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fix all rest api ref links
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patrickvuleta committed Jul 1, 2024
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2 changes: 1 addition & 1 deletion public/console-platforms/overview.md
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Expand Up @@ -33,7 +33,7 @@ We provide a number of tools and features, built directly into our dashboard, AP
* Fully compliant moderation systems that allow you to control UGC released onto each platform
* Ability to upload platform-specific UGC files, helpful if you need to “compile” UGC to work with each respective platform
* Tagging and metadata systems to manage UGC on a per-platform basis
* [Platform and portal headers](/restapiref/#platforms) used to localize content (i.e. display names) and other settings automatically
* [Platform and portal headers](https://docs.mod.io/restapiref/#platforms) used to localize content (i.e. display names) and other settings automatically
* Word filtering and other processes required by each platform
* Support for onboarding, and certification requirements around UGC
* Advanced metrics and reporting so you can compare the usage of UGC, trending content and other key stats across all platforms your games are released
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2 changes: 1 addition & 1 deletion public/console-platforms/ps4.md
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Expand Up @@ -12,7 +12,7 @@ Typical requirements for PS4™ & PS5® games include:
* UGC cannot run scripts or execute code, unless sufficient mitigations are demonstrated to be in place (e.g. sandboxing or manual curation of content)
* UGC must work without the need for manual installation
* Titles utilising mod.io must allow users the option of playing without mod.io functionality
* If content is created by a user on PS4/PS5, the display name of the user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](/restapiref/#platforms))
* If content is created by a user on PS4/PS5, the display name of the user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](https://docs.mod.io/restapiref/#platforms))
* User consent is required the first time before authenticating a user on PS4/PS5 or accessing data from mod.io. Note: a users consent in one game cannot be used in another, all games must get a users consent individually.
* If the user has UGC parental controls disabled, the UGC menu and any UGC installed must be disabled
* Users must be able to play your game without having to create a mod.io account, however UGC should not be made available to users without a mod.io account. This is required to adhere to the TRCs of ensuring consent is collected, and the user has the ability to block content from other users.
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2 changes: 1 addition & 1 deletion public/console-platforms/switch.md
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Expand Up @@ -12,7 +12,7 @@ Typical Nintendo Switch requirements include:
* UGC cannot run scripts or execute code, unless sufficient mitigations are demonstrated to be in place (e.g. sandboxing or manual curation of content)
* Nintendo prefers that UGC is called “UGC”, “Items”, “Content”, “Maps” or something similar, not "Mods"
* UGC must work without the need for manual installation
* If content is created by a Nintendo user, the display name of the Nintendo user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](/restapiref/#platforms))
* If content is created by a Nintendo user, the display name of the Nintendo user must be shown as the creator if available (our system does this automatically if you configure your [platform headers correctly](https://docs.mod.io/restapiref/#platforms))
* User consent is required the first time before authenticating a Nintendo user
* If the Nintendo user has UGC parental controls disabled, the UGC menu and any UGC installed must be disabled

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2 changes: 1 addition & 1 deletion public/game-integration/unity/overview.md
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Expand Up @@ -9,7 +9,7 @@ sidebar_position: 0

The mod.io Unity Engine plugin is the simplest and fastest way to integrate UGC into your Unity **2020.3+** game. It handles all of the common tasks, allowing game developers to quickly and easily implement a solution that enables players to access and discover user-generated content for their games.

A custom built [ready-made UI](/unity/ugc-browser) for UGC discovery is included, along with installation and collection management, and a full-featured C# interface which connects to the [mod.io REST API](/restapiref/).
A custom built [ready-made UI](/unity/ugc-browser) for UGC discovery is included, along with installation and collection management, and a full-featured C# interface which connects to the [mod.io REST API](https://docs.mod.io/restapiref/).

## Platform Support

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Expand Up @@ -76,7 +76,7 @@ Below this, any content that depends on this UGC will also show here.

## Dependency Endpoint

Once dependency support is enabled, our [REST API](/restapiref/#get-mod-dependencies) and plugins can be used to query a UGC's dependencies and dependents. All dependencies of a UGC can be fetched, with an option to recursively fetch nested dependencies that each dependent UGC may also rely on.
Once dependency support is enabled, our [REST API](https://docs.mod.io/restapiref/#get-mod-dependencies) and plugins can be used to query a UGC's dependencies and dependents. All dependencies of a UGC can be fetched, with an option to recursively fetch nested dependencies that each dependent UGC may also rely on.

When using the dependency support in our official plugins, when a player subscribes to UGC with dependants, they will be automatically subscribed to the required UGC.

