/// <summary>
        /// Get and display all gamers' high scores from the given leaderboard.
        /// </summary>
        /// <param name="boardName">Name of the board from wich to get the scores.</param>
        /// <param name="scoresPerPage">Number of scores to get per page.</param>
        /// <param name="centeredBoard">If the page to show is the one containing the current logged in gamer's score.</param>
        public static void Handling_DisplayAllHighScores(string boardName, int scoresPerPage, bool centeredBoard)
        {
            // A LeaderboardHandler instance should be attached to an active object of the scene to display the result
            if (!LeaderboardHandler.HasInstance)
            {
                DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "LeaderboardFeatures", "LeaderboardHandler"));
            }
            // The board name should not be empty
            else if (string.IsNullOrEmpty(boardName))
            {
                DebugLogs.LogError("[CotcSdkTemplate:LeaderboardFeatures] The board name is empty ›› Please enter a valid board name");
            }
            // The scores per page amount should be positive
            else if (scoresPerPage <= 0)
            {
                DebugLogs.LogError("[CotcSdkTemplate:LeaderboardFeatures] The scores per page amount is invalid ›› Please enter a number superior to 0");
            }
            else
            {
                LeaderboardHandler.Instance.ShowLeaderboardPanel(boardName);

                // Display only the page in which the logged in gamer's score is on the given leaderboard
                if (centeredBoard)
                {
                    Backend_CenteredScore(boardName, scoresPerPage, neverScoredOnLeaderboardErrorMessage, DisplayPagedScores_OnSuccess, DisplayPagedScores_OnError);
                }
                // Display the first page of the given leaderboard
                else
                {
                    Backend_BestHighScores(boardName, scoresPerPage, 1, emptyLeaderboardErrorMessage, DisplayPagedScores_OnSuccess, DisplayPagedScores_OnError);
                }
            }
        }
 /// <summary>
 /// Send an email to a gamer who has lost its email account's password.
 /// </summary>
 /// <param name="toEmailAddress">Email address of the gamer to who the email will be sent.</param>
 /// <param name="fromEmailAddress">Email address of the company from which the email will be sent.</param>
 /// <param name="emailTitle">Title of the email to send.</param>
 /// <param name="emailBody">Body of the email to send. (needs to contain the [[SHORTCODE]] tag)</param>
 public static void Handling_SendLostPasswordEmail(string toEmailAddress, string fromEmailAddress, string emailTitle, string emailBody)
 {
     // The to email address should not be empty
     if (string.IsNullOrEmpty(toEmailAddress))
     {
         DebugLogs.LogError("[CotcSdkTemplate:AccountFeatures] The to email address is empty ›› Please enter a valid to email address");
     }
     // The from email address should not be empty
     else if (string.IsNullOrEmpty(fromEmailAddress))
     {
         DebugLogs.LogError("[CotcSdkTemplate:AccountFeatures] The from email address is empty ›› Please enter a valid from email address");
     }
     // The email title should not be empty
     else if (string.IsNullOrEmpty(emailTitle))
     {
         DebugLogs.LogError("[CotcSdkTemplate:AccountFeatures] The email title is empty ›› Please enter a valid email title");
     }
     // The email body should not be empty
     else if (string.IsNullOrEmpty(emailBody))
     {
         DebugLogs.LogError("[CotcSdkTemplate:AccountFeatures] The email body is empty ›› Please enter a valid email body");
     }
     else
     {
         Backend_SendResetPasswordEmail(toEmailAddress, fromEmailAddress, emailTitle, emailBody, SendResetPasswordEmail_OnSuccess, SendResetPasswordEmail_OnError);
     }
 }
Beispiel #3
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 /// <summary>
 /// What to do if any InitializeCloud request failed.
 /// </summary>
 /// <param name="exceptionError">Request error details under the ExceptionError format.</param>
 private static void InitializeCloud_OnError(ExceptionError exceptionError)
 {
     switch (exceptionError.type)
     {
     // Unhandled error types
     default:
         DebugLogs.LogError(string.Format(ExceptionTools.unhandledErrorFormat, "CloudFeatures", exceptionError));
         break;
     }
 }
 /// <summary>
 /// Login the gamer to its email account with a short code previously received by email.
 /// </summary>
 /// <param name="shortCode">Short code received by email to allow login without credentials.</param>
 public static void Handling_LoginWithShortCode(string shortCode)
 {
     // The short code should not be empty
     if (string.IsNullOrEmpty(shortCode))
     {
         DebugLogs.LogError("[CotcSdkTemplate:LoginFeatures] The short code is empty ›› Please enter a valid short code");
     }
     else
     {
         Backend_LoginWithShortCode(shortCode, Login_OnSuccess, Login_OnError);
     }
 }
 /// <summary>
 /// Use a referral code to set the current logged in gamer's godfather.
 /// </summary>
