glitch-javascript-sdk 3.1.4 → 3.1.6

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package/dist/esm/index.js CHANGED
@@ -5308,6 +5308,7 @@ var axios$1 = axios;
5308
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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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+ */
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+ 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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@@ -15526,6 +15613,8 @@ var SchedulerRoute = /** @class */ (function () {
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  },
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  getRedditRecommendations: { url: '/schedulers/{scheduler_id}/reddit/recommendations', method: HTTP_METHODS.POST },
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  generateRedditContent: { url: '/schedulers/{scheduler_id}/reddit/generateContent', method: HTTP_METHODS.POST },
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+ getRedditSubredditMatches: { url: '/schedulers/{scheduler_id}/reddit/subreddit-matches', method: HTTP_METHODS.POST },
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+ getRedditSubredditPositioning: { url: '/schedulers/{scheduler_id}/reddit/subreddit-positioning', method: HTTP_METHODS.POST },
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  listDestinations: { url: '/schedulers/{scheduler_id}/updates/{update_id}/destinations', method: HTTP_METHODS.GET },
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  createDestination: { url: '/schedulers/{scheduler_id}/updates/{update_id}/destinations', method: HTTP_METHODS.POST },
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  getDestination: { url: '/schedulers/{scheduler_id}/updates/{update_id}/destinations/{destination_id}', method: HTTP_METHODS.GET },
@@ -16156,7 +16245,7 @@ var Scheduler = /** @class */ (function () {
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  return Requests.processRoute(SchedulerRoute.routes.deleteDestination, {}, { scheduler_id: scheduler_id, update_id: update_id, destination_id: destination_id }, params);
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  };
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  /**
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- * Get AI-powered subreddit recommendations for a scheduler.
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+ * Get subreddit recommendations for a scheduler.
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  *
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  * @see https://api.glitch.fun/api/documentation#/Scheduler/getSchedulerRedditRecommendations
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  *
@@ -16179,6 +16268,27 @@ var Scheduler = /** @class */ (function () {
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  Scheduler.generateRedditContent = function (scheduler_id, data, params) {
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  return Requests.processRoute(SchedulerRoute.routes.generateRedditContent, data, { scheduler_id: scheduler_id }, params);
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  };
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+ /**
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+ * Match the scheduler title to indexed Reddit communities.
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+ *
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+ * @param scheduler_id The ID of the promotion schedule.
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+ * @param data Optional post context and filters.
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+ * @returns promise
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+ */
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+ Scheduler.getRedditSubredditMatches = function (scheduler_id, data, params) {
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+ if (data === void 0) { data = {}; }
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+ return Requests.processRoute(SchedulerRoute.routes.getRedditSubredditMatches, data, { scheduler_id: scheduler_id }, params);
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+ };
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+ /**
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+ * Position a registered game for a subreddit and optionally prepare Reddit draft content.
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+ *
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+ * @param scheduler_id The ID of the promotion schedule.
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+ * @param data The target subreddit and optional post context.
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+ * @returns promise
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+ */
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+ Scheduler.getRedditSubredditPositioning = function (scheduler_id, data, params) {
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+ return Requests.processRoute(SchedulerRoute.routes.getRedditSubredditPositioning, data, { scheduler_id: scheduler_id }, params);
16291
+ };
16182
16292
  /**
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  * Get all posts and comments for a scheduler.
16184
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  *
@@ -16284,6 +16394,66 @@ var Scheduler = /** @class */ (function () {
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  return Scheduler;
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  }());
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16396
 
16397
+ var RedditSubredditsRoute = /** @class */ (function () {
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+ function RedditSubredditsRoute() {
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+ }
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+ RedditSubredditsRoute.routes = {
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+ list: { url: '/reddit/subreddits', method: HTTP_METHODS.GET },
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+ show: { url: '/reddit/subreddits/{subreddit}', method: HTTP_METHODS.GET },
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+ match: { url: '/reddit/subreddits/match', method: HTTP_METHODS.POST },
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+ ingest: { url: '/admin/reddit/subreddits/ingest', method: HTTP_METHODS.POST },
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+ refresh: { url: '/admin/reddit/subreddits/{subreddit}/refresh', method: HTTP_METHODS.POST },
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+ };
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+ return RedditSubredditsRoute;
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+ }());
16409
+
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+ var RedditSubreddits = /** @class */ (function () {
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+ function RedditSubreddits() {
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+ }
16413
+ /**
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+ * Search indexed Reddit communities for game marketing research.
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+ *
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+ * @see https://api.glitch.fun/api/documentation#/Reddit%20Subreddit%20Intelligence/indexRedditSubreddits
16417
+ */
16418
+ RedditSubreddits.list = function (params) {
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+ return Requests.processRoute(RedditSubredditsRoute.routes.list, undefined, undefined, params);
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+ };
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+ /**
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+ * Get an analyzed subreddit record by display name.
