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4743 lines (4669 loc) · 376 KB
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<?xml version="1.0"?>
<doc>
<assembly>
<name>PlayerIOClientDotNet4</name>
</assembly>
<members>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.Connect(System.String,System.String,System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Returns a token that can be used to work with PlayerIO methods in the future</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="connectionId">The id of the connection, as given in the settings section of the admin panel. 'public' should be used as the default</param>
<param name="userId">The id of the user connecting. This can be any string you like.</param>
<param name="auth">If the connection identified by ConnectionIdentifier only accepts authenticated requests, the auth value generated based on UserId is added here</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.Connect(System.String,System.String,System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.ConnectOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Returns a token that can be used to work with PlayerIO methods in the future</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="connectionId">The id of the connection, as given in the settings section of the admin panel. 'public' should be used as the default</param>
<param name="userId">The id of the user connecting. This can be any string you like.</param>
<param name="auth">If the connection identified by ConnectionIdentifier only accepts authenticated requests, the auth value generated based on UserId is added here</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.Authenticate(System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String})">
<summary>Returns a token that can be used to work with PlayerIO methods in the future</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="connectionId">The id of the connection, as given in the settings section of the admin panel. 'public' should be used as the default</param>
<param name="authenticationArguments">Authentication method arguments.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="playCodes">Any given playcodes stored by the client</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.Authenticate(System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AuthenticateOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Returns a token that can be used to work with PlayerIO methods in the future</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="connectionId">The id of the connection, as given in the settings section of the admin panel. 'public' should be used as the default</param>
<param name="authenticationArguments">Authentication method arguments.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="playCodes">Any given playcodes stored by the client</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateRoom(System.String,System.String,System.Boolean,System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean)">
<summary>Create an multiplayer room on the Player.IO infrastructure</summary>
<param name="roomId">The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists</param>
<param name="roomType">The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.</param>
<param name="visible">Should the room be visible when listing rooms with GetRooms</param>
<param name="roomData">The data to initialize the room with, this can be read with ListRooms and changed from the serverside</param>
<param name="isDevRoom">Should the room be created in the global roomlist, or in the roomlist for the development server?</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateRoom(System.String,System.String,System.Boolean,System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean,PlayerIOClient.Callback{System.String},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Create an multiplayer room on the Player.IO infrastructure</summary>
<param name="roomId">The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists</param>
<param name="roomType">The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.</param>
<param name="visible">Should the room be visible when listing rooms with GetRooms</param>
<param name="roomData">The data to initialize the room with, this can be read with ListRooms and changed from the serverside</param>
<param name="isDevRoom">Should the room be created in the global roomlist, or in the roomlist for the development server?</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.JoinRoom(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean,System.Boolean)">
<summary>Join a running multiplayer room</summary>
<param name="roomId">The id of the room you wish to connect to</param>
<param name="joinData">Data to send to the room with additional information about the join </param>
<param name="isDevRoom">Set to true to look for the room in the development roomlist and not in the games global roomlist.</param>
<param name="serverDomainNameNeeded">If true, will return the domain name for the game server. Useful for SSL connections.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.JoinRoom(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean,System.Boolean,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.JoinRoomOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Join a running multiplayer room</summary>
<param name="roomId">The id of the room you wish to connect to</param>
<param name="joinData">Data to send to the room with additional information about the join </param>
<param name="isDevRoom">Set to true to look for the room in the development roomlist and not in the games global roomlist.</param>
<param name="serverDomainNameNeeded">If true, will return the domain name for the game server. Useful for SSL connections.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateJoinRoom(System.String,System.String,System.Boolean,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean,System.Boolean)">
<summary>Creates a multiplayer room (if it does not exist already) and joins it.</summary>
<param name="roomId">The id of the room you wish to create/join</param>
<param name="roomType">If the room doesn't exist: The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.</param>
<param name="visible">If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation</param>
<param name="roomData">If the room doesn't exist: The data to initialize the room with upon creation</param>
<param name="joinData">Data to send to the room with additional information about the join </param>
<param name="isDevRoom">Is the room being created/joined running on a development server?</param>
<param name="serverDomainNameNeeded">If true, will return the domain name for the game server. Useful for SSL connections.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateJoinRoom(System.String,System.String,System.Boolean,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean,System.Boolean,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.CreateJoinRoomOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Creates a multiplayer room (if it does not exist already) and joins it.</summary>
<param name="roomId">The id of the room you wish to create/join</param>
<param name="roomType">If the room doesn't exist: The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.</param>
<param name="visible">If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation</param>