 /// <param name="referralCode">Godfather's code to use to set the current logged in gamer as its godchild.</param>
 public static void Handling_UseReferralCode(string referralCode)
 {
     // The referral code should not be empty
     if (string.IsNullOrEmpty(referralCode))
     {
         DebugLogs.LogError("[CotcSdkTemplate:GodfatherFeatures] The referral code is empty ›› Please enter a valid referral code");
     }
     else
     {
         Backend_UseCode(referralCode, UseReferralCode_OnSuccess, UseReferralCode_OnError);
     }
 }
Beispiel #6
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 /// <summary>
 /// Register the singleton instance at Awake.
 /// </summary>
 protected virtual void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         DebugLogs.LogError("[MonoSingleton:Awake] Found more than one instance of " + this.GetType().Name + " ›› Destroying the last one");
         Destroy(this);
     }
 }
 /// <summary>
 /// Delete the given key associated to the current logged in gamer.
 /// </summary>
 /// <param name="key">Name of the key to delete.</param>
 public static void Handling_DeleteGamerKey(string key)
 {
     // The key name should not be empty
     if (string.IsNullOrEmpty(key))
     {
         DebugLogs.LogError("[CotcSdkTemplate:GamerVFSFeatures] The key name is empty ›› Please enter a valid key name");
     }
     else
     {
         Backend_DeleteValue(key, DeleteGamerKey_OnSuccess, DeleteGamerKey_OnError);
     }
 }
 /// <summary>
 /// Get and display the current logged in gamer's godfather.
 /// </summary>
 public static void Handling_DisplayGodfather()
 {
     // A GodfatherHandler instance should be attached to an active object of the scene to display the result
     if (!GodfatherHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "GodfatherFeatures", "GodfatherHandler"));
     }
     else
     {
         GodfatherHandler.Instance.ShowGodfatherPanel("Current Godfather");
         Backend_GetGodfather(DisplayGodfather_OnSuccess, DisplayGodfather_OnError);
     }
 }
Beispiel #9
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 /// <summary>
 /// Get and display a list of gamers matching with the given match pattern (tested against display name and email).
 /// </summary>
 /// <param name="matchPattern">What users' display name or email must contain.</param>
 /// <param name="usersPerPage">Number of users to get per page.</param>
 public static void Handling_FindGamers(string matchPattern, int usersPerPage)
 {
     // A CommunityHandler instance should be attached to an active object of the scene to display the result
     if (!CommunityHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "CommunityFeatures", "CommunityHandler"));
     }
     else
     {
         CommunityHandler.Instance.ShowCommunityPanel("Matching Users List");
         Backend_ListUsers(matchPattern, usersPerPage, 0, FindGamers_OnSuccess, FindGamers_OnError);
     }
 }
 /// <summary>
 /// Get and display the value of the given key (or all keys if null or empty) associated to the current logged in gamer.
 /// </summary>
 /// <param name="key">Name of the key to get.</param>
 public static void Handling_DisplayGamerKey(string key)
 {
     // A VFSHandler instance should be attached to an active object of the scene to display the result
     if (!VFSHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "GamerVFSFeatures", "VFSHandler"));
     }
     else
     {
         VFSHandler.Instance.ShowVFSPanel("Gamer VFS Keys");
         Backend_GetValue(key, DisplayGamerKey_OnSuccess, DisplayGamerKey_OnError);
     }
 }
Beispiel #11
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 /// <summary>
 /// Set the relationship between the current logged in gamer and the given other gamer.
 /// </summary>
 /// <param name="gamerID">Identifier of the gamer with who to change the relationship.</param>
 /// <param name="relationship">Type of relationship to set.</param>
 /// <param name="notificationJson">Message to send as notification if the target gamer is offline under {"languageCode1":"text1", "languageCode2":"text2", ...} format. (optional)</param>
 public static void Handling_SetGamerRelationship(string gamerID, FriendRelationshipStatus relationship, string notificationJson = null)
 {
     // The gamer ID should not be empty
     if (string.IsNullOrEmpty(gamerID))
     {
         DebugLogs.LogError("[CotcSdkTemplate:CommunityFeatures] The gamer ID is empty ›› Please enter a valid gamer ID");
     }
     else
     {
         PushNotification pushNotification = CotcConverter.GetPushNotificationFromJson(notificationJson);
         Backend_ChangeRelationshipStatus(gamerID, relationship, SetGamerRelationship_OnSuccess, SetGamerRelationship_OnError, pushNotification);
     }
 }
Beispiel #12
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 /// <summary>
 /// When a "BackOffice message" event is received, display it on the event handler.
 /// </summary>
 /// <param name="eventData">Event details under the expected format {"type":"...","event":{"message":"..."}}.</param>
 private static void OnBackOfficeMessage(Bundle eventData)
 {
     // An EventHandler instance should be attached to an active object of the scene to display the result
