glitch-javascript-sdk 3.1.4 → 3.1.5

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package/dist/esm/index.js CHANGED
@@ -5308,6 +5308,7 @@ var axios$1 = axios;
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  var HTTP_METHODS = {
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  GET: 'GET',
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  POST: 'POST',
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+ PATCH: 'PATCH',
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  PUT: 'PUT',
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  DELETE: 'DELETE',
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  };
@@ -5394,6 +5395,21 @@ var Requests = /** @class */ (function () {
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  }
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  return Requests.request('PUT', url, data);
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  };
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+ Requests.patch = function (url, data, params) {
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+ if (params && Object.keys(params).length > 0) {
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+ var queryString = Object.entries(params)
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+ .map(function (_a) {
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+ var key = _a[0], value = _a[1];
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+ return "".concat(key, "=").concat(encodeURIComponent(value));
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+ })
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+ .join('&');
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+ url = "".concat(url, "?").concat(queryString);
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+ }
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+ if (Requests.community_id) {
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+ data = __assign(__assign({}, data), { community_id: Requests.community_id });
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+ }
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+ return Requests.request('PATCH', url, data);
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+ };
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  Requests.delete = function (url, params) {
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  if (params && Object.keys(params).length > 0) {
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  var queryString = Object.entries(params)
@@ -5565,6 +5581,9 @@ var Requests = /** @class */ (function () {
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  else if (route.method == HTTP_METHODS.POST) {
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  return Requests.post(url, data, params);
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  }
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+ else if (route.method == HTTP_METHODS.PATCH) {
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+ return Requests.patch(url, data, params);
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+ }
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  else if (route.method == HTTP_METHODS.PUT) {
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  return Requests.put(url, data, params);
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  }
@@ -12045,6 +12064,16 @@ var TitlesRoute = /** @class */ (function () {
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  wishlistConversions: { url: '/titles/{title_id}/wishlist/conversions', method: HTTP_METHODS.GET },
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  wishlistGeo: { url: '/titles/{title_id}/wishlist/geo', method: HTTP_METHODS.GET },
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  wishlistDevices: { url: '/titles/{title_id}/wishlist/devices', method: HTTP_METHODS.GET },
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+ // Game Reviews
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+ reviewsList: { url: '/titles/{title_id}/reviews', method: HTTP_METHODS.GET },
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+ reviewsSummary: { url: '/titles/{title_id}/review-summary', method: HTTP_METHODS.GET },
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+ reviewsCreate: { url: '/titles/{title_id}/reviews', method: HTTP_METHODS.POST },
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+ reviewsShow: { url: '/reviews/{review_id}', method: HTTP_METHODS.GET },
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+ reviewsUpdate: { url: '/reviews/{review_id}', method: HTTP_METHODS.PATCH },
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+ reviewsDelete: { url: '/reviews/{review_id}', method: HTTP_METHODS.DELETE },
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+ reviewsVote: { url: '/reviews/{review_id}/vote', method: HTTP_METHODS.POST },
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+ reviewsReport: { url: '/reviews/{review_id}/report', method: HTTP_METHODS.POST },
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+ reviewsDeveloperResponse: { url: '/reviews/{review_id}/developer-response', method: HTTP_METHODS.POST },
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  };
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  return TitlesRoute;
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  }());
@@ -12979,6 +13008,64 @@ var Titles = /** @class */ (function () {
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  Titles.wishlistDevices = function (title_id, params) {
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  return Requests.processRoute(TitlesRoute.routes.wishlistDevices, undefined, { title_id: title_id }, params);
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  };
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+ /**
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+ * List public reviews for a title.
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+ *
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+ * @param title_id The UUID of the title.
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+ * @param params Optional filters: recommendation, language, current_version_only,
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+ * verified_only, platform, acquisition_type, complaint, playtime, sort, per_page.
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+ */
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+ Titles.listReviews = function (title_id, params) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsList, {}, { title_id: title_id }, params);
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+ };
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+ /**
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+ * Get aggregate review scores and structured praise/complaint summaries.
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+ */
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+ Titles.reviewSummary = function (title_id, params) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsSummary, {}, { title_id: title_id }, params);
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+ };
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+ /**
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+ * Create the current user's review for a title. The backend verifies play/purchase eligibility.
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+ */
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+ Titles.createReview = function (title_id, data) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsCreate, data, { title_id: title_id });
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+ };
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+ /**
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+ * View a single review, including revision history when the backend includes it.
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+ */
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+ Titles.viewReview = function (review_id, params) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsShow, {}, { review_id: review_id }, params);
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+ };
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+ /**
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+ * Update the current user's review and preserve a backend revision trail.
