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Server Hosting API Reference

DS Hosting & Management allows you to dynamically scale the DS (dedicated servers) you need, and the DS must integrate PgosSDK.

API List

APIDescription
ProcessReadySignals PGOS that the process is ready to receive battle session. Note: This function can be used in two hosting mode. 1. Normal hosting mode: all DS process running on CVM are launched by PGOS and could hold battle sessions. A DS process call ProcessReady in this mode to signals PGOS that the process is ready to receive battle session. 2. Shared-memory hosting mode: PGOS ONLY launch ONE DS process and we mark it as Alpha, the Alpha process works as a forker and could not hold any battle sessions. Each child forked by Alpha process in this mode should call ProcessReady to signals PGOS that the process is ready to receive battle session @param port The port will be used as the target port when game client connect to server. @param log_paths The log_paths includes the log paths that the server needs to upload. PGOS will upload these paths after interface ProcessEnding is called. The compressed size of the uploaded file cannot exceed 512 MBytes. The latest limitations can be viewed in the documentation: https://pgos.intlgame.com/pgosdoc/manual/limitations/service_limitations.html
ActivateBattleSessionSignals PGOS that the server process is now ready to receive player sessions. Should be called once all battle session initialization has finished. @param battle_session_id The id of battle session @param port Access port of the game server. Setting this parameter as 0 to ignores this parameter, instead this parameter will overrides the port be sent in the ProcessReady interface.
TerminateBattleSessionTerminate one battle session that running on the server process(DS instance). This function should be called when the [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode. @param battle_session_id The id of battle session.
DescribeBattleSessionDescribe the latest battle session information. @param battle_session_id The id of battle session
ReservePlayerBattleSessionCall this API to turn player battle session status from Pending to Reserved. Note player should not connect to game server when the player battle session status is Pending. Such a player battle session will get a failure when call AcceptPlayerBattleSession API. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.
ReservePlayerBattleSessionAsyncThe asynchronous version of ReservePlayerBattleSession.
AcceptPlayerBattleSessionValidates a player session, and signal PGOS to update player session's status to Active. This method should be called when a client requests a connection to the server. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.
AcceptPlayerBattleSessionAsyncThe asynchronous version of AcceptPlayerBattleSession.
DisconnectPlayerBattleSessionMark a player battle session as disconnected.You can call this interface when the player disconnects from DS non-permanently. The session can be resumed at any time by calling the AcceptPlayerBattleSession interface again. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.
DisconnectPlayerBattleSessionAsyncThe asynchronous version of DisconnectPlayerBattleSession.
RemovePlayerBattleSessionThis interface will set the player session to a final state(Completed) and cannot be restored. You should call this interface when a player is disconnects from DS permanently. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.
RemovePlayerBattleSessionAsyncThe asynchronous version of RemovePlayerBattleSession.
ProcessEndingSignals PGOS that the process is ending, and the battle session running on this process will also be terminated. PGOS will kill the process by force if it do not exit in 2mins after ProcessEnding is called.
LogMessageLog a message to POGS's log file @param message Log content
StartBackfillStart a backfill request to fill the battle session with new players.
CancelBackfillCancel a backfill request.
GetPublicIPGet the public ip to access this game server. Should be called after the interface InitSdk.
GetDeploymentInfoGet the deployment details of the game server. Should be called after the interface InitSdk.
DescribePlayerBattleSessionsQuery players of a battle session. @param battle_session_id The id of battle session
SetBattlePropertiesUpdate the battle properties, update event will be pushed to players in the battle session.
LockWorldBattleSessionLock a battle session from world service to deny any new player to join.
UnlockWorldBattleSessionUnlock a battle session from world service to allow new players to join.
PushMsgToGameBackendPush a message to the game backend and do not wait for the DS to process it.
RPCRequestToGameBackendSend a message to the game backend and get a response from the game backend.

