Documentation
¶
Overview ¶
Package gamesmanagement provides access to the Google Play Game Services Management API.
See https://developers.google.com/games/services
Usage example:
import "code.google.com/p/google-api-go-client/gamesmanagement/v1management" ... gamesmanagementService, err := gamesmanagement.New(oauthHttpClient)
Index ¶
- Constants
- type AchievementResetAllResponse
- type AchievementResetResponse
- type AchievementsResetAllCall
- type AchievementsResetCall
- type AchievementsResetForAllPlayersCall
- type AchievementsService
- type ApplicationsListHiddenCall
- type ApplicationsService
- type EventsResetAllCall
- type EventsResetCall
- type EventsResetForAllPlayersCall
- type EventsService
- type GamesPlayedResource
- type GamesPlayerExperienceInfoResource
- type GamesPlayerLevelResource
- type HiddenPlayer
- type HiddenPlayerList
- type Player
- type PlayerName
- type PlayerScoreResetResponse
- type PlayersHideCall
- type PlayersService
- type PlayersUnhideCall
- type QuestsResetCall
- type QuestsService
- type RoomsResetCall
- type RoomsService
- type ScoresResetCall
- type ScoresResetForAllPlayersCall
- type ScoresService
- type Service
- type TurnBasedMatchesResetCall
- type TurnBasedMatchesService
Constants ¶
const ( // Share your Google+ profile information and view and manage your game // activity GamesScope = "https://www.googleapis.com/auth/games" // Know your basic profile info and list of people in your circles. PlusLoginScope = "https://www.googleapis.com/auth/plus.login" )
OAuth2 scopes used by this API.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AchievementResetAllResponse ¶
type AchievementResetAllResponse struct { // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#achievementResetAllResponse. Kind string `json:"kind,omitempty"` // Results: The achievement reset results. Results []*AchievementResetResponse `json:"results,omitempty"` }
type AchievementResetResponse ¶
type AchievementResetResponse struct { // CurrentState: 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 `json:"currentState,omitempty"` // DefinitionId: The ID of an achievement for which player state has // been updated. DefinitionId string `json:"definitionId,omitempty"` // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#achievementResetResponse. Kind string `json:"kind,omitempty"` // UpdateOccurred: Flag to indicate if the requested update actually // occurred. UpdateOccurred bool `json:"updateOccurred,omitempty"` }
type AchievementsResetAllCall ¶
type AchievementsResetAllCall struct {
// contains filtered or unexported fields
}
func (*AchievementsResetAllCall) Do ¶
func (c *AchievementsResetAllCall) Do() (*AchievementResetAllResponse, error)
type AchievementsResetCall ¶
type AchievementsResetCall struct {
// contains filtered or unexported fields
}
func (*AchievementsResetCall) Do ¶
func (c *AchievementsResetCall) Do() (*AchievementResetResponse, error)
type AchievementsResetForAllPlayersCall ¶
type AchievementsResetForAllPlayersCall struct {
// contains filtered or unexported fields
}
func (*AchievementsResetForAllPlayersCall) Do ¶
func (c *AchievementsResetForAllPlayersCall) Do() error
type AchievementsService ¶
type AchievementsService struct {
// contains filtered or unexported fields
}
func NewAchievementsService ¶
func NewAchievementsService(s *Service) *AchievementsService
func (*AchievementsService) Reset ¶
func (r *AchievementsService) Reset(achievementId string) *AchievementsResetCall
Reset: Resets the achievement with the given ID for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your application.
func (*AchievementsService) ResetAll ¶
func (r *AchievementsService) ResetAll() *AchievementsResetAllCall
ResetAll: Resets all achievements for the currently authenticated player for your application. This method is only accessible to whitelisted tester accounts for your application.
func (*AchievementsService) ResetForAllPlayers ¶
func (r *AchievementsService) ResetForAllPlayers(achievementId string) *AchievementsResetForAllPlayersCall
ResetForAllPlayers: Resets the achievement with the given ID for the all players. This method is only available to user accounts for your developer console. Only draft achievements can be reset.
type ApplicationsListHiddenCall ¶
type ApplicationsListHiddenCall struct {
// contains filtered or unexported fields
}
func (*ApplicationsListHiddenCall) Do ¶
func (c *ApplicationsListHiddenCall) Do() (*HiddenPlayerList, error)
func (*ApplicationsListHiddenCall) MaxResults ¶
func (c *ApplicationsListHiddenCall) MaxResults(maxResults int64) *ApplicationsListHiddenCall
MaxResults sets the optional parameter "maxResults": 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.
func (*ApplicationsListHiddenCall) PageToken ¶
func (c *ApplicationsListHiddenCall) PageToken(pageToken string) *ApplicationsListHiddenCall
PageToken sets the optional parameter "pageToken": The token returned by the previous request.
