/// <summary> /// Queues errors for sending it server /// </summary> /// <param name="errorCode">error code associated with the error</param> /// <param name="type">Type of error defined in unity layer</param> public void OnPlayFabPartyError(uint errorCode, PlayFabMultiplayerManagerErrorType type) { EventsModels.EventContents eventInfo = new EventsModels.EventContents(); // TODO update the table name for unity errors eventInfo.Name = "unity_client_api_error_occurred"; eventInfo.EventNamespace = eventNamespace; eventInfo.Entity = entityKey; eventInfo.OriginalTimestamp = DateTime.UtcNow; var payload = new Dictionary <string, object>(); SetCommonTelemetryProperties(payload); payload["ClientInstanceId"] = gameSessionID; payload["ErrorCode"] = errorCode; payload["ErrorType"] = type; eventInfo.Payload = payload; if (entityKey.Id == null) { eventsPending.Enqueue(eventInfo); } else { eventsRequests.Enqueue(eventInfo); } }
/// <summary> /// ctor /// </summary> public PlayFabMultiplayerManagerErrorArgs(int code, string message, PlayFabMultiplayerManagerErrorType type) { Code = code; Message = message; Type = type; }