@ughuuu/gamend 1.0.1240 → 1.0.1241

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (343) hide show
  1. package/README.md +39 -16
  2. package/dist/ApiClient.js +1 -1
  3. package/dist/api/AdminAnalyticsApi.js +1 -1
  4. package/dist/api/AdminChatApi.js +1 -1
  5. package/dist/api/AdminEconomyApi.js +1 -1
  6. package/dist/api/AdminGroupsApi.js +1 -1
  7. package/dist/api/AdminKVApi.js +1 -1
  8. package/dist/api/AdminLeaderboardsApi.js +1 -1
  9. package/dist/api/AdminLobbiesApi.js +1 -1
  10. package/dist/api/AdminMatchmakingApi.js +1 -1
  11. package/dist/api/AdminNotificationsApi.js +1 -1
  12. package/dist/api/AdminPushApi.js +1 -1
  13. package/dist/api/AdminQuestsApi.js +1 -1
  14. package/dist/api/AdminReadyChecksApi.js +1 -1
  15. package/dist/api/AdminRetentionApi.js +1 -1
  16. package/dist/api/AdminSessionsApi.js +1 -1
  17. package/dist/api/AdminStorageApi.js +1 -1
  18. package/dist/api/AdminTournamentsApi.js +1 -1
  19. package/dist/api/AdminUsersApi.js +1 -1
  20. package/dist/api/AuthenticationApi.js +22 -21
  21. package/dist/api/ChatApi.js +25 -25
  22. package/dist/api/ClientLogsApi.js +1 -1
  23. package/dist/api/EconomyApi.js +1 -1
  24. package/dist/api/FriendsApi.js +27 -25
  25. package/dist/api/GroupsApi.js +58 -57
  26. package/dist/api/HealthApi.js +1 -1
  27. package/dist/api/HooksApi.js +1 -1
  28. package/dist/api/KVApi.js +1 -1
  29. package/dist/api/LeaderboardsApi.js +31 -32
  30. package/dist/api/LobbiesApi.js +26 -26
  31. package/dist/api/MatchmakingApi.js +1 -1
  32. package/dist/api/NotificationsApi.js +5 -5
  33. package/dist/api/PartiesApi.js +75 -54
  34. package/dist/api/PaymentsApi.js +1 -1
  35. package/dist/api/PushApi.js +8 -8
  36. package/dist/api/QuestsApi.js +1 -1
  37. package/dist/api/ReadyChecksApi.js +1 -1
  38. package/dist/api/SignalingApi.js +1 -1
  39. package/dist/api/StatsApi.js +1 -1
  40. package/dist/api/TimeApi.js +1 -1
  41. package/dist/api/TournamentsApi.js +58 -45
  42. package/dist/api/UsersApi.js +31 -32
  43. package/dist/index.js +243 -82
  44. package/dist/model/AcceptPartyInviteRequest.js +1 -1
  45. package/dist/model/AdminCancelMatchmakingTicket200Response.js +1 -1
  46. package/dist/model/AdminCancelReadyCheck200Response.js +1 -1
  47. package/dist/model/AdminCancelReadyCheck200ResponseData.js +1 -1
  48. package/dist/model/AdminClaimQuestRequest.js +1 -1
  49. package/dist/model/AdminConsumeItem400Response.js +1 -1
  50. package/dist/model/AdminCreateChatFilterWordRequest.js +1 -1
  51. package/dist/model/AdminCreateChatMute200Response.js +1 -1
  52. package/dist/model/AdminCreateChatMuteRequest.js +1 -1
  53. package/dist/model/AdminCreateKvEntryRequest.js +1 -1
  54. package/dist/model/AdminCreateLeaderboard200Response.js +1 -1
  55. package/dist/model/AdminCreateLeaderboard200ResponseData.js +1 -1
  56. package/dist/model/AdminCreateLeaderboardRequest.js +1 -1
  57. package/dist/model/AdminCreateNotificationRequest.js +1 -1
  58. package/dist/model/AdminCreateQuestRequest.js +1 -1
  59. package/dist/model/AdminCreateQuestRequestObjectivesInner.js +1 -1
  60. package/dist/model/AdminCreateQuestRequestRewardsInner.js +1 -1
  61. package/dist/model/AdminCreateTournamentRequest.js +1 -1
  62. package/dist/model/AdminDeleteChatConversation200Response.js +1 -1
  63. package/dist/model/AdminDeleteChatConversation200ResponseData.js +1 -1
  64. package/dist/model/AdminDeleteChatFilterWordsByLang200Response.js +1 -1
  65. package/dist/model/AdminDrawTournament200Response.js +1 -1
  66. package/dist/model/AdminDrawTournament200ResponseData.js +1 -1
  67. package/dist/model/AdminGetAnalyticsCounts200Response.js +1 -1
  68. package/dist/model/AdminGetAnalyticsCounts200ResponseTotalsInner.js +1 -1
  69. package/dist/model/AdminGetAnalyticsDaily200Response.js +1 -1
  70. package/dist/model/AdminGetAnalyticsDaily200ResponseSeriesInner.js +1 -1
  71. package/dist/model/AdminGetAnalyticsEconomy200Response.js +1 -1
  72. package/dist/model/AdminGetAnalyticsEconomy200ResponseFlowInner.js +1 -1
  73. package/dist/model/AdminGetAnalyticsEconomy200ResponseTotalsInner.js +1 -1
  74. package/dist/model/AdminGetAnalyticsSummary200Response.js +1 -1
  75. package/dist/model/AdminGrantCurrencyRequest.js +1 -1
  76. package/dist/model/AdminGrantItemRequest.js +1 -1
  77. package/dist/model/AdminGrantQuestRequest.js +1 -1
  78. package/dist/model/AdminImportChatFilterWords200Response.js +1 -1
  79. package/dist/model/AdminImportChatFilterWordsRequest.js +1 -1
  80. package/dist/model/AdminLeaderboardIconUploadUrlRequest.js +1 -1
  81. package/dist/model/AdminListChatFilterWords200Response.js +1 -1
  82. package/dist/model/AdminListChatMessages200Response.js +1 -1
  83. package/dist/model/AdminListChatMessages200ResponseDataInner.js +1 -1
  84. package/dist/model/AdminListChatMutes200Response.js +1 -1
  85. package/dist/model/AdminListChatMutes200ResponseDataInner.js +1 -1
  86. package/dist/model/AdminListChatReports200Response.js +1 -1
  87. package/dist/model/AdminListGroups200Response.js +1 -1
  88. package/dist/model/AdminListKvEntries200Response.js +1 -1
  89. package/dist/model/AdminListLobbies200Response.js +1 -1
  90. package/dist/model/AdminListLobbies200ResponseDataInner.js +1 -1
  91. package/dist/model/AdminListMatchmakingTickets200Response.js +1 -1
  92. package/dist/model/AdminListMatchmakingTickets200ResponseDataInner.js +1 -1
  93. package/dist/model/AdminListNotifications200Response.js +1 -1
  94. package/dist/model/AdminListNotifications200ResponseDataInner.js +1 -1
  95. package/dist/model/AdminListPushTokens200Response.js +1 -1
  96. package/dist/model/AdminListPushTokens200ResponseDataInner.js +1 -1
  97. package/dist/model/AdminListQuestProgress200Response.js +1 -1
  98. package/dist/model/AdminListQuestProgress200ResponseDataInner.js +1 -1
  99. package/dist/model/AdminListQuests200Response.js +1 -1
  100. package/dist/model/AdminListQuests200ResponseDataInner.js +1 -1
  101. package/dist/model/AdminListReadyChecks200Response.js +1 -1
  102. package/dist/model/AdminListSessions200Response.js +1 -1
  103. package/dist/model/AdminListSessions200ResponseDataInner.js +1 -1
  104. package/dist/model/AdminListStorageObjects200Response.js +1 -1
  105. package/dist/model/AdminListStorageObjects200ResponseDataInner.js +1 -1
  106. package/dist/model/AdminListStorageObjects200ResponseUsage.js +1 -1
  107. package/dist/model/AdminMatchmakingStats200Response.js +1 -1
  108. package/dist/model/AdminMatchmakingStats200ResponseData.js +1 -1
  109. package/dist/model/AdminQuestIconUploadUrlRequest.js +1 -1
  110. package/dist/model/AdminResetQuestRequest.js +1 -1
  111. package/dist/model/AdminResolveChatReport200Response.js +1 -1
  112. package/dist/model/AdminResolveChatReport200ResponseData.js +1 -1
  113. package/dist/model/AdminResolveChatReportRequest.js +1 -1
  114. package/dist/model/AdminResolveTournamentMatchRequest.js +1 -1
  115. package/dist/model/AdminRunRetention200Response.js +1 -1
  116. package/dist/model/AdminSendPush200Response.js +1 -1
  117. package/dist/model/AdminSendPushRequest.js +1 -1