Event List

EventDescription
OnHealthCheckThe HealthCheck event will be triggered every one minute to obtain the health status of the game process. The game process needs to return the health status of the current process.
OnStartBattleSessionThe StartBattleSession event will be triggered when a battle session was placed to the server. Game server needs to call the ActivateBattleSession interface within 5 minutes to active battle session, otherwise the battle session will be abandoned.
OnBattleSessionTerminatedThis event is available when [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode. The BattleSessionTerminated event will be triggered when a battle session is terminated by PGOS backend. Only terminate a battle session from Portal manually could trigger this event for now. This event is a notification event. PGOS does not expect any special behavior from the DS. New battle session placement requests may still arrive after receiving this event. DS developers should be aware of this.
OnBattleSessionUpdatedThis event is used to notify new players of joining a battle session in two specific scenarios: World and Matchmaking backfill.
OnProcessTerminateThe event will be triggered once the process being terminated. The ProcessTerminate event is triggered when the system needs to terminate a DS process. Typical scenarios include: 1. PGOS needs to safely scale down an unoccupied machine (which is not hosting any battle session). 2. The game has configured 'World Session Clean-Up Time' in World Configuration, and that world battle session meets the condition to be ended. 3. The DS process has reached the maximum lifetime configured for it in the console (if configured), and the DS is not hosting any battle sessions. 4. A developer manually forces termination of a battle session in the console. On receiving this event, DS should call the ProcessEnding API to confirm that the DS will terminate, and then exit the process after completing any necessary tasks (for example, saving data).
OnPlayerBattleSessionsTerminatedThis event is called periodically to notify game DS of those player battle sessions that have been terminated from client side.
OnBattlePlayerOfflineThe event will be triggered when the player in the battle-session is offline.
OnBattlePlayerBannedThe event will be triggered when the player in the battle-session is banned.
OnPushMsgReceivedFromGameBackendThe event will be triggered when a game backend push message is received.
OnRPCRequestReceivedFromGameBackendThe event will be triggered when a game backend rpc message is received.
OnPushMsgReceivedFromHTTPAPIThe event will be triggered when a http api push message is received.
OnRPCRequestReceivedFromHTTPAPIThe event will be triggered when a http api rpc message is received.

API Details

ProcessReady

Signals PGOS that the process is ready to receive battle session. Note: This function can be used in two hosting mode. 1. Normal hosting mode: all DS process running on CVM are launched by PGOS and could hold battle sessions. A DS process call ProcessReady in this mode to signals PGOS that the process is ready to receive battle session. 2. Shared-memory hosting mode: PGOS ONLY launch ONE DS process and we mark it as Alpha, the Alpha process works as a forker and could not hold any battle sessions. Each child forked by Alpha process in this mode should call ProcessReady to signals PGOS that the process is ready to receive battle session @param port The port will be used as the target port when game client connect to server. @param log_paths The log_paths includes the log paths that the server needs to upload. PGOS will upload these paths after interface ProcessEnding is called. The compressed size of the uploaded file cannot exceed 512 MBytes. The latest limitations can be viewed in the documentation: https://pgos.intlgame.com/pgosdoc/manual/limitations/service_limitations.html

/// <summary>
/// Signals PGOS that the process is ready to receive battle session.
/// Note: This function can be used in two hosting mode.
/// 1. Normal hosting mode: all DS process running on CVM are launched by PGOS and could hold battle sessions.
/// A DS process call ProcessReady in this mode to signals PGOS that the process is ready to receive battle session.
/// 2. Shared-memory hosting mode: PGOS ONLY launch ONE DS process and we mark it as Alpha, the Alpha process
/// works as a forker and could not hold any battle sessions. Each child forked by Alpha process in this mode should call
/// ProcessReady to signals PGOS that the process is ready to receive battle session
/// @param port The port will be used as the target port when game client connect to server.
/// @param log_paths The log_paths includes the log paths that the server needs to upload. PGOS will upload these paths after interface ProcessEnding is called.
/// The compressed size of the uploaded file cannot exceed 512 MBytes. The latest limitations can be viewed in the documentation: https://pgos.intlgame.com/pgosdoc/manual/limitations/service_limitations.html
/// </summary>
public PgosResult ProcessReady(Int32 port, List<string> log_paths);

Parameters:

ParamTypeDescription
portInt32
log_pathsList<string>

Return: PgosResult

ActivateBattleSession

Signals PGOS that the server process is now ready to receive player sessions. Should be called once all battle session initialization has finished. @param battle_session_id The id of battle session @param port Access port of the game server. Setting this parameter as 0 to ignores this parameter, instead this parameter will overrides the port be sent in the ProcessReady interface.

