internal static void OnCreateDeviceId(IntPtr address) { OnCreateDeviceIdCallback callback = null; CreateDeviceIdCallbackInfo callbackInfo = null; if (Helper.TryGetAndRemoveCallback <OnCreateDeviceIdCallback, CreateDeviceIdCallbackInfoInternal, CreateDeviceIdCallbackInfo>(address, out callback, out callbackInfo)) { callback(callbackInfo); } }
/// <summary> /// Create a new unique pseudo-account that can be used to identify the current user profile on the local device. /// /// This function is intended to be used by mobile games and PC games that wish to allow /// a new user to start playing without requiring to login to the game using any user identity. /// In addition to this, the Device ID feature is used to automatically login the local user /// also when they have linked at least one external user account(s) with the local Device ID. /// /// It is possible to link many devices with the same user's account keyring using the Device ID feature. /// /// Linking a device later or immediately with a real user account will ensure that the player /// will not lose their progress if they switch devices or lose the device at some point, /// as they will be always able to login with one of their linked real accounts and also link /// another new device with the user account associations keychain. Otherwise, without having /// at least one permanent user account linked to the Device ID, the player would lose all of their /// game data and progression permanently should something happen to their device or the local /// user profile on the device. /// /// After a successful one-time CreateDeviceId operation, the game can login the local user /// automatically on subsequent game starts with <see cref="Login" /> using the <see cref="ExternalCredentialType.DeviceidAccessToken" /> /// credentials type. If a Device ID already exists for the local user on the device then <see cref="Result.DuplicateNotAllowed" /> /// error result is returned and the caller should proceed to calling <see cref="Login" /> directly. /// </summary> /// <param name="options">structure containing operation input parameters</param> /// <param name="clientData">arbitrary data that is passed back to you in the CompletionDelegate</param> /// <param name="completionDelegate">a callback that is fired when the create operation completes, either successfully or in error</param> public void CreateDeviceId(CreateDeviceIdOptions options, object clientData, OnCreateDeviceIdCallback completionDelegate) { var optionsInternal = Helper.CopyProperties <CreateDeviceIdOptionsInternal>(options); var completionDelegateInternal = new OnCreateDeviceIdCallbackInternal(OnCreateDeviceId); var clientDataAddress = IntPtr.Zero; Helper.AddCallback(ref clientDataAddress, clientData, completionDelegate, completionDelegateInternal); EOS_Connect_CreateDeviceId(InnerHandle, ref optionsInternal, clientDataAddress, completionDelegateInternal); Helper.TryMarshalDispose(ref optionsInternal); }