public void OnError_DetachIdentity(int statusCode, int reasonCode, string statusMessage, object cbObject) { m_state = ResponseState.Error; m_response = reasonCode + ":" + statusMessage; Debug.LogError("OnError_DetachIdentity: " + statusMessage); if (ErrorHandling.SharedErrorHandling(statusCode, reasonCode, statusMessage, cbObject, gameObject)) { return; } switch (reasonCode) { case ReasonCodes.DOWNGRADING_TO_ANONYMOUS_ERROR: { // Display to the user that removing this identity would make there account // anonymous. Ask them if they are sure they want to perform this action Destroy(gameObject); AnonymousDowngradeDialog.CreateDialog(m_exampleAccountType); break; } case ReasonCodes.MISSING_IDENTITY_ERROR: { Destroy(gameObject); ErrorDialog.DisplayErrorDialog( string.Format("You can't detach an {0} identity when you don't have one.", UtilExampleAccountType.getTypeName(m_exampleAccountType)), reasonCode + ":" + statusMessage); break; } case ReasonCodes.SECURITY_ERROR: { Destroy(gameObject); ErrorDialog.DisplayErrorDialog( string.Format("You can't detach an {0} identity that doesn't belong to you.", UtilExampleAccountType.getTypeName(m_exampleAccountType)), reasonCode + ":" + statusMessage); break; } default: { // log the reasonCode to your own internal error checking ErrorHandling.UncaughtError(statusCode, reasonCode, statusMessage, cbObject, gameObject); break; } } }
public void OnSuccess_Authenticate(string responseData, object cbObject) { ErrorHandlingApp.getInstance().m_user.OnLoginResponse(responseData); m_state = ResponseState.Success; m_response = responseData; Debug.Log("OnSuccess_Authenticate: " + responseData); App.Bc .SetStoredAuthenticationType(UtilExampleAccountType.getTypeName(m_exampleAccountType)); }
public void OnError_AttachIdentity(int statusCode, int reasonCode, string statusMessage, object cbObject) { m_state = ResponseState.Error; m_response = reasonCode + ":" + statusMessage; Debug.LogError("OnError_AttachIdentity: " + statusMessage); if (ErrorHandling.SharedErrorHandling(statusCode, reasonCode, statusMessage, cbObject, gameObject)) { return; } switch (reasonCode) { case ReasonCodes.DUPLICATE_IDENTITY_TYPE: { //Users cannot attach an identity of a type that is already on there account // decide how this will be handled, such as prompting the user remove the current // identity before attaching one of the same type Destroy(gameObject); ErrorDialog.DisplayErrorDialog( string.Format("Account already has an identity of this {0} type, please detach first.", UtilExampleAccountType.getTypeName(m_exampleAccountType)), m_response); break; } case ReasonCodes.MERGE_PROFILES: case ReasonCodes.SWITCHING_PROFILES: { //User cannot attach an identity that is already in use by another user // decide how this will be handled, such as prompting the user to merge the // two user accounts Destroy(gameObject); MergeIdentityDialog.MergIdentityRequestDialog(m_exampleAccountType); break; } default: { // log the reasonCode to your own internal error checking ErrorHandling.UncaughtError(statusCode, reasonCode, statusMessage, cbObject, gameObject); break; } } }