<param name="roomData">If the room doesn't exist: The data to initialize the room with upon creation</param>
<param name="joinData">Data to send to the room with additional information about the join </param>
<param name="isDevRoom">Is the room being created/joined running on a development server?</param>
<param name="serverDomainNameNeeded">If true, will return the domain name for the game server. Useful for SSL connections.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.ListRooms(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Int32,System.Int32,System.Boolean)">
<summary>List the currently running multiplayer rooms</summary>
<param name="roomType">The type of room you wish to list</param>
<param name="searchCriteria">Only rooms with the same values in their roomdata will be returned</param>
<param name="resultLimit">The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'.</param>
<param name="resultOffset">The offset into the list you wish</param>
<param name="onlyDevRooms">Set to true to list rooms in the development roomlist, rather than from the games global roomlist.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.ListRooms(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Int32,System.Int32,System.Boolean,PlayerIOClient.Callback{PlayerIOClient.RoomInfo[]},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>List the currently running multiplayer rooms</summary>
<param name="roomType">The type of room you wish to list</param>
<param name="searchCriteria">Only rooms with the same values in their roomdata will be returned</param>
<param name="resultLimit">The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'.</param>
<param name="resultOffset">The offset into the list you wish</param>
<param name="onlyDevRooms">Set to true to list rooms in the development roomlist, rather than from the games global roomlist.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.UserLeftRoom(System.String,System.Int32,System.Boolean)">
<summary>A game server is reporting that a user left a game</summary>
<param name="extendedRoomId"></param>
<param name="newPlayerCount"></param>
<param name="closed"></param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.UserLeftRoom(System.String,System.Int32,System.Boolean,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>A game server is reporting that a user left a game</summary>
<param name="extendedRoomId"></param>
<param name="newPlayerCount"></param>
<param name="closed"></param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.WriteError(System.String,System.String,System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Writes an entry to the error log</summary>
<param name="source">Where did the error come from? For instance, if you're writing the error from a flash file, the source might be 'flash' while errors from multiplayer code could be saved under 'multiplayer code'</param>
<param name="error">A short string describing the error without details. Example 'Object not set to instance of an object'</param>
<param name="details">The message describing the error in detail. Example 'couldn't find the user 'bob' in the current game'</param>
<param name="stacktrace">The stacktrace (if available) of the error</param>
<param name="extraData">Any extra data you'd like to associate with the error log entry</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.WriteError(System.String,System.String,System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Writes an entry to the error log</summary>
<param name="source">Where did the error come from? For instance, if you're writing the error from a flash file, the source might be 'flash' while errors from multiplayer code could be saved under 'multiplayer code'</param>
<param name="error">A short string describing the error without details. Example 'Object not set to instance of an object'</param>
<param name="details">The message describing the error in detail. Example 'couldn't find the user 'bob' in the current game'</param>
<param name="stacktrace">The stacktrace (if available) of the error</param>
<param name="extraData">Any extra data you'd like to associate with the error log entry</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.UpdateRoom(System.String,System.Int32,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>A game server wants to update a room</summary>
<param name="extendedRoomId"></param>
<param name="visible">0=Hidden, 1=Visible, 2=NoChange</param>
<param name="roomData">Changed room data for the room (if null, nothing changes)</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.UpdateRoom(System.String,System.Int32,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>A game server wants to update a room</summary>
<param name="extendedRoomId"></param>
<param name="visible">0=Hidden, 1=Visible, 2=NoChange</param>
<param name="roomData">Changed room data for the room (if null, nothing changes)</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NewBigDBObject},System.Boolean)">
<summary>Creates a new database object in the given table with the specified key. If no key is specified (null), the object will receive an autogenerated id.</summary>
<param name="objects">The objects to create</param>
<param name="loadExisting">Load existing objects if they already exists, instead of throwing an error</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.CreateObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NewBigDBObject},System.Boolean,PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObject}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Creates a new database object in the given table with the specified key. If no key is specified (null), the object will receive an autogenerated id.</summary>
<param name="objects">The objects to create</param>
<param name="loadExisting">Load existing objects if they already exists, instead of throwing an error</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObjectId})">
<summary>Load database objects</summary>
<param name="objectIds">Identifiers for the objects to load</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObjectId},PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObject}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Load database objects</summary>
<param name="objectIds">Identifiers for the objects to load</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SaveObjectChanges(PlayerIOClient.Internal.PlayerIOChannel.LockType,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBChangeset},System.Boolean)">
<summary>Saves changes to database objects that already exists in BigDB.</summary>
<param name="lockType">Which kind of lock to use when performing the save</param>
<param name="changesets">The list of changes to apply to the database</param>
<param name="createIfMissing">Create objects based on the changesets if there are no existings objects to modify</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SaveObjectChanges(PlayerIOClient.Internal.PlayerIOChannel.LockType,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBChangeset},System.Boolean,PlayerIOClient.Callback{System.Collections.Generic.List{System.String}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Saves changes to database objects that already exists in BigDB.</summary>
<param name="lockType">Which kind of lock to use when performing the save</param>
<param name="changesets">The list of changes to apply to the database</param>