     if (!EventHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "EventFeatures", "EventHandler"));
     }
     else
     {
         string backOfficeMessage = eventData["event"]["message"].AsString();
         EventHandler.Instance.BuildAndAddEventItem_BackOfficeMessage(backOfficeMessage);
     }
 }
Beispiel #13
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 /// <summary>
 /// When a "new godchild" event is received, display it on the event handler.
 /// </summary>
 /// <param name="eventData">Event details under the expected format {"type":"...","event":{"godchildren":{"gamer_id":"...","profile":{...}}}}.</param>
 private static void OnNewGodchild(Bundle eventData)
 {
     // An EventHandler instance should be attached to an active object of the scene to display the result
     if (!EventHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "EventFeatures", "EventHandler"));
     }
     else
     {
         Bundle godchildProfile = eventData["event"]["godchildren"]["profile"];
         EventHandler.Instance.BuildAndAddEventItem_NewGodchild("You've got a new godchild!", godchildProfile);
     }
 }
Beispiel #14
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 /// <summary>
 /// Get and display the list of current logged in gamer's friends.
 /// </summary>
 public static void Handling_DisplayFriends()
 {
     // A CommunityHandler instance should be attached to an active object of the scene to display the result
     if (!CommunityHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "CommunityFeatures", "CommunityHandler"));
     }
     else
     {
         CommunityHandler.Instance.ShowCommunityPanel("Friends List");
         Backend_ListFriends(DisplayFriends_OnSuccess, DisplayFriends_OnError, false);
     }
 }
 /// <summary>
 /// Get and display the current logged in gamer's best scores from all leaderboards in which he scored at least once.
 /// </summary>
 public static void Handling_DisplayGamerHighScores()
 {
     // A LeaderboardHandler instance should be attached to an active object of the scene to display the result
     if (!LeaderboardHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "LeaderboardFeatures", "LeaderboardHandler"));
     }
     else
     {
         LeaderboardHandler.Instance.ShowLeaderboardPanel(LoginFeatures.gamer["profile"]["displayName"].AsString());
         Backend_ListUserBestScores(neverScoredErrorMessage, DisplayGamerHighScores_OnSuccess, DisplayGamerHighScores_OnError);
     }
 }
Beispiel #16
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 /// <summary>
 /// Get and display logged in gamer's progress on all game's achievements.
 /// </summary>
 public static void Handling_DisplayAchievements()
 {
     // An AchievementHandler instance should be attached to an active object of the scene to display the result
     if (!AchievementHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "AchievementFeatures", "AchievementHandler"));
     }
     else
     {
         AchievementHandler.Instance.ShowAchievementPanel("Achievements Progress");
         Backend_ListAchievements(DisplayAchievements_OnSuccess, DisplayAchievements_OnError);
     }
 }
Beispiel #17
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 /// <summary>
 /// Get and display the current logged in gamer's history of the given currency (or all currencies if null or empty).
 /// </summary>
 /// <param name="currencyName">Name of the currency to get.</param>
 /// <param name="transactionsPerPage">Number of transactions to get per page.</param>
 public static void Handling_DisplayCurrencyHistory(string currencyName, int transactionsPerPage)
 {
     // A TransactionHandler instance should be attached to an active object of the scene to display the result
     if (!TransactionHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "TransactionFeatures", "TransactionHandler"));
     }
     else
     {
         TransactionHandler.Instance.ShowTransactionPanel("Transactions History");
         Backend_History(currencyName, transactionsPerPage, 0, DisplayCurrencyHistory_OnSuccess, DisplayCurrencyHistory_OnError);
     }
 }
Beispiel #18
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 /// <summary>
 /// Get and display the current logged in gamer currencies balance.
 /// </summary>
 public static void Handling_DisplayBalance()
 {
     // A TransactionHandler instance should be attached to an active object of the scene to display the result
     if (!TransactionHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "TransactionFeatures", "TransactionHandler"));
     }
     else
     {
         TransactionHandler.Instance.ShowTransactionPanel("Currencies Balance");
         Backend_Balance(DisplayBalance_OnSuccess, DisplayBalance_OnError);
     }
 }
Beispiel #19
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        /// <summary>
        /// Stop the events loop to retrieve server pending events. A stopped events loop shouldn't be started again.
        /// </summary>
        public static void Handling_StopEventsListening()
        {
            // Stop the events loop
            if (eventLoop != null)
            {
                eventLoop.Stop();
                eventLoop = null;