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+ */
13042
+ Titles.updateReview = function (review_id, data) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsUpdate, data, { review_id: review_id });
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+ };
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+ /**
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+ * Delete the current user's review, or a title admin's moderated review.
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+ */
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+ Titles.deleteReview = function (review_id) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsDelete, {}, { review_id: review_id });
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+ };
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+ /**
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+ * Vote on a review as helpful, funny, detailed, or not helpful.
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+ */
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+ Titles.voteReview = function (review_id, vote_type) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsVote, { vote_type: vote_type }, { review_id: review_id });
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+ };
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+ /**
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+ * Report a review for moderation.
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+ */
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+ Titles.reportReview = function (review_id, data) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsReport, data, { review_id: review_id });
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+ };
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+ /**
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+ * Create or update the title developer's official response to a review.
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+ */
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+ Titles.respondToReview = function (review_id, data) {
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+ return Requests.processRoute(TitlesRoute.routes.reviewsDeveloperResponse, data, { review_id: review_id });
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+ };
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  return Titles;
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  }());
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@@ -18147,6 +18234,571 @@ var Crm = /** @class */ (function () {
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  return Crm;
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  }());
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+ var MultiplayerRoute = /** @class */ (function () {
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+ function MultiplayerRoute() {
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+ }
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+ MultiplayerRoute.routes = {
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+ searchLobbies: { url: '/titles/{title_id}/multiplayer/lobbies', method: HTTP_METHODS.GET },
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+ createLobby: { url: '/titles/{title_id}/multiplayer/lobbies', method: HTTP_METHODS.POST },
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+ showLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}', method: HTTP_METHODS.GET },
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+ updateLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}', method: HTTP_METHODS.PUT },
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+ joinLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/join', method: HTTP_METHODS.POST },
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+ leaveLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/leave', method: HTTP_METHODS.POST },
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+ setLobbyServer: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/server', method: HTTP_METHODS.POST },
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+ listLobbyMessages: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/messages', method: HTTP_METHODS.GET },
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+ sendLobbyMessage: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/messages', method: HTTP_METHODS.POST },
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+ listVoiceRooms: { url: '/titles/{title_id}/multiplayer/voice/rooms', method: HTTP_METHODS.GET },
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+ createVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms', method: HTTP_METHODS.POST },
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+ showVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}', method: HTTP_METHODS.GET },
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+ updateVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}', method: HTTP_METHODS.PUT },
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+ joinVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}/join', method: HTTP_METHODS.POST },
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+ heartbeatVoice: { url: '/multiplayer/voice/heartbeat', method: HTTP_METHODS.POST },
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+ leaveVoice: { url: '/multiplayer/voice/leave', method: HTTP_METHODS.POST },
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+ sendVoicePacket: { url: '/multiplayer/voice/packets', method: HTTP_METHODS.POST },
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+ pollVoicePackets: { url: '/multiplayer/voice/poll', method: HTTP_METHODS.POST },
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+ browseServers: { url: '/titles/{title_id}/multiplayer/servers', method: HTTP_METHODS.GET },
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+ registerServer: { url: '/titles/{title_id}/multiplayer/servers', method: HTTP_METHODS.POST },
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+ heartbeatServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/heartbeat', method: HTTP_METHODS.POST },
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+ reserveServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/reserve', method: HTTP_METHODS.POST },
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+ heartbeatSession: { url: '/multiplayer/sessions/heartbeat', method: HTTP_METHODS.POST },
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+ releaseSession: { url: '/multiplayer/sessions/release', method: HTTP_METHODS.POST },
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+ issueAuthTicket: { url: '/titles/{title_id}/multiplayer/auth-tickets', method: HTTP_METHODS.POST },
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+ validateAuthTicket: { url: '/titles/{title_id}/multiplayer/auth-tickets/validate', method: HTTP_METHODS.POST },
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+ validateAuthTicketForServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/auth-tickets/validate', method: HTTP_METHODS.POST },
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+ listFavorites: { url: '/titles/{title_id}/multiplayer/favorites', method: HTTP_METHODS.GET },
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+ addFavorite: { url: '/titles/{title_id}/multiplayer/favorites', method: HTTP_METHODS.POST },
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+ deleteFavorite: { url: '/titles/{title_id}/multiplayer/favorites/{favorite_id}', method: HTTP_METHODS.DELETE },
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+ };
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+ return MultiplayerRoute;
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+ }());
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+
18275
+ /**
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+ * Steam-style multiplayer APIs for Glitch titles.
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+ *
18278
+ * The multiplayer surface is split into three groups:
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+ * lobby coordination, voice coordination, server browser/reservations, and short-lived auth tickets.