type ApplicationsService ¶
type ApplicationsService struct {
// contains filtered or unexported fields
}
func NewApplicationsService ¶
func NewApplicationsService(s *Service) *ApplicationsService
func (*ApplicationsService) ListHidden ¶
func (r *ApplicationsService) ListHidden(applicationId string) *ApplicationsListHiddenCall
ListHidden: Get the list of players hidden from the given application. This method is only available to user accounts for your developer console.
type EventsResetAllCall ¶
type EventsResetAllCall struct {
// contains filtered or unexported fields
}
func (*EventsResetAllCall) Do ¶
func (c *EventsResetAllCall) Do() error
type EventsResetCall ¶
type EventsResetCall struct {
// contains filtered or unexported fields
}
func (*EventsResetCall) Do ¶
func (c *EventsResetCall) Do() error
type EventsResetForAllPlayersCall ¶
type EventsResetForAllPlayersCall struct {
// contains filtered or unexported fields
}
func (*EventsResetForAllPlayersCall) Do ¶
func (c *EventsResetForAllPlayersCall) Do() error
type EventsService ¶
type EventsService struct {
// contains filtered or unexported fields
}
func NewEventsService ¶
func NewEventsService(s *Service) *EventsService
func (*EventsService) Reset ¶
func (r *EventsService) Reset(eventId string) *EventsResetCall
Reset: Reset all player progress on the event for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your application. All resources that use the event will also be reset.
func (*EventsService) ResetAll ¶
func (r *EventsService) ResetAll() *EventsResetAllCall
ResetAll: Reset all player progress on all unpublished events for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your application. All resources that use the events will also be reset.
func (*EventsService) ResetForAllPlayers ¶
func (r *EventsService) ResetForAllPlayers(eventId string) *EventsResetForAllPlayersCall
ResetForAllPlayers: Reset all player progress on the event for all players. This method is only available to user accounts for your developer console. Only draft events can be reset. All resources that use the event will also be reset.
type GamesPlayedResource ¶
type GamesPlayedResource struct { // AutoMatched: True if the player was auto-matched with the currently // authenticated user. AutoMatched bool `json:"autoMatched,omitempty"` // TimeMillis: The last time the player played the game in milliseconds // since the epoch in UTC. TimeMillis int64 `json:"timeMillis,omitempty,string"` }
type GamesPlayerExperienceInfoResource ¶
type GamesPlayerExperienceInfoResource struct { // CurrentExperiencePoints: The current number of experience points for // the player. CurrentExperiencePoints int64 `json:"currentExperiencePoints,omitempty,string"` // CurrentLevel: The current level of the player. CurrentLevel *GamesPlayerLevelResource `json:"currentLevel,omitempty"` // LastLevelUpTimestampMillis: The timestamp when the player was leveled // up, in millis since Unix epoch UTC. LastLevelUpTimestampMillis int64 `json:"lastLevelUpTimestampMillis,omitempty,string"` // NextLevel: The next level of the player. If the current level is the // maximum level, this should be same as the current level. NextLevel *GamesPlayerLevelResource `json:"nextLevel,omitempty"` }
type GamesPlayerLevelResource ¶
type GamesPlayerLevelResource struct { // Level: The level for the user. Level int64 `json:"level,omitempty"` // MaxExperiencePoints: The maximum experience points for this level. MaxExperiencePoints int64 `json:"maxExperiencePoints,omitempty,string"` // MinExperiencePoints: The minimum experience points for this level. MinExperiencePoints int64 `json:"minExperiencePoints,omitempty,string"` }
type HiddenPlayer ¶
type HiddenPlayer struct { // HiddenTimeMillis: The time this player was hidden. HiddenTimeMillis int64 `json:"hiddenTimeMillis,omitempty,string"` // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#hiddenPlayer. Kind string `json:"kind,omitempty"` // Player: The player information. Player *Player `json:"player,omitempty"` }
type HiddenPlayerList ¶
type HiddenPlayerList struct { // Items: The players. Items []*HiddenPlayer `json:"items,omitempty"` // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#hiddenPlayerList. Kind string `json:"kind,omitempty"` // NextPageToken: The pagination token for the next page of results. NextPageToken string `json:"nextPageToken,omitempty"` }
type Player ¶
type Player struct { // AvatarImageUrl: The base URL for the image that represents the // player. AvatarImageUrl string `json:"avatarImageUrl,omitempty"` // DisplayName: The name to display for the player. DisplayName string `json:"displayName,omitempty"` // ExperienceInfo: An object to represent Play Game experience // information for the player. ExperienceInfo *GamesPlayerExperienceInfoResource `json:"experienceInfo,omitempty"` // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#player. Kind string `json:"kind,omitempty"` // LastPlayedWith: 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 `json:"lastPlayedWith,omitempty"` // Name: An object representation of the individual components of the // player's name. For some players, these fields may not be present. Name *PlayerName `json:"name,omitempty"` // PlayerId: The ID of the player. PlayerId string `json:"playerId,omitempty"` // Title: The player's title rewarded for their game activities. Title string `json:"title,omitempty"` }
type PlayerName ¶
type PlayerName struct { // FamilyName: The family name of this player. In some places, this is // known as the last name. FamilyName string `json:"familyName,omitempty"` // GivenName: The given name of this player. In some places, this is // known as the first name. GivenName string `json:"givenName,omitempty"` }
type PlayerScoreResetResponse ¶
type PlayerScoreResetResponse struct { // Kind: Uniquely identifies the type of this resource. Value is always // the fixed string gamesManagement#playerScoreResetResponse. Kind string `json:"kind,omitempty"` // ResetScoreTimeSpans: 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 `json:"resetScoreTimeSpans,omitempty"` }
type PlayersHideCall ¶
type PlayersHideCall struct {
// contains filtered or unexported fields
}
func (*PlayersHideCall) Do ¶
func (c *PlayersHideCall) Do() error
type PlayersService ¶
type PlayersService struct {
// contains filtered or unexported fields
}
func NewPlayersService ¶
func NewPlayersService(s *Service) *PlayersService
func (*PlayersService) Hide ¶
func (r *PlayersService) Hide(applicationId string, playerId string) *PlayersHideCall
Hide: Hide the given player's leaderboard scores from the given application. This method is only available to user accounts for your developer console.
