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Version:
2025.1.5 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*
* deny overwrite
*/
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantUsingDirective
// ReSharper disable CheckNamespace
// ReSharper disable PartialTypeWithSinglePart
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable UseObjectOrCollectionInitializer
// ReSharper disable ArrangeThisQualifier
// ReSharper disable NotAccessedField.Local
#pragma warning disable 1998
using System;
using System.Linq;
using System.Text.RegularExpressions;
using Gs2.Core.Model;
using Gs2.Core.Net;
using Gs2.Gs2Guild.Domain.Iterator;
using Gs2.Gs2Guild.Request;
using Gs2.Gs2Guild.Result;
using Gs2.Gs2Auth.Model;
using Gs2.Util.LitJson;
using Gs2.Core;
using Gs2.Core.Domain;
using Gs2.Core.Util;
using UnityEngine.Scripting;
using System.Collections;
using Gs2.Unity.Gs2Guild.Model;
#if GS2_ENABLE_UNITASK
using Cysharp.Threading;
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
using System.Collections.Generic;
#endif
namespace Gs2.Unity.Gs2Guild.Domain.Model
{
public partial class EzGuildGameSessionDomain {
private readonly Gs2.Gs2Guild.Domain.Model.GuildAccessTokenDomain _domain;
private readonly Gs2.Unity.Util.IGameSession _gameSession;
private readonly Gs2.Unity.Util.Gs2Connection _connection;
public string NamespaceName => _domain?.NamespaceName;
public string GuildModelName => _domain?.GuildModelName;
public string GuildName => _domain?.GuildName;
public EzGuildGameSessionDomain(
Gs2.Gs2Guild.Domain.Model.GuildAccessTokenDomain domain,
Gs2.Unity.Util.IGameSession gameSession,
Gs2.Unity.Util.Gs2Connection connection
) {
this._domain = domain;
this._gameSession = gameSession;
this._connection = connection;
}
[Obsolete("The name has been changed to UpdateGuildFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuild(
string displayName,
string joinPolicy,
int? attribute1 = null,
int? attribute2 = null,
int? attribute3 = null,
int? attribute4 = null,
int? attribute5 = null,
Gs2.Unity.Gs2Guild.Model.EzRoleModel[] customRoles = null,
string? guildMemberDefaultRole = null
)
{
return UpdateGuildFuture(
displayName,
joinPolicy,
attribute1,
attribute2,
attribute3,
attribute4,
attribute5,
customRoles,
guildMemberDefaultRole
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuildFuture(
string displayName,
string joinPolicy,
int? attribute1 = null,
int? attribute2 = null,
int? attribute3 = null,
int? attribute4 = null,
int? attribute5 = null,
Gs2.Unity.Gs2Guild.Model.EzRoleModel[] customRoles = null,
string? guildMemberDefaultRole = null
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.UpdateFuture(
new UpdateGuildRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithDisplayName(displayName)
.WithAttribute1(attribute1)
.WithAttribute2(attribute2)
.WithAttribute3(attribute3)
.WithAttribute4(attribute4)
.WithAttribute5(attribute5)
.WithJoinPolicy(joinPolicy)
.WithCustomRoles(customRoles?.Select(v => v.ToModel()).ToArray())
.WithGuildMemberDefaultRole(guildMemberDefaultRole)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuildAsync(
string displayName,
string joinPolicy,
int? attribute1 = null,
int? attribute2 = null,
int? attribute3 = null,
int? attribute4 = null,
int? attribute5 = null,
Gs2.Unity.Gs2Guild.Model.EzRoleModel[] customRoles = null,
string? guildMemberDefaultRole = null
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.UpdateAsync(
new UpdateGuildRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithDisplayName(displayName)
.WithAttribute1(attribute1)
.WithAttribute2(attribute2)
.WithAttribute3(attribute3)
.WithAttribute4(attribute4)
.WithAttribute5(attribute5)
.WithJoinPolicy(joinPolicy)
.WithCustomRoles(customRoles?.Select(v => v.ToModel()).ToArray())
.WithGuildMemberDefaultRole(guildMemberDefaultRole)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to DeleteMemberFromGuildFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteMemberFromGuild(
string targetUserId
)
{
return DeleteMemberFromGuildFuture(
targetUserId
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteMemberFromGuildFuture(
string targetUserId
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.DeleteMemberFuture(
new DeleteMemberRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithTargetUserId(targetUserId)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteMemberFromGuildAsync(
string targetUserId
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.DeleteMemberAsync(
new DeleteMemberRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithTargetUserId(targetUserId)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to UpdateGuildMemberRoleFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuildMemberRole(
string targetUserId,
string roleName
)
{
return UpdateGuildMemberRoleFuture(
targetUserId,
roleName
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuildMemberRoleFuture(
string targetUserId,
string roleName
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.UpdateMemberRoleFuture(
new UpdateMemberRoleRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithTargetUserId(targetUserId)
.WithRoleName(roleName)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> UpdateGuildMemberRoleAsync(
string targetUserId,
string roleName
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.UpdateMemberRoleAsync(
new UpdateMemberRoleRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithTargetUserId(targetUserId)
.WithRoleName(roleName)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to UpdateGuildMemberRoleFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> BatchUpdateGuildMemberRole(
EzMember[] members
)
{
return BatchUpdateGuildMemberRoleFuture(
members
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> BatchUpdateGuildMemberRoleFuture(
EzMember[] members
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.BatchUpdateMemberRoleFuture(
new BatchUpdateMemberRoleRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithMembers(members.Select(v => v.ToModel()).ToArray())
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> BatchUpdateGuildMemberRoleAsync(
EzMember[] members
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.BatchUpdateMemberRoleAsync(
new BatchUpdateMemberRoleRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithMembers(members.Select(v => v.ToModel()).ToArray())
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to DeleteGuildFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteGuild(
)
{
return DeleteGuildFuture(
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteGuildFuture(
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.DeleteFuture(
new DeleteGuildRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain> DeleteGuildAsync(
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.DeleteAsync(
new DeleteGuildRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzGuildGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to AddIgnoreUserFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain> AddIgnoreUser(
string userId
)
{
return AddIgnoreUserFuture(
userId
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain> AddIgnoreUserFuture(
string userId
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.AddIgnoreUserFuture(
new AddIgnoreUserRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithUserId(userId)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain> AddIgnoreUserAsync(
string userId
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.AddIgnoreUserAsync(
new AddIgnoreUserRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
.WithUserId(userId)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to PromoteSeniorMemberFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain> PromoteSeniorMember(
)
{
return PromoteSeniorMemberFuture(
);
}
public IFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain> PromoteSeniorMemberFuture(
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.PromoteSeniorMemberFuture(
new PromoteSeniorMemberRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain> PromoteSeniorMemberAsync(
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.PromoteSeniorMemberAsync(
new PromoteSeniorMemberRequest()
.WithAccessToken(this._gameSession.AccessToken.Token)
)
);
return new Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
public Gs2Iterator<Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest> ReceiveRequests(
)
{
return new Gs2.Unity.Gs2Guild.Domain.Iterator.EzListReceiveRequestsIterator(
this._domain,
this._gameSession,
this._connection
);
}
#if GS2_ENABLE_UNITASK
public IUniTaskAsyncEnumerable<Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest> ReceiveRequestsAsync(
)
{
return UniTaskAsyncEnumerable.Create<Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest>(async (writer, token) =>
{
var it = _domain.ReceiveRequestsAsync(
).GetAsyncEnumerator();
while(
await this._connection.RunIteratorAsync(
this._gameSession,
async () =>
{
return await it.MoveNextAsync();
},
() => {
it = _domain.ReceiveRequestsAsync(
).GetAsyncEnumerator();
}
)
)
{
await writer.YieldAsync(it.Current == null ? null : Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest.FromModel(it.Current));