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+ * User JWTs can infer the player from the authenticated user. Title-token clients
18281
+ * and game clients without a Glitch user session should pass a stable `player_id`.
18282
+ * Dedicated servers use `server_token` on heartbeat and server-side ticket validation
18283
+ * so they do not need to hold a user JWT or title token.
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+ *
18285
+ * These endpoints are intentionally database-agnostic from the SDK's point of view:
18286
+ * callers work with public identifiers, metadata objects, and lifecycle events,
18287
+ * while the backend owns how those records are stored.
18288
+ */
18289
+ var Multiplayer = /** @class */ (function () {
18290
+ function Multiplayer() {
18291
+ }
18292
+ /**
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+ * Search joinable, non-expired lobbies for a title.
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+ *
18295
+ * Filters are exact-match except `skill_band`, which the backend can use for
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+ * near sorting. Default results exclude full, closed, unjoinable, and expired
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+ * lobbies. Lifecycle context: clients usually call this before `joinLobby`;
18298
+ * joins create a `lobby.joined` event on the backend.
18299
+ *
18300
+ * @param title_id Title UUID.
18301
+ * @param params Optional filters such as region, game mode, map, lobby type, skill band, and limit.
18302
+ * @example
18303
+ * Multiplayer.searchLobbies('title-uuid', {
18304
+ * region: 'us-central',
18305
+ * game_mode: 'ranked_duos',
18306
+ * skill_band: 1840,
18307
+ * limit: 25
18308
+ * });
18309
+ */
18310
+ Multiplayer.searchLobbies = function (title_id, params) {
18311
+ return Requests.processRoute(MultiplayerRoute.routes.searchLobbies, undefined, { title_id: title_id }, params);
18312
+ };
18313
+ /**
18314
+ * Create a lobby and insert the owner as the first joined member.
18315
+ *
18316
+ * Use this when matchmaking has no suitable lobby, when a player invites
18317
+ * friends, or when a party needs pre-game setup before server assignment.
18318
+ * Lifecycle events: `lobby.created`, then `lobby.joined` for the owner.
18319
+ *
18320
+ * @param title_id Title UUID.
18321
+ * @param data Lobby configuration and optional owner/member metadata.
18322
+ * @example
18323
+ * Multiplayer.createLobby('title-uuid', {
18324
+ * player_id: 'steam:76561198000000000',
18325
+ * display_name: 'CinderAce',
18326
+ * lobby_type: 'public',
18327
+ * max_members: 4,
18328
+ * region: 'us-central',
18329
+ * game_mode: 'ranked_duos',
18330
+ * metadata: { playlist: 'ranked', allow_voice: true }
18331
+ * });
18332
+ */
18333
+ Multiplayer.createLobby = function (title_id, data) {
18334
+ return Requests.processRoute(MultiplayerRoute.routes.createLobby, data, { title_id: title_id });
18335
+ };
18336
+ /**
18337
+ * Retrieve a lobby with members and assigned server information when present.
18338
+ *
18339
+ * Call this after lobby lifecycle notifications such as `lobby.joined`,
18340
+ * `lobby.updated`, `lobby.owner_transferred`, or `lobby.server_assigned`.
18341
+ *
18342
+ * @param title_id Title UUID.
18343
+ * @param lobby_id Lobby UUID.
18344
+ */
18345
+ Multiplayer.showLobby = function (title_id, lobby_id) {
18346
+ return Requests.processRoute(MultiplayerRoute.routes.showLobby, undefined, { title_id: title_id, lobby_id: lobby_id });
18347
+ };
18348
+ /**
18349
+ * Join a lobby or refresh an existing membership.
18350
+ *
18351
+ * This call is idempotent for a player already in the lobby and can update
18352
+ * display name, ready state, or member metadata. It returns 409 when the lobby
18353
+ * is full, closed, expired, or not joinable. Lifecycle event: `lobby.joined`.
18354
+ *
18355
+ * @param title_id Title UUID.
18356
+ * @param lobby_id Lobby UUID.
18357
+ * @param data Player identity and optional member metadata.
18358
+ * @example
18359
+ * Multiplayer.joinLobby('title-uuid', 'lobby-uuid', {
18360
+ * player_id: 'steam:76561198000000001',
18361
+ * display_name: 'Nova',
18362
+ * ready: false,
18363
+ * member_data: { character: 'Ash', rank: 1799 }
18364
+ * });
18365
+ */
18366
+ Multiplayer.joinLobby = function (title_id, lobby_id, data) {
18367
+ return Requests.processRoute(MultiplayerRoute.routes.joinLobby, data, { title_id: title_id, lobby_id: lobby_id });
18368
+ };
18369
+ /**
18370
+ * Leave a lobby.