<param name="createIfMissing">Create objects based on the changesets if there are no existings objects to modify</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DeleteObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObjectId})">
<summary>Deletes the specified database objects</summary>
<param name="objectIds">Identifiers for the objects to load</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DeleteObjects(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObjectId},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Deletes the specified database objects</summary>
<param name="objectIds">Identifiers for the objects to load</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadMatchingObjects(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Int32)">
<summary>Loads database objects from the specificed table index whose index value matches the given value.</summary>
<param name="table">The table containing the database objects to locate</param>
<param name="index">The index to perform the lookup in</param>
<param name="indexValue">The value to locate in the index</param>
<param name="limit">The maximum amount of database objects to load</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadMatchingObjects(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Int32,PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObject}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Loads database objects from the specificed table index whose index value matches the given value.</summary>
<param name="table">The table containing the database objects to locate</param>
<param name="index">The index to perform the lookup in</param>
<param name="indexValue">The value to locate in the index</param>
<param name="limit">The maximum amount of database objects to load</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadIndexRange(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Int32)">
<summary>Load database objects from the specified table index whose index value is inside the range between start and stop (both inclusive).</summary>
<param name="table">The table containing the database objects to locate</param>
<param name="index">The index to perform the lookup in</param>
<param name="startIndexValue">The value to start the range search at</param>
<param name="stopIndexValue">The value to end the range search at</param>
<param name="limit">The maximum amount of entries to load</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadIndexRange(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Int32,PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.BigDBObject}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Load database objects from the specified table index whose index value is inside the range between start and stop (both inclusive).</summary>
<param name="table">The table containing the database objects to locate</param>
<param name="index">The index to perform the lookup in</param>
<param name="startIndexValue">The value to start the range search at</param>
<param name="stopIndexValue">The value to end the range search at</param>
<param name="limit">The maximum amount of entries to load</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DeleteIndexRange(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject})">
<summary>Delete all database objects from the specified table index whose index value is inside the range between start and stop (both inclusive).</summary>
<param name="table">The table containing the database objects to delete</param>
<param name="index">The index to perform the delete by</param>
<param name="startIndexValue">The value to start the range search at</param>
<param name="stopIndexValue">The value to end the range search at</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DeleteIndexRange(System.String,System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.ValueObject},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Delete all database objects from the specified table index whose index value is inside the range between start and stop (both inclusive).</summary>
<param name="table">The table containing the database objects to delete</param>
<param name="index">The index to perform the delete by</param>
<param name="startIndexValue">The value to start the range search at</param>
<param name="stopIndexValue">The value to end the range search at</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadMyPlayerObject">
<summary>Loads the database object corresponding to the player from the PlayerObjects table</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LoadMyPlayerObject(PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.BigDBObject},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Loads the database object corresponding to the player from the PlayerObjects table</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultReadHistory(System.UInt32,System.UInt32,System.String)">
<summary>Read the users PayVault history in reverse chronological order</summary>
<param name="page">The page to start at. Page 1 contains the latest transactions</param>
<param name="pageSize">The size of each page</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultReadHistory(System.UInt32,System.UInt32,System.String,PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultHistoryEntry}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Read the users PayVault history in reverse chronological order</summary>
<param name="page">The page to start at. Page 1 contains the latest transactions</param>
<param name="pageSize">The size of each page</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultRefresh(System.String,System.String)">
<summary>Download a user's vault (balance and items)</summary>
<param name="lastVersion">If specified, will only return vault items if value has changed since last version.</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultRefresh(System.String,System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Download a user's vault (balance and items)</summary>
<param name="lastVersion">If specified, will only return vault items if value has changed since last version.</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultConsume(System.Collections.Generic.List{System.String},System.String)">
<summary>Consume one or more items from user's PayVault</summary>
<param name="ids">The ids of the PayVaultItems to use</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultConsume(System.Collections.Generic.List{System.String},System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Consume one or more items from user's PayVault</summary>
<param name="ids">The ids of the PayVaultItems to use</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultCredit(System.UInt32,System.String,System.String)">
<summary>Put coins into PayVault</summary>
<param name="amount">The amount of coins to add to the vault</param>
<param name="reason">The reason that will appear in the vault history</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultCredit(System.UInt32,System.String,System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Put coins into PayVault</summary>
<param name="amount">The amount of coins to add to the vault</param>
<param name="reason">The reason that will appear in the vault history</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultDebit(System.UInt32,System.String,System.String)">
<summary>Remove coins from PayVault</summary>
<param name="amount">The coin amount to remove from the vault</param>