/// <summary>
/// Signals PGOS that the server process is now ready to receive player sessions.
/// Should be called once all battle session initialization has finished.
/// @param battle_session_id The id of battle session
/// @param port Access port of the game server. Setting this parameter as 0 to ignores this parameter, instead this parameter will overrides the port be sent in the ProcessReady interface.
/// </summary>
public PgosResult ActivateBattleSession(string battle_session_id, UInt32 port);

Parameters:

ParamTypeDescription
battle_session_idstring
portUInt32

Return: PgosResult

TerminateBattleSession

Terminate one battle session that running on the server process(DS instance). This function should be called when the [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode. @param battle_session_id The id of battle session.

/// <summary>
/// Terminate one battle session that running on the server process(DS instance).
/// This function should be called when the [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode.
/// @param battle_session_id The id of battle session.
/// </summary>
public PgosResult TerminateBattleSession(string battle_session_id);

Parameters:

ParamTypeDescription
battle_session_idstring

Return: PgosResult

DescribeBattleSession

Describe the latest battle session information. @param battle_session_id The id of battle session

/// <summary>
/// Describe the latest battle session information.
/// @param battle_session_id The id of battle session
/// </summary>
public void DescribeBattleSession(string battle_session_id, HostingDelegate0 callback);

Parameters:

ParamTypeDescription
battle_session_idstring
callbackHostingDelegate0

Return: void

ReservePlayerBattleSession

Call this API to turn player battle session status from Pending to Reserved. Note player should not connect to game server when the player battle session status is Pending. Such a player battle session will get a failure when call AcceptPlayerBattleSession API. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.

/// <summary>
/// Call this API to turn player battle session status from Pending to Reserved.
/// Note player should not connect to game server when the player battle session status is Pending.
/// Such a player battle session will get a failure when call AcceptPlayerBattleSession API.
/// @param battle_session_id The id of battle session
/// @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!!
/// @param player_id The player id, keep it empty if do not need PGOS to validate it.
/// </summary>
public PgosResult ReservePlayerBattleSession(string battle_session_id, string player_battle_session_id, string player_id);

Parameters:

ParamTypeDescription
battle_session_idstring
player_battle_session_idstring
player_idstring

Return: PgosResult

ReservePlayerBattleSessionAsync

The asynchronous version of ReservePlayerBattleSession.

/// <summary>The asynchronous version of ReservePlayerBattleSession.</summary>
public void ReservePlayerBattleSessionAsync(PlayerBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsPlayerBattleSessionParams
callbackHostingDelegate1

Return: void

AcceptPlayerBattleSession

Validates a player session, and signal PGOS to update player session's status to Active. This method should be called when a client requests a connection to the server. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.

/// <summary>
/// Validates a player session, and signal PGOS to update player session's status to Active.
/// This method should be called when a client requests a connection to the server.
/// @param battle_session_id The id of battle session
/// @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!!
/// @param player_id The player id, keep it empty if do not need PGOS to validate it.
/// </summary>
public PgosResult AcceptPlayerBattleSession(string battle_session_id, string player_battle_session_id, string player_id);

Parameters:

ParamTypeDescription
battle_session_idstring
player_battle_session_idstring
player_idstring

Return: PgosResult

AcceptPlayerBattleSessionAsync

The asynchronous version of AcceptPlayerBattleSession.

/// <summary>The asynchronous version of AcceptPlayerBattleSession.</summary>
public void AcceptPlayerBattleSessionAsync(PlayerBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsPlayerBattleSessionParams
callbackHostingDelegate1

Return: void

DisconnectPlayerBattleSession

Mark a player battle session as disconnected.You can call this interface when the player disconnects from DS non-permanently. The session can be resumed at any time by calling the AcceptPlayerBattleSession interface again. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.

/// <summary>
/// Mark a player battle session as disconnected.You can call this interface when the player disconnects from DS non-permanently.
/// The session can be resumed at any time by calling the AcceptPlayerBattleSession interface again.
/// @param battle_session_id The id of battle session
/// @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!!
/// @param player_id The player id, keep it empty if do not need PGOS to validate it.
/// </summary>
public PgosResult DisconnectPlayerBattleSession(string battle_session_id, string player_battle_session_id, string player_id);

Parameters:

ParamTypeDescription
battle_session_idstring
player_battle_session_idstring
player_idstring

Return: PgosResult

DisconnectPlayerBattleSessionAsync

The asynchronous version of DisconnectPlayerBattleSession.