18371
+ *
18372
+ * If the owner leaves, ownership transfers to the oldest remaining joined
18373
+ * member. If no members remain, the lobby closes. Lifecycle events:
18374
+ * `lobby.left`, optionally `lobby.owner_transferred` or `lobby.updated`.
18375
+ *
18376
+ * @param title_id Title UUID.
18377
+ * @param lobby_id Lobby UUID.
18378
+ * @param data Optional player_id for title-token clients.
18379
+ */
18380
+ Multiplayer.leaveLobby = function (title_id, lobby_id, data) {
18381
+ return Requests.processRoute(MultiplayerRoute.routes.leaveLobby, data, { title_id: title_id, lobby_id: lobby_id });
18382
+ };
18383
+ /**
18384
+ * Update lobby metadata, visibility, joinability, limits, or state.
18385
+ *
18386
+ * This is owner-only. `max_members` cannot be lower than the current member
18387
+ * count. Keep metadata low-frequency and mostly search/display oriented.
18388
+ * Lifecycle event: `lobby.updated`.
18389
+ *
18390
+ * @param title_id Title UUID.
18391
+ * @param lobby_id Lobby UUID.
18392
+ * @param data Owner identity plus fields to update.
18393
+ */
18394
+ Multiplayer.updateLobby = function (title_id, lobby_id, data) {
18395
+ return Requests.processRoute(MultiplayerRoute.routes.updateLobby, data, { title_id: title_id, lobby_id: lobby_id });
18396
+ };
18397
+ /**
18398
+ * Assign a registered game server to a lobby.
18399
+ *
18400
+ * This owner-only handoff mirrors Steam's SetLobbyGameServer flow. Clients
18401
+ * should react by reserving or connecting to the assigned server, then
18402
+ * optionally leaving the lobby. Lifecycle event: `lobby.server_assigned`.
18403
+ *
18404
+ * @param title_id Title UUID.
18405
+ * @param lobby_id Lobby UUID.
18406
+ * @param data Server UUID and optional lobby state/joinability updates.
18407
+ */
18408
+ Multiplayer.setLobbyServer = function (title_id, lobby_id, data) {
18409
+ return Requests.processRoute(MultiplayerRoute.routes.setLobbyServer, data, { title_id: title_id, lobby_id: lobby_id });
18410
+ };
18411
+ /**
18412
+ * List ordered low-bandwidth lobby messages.
18413
+ *
18414
+ * Use `after_sequence` to poll for messages missed during reconnects or after
18415
+ * a realtime `lobby.message_sent` event. This channel is for chat and control
18416
+ * messages, not gameplay, positional data, or voice streaming.
18417
+ *
18418
+ * @param title_id Title UUID.
18419
+ * @param lobby_id Lobby UUID.
18420
+ * @param params Optional sequence cursor and limit.
18421
+ */
18422
+ Multiplayer.listLobbyMessages = function (title_id, lobby_id, params) {
18423
+ return Requests.processRoute(MultiplayerRoute.routes.listLobbyMessages, undefined, { title_id: title_id, lobby_id: lobby_id }, params);
18424
+ };
18425
+ /**
18426
+ * Send a low-bandwidth message to all lobby members.
18427
+ *
18428
+ * Payloads are capped at 4KB by the backend. Use this for chat, ready signals,
18429
+ * invite/kick control messages, and owner-arbitrated choices. Lifecycle event:
18430
+ * `lobby.message_sent`.
18431
+ *
18432
+ * @param title_id Title UUID.
18433
+ * @param lobby_id Lobby UUID.
18434
+ * @param data Message type, sender identity, and JSON payload.
18435
+ * @example
18436
+ * Multiplayer.sendLobbyMessage('title-uuid', 'lobby-uuid', {
18437
+ * player_id: 'steam:76561198000000000',
18438
+ * message_type: 'ready',
18439
+ * payload: { ready: true }
18440
+ * });
18441
+ */
18442
+ Multiplayer.sendLobbyMessage = function (title_id, lobby_id, data) {
18443
+ return Requests.processRoute(MultiplayerRoute.routes.sendLobbyMessage, data, { title_id: title_id, lobby_id: lobby_id });
18444
+ };
18445
+ /**
18446
+ * List active/non-expired voice rooms for a title.
18447
+ *
18448
+ * Rooms can be attached to a lobby, a server, a party, or a proximity group.
18449
+ * Use this to discover existing voice state before joining. Lifecycle context:
18450
+ * realtime transports should mirror `voice.room_created`, `voice.room_updated`,
18451
+ * `voice.joined`, and `voice.left`.