<param name="reason">The reason that will appear in the vault history</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultDebit(System.UInt32,System.String,System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Remove coins from PayVault</summary>
<param name="amount">The coin amount to remove from the vault</param>
<param name="reason">The reason that will appear in the vault history</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuy(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo},System.Boolean,System.String)">
<summary>Buy PayVault items</summary>
<param name="items">The list of items to buy</param>
<param name="storeItems">Whether or not to store the items in the vault after purchase</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuy(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo},System.Boolean,System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Buy PayVault items</summary>
<param name="items">The list of items to buy</param>
<param name="storeItems">Whether or not to store the items in the vault after purchase</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultGive(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo},System.String)">
<summary>Give PayVault items to a user</summary>
<param name="items">The list of items to give</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultGive(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo},System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultContents},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Give PayVault items to a user</summary>
<param name="items">The list of items to give</param>
<param name="targetUserId">If specified, will return the history of the target user instead of the current user</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultPaymentInfo(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo})">
<summary>Get payment-provider specific info for completing a purchase</summary>
<param name="provider">Which PayVault provider to use.</param>
<param name="purchaseArguments">PayVault provider specific data required to initiate payment</param>
<param name="items">The list of items for BuyDirect, if any, otherwise the call is to buy coins</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultPaymentInfo(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PayVaultBuyItemInfo},PlayerIOClient.Callback{System.Collections.Generic.Dictionary{System.String,System.String}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Get payment-provider specific info for completing a purchase</summary>
<param name="provider">Which PayVault provider to use.</param>
<param name="purchaseArguments">PayVault provider specific data required to initiate payment</param>
<param name="items">The list of items for BuyDirect, if any, otherwise the call is to buy coins</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultUsePaymentInfo(System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Use payment-provider specific arguments for finalizing a purchase</summary>
<param name="provider">Which PayVault provider to use.</param>
<param name="providerArguments">PayVault provider specific arguments required to finalize payment</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PayVaultUsePaymentInfo(System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PayVaultUsePaymentInfoOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Use payment-provider specific arguments for finalizing a purchase</summary>
<param name="provider">Which PayVault provider to use.</param>
<param name="providerArguments">PayVault provider specific arguments required to finalize payment</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PartnerPayTrigger(System.String,System.UInt32)">
<summary>Triggers a PartnerPay action</summary>
<param name="key">The key of the action to trigger</param>
<param name="count">The number of actions to trigger, default should be 1</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PartnerPayTrigger(System.String,System.UInt32,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Triggers a PartnerPay action</summary>
<param name="key">The key of the action to trigger</param>
<param name="count">The number of actions to trigger, default should be 1</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PartnerPaySetTag(System.String)">
<summary>Sets (or changes) the partner id of the connected user</summary>
<param name="partnerId">The id of the partner</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PartnerPaySetTag(System.String,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Sets (or changes) the partner id of the connected user</summary>
<param name="partnerId">The id of the partner</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsRefresh(System.String)">
<summary>Refresh the users notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsRefresh(System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.NotificationsRefreshOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Refresh the users notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsRegisterEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpoint})">
<summary>Register notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to register</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsRegisterEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpoint},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.NotificationsRegisterEndpointsOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Register notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to register</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsSend(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.Notification})">
<summary>Send notifications to endpoints</summary>
<param name="notifications">The notifications to send</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsSend(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.Notification},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Send notifications to endpoints</summary>
<param name="notifications">The notifications to send</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsToggleEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpointId},System.Boolean)">
<summary>Toggle the given notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to toggle</param>
<param name="enabled">True if they should be marked as enabled, false if marked as disabled</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsToggleEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpointId},System.Boolean,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.NotificationsToggleEndpointsOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Toggle the given notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to toggle</param>
<param name="enabled">True if they should be marked as enabled, false if marked as disabled</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsDeleteEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpointId})">
<summary>Delete the given notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to delete</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.NotificationsDeleteEndpoints(System.String,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.NotificationsEndpointId},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.NotificationsDeleteEndpointsOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Delete the given notification endpoints</summary>
<param name="lastVersion">If specified, will only return endpoints if changed since last version, or in this call.</param>
