Welcome to the haloapi.js TypeScript documentation.
This documentation is written for the haloapi.js JavaScript client, which consumes the Halo 5 Developer's API.
However, this documentation provides much information on the structure of responses provided by the API. Explanations for fields, for instance, are taken directly from the sample schemas provided on developer.haloapi.com.
Ensure that the Only exported
checkbox in the top-right corner is unchecked, so you can see the entire structure in the panel on the left.
Currently the documentation is around 85% complete. The service record and post-game carnage reports have yet to be modelled in TypeScript.
Fill in file (dynamic module?) level documentation.
Adapters to various supported caches.
Delete a key
A promise to be fulfilled when the key is deleted.
Delete a set of keys.
A promise to be fulfilled when the key is deleted.
Get an item to the cache with a specified key.
The type of the value.
The specified key.
A promise resolving to the value, or a rejection on cache miss.
Retrieve all keys matching a pattern.
a key to search the cache with.
A promise resolving to a list of keys.
Set an intem in the cache with a specified key.
The type of value
The specified key.
The value to store.
Create an adapter
Create an instance of the HaloAPI.
The root HaloAPI interface. Provides access to endpoint services, and optional caching support.
Access metadata endpoints
Access profile endpoints
Access stats endpoints
Clear the cache. If no cache is in use this will instantly reject.
A promise to be fulfilled when the case is cleared, or rejected of an error occurs or no items were cleared.
Asynchronously retreive the location header from the Halo API.
The endpoint path (not including host) to request.
Asynchronously retreive an endpoint from the Halo API.
The type of the argument passed on promise fulfillment
The endpoint path (not including host) to request.
Ensures that a guid is roughly in the shape of a guid.
Only checks that the characters are correct. Does not validate length.
Bi-product is that all id
s that return true do not need to be encoded
in a URL component.
Provide this function with an endpoint function from this api,
such as api.metadata.commendations
, and it will provide a
schema for the expected successful response.
the function which which to retrieve a schema.
a JSON Schema for a particular endpoint.
An object whose keys are the names of cache systems, and values are the classes to be constructed to adapt the cache system.
Declare some simple aliases for semantic purposes
Access metadata endpoints
Access profile endpoints
Access stats endpoints
Clear the cache. If no cache is in use this will instantly reject.
A promise to be fulfilled when the case is cleared, or rejected of an error occurs or no items were cleared.
Asynchronously retreive the location header from the Halo API.
Asynchronously retreive an endpoint from the Halo API.
Ensures that a guid is roughly in the shape of a guid.
Only checks that the characters are correct. Does not validate length.
Bi-product is that all id
s that return true do not need to be encoded
in a URL component.
Redis cache adapter.
Get an item to the cache with a specified key.
A promise resolving to the value, or a rejection on cache miss.
Retrieve all keys matching a pattern.
A promise resolving to a list of keys.
Set an intem in the cache with a specified key.
Fabricated endpoint, uses constant IDs to retreive the Gold, Silver and Bronze requisition packs
An image to use as the background for the designation.
An ID that identifies the designation. It happens to be the same as the designation ordering. This value is the same across all languages. Note that Id = 0 indicates the player has an "Unranked" designation. The player must complete additional matches before being assigned an official CSR designation.
A localized name for the designation, suitable for display to users. The text is title cased.
An array of "CSR Tier" entries, one for each tier this designation supports. Semi-Pro and Pro will not have tiers defined, and this list will be empty.
An image to use as the icon for th tier.
An ID that identifies the tier.
A list of CSR designations for the title. CSR stands for Competitive Skill Rank. CSR is organized into a series of designations, each with a set of tiers within the designation. The designations are: Iron, Bronze, Silver, Gold, Onyx, and Pro. Within each designation are tiers, for example, Bronze 1, Bronze 2, Bronze 3, etc. The Pro designation is special. It has only one tier. For Pro players, we show users a ranking value instead of the tier indicator. For non-Pro players, we keep the absolute skill ranking hidden and show the CSR tier. To determine what CSR a player has earned, view the Service Record stats for that player. There is no significance to the ordering.
A localized description, suitable for display to users.
The ID that uniquely identifies this campaign mission.
An image that is used as the background art for this mission.
The order of the mission in the story. The first mission is #1.
A localized name suitable for display.
The team for the mission. One of the following values:
A listing of campaign missions supported in the title. There is no significance to the ordering.