  118. package/dist/model/AdminSetLeaderboardIconRequest.js +1 -1
  119. package/dist/model/AdminSetQuestIconRequest.js +1 -1
  120. package/dist/model/AdminSetTournamentIconRequest.js +1 -1
  121. package/dist/model/AdminSpendCurrencyRequest.js +1 -1
  122. package/dist/model/AdminSubmitLeaderboardScoreRequest.js +1 -1
  123. package/dist/model/AdminTestChatPhrase200Response.js +1 -1
  124. package/dist/model/AdminTestChatPhrase200ResponseData.js +1 -1
  125. package/dist/model/AdminTestChatPhrase200ResponseDataHitsInner.js +1 -1
  126. package/dist/model/AdminTestChatPhraseRequest.js +1 -1
  127. package/dist/model/AdminTournamentIconUploadUrlRequest.js +1 -1
  128. package/dist/model/AdminUpdateChatFilterWord200Response.js +1 -1
  129. package/dist/model/AdminUpdateChatFilterWord200ResponseData.js +1 -1
  130. package/dist/model/AdminUpdateChatFilterWordRequest.js +1 -1
  131. package/dist/model/AdminUpdateGroup200Response.js +1 -1
  132. package/dist/model/AdminUpdateGroupRequest.js +1 -1
  133. package/dist/model/AdminUpdateKvEntryRequest.js +1 -1
  134. package/dist/model/AdminUpdateLeaderboardRecord200Response.js +1 -1
  135. package/dist/model/AdminUpdateLeaderboardRecord200ResponseData.js +1 -1
  136. package/dist/model/AdminUpdateLeaderboardRecordRequest.js +1 -1
  137. package/dist/model/AdminUpdateLeaderboardRequest.js +1 -1
  138. package/dist/model/AdminUpdateLobby200Response.js +1 -1
  139. package/dist/model/AdminUpdateLobbyRequest.js +1 -1
  140. package/dist/model/AdminUpdateQuestRequest.js +1 -1
  141. package/dist/model/AdminUpdateTournamentRequest.js +1 -1
  142. package/dist/model/AdminUpdateUser200Response.js +1 -1
  143. package/dist/model/AdminUpdateUser200ResponseData.js +1 -1
  144. package/dist/model/AdminUpdateUserRequest.js +1 -1
  145. package/dist/model/AdminUpsertKv200Response.js +1 -1
  146. package/dist/model/AdminUpsertKv200ResponseData.js +1 -1
  147. package/dist/model/AdminUpsertKvRequest.js +1 -1
  148. package/dist/model/AuthProvidersResponse.js +1 -1
  149. package/dist/model/BlockedFriendship.js +1 -1
  150. package/dist/model/BlockedFriendshipPage.js +1 -1
  151. package/dist/model/CallHook200Response.js +1 -1
  152. package/dist/model/CallHookRequest.js +1 -1
  153. package/dist/model/CancelPartyInviteRequest.js +1 -1
  154. package/dist/model/ChatMessage.js +1 -1
  155. package/dist/model/ChatMessagePage.js +1 -1
  156. package/dist/model/{ListTournaments200Response.js → ChatMessageResponse.js} +45 -40
  157. package/dist/model/ChatMuteRecord.js +1 -1
  158. package/dist/model/ChatMuteRecordPage.js +1 -1
  159. package/dist/model/ChatMuteRecordResponse.js +1 -1
  160. package/dist/model/ChatReadCursor.js +1 -1
  161. package/dist/model/ChatReadCursorResponse.js +115 -0
  162. package/dist/model/ChatUnread.js +1 -1
  163. package/dist/model/ChatUnreadResponse.js +1 -1
  164. package/dist/model/ClaimQuest200Response.js +1 -1
  165. package/dist/model/ClaimQuest200ResponseData.js +1 -1
  166. package/dist/model/ClientLogBatch.js +1 -1
  167. package/dist/model/ClientLogEntry.js +1 -1
  168. package/dist/model/ClientLogPolicy.js +1 -1
  169. package/dist/model/ClientLogResult.js +1 -1
  170. package/dist/model/ClientLogSession.js +1 -1
  171. package/dist/model/CreateCurrentUserAvatarUploadUrlRequest.js +1 -1
  172. package/dist/model/CreateFriendRequestRequest.js +1 -1
  173. package/dist/model/CreateGroupIconUploadUrlRequest.js +1 -1
  174. package/dist/model/CreateGroupRequest.js +1 -1
  175. package/dist/model/CreateLobbyRequest.js +1 -1
  176. package/dist/model/CreatePartyRequest.js +1 -1
  177. package/dist/model/CurrentUser.js +1 -1
  178. package/dist/model/CurrentUserResponse.js +115 -0
  179. package/dist/model/DeclinePartyInviteRequest.js +1 -1
  180. package/dist/model/DeleteNotificationsRequest.js +1 -1
  181. package/dist/model/DeletedCount.js +1 -1
  182. package/dist/model/DeletedCountResponse.js +1 -1
  183. package/dist/model/DemoteGroupMemberRequest.js +1 -1
  184. package/dist/model/DeviceLoginRequest.js +1 -1
  185. package/dist/model/ErrorResponse.js +4 -26
  186. package/dist/model/Friend.js +1 -1
  187. package/dist/model/FriendPage.js +1 -1
  188. package/dist/model/FriendRequest.js +1 -1
  189. package/dist/model/FriendRequestLists.js +1 -1
  190. package/dist/model/FriendRequestMeta.js +1 -1
  191. package/dist/model/FriendRequestResponse.js +115 -0
  192. package/dist/model/FriendRequestsResponse.js +1 -1
  193. package/dist/model/GetCurrentUserInventory200Response.js +1 -1
  194. package/dist/model/GetKv200Response.js +1 -1
  195. package/dist/model/GetMyReadyCheck200Response.js +1 -1
  196. package/dist/model/GetMyReadyCheck200ResponseLobby.js +1 -1
  197. package/dist/model/GetMyReadyCheck200ResponseParty.js +1 -1
  198. package/dist/model/GetServerTime200Response.js +1 -1
  199. package/dist/model/GetStats200Response.js +1 -1
  200. package/dist/model/GetStats200ResponseData.js +1 -1
  201. package/dist/model/Group.js +1 -1
  202. package/dist/model/GroupInvite.js +13 -14
  203. package/dist/model/GroupInviteOutcome.js +132 -0
  204. package/dist/model/{AvatarUpdate.js → GroupInviteOutcomeResponse.js} +32 -41
  205. package/dist/model/GroupInvitePage.js +1 -1
  206. package/dist/model/GroupJoinRequest.js +1 -1
  207. package/dist/model/GroupJoinRequestPage.js +1 -1
  208. package/dist/model/GroupJoinRequestResponse.js +115 -0
  209. package/dist/model/GroupMember.js +1 -1
  210. package/dist/model/GroupMemberPage.js +1 -1
  211. package/dist/model/GroupMemberResponse.js +115 -0
  212. package/dist/model/GroupPage.js +1 -1
  213. package/dist/model/{StatusResponse.js → GroupResponse.js} +32 -30
  214. package/dist/model/HealthResponse.js +1 -1
  215. package/dist/model/InviteToGroupRequest.js +1 -1
  216. package/dist/model/InviteToPartyRequest.js +1 -1
  217. package/dist/model/JoinLobbyRequest.js +1 -1
  218. package/dist/model/KickGroupMemberRequest.js +1 -1
  219. package/dist/model/KickPartyMemberRequest.js +1 -1
  220. package/dist/model/KickUserRequest.js +1 -1
  221. package/dist/model/{ResolveLeaderboardSlugs200ResponseDataValue.js → Leaderboard.js} +90 -45
  222. package/dist/model/{ListLeaderboards200Response.js → LeaderboardPage.js} +57 -34
  223. package/dist/model/{ProfileUpdate.js → LeaderboardRecord.js} +76 -40
  224. package/dist/model/LeaderboardRecordPage.js +147 -0
  225. package/dist/model/LeaderboardRecordResponse.js +115 -0
  226. package/dist/model/LeaderboardResponse.js +115 -0
  227. package/dist/model/LeaderboardsBySlugResponse.js +113 -0
  228. package/dist/model/LinkDeviceRequest.js +1 -1
  229. package/dist/model/LinkedProviders.js +1 -1
  230. package/dist/model/ListCurrentUserLedger200Response.js +1 -1
  231. package/dist/model/ListCurrentUserLedger200ResponseDataInner.js +1 -1
  232. package/dist/model/Lobby.js +1 -1
  233. package/dist/model/LobbyPage.js +1 -1
  234. package/dist/model/LobbyResponse.js +6 -49
  235. package/dist/model/LobbyStats.js +1 -1
  236. package/dist/model/LobbyStatsResponse.js +1 -1
  237. package/dist/model/LoginRequest.js +1 -1