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+ *
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+ * @see https://api.glitch.fun/api/documentation#/Reddit%20Subreddit%20Intelligence/showRedditSubreddit
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+ */
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+ RedditSubreddits.show = function (subreddit, params) {
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+ return Requests.processRoute(RedditSubredditsRoute.routes.show, undefined, { subreddit: subreddit }, params);
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+ };
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+ /**
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+ * Match a game concept to relevant Reddit communities.
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+ *
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+ * @see https://api.glitch.fun/api/documentation#/Reddit%20Subreddit%20Intelligence/matchRedditSubreddits
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+ */
16434
+ RedditSubreddits.match = function (data, params) {
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+ return Requests.processRoute(RedditSubredditsRoute.routes.match, data, undefined, params);
16436
+ };
16437
+ /**
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+ * Admin-only ingestion of subreddit metadata and rules.
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+ *
16440
+ * @see https://api.glitch.fun/api/documentation#/Reddit%20Subreddit%20Intelligence/ingestRedditSubreddits
16441
+ */
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+ RedditSubreddits.ingest = function (data, params) {
16443
+ return Requests.processRoute(RedditSubredditsRoute.routes.ingest, data, undefined, params);
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+ };
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+ /**
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+ * Admin-only refresh for one subreddit.
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+ *
16448
+ * @see https://api.glitch.fun/api/documentation#/Reddit%20Subreddit%20Intelligence/refreshRedditSubreddit
16449
+ */
16450
+ RedditSubreddits.refresh = function (subreddit, data, params) {
16451
+ if (data === void 0) { data = {}; }
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+ return Requests.processRoute(RedditSubredditsRoute.routes.refresh, data, { subreddit: subreddit }, params);
16453
+ };
16454
+ return RedditSubreddits;
16455
+ }());
16456
+
16287
16457
  // src/routes/FunnelRoutes.tsx
16288
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  var FunnelRoutes = /** @class */ (function () {
16289
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  function FunnelRoutes() {
@@ -18147,6 +18317,571 @@ var Crm = /** @class */ (function () {
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18317
  return Crm;
18148
18318
  }());
18149
18319
 
18320
+ var MultiplayerRoute = /** @class */ (function () {
18321
+ function MultiplayerRoute() {
18322
+ }
18323
+ MultiplayerRoute.routes = {
18324
+ searchLobbies: { url: '/titles/{title_id}/multiplayer/lobbies', method: HTTP_METHODS.GET },
18325
+ createLobby: { url: '/titles/{title_id}/multiplayer/lobbies', method: HTTP_METHODS.POST },
18326
+ showLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}', method: HTTP_METHODS.GET },
18327
+ updateLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}', method: HTTP_METHODS.PUT },
18328
+ joinLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/join', method: HTTP_METHODS.POST },
18329
+ leaveLobby: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/leave', method: HTTP_METHODS.POST },
18330
+ setLobbyServer: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/server', method: HTTP_METHODS.POST },
18331
+ listLobbyMessages: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/messages', method: HTTP_METHODS.GET },
18332
+ sendLobbyMessage: { url: '/titles/{title_id}/multiplayer/lobbies/{lobby_id}/messages', method: HTTP_METHODS.POST },
18333
+ listVoiceRooms: { url: '/titles/{title_id}/multiplayer/voice/rooms', method: HTTP_METHODS.GET },
18334
+ createVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms', method: HTTP_METHODS.POST },
18335
+ showVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}', method: HTTP_METHODS.GET },
18336
+ updateVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}', method: HTTP_METHODS.PUT },
18337
+ joinVoiceRoom: { url: '/titles/{title_id}/multiplayer/voice/rooms/{voice_room_id}/join', method: HTTP_METHODS.POST },
18338
+ heartbeatVoice: { url: '/multiplayer/voice/heartbeat', method: HTTP_METHODS.POST },
18339
+ leaveVoice: { url: '/multiplayer/voice/leave', method: HTTP_METHODS.POST },
18340
+ sendVoicePacket: { url: '/multiplayer/voice/packets', method: HTTP_METHODS.POST },
18341
+ pollVoicePackets: { url: '/multiplayer/voice/poll', method: HTTP_METHODS.POST },
18342
+ browseServers: { url: '/titles/{title_id}/multiplayer/servers', method: HTTP_METHODS.GET },
18343
+ registerServer: { url: '/titles/{title_id}/multiplayer/servers', method: HTTP_METHODS.POST },
18344
+ heartbeatServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/heartbeat', method: HTTP_METHODS.POST },
18345
+ reserveServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/reserve', method: HTTP_METHODS.POST },
18346
+ heartbeatSession: { url: '/multiplayer/sessions/heartbeat', method: HTTP_METHODS.POST },
18347
+ releaseSession: { url: '/multiplayer/sessions/release', method: HTTP_METHODS.POST },
18348
+ issueAuthTicket: { url: '/titles/{title_id}/multiplayer/auth-tickets', method: HTTP_METHODS.POST },
18349
+ validateAuthTicket: { url: '/titles/{title_id}/multiplayer/auth-tickets/validate', method: HTTP_METHODS.POST },
18350
+ validateAuthTicketForServer: { url: '/titles/{title_id}/multiplayer/servers/{server_id}/auth-tickets/validate', method: HTTP_METHODS.POST },
18351
+ listFavorites: { url: '/titles/{title_id}/multiplayer/favorites', method: HTTP_METHODS.GET },
18352
+ addFavorite: { url: '/titles/{title_id}/multiplayer/favorites', method: HTTP_METHODS.POST },
18353
+ deleteFavorite: { url: '/titles/{title_id}/multiplayer/favorites/{favorite_id}', method: HTTP_METHODS.DELETE },
18354
+ };
18355
+ return MultiplayerRoute;
18356
+ }());
18357
+
18358
+ /**
18359
+ * Steam-style multiplayer APIs for Glitch titles.