18452
+ *
18453
+ * @param title_id Title UUID.
18454
+ * @param params Optional room filters such as lobby_id, server_id, provider, topology, state, region, and limit.
18455
+ */
18456
+ Multiplayer.listVoiceRooms = function (title_id, params) {
18457
+ return Requests.processRoute(MultiplayerRoute.routes.listVoiceRooms, undefined, { title_id: title_id }, params);
18458
+ };
18459
+ /**
18460
+ * Create a voice room and join the creator as the first participant.
18461
+ *
18462
+ * The backend returns `voice_token` once. Keep it client-side and use it for
18463
+ * voice heartbeat, packet send, packet polling, and leave calls. `glitch_relay`
18464
+ * can carry base64 Opus frames for prototypes, small-party fallback, or
18465
+ * signaling. For production-scale audio, set `provider: 'external'` and reuse
18466
+ * the room/token contract with WebRTC, an SFU, Vivox, Steam Networking, or an
18467
+ * engine-native transport. Lifecycle events: `voice.room_created`,
18468
+ * `voice.joined`.
18469
+ *
18470
+ * @param title_id Title UUID.
18471
+ * @param data Voice codec, topology, linked lobby/server, and owner metadata.
18472
+ * @example
18473
+ * const { data } = await Multiplayer.createVoiceRoom('title-uuid', {
18474
+ * player_id: 'steam:76561198000000000',
18475
+ * display_name: 'CinderAce',
18476
+ * lobby_id: 'lobby-uuid',
18477
+ * provider: 'glitch_relay',
18478
+ * topology: 'lobby',
18479
+ * codec: 'opus',
18480
+ * sample_rate: 48000,
18481
+ * frame_duration_ms: 20,
18482
+ * channels: 1,
18483
+ * metadata: { push_to_talk: true }
18484
+ * });
18485
+ */
18486
+ Multiplayer.createVoiceRoom = function (title_id, data) {
18487
+ return Requests.processRoute(MultiplayerRoute.routes.createVoiceRoom, data, { title_id: title_id });
18488
+ };
18489
+ /**
18490
+ * Retrieve a voice room with participant media states.
18491
+ *
18492
+ * Use this after `voice.joined`, `voice.heartbeat`, `voice.left`, or
18493
+ * `voice.room_updated` to refresh in-game UI such as speaker lists, mute
18494
+ * icons, or team voice controls.
18495
+ *
18496
+ * @param title_id Title UUID.
18497
+ * @param voice_room_id Voice room UUID.
18498
+ */
18499
+ Multiplayer.showVoiceRoom = function (title_id, voice_room_id) {
18500
+ return Requests.processRoute(MultiplayerRoute.routes.showVoiceRoom, undefined, { title_id: title_id, voice_room_id: voice_room_id });
18501
+ };
18502
+ /**
18503
+ * Update owner-controlled voice room state.
18504
+ *
18505
+ * Owner-only. Use this to close a room, adjust capacity, update moderation
18506
+ * flags, or provide external provider connection details. The backend rejects
18507
+ * lowering `max_participants` below the current participant count. Lifecycle
18508
+ * event: `voice.room_updated`.
18509
+ *
18510
+ * @param title_id Title UUID.
18511
+ * @param voice_room_id Voice room UUID.
18512
+ * @param data Owner player identity and room fields to update.
18513
+ */
18514
+ Multiplayer.updateVoiceRoom = function (title_id, voice_room_id, data) {
18515
+ return Requests.processRoute(MultiplayerRoute.routes.updateVoiceRoom, data, { title_id: title_id, voice_room_id: voice_room_id });
18516
+ };
18517
+ /**
18518
+ * Join a voice room and receive a participant-scoped token.
18519
+ *
18520
+ * Rejoining with the same player is idempotent and rotates the token. The
18521
+ * token is used by participant endpoints instead of requiring a user JWT or
18522
+ * title token on every media request. Returns 409 when the room is closed,
18523
+ * expired, or full. Lifecycle event: `voice.joined`.
18524
+ *
18525
+ * @param title_id Title UUID.
18526
+ * @param voice_room_id Voice room UUID.
18527
+ * @param data Player identity, display name, metadata, and token TTL.
18528
+ */
18529
+ Multiplayer.joinVoiceRoom = function (title_id, voice_room_id, data) {
18530
+ return Requests.processRoute(MultiplayerRoute.routes.joinVoiceRoom, data, { title_id: title_id, voice_room_id: voice_room_id });
18531
+ };
18532
+ /**
18533
+ * Heartbeat voice participant state.
18534
+ *
18535
+ * Call every 10-30 seconds and whenever mute/deafen/speaking state changes.