  238. package/dist/model/MarkChatReadRequest.js +1 -1
  239. package/dist/model/MatchmakingCancel200Response.js +1 -1
  240. package/dist/model/MatchmakingJoin201Response.js +1 -1
  241. package/dist/model/MatchmakingJoin201ResponseData.js +1 -1
  242. package/dist/model/MatchmakingJoinRequest.js +1 -1
  243. package/dist/model/MatchmakingMyTicket200Response.js +1 -1
  244. package/dist/model/MatchmakingMyTicket200ResponseData.js +1 -1
  245. package/dist/model/MatchmakingStats200Response.js +1 -1
  246. package/dist/model/MatchmakingStats200ResponseData.js +1 -1
  247. package/dist/model/MatchmakingStats200ResponseDataQueuesInner.js +1 -1
  248. package/dist/model/MuteGroupMemberRequest.js +1 -1
  249. package/dist/model/MuteLobbyMemberRequest.js +1 -1
  250. package/dist/model/MutePartyMemberRequest.js +1 -1
  251. package/dist/model/Notification.js +1 -1
  252. package/dist/model/NotificationPage.js +1 -1
  253. package/dist/model/NotificationResponse.js +115 -0
  254. package/dist/model/OAuthAuthorization.js +1 -1
  255. package/dist/model/OAuthAuthorizationResponse.js +115 -0
  256. package/dist/model/OAuthResult.js +1 -1
  257. package/dist/model/OAuthResultResponse.js +1 -1
  258. package/dist/model/OAuthSessionData.js +1 -1
  259. package/dist/model/OAuthSessionDataDetails.js +1 -1
  260. package/dist/model/OAuthSessionStatus.js +21 -21
  261. package/dist/model/OAuthSessionStatusResponse.js +115 -0
  262. package/dist/model/OauthApiCallbackRequest.js +1 -1
  263. package/dist/model/OauthCallbackApiAppleIosRequest.js +1 -1
  264. package/dist/model/OauthGoogleIdTokenRequest.js +1 -1
  265. package/dist/model/OkResponse.js +1 -1
  266. package/dist/model/OpenLobbyReadyCheck201Response.js +1 -1
  267. package/dist/model/OpenLobbyReadyCheckRequest.js +1 -1
  268. package/dist/model/OpenPartyReadyCheckRequest.js +1 -1
  269. package/dist/model/PageMeta.js +1 -1
  270. package/dist/model/Party.js +1 -1
  271. package/dist/model/PartyCreateLobbyRequest.js +1 -1
  272. package/dist/model/PartyInvite.js +1 -1
  273. package/dist/model/PartyInvitePage.js +147 -0
  274. package/dist/model/PartyJoinLobbyRequest.js +1 -1
  275. package/dist/model/PartyResponse.js +115 -0
  276. package/dist/model/PartyStats.js +1 -1
  277. package/dist/model/PartyStatsResponse.js +1 -1
  278. package/dist/model/PaymentsSteamCheckoutRequest.js +1 -1
  279. package/dist/model/PaymentsSteamFinalizeRequest.js +1 -1
  280. package/dist/model/PaymentsStripeCheckoutRequest.js +1 -1
  281. package/dist/model/PlayerStats.js +1 -1
  282. package/dist/model/PlayerStatsResponse.js +1 -1
  283. package/dist/model/PromoteGroupMemberRequest.js +1 -1
  284. package/dist/model/PublicUser.js +1 -1
  285. package/dist/model/PublicUserPage.js +1 -1
  286. package/dist/model/PublicUserResponse.js +115 -0
  287. package/dist/model/PushToken.js +1 -1
  288. package/dist/model/PushTokenPage.js +1 -1
  289. package/dist/model/{UnmuteResult.js → PushTokenResponse.js} +33 -38
  290. package/dist/model/QuestStats200Response.js +1 -1
  291. package/dist/model/QuestStats200ResponseData.js +1 -1
  292. package/dist/model/QuickJoinRequest.js +1 -1
  293. package/dist/model/RefreshTokenRequest.js +1 -1
  294. package/dist/model/RegisterPushTokenRequest.js +1 -1
  295. package/dist/model/ReportChatMessageRequest.js +1 -1
  296. package/dist/model/ResolveLeaderboardSlugsRequest.js +1 -1
  297. package/dist/model/RespondReadyCheckRequest.js +1 -1
  298. package/dist/model/SendChatMessageRequest.js +1 -1
  299. package/dist/model/SendNotificationRequest.js +1 -1
  300. package/dist/model/Session.js +1 -1
  301. package/dist/model/SessionResponse.js +1 -1
  302. package/dist/model/SetCurrentUserAvatarRequest.js +1 -1
  303. package/dist/model/SetGroupIconRequest.js +1 -1
  304. package/dist/model/SetLobbyStateRequest.js +1 -1
  305. package/dist/model/SignalingStats200Response.js +1 -1
  306. package/dist/model/SignalingStats200ResponseData.js +1 -1
  307. package/dist/model/{ListTournaments200ResponseDataInner.js → Tournament.js} +111 -41
  308. package/dist/model/TournamentBracket.js +186 -0
  309. package/dist/model/TournamentBracketPage.js +147 -0
  310. package/dist/model/TournamentEntry.js +211 -0
  311. package/dist/model/TournamentEntryPage.js +147 -0
  312. package/dist/model/{ListRecordsAroundUser200Response.js → TournamentEntryResponse.js} +45 -40
  313. package/dist/model/{TournamentMyMatch200Response.js → TournamentMatch.js} +100 -28
  314. package/dist/model/TournamentMatchResponse.js +115 -0
  315. package/dist/model/{ListLeaderboardRecords200Response.js → TournamentPage.js} +57 -34
  316. package/dist/model/TournamentPlacement.js +200 -0
  317. package/dist/model/TournamentResponse.js +115 -0
  318. package/dist/model/TournamentStandings.js +163 -0
  319. package/dist/model/TournamentStandingsResponse.js +115 -0
  320. package/dist/model/UnmuteGroupMemberRequest.js +1 -1
  321. package/dist/model/UnmuteLobbyMemberRequest.js +1 -1
  322. package/dist/model/UnmutePartyMemberRequest.js +1 -1
  323. package/dist/model/UpdateChatMessageRequest.js +1 -1
  324. package/dist/model/UpdateCurrentUserDisplayNameRequest.js +1 -1
  325. package/dist/model/UpdateCurrentUserPasswordRequest.js +1 -1
  326. package/dist/model/UpdateCurrentUserUsernameRequest.js +1 -1
  327. package/dist/model/UpdateGroupRequest.js +1 -1
  328. package/dist/model/UpdateLobbyRequest.js +1 -1
  329. package/dist/model/UpdatePartyRequest.js +1 -1
  330. package/dist/model/UploadTicket.js +1 -1
  331. package/dist/model/UploadTicketResponse.js +115 -0
  332. package/dist/model/UserBrief.js +1 -1
  333. package/dist/model/UserBriefPage.js +1 -1
  334. package/dist/model/UserQuests200Response.js +1 -1
  335. package/dist/model/UserQuests200ResponseDataInner.js +1 -1
  336. package/dist/model/UserQuests200ResponseDataInnerObjectivesInner.js +1 -1
  337. package/dist/model/UserQuests200ResponseDataInnerProgress.js +1 -1
  338. package/dist/model/UserQuests200ResponseDataInnerRewardsInner.js +1 -1
  339. package/dist/model/UserQuests200ResponseMeta.js +1 -1
  340. package/package.json +1 -1
  341. package/dist/model/GetMyRecord200Response.js +0 -91
  342. package/dist/model/GetMyRecord200ResponseData.js +0 -151
  343. package/dist/model/ResolveLeaderboardSlugs200Response.js +0 -89
@@ -5,7 +5,7 @@ Object.defineProperty(exports, "__esModule", {
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  });
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  exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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- var _GetMyRecord200ResponseData = _interopRequireDefault(require("./GetMyRecord200ResponseData"));
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+ var _TournamentEntry = _interopRequireDefault(require("./TournamentEntry"));
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  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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  function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
