Documentation ¶
Index ¶
- Variables
- type SignInGameRequest
- func (*SignInGameRequest) Descriptor() ([]byte, []int)deprecated
- func (x *SignInGameRequest) GetGameToken() string
- func (x *SignInGameRequest) GetGameUserId() string
- func (*SignInGameRequest) ProtoMessage()
- func (x *SignInGameRequest) ProtoReflect() protoreflect.Message
- func (x *SignInGameRequest) Reset()
- func (x *SignInGameRequest) String() string
- type SignInGameResponse
- func (*SignInGameResponse) Descriptor() ([]byte, []int)deprecated
- func (x *SignInGameResponse) GetAccessToken() string
- func (*SignInGameResponse) ProtoMessage()
- func (x *SignInGameResponse) ProtoReflect() protoreflect.Message
- func (x *SignInGameResponse) Reset()
- func (x *SignInGameResponse) String() string
Constants ¶
This section is empty.
Variables ¶
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var File_linq_auth_game_v1_game_proto protoreflect.FileDescriptor
Functions ¶
This section is empty.
Types ¶
type SignInGameRequest ¶
type SignInGameRequest struct { // Dedicated special token for linking game services and wallet services. // It is needed for establishing the initial handshake between services and // before user obtained their's own access token. GameToken string `protobuf:"bytes,1,opt,name=game_token,json=gameToken,proto3" json:"game_token,omitempty"` // Internal game user identifier used for linking it with profile on wallet side. // Prefered to use value that can not be changed in the future. // // Good example: incremental ID, UUID value, eny kind of unique value // Bad example: username, email or any kind of information which users can update by themself. GameUserId string `protobuf:"bytes,2,opt,name=game_user_id,json=gameUserId,proto3" json:"game_user_id,omitempty"` // contains filtered or unexported fields }
Request data for registering in the services as a game user
func (*SignInGameRequest) Descriptor
deprecated
func (*SignInGameRequest) Descriptor() ([]byte, []int)
Deprecated: Use SignInGameRequest.ProtoReflect.Descriptor instead.
func (*SignInGameRequest) GetGameToken ¶
func (x *SignInGameRequest) GetGameToken() string
func (*SignInGameRequest) GetGameUserId ¶
func (x *SignInGameRequest) GetGameUserId() string
func (*SignInGameRequest) ProtoMessage ¶
func (*SignInGameRequest) ProtoMessage()
func (*SignInGameRequest) ProtoReflect ¶
func (x *SignInGameRequest) ProtoReflect() protoreflect.Message
func (*SignInGameRequest) Reset ¶
func (x *SignInGameRequest) Reset()
func (*SignInGameRequest) String ¶
func (x *SignInGameRequest) String() string
type SignInGameResponse ¶
type SignInGameResponse struct { // Access token for getting access to protected API endpoints, which requires user authorisation. AccessToken string `protobuf:"bytes,1,opt,name=access_token,json=accessToken,proto3" json:"access_token,omitempty"` // contains filtered or unexported fields }
Response with generated access token for a given user.
func (*SignInGameResponse) Descriptor
deprecated
func (*SignInGameResponse) Descriptor() ([]byte, []int)
Deprecated: Use SignInGameResponse.ProtoReflect.Descriptor instead.
func (*SignInGameResponse) GetAccessToken ¶
func (x *SignInGameResponse) GetAccessToken() string
func (*SignInGameResponse) ProtoMessage ¶
func (*SignInGameResponse) ProtoMessage()
func (*SignInGameResponse) ProtoReflect ¶
func (x *SignInGameResponse) ProtoReflect() protoreflect.Message
func (*SignInGameResponse) Reset ¶
func (x *SignInGameResponse) Reset()
func (*SignInGameResponse) String ¶
func (x *SignInGameResponse) String() string
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