}
});
}
#endif
public ulong SubscribeReceiveRequests(
Action<Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest[]> callback
) {
return this._domain.SubscribeReceiveRequests(
items => {
callback.Invoke(items.Select(Gs2.Unity.Gs2Guild.Model.EzReceiveMemberRequest.FromModel).ToArray());
}
);
}
public void UnsubscribeReceiveRequests(
ulong callbackId
) {
this._domain.UnsubscribeReceiveRequests(
callbackId
);
}
public Gs2Iterator<Gs2.Unity.Gs2Guild.Model.EzIgnoreUser> IgnoreUsers(
)
{
return new Gs2.Unity.Gs2Guild.Domain.Iterator.EzListIgnoreUsersIterator(
this._domain,
this._gameSession,
this._connection
);
}
#if GS2_ENABLE_UNITASK
public IUniTaskAsyncEnumerable<Gs2.Unity.Gs2Guild.Model.EzIgnoreUser> IgnoreUsersAsync(
)
{
return UniTaskAsyncEnumerable.Create<Gs2.Unity.Gs2Guild.Model.EzIgnoreUser>(async (writer, token) =>
{
var it = _domain.IgnoreUsersAsync(
).GetAsyncEnumerator();
while(
await this._connection.RunIteratorAsync(
this._gameSession,
async () =>
{
return await it.MoveNextAsync();
},
() => {
it = _domain.IgnoreUsersAsync(
).GetAsyncEnumerator();
}
)
)
{
await writer.YieldAsync(it.Current == null ? null : Gs2.Unity.Gs2Guild.Model.EzIgnoreUser.FromModel(it.Current));
}
});
}
#endif
public ulong SubscribeIgnoreUsers(
Action<Gs2.Unity.Gs2Guild.Model.EzIgnoreUser[]> callback
) {
return this._domain.SubscribeIgnoreUsers(
items => {
callback.Invoke(items.Select(Gs2.Unity.Gs2Guild.Model.EzIgnoreUser.FromModel).ToArray());
}
);
}
public void UnsubscribeIgnoreUsers(
ulong callbackId
) {
this._domain.UnsubscribeIgnoreUsers(
callbackId
);
}
public Gs2.Unity.Gs2Guild.Domain.Model.EzReceiveMemberRequestGameSessionDomain ReceiveMemberRequest(
string fromUserId
) {
return new Gs2.Unity.Gs2Guild.Domain.Model.EzReceiveMemberRequestGameSessionDomain(
_domain.ReceiveMemberRequest(
fromUserId
),
this._gameSession,
this._connection
);
}
public Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain IgnoreUser(
) {
return new Gs2.Unity.Gs2Guild.Domain.Model.EzIgnoreUserGameSessionDomain(
_domain.IgnoreUser(
),
this._gameSession,
this._connection
);
}
public Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain LastGuildMasterActivity(
) {
return new Gs2.Unity.Gs2Guild.Domain.Model.EzLastGuildMasterActivityGameSessionDomain(
_domain.LastGuildMasterActivity(
),
this._gameSession,
this._connection
);
}
[Obsolete("The name has been changed to ModelFuture.")]
public IFuture<Gs2.Unity.Gs2Guild.Model.EzGuild> Model()
{
return ModelFuture();
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Guild.Model.EzGuild> ModelAsync()
{
var item = await this._connection.RunAsync(
this._gameSession,
async () =>
{
return await _domain.ModelAsync();
}
);
if (item == null) {
return null;
}
return Gs2.Unity.Gs2Guild.Model.EzGuild.FromModel(
item
);
}
#endif
public IFuture<Gs2.Unity.Gs2Guild.Model.EzGuild> ModelFuture()
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Guild.Model.EzGuild> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => {
return _domain.ModelFuture();
}
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
var item = future.Result;
if (item == null) {
self.OnComplete(null);
yield break;
}
self.OnComplete(Gs2.Unity.Gs2Guild.Model.EzGuild.FromModel(
item
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Guild.Model.EzGuild>(Impl);
}
public void Invalidate()
{
this._domain.Invalidate();
}
public ulong Subscribe(Action<Gs2.Unity.Gs2Guild.Model.EzGuild> callback)
{
return this._domain.Subscribe(item => {
callback.Invoke(item == null ? null : Gs2.Unity.Gs2Guild.Model.EzGuild.FromModel(
item
));
});
}
public void Unsubscribe(ulong callbackId)
{
this._domain.Unsubscribe(callbackId);
}
#if UNITY_2017_1_OR_NEWER
public Gs2Future<ulong> SubscribeWithInitialCallFuture(Action<Gs2.Unity.Gs2Guild.Model.EzGuild> callback)
{
IEnumerator Impl(IFuture<ulong> self)
{
var future = ModelFuture();
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
var item = future.Result;
var callbackId = Subscribe(callback);
callback.Invoke(item);
self.OnComplete(callbackId);
}
return new Gs2InlineFuture<ulong>(Impl);
}
#endif
#if !UNITY_2017_1_OR_NEWER || GS2_ENABLE_UNITASK
#if UNITY_2017_1_OR_NEWER
public async UniTask<ulong> SubscribeWithInitialCallAsync(Action<Gs2.Unity.Gs2Guild.Model.EzGuild> callback)
#else
public async Task<ulong> SubscribeWithInitialCallAsync(Action<Gs2.Unity.Gs2Guild.Model.EzGuild> callback)
#endif
{
var item = await ModelAsync();
var callbackId = Subscribe(callback);
callback.Invoke(item);
return callbackId;
}
#endif
}
}