Add agent skill (SKILL.md + per-service reference)
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---
name: rudder-go-sdk
description: Use when working with the Rudder Go server SDK (package rudder, module hub.rudder.build/rudder/rudder-go-sdk) for server-side admin operations — players, wallet, inventory, storage, quests, leaderboards, webhook signature verification.
---
# Rudder Go server SDK
Server-side admin SDK for the Rudder LiveOps platform. Covers the `/game/v1`
admin surface, authenticated with `X-API-Key`. Module:
`hub.rudder.build/rudder/rudder-go-sdk`, package `rudder`. Requires Go 1.21+.
## Install
The module is served from a self-hosted Gitea, bypassing proxy.golang.org:
```bash
go env -w GOPRIVATE=hub.rudder.build/*
go get hub.rudder.build/rudder/rudder-go-sdk@latest
```
## Client init
`AdminKey` is the per-project Admin Key from the dashboard
(app.rudder.build → project → Settings). The key identifies the project; no
separate project ID is needed. Keep it server-side only, never in game clients.
```go
import rudder "hub.rudder.build/rudder/rudder-go-sdk"
client, err := rudder.New(rudder.Config{
AdminKey: os.Getenv("RUDDER_ADMIN_KEY"),
// BaseURL defaults to https://api.rudder.build
// Timeout defaults to 30s; HTTPClient optional
})
```
`client` exposes services: `Players`, `Leaderboards`, `Wallet`, `Inventory`,
`Quests`, `Storage`. All methods take `context.Context` first.
Public types live in package `rudder` (aliases in `types.go`). The `models`
package is generated wire format — never import it in application code and
never edit it by hand (regenerate via `make generate-openapi` in
liveops-gateway).
## Batch-first mutation model
All top-level mutating operations are batch-only. Request body is
`{idempotencyKey?, items:[...]}` with `playerId` inside each item
(leaderboard delete takes `{playerIds:[...]}`, project-storage delete
`{types:[...]}`). Rules:
- at most 100 items per batch
- all-or-nothing in one transaction — one failing item fails the whole batch
- one optional `IdempotencyKey` per batch; retrying with the same key is safe
- errors report the index and playerId of the failing item
Method naming is uniform: verb + entity (`List`/`Get`/`Submit`/`Update`/
`Upsert`/`Delete`/`Adjust`/`History`).
## Handles
`client.Player(id)` and `client.Leaderboard(slug)` return handles without any
HTTP request. Handles are sugar over the batch operations with n=1: the
handle injects `playerID`/`slug` into a single-item batch and unwraps the
first result.
```go
player := client.Player("p1")
wallet, err := player.Wallet().Adjust(ctx, rudder.AdjustPlayerWalletParameters{
IdempotencyKey: "grant-001",
CurrencyCode: "coins",
Amount: 100,
Reason: "compensation",
})
board := client.Leaderboard("weekly")
err = board.Submit(ctx, []rudder.LeaderboardScore{{PlayerID: "p1", Score: 1500}})
```
`client.Player(id)` exposes sub-handles `Wallet()`, `Inventory()`,
`Storage()`, `Quests()` plus `Update`/`Ban`/`Unban`/`Delete`.
`client.Leaderboard(slug)` exposes `List`/`Get`/`GetAround`/`Submit`/
`Update`/`Delete`.
## Top-level Storage vs PlayerHandle.Storage()
`client.Storage` is the **global (project) storage** — shared key/value items
keyed by `Type`, with permissions and versioning. Player storage is reachable
**only** through `client.Player(id).Storage()` — per-player items keyed by
`Type`. They are different backends with different item shapes; do not
confuse them.
## Errors
All API failures return `*rudder.APIError` (`Status`, `Code`, `Message`,
`RequestID`); use `errors.As`. Client-side misconfiguration returns
`Code: "sdk/invalid-options"` (`rudder.ErrorCodeInvalidOptions`). Scenario
engine codes surfaced in `Code` include `early_completion`, `forbidden`,
`level_not_reached`, `node_not_active`, `objectives_incomplete`,
`run_expired`, `run_not_active`, `scenario_not_active`, `unknown_run`.
