private void StartInitialize() { this.m_subscribeTimeout = 0f; this.m_state = FriendsAPIState.INITIALIZING; this.m_maxFriends = 0; this.m_maxReceivedInvitations = 0; this.m_maxSentInvitations = 0; this.m_friendsCount = 0; this.m_updateList = new List <BattleNet.FriendsUpdate>(); this.m_friendEntityId = new Map <BnetEntityId, Map <ulong, EntityId> >(); }
public override void Process() { base.Process(); if (this.m_state == FriendsAPIState.INITIALIZING) { this.m_subscribeTimeout += UnityEngine.Time.deltaTime; if (this.m_subscribeTimeout >= this.InitializeTimeOut) { this.m_state = FriendsAPIState.FAILED_TO_INITIALIZE; base.ApiLog.LogWarning("Battle.net Friends API C#: Initialize timed out."); } } }
private void SubscribeToFriendsCallback(RPCContext context) { if (this.m_state == FriendsAPIState.INITIALIZING) { if (context.Header.Status == 0) { this.m_state = FriendsAPIState.INITIALIZED; base.ApiLog.LogDebug("Battle.net Friends API C#: Initialized."); SubscribeToFriendsResponse response = SubscribeToFriendsResponse.ParseFrom(context.Payload); this.ProcessSubscribeToFriendsResponse(response); } else { this.m_state = FriendsAPIState.FAILED_TO_INITIALIZE; base.ApiLog.LogWarning("Battle.net Friends API C#: Failed to initialize."); } } }