Protected ReadonlyendpointProtected ReadonlyfetchOptionalinit: RequestInitOptionalinit: RequestInitProtected ReadonlymaxProtected Readonlytimeoutfetches whatever payload the endpoint currently holds for slot, ready for SaveSystem.importSlot
every slot name this endpoint currently holds for this player, for a profile picker to list
ProtectedreadreadText, then parseInbound
Protectedreadthe response body as text, refused as soon as it passes maxResponseBytes rather than after it is all in memory
sends an exportSlot payload for slot to the endpoint, replacing whatever it held before
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