## Webhook verification
```go
if !rudder.VerifyWebhookSignature(secret, body, r.Header.Get("X-Signature")) {
// reject: signature is hex HMAC-SHA256 of the raw body
}
```
## Reference (exact signatures per service area)
- `reference/players.md` — list/get/verify-auth, batch update/ban/unban/delete, PlayerHandle
- `reference/wallet.md` — batch adjust, history, PlayerWalletHandle
- `reference/inventory.md` — batch adjust, list, PlayerInventoryHandle
- `reference/storage.md` — project storage (top-level) and player storage (handle)
- `reference/quests.md` — quest definitions list, batch reset/force-complete/force-claim, PlayerQuestsHandle
- `reference/leaderboards.md` — definitions list, LeaderboardHandle entries
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# Inventory
Source: `inventory.go`, `player_inventory.go`. Types: `InventoryItem`, `InventoryList`, `InventoryAdjustment`.
## Batch adjust
```go
func (s *InventoryService) Adjust(ctx context.Context, parameters AdjustInventoryParameters) ([]InventoryItem, error)
type AdjustInventoryParameters struct {
IdempotencyKey string
Items []InventoryAdjustment
}
// InventoryAdjustment: {PlayerID, Slug, Amount int64, Reason}
// Negative Amount removes items. Returns updated items in item order.
```
## List
```go
func (s *InventoryService) List(ctx context.Context, playerID string, parameters ListInventoryParameters) (*InventoryList, error)
type ListInventoryParameters struct {
Limit int
Cursor *string
}
// InventoryList: {Items []InventoryItem, NextCursor string}
// InventoryItem: {ID, Slug, Amount int64, UpdatedAt}
```
## PlayerInventoryHandle
`client.Player(id).Inventory()`:
```go
func (h *PlayerInventoryHandle) Adjust(ctx context.Context, parameters AdjustPlayerInventoryParameters) (*InventoryItem, error)
type AdjustPlayerInventoryParameters struct {
IdempotencyKey string
Slug string
Amount int64
Reason string
}
func (h *PlayerInventoryHandle) List(ctx context.Context, parameters ListInventoryParameters) (*InventoryList, error)
```
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# Leaderboards
Source: `leaderboards.go` (definitions + batch entry mutations), `leaderboard.go` (handle).
Types: `Leaderboard`, `LeaderboardList`, `LeaderboardScore`, `Rank`, `RankList`.
## Definitions
```go
func (s *LeaderboardsService) List(ctx context.Context, parameters ListLeaderboardsParameters) (*LeaderboardList, error)
type ListLeaderboardsParameters struct {
Limit int
Cursor *string
}
// LeaderboardList: {Items []Leaderboard, NextCursor string}
// Leaderboard: {Slug, Name, Metric, ResetPeriod, SortingOrder, MaxEntries int64}
```
## Batch entry mutations (service level)
Note: leaderboard entry mutations do NOT take an IdempotencyKey — the generated
batch request bodies carry only items/playerIds.
```go
func (s *LeaderboardsService) Submit(ctx context.Context, slug string, items []LeaderboardScore) error
func (s *LeaderboardsService) Update(ctx context.Context, slug string, items []LeaderboardScore) error
// LeaderboardScore: {PlayerID, Score float64}
func (s *LeaderboardsService) Delete(ctx context.Context, slug string, playerIDs []string) error
// body: {playerIds: [...]}
```
## LeaderboardHandle
`client.Leaderboard(slug)` — no request at creation.
```go
func (h *LeaderboardHandle) List(ctx context.Context, parameters ListLeaderboardEntriesParameters) (*RankList, error)
type ListLeaderboardEntriesParameters struct {
Limit int
Cursor *string
}
// RankList: {Entries []Rank, NextCursor string}
func (h *LeaderboardHandle) Get(ctx context.Context, playerID string) (*Rank, error)
func (h *LeaderboardHandle) GetAround(ctx context.Context, playerID string, limit int) ([]Rank, error)
// entries around the player's rank
func (h *LeaderboardHandle) Submit(ctx context.Context, items []LeaderboardScore) error
func (h *LeaderboardHandle) Update(ctx context.Context, items []LeaderboardScore) error
func (h *LeaderboardHandle) Delete(ctx context.Context, playerIDs []string) error
```
`Rank`: `{PlayerID, PlayerName, Rank int64, Score float64}`.
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# Players
Source: `players.go`, `player.go`. Types: `types.go` (`Player`, `PlayerDetails`, `PlayerList`, `PlayerUpdate`, `PlayerBan`, `PlayerAuthVerification`).
