This commit completes the first phase of feature parity implementation and resolves all API integration issues to match the backend API format. ## API Integration Fixes - Remove all hardcoded default values from transformers (tick_rate, kast, player_count, steam_updated) - Update TypeScript types to make fields optional where backend doesn't guarantee them - Update Zod schemas to validate optional fields correctly - Fix mock data to match real API response format (plain arrays, not wrapped objects) - Update UI components to handle undefined values with proper fallbacks - Add comprehensive API documentation for Match and Player endpoints ## Phase 1 Features Implemented (3/6) ### 1. Player Tracking System ✅ - Created TrackPlayerModal.svelte with auth code input - Integrated track/untrack player API endpoints - Added UI for providing optional share code - Displays tracked status on player profiles - Full validation and error handling ### 2. Share Code Parsing ✅ - Created ShareCodeInput.svelte component - Added to matches page for easy match submission - Real-time validation of share code format - Parse status feedback with loading states - Auto-redirect to match page on success ### 3. VAC/Game Ban Status ✅ - Added VAC and game ban count/date fields to Player type - Display status badges on player profile pages - Show ban count and date when available - Visual indicators using DaisyUI badge components ## Component Improvements - Modal.svelte: Added Svelte 5 Snippet types, actions slot support - ThemeToggle.svelte: Removed deprecated svelte:component usage - Tooltip.svelte: Fixed type safety with Snippet type - All new components follow Svelte 5 runes pattern ($state, $derived, $bindable) ## Type Safety & Linting - Fixed all ESLint errors (any types → proper types) - Fixed form label accessibility issues - Replaced error: any with error: unknown + proper type guards - Added Snippet type imports where needed - Updated all catch blocks to use instanceof Error checks ## Static Assets - Migrated all files from public/ to static/ directory per SvelteKit best practices - Moved 200+ map icons, screenshots, and other assets - Updated all import paths to use /images/ (served from static/) ## Documentation - Created IMPLEMENTATION_STATUS.md tracking all 15 missing features - Updated API.md with optional field annotations - Created MATCHES_API.md with comprehensive endpoint documentation - Added inline comments marking optional vs required fields ## Testing - Updated mock fixtures to remove default values - Fixed mock handlers to return plain arrays like real API - Ensured all components handle undefined gracefully ## Remaining Phase 1 Tasks - [ ] Add VAC status column to match scoreboard - [ ] Create weapons statistics tab for matches - [ ] Implement recently visited players on home page 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
461 lines
12 KiB
Markdown
461 lines
12 KiB
Markdown
# Matches API Endpoint Documentation
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This document provides detailed information about the matches API endpoints used by CS2.WTF to retrieve match data from the backend CSGOWTFD service.
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## Overview
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The matches API provides access to Counter-Strike 2 match data including match listings, detailed match statistics, and related match information such as weapons, rounds, and chat data.
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## Base URL
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All endpoints are relative to the API base URL: `https://api.csgow.tf`
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During development, requests are proxied through `/api` to avoid CORS issues.
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## Authentication
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No authentication is required for read operations. All match data is publicly accessible.
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## Rate Limiting
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The API does not currently enforce rate limiting, but clients should implement reasonable request throttling to avoid overwhelming the service.
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## Endpoints
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### 1. Get Matches List
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Retrieves a paginated list of matches.
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**Endpoint**: `GET /matches`
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**Alternative**: `GET /matches/next/:time`
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**Parameters**:
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- `time` (path, optional): Unix timestamp for pagination (use with `/matches/next/:time`)
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- Query parameters:
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- `limit` (optional): Number of matches to return (default: 50, max: 100)
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- `map` (optional): Filter by map name (e.g., `de_inferno`)
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- `player_id` (optional): Filter by player Steam ID
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**Response** (200 OK):
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**IMPORTANT**: This endpoint returns a **plain array**, not an object with properties.
