/// <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)); }
/// <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)); }
/// <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))); }
/// <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, "")); }