18360
+ *
18361
+ * The multiplayer surface is split into three groups:
18362
+ * lobby coordination, voice coordination, server browser/reservations, and short-lived auth tickets.
18363
+ * User JWTs can infer the player from the authenticated user. Title-token clients
18364
+ * and game clients without a Glitch user session should pass a stable `player_id`.
18365
+ * Dedicated servers use `server_token` on heartbeat and server-side ticket validation
18366
+ * so they do not need to hold a user JWT or title token.
18367
+ *
18368
+ * These endpoints are intentionally database-agnostic from the SDK's point of view:
18369
+ * callers work with public identifiers, metadata objects, and lifecycle events,
18370
+ * while the backend owns how those records are stored.
18371
+ */
18372
+ var Multiplayer = /** @class */ (function () {
18373
+ function Multiplayer() {
18374
+ }
18375
+ /**
18376
+ * Search joinable, non-expired lobbies for a title.
18377
+ *
18378
+ * Filters are exact-match except `skill_band`, which the backend can use for
18379
+ * near sorting. Default results exclude full, closed, unjoinable, and expired
18380
+ * lobbies. Lifecycle context: clients usually call this before `joinLobby`;
18381
+ * joins create a `lobby.joined` event on the backend.
18382
+ *
18383
+ * @param title_id Title UUID.
18384
+ * @param params Optional filters such as region, game mode, map, lobby type, skill band, and limit.
18385
+ * @example
18386
+ * Multiplayer.searchLobbies('title-uuid', {
18387
+ * region: 'us-central',
18388
+ * game_mode: 'ranked_duos',
18389
+ * skill_band: 1840,
18390
+ * limit: 25
18391
+ * });
18392
+ */
18393
+ Multiplayer.searchLobbies = function (title_id, params) {
18394
+ return Requests.processRoute(MultiplayerRoute.routes.searchLobbies, undefined, { title_id: title_id }, params);
18395
+ };
18396
+ /**
18397
+ * Create a lobby and insert the owner as the first joined member.
18398
+ *
18399
+ * Use this when matchmaking has no suitable lobby, when a player invites
18400
+ * friends, or when a party needs pre-game setup before server assignment.
18401
+ * Lifecycle events: `lobby.created`, then `lobby.joined` for the owner.
18402
+ *
18403
+ * @param title_id Title UUID.
18404
+ * @param data Lobby configuration and optional owner/member metadata.
18405
+ * @example
18406
+ * Multiplayer.createLobby('title-uuid', {
18407
+ * player_id: 'steam:76561198000000000',
18408
+ * display_name: 'CinderAce',
18409
+ * lobby_type: 'public',
18410
+ * max_members: 4,
18411
+ * region: 'us-central',
18412
+ * game_mode: 'ranked_duos',
18413
+ * metadata: { playlist: 'ranked', allow_voice: true }
18414
+ * });
18415
+ */
18416
+ Multiplayer.createLobby = function (title_id, data) {
18417
+ return Requests.processRoute(MultiplayerRoute.routes.createLobby, data, { title_id: title_id });
18418
+ };
18419
+ /**
18420
+ * Retrieve a lobby with members and assigned server information when present.
18421
+ *
18422
+ * Call this after lobby lifecycle notifications such as `lobby.joined`,
18423
+ * `lobby.updated`, `lobby.owner_transferred`, or `lobby.server_assigned`.
18424
+ *
18425
+ * @param title_id Title UUID.
18426
+ * @param lobby_id Lobby UUID.
18427
+ */
18428
+ Multiplayer.showLobby = function (title_id, lobby_id) {
18429
+ return Requests.processRoute(MultiplayerRoute.routes.showLobby, undefined, { title_id: title_id, lobby_id: lobby_id });
18430
+ };
18431
+ /**
18432
+ * Join a lobby or refresh an existing membership.
18433
+ *
18434
+ * This call is idempotent for a player already in the lobby and can update
18435
+ * display name, ready state, or member metadata. It returns 409 when the lobby
18436
+ * is full, closed, expired, or not joinable. Lifecycle event: `lobby.joined`.
