/// <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);
            }
        }
Beispiel #2
0
 /// <summary>
 /// ctor
 /// </summary>
 public PlayFabMultiplayerManagerErrorArgs(int code, string message, PlayFabMultiplayerManagerErrorType type)
 {
     Code    = code;
     Message = message;
     Type    = type;
 }