// Type definitions for non-npm package Google Google Play Game Services Management API v1management 1.0 // Project: https://developers.google.com/games/services // Definitions by: Bolisov Alexey // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped // TypeScript Version: 2.3 // IMPORTANT // This file was generated by https://github.com/Bolisov/google-api-typings-generator. Please do not edit it manually. // In case of any problems please post issue to https://github.com/Bolisov/google-api-typings-generator // Generated from: https://www.googleapis.com/discovery/v1/apis/gamesManagement/v1management/rest /// declare namespace gapi.client { /** Load Google Play Game Services Management API v1management */ function load(name: "gamesmanagement", version: "v1management"): PromiseLike; function load(name: "gamesmanagement", version: "v1management", callback: () => any): void; const achievements: gamesmanagement.AchievementsResource; const applications: gamesmanagement.ApplicationsResource; const events: gamesmanagement.EventsResource; const players: gamesmanagement.PlayersResource; const quests: gamesmanagement.QuestsResource; const rooms: gamesmanagement.RoomsResource; const scores: gamesmanagement.ScoresResource; const turnBasedMatches: gamesmanagement.TurnBasedMatchesResource; namespace gamesmanagement { interface AchievementResetAllResponse { /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#achievementResetAllResponse. */ kind?: string; /** The achievement reset results. */ results?: AchievementResetResponse[]; } interface AchievementResetMultipleForAllRequest { /** The IDs of achievements to reset. */ achievement_ids?: string[]; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#achievementResetMultipleForAllRequest. */ kind?: string; } interface AchievementResetResponse { /** * The current state of the achievement. This is the same as the initial state of the achievement. * Possible values are: * - "HIDDEN"- Achievement is hidden. * - "REVEALED" - Achievement is revealed. * - "UNLOCKED" - Achievement is unlocked. */ currentState?: string; /** The ID of an achievement for which player state has been updated. */ definitionId?: string; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#achievementResetResponse. */ kind?: string; /** Flag to indicate if the requested update actually occurred. */ updateOccurred?: boolean; } interface EventsResetMultipleForAllRequest { /** The IDs of events to reset. */ event_ids?: string[]; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#eventsResetMultipleForAllRequest. */ kind?: string; } interface GamesPlayedResource { /** True if the player was auto-matched with the currently authenticated user. */ autoMatched?: boolean; /** The last time the player played the game in milliseconds since the epoch in UTC. */ timeMillis?: string; } interface GamesPlayerExperienceInfoResource { /** The current number of experience points for the player. */ currentExperiencePoints?: string; /** The current level of the player. */ currentLevel?: GamesPlayerLevelResource; /** The timestamp when the player was leveled up, in millis since Unix epoch UTC. */ lastLevelUpTimestampMillis?: string; /** The next level of the player. If the current level is the maximum level, this should be same as the current level. */ nextLevel?: GamesPlayerLevelResource; } interface GamesPlayerLevelResource { /** The level for the user. */ level?: number; /** The maximum experience points for this level. */ maxExperiencePoints?: string; /** The minimum experience points for this level. */ minExperiencePoints?: string; } interface HiddenPlayer { /** The time this player was hidden. */ hiddenTimeMillis?: string; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#hiddenPlayer. */ kind?: string; /** The player information. */ player?: Player; } interface HiddenPlayerList { /** The players. */ items?: HiddenPlayer[]; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#hiddenPlayerList. */ kind?: string; /** The pagination token for the next page of results. */ nextPageToken?: string; } interface Player { /** The base URL for the image that represents the player. */ avatarImageUrl?: string; /** The url to the landscape mode player banner image. */ bannerUrlLandscape?: string; /** The url to the portrait mode player banner image. */ bannerUrlPortrait?: string; /** The name to display for the player. */ displayName?: string; /** An object to represent Play Game experience information for the player. */ experienceInfo?: GamesPlayerExperienceInfoResource; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#player. */ kind?: string; /** * Details about the last time this player played a multiplayer game with the currently authenticated player. Populated for PLAYED_WITH player collection * members. */ lastPlayedWith?: GamesPlayedResource; /** An object representation of the individual components of the player's name. For some players, these fields may not be present. */ name?: { /** The family name of this player. In some places, this is known as the last name. */ familyName?: string; /** The given name of this player. In some places, this is known as the first name. */ givenName?: string; }; /** * The player ID that was used for this player the first time they signed into the game in question. This is only populated for calls to player.get for * the requesting player, only if the player ID has subsequently changed, and only to clients that support remapping player IDs. */ originalPlayerId?: string; /** The ID of the player. */ playerId?: string; /** The player's profile settings. Controls whether or not the player's profile is visible to other players. */ profileSettings?: ProfileSettings; /** The player's title rewarded for their game activities. */ title?: string; } interface PlayerScoreResetAllResponse { /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#playerScoreResetResponse. */ kind?: string; /** The leaderboard reset results. */ results?: PlayerScoreResetResponse[]; } interface PlayerScoreResetResponse { /** The ID of an leaderboard for which player state has been updated. */ definitionId?: string; /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#playerScoreResetResponse. */ kind?: string; /** * The time spans of the updated score. * Possible values are: * - "ALL_TIME" - The score is an all-time score. * - "WEEKLY" - The score is a weekly score. * - "DAILY" - The score is a daily score. */ resetScoreTimeSpans?: string[]; } interface ProfileSettings { /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#profileSettings. */ kind?: string; /** The player's current profile visibility. This field is visible to both 1P and 3P APIs. */ profileVisible?: boolean; } interface QuestsResetMultipleForAllRequest { /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#questsResetMultipleForAllRequest. */ kind?: string; /** The IDs of quests to reset. */ quest_ids?: string[]; } interface ScoresResetMultipleForAllRequest { /** Uniquely identifies the type of this resource. Value is always the fixed string gamesManagement#scoresResetMultipleForAllRequest. */ kind?: string; /** The IDs of leaderboards to reset. */ leaderboard_ids?: string[]; } interface AchievementsResource { /** * Resets the achievement with the given ID for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your * application. */ reset(request: { /** The ID of the achievement used by this method. */ achievementId: string; /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all achievements for the currently authenticated player for your application. This method is only accessible to whitelisted tester accounts for * your application. */ resetAll(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** Resets all draft achievements for all players. This method is only available to user accounts for your developer console. */ resetAllForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets the achievement with the given ID for all players. This method is only available to user accounts for your developer console. Only draft * achievements can be reset. */ resetForAllPlayers(request: { /** The ID of the achievement used by this method. */ achievementId: string; /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets achievements with the given IDs for all players. This method is only available to user accounts for your developer console. Only draft * achievements may be reset. */ resetMultipleForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface ApplicationsResource { /** Get the list of players hidden from the given application. This method is only available to user accounts for your developer console. */ listHidden(request: { /** Data format for the response. */ alt?: string; /** The application ID from the Google Play developer console. */ applicationId: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** * The maximum number of player resources to return in the response, used for paging. For any response, the actual number of player resources returned may * be less than the specified maxResults. */ maxResults?: number; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** The token returned by the previous request. */ pageToken?