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```json
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[
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{
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"match_id": "3589487716842078322",
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"map": "de_inferno",
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"date": 1730487900,
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"score": [13, 10],
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"duration": 2456,
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"match_result": 1,
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"max_rounds": 24,
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"parsed": true,
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"vac": false,
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"game_ban": false
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}
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]
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```
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**Field Descriptions**:
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- `match_id`: Unique match identifier (uint64 as string)
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- `map`: Map name (can be empty string if not parsed)
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- `date`: Unix timestamp (seconds since epoch)
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- `score`: Array with two elements `[team_a_score, team_b_score]`
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- `duration`: Match duration in seconds
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- `match_result`: 0 = tie, 1 = team_a win, 2 = team_b win
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- `max_rounds`: Maximum rounds (24 for MR12, 30 for MR15)
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- `parsed`: Whether the demo has been parsed
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- `vac`: Whether any player has a VAC ban
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- `game_ban`: Whether any player has a game ban
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**Pagination**:
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- The API returns a plain array of matches, sorted by date (newest first)
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- To get the next page, use the `date` field from the **last match** in the array
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- Request `/matches/next/{timestamp}` where `{timestamp}` is the Unix timestamp
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- Continue until the response returns fewer matches than your `limit` parameter
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- Example: If you request `limit=20` and get back 15 matches, you've reached the end
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### 2. Get Match Details
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Retrieves detailed information about a specific match including player statistics.
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**Endpoint**: `GET /match/{match_id}`
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**Parameters**:
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- `match_id` (path): The unique match identifier (uint64 as string)
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**Response** (200 OK):
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```json
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{
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"match_id": "3589487716842078322",
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"share_code": "CSGO-XXXXX-XXXXX-XXXXX-XXXXX-XXXXX",
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"map": "de_inferno",
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"date": "2024-11-01T18:45:00Z",
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"score_team_a": 13,
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"score_team_b": 10,
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"duration": 2456,
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"match_result": 1,
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"max_rounds": 24,
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"demo_parsed": true,
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"vac_present": false,
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"gameban_present": false,
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"tick_rate": 64.0, // Optional: not always provided by API
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"players": [
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{
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"id": "765611980123456",
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"name": "Player1",
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"avatar": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/fe/fef49e7fa7e1997310d705b2a6158ff8dc1cdfeb_full.jpg",
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"team_id": 2,
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"kills": 24,
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"deaths": 18,
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"assists": 6,
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"headshot": 12,
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"mvp": 3,
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"score": 56,
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"kast": 78, // Optional: not always provided by API
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"rank_old": 18500,
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"rank_new": 18650,
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"dmg_enemy": 2450,
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"dmg_team": 120,
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"flash_assists": 4,
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"flash_duration_enemy": 15.6,
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"flash_total_enemy": 8,
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"ud_he": 450,
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"ud_flames": 230,
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"ud_flash": 5,
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"ud_smoke": 3,
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"avg_ping": 25.5,
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"color": "yellow"
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}
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]
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}
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```
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### 3. Get Match Weapons
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Retrieves weapon statistics for all players in a match.
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**Endpoint**: `GET /match/{match_id}/weapons`
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**Parameters**:
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- `match_id` (path): The unique match identifier
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**Response** (200 OK):
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```json
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{
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"match_id": 3589487716842078322,
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"weapons": [
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{
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"player_id": 765611980123456,
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"weapon_stats": [
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{
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"eq_type": 17,
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"weapon_name": "AK-47",
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"kills": 12,
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"damage": 1450,
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"hits": 48,
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"hit_groups": {
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"head": 8,
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"chest": 25,
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"stomach": 8,
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"left_arm": 3,
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"right_arm": 2,
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"left_leg": 1,
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"right_leg": 1
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},
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"headshot_pct": 16.7
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}
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]
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}
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]
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}
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```
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### 4. Get Match Rounds
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Retrieves round-by-round statistics for a match.
