Ejemplo n.º 1
0
 /// <summary>
 /// Write the connection info for the list of players in the
 /// Assignments.messages.Rosters to state storage.  The Frontend API is
 /// responsible for sending anything sent here to the game clients.
 /// Sending a player to this function kicks off a process that removes
 /// the player from future matchmaking functions by adding them to the
 /// 'deindexed' player list and then deleting their player ID from state storage
 /// indexes.
 /// INPUT: Assignments message with these fields populated:
 ///  - assignment, anything you write to this string is sent to Frontend API
 ///  - rosters. You can send any number of rosters, containing any number of
 ///     player messages. All players from all rosters will be sent the assignment.
 ///     The only field in the Roster's Player messages used by CreateAssignments is
 ///     the id field.  All other fields in the Player messages are silently ignored.
 /// </summary>
 /// <param name="request">The request to send to the server.</param>
 /// <param name="options">The options for the call.</param>
 /// <returns>The call object.</returns>
 public virtual grpc::AsyncUnaryCall <global::Api.CreateAssignmentsResponse> CreateAssignmentsAsync(global::Api.CreateAssignmentsRequest request, grpc::CallOptions options)
 {
     return(CallInvoker.AsyncUnaryCall(__Method_CreateAssignments, null, options, request));
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Write the connection info for the list of players in the
 /// Assignments.messages.Rosters to state storage.  The Frontend API is
 /// responsible for sending anything sent here to the game clients.
 /// Sending a player to this function kicks off a process that removes
 /// the player from future matchmaking functions by adding them to the
 /// 'deindexed' player list and then deleting their player ID from state storage
 /// indexes.
 /// INPUT: Assignments message with these fields populated:
 ///  - assignment, anything you write to this string is sent to Frontend API
 ///  - rosters. You can send any number of rosters, containing any number of
 ///     player messages. All players from all rosters will be sent the assignment.
 ///     The only field in the Roster's Player messages used by CreateAssignments is
 ///     the id field.  All other fields in the Player messages are silently ignored.
 /// </summary>
 /// <param name="request">The request to send to the server.</param>
 /// <param name="options">The options for the call.</param>
 /// <returns>The response received from the server.</returns>
 public virtual global::Api.CreateAssignmentsResponse CreateAssignments(global::Api.CreateAssignmentsRequest request, grpc::CallOptions options)
 {
     return(CallInvoker.BlockingUnaryCall(__Method_CreateAssignments, null, options, request));
 }
Ejemplo n.º 3
0
 /// <summary>
 /// Write the connection info for the list of players in the
 /// Assignments.messages.Rosters to state storage.  The Frontend API is
 /// responsible for sending anything sent here to the game clients.
 /// Sending a player to this function kicks off a process that removes
 /// the player from future matchmaking functions by adding them to the
 /// 'deindexed' player list and then deleting their player ID from state storage
 /// indexes.
 /// INPUT: Assignments message with these fields populated:
 ///  - assignment, anything you write to this string is sent to Frontend API
 ///  - rosters. You can send any number of rosters, containing any number of
 ///     player messages. All players from all rosters will be sent the assignment.
 ///     The only field in the Roster's Player messages used by CreateAssignments is
 ///     the id field.  All other fields in the Player messages are silently ignored.
 /// </summary>
 /// <param name="request">The request to send to the server.</param>
 /// <param name="headers">The initial metadata to send with the call. This parameter is optional.</param>
 /// <param name="deadline">An optional deadline for the call. The call will be cancelled if deadline is hit.</param>
 /// <param name="cancellationToken">An optional token for canceling the call.</param>
 /// <returns>The call object.</returns>
 public virtual grpc::AsyncUnaryCall <global::Api.CreateAssignmentsResponse> CreateAssignmentsAsync(global::Api.CreateAssignmentsRequest request, grpc::Metadata headers = null, global::System.DateTime?deadline = null, global::System.Threading.CancellationToken cancellationToken = default(global::System.Threading.CancellationToken))
 {
     return(CreateAssignmentsAsync(request, new grpc::CallOptions(headers, deadline, cancellationToken)));
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Write the connection info for the list of players in the
 /// Assignments.messages.Rosters to state storage.  The Frontend API is
 /// responsible for sending anything sent here to the game clients.
 /// Sending a player to this function kicks off a process that removes
 /// the player from future matchmaking functions by adding them to the
 /// 'deindexed' player list and then deleting their player ID from state storage
 /// indexes.
 /// INPUT: Assignments message with these fields populated:
 ///  - assignment, anything you write to this string is sent to Frontend API
 ///  - rosters. You can send any number of rosters, containing any number of
 ///     player messages. All players from all rosters will be sent the assignment.
 ///     The only field in the Roster's Player messages used by CreateAssignments is
 ///     the id field.  All other fields in the Player messages are silently ignored.
 /// </summary>
 /// <param name="request">The request received from the client.</param>
 /// <param name="context">The context of the server-side call handler being invoked.</param>
 /// <returns>The response to send back to the client (wrapped by a task).</returns>
 public virtual global::System.Threading.Tasks.Task <global::Api.CreateAssignmentsResponse> CreateAssignments(global::Api.CreateAssignmentsRequest request, grpc::ServerCallContext context)
 {
     throw new grpc::RpcException(new grpc::Status(grpc::StatusCode.Unimplemented, ""));
 }