/** @module HTTPChannel */ import type { LockType } from "./constants"; import type { KVArray } from "./utilities/util"; /** * This is based on PIO's implementation of their own channel, it's essentially a wrapper for HTTP requests. */ export default class HTTPChannel { /** * Authorization token. (Note if this isn't passed, simply using a connect method will supplement this) * * DO NOT TOUCH THIS! */ token: string; constructor(token: string); /** * @param method NOT TO BE CONFUSED WITH THINGS LIKE "get", "post" et This is essentially the type of request you're sending, for eg 10 is connect * @param args */ call(method: number, args: any): Promise; connect(gameId: string, connectionId: string, userId: string, auth: any, partnerId: any, playerInsightSegments: any, clientAPI: any, clientInfo: any): Promise; authenticate(gameId: string, connectionId: string, authenticationArguments: KVArray, playerInsightSegments: string[], clientAPI: string, clientInfo: KVArray, playCodes: null): Promise; createRoom(roomId: string, roomType: string, visible: boolean, roomData: KVArray, isDevRoom: boolean): Promise; joinRoom(roomId: string, joinData: KVArray, isDevRoom: boolean, serverDomainNameNeeded: boolean): Promise; createJoinRoom(roomId: string, roomType: string, visible: boolean, roomData: KVArray, joinData: KVArray, isDevRoom: boolean, serverDomainNameNeeded: boolean): Promise; listRooms(roomType: string, searchCriteria: KVArray, resultLimit: number, resultOffset: number | undefined, onlyDevRooms: boolean): Promise; userLeftRoom(extendedRoomId: any, newPlayerCount: any, closed: any): Promise; writeError(source: any, error: any, details: any, stacktrace: any, extraData: any): Promise; updateRoom(extendedRoomId: any, visible: any, roomData: any): Promise; createObjects(objects: any, loadExisting: boolean): Promise; loadObjects(objectIds: any): Promise; saveObjectChanges(lockType: LockType, changesets: any, createIfMissing: boolean | undefined): Promise; deleteObjects(objectIds: any): Promise; loadMatchingObjects(table: string, index: string, indexValue: any, limit: number): Promise; loadIndexRange(table: string, index: string, startIndexValue: any, stopIndexValue: any, limit: number | undefined): Promise; deleteIndexRange(table: string, index: string, startIndexValue: any, stopIndexValue: any): Promise; loadMyPlayerObject(): Promise; payVaultReadHistory(page: number, pageSize: number, targetUserId: null): Promise; payVaultRefresh(lastVersion: string | null, targetUserId: null): Promise; payVaultConsume(ids: string[], targetUserId: null): Promise; payVaultCredit(amount: number, reason: string, targetUserId: null): Promise; payVaultDebit(amount: number, reason: string, targetUserId: null): Promise; payVaultBuy(items: any, storeItems: boolean, targetUserId: null): Promise; payVaultGive(items: any, targetUserId: null): Promise; payVaultPaymentInfo(provider: string, purchaseArguments: KVArray, items: any): Promise; payVaultUsePaymentInfo(provider: any, providerArguments: any): Promise; partnerPayTrigger(key: any, count: any): Promise; partnerPaySetTag(partnerId: any): Promise; notificationsRefresh(lastVersion: any): Promise; notificationsRegisterEndpoints(lastVersion: any, endpoints: any): Promise; notificationsSend(notifications: any): Promise; notificationsToggleEndpoints(lastVersion: any, endpoints: any, enabled: any): Promise; notificationsDeleteEndpoints(lastVersion: any, endpoints: any): Promise; gameRequestsSend(requestType: any, requestData: any, requestRecipients: any): Promise; gameRequestsRefresh(playCodes: any): Promise; gameRequestsDelete(requestIds: any): Promise; achievementsRefresh(lastVersion: string | null): Promise; achievementsLoad(userIds: string[]): Promise; achievementsProgressSet(achievementId: string, progress: number): Promise; achievementsProgressAdd(achievementId: string, progressDelta: number): Promise; achievementsProgressMax(achievementId: string, progress: number): Promise; achievementsProgressComplete(achievementId: string): Promise; playerInsightRefresh(): Promise; playerInsightSetSegments(segments: any): Promise; playerInsightTrackInvitedBy(invitingUserId: any, invitationChannel: any): Promise; playerInsightTrackEvents(events: any): Promise; playerInsightTrackExternalPayment(currency: any, amount: any): Promise; playerInsightSessionKeepAlive(): Promise; playerInsightSessionStop(): Promise; oneScoreLoad(userIds: any): Promise; oneScoreSet(score: any): Promise; oneScoreAdd(score: any): Promise; oneScoreRefresh(): Promise; simpleConnect(gameId: string, usernameOrEmail: string, password: string, playerInsightSegments: string[], clientAPI: string, clientInfo: KVArray): Promise; simpleRegister(gameId: any, username: any, password: any, email: any, captchaKey: any, captchaValue: any, extraData: any, partnerId: any, playerInsightSegments: any, clientAPI: any, clientInfo: any): Promise; simpleRecoverPassword(gameId: any, usernameOrEmail: any): Promise; kongregateConnect(gameId: any, userId: any, gameAuthToken: any, playerInsightSegments: any, clientAPI: any, clientInfo: any): Promise; simpleGetCaptcha(gameId: any, width: any, height: any): Promise; facebookOAuthConnect(gameId: any, accessToken: any, partnerId: any, playerInsightSegments: any, clientAPI: any, clientInfo: any): Promise; steamConnect(gameId: any, steamAppId: any, steamSessionTicket: any, playerInsightSegments: any, clientAPI: any, clientInfo: any): Promise; simpleUserGetSecureLoginInfo(): Promise; leaderboardsGet(group: any, leaderboard: any, index: any, count: any, neighbourUserId: any, filterUserIds: any): Promise; leaderboardsSet(group: any, leaderboard: any, score: any): Promise; leaderboardsCount(group: any, leaderboard: any): Promise; joinCluster(clusterAccessKey: any, isDevelopmentServer: any, ports: any, machineName: any, version: any, machineId: any, os: any, cpu: any, cpuCores: any, cpuLogicalCores: any, cpuAddressWidth: any, cpuMaxClockSpeed: any, ramMegabytes: any, ramSpeed: any): Promise; serverHeartbeat(serverId: any, appDomains: any, serverTypes: any, machineCPU: any, processCPU: any, memoryUsage: any, avaliableMemory: any, freeMemory: any, runningRooms: any, usedResources: any, aPIRequests: any, aPIRequestsError: any, aPIRequestsFailed: any, aPIRequestsExecuting: any, aPIRequestsQueued: any, aPIRequestsTime: any, serverUnixTimeUtc: any): Promise; getGameAssemblyUrl(clusterAccessKey: any, gameCodeId: any, machineId: any): Promise; devServerLogin(username: any, password: any): Promise; webserviceOnlineTest(): Promise; getServerInfo(machineId: any): Promise; socialRefresh(): Promise; socialLoadProfiles(userIds: any): Promise; }