Beispiel #1
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 internal void CreateMatch(TurnBasedMatchConfig config,
                           Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_CreateTurnBasedMatch(mGameServices.AsHandle(),
                                                        config.AsPointer(), InternalTurnBasedMatchCallback,
                                                        ToCallbackPointer(callback));
 }
Beispiel #2
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 internal void ShowPlayerSelectUI(uint minimumPlayers, uint maxiumPlayers,
                                  bool allowAutomatching, Action <PlayerSelectUIResponse> callback)
 {
     C.TurnBasedMultiplayerManager_ShowPlayerSelectUI(mGameServices.AsHandle(), minimumPlayers,
                                                      maxiumPlayers, allowAutomatching, InternalPlayerSelectUIcallback,
                                                      Callbacks.ToIntPtr(callback, PlayerSelectUIResponse.FromPointer));
 }
Beispiel #3
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 internal void GetAllTurnbasedMatches(Action <TurnBasedMatchesResponse> callback)
 {
     C.TurnBasedMultiplayerManager_FetchMatches(mGameServices.AsHandle(),
                                                InternalTurnBasedMatchesCallback,
                                                Callbacks.ToIntPtr <TurnBasedMatchesResponse>(
                                                    callback, TurnBasedMatchesResponse.FromPointer));
 }
Beispiel #4
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 internal void AcceptInvitation(MultiplayerInvitation invitation,
                                Action <TurnBasedMatchResponse> callback)
 {
     Logger.d("Accepting invitation: " + invitation.AsPointer().ToInt64());
     C.TurnBasedMultiplayerManager_AcceptInvitation(mGameServices.AsHandle(),
                                                    invitation.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback));
 }
Beispiel #5
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 internal void CancelMatch(NativeTurnBasedMatch match,
                           Action <MultiplayerStatus> callback)
 {
     C.TurnBasedMultiplayerManager_CancelMatch(
         mGameServices.AsHandle(),
         match.AsPointer(),
         InternalMultiplayerStatusCallback,
         Callbacks.ToIntPtr(callback));
 }
Beispiel #6
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 internal void LeaveMatchDuringTheirTurn(NativeTurnBasedMatch match,
                                         Action <MultiplayerStatus> callback)
 {
     C.TurnBasedMultiplayerManager_LeaveMatchDuringTheirTurn(
         mGameServices.AsHandle(),
         match.AsPointer(),
         InternalMultiplayerStatusCallback,
         Callbacks.ToIntPtr(callback));
 }
Beispiel #7
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 internal void ConfirmPendingCompletion(NativeTurnBasedMatch match,
                                        Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_ConfirmPendingCompletion(
         mGameServices.AsHandle(),
         match.AsPointer(),
         InternalTurnBasedMatchCallback,
         ToCallbackPointer(callback));
 }
Beispiel #8
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 internal void Rematch(NativeTurnBasedMatch match,
                       Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_Rematch(
         mGameServices.AsHandle(),
         match.AsPointer(),
         InternalTurnBasedMatchCallback,
         ToCallbackPointer(callback));
 }
Beispiel #9
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            internal NativeTurnBasedMatch Match()
            {
                if (UiStatus() != CommonErrorStatus.UIStatus.VALID)
                {
                    return(null);
                }

                return(new NativeTurnBasedMatch(
                           C.TurnBasedMultiplayerManager_MatchInboxUIResponse_GetMatch(SelfPtr())));
            }
Beispiel #10
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            internal NativeTurnBasedMatch Match()
            {
                if (!RequestSucceeded())
                {
                    return(null);
                }

                return(new NativeTurnBasedMatch(
                           C.TurnBasedMultiplayerManager_TurnBasedMatchResponse_GetMatch(SelfPtr())));
            }
Beispiel #11
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 internal void FinishMatchDuringMyTurn(NativeTurnBasedMatch match, byte[] data,
                                       ParticipantResults results, Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_FinishMatchDuringMyTurn(
         mGameServices.AsHandle(),
         match.AsPointer(),
         data,
         new UIntPtr((uint)data.Length),
         results.AsPointer(),
         InternalTurnBasedMatchCallback,
         ToCallbackPointer(callback)
         );
 }
Beispiel #12
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 internal void TakeTurn(NativeTurnBasedMatch match, byte[] data,
                        MultiplayerParticipant nextParticipant, Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_TakeMyTurn(
         mGameServices.AsHandle(),
         match.AsPointer(),
         data,
         new UIntPtr((uint)data.Length),
         // Just pass along the old results. Technically the API allows updates here, but
         // we never need them.
         match.Results().AsPointer(),
         nextParticipant.AsPointer(),
         InternalTurnBasedMatchCallback,
         ToCallbackPointer(callback));
 }
 internal Status.MultiplayerStatus ResponseStatus()
 {
     return(C.TurnBasedMultiplayerManager_TurnBasedMatchResponse_GetStatus(SelfPtr()));
 }
Beispiel #14
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 internal void ShowInboxUI(Action <MatchInboxUIResponse> callback)
 {
     C.TurnBasedMultiplayerManager_ShowMatchInboxUI(mGameServices.AsHandle(),
                                                    InternalMatchInboxUICallback,
                                                    Callbacks.ToIntPtr <MatchInboxUIResponse>(callback, MatchInboxUIResponse.FromPointer));
 }
Beispiel #15
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 internal void GetMatch(string matchId, Action <TurnBasedMatchResponse> callback)
 {
     C.TurnBasedMultiplayerManager_FetchMatch(mGameServices.AsHandle(),
                                              matchId, InternalTurnBasedMatchCallback,
                                              ToCallbackPointer(callback));
 }
Beispiel #16
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 internal IEnumerable <MultiplayerInvitation> Invitations()
 {
     return(PInvokeUtilities.ToEnumerable(
                C.TurnBasedMultiplayerManager_TurnBasedMatchesResponse_GetInvitations_Length(SelfPtr()),
                index => new MultiplayerInvitation(C.TurnBasedMultiplayerManager_TurnBasedMatchesResponse_GetInvitations_GetElement(SelfPtr(), index))));
 }
Beispiel #17
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 internal CommonErrorStatus.MultiplayerStatus Status()
 {
     return(C.TurnBasedMultiplayerManager_TurnBasedMatchesResponse_GetStatus(SelfPtr()));
 }
Beispiel #18
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 protected override void CallDispose(HandleRef selfPointer)
 {
     C.TurnBasedMultiplayerManager_TurnBasedMatchesResponse_Dispose(SelfPtr());
 }
Beispiel #19
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 protected override void CallDispose(HandleRef selfPointer)
 {
     C.TurnBasedMultiplayerManager_MatchInboxUIResponse_Dispose(selfPointer);
 }
Beispiel #20
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 internal void DeclineInvitation(MultiplayerInvitation invitation)
 {
     C.TurnBasedMultiplayerManager_DeclineInvitation(mGameServices.AsHandle(),
                                                     invitation.AsPointer());
 }
Beispiel #21
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 internal CommonErrorStatus.UIStatus UiStatus()
 {
     return(C.TurnBasedMultiplayerManager_MatchInboxUIResponse_GetStatus(SelfPtr()));
 }