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**Endpoint**: `GET /match/{match_id}/rounds`
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**Parameters**:
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- `match_id` (path): The unique match identifier
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**Response** (200 OK):
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```json
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{
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"match_id": 3589487716842078322,
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"rounds": [
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{
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"round": 1,
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"winner": 2,
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"win_reason": "elimination",
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"players": [
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{
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"round": 1,
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"player_id": 765611980123456,
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"bank": 800,
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"equipment": 650,
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"spent": 650,
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"kills_in_round": 2,
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"damage_in_round": 120
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}
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]
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}
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]
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}
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```
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### 5. Get Match Chat
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Retrieves chat messages from a match.
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**Endpoint**: `GET /match/{match_id}/chat`
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**Parameters**:
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- `match_id` (path): The unique match identifier
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**Response** (200 OK):
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```json
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{
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"match_id": 3589487716842078322,
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"messages": [
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{
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"player_id": 765611980123456,
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"player_name": "Player1",
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"message": "nice shot!",
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"tick": 15840,
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"round": 8,
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"all_chat": true,
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"timestamp": "2024-11-01T19:12:34Z"
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}
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]
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}
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```
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### 6. Parse Match from Share Code
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Initiates parsing of a match from a CS:GO/CS2 share code.
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**Endpoint**: `GET /match/parse/{sharecode}`
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**Parameters**:
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- `sharecode` (path): The CS:GO/CS2 match share code
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**Response** (200 OK):
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```json
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{
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"match_id": "3589487716842078322",
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"status": "parsing",
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"message": "Demo download and parsing initiated",
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"estimated_time": 120
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}
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```
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## Data Models
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### Match
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```typescript
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interface Match {
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match_id: string; // Unique match identifier (uint64 as string)
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share_code?: string; // CS:GO/CS2 share code (optional)
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map: string; // Map name (e.g., "de_inferno")
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date: string; // Match date and time (ISO 8601)
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score_team_a: number; // Final score for team A
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score_team_b: number; // Final score for team B
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duration: number; // Match duration in seconds
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match_result: number; // Match result: 0 = tie, 1 = team_a win, 2 = team_b win
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max_rounds: number; // Maximum rounds (24 for MR12, 30 for MR15)
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demo_parsed: boolean; // Whether the demo has been successfully parsed
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vac_present: boolean; // Whether any player has a VAC ban
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gameban_present: boolean; // Whether any player has a game ban
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tick_rate?: number; // Server tick rate (64 or 128) - optional, not always provided by API
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players?: MatchPlayer[]; // Array of player statistics (optional)
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}
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```
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### MatchPlayer
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```typescript
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interface MatchPlayer {
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id: string; // Player Steam ID (uint64 as string)
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name: string; // Player display name
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avatar: string; // Steam avatar URL
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team_id: number; // Team ID: 2 = T side, 3 = CT side
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kills: number; // Kills
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deaths: number; // Deaths
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assists: number; // Assists
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headshot: number; // Headshot kills
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mvp: number; // MVP stars earned
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score: number; // In-game score
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kast?: number; // KAST percentage (0-100) - optional, not always provided by API
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rank_old?: number; // Premier rating before match (0-30000)
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rank_new?: number; // Premier rating after match (0-30000)
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dmg_enemy?: number; // Damage to enemies
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dmg_team?: number; // Damage to teammates
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flash_assists?: number; // Flash assist count
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flash_duration_enemy?: number; // Total enemy blind time
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flash_total_enemy?: number; // Enemies flashed count
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ud_he?: number; // HE grenade damage
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ud_flames?: number; // Molotov/Incendiary damage
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ud_flash?: number; // Flash grenades used
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ud_smoke?: number; // Smoke grenades used
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avg_ping?: number; // Average ping
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color?: string; // Player color
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}
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```
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### MatchListItem
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```typescript