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2 changes: 1 addition & 1 deletion public/game-management/moderation/community-reports.md
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Expand Up @@ -7,7 +7,7 @@ sidebar_position: 4

# Community Reports

mod.io provides built-in reporting tools, through [our website](https://mod.io/report) and the interface provided as a part of our Unity and Unreal Engine plugins, allowing users to report content that may be broken, is stolen, or violates our Terms of Use. We also provide endpoints in our [REST API](/restapiref/#reports) and SDK, allowing reporting functionality to be integrated directly into custom engines, games, apps and websites.
mod.io provides built-in reporting tools, through [our website](https://mod.io/report) and the interface provided as a part of our Unity and Unreal Engine plugins, allowing users to report content that may be broken, is stolen, or violates our Terms of Use. We also provide endpoints in our [REST API](https://docs.mod.io/restapiref/#reports) and SDK, allowing reporting functionality to be integrated directly into custom engines, games, apps and websites.

Users can report mods, guides, and individual users. Reports for each of these are displayed under **Reports** in the **Game Admin** section of your game’s page.

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2 changes: 1 addition & 1 deletion public/game-management/moderation/rules-engine-setup.md
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Expand Up @@ -110,7 +110,7 @@ Finally, after all of the checks above are complete, if they evaluate to __TRUE_