18536
+ * `last_sequence` tells the backend how far this participant has processed
18537
+ * ordered packets. Expired participants are rejected with 409. Lifecycle event:
18538
+ * `voice.heartbeat`.
18539
+ *
18540
+ * @param data Participant voice token and mutable media state.
18541
+ */
18542
+ Multiplayer.heartbeatVoice = function (data) {
18543
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatVoice, data);
18544
+ };
18545
+ /**
18546
+ * Leave the current voice room for a participant token.
18547
+ *
18548
+ * This is idempotent for disconnect cleanup: room participant count is
18549
+ * decremented once, room ownership is transferred when possible, and an
18550
+ * empty room closes. The token remains valid only for retrying this leave
18551
+ * call; heartbeat, send, and poll calls reject left participants. Lifecycle
18552
+ * event: `voice.left`.
18553
+ *
18554
+ * @param data Participant voice token.
18555
+ */
18556
+ Multiplayer.leaveVoice = function (data) {
18557
+ return Requests.processRoute(MultiplayerRoute.routes.leaveVoice, data);
18558
+ };
18559
+ /**
18560
+ * Send one ordered voice-room packet.
18561
+ *
18562
+ * `audio` packets should contain compact compressed frames such as base64 Opus
18563
+ * at 48kHz mono/20ms. `offer`, `answer`, and `ice` packets support WebRTC
18564
+ * signaling. `control`, `speaking`, and `mute_state` packets are for custom
18565
+ * engine state. Audio payloads are capped at 16KB; non-audio packets at 4KB.
18566
+ * Muted participants cannot send audio. Lifecycle event: `voice.packet_sent`.
18567
+ *
18568
+ * @param data Participant token, packet type, payload, and optional duration.
18569
+ * @example
18570
+ * await Multiplayer.sendVoicePacket({
18571
+ * voice_token: voiceToken,
18572
+ * packet_type: 'audio',
18573
+ * payload: base64OpusFrame,
18574
+ * duration_ms: 20
18575
+ * });
18576
+ */
18577
+ Multiplayer.sendVoicePacket = function (data) {
18578
+ return Requests.processRoute(MultiplayerRoute.routes.sendVoicePacket, data);
18579
+ };
18580
+ /**
18581
+ * Poll ordered voice-room packets after a known sequence.
18582
+ *
18583
+ * Defaults to excluding packets sent by the caller. Use the highest returned
18584
+ * sequence as the next `after_sequence` cursor. This is useful for fallback
18585
+ * relay, WebRTC signaling, reconnect recovery, and small-party prototypes.
18586
+ * Lifecycle event: `voice.packet_polled`.
18587
+ *
18588
+ * @param data Participant token, optional sequence cursor, limit, and self-exclusion flag.
18589
+ */
18590
+ Multiplayer.pollVoicePackets = function (data) {
18591
+ return Requests.processRoute(MultiplayerRoute.routes.pollVoicePackets, data);
18592
+ };
18593
+ /**
18594
+ * Browse public, joinable multiplayer servers for a title.
18595
+ *
18596
+ * Default results exclude private, draining, offline, stale, expired, and full
18597
+ * servers. Title administrators can pass `include_private` to inspect servers
18598
+ * that normal clients cannot join.
18599
+ *
18600
+ * @param title_id Title UUID.
18601
+ * @param params Optional server browser filters.
18602
+ */
18603
+ Multiplayer.browseServers = function (title_id, params) {
18604
+ return Requests.processRoute(MultiplayerRoute.routes.browseServers, undefined, { title_id: title_id }, params);
18605
+ };
18606
+ /**
18607
+ * Register or refresh a multiplayer server and receive a one-time server token.
18608
+ *
18609
+ * Store `server_token` only on the server process. The backend stores only a
18610
+ * hash and will not return the plain token again. Counts are validated so
18611
+ * `current_players + bot_players` cannot exceed `max_players`. Lifecycle event:
18612
+ * `server.registered`.
18613
+ *
18614
+ * @param title_id Title UUID.
18615
+ * @param data Server browser, connection, rule, and capacity metadata.
18616
+ * @example
18617
+ * Multiplayer.registerServer('title-uuid', {
18618
+ * name: 'Ranked US Central 01',
18619
+ * server_type: 'dedicated',
18620
+ * status: 'active',
18621
+ * host: '203.0.113.42',
18622
+ * game_port: 7777,
18623
+ * query_port: 27015,
18624
+ * transport: 'udp',
18625
+ * max_players: 16,
18626
+ * secure: true,
18627
+ * tags: ['ranked', 'duos']
18628
+ * });
18629
+ */
18630
+ Multiplayer.registerServer = function (title_id, data) {
18631
+ return Requests.processRoute(MultiplayerRoute.routes.registerServer, data, { title_id: title_id });
18632
+ };
18633
+ /**
18634
+ * Heartbeat a multiplayer server with its dedicated `server_token`.