<param name="endpoints">The endpoints to delete</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsSend(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String})">
<summary>Send a Request to Someone</summary>
<param name="requestType">What type of Request you are sending. 'invite','nudge','etc'</param>
<param name="requestData">The RequestData you would like to pass</param>
<param name="requestRecipients">The Recipients to send this Request to</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsSend(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.List{System.String},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Send a Request to Someone</summary>
<param name="requestType">What type of Request you are sending. 'invite','nudge','etc'</param>
<param name="requestData">The RequestData you would like to pass</param>
<param name="requestRecipients">The Recipients to send this Request to</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsRefresh(System.Collections.Generic.List{System.String})">
<summary>Refresh the list of waiting GameRequests</summary>
<param name="playCodes">Any given playcodes stored by the client</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsRefresh(System.Collections.Generic.List{System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.GameRequestsRefreshOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Refresh the list of waiting GameRequests</summary>
<param name="playCodes">Any given playcodes stored by the client</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsDelete(System.Collections.Generic.List{System.String})">
<summary>Delete the specified GameRequests</summary>
<param name="requestIds">The ids of the requests to remove</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GameRequestsDelete(System.Collections.Generic.List{System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.GameRequestsDeleteOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Delete the specified GameRequests</summary>
<param name="requestIds">The ids of the requests to remove</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsRefresh(System.String)">
<summary>Refresh achievements and definitions</summary>
<param name="lastVersion">If specified, will only return achievements and their progress if either has changed since last version.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsRefresh(System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AchievementsRefreshOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Refresh achievements and definitions</summary>
<param name="lastVersion">If specified, will only return achievements and their progress if either has changed since last version.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsLoad(System.Collections.Generic.List{System.String})">
<summary>Load achievements for users</summary>
<param name="userIds">The user ids to load achievements for</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsLoad(System.Collections.Generic.List{System.String},PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.UserAchievements}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Load achievements for users</summary>
<param name="userIds">The user ids to load achievements for</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressSet(System.String,System.Int32)">
<summary>Set progress on achievement of a user</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progress">The value to set the achievement progress to</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressSet(System.String,System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressSetOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set progress on achievement of a user</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progress">The value to set the achievement progress to</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressAdd(System.String,System.Int32)">
<summary>Add value to progress on achievement of a user</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progressDelta">The value to be added to the achievement progress</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressAdd(System.String,System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressAddOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Add value to progress on achievement of a user</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progressDelta">The value to be added to the achievement progress</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressMax(System.String,System.Int32)">
<summary>Set the progress of an achievement to the max of current progress value and the new value</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progress">Possible new progress value (if bigger than current progress value)</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressMax(System.String,System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressMaxOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set the progress of an achievement to the max of current progress value and the new value</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="progress">Possible new progress value (if bigger than current progress value)</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressComplete(System.String)">
<summary>Set the progress of an achievement to the max of current progress value and the new value</summary>
<param name="achievementId">The achievement to set the progress for</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressComplete(System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.AchievementsProgressCompleteOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set the progress of an achievement to the max of current progress value and the new value</summary>
<param name="achievementId">The achievement to set the progress for</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightRefresh">
<summary>Refreshes the number of online players and current segments of the current user.</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightRefresh(PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightState},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Refreshes the number of online players and current segments of the current user.</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSetSegments(System.Collections.Generic.List{System.String})">
<summary>Set segments for the current user.</summary>
<param name="segments">Segments to tag the user into</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSetSegments(System.Collections.Generic.List{System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightState},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set segments for the current user.</summary>
<param name="segments">Segments to tag the user into</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackInvitedBy(System.String,System.String)">
<summary>Mark the current user as having been invited by the given user for viral analysis.</summary>
<param name="invitingUserId">The connect user id of the user that invited you.</param>
<param name="invitationChannel">An identifier for the invitation channel used, like 'email' or 'fb_invite'</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackInvitedBy(System.String,System.String,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Mark the current user as having been invited by the given user for viral analysis.</summary>
<param name="invitingUserId">The connect user id of the user that invited you.</param>