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface EventsResource { /** * Resets all player progress on the event with the given ID for the currently authenticated player. This method is only accessible to whitelisted tester * accounts for your application. All quests for this player that use the event will also be reset. */ reset(request: { /** Data format for the response. */ alt?: string; /** The ID of the event. */ eventId: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all player progress on all events for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your * application. All quests for this player will also be reset. */ resetAll(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all draft events for all players. This method is only available to user accounts for your developer console. All quests that use any of these * events will also be reset. */ resetAllForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets the event with the given ID for all players. This method is only available to user accounts for your developer console. Only draft events can be * reset. All quests that use the event will also be reset. */ resetForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** The ID of the event. */ eventId: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets events with the given IDs for all players. This method is only available to user accounts for your developer console. Only draft events may be * reset. All quests that use any of the events will also be reset. */ resetMultipleForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface PlayersResource { /** Hide the given player's leaderboard scores from the given application. This method is only available to user accounts for your developer console. */ hide(request: { /** Data format for the response. */ alt?: string; /** The application ID from the Google Play developer console. */ applicationId: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** A player ID. A value of me may be used in place of the authenticated player's ID. */ playerId: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** Unhide the given player's leaderboard scores from the given application. This method is only available to user accounts for your developer console. */ unhide(request: { /** Data format for the response. */ alt?: string; /** The application ID from the Google Play developer console. */ applicationId: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** A player ID. A value of me may be used in place of the authenticated player's ID. */ playerId: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface QuestsResource { /** * Resets all player progress on the quest with the given ID for the currently authenticated player. This method is only accessible to whitelisted tester * accounts for your application. */ reset(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** The ID of the quest. */ questId: string; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all player progress on all quests for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your * application. */ resetAll(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** Resets all draft quests for all players. This method is only available to user accounts for your developer console. */ resetAllForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all player progress on the quest with the given ID for all players. This method is only available to user accounts for your developer console. * Only draft quests can be reset. */ resetForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** The ID of the quest. */ questId: string; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets quests with the given IDs for all players. This method is only available to user accounts for your developer console. Only draft quests may be * reset. */ resetMultipleForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface RoomsResource { /** * Reset all rooms for the currently authenticated player for your application. This method is only accessible to whitelisted tester accounts for your * application. */ reset(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Deletes rooms where the only room participants are from whitelisted tester accounts for your application. This method is only available to user * accounts for your developer console. */ resetForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface ScoresResource { /** * Resets scores for the leaderboard with the given ID for the currently authenticated player. This method is only accessible to whitelisted tester * accounts for your application. */ reset(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** The ID of the leaderboard. */ leaderboardId: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets all scores for all leaderboards for the currently authenticated players. This method is only accessible to whitelisted tester accounts for your * application. */ resetAll(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** Resets scores for all draft leaderboards for all players. This method is only available to user accounts for your developer console. */ resetAllForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets scores for the leaderboard with the given ID for all players. This method is only available to user accounts for your developer console. Only * draft leaderboards can be reset. */ resetForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** The ID of the leaderboard. */ leaderboardId: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Resets scores for the leaderboards with the given IDs for all players. This method is only available to user accounts for your developer console. Only * draft leaderboards may be reset. */ resetMultipleForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } interface TurnBasedMatchesResource { /** Reset all turn-based match data for a user. This method is only accessible to whitelisted tester accounts for your application. */ reset(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; /** * Deletes turn-based matches where the only match participants are from whitelisted tester accounts for your application. This method is only available * to user accounts for your developer console. */ resetForAllPlayers(request: { /** Data format for the response. */ alt?: string; /** Selector specifying which fields to include in a partial response. */ fields?: string; /** API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token. */ key?: string; /** OAuth 2.0 token for the current user. */ oauth_token?: string; /** Returns response with indentations and line breaks. */ prettyPrint?: boolean; /** * Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters. * Overrides userIp if both are provided. */ quotaUser?: string; /** IP address of the site where the request originates. Use this if you want to enforce per-user limits. */ userIp?: string; }): Request; } } }