18437
+ *
18438
+ * @param title_id Title UUID.
18439
+ * @param lobby_id Lobby UUID.
18440
+ * @param data Player identity and optional member metadata.
18441
+ * @example
18442
+ * Multiplayer.joinLobby('title-uuid', 'lobby-uuid', {
18443
+ * player_id: 'steam:76561198000000001',
18444
+ * display_name: 'Nova',
18445
+ * ready: false,
18446
+ * member_data: { character: 'Ash', rank: 1799 }
18447
+ * });
18448
+ */
18449
+ Multiplayer.joinLobby = function (title_id, lobby_id, data) {
18450
+ return Requests.processRoute(MultiplayerRoute.routes.joinLobby, data, { title_id: title_id, lobby_id: lobby_id });
18451
+ };
18452
+ /**
18453
+ * Leave a lobby.
18454
+ *
18455
+ * If the owner leaves, ownership transfers to the oldest remaining joined
18456
+ * member. If no members remain, the lobby closes. Lifecycle events:
18457
+ * `lobby.left`, optionally `lobby.owner_transferred` or `lobby.updated`.
18458
+ *
18459
+ * @param title_id Title UUID.
18460
+ * @param lobby_id Lobby UUID.
18461
+ * @param data Optional player_id for title-token clients.
18462
+ */
18463
+ Multiplayer.leaveLobby = function (title_id, lobby_id, data) {
18464
+ return Requests.processRoute(MultiplayerRoute.routes.leaveLobby, data, { title_id: title_id, lobby_id: lobby_id });
18465
+ };
18466
+ /**
18467
+ * Update lobby metadata, visibility, joinability, limits, or state.
18468
+ *
18469
+ * This is owner-only. `max_members` cannot be lower than the current member
18470
+ * count. Keep metadata low-frequency and mostly search/display oriented.
18471
+ * Lifecycle event: `lobby.updated`.
18472
+ *
18473
+ * @param title_id Title UUID.
18474
+ * @param lobby_id Lobby UUID.
18475
+ * @param data Owner identity plus fields to update.
18476
+ */
18477
+ Multiplayer.updateLobby = function (title_id, lobby_id, data) {
18478
+ return Requests.processRoute(MultiplayerRoute.routes.updateLobby, data, { title_id: title_id, lobby_id: lobby_id });
18479
+ };
18480
+ /**
18481
+ * Assign a registered game server to a lobby.
18482
+ *
18483
+ * This owner-only handoff mirrors Steam's SetLobbyGameServer flow. Clients
18484
+ * should react by reserving or connecting to the assigned server, then
18485
+ * optionally leaving the lobby. Lifecycle event: `lobby.server_assigned`.
18486
+ *
18487
+ * @param title_id Title UUID.
18488
+ * @param lobby_id Lobby UUID.
18489
+ * @param data Server UUID and optional lobby state/joinability updates.
18490
+ */
18491
+ Multiplayer.setLobbyServer = function (title_id, lobby_id, data) {
18492
+ return Requests.processRoute(MultiplayerRoute.routes.setLobbyServer, data, { title_id: title_id, lobby_id: lobby_id });
18493
+ };
18494
+ /**
18495
+ * List ordered low-bandwidth lobby messages.
18496
+ *
18497
+ * Use `after_sequence` to poll for messages missed during reconnects or after
18498
+ * a realtime `lobby.message_sent` event. This channel is for chat and control
18499
+ * messages, not gameplay, positional data, or voice streaming.
18500
+ *
18501
+ * @param title_id Title UUID.
18502
+ * @param lobby_id Lobby UUID.
18503
+ * @param params Optional sequence cursor and limit.
18504
+ */
18505
+ Multiplayer.listLobbyMessages = function (title_id, lobby_id, params) {
18506
+ return Requests.processRoute(MultiplayerRoute.routes.listLobbyMessages, undefined, { title_id: title_id, lobby_id: lobby_id }, params);
18507
+ };
18508
+ /**
18509
+ * Send a low-bandwidth message to all lobby members.
18510
+ *
18511
+ * Payloads are capped at 4KB by the backend. Use this for chat, ready signals,
18512
+ * invite/kick control messages, and owner-arbitrated choices. Lifecycle event:
18513
+ * `lobby.message_sent`.
18514
+ *
18515
+ * @param title_id Title UUID.
18516
+ * @param lobby_id Lobby UUID.
18517
+ * @param data Message type, sender identity, and JSON payload.
18518
+ * @example
18519
+ * Multiplayer.sendLobbyMessage('title-uuid', 'lobby-uuid', {
18520
+ * player_id: 'steam:76561198000000000',
18521
+ * message_type: 'ready',
18522
+ * payload: { ready: true }
18523
+ * });
18524
+ */
18525
+ Multiplayer.sendLobbyMessage = function (title_id, lobby_id, data) {
18526
+ return Requests.processRoute(MultiplayerRoute.routes.sendLobbyMessage, data, { title_id: title_id, lobby_id: lobby_id });
18527
+ };
18528
+ /**
18529
+ * List active/non-expired voice rooms for a title.
