gamesmanagement

package
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Published: Jul 25, 2014 License: BSD-3-Clause Imports: 10 Imported by: 0

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

View Source
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

type AchievementsResetCall

type AchievementsResetCall struct {
	// contains filtered or unexported fields
}

func (*AchievementsResetCall) Do

type AchievementsResetForAllPlayersCall

type AchievementsResetForAllPlayersCall struct {
	// contains filtered or unexported fields
}

func (*AchievementsResetForAllPlayersCall) Do

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

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 (*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

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

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

type ScoresResetForAllPlayersCall

type ScoresResetForAllPlayersCall struct {
	// contains filtered or unexported fields
}

func (*ScoresResetForAllPlayersCall) Do

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
}

func New

func New(client *http.Client) (*Service, error)

type TurnBasedMatchesResetCall

type TurnBasedMatchesResetCall struct {
	// contains filtered or unexported fields
}

func (*TurnBasedMatchesResetCall) Do

type TurnBasedMatchesService

type TurnBasedMatchesService struct {
	// contains filtered or unexported fields
}

func NewTurnBasedMatchesService

func NewTurnBasedMatchesService(s *Service) *TurnBasedMatchesService

func (*TurnBasedMatchesService) Reset

Reset: Reset all turn-based match data for a user. This method is only accessible to whitelisted tester accounts for your application.

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