Exemplo n.º 1
0
 /// <summary>
 /// GetUpdates streams matchmaking results from Open Match for the
 /// provided player ID.
 /// INPUT: Player message with the 'id' field populated.
 /// OUTPUT: a stream of player objects with one or more of the following
 /// fields populated, if an update to that field is seen in state storage:
 ///  - 'assignment': string that usually contains game server connection information.
 ///  - 'status': string to communicate current matchmaking status to the client.
 ///  - 'error': string to pass along error information to the client.
 ///
 /// During normal operation, the expectation is that the 'assignment' field
 /// will be updated by a Backend process calling the 'CreateAssignments' Backend API
 /// endpoint.  'Status' and 'Error' are free for developers to use as they see fit.
 /// Even if you had multiple players enter a matchmaking request as a group, the
 /// Backend API 'CreateAssignments' call will write the results to state
 /// storage separately under each player's ID. OM expects you to make all game
 /// clients 'GetUpdates' with their own ID from the Frontend API to get
 /// their results.
 ///
 /// NOTE: This call generates a small amount of load on the Frontend API and state
 ///  storage while watching the player record for updates. You are expected
 ///  to close the stream from your client after receiving your matchmaking
 ///  results (or a reasonable timeout), or you will continue to
 ///  generate load on OM until you do!
 /// NOTE: Just bear in mind that every update will send egress traffic from
 ///  Open Match to game clients! Frugality is recommended.
 /// </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::AsyncServerStreamingCall <global::Api.GetUpdatesResponse> GetUpdates(global::Api.GetUpdatesRequest request, grpc::Metadata headers = null, global::System.DateTime?deadline = null, global::System.Threading.CancellationToken cancellationToken = default(global::System.Threading.CancellationToken))
 {
     return(GetUpdates(request, new grpc::CallOptions(headers, deadline, cancellationToken)));
 }
Exemplo n.º 2
0
 /// <summary>
 /// GetUpdates streams matchmaking results from Open Match for the
 /// provided player ID.
 /// INPUT: Player message with the 'id' field populated.
 /// OUTPUT: a stream of player objects with one or more of the following
 /// fields populated, if an update to that field is seen in state storage:
 ///  - 'assignment': string that usually contains game server connection information.
 ///  - 'status': string to communicate current matchmaking status to the client.
 ///  - 'error': string to pass along error information to the client.
 ///
 /// During normal operation, the expectation is that the 'assignment' field
 /// will be updated by a Backend process calling the 'CreateAssignments' Backend API
 /// endpoint.  'Status' and 'Error' are free for developers to use as they see fit.
 /// Even if you had multiple players enter a matchmaking request as a group, the
 /// Backend API 'CreateAssignments' call will write the results to state
 /// storage separately under each player's ID. OM expects you to make all game
 /// clients 'GetUpdates' with their own ID from the Frontend API to get
 /// their results.
 ///
 /// NOTE: This call generates a small amount of load on the Frontend API and state
 ///  storage while watching the player record for updates. You are expected
 ///  to close the stream from your client after receiving your matchmaking
 ///  results (or a reasonable timeout), or you will continue to
 ///  generate load on OM until you do!
 /// NOTE: Just bear in mind that every update will send egress traffic from
 ///  Open Match to game clients! Frugality is recommended.
 /// </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::AsyncServerStreamingCall <global::Api.GetUpdatesResponse> GetUpdates(global::Api.GetUpdatesRequest request, grpc::CallOptions options)
 {
     return(CallInvoker.AsyncServerStreamingCall(__Method_GetUpdates, null, options, request));
 }
Exemplo n.º 3
0
 /// <summary>
 /// GetUpdates streams matchmaking results from Open Match for the
 /// provided player ID.
 /// INPUT: Player message with the 'id' field populated.
 /// OUTPUT: a stream of player objects with one or more of the following
 /// fields populated, if an update to that field is seen in state storage:
 ///  - 'assignment': string that usually contains game server connection information.
 ///  - 'status': string to communicate current matchmaking status to the client.
 ///  - 'error': string to pass along error information to the client.
 ///
 /// During normal operation, the expectation is that the 'assignment' field
 /// will be updated by a Backend process calling the 'CreateAssignments' Backend API
 /// endpoint.  'Status' and 'Error' are free for developers to use as they see fit.
 /// Even if you had multiple players enter a matchmaking request as a group, the
 /// Backend API 'CreateAssignments' call will write the results to state
 /// storage separately under each player's ID. OM expects you to make all game
 /// clients 'GetUpdates' with their own ID from the Frontend API to get
 /// their results.
 ///
 /// NOTE: This call generates a small amount of load on the Frontend API and state
 ///  storage while watching the player record for updates. You are expected
 ///  to close the stream from your client after receiving your matchmaking
 ///  results (or a reasonable timeout), or you will continue to
 ///  generate load on OM until you do!
 /// NOTE: Just bear in mind that every update will send egress traffic from
 ///  Open Match to game clients! Frugality is recommended.
 /// </summary>
 /// <param name="request">The request received from the client.</param>
 /// <param name="responseStream">Used for sending responses back to the client.</param>
 /// <param name="context">The context of the server-side call handler being invoked.</param>
 /// <returns>A task indicating completion of the handler.</returns>
 public virtual global::System.Threading.Tasks.Task GetUpdates(global::Api.GetUpdatesRequest request, grpc::IServerStreamWriter <global::Api.GetUpdatesResponse> responseStream, grpc::ServerCallContext context)
 {
     throw new grpc::RpcException(new grpc::Status(grpc::StatusCode.Unimplemented, ""));
 }