18530
+ *
18531
+ * Rooms can be attached to a lobby, a server, a party, or a proximity group.
18532
+ * Use this to discover existing voice state before joining. Lifecycle context:
18533
+ * realtime transports should mirror `voice.room_created`, `voice.room_updated`,
18534
+ * `voice.joined`, and `voice.left`.
18535
+ *
18536
+ * @param title_id Title UUID.
18537
+ * @param params Optional room filters such as lobby_id, server_id, provider, topology, state, region, and limit.
18538
+ */
18539
+ Multiplayer.listVoiceRooms = function (title_id, params) {
18540
+ return Requests.processRoute(MultiplayerRoute.routes.listVoiceRooms, undefined, { title_id: title_id }, params);
18541
+ };
18542
+ /**
18543
+ * Create a voice room and join the creator as the first participant.
18544
+ *
18545
+ * The backend returns `voice_token` once. Keep it client-side and use it for
18546
+ * voice heartbeat, packet send, packet polling, and leave calls. `glitch_relay`
18547
+ * can carry base64 Opus frames for prototypes, small-party fallback, or
18548
+ * signaling. For production-scale audio, set `provider: 'external'` and reuse
18549
+ * the room/token contract with WebRTC, an SFU, Vivox, Steam Networking, or an
18550
+ * engine-native transport. Lifecycle events: `voice.room_created`,
18551
+ * `voice.joined`.
18552
+ *
18553
+ * @param title_id Title UUID.
18554
+ * @param data Voice codec, topology, linked lobby/server, and owner metadata.
18555
+ * @example
18556
+ * const { data } = await Multiplayer.createVoiceRoom('title-uuid', {
18557
+ * player_id: 'steam:76561198000000000',
18558
+ * display_name: 'CinderAce',
18559
+ * lobby_id: 'lobby-uuid',
18560
+ * provider: 'glitch_relay',
18561
+ * topology: 'lobby',
18562
+ * codec: 'opus',
18563
+ * sample_rate: 48000,
18564
+ * frame_duration_ms: 20,
18565
+ * channels: 1,
18566
+ * metadata: { push_to_talk: true }
18567
+ * });
18568
+ */
18569
+ Multiplayer.createVoiceRoom = function (title_id, data) {
18570
+ return Requests.processRoute(MultiplayerRoute.routes.createVoiceRoom, data, { title_id: title_id });
18571
+ };
18572
+ /**
18573
+ * Retrieve a voice room with participant media states.
18574
+ *
18575
+ * Use this after `voice.joined`, `voice.heartbeat`, `voice.left`, or
18576
+ * `voice.room_updated` to refresh in-game UI such as speaker lists, mute
18577
+ * icons, or team voice controls.
18578
+ *
18579
+ * @param title_id Title UUID.
18580
+ * @param voice_room_id Voice room UUID.
18581
+ */
18582
+ Multiplayer.showVoiceRoom = function (title_id, voice_room_id) {
18583
+ return Requests.processRoute(MultiplayerRoute.routes.showVoiceRoom, undefined, { title_id: title_id, voice_room_id: voice_room_id });
18584
+ };
18585
+ /**
18586
+ * Update owner-controlled voice room state.
18587
+ *
18588
+ * Owner-only. Use this to close a room, adjust capacity, update moderation
18589
+ * flags, or provide external provider connection details. The backend rejects
18590
+ * lowering `max_participants` below the current participant count. Lifecycle
18591
+ * event: `voice.room_updated`.
18592
+ *
18593
+ * @param title_id Title UUID.
18594
+ * @param voice_room_id Voice room UUID.
18595
+ * @param data Owner player identity and room fields to update.
18596
+ */
18597
+ Multiplayer.updateVoiceRoom = function (title_id, voice_room_id, data) {
18598
+ return Requests.processRoute(MultiplayerRoute.routes.updateVoiceRoom, data, { title_id: title_id, voice_room_id: voice_room_id });
18599
+ };
18600
+ /**
18601
+ * Join a voice room and receive a participant-scoped token.
18602
+ *
18603
+ * Rejoining with the same player is idempotent and rotates the token. The
18604
+ * token is used by participant endpoints instead of requiring a user JWT or
18605
+ * title token on every media request. Returns 409 when the room is closed,
18606
+ * expired, or full. Lifecycle event: `voice.joined`.
18607
+ *
18608
+ * @param title_id Title UUID.
18609
+ * @param voice_room_id Voice room UUID.
18610
+ * @param data Player identity, display name, metadata, and token TTL.