18635
+ *
18636
+ * Call every 30-60 seconds and whenever player counts, rules, or metadata
18637
+ * change. Stale servers are hidden from default browsing and reservation.
18638
+ * This endpoint is for dedicated/listen server processes and does not require
18639
+ * a user JWT. Lifecycle event: `server.heartbeat`.
18640
+ *
18641
+ * @param title_id Title UUID.
18642
+ * @param server_id Server UUID.
18643
+ * @param data Server token and optional mutable server state.
18644
+ */
18645
+ Multiplayer.heartbeatServer = function (title_id, server_id, data) {
18646
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatServer, data, { title_id: title_id, server_id: server_id });
18647
+ };
18648
+ /**
18649
+ * Reserve a short-lived slot on a multiplayer server before connecting.
18650
+ *
18651
+ * Reservations protect capacity during game handoff. The backend rejects stale,
18652
+ * private, full, draining, offline, expired, or duplicate open reservations.
18653
+ * The plain `reservation_token` is returned once and is used for session
18654
+ * heartbeat/release calls. Lifecycle event: `server.reserved`.
18655
+ *
18656
+ * @param title_id Title UUID.
18657
+ * @param server_id Server UUID.
18658
+ * @param data Optional player/lobby identity and reservation TTL.
18659
+ */
18660
+ Multiplayer.reserveServer = function (title_id, server_id, data) {
18661
+ return Requests.processRoute(MultiplayerRoute.routes.reserveServer, data, { title_id: title_id, server_id: server_id });
18662
+ };
18663
+ /**
18664
+ * Heartbeat an open multiplayer session reservation.
18665
+ *
18666
+ * Use this after a successful reservation while the client is connecting or
18667
+ * playing. Expired sessions are marked expired and capacity is recovered before
18668
+ * the backend returns 409. Lifecycle events: `session.heartbeat` or
18669
+ * `session.expired`.
18670
+ *
18671
+ * @param data Reservation token and optional state/TTL.
18672
+ */
18673
+ Multiplayer.heartbeatSession = function (data) {
18674
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatSession, data);
18675
+ };
18676
+ /**
18677
+ * Release an open multiplayer session reservation.
18678
+ *
18679
+ * Call this on normal disconnect, failed connection attempts, or shutdown so
18680
+ * server capacity is decremented promptly. The backend makes release safe to
18681
+ * call more than once for an already closed reservation. Lifecycle event:
18682
+ * `session.released`.
18683
+ *
18684
+ * @param data Reservation token returned by `reserveServer`.
18685
+ */
18686
+ Multiplayer.releaseSession = function (data) {
18687
+ return Requests.processRoute(MultiplayerRoute.routes.releaseSession, data);
18688
+ };
18689
+ /**
18690
+ * Issue a short-lived multiplayer auth ticket for a player.
18691
+ *
18692
+ * The plain `auth_ticket` is returned once and only a hash is stored by the
18693
+ * backend. Use this for P2P or dedicated-server admission before game traffic
18694
+ * begins. `remote_identity` can bind the ticket to a server or validator.
18695
+ * Lifecycle event: `auth_ticket.issued`.
18696
+ *
18697
+ * @param title_id Title UUID.
18698
+ * @param data Player identity, optional remote identity, and TTL.
18699
+ */
18700
+ Multiplayer.issueAuthTicket = function (title_id, data) {
18701
+ return Requests.processRoute(MultiplayerRoute.routes.issueAuthTicket, data, { title_id: title_id });
18702
+ };
18703
+ /**
18704
+ * Validate a multiplayer auth ticket from a trusted title/user context.
18705
+ *
18706
+ * Pass `consume: true` for one-time tickets to prevent replay. Dedicated
18707
+ * servers should usually call `validateAuthTicketForServer` so they can use
18708
+ * `server_token` instead of a title token or user JWT. Lifecycle event:
18709
+ * `auth_ticket.validated`.
18710
+ *
18711
+ * @param title_id Title UUID.
18712
+ * @param data Ticket, optional remote identity check, and consume flag.
18713
+ */
18714
+ Multiplayer.validateAuthTicket = function (title_id, data) {
18715
+ return Requests.processRoute(MultiplayerRoute.routes.validateAuthTicket, data, { title_id: title_id });
18716
+ };
18717
+ /**
18718
+ * Validate an auth ticket as a dedicated server.