#### Allow / Deny

Deny will return an error to the user (which you define), and will prevent their request from being processed, as well as any further behaviors from being invoked. Errors will be returned as an [Error Object](/restapiref/#error-object), with [Error Ref of 29200](/api/error-codes) and the response code you specify. This is an example:
Deny will return an error to the user (which you define), and will prevent their request from being processed, as well as any further behaviors from being invoked. Errors will be returned as an [Error Object](https://docs.mod.io/restapiref/#error-object), with [Error Ref of 29200](/api/error-codes) and the response code you specify. This is an example:

```
{"error":{"code":403,"error_ref":29200,"message":"Your error message goes here."}}
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12 changes: 6 additions & 6 deletions public/game-management/monetization/rest-api.md
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Expand Up @@ -10,35 +10,35 @@ For developers looking to interact directly with the REST API with a custom inte

### User Wallets

For a user to make a purchase, they must first have a wallet. To do so, call the following endpoint: [get user wallet](/restapiref/#get-user-wallet). This endpoint requires your game_id to fetch the wallet. The intention is for this endpoint to be client-side in-game to:
For a user to make a purchase, they must first have a wallet. To do so, call the following endpoint: [get user wallet](https://docs.mod.io/restapiref/#get-user-wallet). This endpoint requires your game_id to fetch the wallet. The intention is for this endpoint to be client-side in-game to:
- Register the user with the marketplace.
- Create or fetch a wallet for the user in your game.
- Read balances of the wallet.

### User Purchases

Once you have a wallet, the user is ready to make a purchase. To do so, call the following endpoint: [purchase a mod](/restapiref/#purchase-a-mod). The intention is for this endpoint to be client-side in-game to:
Once you have a wallet, the user is ready to make a purchase. To do so, call the following endpoint: [purchase a mod](https://docs.mod.io/restapiref/#purchase-a-mod). The intention is for this endpoint to be client-side in-game to:
- Purchase a mod from the marketplace.
- Subscribe them to the mod they just purchased.

### Get User Purchases

To get a list of all the purchases a user has made, call the following endpoint: [get user purchases](/restapiref/#get-user-purchases). The intention for this endpoint is to be used client-side in-game to:
To get a list of all the purchases a user has made, call the following endpoint: [get user purchases](https://docs.mod.io/restapiref/#get-user-purchases). The intention for this endpoint is to be used client-side in-game to:
- Check if the user owns the mod.
- Sync mods that may have been refunded (they will no longer appear in this list).

### Get Paid Mods

To get a list of all the paid mods in the marketplace, call the following endpoint: [get mods](/restapiref/#get-mods) with the revenue_type filter. The following options are available:
To get a list of all the paid mods in the marketplace, call the following endpoint: [get mods](https://docs.mod.io/restapiref/#get-mods) with the revenue_type filter. The following options are available:

0 = Free Mods only in results
1 = Paid Mods only in results
2 = Free and Paid Mods in the results

### Managing File Access to Mods

The API has a number of game options that can be enabled to manage file CDN access to mods. Please see the following endpoint: [game options](/restapiref/#get-game-options). This can be managed via the web interface or the API. The recommended option is to use a bit of 4 and above or 8. This will require the user's authentication token to be supplied when attempting to download the mod. When bitwise of 8 is enabled, we will also check if the user owns the mod before allowing the download.
The API has a number of game options that can be enabled to manage file CDN access to mods. Please see the following endpoint: [game options](https://docs.mod.io/restapiref/#get-game-options). This can be managed via the web interface or the API. The recommended option is to use a bit of 4 and above or 8. This will require the user's authentication token to be supplied when attempting to download the mod. When bitwise of 8 is enabled, we will also check if the user owns the mod before allowing the download.

### General

For all other available endpoints, please see this REST API doc: [monetization documentation](/restapiref/#monetization).
For all other available endpoints, please see this REST API doc: [monetization documentation](https://docs.mod.io/restapiref/#monetization).
2 changes: 1 addition & 1 deletion public/modio/getting-started.md
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Expand Up @@ -39,7 +39,7 @@ If your game uses a custom engine, our full-featured [C++ SDK](/cppsdk) provides

### REST API

Web-apps or games that require atomic control over their mod.io implementation are free to access our [REST API](/restapiref/#getting-started) directly. The REST API powers both of our official plugins, as well as the C++ SDK. Which means that all of mod.io’s features are available, to help create your ideal custom implementation.
Web-apps or games that require atomic control over their mod.io implementation are free to access our [REST API](https://docs.mod.io/restapiref/#getting-started) directly. The REST API powers both of our official plugins, as well as the C++ SDK. Which means that all of mod.io’s features are available, to help create your ideal custom implementation.

## 3. Enable Cross-Platform UGC

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4 changes: 2 additions & 2 deletions public/modio/terms-user-consent.md
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Expand Up @@ -61,7 +61,7 @@ The implemented dialog should look similar to this:

![Terms Dialog](images/terms.png)

Instructions for retrieving localized text for the dialog, [can be found here](/restapiref/#terms).
Instructions for retrieving localized text for the dialog, [can be found here](https://docs.mod.io/restapiref/#terms).

The Terms of Use and Privacy Policy must be clickable from somewhere on the dialog, and should load a web browser with the respective links:
* [https://mod.io/terms/widget?no_links=true](https://mod.io/terms/widget?no_links=true)
Expand All @@ -75,7 +75,7 @@ The Terms of Use and Privacy Policy must be clickable from somewhere on the dial

Once a user has clicked **“I Agree”**, you should indicate to the mod.io backend that this has taken place, when you initiate the authentication process.

To make this easy to manage, all of the [platform authentication flows](/restapiref/#steam) supported by mod.io have a `terms_agreed` field which should be set to `false` by default. If the user has agreed to the latest policies, their authentication will proceed as normal, however if their agreement is required and `terms_agreed` is set to `false` an error `403 Forbidden` (`error_ref 11074`) will be returned. When you receive this error, you must collect the users agreement before resubmitting the authentication flow with `terms_agreed` set to `true`, which will be recorded.
To make this easy to manage, all of the [platform authentication flows](https://docs.mod.io/restapiref/#steam) supported by mod.io have a `terms_agreed` field which should be set to `false` by default. If the user has agreed to the latest policies, their authentication will proceed as normal, however if their agreement is required and `terms_agreed` is set to `false` an error `403 Forbidden` (`error_ref 11074`) will be returned. When you receive this error, you must collect the users agreement before resubmitting the authentication flow with `terms_agreed` set to `true`, which will be recorded.

## Considerations

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4 changes: 2 additions & 2 deletions public/web-services/authentication/openid.md
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Expand Up @@ -32,7 +32,7 @@ Please note that the ability to authenticate players using OpenID is premium fea
To use ID Token authentication, you must satisfy the following criteria:

- Host an identity provider that implements the [OpenID Connect specification](https://openid.net/developers/how-connect-works/) functionality.
- A mechanism in which you log in players to your service and then return an ID Token to [send to mod.io](/restapiref/#openid).
- A mechanism in which you log in players to your service and then return an ID Token to [send to mod.io](https://docs.mod.io/restapiref/#openid).

## Authentication Process

Expand Down Expand Up @@ -157,6 +157,6 @@ OpenID offers a powerful method in-which game studios can take an existing sessi

## References

- [REST API OpenID Endpoint](/restapiref/#openid) - The API endpoint your game client (or web app) sends the ID Token to.
- [REST API OpenID Endpoint](https://docs.mod.io/restapiref/#openid) - The API endpoint your game client (or web app) sends the ID Token to.
- [OIDC Specification](https://openid.net/developers/how-connect-works/) - OpenID Connect specification.
- [jwt.io](https://jwt.io) - Useful tool for inspecting JWT tokens which may assist in debugging.

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