Beispiel #1
0
        private static SavedGameRequestStatus AsRequestStatus(CommonErrorStatus.ResponseStatus status)
        {
            switch (status)
            {
            case CommonErrorStatus.ResponseStatus.ERROR_INTERNAL:
                return(SavedGameRequestStatus.InternalError);

            case CommonErrorStatus.ResponseStatus.ERROR_LICENSE_CHECK_FAILED:
                Logger.e("User attempted to use the game without a valid license.");
                return(SavedGameRequestStatus.AuthenticationError);

            case CommonErrorStatus.ResponseStatus.ERROR_NOT_AUTHORIZED:
                Logger.e("User was not authorized (they were probably not logged in).");
                return(SavedGameRequestStatus.AuthenticationError);

            case CommonErrorStatus.ResponseStatus.ERROR_TIMEOUT:
                return(SavedGameRequestStatus.TimeoutError);

            case CommonErrorStatus.ResponseStatus.VALID:
            case CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                return(SavedGameRequestStatus.Success);

            default:
                Logger.e("Unknown status: " + status);
                return(SavedGameRequestStatus.InternalError);
            }
        }
Beispiel #2
0
        private static SavedGameRequestStatus AsRequestStatus(CommonErrorStatus.ResponseStatus status)
        {
            switch ((status + 5))
            {
            case ~CommonErrorStatus.ResponseStatus.ERROR_LICENSE_CHECK_FAILED:
                return(SavedGameRequestStatus.TimeoutError);

            case CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                Logger.e("User was not authorized (they were probably not logged in).");
                return(SavedGameRequestStatus.AuthenticationError);

            case ~CommonErrorStatus.ResponseStatus.ERROR_VERSION_UPDATE_REQUIRED:
                return(SavedGameRequestStatus.InternalError);

            case ~CommonErrorStatus.ResponseStatus.ERROR_TIMEOUT:
                Logger.e("User attempted to use the game without a valid license.");
                return(SavedGameRequestStatus.AuthenticationError);

            case ((CommonErrorStatus.ResponseStatus) 6):
            case ((CommonErrorStatus.ResponseStatus) 7):
                return(SavedGameRequestStatus.Success);
            }
            Logger.e("Unknown status: " + status);
            return(SavedGameRequestStatus.InternalError);
        }
        internal static ResponseStatus ConvertResponseStatus(CommonErrorStatus.ResponseStatus status)
        {
            switch ((status + 5))
            {
            case ~CommonErrorStatus.ResponseStatus.ERROR_LICENSE_CHECK_FAILED:
                return(ResponseStatus.Timeout);

            case CommonErrorStatus.ResponseStatus.VALID:
                return(ResponseStatus.VersionUpdateRequired);

            case CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                return(ResponseStatus.NotAuthorized);

            case ~CommonErrorStatus.ResponseStatus.ERROR_VERSION_UPDATE_REQUIRED:
                return(ResponseStatus.InternalError);

            case ~CommonErrorStatus.ResponseStatus.ERROR_TIMEOUT:
                return(ResponseStatus.LicenseCheckFailed);

            case ((CommonErrorStatus.ResponseStatus) 6):
                return(ResponseStatus.Success);

            case ((CommonErrorStatus.ResponseStatus) 7):
                return(ResponseStatus.SuccessWithStale);
            }
            throw new InvalidOperationException("Unknown status: " + status);
        }
        internal static CommonStatusCodes ConvertResponseStatusToCommonStatus(CommonErrorStatus.ResponseStatus status)
        {
            switch ((status + 5))
            {
            case ~CommonErrorStatus.ResponseStatus.ERROR_LICENSE_CHECK_FAILED:
                return(CommonStatusCodes.Timeout);

            case CommonErrorStatus.ResponseStatus.VALID:
                return(CommonStatusCodes.ServiceVersionUpdateRequired);

            case CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                return(CommonStatusCodes.AuthApiAccessForbidden);

            case ~CommonErrorStatus.ResponseStatus.ERROR_VERSION_UPDATE_REQUIRED:
                return(CommonStatusCodes.InternalError);

            case ~CommonErrorStatus.ResponseStatus.ERROR_TIMEOUT:
                return(CommonStatusCodes.LicenseCheckFailed);

            case ((CommonErrorStatus.ResponseStatus) 6):
                return(CommonStatusCodes.Success);

            case ((CommonErrorStatus.ResponseStatus) 7):
                return(CommonStatusCodes.SuccessCached);
            }
            Debug.LogWarning("Unknown ResponseStatus: " + status + ", defaulting to CommonStatusCodes.Error");
            return(CommonStatusCodes.Error);
        }
        internal static void InternalLeaveRoomCallback(CommonErrorStatus.ResponseStatus response, IntPtr data)
        {
            Logger.d("Entering internal callback for InternalLeaveRoomCallback");
            Action <CommonErrorStatus.ResponseStatus> action = Callbacks.IntPtrToTempCallback <Action <CommonErrorStatus.ResponseStatus> >(data);

            if (action != null)
            {
                try
                {
                    action(response);
                }
                catch (Exception arg)
                {
                    Logger.e("Error encountered executing InternalLeaveRoomCallback. Smothering to avoid passing exception into Native: " + arg);
                }
            }
        }
Beispiel #6
0
        internal static void InternalLeaveRoomCallback(CommonErrorStatus.ResponseStatus response, IntPtr data)
        {
            Logger.d("Entering internal callback for InternalLeaveRoomCallback");
            Action <CommonErrorStatus.ResponseStatus> tempCallback = Callbacks.IntPtrToTempCallback <Action <CommonErrorStatus.ResponseStatus> >(data);

            if (tempCallback == null)
            {
                return;
            }
            try
            {
                tempCallback(response);
            }
            catch (Exception ex)
            {
                Logger.e("Error encountered executing InternalLeaveRoomCallback. Smothering to avoid passing exception into Native: " + (object)ex);
            }
        }
Beispiel #7
0
        internal static GooglePlayGames.BasicApi.ResponseStatus ConvertResponseStatus(CommonErrorStatus.ResponseStatus status)
        {
            switch (status + 5)
            {
            case ~CommonErrorStatus.ResponseStatus.ERROR_LICENSE_CHECK_FAILED:
                return(GooglePlayGames.BasicApi.ResponseStatus.Timeout);

            case CommonErrorStatus.ResponseStatus.VALID:
                return(GooglePlayGames.BasicApi.ResponseStatus.VersionUpdateRequired);

            case CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                return(GooglePlayGames.BasicApi.ResponseStatus.NotAuthorized);

            case CommonErrorStatus.ResponseStatus.VALID | CommonErrorStatus.ResponseStatus.VALID_BUT_STALE:
                return(GooglePlayGames.BasicApi.ResponseStatus.InternalError);

            case ~CommonErrorStatus.ResponseStatus.ERROR_TIMEOUT:
                return(GooglePlayGames.BasicApi.ResponseStatus.LicenseCheckFailed);

            case (CommonErrorStatus.ResponseStatus) 6:
                return(GooglePlayGames.BasicApi.ResponseStatus.Success);

            case (CommonErrorStatus.ResponseStatus) 7:
                return(GooglePlayGames.BasicApi.ResponseStatus.SuccessWithStale);

            default:
                throw new InvalidOperationException("Unknown status: " + (object)status);
            }
        }