/// <summary>The asynchronous version of DisconnectPlayerBattleSession.</summary>
public void DisconnectPlayerBattleSessionAsync(PlayerBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsPlayerBattleSessionParams
callbackHostingDelegate1

Return: void

RemovePlayerBattleSession

This interface will set the player session to a final state(Completed) and cannot be restored. You should call this interface when a player is disconnects from DS permanently. @param battle_session_id The id of battle session @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!! @param player_id The player id, keep it empty if do not need PGOS to validate it.

/// <summary>
/// This interface will set the player session to a final state(Completed) and cannot be restored.
/// You should call this interface when a player is disconnects from DS permanently.
/// @param battle_session_id The id of battle session
/// @param player_battle_session_id The id of player session in the battle, !!! NOT BATTLE SESSION ID !!!
/// @param player_id The player id, keep it empty if do not need PGOS to validate it.
/// </summary>
public PgosResult RemovePlayerBattleSession(string battle_session_id, string player_battle_session_id, string player_id);

Parameters:

ParamTypeDescription
battle_session_idstring
player_battle_session_idstring
player_idstring

Return: PgosResult

RemovePlayerBattleSessionAsync

The asynchronous version of RemovePlayerBattleSession.

/// <summary>The asynchronous version of RemovePlayerBattleSession.</summary>
public void RemovePlayerBattleSessionAsync(PlayerBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsPlayerBattleSessionParams
callbackHostingDelegate1

Return: void

ProcessEnding

Signals PGOS that the process is ending, and the battle session running on this process will also be terminated. PGOS will kill the process by force if it do not exit in 2mins after ProcessEnding is called.

/// <summary>
/// Signals PGOS that the process is ending, and the battle session running on this process will also be terminated.
/// PGOS will kill the process by force if it do not exit in 2mins after ProcessEnding is called.
/// </summary>
public PgosResult ProcessEnding();

Parameters:

(No parameters)

Return: PgosResult

LogMessage

Log a message to POGS's log file @param message Log content

/// <summary>
/// Log a message to POGS's log file
/// @param message Log content
/// </summary>
public PgosResult LogMessage(string message);

Parameters:

ParamTypeDescription
messagestring

Return: PgosResult

StartBackfill

Start a backfill request to fill the battle session with new players.

/// <summary>Start a backfill request to fill the battle session with new players.</summary>
/// <param name="pgos_params">Params to start backfill for a battle session.</param>
public void StartBackfill(StartBackfillParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsStartBackfillParamsParams to start backfill for a battle session.
callbackHostingDelegate1

Return: void

CancelBackfill

Cancel a backfill request.

/// <summary>Cancel a backfill request.</summary>
/// <param name="battle_session_id">Id for the backfill request to cancel.</param>
public void CancelBackfill(string battle_session_id, HostingDelegate2 callback);

Parameters:

ParamTypeDescription
battle_session_idstringId for the backfill request to cancel.
callbackHostingDelegate2

Return: void

GetPublicIP

Get the public ip to access this game server. Should be called after the interface InitSdk.

Deprecated, use GetDeploymentInfo instead.

/// <summary>Get the public ip to access this game server. Should be called after the interface InitSdk.</summary>
public string GetPublicIP();

Parameters:

(No parameters)

Return: string

GetDeploymentInfo

Get the deployment details of the game server. Should be called after the interface InitSdk.

/// <summary>Get the deployment details of the game server. Should be called after the interface InitSdk.</summary>
public DeploymentInfo GetDeploymentInfo();

Parameters:

(No parameters)

Return: DeploymentInfo

DescribePlayerBattleSessions

Query players of a battle session. @param battle_session_id The id of battle session

/// <summary>
/// Query players of a battle session.
/// @param battle_session_id The id of battle session
/// </summary>
public void DescribePlayerBattleSessions(DescribePlayerBattleSessionsParams pgos_params, HostingDelegate3 callback);

Parameters:

ParamTypeDescription
pgos_paramsDescribePlayerBattleSessionsParams
callbackHostingDelegate3

Return: void

SetBattleProperties

Update the battle properties, update event will be pushed to players in the battle session.

