Not finding the answer in the documentaiton or perhaps I have my head screwed on wrong around Entity Group.
We had planned to use Entity Group to persist 'sessions' ... a sessions in our case is a simi-perminent group of players that have some shared data such as the location of objects in a world, etc. Our users can create a new session and this spins up a new server instance, they can then invite other players to the session and there they can build things together. A player can be a member of multiple sessions (we will throttle this of course). All players can log off and the sessions will shut down its server but its state is persisted such that when a player comes back online they can jump back into that shared world.
The Plan:
So the flow for a user to jump into the game is to login (that is authenticate via PlayFab)
Then we pull the list of sessions (aka Entity Groups) this user is a member of and offer the player the ability to create a new session (aka Entity Group).
A related Entity Object on the Group would understand the state of any allocated server for the session/world. That is when all users are disconnected we will shut down the related server, when one logs back on and wants to connect to an existing 'session' (load the data stored in the Entity Group on an Entity File) we allocate a server and update the conneciton info on the Entity Group via an Entity Object.
This means we need to be able to query the list of Entity Groups a user is part of right after log in... the user is not yet connected to a multiplayer session and is still sitting in the menu. I can see that the ListMembershipRequest has a field for Entity (EntityKey) and the examples I have seen in documentation use that only; not the AuthenticationContext. I haven't really understood Entity in respect to expressing the player as an entity, the only reference I have seen to such is in Party.
So are we going about it all wrong or just not understanding how to get a list of all Entity Groups a player is part of?