public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Logger.d("UpdateState, slot=" + slot); using (var apiClient = GetApiClient(mServices)) { AppStateManager.CallStatic("update", apiClient, slot, data); } // Updates on android always succeed - at very least they are written to local disk. if (listener != null) { PlayGamesHelperObject.RunOnGameThread(() => listener.OnStateSaved(true, slot)); } }
// called from game thread public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}", slot, Logger.describe(data))); CallClientApi("update state, slot=" + slot, () => { mGHManager.CallGmsApi("appstate.AppStateManager", null, "update", slot, data); }, null); // On Android, cloud writes always succeeds (because, in the worst case, // data gets cached locally to send to the cloud later) listener.OnStateSaved(true, slot); }
// called from game thread public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}", slot, Logger.describe(data))); CallAppStateClientApi("update state, slot=" + slot, (AndroidJavaObject c) => { c.Call("updateState", slot, data); }, null); // On Android, cloud writes always succeed (because, at worst, they get cached // locally to send to the cloud later) listener.OnStateSaved(true, slot); }
/// <summary> /// Writes app state (cloud save) data to the server. /// </summary> /// <param name='slot'> /// The app state slot number. The exact number of slots and their size can be seen /// in the Google Play Games documentation. Slot 0 is always available, and is at /// least 128K long. /// </param> /// <param name='data'> /// The data to write. /// </param> public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { if (!IsAuthenticated()) { Logger.e("UpdateState can only be called after authentication."); if (listener != null) { listener.OnStateSaved(false, slot); } return; } mClient.UpdateState(slot, data, listener); }
public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}", slot, Logger.describe(data))); this.CallClientApi("update state, slot=" + slot, delegate { this.mGHManager.CallGmsApi("appstate.AppStateManager", null, "update", new object[] { slot, data }); }, null); listener.OnStateSaved(true, slot); }
public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { GooglePlayGames.OurUtils.Logger.d("UpdateState, slot=" + slot); using (var apiClient = GetApiClient(mServices)) { AppStateManager.CallStatic("update", apiClient, slot, data); } // Updates on android always succeed - at very least they are written to local disk. if (listener != null) { PlayGamesHelperObject.RunOnGameThread(() => listener.OnStateSaved(true, slot)); } }
public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Misc.CheckNotNull(listener); lock (GameServicesLock) { if (mAuthState != AuthState.Authenticated) { Logger.e("You can only call UpdateState after the user has successfully logged in"); listener.OnStateSaved(false, slot); } mAppStateClient.UpdateState(slot, data, listener); } }
private static void UpdateStateCallback(bool success, int slot) { OnStateLoadedListener listener = GetListener(slot); Logger.d("IOSClient.UpdateStateCallback, slot=" + slot + ", success=" + success); if (null != listener) { Logger.d("IOSClient.UpdateStateCallback calling OnSLL.OnStateSaved"); listener.OnStateSaved(success, slot); } else { Logger.d("IOSClient.UpdateStateCallback: no OnSLL to call!"); } }
public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) { Logger.d("UpdateState, slot=" + (object)slot); using (AndroidJavaObject apiClient = AndroidAppStateClient.GetApiClient(this.mServices)) ((AndroidJavaObject)AndroidAppStateClient.AppStateManager).CallStatic("update", new object[3] { (object)apiClient, (object)slot, (object)data }); if (listener == null) { return; } PlayGamesHelperObject.RunOnGameThread((Action)(() => listener.OnStateSaved(true, slot))); }