18611
+ */
18612
+ Multiplayer.joinVoiceRoom = function (title_id, voice_room_id, data) {
18613
+ return Requests.processRoute(MultiplayerRoute.routes.joinVoiceRoom, data, { title_id: title_id, voice_room_id: voice_room_id });
18614
+ };
18615
+ /**
18616
+ * Heartbeat voice participant state.
18617
+ *
18618
+ * Call every 10-30 seconds and whenever mute/deafen/speaking state changes.
18619
+ * `last_sequence` tells the backend how far this participant has processed
18620
+ * ordered packets. Expired participants are rejected with 409. Lifecycle event:
18621
+ * `voice.heartbeat`.
18622
+ *
18623
+ * @param data Participant voice token and mutable media state.
18624
+ */
18625
+ Multiplayer.heartbeatVoice = function (data) {
18626
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatVoice, data);
18627
+ };
18628
+ /**
18629
+ * Leave the current voice room for a participant token.
18630
+ *
18631
+ * This is idempotent for disconnect cleanup: room participant count is
18632
+ * decremented once, room ownership is transferred when possible, and an
18633
+ * empty room closes. The token remains valid only for retrying this leave
18634
+ * call; heartbeat, send, and poll calls reject left participants. Lifecycle
18635
+ * event: `voice.left`.
18636
+ *
18637
+ * @param data Participant voice token.
18638
+ */
18639
+ Multiplayer.leaveVoice = function (data) {
18640
+ return Requests.processRoute(MultiplayerRoute.routes.leaveVoice, data);
18641
+ };
18642
+ /**
18643
+ * Send one ordered voice-room packet.
18644
+ *
18645
+ * `audio` packets should contain compact compressed frames such as base64 Opus
18646
+ * at 48kHz mono/20ms. `offer`, `answer`, and `ice` packets support WebRTC
18647
+ * signaling. `control`, `speaking`, and `mute_state` packets are for custom
18648
+ * engine state. Audio payloads are capped at 16KB; non-audio packets at 4KB.
18649
+ * Muted participants cannot send audio. Lifecycle event: `voice.packet_sent`.
18650
+ *
18651
+ * @param data Participant token, packet type, payload, and optional duration.
18652
+ * @example
18653
+ * await Multiplayer.sendVoicePacket({
18654
+ * voice_token: voiceToken,
18655
+ * packet_type: 'audio',
18656
+ * payload: base64OpusFrame,
18657
+ * duration_ms: 20
18658
+ * });
18659
+ */
18660
+ Multiplayer.sendVoicePacket = function (data) {
18661
+ return Requests.processRoute(MultiplayerRoute.routes.sendVoicePacket, data);
18662
+ };
18663
+ /**
18664
+ * Poll ordered voice-room packets after a known sequence.
18665
+ *
18666
+ * Defaults to excluding packets sent by the caller. Use the highest returned
18667
+ * sequence as the next `after_sequence` cursor. This is useful for fallback
18668
+ * relay, WebRTC signaling, reconnect recovery, and small-party prototypes.
18669
+ * Lifecycle event: `voice.packet_polled`.
18670
+ *
18671
+ * @param data Participant token, optional sequence cursor, limit, and self-exclusion flag.
18672
+ */
18673
+ Multiplayer.pollVoicePackets = function (data) {
18674
+ return Requests.processRoute(MultiplayerRoute.routes.pollVoicePackets, data);
18675
+ };
18676
+ /**
18677
+ * Browse public, joinable multiplayer servers for a title.
18678
+ *
18679
+ * Default results exclude private, draining, offline, stale, expired, and full
18680
+ * servers. Title administrators can pass `include_private` to inspect servers
18681
+ * that normal clients cannot join.
18682
+ *
18683
+ * @param title_id Title UUID.
18684
+ * @param params Optional server browser filters.
18685
+ */
18686
+ Multiplayer.browseServers = function (title_id, params) {
18687
+ return Requests.processRoute(MultiplayerRoute.routes.browseServers, undefined, { title_id: title_id }, params);
18688
+ };
18689
+ /**
18690
+ * Register or refresh a multiplayer server and receive a one-time server token.
18691
+ *
18692
+ * Store `server_token` only on the server process. The backend stores only a
18693
+ * hash and will not return the plain token again. Counts are validated so
18694
+ * `current_players + bot_players` cannot exceed `max_players`. Lifecycle event:
18695
+ * `server.registered`.
18696
+ *
18697
+ * @param title_id Title UUID.
18698
+ * @param data Server browser, connection, rule, and capacity metadata.
18699
+ * @example
18700
+ * Multiplayer.registerServer('title-uuid', {
18701
+ * name: 'Ranked US Central 01',
18702
+ * server_type: 'dedicated',
18703
+ * status: 'active',
18704
+ * host: '203.0.113.42',
18705
+ * game_port: 7777,
18706
+ * query_port: 27015,
18707
+ * transport: 'udp',
18708
+ * max_players: 16,
18709
+ * secure: true,
18710
+ * tags: ['ranked', 'duos']
18711
+ * });
18712
+ */
18713
+ Multiplayer.registerServer = function (title_id, data) {
18714
+ return Requests.processRoute(MultiplayerRoute.routes.registerServer, data, { title_id: title_id });
18715
+ };
18716
+ /**
18717
+ * Heartbeat a multiplayer server with its dedicated `server_token`.
