AbstractProtected ReadonlyendpointProtected ReadonlyfetchOptionalinit: RequestInitOptionalinit: RequestInitProtected ReadonlymaxProtected ReadonlytimeoutProtectedreadreadText, then parseInbound
Protectedreadthe response body as text, refused as soon as it passes maxResponseBytes rather than after it is all in memory
Protectedwith
The constructor validation and timeout-wrapped fetch shared by every injectable HTTPS transport here (
FeedbackClient,NewsClient,SaveSyncClient,TelemetryClient) - each one is a plain request/response against a game's own endpoint, differing only in what they send and expect back, not in how the endpoint/timeout/fetch options are validated or how a request is aborted aftertimeoutMs.labelnames the concrete client in its own error messages ("feedback endpoint is required", not a generic one that would leave a game guessing which of several clients threw).Example