@@ -19,7 +19,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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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 `GAMEND_FEATURES_LIST_QUESTS`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
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  *
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- * The version of the OpenAPI document: 1.0.1240
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+ * The version of the OpenAPI document: 1.0.1241
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  *
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  *
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  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -28,18 +28,20 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
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  *
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  */
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  /**
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- * The ListRecordsAroundUser200Response model module.
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- * @module model/ListRecordsAroundUser200Response
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+ * The TournamentEntryResponse model module.
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+ * @module model/TournamentEntryResponse
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  * @version 1.0.0
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  */
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- var ListRecordsAroundUser200Response = /*#__PURE__*/function () {
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+ var TournamentEntryResponse = /*#__PURE__*/function () {
36
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  /**
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- * Constructs a new <code>ListRecordsAroundUser200Response</code>.
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- * @alias module:model/ListRecordsAroundUser200Response
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+ * Constructs a new <code>TournamentEntryResponse</code>.
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+ * TournamentEntry under &#x60;data&#x60;
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+ * @alias module:model/TournamentEntryResponse
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+ * @param data {module:model/TournamentEntry}
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  */
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- function ListRecordsAroundUser200Response() {
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- _classCallCheck(this, ListRecordsAroundUser200Response);
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- ListRecordsAroundUser200Response.initialize(this);
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+ function TournamentEntryResponse(data) {
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+ _classCallCheck(this, TournamentEntryResponse);
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+ TournamentEntryResponse.initialize(this, data);
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  }
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  /**
@@ -47,64 +49,67 @@ var ListRecordsAroundUser200Response = /*#__PURE__*/function () {
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  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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  * Only for internal use.
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  */
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- return _createClass(ListRecordsAroundUser200Response, null, [{
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+ return _createClass(TournamentEntryResponse, null, [{
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  key: "initialize",
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- value: function initialize(obj) {}
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+ value: function initialize(obj, data) {
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+ obj['data'] = data;
56
+ }
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54
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  /**
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- * Constructs a <code>ListRecordsAroundUser200Response</code> from a plain JavaScript object, optionally creating a new instance.
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+ * Constructs a <code>TournamentEntryResponse</code> from a plain JavaScript object, optionally creating a new instance.
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  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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  * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @param {module:model/ListRecordsAroundUser200Response} obj Optional instance to populate.
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- * @return {module:model/ListRecordsAroundUser200Response} The populated <code>ListRecordsAroundUser200Response</code> instance.
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+ * @param {module:model/TournamentEntryResponse} obj Optional instance to populate.
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+ * @return {module:model/TournamentEntryResponse} The populated <code>TournamentEntryResponse</code> instance.
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  */
61
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  }, {
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  key: "constructFromObject",
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  value: function constructFromObject(data, obj) {
64
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  if (data) {
65
- obj = obj || new ListRecordsAroundUser200Response();
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+ obj = obj || new TournamentEntryResponse();
66
70
  if (data.hasOwnProperty('data')) {
67
- obj['data'] = _ApiClient["default"].convertToType(data['data'], [_GetMyRecord200ResponseData["default"]]);
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+ obj['data'] = _TournamentEntry["default"].constructFromObject(data['data']);
68
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  }
69
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  }
70
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  return obj;
71
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  }
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73
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  /**
74
- * Validates the JSON data with respect to <code>ListRecordsAroundUser200Response</code>.
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+ * Validates the JSON data with respect to <code>TournamentEntryResponse</code>.
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  * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>ListRecordsAroundUser200Response</code>.
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+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>TournamentEntryResponse</code>.
