopRequireDefault(require("./model/GetStats200Response"));
|
|
1938
1916
|
var _GetStats200ResponseData = _interopRequireDefault(require("./model/GetStats200ResponseData"));
|
|
1917
|
+
var _Group = _interopRequireDefault(require("./model/Group"));
|
|
1918
|
+
var _GroupInvite = _interopRequireDefault(require("./model/GroupInvite"));
|
|
1919
|
+
var _GroupInvitePage = _interopRequireDefault(require("./model/GroupInvitePage"));
|
|
1920
|
+
var _GroupJoinRequest = _interopRequireDefault(require("./model/GroupJoinRequest"));
|
|
1921
|
+
var _GroupJoinRequestPage = _interopRequireDefault(require("./model/GroupJoinRequestPage"));
|
|
1922
|
+
var _GroupMember = _interopRequireDefault(require("./model/GroupMember"));
|
|
1923
|
+
var _GroupMemberPage = _interopRequireDefault(require("./model/GroupMemberPage"));
|
|
1924
|
+
var _GroupPage = _interopRequireDefault(require("./model/GroupPage"));
|
|
1939
1925
|
var _HealthResponse = _interopRequireDefault(require("./model/HealthResponse"));
|
|
1940
|
-
var _InviteToGroup200Response = _interopRequireDefault(require("./model/InviteToGroup200Response"));
|
|
1941
1926
|
var _InviteToGroupRequest = _interopRequireDefault(require("./model/InviteToGroupRequest"));
|
|
1942
1927
|
var _InviteToPartyRequest = _interopRequireDefault(require("./model/InviteToPartyRequest"));
|
|
1943
1928
|
var _KickGroupMemberRequest = _interopRequireDefault(require("./model/KickGroupMemberRequest"));
|
|
@@ -1948,24 +1933,15 @@ var _ListChatMessages200Response = _interopRequireDefault(require("./model/ListC
|
|
|
1948
1933
|
var _ListChatMessages200ResponseDataInner = _interopRequireDefault(require("./model/ListChatMessages200ResponseDataInner"));
|
|
1949
1934
|
var _ListCurrentUserLedger200Response = _interopRequireDefault(require("./model/ListCurrentUserLedger200Response"));
|
|
1950
1935
|
var _ListCurrentUserLedger200ResponseDataInner = _interopRequireDefault(require("./model/ListCurrentUserLedger200ResponseDataInner"));
|
|
1951
|
-
var _ListGroupInvitations200Response = _interopRequireDefault(require("./model/ListGroupInvitations200Response"));
|
|
1952
|
-
var _ListGroupInvitations200ResponseDataInner = _interopRequireDefault(require("./model/ListGroupInvitations200ResponseDataInner"));
|
|
1953
|
-
var _ListGroupMembers200Response = _interopRequireDefault(require("./model/ListGroupMembers200Response"));
|
|
1954
1936
|
var _ListGroupMutes200Response = _interopRequireDefault(require("./model/ListGroupMutes200Response"));
|
|
1955
1937
|
var _ListGroupMutes200ResponseDataInner = _interopRequireDefault(require("./model/ListGroupMutes200ResponseDataInner"));
|
|
1956
1938
|
var _ListGroupMutes200ResponseMeta = _interopRequireDefault(require("./model/ListGroupMutes200ResponseMeta"));
|
|
1957
|
-
var _ListJoinRequests200Response = _interopRequireDefault(require("./model/ListJoinRequests200Response"));
|
|
1958
1939
|
var _ListLeaderboardRecords200Response = _interopRequireDefault(require("./model/ListLeaderboardRecords200Response"));
|
|
1959
1940
|
var _ListLeaderboards200Response = _interopRequireDefault(require("./model/ListLeaderboards200Response"));
|
|
1960
|
-
var _ListMyGroups200Response = _interopRequireDefault(require("./model/ListMyGroups200Response"));
|
|
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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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* API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `LIST_QUESTS_ENABLED`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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* API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `GAMEND_FEATURES_LIST_QUESTS`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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* NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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