18718
+ *
18719
+ * Call every 30-60 seconds and whenever player counts, rules, or metadata
18720
+ * change. Stale servers are hidden from default browsing and reservation.
18721
+ * This endpoint is for dedicated/listen server processes and does not require
18722
+ * a user JWT. Lifecycle event: `server.heartbeat`.
18723
+ *
18724
+ * @param title_id Title UUID.
18725
+ * @param server_id Server UUID.
18726
+ * @param data Server token and optional mutable server state.
18727
+ */
18728
+ Multiplayer.heartbeatServer = function (title_id, server_id, data) {
18729
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatServer, data, { title_id: title_id, server_id: server_id });
18730
+ };
18731
+ /**
18732
+ * Reserve a short-lived slot on a multiplayer server before connecting.
18733
+ *
18734
+ * Reservations protect capacity during game handoff. The backend rejects stale,
18735
+ * private, full, draining, offline, expired, or duplicate open reservations.
18736
+ * The plain `reservation_token` is returned once and is used for session
18737
+ * heartbeat/release calls. Lifecycle event: `server.reserved`.
18738
+ *
18739
+ * @param title_id Title UUID.
18740
+ * @param server_id Server UUID.
18741
+ * @param data Optional player/lobby identity and reservation TTL.
18742
+ */
18743
+ Multiplayer.reserveServer = function (title_id, server_id, data) {
18744
+ return Requests.processRoute(MultiplayerRoute.routes.reserveServer, data, { title_id: title_id, server_id: server_id });
18745
+ };
18746
+ /**
18747
+ * Heartbeat an open multiplayer session reservation.
18748
+ *
18749
+ * Use this after a successful reservation while the client is connecting or
18750
+ * playing. Expired sessions are marked expired and capacity is recovered before
18751
+ * the backend returns 409. Lifecycle events: `session.heartbeat` or
18752
+ * `session.expired`.
18753
+ *
18754
+ * @param data Reservation token and optional state/TTL.
18755
+ */
18756
+ Multiplayer.heartbeatSession = function (data) {
18757
+ return Requests.processRoute(MultiplayerRoute.routes.heartbeatSession, data);
18758
+ };
18759
+ /**
18760
+ * Release an open multiplayer session reservation.
18761
+ *
18762
+ * Call this on normal disconnect, failed connection attempts, or shutdown so
18763
+ * server capacity is decremented promptly. The backend makes release safe to
18764
+ * call more than once for an already closed reservation. Lifecycle event:
18765
+ * `session.released`.
18766
+ *
18767
+ * @param data Reservation token returned by `reserveServer`.
18768
+ */
18769
+ Multiplayer.releaseSession = function (data) {
18770
+ return Requests.processRoute(MultiplayerRoute.routes.releaseSession, data);
18771
+ };
18772
+ /**
18773
+ * Issue a short-lived multiplayer auth ticket for a player.
18774
+ *
18775
+ * The plain `auth_ticket` is returned once and only a hash is stored by the
18776
+ * backend. Use this for P2P or dedicated-server admission before game traffic
18777
+ * begins. `remote_identity` can bind the ticket to a server or validator.
18778
+ * Lifecycle event: `auth_ticket.issued`.
18779
+ *
18780
+ * @param title_id Title UUID.
18781
+ * @param data Player identity, optional remote identity, and TTL.
18782
+ */
18783
+ Multiplayer.issueAuthTicket = function (title_id, data) {
18784
+ return Requests.processRoute(MultiplayerRoute.routes.issueAuthTicket, data, { title_id: title_id });
18785
+ };
18786
+ /**
18787
+ * Validate a multiplayer auth ticket from a trusted title/user context.
18788
+ *
18789
+ * Pass `consume: true` for one-time tickets to prevent replay. Dedicated
18790
+ * servers should usually call `validateAuthTicketForServer` so they can use
18791
+ * `server_token` instead of a title token or user JWT. Lifecycle event:
18792
+ * `auth_ticket.validated`.
18793
+ *
18794
+ * @param title_id Title UUID.
18795
+ * @param data Ticket, optional remote identity check, and consume flag.
18796
+ */
18797
+ Multiplayer.validateAuthTicket = function (title_id, data) {
18798
+ return Requests.processRoute(MultiplayerRoute.routes.validateAuthTicket, data, { title_id: title_id });
18799
+ };
18800
+ /**
18801
+ * Validate an auth ticket as a dedicated server.
18802
+ *
18803
+ * This server-token endpoint lets a dedicated server admit players without
18804
+ * holding a user JWT or title token. Pass `consume: true` to prevent replay.
18805
+ * Lifecycle event: `auth_ticket.validated`.
18806
+ *
18807
+ * @param title_id Title UUID.
18808
+ * @param server_id Server UUID.
18809
+ * @param data Server token, player auth ticket, optional remote identity, and consume flag.
18810
+ */
18811
+ Multiplayer.validateAuthTicketForServer = function (title_id, server_id, data) {
18812
+ return Requests.processRoute(MultiplayerRoute.routes.validateAuthTicketForServer, data, { title_id: title_id, server_id: server_id });
18813
+ };
18814
+ /**
18815
+ * List a player's server favorites or history entries.
18816
+ *
18817
+ * Use this for Steam-like favorites and recent servers tabs. Title-token
18818
+ * clients should pass `player_id`; user JWT clients default to the user UUID.
18819
+ *
18820
+ * @param title_id Title UUID.
18821
+ * @param params Optional player and favorite/history filter.
18822
+ */
18823
+ Multiplayer.listFavorites = function (title_id, params) {
18824
+ return Requests.processRoute(MultiplayerRoute.routes.listFavorites, undefined, { title_id: title_id }, params);
18825
+ };
18826
+ /**
18827
+ * Add or update a favorite/history server entry for a player.
18828
+ *
18829
+ * Provide `server_id` for a registered Glitch server, or `host` plus
18830
+ * `game_port` for a direct/community server. Lifecycle event:
18831
+ * `favorite.upserted`.
18832
+ *
18833
+ * @param title_id Title UUID.
18834
+ * @param data Favorite/history target and optional metadata.
18835
+ */
18836
+ Multiplayer.addFavorite = function (title_id, data) {
18837
+ return Requests.processRoute(MultiplayerRoute.routes.addFavorite, data, { title_id: title_id });
18838
+ };
18839
+ /**
18840
+ * Delete a player's favorite/history server entry.
18841
+ *
18842
+ * The SDK sends optional `player_id` as a query parameter because the shared
18843
+ * request helper treats DELETE payloads as query params. This maps cleanly to
18844
+ * the backend's optional player identity validation for title-token clients.
18845
+ * Lifecycle event: `favorite.deleted`.
18846
+ *
18847
+ * @param title_id Title UUID.
18848
+ * @param favorite_id Favorite/history UUID.
18849
+ * @param params Optional player_id for title-token clients.
18850
+ */
18851
+ Multiplayer.deleteFavorite = function (title_id, favorite_id, params) {
18852
+ return Requests.processRoute(MultiplayerRoute.routes.deleteFavorite, undefined, { title_id: title_id, favorite_id: favorite_id }, params);
18853
+ };
18854
+ return Multiplayer;
18855
+ }());
18856
+
18857
+ var ServerOperationsRoute = /** @class */ (function () {
18858
+ function ServerOperationsRoute() {
18859
+ }
18860
+ ServerOperationsRoute.routes = {
18861
+ listDeployments: {
18862
+ url: '/admin/server-operations/deployments',
18863
+ method: HTTP_METHODS.GET
18864
+ },
18865
+ updatePolicy: {
18866
+ url: '/admin/server-operations/titles/{title_id}/builds/{build_id}/policy',
18867
+ method: HTTP_METHODS.PUT
18868
+ },
18869
+ };
18870
+ return ServerOperationsRoute;
18871
+ }());
18872
+
18873
+ var ServerOperations = /** @class */ (function () {
18874
+ function ServerOperations() {
18875
+ }
18876
+ ServerOperations.listDeployments = function (params) {
18877
+ return Requests.processRoute(ServerOperationsRoute.routes.listDeployments, undefined, undefined, params);
18878
+ };
18879
+ ServerOperations.updatePolicy = function (title_id, build_id, data) {
18880
+ return Requests.processRoute(ServerOperationsRoute.routes.updatePolicy, data, { title_id: title_id, build_id: build_id });
18881
+ };
18882
+ return ServerOperations;
18883
+ }());
18884
+
18150
18885
  var Parser = /** @class */ (function () {
18151
18886
  function Parser() {
18152
18887
  }
@@ -18675,6 +19410,7 @@ var Glitch = /** @class */ (function () {
18675
19410
  PlayTests: PlayTests,
18676
19411
  Media: Media,
18677
19412
  Scheduler: Scheduler,
19413
+ RedditSubreddits: RedditSubreddits,
18678
19414
  Funnel: Funnel,
18679
19415
  SocialStats: SocialStats,
18680
19416
  WebsiteAnalytics: WebsiteAnalytics,
@@ -18687,6 +19423,8 @@ var Glitch = /** @class */ (function () {
18687
19423
  DiscordMarketplace: DiscordMarketplace,
18688
19424
  Education: Education,
18689
19425
  Crm: Crm,
19426
+ Multiplayer: Multiplayer,
19427
+ ServerOperations: ServerOperations,
18690
19428
  };
18691
19429
  Glitch.util = {
18692
19430
  Requests: Requests,