Information about how this commendation should be categorized when shown to users.
A localized description, suitable for display to users.
Whether this commendation is enabled or not.
An image that is used as the icon for this commendation.
The ID that uniquely identifies this commendation.
One or more levels that model what a player must do to earn rewards and complete the commendation.
A localized name for the commendation, suitable for display to users. The text is title cased.
For meta commendations, the commendation is considered "completed" when all required levels have been "completed". This list contains one or more Level Ids from other commendations. For progressive commendations, this list is empty.
The reward the player will receive for earning this commendation.
Indicates the type of commendation. This is one of the two following options:
An image that is used as the icon for this category.
The ID that uniquely identifies this category.
title cased.
The ID that uniquely identifies this commendation level.
The reward the player will receive for earning this level.
For progressive commendations this indicates the threshold that the player must meet or exceed to consider the commendation level "completed". For meta commendations, this value is always zero.
The progress the player had made towards the commendation level before the
match. In C#, this can be reassembled into a Guid in the following manner:
new Guid((int)Data1, (short)Data2, (short)Data3,
BitConverter.GetBytes((long)Data4)).
The ID of the commendation level that must be met in order to consider the level requirement met.
The threshold that the player must meet or exceed in order to consider the level requirement met.
The ID that uniquely identifies this reward.
The set of requisition packs (if any) that will be awarded.
The amount of XP that will be awarded.
The commendation ID. Commendations are available via the Metadata API.
The progress the player had made towards the commendation level after the match.
The progress the player had made towards the commendation level before the match.
The commendation ID. Commendations are available via the Metadata API.
The progress the player had made towards the commendation level before the match.
The progress the player had made towards the commendation level after the match.
A list of commendations for the title. There is no significance to the ordering.
A localized description, suitable for display to users. Note: This may be null.
The faction that this enemy is affiliated with. One of the following options:
The ID that uniquely identifies this enemy.
A reference to a large image for icon use. This may be null if there is no image defined.
A localized name for the object, suitable for display to users. The text is title cased.
A reference to a small image for icon use. This may be null if there is no image defined.
A list of enemies for the title. There is no significance to the ordering.
The ID that uniquely identifies this stat.
A localized name for the data point, suitable for display to users. The text is title cased.
The type of stat this represents, it is one of the following options:
A list of defined flexible stat entries for the title. There is no significance to the ordering.
An image to use as the game base variant for the designation.
The ID that uniquely identifies this game base variant.
A localized name for the game base variant, suitable for display to users. The text is title cased.
Internal use. The numberernal non-localized name for the the game base variant.
A list that indicates what game modes this base variant is available within. Options are:
A list of game base variants for the title. There is no mechanism to determine which game base variants are currently available for play. To determine which game base variants a specific player has played, view the Service Record stats for that player.There is no significance to the ordering.
A localized description, suitable for display to users.
The ID of the game base variant this is a variant for. Game Base Variants are available via the Metadata API.
An icon image for the game variant.
The ID that uniquely identifies this game variant.
A localized name, suitable for display to users.
The ID that uniquely identifies this impulse.
Internal use. The non-localized name of the impulse.
A list of impulses (essentially invisible medals) for the title. There is no significance to the ordering.
A localized description, suitable for display to users.
The ID that uniquely identifies this map variant.
The ID of the map this is a variant for. Maps are available via the Metadata API.
A reference to an image. This may be null if there is no image defined.
A localized name, suitable for display to users.
A localized description, suitable for display to users.
The ID that uniquely identifies this map.
A reference to an image. This may be null if there is no image defined.
A localized name, suitable for display to users.
This lists all the game modes to which this map is available. Options are:
A list of maps for the title. There is no significance to the ordering.
The type of this medal. It will be one of the following options:
A localized description, suitable for display to users.
The anticipated difficulty, relative to all other medals of this classification. The difficulty is ordered from easiest to most difficult.
The ID that uniquely identifies this map medal.
A localized name for the medal, suitable for display to users.
The location on the sprite sheet for the medal.
The height of the full sprite sheet (in pixels). The dimensions of the full sheet are included so that the sheet can be resized.
The X coordinate where the top-left corner of the sprite is located.
The height of this sprite (in pixels).
A reference to an image that contains all the sprites.
The width of this sprite (in pixels).
The Y coordinate where the top-left corner of the sprite is located.