                if (verboseEventLoop)
                {
                    DebugLogs.LogVerbose("[CotcSdkTemplate:EventFeatures] Unregistered from gamer's events loop");
                }
            }
        }
Beispiel #20
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 /// <summary>
 /// When a "friend's relationship changed" event is received, display it on the event handler.
 /// </summary>
 /// <param name="eventData">Event details under the expected format {"type":"...","message":"...","friendProfile":{...}}.</param>
 /// <param name="relationship">Type of relationship which has been set.</param>
 private static void OnFriendRelationshipChanged(Bundle eventData, FriendRelationshipStatus relationship)
 {
     // An EventHandler instance should be attached to an active object of the scene to display the result
     if (!EventHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "EventFeatures", "EventHandler"));
     }
     else
     {
         string message       = eventData["message"].AsString();
         Bundle friendProfile = Bundle.FromJson(eventData["friendProfile"]);
         EventHandler.Instance.BuildAndAddEventItem_FriendRelationshipChanged(message, friendProfile, relationship);
     }
 }
Beispiel #21
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        /// <summary>
        /// Start the events loop to retrieve server pending events as soon as possible.
        /// </summary>
        /// <param name="loggedInGamer">The logged in gamer's instance.</param>
        /// <param name="verbose">If the events loop registering / unregistering and the received events should be logged into the console.</param>
        public static void Handling_StartEventsListening(Gamer loggedInGamer, bool verbose = true)
        {
            // Start the events loop from the currently logged in gamer then register a received event callback
            eventLoop = loggedInGamer.StartEventLoop();
            eventLoop.ReceivedEvent += OnEventReceived;