## Reads
```go
func (s *PlayersService) List(ctx context.Context, parameters ListPlayersParameters) (*PlayerList, error)
type ListPlayersParameters struct {
Limit int // offset-based pagination
Offset int
Search string
}
// PlayerList: {Players []Player, Total int, Limit int, Offset int}
func (s *PlayersService) Get(ctx context.Context, playerID string) (*PlayerDetails, error)
// PlayerDetails: {Player Player, Wallets []WalletBalance, Inventory []InventoryItem,
// Storages []PlayerStorage, WalletTransactions []WalletTransaction}
func (s *PlayersService) VerifyAuth(ctx context.Context, accessToken string) (*PlayerAuthVerification, error)
// Single (non-batch) call: POST /players/auth/verify.
// PlayerAuthVerification: {PlayerID, ProjectID, Status} — Status is "active"/"banned"/"deleted".
```
## Batch mutations
```go
func (s *PlayersService) Update(ctx context.Context, parameters UpdatePlayersParameters) ([]Player, error)
type UpdatePlayersParameters struct {
IdempotencyKey string
Items []PlayerUpdate // {PlayerID, Nickname, Data json.RawMessage}
}
func (s *PlayersService) Ban(ctx context.Context, parameters BanPlayersParameters) ([]Player, error)
type BanPlayersParameters struct {
IdempotencyKey string
Items []PlayerBan // {PlayerID, Reason, BannedUntil string}
}
func (s *PlayersService) Unban(ctx context.Context, parameters UnbanPlayersParameters) ([]Player, error)
type UnbanPlayersParameters struct {
IdempotencyKey string
PlayerIDs []string
}
func (s *PlayersService) Delete(ctx context.Context, parameters DeletePlayersParameters) error
type DeletePlayersParameters struct {
IdempotencyKey string
PlayerIDs []string
}
```
## PlayerHandle
`client.Player(id)` — no request at creation.
```go
h.Wallet() *PlayerWalletHandle
h.Inventory() *PlayerInventoryHandle
h.Storage() *PlayerStorageHandle
h.Quests() *PlayerQuestsHandle
func (h *PlayerHandle) Update(ctx context.Context, parameters UpdatePlayerParameters) (*Player, error)
type UpdatePlayerParameters struct {
IdempotencyKey string
Nickname string
Data json.RawMessage
}
func (h *PlayerHandle) Ban(ctx context.Context, parameters BanPlayerParameters) (*Player, error)
type BanPlayerParameters struct {
IdempotencyKey string
Reason string
BannedUntil string
}
func (h *PlayerHandle) Unban(ctx context.Context, idempotencyKey string) (*Player, error)
func (h *PlayerHandle) Delete(ctx context.Context, idempotencyKey string) error
```
## Player fields
`Player`: `ID`, `StableID`, `ProjectID`, `Nickname`, `Data json.RawMessage`,
`Language`, `Region`, `PayerFlag bool`, `BanReason`, `BannedAt`,
`BannedUntil`, `CreatedAt`, `UpdatedAt`, `LastSeen`, `DeletedAt` (all
string unless noted).
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# Quests
Source: `quests.go`, `player_quests.go`. Types: `Quest`, `QuestObjective`, `QuestReward`, `QuestList`, `PlayerQuest`, `PlayerQuestObjective`, `PlayerQuestRef`.
## Quest definitions (catalog)
```go
func (s *QuestsService) List(ctx context.Context, parameters ListQuestsParameters) (*QuestList, error)
type ListQuestsParameters struct {
Status *string // optional: "active" or "archived"
Limit int
Cursor *string
}
// QuestList: {Items []Quest, NextCursor string}
// Quest: {ID, Name, Status, NextQuestID, Objectives []QuestObjective, Rewards []QuestReward}
// QuestObjective: {ID, Metric, Target int64}
// QuestReward: {Amount int64, Currency, ItemID}
```
## Batch player-quest operations
All three share the same parameters and return only `error`:
```go
func (s *QuestsService) Reset(ctx context.Context, parameters PlayerQuestsParameters) error
func (s *QuestsService) ForceComplete(ctx context.Context, parameters PlayerQuestsParameters) error
func (s *QuestsService) ForceClaim(ctx context.Context, parameters PlayerQuestsParameters) error
type PlayerQuestsParameters struct {
IdempotencyKey string
Items []PlayerQuestRef // {PlayerID, QuestID}
}
```
## PlayerQuestsHandle
`client.Player(id).Quests()`:
```go
func (h *PlayerQuestsHandle) List(ctx context.Context) ([]PlayerQuest, error)
// PlayerQuest: {QuestID, Name, Status, Objectives []PlayerQuestObjective}
// PlayerQuestObjective: {ObjectiveID, Current int64, Target int64}
func (h *PlayerQuestsHandle) Reset(ctx context.Context, parameters PlayerQuestParameters) error
func (h *PlayerQuestsHandle) ForceComplete(ctx context.Context, parameters PlayerQuestParameters) error
func (h *PlayerQuestsHandle) ForceClaim(ctx context.Context, parameters PlayerQuestParameters) error
type PlayerQuestParameters struct {
IdempotencyKey string
QuestID string
}
```
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# Storage
Source: `storage.go` (project storage, top-level), `player_storage.go` (player storage, handle only).
