/// <summary> /// Deletes the current account /// </summary> /// <param name="password"></param> /// <returns></returns> public UnityTask Delete(string password) { var task = new UnityTask(TaskStrategy.Custom); Delete(password, task.FromResponse()); return(task); }
/// <summary> /// New account created in memory /// </summary> /// <returns>Realtime Authentication Token to use</returns> public UnityTask <RealtimeToken> SignIn(Dictionary <string, string[]> channels = null) { var task = new UnityTask <RealtimeToken>(TaskStrategy.Custom); SignIn(channels, task.FromResponse()); return(task); }
/// <summary> /// Update account details /// </summary> /// <param name="email"></param> /// <param name="password"></param> /// <returns></returns> public UnityTask Update(string email, string password) { var task = new UnityTask(TaskStrategy.Custom); Update(email, password, task.FromResponse()); return(task); }
/// <summary> /// Tells the server to send out an recovery email. This email will contain a reset token. /// </summary> /// <param name="email"></param> /// <returns></returns> public UnityTask Reset(string email) { var task = new UnityTask(TaskStrategy.Custom); Reset(email, task.FromResponse()); return(task); }
/// <summary> /// Deletes the entity serverside /// </summary> /// <typeparam name="T"></typeparam> /// <param name="entity"></param> /// <returns></returns> public UnityTask Delete <T>(T entity) where T : class { var task = new UnityTask(TaskStrategy.Custom); Delete(entity, task.FromResponse()); return(task); }
/// <summary> /// Requests a new guest account. Use for 'Skip Sign In' option. /// </summary> /// <returns></returns> public UnityTask Guest() { var task = new UnityTask(TaskStrategy.Custom); Guest(task.FromResponse()); return(task); }
/// <summary> /// Updates a single property on an existing object /// </summary> /// <param name="id">ObjectId</param> /// <param name="propertyName"></param> /// <param name="propertyValue"></param> /// <returns></returns> public UnityTask UpdateProperty(string id, string propertyName, string propertyValue) { var task = new UnityTask(TaskStrategy.Custom); UpdateProperty(id, propertyName, propertyValue, task.FromResponse()); return(task); }
/// <summary> /// Increments / Decrements a single property. /// </summary> /// <param name="id">ObjectId</param> /// <param name="propertyName"></param> /// <param name="delta">change</param> /// <returns></returns> public UnityTask UpdateDelta(string id, string propertyName, int delta = 1) { var task = new UnityTask(TaskStrategy.Custom); UpdateDelta(id, propertyName, delta, task.FromResponse()); return(task); }
/// <summary> /// Saves an existing object set serverside /// </summary> /// <typeparam name="T"></typeparam> /// <param name="entities"></param> /// <returns></returns> public UnityTask UpdateSet <T>(T[] entities) where T : class { var task = new UnityTask(TaskStrategy.Custom); UpdateSet(entities, task.FromResponse()); return(task); }
/// <summary> /// Syncs with DB. returns newest. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="entity"></param> /// <returns></returns> public UnityTask <T> Sync <T>(T entity) where T : class { var task = new UnityTask <T>(TaskStrategy.Custom); Sync(entity, task.FromResponse()); return(task); }
/// <summary> /// Saves a new object serverside. Includes write protection (AVL). /// </summary> /// <typeparam name="T"></typeparam> /// <param name="entity"></param> /// <param name="acl">protection group</param> /// <param name="param">User name</param> /// <returns></returns> public UnityTask Create <T>(T entity, StorageACL acl, string param) where T : class { var task = new UnityTask(TaskStrategy.Custom); Create(entity, acl, param, task.FromResponse()); return(task); }
/// <summary> /// Reads a set of objects from the server. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="ids"></param> /// <returns></returns> public UnityTask <T[]> GetSet <T>(string[] ids) where T : class { var task = new UnityTask <T[]>(TaskStrategy.Custom); GetSet(ids, task.FromResponse()); return(task); }
/// <summary> /// Reads a collection of objects which match a cloud query. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="query"></param> /// <returns></returns> public UnityTask <T[]> Query <T>(ODataQuery <T> query) where T : class { var task = new UnityTask <T[]>(TaskStrategy.Custom); Query(query, task.FromResponse()); return(task); }
/// <summary> /// Removal /// </summary> /// <returns></returns> public UnityTask FacebookDisconnect() { var task = new UnityTask { Strategy = TaskStrategy.Custom }; FacebookDisconnect(task.FromResponse()); return(task); }
/// <summary> /// Sign in request /// </summary> /// <param name="token"></param> /// <returns></returns> public UnityTask FacebookConnect(AccessToken token) { var task = new UnityTask { Strategy = TaskStrategy.Custom }; FacebookConnect(token, task.FromResponse()); return(task); }