/// <summary>Update the battle properties, update event will be pushed to players in the battle session.</summary>
public void SetBattleProperties(SetBattlePropertiesParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsSetBattlePropertiesParams
callbackHostingDelegate1

Return: void

LockWorldBattleSession

Lock a battle session from world service to deny any new player to join.

/// <summary>Lock a battle session from world service to deny any new player  to join.</summary>
public void LockWorldBattleSession(LockWorldBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsLockWorldBattleSessionParams
callbackHostingDelegate1

Return: void

UnlockWorldBattleSession

Unlock a battle session from world service to allow new players to join.

/// <summary>Unlock a battle session from world service to allow new players to join.</summary>
public void UnlockWorldBattleSession(UnlockWorldBattleSessionParams pgos_params, HostingDelegate1 callback);

Parameters:

ParamTypeDescription
pgos_paramsUnlockWorldBattleSessionParams
callbackHostingDelegate1

Return: void

PushMsgToGameBackend

Push a message to the game backend and do not wait for the DS to process it.

/// <summary>Push a message to the game backend and do not wait for the DS to process it.</summary>
public PgosResult PushMsgToGameBackend(PushMsgToGameBackendParams pgos_params);

Parameters:

ParamTypeDescription
pgos_paramsPushMsgToGameBackendParams

Return: PgosResult

RPCRequestToGameBackend

Send a message to the game backend and get a response from the game backend.

/// <summary>Send a message to the game backend and get a response from the game backend.</summary>
public void RPCRequestToGameBackend(RPCRequestToGameBackendParams pgos_params, HostingDelegate4 callback);

Parameters:

ParamTypeDescription
pgos_paramsRPCRequestToGameBackendParams
callbackHostingDelegate4

Return: void

Event Details

OnHealthCheck

The HealthCheck event will be triggered every one minute to obtain the health status of the game process. The game process needs to return the health status of the current process.

/// <summary>
/// The HealthCheck event will be triggered every one minute to obtain the health status of the game process.
/// The game process needs to return the health status of the current process.
/// </summary>
public event HostingDelegate5 OnHealthCheck;

Type Reference:

OnStartBattleSession

The StartBattleSession event will be triggered when a battle session was placed to the server. Game server needs to call the ActivateBattleSession interface within 5 minutes to active battle session, otherwise the battle session will be abandoned.

/// <summary>
/// The StartBattleSession event will be triggered when a battle session was placed to the server.
/// Game server needs to call the ***ActivateBattleSession*** interface within 5 minutes to active battle session, otherwise the battle session will be abandoned.
/// </summary>
public event HostingDelegate6 OnStartBattleSession;

Type Reference:

OnBattleSessionTerminated

This event is available when [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode. The BattleSessionTerminated event will be triggered when a battle session is terminated by PGOS backend. Only terminate a battle session from Portal manually could trigger this event for now. This event is a notification event. PGOS does not expect any special behavior from the DS. New battle session placement requests may still arrive after receiving this event. DS developers should be aware of this.

/// <summary>
/// This event is available when [Server Process Hosting Battle Session Mode] of a FLEET is set to Parallel Mode.
/// The BattleSessionTerminated event will be triggered when a battle session is terminated by PGOS backend. Only terminate a battle session from Portal manually could trigger this event for now.
/// This event is a notification event. PGOS does not expect any special behavior from the DS. New battle session placement requests may still arrive after receiving this event. DS developers should be aware of this.
/// </summary>
public event HostingDelegate7 OnBattleSessionTerminated;

Type Reference:

OnBattleSessionUpdated

This event is used to notify new players of joining a battle session in two specific scenarios: World and Matchmaking backfill.

/// <summary>This event is used to notify new players of joining a battle session in two specific scenarios: World and Matchmaking backfill.</summary>
public event HostingDelegate8 OnBattleSessionUpdated;

Type Reference:

OnProcessTerminate

The event will be triggered once the process being terminated. The ProcessTerminate event is triggered when the system needs to terminate a DS process. Typical scenarios include: 1. PGOS needs to safely scale down an unoccupied machine (which is not hosting any battle session). 2. The game has configured 'World Session Clean-Up Time' in World Configuration, and that world battle session meets the condition to be ended. 3. The DS process has reached the maximum lifetime configured for it in the console (if configured), and the DS is not hosting any battle sessions. 4. A developer manually forces termination of a battle session in the console. On receiving this event, DS should call the ProcessEnding API to confirm that the DS will terminate, and then exit the process after completing any necessary tasks (for example, saving data).