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  */
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  }, {
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  key: "validateJSON",
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  value: function validateJSON(data) {
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- if (data['data']) {
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- // data not null
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- // ensure the json data is an array
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- if (!Array.isArray(data['data'])) {
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- throw new Error("Expected the field `data` to be an array in the JSON data but got " + data['data']);
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- }
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- // validate the optional field `data` (array)
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- var _iterator = _createForOfIteratorHelper(data['data']),
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- _step;
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- try {
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- for (_iterator.s(); !(_step = _iterator.n()).done;) {
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- var item = _step.value;
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- _GetMyRecord200ResponseData["default"].validateJSON(item);
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+ // check to make sure all required properties are present in the JSON string
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+ var _iterator = _createForOfIteratorHelper(TournamentEntryResponse.RequiredProperties),
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+ _step;
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+ try {
89
+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
90
+ var property = _step.value;
91
+ if (!data.hasOwnProperty(property)) {
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+ throw new Error("The required field `" + property + "` is not found in the JSON data: " + JSON.stringify(data));
94
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  }
95
- } catch (err) {
96
- _iterator.e(err);
97
- } finally {
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- _iterator.f();
99
94
  }
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- ;
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+ // validate the optional field `data`
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+ } catch (err) {
97
+ _iterator.e(err);
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+ } finally {
99
+ _iterator.f();
100
+ }
101
+ if (data['data']) {
102
+ // data not null
103
+ _TournamentEntry["default"].validateJSON(data['data']);
101
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  }
102
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  return true;
103
106
  }
104
107
  }]);
105
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  }();
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+ TournamentEntryResponse.RequiredProperties = ["data"];
110
+
106
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  /**
107
- * @member {Array.<module:model/GetMyRecord200ResponseData>} data
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+ * @member {module:model/TournamentEntry} data
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  */
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- ListRecordsAroundUser200Response.prototype['data'] = undefined;
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- var _default = exports["default"] = ListRecordsAroundUser200Response;
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+ TournamentEntryResponse.prototype['data'] = undefined;
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+ var _default = exports["default"] = TournamentEntryResponse;
@@ -7,6 +7,9 @@ exports["default"] = void 0;
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  var _ApiClient = _interopRequireDefault(require("../ApiClient"));
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  function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
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  function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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+ function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
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+ function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } }
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+ function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; }
10
13
  function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
11
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  function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
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  function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
@@ -15,7 +18,7 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
15
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  * Gamend API
16
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  * API for Gamend. Provides HTTP REST API, real-time WebSocket channels, and WebRTC DataChannels for low-latency game data. Features authentication, users, lobbies, groups, parties, friends, chat, notifications, quests, leaderboards, tournaments, matchmaking, payments, server scripting, and admin portal. ## **1. Authentication** This API uses JWT (JSON Web Tokens) with access and refresh tokens: ### **1.1 Getting Tokens** - **Email/Password**: POST to `/api/v1/login` with email and password - **Device (SDK)**: POST to `/api/v1/login` with a `device_id` string (creates/returns a device user) - **Discord OAuth**: Use `/api/v1/auth/discord` flow - **Google OAuth**: Use `/api/v1/auth/google` flow - **Facebook OAuth**: Use `/api/v1/auth/facebook` flow - **Apple Sign In**: Use `/auth/apple` browser flow or apple sdk flow - **Steam (OpenID)**: Use `/api/v1/auth/steam` flow Both methods return: - `access_token` - Short-lived (15 min), use for API requests - `refresh_token` - Long-lived (30 days), use to get new access tokens ### **1.2 Using Tokens** Include the access token in the Authorization header: ``` Authorization: Bearer <access_token> ``` ### **1.3 Refreshing Tokens** When your access token expires, use POST `/api/v1/refresh` with your refresh token to get a new access token. ## **2. Users** Users endpoints cover the user lifecycle and profile features. Key highlights: - **Registration and login** (email/password, device token for SDKs, and OAuth providers) - **Profile metadata** (JSON blob per user) and editable profile fields - **Account lifecycle**: password reset, email confirmation, and account deletion - **Sessions & tokens**: both browser sessions and JWT-based API tokens are supported ## **3. Friends** The Friends domain offers lightweight social features: - **Friend requests** (send / accept / reject / block flows) - **Friend listing & pagination**, with basic privacy controls - **Domain helpers** to manage and query friend relationships from API or UI contexts ## **4. Lobbies** Lobbies provide matchmaking / room management primitives. Highlights: - **Create / list / update / delete** lobbies with rich metadata (mode, region, tags) - **Host-managed or hostless** modes (hostless allowed internally, not creatable via public API) - **Membership management**: join, leave, kick users, and automatic host transfer - **Controls & protection**: max users, hidden/locked states, and optional password protection - **Hidden lobbies** are excluded from public listings; public listing endpoints are paginated ## **5. Notifications** Persistent user-to-user notifications that survive across sessions: - **Send notifications** to accepted friends with a title, optional content, and optional metadata - **List own notifications** with pagination (ordered oldest-first) - **Delete notifications** by ID (single or batch) - **Real-time delivery** via the user WebSocket channel (`\"notification\"` events) - **Offline delivery**: undeleted notifications are replayed on WebSocket reconnect - **Push delivery**: notifications also fan out to the recipient's registered mobile devices (see Push notifications) ## **5b. Push notifications** Mobile/web push delivery to registered devices (FCM for Android/Web, APNs-direct for iOS): - **Register device tokens** via `POST /me/push_tokens` (`token`, `platform`, optional `provider`/`device_id`); re-registering a `device_id` rotates its token in place - **List/remove own devices** via `GET /me/push_tokens` and `DELETE /me/push_tokens/:id` - **Server-authoritative sending** — no public send endpoint; pushes originate from server hooks (`Gamend.Push.send_to_user/2`) or the admin API - **Per-token routing**: each token's `provider` (\"fcm\" | \"apns\") selects the delivery backend; unconfigured backends log instead of sending (dev-friendly) - **Reliability**: delivery rides the durable job queue with retries; dead tokens reported by the provider are disabled automatically ## **6. Groups** Groups provide persistent community management for players: - **Three group types**: `public` (anyone joins directly), `private` (users request to join, admins approve), `hidden` (invite-only, never listed) - **Membership roles**: `admin` and `member`, with promote/demote capabilities - **Join requests**: for private groups, users submit requests that admins approve or reject - **Invitations**: admins can invite users directly (blocked users are rejected) - **CRUD operations**: create, update, delete groups with metadata support - **Group chat**: integrated via the Chat API with `chat_type: \"group\"` ## **7. Parties** Ephemeral groups of users for short-lived sessions (e.g., matchmaking squads): - **Invite-only joining**: the party leader sends invites by user ID to friends or shared-group members - **Invite flow**: `POST /parties/invite` → recipient accepts via `POST /parties/invite/accept` or declines via `POST /parties/invite/decline`; leader can cancel via `POST /parties/invite/cancel` - **Invite visibility**: leader can list sent invites (`GET /parties/invitations/sent`); recipient can list received invites (`GET /parties/invitations`) - **Connection requirement**: invites can only be sent to users who are friends or share at least one group with the leader - **One party at a time**: a user can only be in one party; accepting an invite while already in a party is rejected - **Leader management**: the creator is the leader; leadership can be transferred - **Lobby integration**: parties can create or join lobbies as a group - **Party chat**: integrated via the Chat API with `chat_type: \"party\"` - **Real-time events** via the party WebSocket channel ## **8. Chat** Real-time messaging across multiple conversation types: - **Chat types**: `lobby` (within a lobby), `group` (within a group), `party` (within a party), `friend` (DMs between friends) - **Send messages** with content, optional metadata, and automatic access validation - **List messages** with pagination (newest first) - **Read tracking**: mark messages as read and get unread counts per conversation - **Real-time delivery** via PubSub and WebSocket channels - **Moderation is built in**: an admin-managed word filter (`block` / `mask` / `flag`, matched on a normalized form so leetspeak and padding do not slip through) and mutes are enforced before a message is stored or broadcast; the `before_chat_message` pipeline hook stays available for rules of your own - **Report a message**: `POST /chat/messages/:id/report` with an optional `reason` — one report per player per message, capped per day; reports the filter files itself have no reporter - **Scoped mutes** mirror kick: `POST /lobbies/mute` + `/lobbies/unmute` (lobby host), `POST /groups/:id/mute` + `/groups/:id/unmute` (group admin), `POST /parties/mute` + `/parties/unmute` (party leader), each with a paginated `.../mutes` listing for the same authority. Body is `{target_user_id, expires_at?, reason?}`; omitting `expires_at` mutes permanently - **Global mutes and the blocklist are server-authoritative** — no public endpoint; admin API (`/api/v1/admin/chat`) or a plugin calling `Gamend.Chat.mute_user/4` - **Real-time moderation events**: the muted player receives `chat_muted` / `chat_unmuted` on their user channel ## **9. Leaderboards** Server-managed ranked scoreboards: - **Multiple leaderboards**: create named leaderboards with configurable sort order - **Score submission**: submit scores with optional metadata - **Rankings**: retrieve paginated rankings with user details - **Reset support**: leaderboards can be reset periodically ## **10. Key-Value Storage** Per-user persistent key-value storage for game state, preferences, and settings: - **Get/set/delete** key-value pairs scoped to the authenticated user - **List keys** with optional prefix filtering - **Metadata support**: values can include arbitrary JSON metadata ## **11. Quests / Progression** One event-driven progression engine covering achievements, daily/weekly quests, time-boxed event quests, chains, and groups: - **Kinds**: `achievement` (permanent one-shot — the replacement for the old achievements system), `daily`/`weekly` (reset per UTC period), `event` (starts_at/ends_at window), `chain` (requires a prerequisite quest) - **Objectives**: each quest lists objectives `{event, target, params}`; server-side `report_event` advances every matching active quest — there is **no public endpoint to advance progress** (server-authoritative) - **Rewards**: currencies (Economy) and items (Inventory), paid **exactly once** per period via idempotent grants; `auto_claim` quests pay on completion, others via `POST /me/quests/:key/claim` - **My quests**: `GET /me/quests` returns active quests, per-period progress, and a claimable flag; hidden quests appear once completed - **Groups**: quests sharing a `group_key` collapse to one entry carrying `group_size`; `?group=<key>` lists that group's members in full - **Catalog**: `GET /quests` and per-user completions `GET /quests/user/:user_id` (gated by `GAMEND_FEATURES_LIST_QUESTS`) - **Admin management**: definitions CRUD plus per-user grant/reset/force-claim under `/api/v1/admin/quests` ## **12. Tournaments** Single-elimination bracket tournaments, server-structured and game-judged: - **Registration window → seeded draw → timed rounds → champions**; recurring tournaments (cron) create one occurrence per cycle sharing a slug; a nil starts_at keeps registration open until an admin draws manually - **Join/leave** as an entry leader (`POST`/`DELETE /tournaments/:id/join`); team composition is game policy - **Browse**: list/filter tournaments, standings, full bracket view, and the caller's current match (`GET /tournaments/:id/my_match`) - **Match verdicts are server-side** (game hooks) — no public resolve endpoint; clients get `tournament_match_ready` / `tournament_match_resolved` / `tournament_updated` / `tournament_finished` on the user channel - **Admin management** over HTTP: create/update/delete, cancel, draw now, finish, and force match verdicts under `/api/v1/admin/tournaments` ## **13. Matchmaking** Ticket-based queueing that turns waiting players into hidden, locked lobbies: - **Join over HTTP** (`POST /matchmaking/tickets` with a `match_params` string map); only tickets with identical params match together — encode mode/map/skill band as parameter values - **A match forms** when a group reaches `max_players`, or has at least `min_players` and the oldest ticket outwaited the timeout; the server creates a hidden lobby, seats everyone and locks it - **The result is a push, not a poll**: matched players receive `match_found` (`lobby_id`, `match_params`) on their user channel; disconnecting cancels your tickets - **Inspect**: `GET /matchmaking/tickets/me` for your ticket, `GET /matchmaking/stats` for queue depths - **Admin management** over HTTP: list/filter tickets, force-cancel, and stats under `/api/v1/admin/matchmaking` ## **14. Ready checks** One primitive for \"everyone must answer before this proceeds\", with one client-facing surface: - **A player holds at most one check per lane** — the match lane (lobby ready-up or matchmaking accept) and the party lane (the party's standing board) — so answering needs no id: `GET /me/ready_check` returns `{\"lobby\": …, \"party\": …}` (each null when none) and `POST /me/ready_check` with `{\"ready\": true|false, \"scope\": \"lobby\"|\"party\"}` answers one (scope defaults to `lobby`) - **Two kinds.** `ready` (lobby/party board) is a toggle — a \"no\" just leaves the check open, and it lists every participant. `accept` (match confirmation) is final — one decline fails it for everyone — and returns counts plus your own state, so a pending match does not reveal who you were paired with - **Hosts open one** with `POST /lobbies/ready_check` (host-managed lobbies only; hostless matchmaking lobbies belong to the server), **party leaders** with `POST /parties/ready_check`; either call is a **reset** — it quietly replaces an already-open board with a fresh one over the current members, so the same endpoint serves \"ready check!\", \"force ready\" (with `timeout_ms`) and \"start over\". Call it off with `DELETE /lobbies/ready_check` / `DELETE /parties/ready_check`. The opener is pre-marked ready — clicking the button is their answer - **Failure does nothing on its own**: a declined or timed-out check kicks nobody, starts nothing, and moves no lobby state. It reports who did not answer, and the game (or the host, with the kick they already have) decides - **Live**: `ready_check_started` / `ready_check_updated` / `ready_check_passed` / `ready_check_failed` on the lobby channel, the party channel for a party board, or the user channel for an accept check - **Admin management** over HTTP: list/filter checks, force-cancel, and 24h outcome stats under `/api/v1/admin/ready_checks` ## **15. Real-time: WebSocket Channels** The server provides real-time communication via Phoenix WebSocket channels. Connect to the WebSocket endpoint and join topic-based channels for live updates. ### **15.1 Connection** Connect to `wss://your-server.com/socket` with your JWT token as a parameter: ``` const socket = new Socket(\"wss://your-server.com/socket\", { params: { token: \"<access_token>\" } }) socket.connect() ``` ### **15.2 Available Channels** - **User channel** (`user:<user_id>`): notifications, friend events, quest progress/completions/claims, party/group invites, tournament events, chat mutes (`chat_muted` / `chat_unmuted`), KV subscriptions - **Lobby channel** (`lobby:<lobby_id>`): lobby member joins/leaves, lobby updates, lobby chat - **Lobbies channel** (`lobbies`): global lobby list changes (created, updated, deleted) - **Group channel** (`group:<group_id>`): group member changes, group updates, group chat - **Groups channel** (`groups`): global group list changes - **Party channel** (`party:<party_id>`): party member changes, party updates, party chat ### **15.3 JS SDK Helper** The `GameRealtime` class (included in this SDK) wraps Phoenix.Socket with convenient channel helpers: ```javascript import { GameRealtime } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', accessToken) const userChannel = realtime.joinUserChannel(userId) userChannel.on('notification', payload => console.log(payload)) ``` `phoenix` ships as a dependency of the package, so no extra install is needed. ## **16. Real-time: WebRTC DataChannels** For low-latency game data, the server supports WebRTC DataChannels alongside WebSocket. The server acts as a WebRTC peer (not P2P between clients). ### **16.1 How It Works** 1. Client connects via WebSocket and joins the **User channel** 2. Client sends an SDP offer over the channel (`webrtc:offer` event) 3. Server responds with an SDP answer (`webrtc:answer` event) 4. ICE candidates are exchanged (`webrtc:ice` events) 5. Once connected, named DataChannels carry game data at low latency ### **16.2 Default DataChannels** - **`events`** (reliable, ordered): important game events (player actions, state changes) - **`state`** (unreliable, unordered): high-frequency position/state sync ### **16.3 JS SDK Helper** The `GameWebRTC` class (included in this SDK, browser-only) handles signaling automatically: ```javascript import { GameRealtime, GameWebRTC } from '@ughuuu/gamend' const realtime = new GameRealtime('https://your-server.com', token) const userChannel = realtime.joinUserChannel(userId) const webrtc = new GameWebRTC(userChannel, { onData: (label, data) => console.log(label, data) }) await webrtc.connect() webrtc.send('events', JSON.stringify({ type: 'move', x: 10, y: 20 })) ```
17
20
  *
18
- * The version of the OpenAPI document: 1.0.1240
21
+ * The version of the OpenAPI document: 1.0.1241
19
22
  *
20
23
  *
21
24
  * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
@@ -24,18 +27,31 @@ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e
24
27
  *
25
28
  */
26
29
  /**
27
- * The TournamentMyMatch200Response model module.
28
- * @module model/TournamentMyMatch200Response
30
+ * The TournamentMatch model module.
31
+ * @module model/TournamentMatch
29
32
  * @version 1.0.0
30
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  */
31
- var TournamentMyMatch200Response = /*#__PURE__*/function () {
34
+ var TournamentMatch = /*#__PURE__*/function () {
32
35
  /**
33
- * Constructs a new <code>TournamentMyMatch200Response</code>.
34
- * @alias module:model/TournamentMyMatch200Response
36
+ * Constructs a new <code>TournamentMatch</code>.
37
+ * A match between two entries
38
+ * @alias module:model/TournamentMatch
39
+ * @param aEntryId {String}
40
+ * @param aLeaderId {String}
41
+ * @param bEntryId {String}
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+ * @param bLeaderId {String}
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+ * @param bracketIndex {Number}
44
+ * @param deadlineAt {Date}
45
+ * @param id {String}
46
+ * @param metadata {Object}
47
+ * @param resolvedAt {Date}
48
+ * @param round {Number} 1 is the first round
49
+ * @param slot {Number} Position within the round
50
+ * @param winnerEntryId {String}
35
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  */
36
- function TournamentMyMatch200Response() {
37
- _classCallCheck(this, TournamentMyMatch200Response);
38
- TournamentMyMatch200Response.initialize(this);
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+ function TournamentMatch(aEntryId, aLeaderId, bEntryId, bLeaderId, bracketIndex, deadlineAt, id, metadata, resolvedAt, round, slot, winnerEntryId) {
53
+ _classCallCheck(this, TournamentMatch);
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+ TournamentMatch.initialize(this, aEntryId, aLeaderId, bEntryId, bLeaderId, bracketIndex, deadlineAt, id, metadata, resolvedAt, round, slot, winnerEntryId);
39
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  }
40
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41
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  /**
@@ -43,25 +59,44 @@ var TournamentMyMatch200Response = /*#__PURE__*/function () {
43
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  * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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  * Only for internal use.
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  */
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- return _createClass(TournamentMyMatch200Response, null, [{
62
+ return _createClass(TournamentMatch, null, [{
47
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  key: "initialize",
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- value: function initialize(obj) {}
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+ value: function initialize(obj, aEntryId, aLeaderId, bEntryId, bLeaderId, bracketIndex, deadlineAt, id, metadata, resolvedAt, round, slot, winnerEntryId) {
65
+ obj['a_entry_id'] = aEntryId;
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+ obj['a_leader_id'] = aLeaderId;
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+ obj['b_entry_id'] = bEntryId;
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+ obj['b_leader_id'] = bLeaderId;
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+ obj['bracket_index'] = bracketIndex;
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+ obj['deadline_at'] = deadlineAt;
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+ obj['id'] = id;
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+ obj['metadata'] = metadata;
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+ obj['resolved_at'] = resolvedAt;
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+ obj['round'] = round;
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+ obj['slot'] = slot;
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+ obj['winner_entry_id'] = winnerEntryId;
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+ }
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50
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  /**
51
- * Constructs a <code>TournamentMyMatch200Response</code> from a plain JavaScript object, optionally creating a new instance.
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+ * Constructs a <code>TournamentMatch</code> from a plain JavaScript object, optionally creating a new instance.
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  * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
53
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  * @param {Object} data The plain JavaScript object bearing properties of interest.
54
- * @param {module:model/TournamentMyMatch200Response} obj Optional instance to populate.
55
- * @return {module:model/TournamentMyMatch200Response} The populated <code>TournamentMyMatch200Response</code> instance.
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+ * @param {module:model/TournamentMatch} obj Optional instance to populate.
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+ * @return {module:model/TournamentMatch} The populated <code>TournamentMatch</code> instance.
56
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  */
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  }, {
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  key: "constructFromObject",
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  value: function constructFromObject(data, obj) {
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  if (data) {
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- obj = obj || new TournamentMyMatch200Response();
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+ obj = obj || new TournamentMatch();
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+ if (data.hasOwnProperty('a_entry_id')) {
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+ obj['a_entry_id'] = _ApiClient["default"].convertToType(data['a_entry_id'], 'String');
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+ }
62
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  if (data.hasOwnProperty('a_leader_id')) {
63
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  obj['a_leader_id'] = _ApiClient["default"].convertToType(data['a_leader_id'], 'String');
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  }
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+ if (data.hasOwnProperty('b_entry_id')) {
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+ obj['b_entry_id'] = _ApiClient["default"].convertToType(data['b_entry_id'], 'String');
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+ }
65
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  if (data.hasOwnProperty('b_leader_id')) {
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  obj['b_leader_id'] = _ApiClient["default"].convertToType(data['b_leader_id'], 'String');
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  }
@@ -94,18 +129,41 @@ var TournamentMyMatch200Response = /*#__PURE__*/function () {
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  }
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  /**
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- * Validates the JSON data with respect to <code>TournamentMyMatch200Response</code>.
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+ * Validates the JSON data with respect to <code>TournamentMatch</code>.
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  * @param {Object} data The plain JavaScript object bearing properties of interest.
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- * @return {boolean} to indicate whether the JSON data is valid with respect to <code>TournamentMyMatch200Response</code>.
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+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>TournamentMatch</code>.
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  */
101
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  }, {
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  key: "validateJSON",
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  value: function validateJSON(data) {
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+ // check to make sure all required properties are present in the JSON string
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+ var _iterator = _createForOfIteratorHelper(TournamentMatch.RequiredProperties),
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+ _step;
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+ try {
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+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
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+ var property = _step.value;
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+ if (!data.hasOwnProperty(property)) {
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+ throw new Error("The required field `" + property + "` is not found in the JSON data: " + JSON.stringify(data));
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+ }
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+ }
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+ // ensure the json data is a string
150
+ } catch (err) {
151
+ _iterator.e(err);
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+ } finally {
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+ _iterator.f();
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+ }
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+ if (data['a_entry_id'] && !(typeof data['a_entry_id'] === 'string' || data['a_entry_id'] instanceof String)) {
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+ throw new Error("Expected the field `a_entry_id` to be a primitive type in the JSON string but got " + data['a_entry_id']);
157
+ }
104
158
  // ensure the json data is a string
105
159
  if (data['a_leader_id'] && !(typeof data['a_leader_id'] === 'string' || data['a_leader_id'] instanceof String)) {
106
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  throw new Error("Expected the field `a_leader_id` to be a primitive type in the JSON string but got " + data['a_leader_id']);
107
161
  }
108
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  // ensure the json data is a string
163
+ if (data['b_entry_id'] && !(typeof data['b_entry_id'] === 'string' || data['b_entry_id'] instanceof String)) {
164
+ throw new Error("Expected the field `b_entry_id` to be a primitive type in the JSON string but got " + data['b_entry_id']);
165
+ }
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+ // ensure the json data is a string
109
167
  if (data['b_leader_id'] && !(typeof data['b_leader_id'] === 'string' || data['b_leader_id'] instanceof String)) {
110
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  throw new Error("Expected the field `b_leader_id` to be a primitive type in the JSON string but got " + data['b_leader_id']);
111
169
  }
@@ -121,53 +179,67 @@ var TournamentMyMatch200Response = /*#__PURE__*/function () {
121
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  }
122
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  }]);
123
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  }();
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+ TournamentMatch.RequiredProperties = ["a_entry_id", "a_leader_id", "b_entry_id", "b_leader_id", "bracket_index", "deadline_at", "id", "metadata", "resolved_at", "round", "slot", "winner_entry_id"];
183
+
184
+ /**
185
+ * @member {String} a_entry_id
186
+ */
187
+ TournamentMatch.prototype['a_entry_id'] = undefined;
188
+
124
189
  /**
125
190
  * @member {String} a_leader_id
126
191
  */
127
- TournamentMyMatch200Response.prototype['a_leader_id'] = undefined;
192
+ TournamentMatch.prototype['a_leader_id'] = undefined;
193
+
194
+ /**
195
+ * @member {String} b_entry_id
196
+ */
197
+ TournamentMatch.prototype['b_entry_id'] = undefined;
128
198
 
129
199
  /**
130
200
  * @member {String} b_leader_id
131
201
  */
132
- TournamentMyMatch200Response.prototype['b_leader_id'] = undefined;
202
+ TournamentMatch.prototype['b_leader_id'] = undefined;
133
203
 
134
204
  /**
135
205
  * @member {Number} bracket_index
136
206
  */
137
- TournamentMyMatch200Response.prototype['bracket_index'] = undefined;
207
+ TournamentMatch.prototype['bracket_index'] = undefined;
138
208
 
139
209
  /**
140
210
  * @member {Date} deadline_at
141
211
  */
142
- TournamentMyMatch200Response.prototype['deadline_at'] = undefined;
212
+ TournamentMatch.prototype['deadline_at'] = undefined;
143
213
 
144
214
  /**
145
215
  * @member {String} id
146
216
  */
147
- TournamentMyMatch200Response.prototype['id'] = undefined;
217
+ TournamentMatch.prototype['id'] = undefined;
148
218
 
149
219
  /**
150
220
  * @member {Object} metadata
151
221
  */
152
- TournamentMyMatch200Response.prototype['metadata'] = undefined;
222
+ TournamentMatch.prototype['metadata'] = undefined;
153
223
 
154
224
  /**
155
225
  * @member {Date} resolved_at
156
226
  */
157
- TournamentMyMatch200Response.prototype['resolved_at'] = undefined;
227
+ TournamentMatch.prototype['resolved_at'] = undefined;
158
228
 
159
229
  /**
230
+ * 1 is the first round
160
231
  * @member {Number} round
161
232
  */
162
- TournamentMyMatch200Response.prototype['round'] = undefined;
233
+ TournamentMatch.prototype['round'] = undefined;
163
234
 
164
235
  /**
236
+ * Position within the round
165
237
  * @member {Number} slot
166
238
  */
167
- TournamentMyMatch200Response.prototype['slot'] = undefined;
239
+ TournamentMatch.prototype['slot'] = undefined;
168
240
 
169
241
  /**
170
242
  * @member {String} winner_entry_id
171
243
  */
172
- TournamentMyMatch200Response.prototype['winner_entry_id'] = undefined;
173
- var _default = exports["default"] = TournamentMyMatch200Response;
244
+ TournamentMatch.prototype['winner_entry_id'] = undefined;
245
+ var _default = exports["default"] = TournamentMatch;
@@ -0,0 +1,115 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports["default"] = void 0;
7
+ var _ApiClient = _interopRequireDefault(require("../ApiClient"));
8
+ var _TournamentMatch = _interopRequireDefault(require("./TournamentMatch"));
9
+ function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
10
+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
11
+ function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; }
12
+ function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } }
13
+ function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; }
14
+ function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
15
+ function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
16
+ function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
17
+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
18
+ 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); } /**
19
+ * Gamend API
20
+ * 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 })) ```
21
+ *
22
+ * The version of the OpenAPI document: 1.0.1241
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+ *
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+ *
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+ * NOTE: This class is auto generated by OpenAPI Generator (https://openapi-generator.tech).
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+ * https://openapi-generator.tech
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+ * Do not edit the class manually.
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+ *
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+ */
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+ /**
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+ * The TournamentMatchResponse model module.
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+ * @module model/TournamentMatchResponse
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+ * @version 1.0.0
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+ */
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+ var TournamentMatchResponse = /*#__PURE__*/function () {
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+ /**
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+ * Constructs a new <code>TournamentMatchResponse</code>.
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+ * TournamentMatch under &#x60;data&#x60;
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+ * @alias module:model/TournamentMatchResponse
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+ * @param data {module:model/TournamentMatch}
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+ */
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+ function TournamentMatchResponse(data) {
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+ _classCallCheck(this, TournamentMatchResponse);
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+ TournamentMatchResponse.initialize(this, data);
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+ }
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+
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+ /**
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+ * Initializes the fields of this object.
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+ * This method is used by the constructors of any subclasses, in order to implement multiple inheritance (mix-ins).
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+ * Only for internal use.
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+ */
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+ return _createClass(TournamentMatchResponse, null, [{
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+ key: "initialize",
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+ value: function initialize(obj, data) {
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+ obj['data'] = data;
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+ }
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+
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+ /**
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+ * Constructs a <code>TournamentMatchResponse</code> from a plain JavaScript object, optionally creating a new instance.
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+ * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not.
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+ * @param {Object} data The plain JavaScript object bearing properties of interest.
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+ * @param {module:model/TournamentMatchResponse} obj Optional instance to populate.
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+ * @return {module:model/TournamentMatchResponse} The populated <code>TournamentMatchResponse</code> instance.
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+ */
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+ }, {
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+ key: "constructFromObject",
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+ value: function constructFromObject(data, obj) {
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+ if (data) {
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+ obj = obj || new TournamentMatchResponse();
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+ if (data.hasOwnProperty('data')) {
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+ obj['data'] = _TournamentMatch["default"].constructFromObject(data['data']);
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+ }
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+ }
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+ return obj;
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+ }
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+
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+ /**
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+ * Validates the JSON data with respect to <code>TournamentMatchResponse</code>.
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+ * @param {Object} data The plain JavaScript object bearing properties of interest.
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+ * @return {boolean} to indicate whether the JSON data is valid with respect to <code>TournamentMatchResponse</code>.
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+ */
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+ }, {
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+ key: "validateJSON",
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+ value: function validateJSON(data) {
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+ // check to make sure all required properties are present in the JSON string
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+ var _iterator = _createForOfIteratorHelper(TournamentMatchResponse.RequiredProperties),
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+ _step;
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+ try {
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+ for (_iterator.s(); !(_step = _iterator.n()).done;) {
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+ var property = _step.value;
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+ if (!data.hasOwnProperty(property)) {
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+ throw new Error("The required field `" + property + "` is not found in the JSON data: " + JSON.stringify(data));
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+ }
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+ }
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+ // validate the optional field `data`
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+ } catch (err) {
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+ _iterator.e(err);
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+ } finally {
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+ _iterator.f();
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+ }
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+ if (data['data']) {
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+ // data not null
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+ _TournamentMatch["default"].validateJSON(data['data']);
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+ }
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+ return true;
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+ }
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+ }]);
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+ }();
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+ TournamentMatchResponse.RequiredProperties = ["data"];
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+
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+ /**
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+ * @member {module:model/TournamentMatch} data
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+ */
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+ TournamentMatchResponse.prototype['data'] = undefined;
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+ var _default = exports["default"] = TournamentMatchResponse;