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interface MatchListItem {
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match_id: string; // Unique match identifier (uint64 as string)
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map: string; // Map name
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date: string; // Match date and time (ISO 8601)
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score_team_a: number; // Final score for team A
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score_team_b: number; // Final score for team B
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duration: number; // Match duration in seconds
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demo_parsed: boolean; // Whether the demo has been successfully parsed
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player_count?: number; // Number of players in the match - optional, not provided by API
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}
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```
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## Error Handling
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All API errors follow a consistent format:
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```json
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{
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"error": "Error message",
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"code": 404,
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"details": {
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"match_id": "3589487716842078322"
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}
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}
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```
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### Common HTTP Status Codes
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- `200 OK`: Request successful
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- `400 Bad Request`: Invalid parameters
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- `404 Not Found`: Resource not found
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- `500 Internal Server Error`: Server error
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## Implementation Notes
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### Pagination
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The matches API implements cursor-based pagination using timestamps:
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1. Initial request to `/matches` returns a plain array of matches (sorted newest first)
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2. Extract the `date` field from the **last match** in the array
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3. Request `/matches/next/{timestamp}` to get older matches
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4. Continue until the response returns fewer matches than your `limit` parameter
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5. The API does **not** provide `has_more` or `next_page_time` fields - you must calculate these yourself
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### Data Transformation
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The frontend application transforms legacy API responses to a modern schema-validated format:
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- Unix timestamps are converted to ISO strings
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- Avatar hashes are converted to full URLs (if provided)
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- Team IDs are normalized (1/2 → 2/3 if needed)
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- Score arrays `[team_a, team_b]` are split into separate fields
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- Field names are mapped: `parsed` → `demo_parsed`, `vac` → `vac_present`, `game_ban` → `gameban_present`
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- Missing fields are provided with defaults (e.g., `tick_rate: 64`)
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### Steam ID Handling
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All Steam IDs and Match IDs are handled as strings to preserve uint64 precision. Never convert these to numbers as it causes precision loss.
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## Examples
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### Fetching Matches with Pagination
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```javascript
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// Initial request - API returns a plain array
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const matches = await fetch('/api/matches?limit=20').then((r) => r.json());
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// matches is an array: [{ match_id, map, date, ... }, ...]
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console.log(`Loaded ${matches.length} matches`);
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// Get the timestamp of the last match for pagination
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if (matches.length > 0) {
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const lastMatch = matches[matches.length - 1];
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const lastTimestamp = lastMatch.date; // Unix timestamp
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// Fetch next page using the timestamp
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const moreMatches = await fetch(`/api/matches/next/${lastTimestamp}?limit=20`).then((r) =>
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r.json()
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);
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console.log(`Loaded ${moreMatches.length} more matches`);
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// Check if we've reached the end
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if (moreMatches.length < 20) {
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console.log('Reached the end of matches');
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}
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}
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```
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### Complete Pagination Loop
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```javascript
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async function loadAllMatches(limit = 50) {
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let allMatches = [];
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let hasMore = true;
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let lastTimestamp = null;
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while (hasMore) {
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// Build URL based on whether we have a timestamp
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const url = lastTimestamp
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? `/api/matches/next/${lastTimestamp}?limit=${limit}`
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: `/api/matches?limit=${limit}`;
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// Fetch matches
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const matches = await fetch(url).then((r) => r.json());
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// Add to collection
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allMatches.push(...matches);
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// Check if there are more
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if (matches.length < limit) {
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hasMore = false;
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} else {
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// Get timestamp of last match for next iteration
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lastTimestamp = matches[matches.length - 1].date;
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}
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}
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return allMatches;
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}
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```
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### Filtering Matches by Map
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```javascript
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const response = await fetch('/api/matches?map=de_inferno&limit=20');
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const data = await response.json();
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```
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### Filtering Matches by Player
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```javascript
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const response = await fetch('/api/matches?player_id=765611980123456&limit=20');
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const data = await response.json();
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```
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