            // Set if the events handling should be verbose
            verboseEventLoop = verbose;

            if (verboseEventLoop)
            {
                DebugLogs.LogVerbose("[CotcSdkTemplate:EventFeatures] Registered to gamer's events loop");
            }
        }
Beispiel #22
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 /// <summary>
 /// Retry failed HTTP requests once.
 /// </summary>
 /// <param name="httpRequestFailedEventArgs">The exception event details.</param>
 private static void RetryFailedRequestOnce(HttpRequestFailedEventArgs httpRequestFailedEventArgs)
 {
     if (httpRequestFailedEventArgs.UserData == null)
     {
         DebugLogs.LogWarning(string.Format("[CotcSdkTemplate:CloudFeatures] HTTP request failed ›› Retry in {0}ms ({1})", httpRequestRetryDelay, httpRequestFailedEventArgs.Url));
         httpRequestFailedEventArgs.UserData = new object();
         httpRequestFailedEventArgs.RetryIn(httpRequestRetryDelay);
     }
     else
     {
         DebugLogs.LogError(string.Format("[CotcSdkTemplate:CloudFeatures] HTTP request failed ›› Abort ({0})", httpRequestFailedEventArgs.Url));
         httpRequestFailedEventArgs.Abort();
     }
 }
Beispiel #23
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        /// <summary>
        /// Check if the CotcSdk's Cloud instance is initialized.
        /// </summary>
        /// <param name="verbose">If the check should log in case of error.</param>
        public static bool IsCloudInitialized(bool verbose = true)
        {
            if (cloud == null)
            {
                if (verbose)
                {
                    DebugLogs.LogError("[CotcSdkTemplate:CloudFeatures] Cloud is not initialized ›› Please call CloudFeatures.InitializeCloud() first (CotcSdk features are not available otherwise)");
                }

                return(false);
            }

            return(true);
        }
        /// <summary>
        /// What to do if any DisplayGamerKey request succeeded.
        /// </summary>
        /// <param name="keysValues">List of keys and their values under the Bundle format.</param>
        private static void DisplayGamerKey_OnSuccess(Bundle keysValues)
        {
            string resultField = "result";

            // TODO: You may want to parse the result Bundle fields (e.g.: if (keyValue["result"]["TestString"].Type == Bundle.DataType.String) { string testString = keyValue["result"]["TestString"].AsString(); })
            if (!keysValues.Has(resultField))
            {
                DebugLogs.LogError(string.Format("[CotcSdkTemplate:GamerVFSFeatures] No {0} field found in the key value result", resultField));
            }
            else
            {
                VFSHandler.Instance.FillVFSPanel(keysValues[resultField].AsDictionary());
            }
        }
Beispiel #25
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        /// <summary>
        /// What to do if any SetGamerRelationship request failed.
        /// </summary>
        /// <param name="exceptionError">Request error details under the ExceptionError format.</param>
        /// <param name="gamerID">Identifier of the gamer with who to change the relationship.</param>
        /// <param name="relationship">Type of relationship to set.</param>
        private static void SetGamerRelationship_OnError(ExceptionError exceptionError, string gamerID, FriendRelationshipStatus relationship)
        {
            switch (exceptionError.type)
            {
            // Error type: not initialized Cloud or no logged in gamer
            case ExceptionTools.notLoggedInErrorType:
                // Do whatever...
                break;

            // Unhandled error types
            default:
                DebugLogs.LogError(string.Format(ExceptionTools.unhandledErrorFormat, "CommunityFeatures", exceptionError));
                break;
            }
        }
Beispiel #26
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        /// <summary>
        /// What to do if any PostTransaction request failed.
        /// </summary>
        /// <param name="exceptionError">Request error details under the ExceptionError format.</param>
        private static void PostTransaction_OnError(ExceptionError exceptionError)
        {
            switch (exceptionError.type)
            {
            // Error type: not initialized Cloud or no logged in gamer
            case ExceptionTools.notLoggedInErrorType:
                // Do whatever...
                break;

            // Unhandled error types
            default:
                DebugLogs.LogError(string.Format(ExceptionTools.unhandledErrorFormat, "TransactionFeatures", exceptionError));
                break;
            }
        }
        /// <summary>
        /// What to do if any SendResetPasswordEmail request failed.
        /// </summary>
        /// <param name="exceptionError">Request error details under the ExceptionError format.</param>
        private static void SendResetPasswordEmail_OnError(ExceptionError exceptionError)
        {
            switch (exceptionError.type)
            {
            // Error type: not initialized Cloud
            case ExceptionTools.notInitializedCloudErrorType:
                // Do whatever...
                break;