The width of the full sprite sheet (in pixels). The dimensions of the full sheet are included so that the sheet can be resized.
A list of medals for the title. There is no significance to the ordering.
A localized description for the playlist, suitable for display to users.
The game mode played in this playlist. Options are:
The ID that uniquely identifies this playlist.
An image used to illustrate this playlist.
Indicates if this playlist is currently available for play.
Indicates if a CSR (competitive skill rank) is shown for players who participate in this playlist.
A localized name for the playlist, suitable for display to users. The text is title cased.
A list of playlists for the title. To determine which playlists a specific player has played within, view the Service Record stats for that player. There is no significance to the ordering.
A localized name for the category of the requisition, suitable for display to users. The text is title cased.
If this is set, this is the ID of the Certification Requisition that is required to earn this requisition.
For requisitions where the useType is CreditGranting, this field indicates how many credits the player is rewarded with. When the requisition is not CreditGranting, this value is zero.
A localized description, suitable for display to users.
The ID that uniquely identifies this requisition.
Internal use. A non-localized name for the category of the requisition.
Indicates if this item is a Certification. Certifications will always be durable and are required to earn certain other requisitions.
Indicates if this requisition has been flagged as having 'mythic status'.
Indicates whether the requisition is wearable.
A reference to a large image for icon use. This may be null if there is no image defined.
The Spartan Rank required in order to use the requisition.
A reference to a medium image for icon use. This may be null if there is no image defined.
A localized name, suitable for display to users. The text is title cased.
The localized rarity suitable for display to users. Indicates the scarcity and thus rarity of the requisition
The non-localized rarity. Indicates the scarcity and thus rarity of the requisition. The options are (in increasing order of rarity):
This field indicates how many credits the player will receive if they wish to discard this requisition. When SellPrice is zero, the card cannot be sold back for credits.
A reference to a small image for icon use. This may be null if there is no image defined.
A localized name for the sub-category of the requisition, suitable for display to users. The text is title cased.
The order of the subcategory in the category.
This lists all the game modes that this requisition is redeemable in. Options are:
Indicates how the requisition card may be used. Options are:
If the pack is purchasable via credits, this value contains the number of credits a player must spend to acquire one pack. This value is zero when isPurchasableWithCredits is false.
A localized description, suitable for display to users.
Internal use. Indicates the visual treatment of the pack. This is one of the following options:
The ID that uniquely identifies this pack.
Internal use. Whether the item should be featured ahead of others.
Internal use. Whether the item should be labeled as "new!"
If the pack might be obtainable through the Xbox Live Marketplace, then this value is true.
If the pack is currently available for purchase by spending credits, then this value is true.
A large image for the pack.
A medium image for the pack.
Internal use. The order in which packs are shown for merchandising purposes.
A localized name for the pack, suitable for display to users. The text is title cased.
A small image for the pack.
If this pack might be obtainable through the Xbox Live Marketplace, this is the product ID.
If this pack might be obtainable through the Xbox Live Marketplace, this is the URL to the product.
A list of requisition packs
The end date and time of this season. This is expressed as an ISO 8601 combined Date and Time.
An icon used to represent this season.
The ID that uniquely identifies this season.
Indicates if this season is currently active.
A localized name for the season, suitable for display to users.
One or more playlists that are available in this season.
The start date and time of this season. This is expressed as an ISO 8601 combined Date and Time.
A localized description, suitable for display to users.
The ID that uniquely identifies this skull.
Indicates what mission this skull can be located within. Null when the skull is not found in a mission. Missions are available via the Metadata API.
A localized name, suitable for display to users. The text is title cased.
A list of skulls for the title. There is no significance to the ordering.
The ID that uniquely identifies this Spartan Rank.
The reward the player will receive for earning this Spartan Rank.
The amount of XP required to enter this rank.
The ID that uniquely identifies this reward.
The set of requisition packs (if any) that will be awarded.
The amount of XP that will be awarded.
List of spartan ranks
A seven-character string representing the team color in RGB Hex notation. This
notation uses a #
followed by a hex triplet.
A localized description, suitable for display to users.
A reference to an image for icon use. This may be null if there is no image defined.
The ID that uniquely identifies this color. This will be the same as the team's ID in responses from the Stats API.
A localized name, suitable for display to users.
A listing of team colors supported in the title. There is no significance to the ordering.
A localized description, suitable for display to users.
The ID that uniquely identifies this vehicle.