18719
+ *
18720
+ * This server-token endpoint lets a dedicated server admit players without
18721
+ * holding a user JWT or title token. Pass `consume: true` to prevent replay.
18722
+ * Lifecycle event: `auth_ticket.validated`.
18723
+ *
18724
+ * @param title_id Title UUID.
18725
+ * @param server_id Server UUID.
18726
+ * @param data Server token, player auth ticket, optional remote identity, and consume flag.
18727
+ */
18728
+ Multiplayer.validateAuthTicketForServer = function (title_id, server_id, data) {
18729
+ return Requests.processRoute(MultiplayerRoute.routes.validateAuthTicketForServer, data, { title_id: title_id, server_id: server_id });
18730
+ };
18731
+ /**
18732
+ * List a player's server favorites or history entries.
18733
+ *
18734
+ * Use this for Steam-like favorites and recent servers tabs. Title-token
18735
+ * clients should pass `player_id`; user JWT clients default to the user UUID.
18736
+ *
18737
+ * @param title_id Title UUID.
18738
+ * @param params Optional player and favorite/history filter.
18739
+ */
18740
+ Multiplayer.listFavorites = function (title_id, params) {
18741
+ return Requests.processRoute(MultiplayerRoute.routes.listFavorites, undefined, { title_id: title_id }, params);
18742
+ };
18743
+ /**
18744
+ * Add or update a favorite/history server entry for a player.
18745
+ *
18746
+ * Provide `server_id` for a registered Glitch server, or `host` plus
18747
+ * `game_port` for a direct/community server. Lifecycle event:
18748
+ * `favorite.upserted`.
18749
+ *
18750
+ * @param title_id Title UUID.
18751
+ * @param data Favorite/history target and optional metadata.
18752
+ */
18753
+ Multiplayer.addFavorite = function (title_id, data) {
18754
+ return Requests.processRoute(MultiplayerRoute.routes.addFavorite, data, { title_id: title_id });
18755
+ };
18756
+ /**
18757
+ * Delete a player's favorite/history server entry.
18758
+ *
18759
+ * The SDK sends optional `player_id` as a query parameter because the shared
18760
+ * request helper treats DELETE payloads as query params. This maps cleanly to
18761
+ * the backend's optional player identity validation for title-token clients.
18762
+ * Lifecycle event: `favorite.deleted`.
18763
+ *
18764
+ * @param title_id Title UUID.
18765
+ * @param favorite_id Favorite/history UUID.
18766
+ * @param params Optional player_id for title-token clients.
18767
+ */
18768
+ Multiplayer.deleteFavorite = function (title_id, favorite_id, params) {
18769
+ return Requests.processRoute(MultiplayerRoute.routes.deleteFavorite, undefined, { title_id: title_id, favorite_id: favorite_id }, params);
18770
+ };
18771
+ return Multiplayer;
18772
+ }());
18773
+
18774
+ var ServerOperationsRoute = /** @class */ (function () {
18775
+ function ServerOperationsRoute() {
18776
+ }
18777
+ ServerOperationsRoute.routes = {
18778
+ listDeployments: {
18779
+ url: '/admin/server-operations/deployments',
18780
+ method: HTTP_METHODS.GET
18781
+ },
18782
+ updatePolicy: {
18783
+ url: '/admin/server-operations/titles/{title_id}/builds/{build_id}/policy',
18784
+ method: HTTP_METHODS.PUT
18785
+ },
18786
+ };
18787
+ return ServerOperationsRoute;
18788
+ }());
18789
+
18790
+ var ServerOperations = /** @class */ (function () {
18791
+ function ServerOperations() {
18792
+ }
18793
+ ServerOperations.listDeployments = function (params) {
18794
+ return Requests.processRoute(ServerOperationsRoute.routes.listDeployments, undefined, undefined, params);
18795
+ };
18796
+ ServerOperations.updatePolicy = function (title_id, build_id, data) {
18797
+ return Requests.processRoute(ServerOperationsRoute.routes.updatePolicy, data, { title_id: title_id, build_id: build_id });
18798
+ };
18799
+ return ServerOperations;
18800
+ }());
18801
+
18150
18802
  var Parser = /** @class */ (function () {
18151
18803
  function Parser() {
18152
18804
  }
@@ -18687,6 +19339,8 @@ var Glitch = /** @class */ (function () {
18687
19339
  DiscordMarketplace: DiscordMarketplace,
18688
19340
  Education: Education,
18689
19341
  Crm: Crm,
19342
+ Multiplayer: Multiplayer,
19343
+ ServerOperations: ServerOperations,
18690
19344
  };
18691
19345
  Glitch.util = {
18692
19346
  Requests: Requests,