Types: `ProjectStorage`, `ProjectStorageList`, `ProjectStorageInput`, `PlayerStorage`.
Top-level `client.Storage` is **project (global) storage**. Player storage is reachable only via `client.Player(id).Storage()`.
## Project storage (client.Storage)
```go
func (s *StorageService) List(ctx context.Context, parameters ListStorageParameters) (*ProjectStorageList, error)
type ListStorageParameters struct {
Limit int
Cursor string // plain string, not *string
Search string
}
// ProjectStorageList: {Items []ProjectStorage, NextCursor string}
func (s *StorageService) Get(ctx context.Context, itemType string) (*ProjectStorage, error)
func (s *StorageService) Upsert(ctx context.Context, parameters UpsertStorageParameters) error
type UpsertStorageParameters struct {
IdempotencyKey string
Items []ProjectStorageInput
}
// ProjectStorageInput: {Type, Data, ExpiresAt, ReadPermission, WritePermission}
func (s *StorageService) Delete(ctx context.Context, parameters DeleteStorageParameters) error
type DeleteStorageParameters struct {
IdempotencyKey string
Types []string // batch delete by item types
}
```
`ProjectStorage` (returned item): `{ID, Type, Data, Size int64, Version int64, ReadPermission, WritePermission, ExpiresAt, UpdatedAt}`.
## Player storage (client.Player(id).Storage())
```go
func (h *PlayerStorageHandle) Get(ctx context.Context, storageType string) (*PlayerStorage, error)
func (h *PlayerStorageHandle) Upsert(ctx context.Context, parameters UpsertPlayerStorageParameters) (*PlayerStorage, error)
type UpsertPlayerStorageParameters struct {
IdempotencyKey string
Type string
Data string
ExpiresAt string
}
func (h *PlayerStorageHandle) Delete(ctx context.Context, parameters DeletePlayerStorageParameters) error
type DeletePlayerStorageParameters struct {
IdempotencyKey string
Type string
}
```
`PlayerStorage`: `{ID, PlayerID, Type, Data, ExpiresAt, UpdatedAt}`.
The handle's Upsert/Delete send single-item batches to `PUT`/`DELETE /players/storage` — the same batch rules (idempotency key, all-or-nothing) apply.
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# Wallet
Source: `wallet.go`, `player_wallet.go`. Types: `WalletBalance`, `WalletTransaction`, `WalletHistory`, `WalletAdjustment`.
## Batch adjust
```go
func (s *WalletService) Adjust(ctx context.Context, parameters AdjustWalletParameters) ([]WalletBalance, error)
type AdjustWalletParameters struct {
IdempotencyKey string
Items []WalletAdjustment
}
// WalletAdjustment: {PlayerID, CurrencyCode, Amount int64, Reason}
// Negative Amount subtracts. Returns updated balances in item order.
```
## History
```go
func (s *WalletService) History(ctx context.Context, playerID string, parameters WalletHistoryParameters) (*WalletHistory, error)
type WalletHistoryParameters struct {
Currency *string // optional filter
Limit int
Cursor *string
}
// WalletHistory: {Entries []WalletTransaction, NextCursor string}
// WalletTransaction: {ID, WalletID, PlayerID, CurrencyCode, Amount int64,
// BalanceBefore int64, BalanceAfter int64, Reason, Source,
// Metadata json.RawMessage, CreatedAt}
```
## PlayerWalletHandle
`client.Player(id).Wallet()`:
```go
func (h *PlayerWalletHandle) Adjust(ctx context.Context, parameters AdjustPlayerWalletParameters) (*WalletBalance, error)
type AdjustPlayerWalletParameters struct {
IdempotencyKey string
CurrencyCode string
Amount int64
Reason string
}
func (h *PlayerWalletHandle) History(ctx context.Context, parameters WalletHistoryParameters) (*WalletHistory, error)
```
## WalletBalance fields
`{ID, PlayerID, CurrencyCode, Balance int64, UpdatedAt}`.