            // Unhandled error types
            default:
                DebugLogs.LogError(string.Format(ExceptionTools.unhandledErrorFormat, "AccountFeatures", exceptionError));
                break;
            }
        }
Beispiel #28
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        /// <summary>
        /// Login the gamer on a given network with specific credentials. (create a new account if it doesn't exist yet)
        /// </summary>
        /// <param name="network">Name of the network to use (lowercase from the LoginNetwork enum).</param>
        /// <param name="accountID">Identifier (email, ID, ...) of the gamer's account.</param>
        /// <param name="accountSecret">Secret (password, token, ...) of the gamer's account.</param>
        /// <param name="OnSuccess">The callback in case of request success.</param>
        /// <param name="OnError">The callback in case of request error.</param>
        public static void Backend_Login(string network, string accountID, string accountSecret, Action <Gamer> OnSuccess = null, Action <ExceptionError> OnError = null)
        {
            DebugLogs.LogVerbose(string.Format("void Backend_Login : {0} {1} {2}", network, accountID, accountSecret));

            // Need an initialized Cloud to proceed
            if (!CloudFeatures.IsCloudInitialized())
            {
                OnError(ExceptionTools.GetExceptionError(new CotcException(ErrorCode.NotSetup), ExceptionTools.notInitializedCloudErrorType));
                return;
            }

            // Call the API method which returns a Gamer result
            CloudFeatures.cloud.Login(network, accountID, accountSecret)
            // Result if everything went well
            .Done(delegate(Gamer loggedInGamer)
            {
                DebugLogs.LogVerbose(string.Format("[CotcSdkTemplate:LoginFeatures] Login success ›› Logged In Gamer: {0}", loggedInGamer));

                // Keep the Gamer's reference
                gamer = loggedInGamer;

                // Call the OnSuccess action if any callback registered to it
                if (OnSuccess != null)
                {
                    OnSuccess(loggedInGamer);
                }

                // Call the GamerLoggedIn event if any callback registered to it
                if (Event_GamerLoggedIn != null)
                {
                    Event_GamerLoggedIn(gamer);
                }
            },
                  // Result if an error occured
                  delegate(Exception exception)
            {
                // Call the OnError action if any callback registered to it
                if (OnError != null)
                {
                    OnError(ExceptionTools.GetExceptionError(exception));
                }
                // Else, log the error (expected to be a CotcException)
                else
                {
                    ExceptionTools.LogCotcException("LoginFeatures", "Login", exception);
                }
            });
        }
Beispiel #29
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 /// <summary>
 /// What to do if any PostTransaction request succeeded.
 /// </summary>
 /// <param name="postedTransaction">Posted transaction details.</param>
 private static void PostTransaction_OnSuccess(TransactionResult postedTransaction)
 {
     // An EventHandler instance should be attached to an active object of the scene to display the result
     if (!EventHandler.HasInstance)
     {
         DebugLogs.LogError(string.Format(ExceptionTools.noInstanceErrorFormat, "TransactionFeatures", "EventHandler"));
     }
     // For each achievement unlocked by the transaction post, display it as if it was an event
     else
     {
         foreach (KeyValuePair <string, AchievementDefinition> triggeredAchievement in postedTransaction.TriggeredAchievements)
         {
             EventHandler.Instance.BuildAndAddEventItem_AchievementUnlocked("An achievement has been unlocked!", triggeredAchievement.Value);
         }
     }
 }
Beispiel #30
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        /// <summary>
        /// What to do if any DisplayCurrencyHistory request failed.
        /// </summary>
        /// <param name="exceptionError">Request error details under the ExceptionError format.</param>
        private static void DisplayCurrencyHistory_OnError(ExceptionError exceptionError)
        {
            switch (exceptionError.type)
            {
            // Error type: not initialized Cloud or no logged in gamer
            case ExceptionTools.notLoggedInErrorType:
                TransactionHandler.Instance.ShowError(ExceptionTools.notLoggedInMessage);
                break;

            // Unhandled error types
            default:
                DebugLogs.LogError(string.Format(ExceptionTools.unhandledErrorFormat, "TransactionFeatures", exceptionError));
                TransactionHandler.Instance.ShowError(ExceptionTools.unhandledErrorMessage);
                break;
            }
        }