<param name="invitationChannel">An identifier for the invitation channel used, like 'email' or 'fb_invite'</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackEvents(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightEvent})">
<summary>Track the given events</summary>
<param name="events">The events to track</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackEvents(System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightEvent},PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Track the given events</summary>
<param name="events">The events to track</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackExternalPayment(System.String,System.Int32)">
<summary>Track a non-PayVault payment into PlayerInsight. This method is only usefull if you're using a 3rd party payment system instead of PayVault, since PayVault tracks all payments automatically.</summary>
<param name="currency">The name of the currency for the payment.</param>
<param name="amount">The amount of the current payment in the given currency.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightTrackExternalPayment(System.String,System.Int32,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Track a non-PayVault payment into PlayerInsight. This method is only usefull if you're using a 3rd party payment system instead of PayVault, since PayVault tracks all payments automatically.</summary>
<param name="currency">The name of the currency for the payment.</param>
<param name="amount">The amount of the current payment in the given currency.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSessionKeepAlive">
<summary>Keep the current session alive</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSessionKeepAlive(PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Keep the current session alive</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSessionStop">
<summary>Terminate the current session</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.PlayerInsightSessionStop(PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Terminate the current session</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreLoad(System.Collections.Generic.List{System.String})">
<summary>Load OneScore for other users</summary>
<param name="userIds">The user ids to load OneScore for</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreLoad(System.Collections.Generic.List{System.String},PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.OneScoreValue}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Load OneScore for other users</summary>
<param name="userIds">The user ids to load OneScore for</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreSet(System.Int32)">
<summary>Set the OneScore for the user</summary>
<param name="score">The value to set the OneScore to</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreSet(System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.OneScoreValue},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set the OneScore for the user</summary>
<param name="score">The value to set the OneScore to</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreAdd(System.Int32)">
<summary>Add to the OneScore for the user</summary>
<param name="score">The value to add to the OneScore</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreAdd(System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.OneScoreValue},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Add to the OneScore for the user</summary>
<param name="score">The value to add to the OneScore</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreRefresh">
<summary>Loads the OneScore value for the user</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.OneScoreRefresh(PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.OneScoreValue},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Loads the OneScore value for the user</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Authenticates a user in the simple user db and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="usernameOrEmail">The username or email of the user you wish to authenticate.</param>
<param name="password">The password of the user you wish to authenticate.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.SimpleConnectOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Authenticates a user in the simple user db and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="usernameOrEmail">The username or email of the user you wish to authenticate.</param>
<param name="password">The password of the user you wish to authenticate.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleRegister(System.String,System.String,System.String,System.String,System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Registers a new user in the simple user db and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel.</param>
<param name="username">The username of the new user.</param>
<param name="password">The password of the new user.</param>
<param name="email">The email of the new user. (optional)</param>
<param name="captchaKey">(only if captcha is required) The key of the Captcha image used to get the user to write in the Captcha value</param>
<param name="captchaValue">(only if captcha is required) The string the user entered in response to the captcha image</param>
<param name="extraData">Any extra data that you wish to store with the user such as gender, birthdate, etc. (optional)</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleRegister(System.String,System.String,System.String,System.String,System.String,System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.SimpleRegisterOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIORegistrationError})">
<summary>Registers a new user in the simple user db and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel.</param>
<param name="username">The username of the new user.</param>
<param name="password">The password of the new user.</param>
<param name="email">The email of the new user. (optional)</param>
<param name="captchaKey">(only if captcha is required) The key of the Captcha image used to get the user to write in the Captcha value</param>
<param name="captchaValue">(only if captcha is required) The string the user entered in response to the captcha image</param>
<param name="extraData">Any extra data that you wish to store with the user such as gender, birthdate, etc. (optional)</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleRecoverPassword(System.String,System.String)">
<summary>Initiates the password recovery process for a user. The user must have supplied an email address during registration.</summary>
<param name="gameId">The game id of the game the user is registered in.</param>
<param name="usernameOrEmail">The username or email address of the user that wishes to recover his password.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleRecoverPassword(System.String,System.String,PlayerIOClient.Callback,PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Initiates the password recovery process for a user. The user must have supplied an email address during registration.</summary>
<param name="gameId">The game id of the game the user is registered in.</param>
<param name="usernameOrEmail">The username or email address of the user that wishes to recover his password.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.KongregateConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Authenticates a Kongregate user and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="userId">The Kongregate user id of the user you wish to authenticate.</param>
