/// <summary> /// DeletePlayer removes the player from state storage by doing the /// following: /// 1) Delete player from configured indices. This effectively removes the /// player from matchmaking when using recommended MMF patterns. /// Everything after this is just cleanup to save stage storage space. /// 2) 'Lazily' delete the player's state storage record. This is kicked /// off in the background and may take some time to complete. /// 2) 'Lazily' delete the player's metadata indicies (like, the timestamp when /// they called CreatePlayer, and the last time the record was accessed). This /// is also kicked off in the background and may take some time to complete. /// INPUT: Player message with the 'id' field populated. /// OUTPUT: Result message denoting success or failure (and an error if /// necessary) /// </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.DeletePlayerResponse> DeletePlayerAsync(global::Api.DeletePlayerRequest request, grpc::CallOptions options) { return(CallInvoker.AsyncUnaryCall(__Method_DeletePlayer, null, options, request)); }
/// <summary> /// DeletePlayer removes the player from state storage by doing the /// following: /// 1) Delete player from configured indices. This effectively removes the /// player from matchmaking when using recommended MMF patterns. /// Everything after this is just cleanup to save stage storage space. /// 2) 'Lazily' delete the player's state storage record. This is kicked /// off in the background and may take some time to complete. /// 2) 'Lazily' delete the player's metadata indicies (like, the timestamp when /// they called CreatePlayer, and the last time the record was accessed). This /// is also kicked off in the background and may take some time to complete. /// INPUT: Player message with the 'id' field populated. /// OUTPUT: Result message denoting success or failure (and an error if /// necessary) /// </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.DeletePlayerResponse DeletePlayer(global::Api.DeletePlayerRequest request, grpc::CallOptions options) { return(CallInvoker.BlockingUnaryCall(__Method_DeletePlayer, null, options, request)); }
/// <summary> /// DeletePlayer removes the player from state storage by doing the /// following: /// 1) Delete player from configured indices. This effectively removes the /// player from matchmaking when using recommended MMF patterns. /// Everything after this is just cleanup to save stage storage space. /// 2) 'Lazily' delete the player's state storage record. This is kicked /// off in the background and may take some time to complete. /// 2) 'Lazily' delete the player's metadata indicies (like, the timestamp when /// they called CreatePlayer, and the last time the record was accessed). This /// is also kicked off in the background and may take some time to complete. /// INPUT: Player message with the 'id' field populated. /// OUTPUT: Result message denoting success or failure (and an error if /// necessary) /// </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.DeletePlayerResponse> DeletePlayerAsync(global::Api.DeletePlayerRequest request, grpc::Metadata headers = null, global::System.DateTime?deadline = null, global::System.Threading.CancellationToken cancellationToken = default(global::System.Threading.CancellationToken)) { return(DeletePlayerAsync(request, new grpc::CallOptions(headers, deadline, cancellationToken))); }
/// <summary> /// DeletePlayer removes the player from state storage by doing the /// following: /// 1) Delete player from configured indices. This effectively removes the /// player from matchmaking when using recommended MMF patterns. /// Everything after this is just cleanup to save stage storage space. /// 2) 'Lazily' delete the player's state storage record. This is kicked /// off in the background and may take some time to complete. /// 2) 'Lazily' delete the player's metadata indicies (like, the timestamp when /// they called CreatePlayer, and the last time the record was accessed). This /// is also kicked off in the background and may take some time to complete. /// INPUT: Player message with the 'id' field populated. /// OUTPUT: Result message denoting success or failure (and an error if /// necessary) /// </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.DeletePlayerResponse> DeletePlayer(global::Api.DeletePlayerRequest request, grpc::ServerCallContext context) { throw new grpc::RpcException(new grpc::Status(grpc::StatusCode.Unimplemented, "")); }