Indicates whether the vehicle is usable by a player.
A reference to a large image for icon use. This may be null if there is no image defined.
A localized name for the object, suitable for display to users. The text is title cased.
A reference to a small image for icon use. This may be null if there is no image defined.
A list of vehicles for the title. There is no significance to the ordering.
A localized description, suitable for display to users.
The ID that uniquely identifies the weapon.
Indicates whether the weapon is usable by a player.
A reference to a large image for icon use. This may be null if there is no image defined.
A localized name for the object, suitable for display to users. The text is title cased.
A reference to a small image for icon use. This may be null if there is no image defined.
The type of the vehicle. Options are:
A listing of weapons supported in the title. There is no significance to the ordering.
An ID that uniquely identifies a Game Variant.
An ID that uniquely identifies a Map Variant.
An ID that uniquely identifies a Requisition.
An ID that uniquely identifies a Requisition Pack.
Fabricated endpoint, uses constant IDs to retreive the Gold, Silver and Bronze requisition packs
The URL of an image of the player's emblem
The URL of the player's Spartan Image
An optional crop that will be used to determine what portion of the Spartan is returned in the image. The value must be either "full" or "portrait". If no value is specified "full" is used. If an unsupported value is provided, the API returns HTTP 400 ("Bad Request").
An optional size (specified in pixels) of the image requested. When specified, this value must be one of the following values: 95, 128, 190, 256, 512. These values should be kept in service config so adjustments can be made later if necessary. If a value is specified that is not in this list, the API returns HTTP 400 ("Bad Request"). If the size is empty or missing, the API will use 256.
The gamertags of players who contributed to a kill.
The disposition of the death. Can be one of the following: Friendly = 0, Hostile = 1, Neutral = 2
Descriptor to determine what fields will be filled in for the event. This list will grow over time as more events are exposed. Can be one of the following: Death - An event that is created when a death occurs in the match.
Describes if the death was committed by the killer from behind (Assassination or melee to back).
Describes if the kill was committed by the killer with a ground pound.
Describes if the kill was committed by the killer with a head shot.
Describes if the kill was committed by the killer using melee.
Describes if the kill was committed by the killer with a shoulder bash.
Describes if the kill was committed by the killer with a weapon.
Describes the killer's information. Can be null if killer is not a player in the game.
The type of killer that caused the death. Can be one of the following: None = 0, Player = 1, AI = 2
Any attachments the killer's weapon had.
The ID of the weapon. Weapons are available via the Metadata API.
Object describing the position of the killer on the map when they made the kill.
Time passed since the start of the match when the event occurred. This is expressed as an ISO 8601 Duration.
Describes the victim's information. Can be null if victim is not a player in the game
The type of victim who was killed. Can be one of the following: None = 0, Player = 1, AI = 2
Any attachments the victim's weapon had.
The ID of the weapon. Weapons are available via the Metadata API.
Object describing the position of the victim on the map when they were killed.
An ordered list of events that describe a match from start to completion. Events can be a variety of types which will influence what fields are filled in.
As this is an experimental API it has no guarantees around its accuracy. However we do try our best to ensure all events are valid and accounted for. If they do not match up to our expectations this field will return as false indicating this may not be the full set of events that occurred in game.
The player's gamertag.
The x co-ordinate
The y co-ordinate
The z co-ordinate
The CSR value. Zero for normal designations.
The Designation of the CSR. Options are:
The percentage of progress towards the next CSR tier.
If the CSR is Semi-pro or Pro, the player's leaderboard ranking.
The CSR tier.
The enemy this entry references
The attachments (variants) for the enemy.
The Base ID for the enemy.
Total number of kills on the enemy by the player
The number of times the Impuse was earned.
The ID of the Impulse. Impulses are available via the Metadata API.
The number of times the Medal was earned.
The ID of the Medal. Medals are available via the Metadata API.
The gamertag of the opponent that killed the player.
The number of times the opponent killed the player.
The ID of the game base variant for this match. Game base variants are available via the Metadata API.
The variant of the game for this match. Game variants are available via the Metadata API.
the match is in-progress, but the behavior for incomplete matches in undefined.
Whether this was a team-based game or not.
The ID of the base map for this match. Maps are available via the Metadata API.
The variant of the map for this match. Map variants are available via the Metadata API.
A list of stats for each player who was present in the match.
The playlist ID of the match. Playlists are available via the Metadata API.