<param name="gameAuthToken">The Kongregate game auth token of the user's session.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.KongregateConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.KongregateConnectOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Authenticates a Kongregate user and returns a connection token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="userId">The Kongregate user id of the user you wish to authenticate.</param>
<param name="gameAuthToken">The Kongregate game auth token of the user's session.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleGetCaptcha(System.String,System.Int32,System.Int32)">
<summary>Creates a Captcha image and key, to be used for registrations where the added security of Captcha is required..</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel.</param>
<param name="width">The width of the Captcha image.</param>
<param name="height">The height of the Captcha image.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleGetCaptcha(System.String,System.Int32,System.Int32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.SimpleGetCaptchaOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Creates a Captcha image and key, to be used for registrations where the added security of Captcha is required..</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel.</param>
<param name="width">The width of the Captcha image.</param>
<param name="height">The height of the Captcha image.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.FacebookOAuthConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Authenticates a Facebook access_token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="accessToken">The Facebook access_token you wish to authenticate with.</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.FacebookOAuthConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.FacebookOAuthConnectOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Authenticates a Facebook access_token.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="accessToken">The Facebook access_token you wish to authenticate with.</param>
<param name="partnerId">The partner id of the user connecting, if any.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SteamConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
<summary>Authenticates a Steam session.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="steamAppId">The Steam App Id of the game.</param>
<param name="steamSessionTicket">The Steam Session Ticket for the user.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SteamConnect(System.String,System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.Collections.Generic.Dictionary{System.String,System.String},PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.SteamConnectOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Authenticates a Steam session.</summary>
<param name="gameId">The game id of the game you wish to connect to. This value can be found in the admin panel</param>
<param name="steamAppId">The Steam App Id of the game.</param>
<param name="steamSessionTicket">The Steam Session Ticket for the user.</param>
<param name="playerInsightSegments">Segments to tag the user into in PlayerInsight</param>
<param name="clientAPI">The id of the client api used to connect.</param>
<param name="clientInfo">Information about the environment of the client.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleUserGetSecureLoginInfo">
<summary>Gets certificate and nonce for secure password transmission over http</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.SimpleUserGetSecureLoginInfo(PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.SimpleUserGetSecureLoginInfoOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Gets certificate and nonce for secure password transmission over http</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsGet(System.String,System.String,System.Int32,System.Int32,System.String,System.Collections.Generic.List{System.String})">
<summary>Get leaderboard entries</summary>
<param name="group">Which leaderboard group to get entries for</param>
<param name="leaderboard">Which leaderboard to get entries for</param>
<param name="index">The index to start getting entries at</param>
<param name="count">The number of entries to get</param>
<param name="neighbourUserId">Optional connectuserid to get the neighbourhood of entries around</param>
<param name="filterUserIds">Optional list of users to filter entries by</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsGet(System.String,System.String,System.Int32,System.Int32,System.String,System.Collections.Generic.List{System.String},PlayerIOClient.Callback{System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.LeaderboardEntry}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Get leaderboard entries</summary>
<param name="group">Which leaderboard group to get entries for</param>
<param name="leaderboard">Which leaderboard to get entries for</param>
<param name="index">The index to start getting entries at</param>
<param name="count">The number of entries to get</param>
<param name="neighbourUserId">Optional connectuserid to get the neighbourhood of entries around</param>
<param name="filterUserIds">Optional list of users to filter entries by</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsSet(System.String,System.String,System.Int64)">
<summary>Set leaderboard score for the user</summary>
<param name="group">Which leaderboard group to set a score for</param>
<param name="leaderboard">Which leaderboard to set a score for</param>
<param name="score">The value to set the leaderboard score to</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsSet(System.String,System.String,System.Int64,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.LeaderboardEntry},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Set leaderboard score for the user</summary>
<param name="group">Which leaderboard group to set a score for</param>
<param name="leaderboard">Which leaderboard to set a score for</param>
<param name="score">The value to set the leaderboard score to</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsCount(System.String,System.String)">
<summary>Get number of entries in a leaderboard</summary>
<param name="group">Which leaderboard group to get the count for</param>
<param name="leaderboard">Which leaderboard to get the count for</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.LeaderboardsCount(System.String,System.String,PlayerIOClient.Callback{System.Int32},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Get number of entries in a leaderboard</summary>
<param name="group">Which leaderboard group to get the count for</param>
<param name="leaderboard">Which leaderboard to get the count for</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.JoinCluster(System.String,System.Boolean,System.Collections.Generic.List{System.Int32},System.String,System.String,System.String,System.String,System.String,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
<summary>A new server has booted and wants to join the cluster</summary>
<param name="clusterAccessKey">The accesskey to for the cluster to join. Only used in Development servers</param>
<param name="isDevelopmentServer">Is it a development server</param>
<param name="ports">the ports which the joining server is listening on</param>
