DefinitelyTyped/types/gapi.client.gamesmanagement/index.d.ts
Nathan Shively-Sanders 608c146d89 Mark non-npm packages
2019-02-13 15:44:35 -08:00

836 lines
48 KiB
TypeScript

// 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 <https://github.com/Bolisov>
// 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
/// <reference types="gapi.client" />
declare namespace gapi.client {
/** Load Google Play Game Services Management API v1management */
function load(name: "gamesmanagement", version: "v1management"): PromiseLike<void>;
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<AchievementResetResponse>;
/**
* 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<AchievementResetAllResponse>;
/** 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<void>;
/**
* 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<void>;
/**
* 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<void>;
}
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<HiddenPlayerList>;
}
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<void>;
/**
* 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<void>;
/**
* 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<void>;
/**
* 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<void>;
/**
* 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<void>;
}
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<void>;
/** 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<void>;
}
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<void>;
/**
* 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<void>;
/** 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<void>;
/**
* 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<void>;
/**
* 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<void>;
}
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<void>;
/**
* 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<void>;
}
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<PlayerScoreResetResponse>;
/**
* 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<PlayerScoreResetAllResponse>;
/** 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<void>;
/**
* 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<void>;
/**
* 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<void>;
}
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<void>;
/**
* 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<void>;
}
}
}