A list of stats for each team who in the match. Note that in Free For All modes, there is an entry for every player.
The length of the match. This is expressed as an ISO 8601 Duration.
The player's average lifetime.
Details on any credits the player may have earned from playing this match.
The portion of credits earned due to the boost card the user applied
The portion of credits earned due to the player's team-agnostic rank in the match.
Indicates how the credits result was arrived at. Options are:
The scalar applied to the credits earned based on the player's Spartan Rank.
The portion of credits earned due to the time the player played in the match.
The total number of credits the player earned from playing this match.
The Competitive Skill Ranking (CSR) of the player after the match ended. If the player is still in measurement matches, this field is null.
Indicates whether the player was present in the match when it ended.
List of enemy vehicles destroyed. Vehicles are available via the Metadata API.
List of enemies killed, per enemy type. Enemies are available via the Metadata API.
The game base variant specific stats for this match. Flexible stats are available via the Metadata API.
The set of flexible stats that are derived from impulse events.
The set of flexible stats that are derived from impulse time lapses.
The set of flexible stats that are derived from medal events.
The set of flexible stats that are derived from medal time lapses.
The set of Impulses (invisible Medals) earned by the player.
The number of times the player was killed by each opponent. If the player was not killed by an opponent, there will be no entry for that opponent.
The number of times the player killed each opponent. If the player did not kill an opponent, there will be no entry for that opponent.
The player's measurement matches left. If this field is greater than zero, then the player will not have a CSR yet. If the player finished the match, this match is included in this count.
The set of Medals earned by the player.
The player's progress towards meta commendations. Commendations that had no progress earned this match will not be returned.
The player's gamertag.
The Competitive Skill Ranking (CSR) of the player before the match started. If the player is still in measurement matches, this field is null. If the player finished the last measurement match this match, this field is still null.
The player's progress towards progressive commendations. Commendations that had no progress earned this match will not be returned.
The player's team-agnostic ranking.
The set of rewards that the player got in this match.
The ID of the team that the player was on when the match ended.
Total number of assassinations by the player.
Total number of assists by the player.
Total number of deaths by the player.
Not used.
Not used.
Not used.
Not used.
Total grenade damage dealt by the player.
Total number of grenade kills by the player.
Total ground pound damage dealt by the player.
Total number of ground pound kills by the player.
Total number of headshots done by the player.
Total number of kills done by the player. This includes melee kills, shoulder bash kills and Spartan charge kills, all power weapons, AI kills and vehicle destructions.
Total melee damage dealt by the player.
Total number of melee kills by the player.
Total power weapon damage dealt by the player.
Total number of power weapon grabs by the player.
Total number of power weapon kills by the player.
Total power weapon possession by the player. This is expressed as an ISO 8601 Duration.
Total number of shots fired by the player.
Total number of shots landed by the player.
Total shoulder bash damage dealt by the player.
Total number of shoulder bash kills by the player.
Total number of Spartan kills by the player.
Total timed played in this match by the player.
Total weapon damage dealt by the player.
The set of weapons (weapons and vehicles included) used by the player.
The weapon the player used to get the most kills this match.
The total damage dealt for this weapon.
The number of headshots for this weapon.
The number of kills for this weapon.
The total possession time for this weapon. This is expressed as an ISO 8601 Duration.
The number of shots fired for this weapon.
The number of shots landed for this weapon.
Any attachments the weapon had.
The ID of the weapon. Weapons are available via the Metadata API.
The experience information for the player in this match.
If the Reward Source is a Commendation, this is the ID of the level of the commendation that earned the reward.
If the Reward Source is a Meta Commendation or Progress Commendation, this is the ID of the Meta Commendation or Progress Commendation, respectively, that earned the reward. Commendations are available via the Metadata API.
The ID of the reward.
The source of the reward. Options are: None = 0, Meta Commendation = 1, Progress Commendation = 2, Spartan Rank = 3
If the Reward Source is Spartan Rank, this value is set to the Spartan Rank the player acquired that led to this reward being granted. Note: Unlike the commendations fields in this structure, this is not the GUID to a Spartan Rank content item. That's because the Spartan Rank content item itself does not detail what specific Spartan Rank it pertains to - this information is derived from the list of Spartan Ranks as a whole. Spartan Ranks are available via the Metadata API.
The end rank for the team this round.
The round number this entry pertains to.
The end score for the team this round.