<param name="machineName">The name of the machine running the server</param>
<param name="version">The version of the production server running on the machine</param>
<param name="machineId">The unique id of this server</param>
<param name="os">The operating system of this server</param>
<param name="cpu">CPU Information of this server</param>
<param name="cpuCores">How many cores does this server have</param>
<param name="cpuLogicalCores">How many logical cores does this server have</param>
<param name="cpuAddressWidth">What is the addresswidth of the server</param>
<param name="cpuMaxClockSpeed">What is the max clock speed of the server</param>
<param name="ramMegabytes">How much ram does this server have</param>
<param name="ramSpeed">How fast is the ram of this server</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.JoinCluster(System.String,System.Boolean,System.Collections.Generic.List{System.Int32},System.String,System.String,System.String,System.String,System.String,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.JoinClusterOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>A new server has booted and wants to join the cluster</summary>
<param name="clusterAccessKey">The accesskey to for the cluster to join. Only used in Development servers</param>
<param name="isDevelopmentServer">Is it a development server</param>
<param name="ports">the ports which the joining server is listening on</param>
<param name="machineName">The name of the machine running the server</param>
<param name="version">The version of the production server running on the machine</param>
<param name="machineId">The unique id of this server</param>
<param name="os">The operating system of this server</param>
<param name="cpu">CPU Information of this server</param>
<param name="cpuCores">How many cores does this server have</param>
<param name="cpuLogicalCores">How many logical cores does this server have</param>
<param name="cpuAddressWidth">What is the addresswidth of the server</param>
<param name="cpuMaxClockSpeed">What is the max clock speed of the server</param>
<param name="ramMegabytes">How much ram does this server have</param>
<param name="ramSpeed">How fast is the ram of this server</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.ServerHeartbeat(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.RunningRoom},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.GameResourceUsage},System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Int64)">
<summary>Hey PlayerIO; I'm still alive, don't delete my rooms!</summary>
<param name="serverId"></param>
<param name="appDomains"></param>
<param name="serverTypes"></param>
<param name="machineCPU"></param>
<param name="processCPU"></param>
<param name="memoryUsage"></param>
<param name="avaliableMemory"></param>
<param name="freeMemory"></param>
<param name="runningRooms"></param>
<param name="usedResources"></param>
<param name="aPIRequests"></param>
<param name="aPIRequestsError"></param>
<param name="aPIRequestsFailed"></param>
<param name="aPIRequestsExecuting"></param>
<param name="aPIRequestsQueued"></param>
<param name="aPIRequestsTime"></param>
<param name="serverUnixTimeUtc">The current utc time of the server as unix time (seconds since 1970...)</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.ServerHeartbeat(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.RunningRoom},System.Collections.Generic.List{PlayerIOClient.Internal.PlayerIOChannel.GameResourceUsage},System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Int64,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.ServerHeartbeatOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Hey PlayerIO; I'm still alive, don't delete my rooms!</summary>
<param name="serverId"></param>
<param name="appDomains"></param>
<param name="serverTypes"></param>
<param name="machineCPU"></param>
<param name="processCPU"></param>
<param name="memoryUsage"></param>
<param name="avaliableMemory"></param>
<param name="freeMemory"></param>
<param name="runningRooms"></param>
<param name="usedResources"></param>
<param name="aPIRequests"></param>
<param name="aPIRequestsError"></param>
<param name="aPIRequestsFailed"></param>
<param name="aPIRequestsExecuting"></param>
<param name="aPIRequestsQueued"></param>
<param name="aPIRequestsTime"></param>
<param name="serverUnixTimeUtc">The current utc time of the server as unix time (seconds since 1970...)</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetGameAssemblyUrl(System.String,System.String,System.String)">
<summary>Gets the location where the code for a server type can be downloaded.</summary>
<param name="clusterAccessKey">The accesskey for the cluster of the server</param>
<param name="gameCodeId"></param>
<param name="machineId">The machine id of the game server</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetGameAssemblyUrl(System.String,System.String,System.String,PlayerIOClient.Callback{System.Collections.Generic.List{System.String}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Gets the location where the code for a server type can be downloaded.</summary>
<param name="clusterAccessKey">The accesskey for the cluster of the server</param>
<param name="gameCodeId"></param>
<param name="machineId">The machine id of the game server</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DevServerLogin(System.String,System.String)">
<summary>Login to get a ClusterAccessKey for development server</summary>
<param name="username"></param>
<param name="password"></param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.DevServerLogin(System.String,System.String,PlayerIOClient.Callback{PlayerIOClient.Internal.PlayerIOChannel.DevServerLoginOutput},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Login to get a ClusterAccessKey for development server</summary>
<param name="username"></param>
<param name="password"></param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.WebserviceOnlineTest">
<summary>Check if this service is completely online</summary>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.WebserviceOnlineTest(PlayerIOClient.Callback{System.String},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Check if this service is completely online</summary>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetServerInfo(System.String)">
<summary>A new server has booted and wants to get relevant info to initialize</summary>
<param name="machineId">Game Server machine id</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetServerInfo(System.String,PlayerIOClient.Callback{System.Collections.Generic.List{System.Int32}},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>A new server has booted and wants to get relevant info to initialize</summary>
<param name="machineId">Game Server machine id</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>
<param name="onError">Callback method to be executed if request fails</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetServerCert(System.String)">
<summary>Request a SSL cert</summary>
<param name="instanceId">The instance id of the server.</param>
</member>
<member name="M:PlayerIOClient.Internal.PlayerIOChannel.GetServerCert(System.String,PlayerIOClient.Callback{System.Byte[]},PlayerIOClient.Callback{PlayerIOClient.PlayerIOError})">
<summary>Request a SSL cert</summary>
<param name="instanceId">The instance id of the server.</param>
<param name="onSuccess">Callback method to be executed when request completes successfully</param>