func (*PlayersService) Unhide ¶
func (r *PlayersService) Unhide(applicationId string, playerId string) *PlayersUnhideCall
Unhide: Unhide the given player's leaderboard scores from the given application. This method is only available to user accounts for your developer console.
type PlayersUnhideCall ¶
type PlayersUnhideCall struct {
// contains filtered or unexported fields
}
func (*PlayersUnhideCall) Do ¶
func (c *PlayersUnhideCall) Do() error
type QuestsResetCall ¶
type QuestsResetCall struct {
// contains filtered or unexported fields
}
func (*QuestsResetCall) Do ¶
func (c *QuestsResetCall) Do() error
type QuestsService ¶
type QuestsService struct {
// contains filtered or unexported fields
}
func NewQuestsService ¶
func NewQuestsService(s *Service) *QuestsService
func (*QuestsService) Reset ¶
func (r *QuestsService) Reset(questId string) *QuestsResetCall
Reset: Reset all player progress on the quest for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your application.
type RoomsResetCall ¶
type RoomsResetCall struct {
// contains filtered or unexported fields
}
func (*RoomsResetCall) Do ¶
func (c *RoomsResetCall) Do() error
type RoomsService ¶
type RoomsService struct {
// contains filtered or unexported fields
}
func NewRoomsService ¶
func NewRoomsService(s *Service) *RoomsService
func (*RoomsService) Reset ¶
func (r *RoomsService) Reset() *RoomsResetCall
Reset: Reset all rooms for the currently authenticated player for your application. This method is only accessible to whitelisted tester accounts for your application.
type ScoresResetCall ¶
type ScoresResetCall struct {
// contains filtered or unexported fields
}
func (*ScoresResetCall) Do ¶
func (c *ScoresResetCall) Do() (*PlayerScoreResetResponse, error)
type ScoresResetForAllPlayersCall ¶
type ScoresResetForAllPlayersCall struct {
// contains filtered or unexported fields
}
func (*ScoresResetForAllPlayersCall) Do ¶
func (c *ScoresResetForAllPlayersCall) Do() error
type ScoresService ¶
type ScoresService struct {
// contains filtered or unexported fields
}
func NewScoresService ¶
func NewScoresService(s *Service) *ScoresService
func (*ScoresService) Reset ¶
func (r *ScoresService) Reset(leaderboardId string) *ScoresResetCall
Reset: Reset scores for the specified leaderboard for the currently authenticated player. This method is only accessible to whitelisted tester accounts for your application.
func (*ScoresService) ResetForAllPlayers ¶
func (r *ScoresService) ResetForAllPlayers(leaderboardId string) *ScoresResetForAllPlayersCall
ResetForAllPlayers: Reset scores for the specified leaderboard for all players. This method is only available to user accounts for your developer console. Only draft leaderboards can be reset.
type Service ¶
type Service struct { BasePath string // API endpoint base URL Achievements *AchievementsService Applications *ApplicationsService Events *EventsService Players *PlayersService Quests *QuestsService Rooms *RoomsService Scores *ScoresService TurnBasedMatches *TurnBasedMatchesService // contains filtered or unexported fields }
type TurnBasedMatchesResetCall ¶
type TurnBasedMatchesResetCall struct {
// contains filtered or unexported fields
}
func (*TurnBasedMatchesResetCall) Do ¶
func (c *TurnBasedMatchesResetCall) Do() error
type TurnBasedMatchesService ¶
type TurnBasedMatchesService struct {
// contains filtered or unexported fields
}
func NewTurnBasedMatchesService ¶
func NewTurnBasedMatchesService(s *Service) *TurnBasedMatchesService
func (*TurnBasedMatchesService) Reset ¶
func (r *TurnBasedMatchesService) Reset() *TurnBasedMatchesResetCall
Reset: Reset all turn-based match data for a user. This method is only accessible to whitelisted tester accounts for your application.