The number of times this flexible stat was earned.
The ID of the flexible stat.
The team's rank at the end of the match.
The set of round stats for the team.
The team's score at the end of the match. The way the score is determined is based off the game base variant being played: Breakout = number of rounds won, CTF = number of flag captures, Slayer = number of kills, Strongholds = number of points, Warzone = number of points.
The ID for the team.
The ID of the flexible stat.
The amount of time the flexible stat was earned for. This is expressed as an ISO 8601 Duration.
The total damage dealt for this weapon.
The number of headshots for this weapon.
The number of kills for this weapon.
Duration.
The number of shots fired for this weapon.
The number of shots landed for this weapon.
Any attachments the weapon had.
The ID of the weapon. Weapons are available via the Metadata API.
The amount of XP the player earned if they played a boost card for this match, and the boost card criteria was met. This is a fixed amount of XP, not a multiplier.
concluded.
The XP awarded to the player for their team-agnostic rank.
time was spent in-match.
The player's Spartan Rank before the match started.
The player's XP before the match started.
The player's Spartan Rank after the match ended.
the match ended.
The player's XP after the match ended.
The ID of the game base variant for this match. Game base variants are available via the Metadata API.
The variant of the game for this match. There are two sources of game variants: official game variants available via the Metadata API and user-generated game variants which are not available via the APIs currently. If the game variant for this match was an official game variant, then the structure will be as documented here. This will be null for campaign games.
The ID of the playlist (aka Hopper) for the match. Hoppers are used in Arena and Warzone. In Arena, they function just as you would expect, similar to previous Halo titles. Warzone uses hoppers as well. There will be multiple Warzone hoppers which contain a rotating playlist of scenarios to play. Null for campaign & custom games. Playlists are available via the Metadata API.
Links: links;
Whether this was a team-based game or not (e.g. free-for-all).
The ID of the base map for this match. Maps are available via the Metadata API.
The variant of the map for this match. There are two sources of map variants: official map variants available via the Metadata API and user-generated map variants which are not available via the APIs currently. If the map variant for this match was an official map variant, then the structure will be as documented here. This will be null for campaign games.
The date and time when match ended. Note that this is different than the processing date, once matches end they typically take a small amount of time to process. The processing date is not available through this API. The time component of this date is always set to 00:00:00. This is expressed as an ISO 8601 combined Date and Time.
The length of the match. This is expressed as an ISO 8601 Duration.
This field contains the player's data. This will only contain data for the player specified in the request.
Provides team data. This list contains all team that Won or Tied. Losing teams are not included. This list is empty for campaign games.
The game mode applicable to this match. Options are:
The ID for this match. More match details are available via the applicable Post Game Carnage Report endpoint.
The player's gamertag.
The player's team-agnostic ranking in this match.
Indicates what result the player received at the conclusion of the match. Options are:
The ID of the team that the player was on when the match ended. Zero for campaign games.
The number of assists credited to the player during the match. This includes other Spartans and Enemy AI.
The number of times this player died during the match.
other Spartans and Enemy AI.
are available via the Metadata API.
The team's rank at the end of the match.
The team's score at the end of the match. The way the score is determined is based off the game base variant being played: Breakout = number of rounds won, CTF = number of flag captures, Slayer = number of kills, Strongholds = number of points, Warzone = number of points.
The number of results that the service attempted to retrieve to satisfy this request. Normally this value is equal to the count parameter. If the client specified a count parameter greater than the maximum allowed, this value contains the maximum allowed amount.
The number of results that are actually being returned in this response. This field is named ResultCount to avoid confusion with Count.
A list of recent matches. Matches are listed in chronological order with the most recently started match first.
The starting point that was used. When the start query string parameter is specified, this value is identical. When start is omitted, the default value is returned.
The owner. Usually set to null.
The source of the map variant. Options are:
The ID of the map variant. Game/Map variants are available via the Metadata API.
The resource type. 3 indicates map variant. 2 indicates game variant.
An ID that uniquely identifies a match. Match IDs can be retrieved from the "GET Matches for Player" API.
An ID that uniquely identifies a match. Match IDs can be retrieved from the "GET Matches for Player" API.
An ID that uniquely identifies a match. Match IDs can be retrieved from the "GET Matches for Player" API.
The Player's gamertag.
An ID that uniquely identifies a match. Match IDs can be retrieved from the "GET Matches for Player" API.
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