/// <summary>
/// The event will be triggered once the process being terminated.
/// The ProcessTerminate event is triggered when the system needs to terminate a DS process. Typical scenarios include:
/// 1. PGOS needs to safely scale down an unoccupied machine (which is not hosting any battle session).
/// 2. The game has configured 'World Session Clean-Up Time' in World Configuration, and that world battle session meets the condition to be ended.
/// 3. The DS process has reached the maximum lifetime configured for it in the console (if configured), and the DS is not hosting any battle sessions.
/// 4. A developer manually forces termination of a battle session in the console.
/// On receiving this event, DS should call the ProcessEnding API to confirm that the DS will terminate, and then exit the process after completing any necessary tasks (for example, saving data).
/// </summary>
public event HostingDelegate9 OnProcessTerminate;

Type Reference:

OnPlayerBattleSessionsTerminated

This event is called periodically to notify game DS of those player battle sessions that have been terminated from client side.

/// <summary>This event is called periodically to notify game DS of those player battle sessions that have been terminated from client side.</summary>
public event HostingDelegate10 OnPlayerBattleSessionsTerminated;

Type Reference:

OnBattlePlayerOffline

The event will be triggered when the player in the battle-session is offline.

/// <summary>The event will be triggered when the player in the battle-session is offline.</summary>
public event HostingDelegate11 OnBattlePlayerOffline;

Type Reference:

OnBattlePlayerBanned

The event will be triggered when the player in the battle-session is banned.

/// <summary>The event will be triggered when the player in the battle-session is banned.</summary>
public event HostingDelegate12 OnBattlePlayerBanned;

Type Reference:

OnPushMsgReceivedFromGameBackend

The event will be triggered when a game backend push message is received.

/// <summary>The event will be triggered when a game backend push message is received.</summary>
public event HostingDelegate13 OnPushMsgReceivedFromGameBackend;

Type Reference:

OnRPCRequestReceivedFromGameBackend

The event will be triggered when a game backend rpc message is received.

/// <summary>The event will be triggered when a game backend rpc message is received.</summary>
public event HostingDelegate14 OnRPCRequestReceivedFromGameBackend;

Type Reference:

OnPushMsgReceivedFromHTTPAPI

The event will be triggered when a http api push message is received.

/// <summary>The event will be triggered when a http api push message is received.</summary>
public event HostingDelegate15 OnPushMsgReceivedFromHTTPAPI;

Type Reference:

OnRPCRequestReceivedFromHTTPAPI

The event will be triggered when a http api rpc message is received.

/// <summary>The event will be triggered when a http api rpc message is received.</summary>
public event HostingDelegate16 OnRPCRequestReceivedFromHTTPAPI;

Type Reference:

All Delegates

public delegate void HostingDelegate0(PgosResult a0, BattleSession a1);
public delegate void HostingDelegate1(PgosResult a0);
public delegate void HostingDelegate2(PgosResult a0, CancelBackfillResult a1);
public delegate void HostingDelegate3(PgosResult a0, DescribePlayerBattleSessionsResult a1);
public delegate void HostingDelegate4(PgosResult a0, RPCResponse a1);
public delegate bool HostingDelegate5();
public delegate void HostingDelegate6(BattleSession a0);
public delegate void HostingDelegate7(string a0);
public delegate void HostingDelegate8(BattleSessionUpdatedEvt a0);
public delegate void HostingDelegate9(Int64 a0);
public delegate void HostingDelegate10(string a0, List<string> a1);
public delegate void HostingDelegate11(BattlePlayerOfflineEvt a0);
public delegate void HostingDelegate12(BattlePlayerBannedEvt a0);
public delegate void HostingDelegate13(GameBackendMsgEvt a0);
public delegate void HostingDelegate14(GameBackendMsgEvt a0, ref RPCResponse a1);
public delegate void HostingDelegate15(HTTPAPIMsgEvt a0);
public delegate void HostingDelegate16(HTTPAPIMsgEvt a0, ref RPCResponse a1);

Type Reference: