/** * Discriminator for the entity that owns a given resource (an * inventory row, a stored data item, a currency balance, ...). * * GearN keeps its data model normalised around a top-level * "owner" concept so the same resource type can attach to a * master player, a single character, a group, a store, * etc. The wire payload always pairs an `OwnerType` with the * owner's id. * * Surfaced through `GenericModels` resource entries (currency, * statistics, custom data) and `InventoryModels.InventoryItem`. */ export declare enum OwnerType { /** * Master-player account — the top-level user record (one per * GearN account). Use for cross-character resources like * account-level wallets or profile metadata. */ MasterPlayer = 1, /** * Game-player entity — the per-game profile attached to a * master player. Use for resources scoped to a single game * but shared across that game's characters. */ GamePlayer = 2, /** * Character-player entity — the per-character profile. * Use for resources isolated to a single in-game character. */ CharacterPlayer = 3, /** * Group entity — guild / clan. Use for shared group * inventories, group currencies, group statistics. */ Group = 4, /** * Inventory item — an inventory row may itself own nested * resources (e.g. socketed gems on an equipment item). */ Inventory = 5, /** * Store-inventory entity — a store catalog or its * configuration row. Used by audit / analytics flows that * track resources tied to a specific storefront. */ StoreInventory = 6 }