internal static ResponseStatus ConvertResponseStatus(Status.ResponseStatus status) { switch (status) { case Status.ResponseStatus.VALID: return(ResponseStatus.Success); case Status.ResponseStatus.VALID_BUT_STALE: return(ResponseStatus.SuccessWithStale); case Status.ResponseStatus.ERROR_INTERNAL: return(ResponseStatus.InternalError); case Status.ResponseStatus.ERROR_LICENSE_CHECK_FAILED: return(ResponseStatus.LicenseCheckFailed); case Status.ResponseStatus.ERROR_NOT_AUTHORIZED: return(ResponseStatus.NotAuthorized); case Status.ResponseStatus.ERROR_TIMEOUT: return(ResponseStatus.Timeout); case Status.ResponseStatus.ERROR_VERSION_UPDATE_REQUIRED: return(ResponseStatus.VersionUpdateRequired); default: throw new InvalidOperationException("Unknown status: " + status); } }
internal static CommonStatusCodes ConvertResponseStatusToCommonStatus(Status.ResponseStatus status) { switch (status) { case Status.ResponseStatus.VALID: return(CommonStatusCodes.Success); case Status.ResponseStatus.VALID_BUT_STALE: return(CommonStatusCodes.SuccessCached); case Status.ResponseStatus.ERROR_INTERNAL: return(CommonStatusCodes.InternalError); case Status.ResponseStatus.ERROR_LICENSE_CHECK_FAILED: return(CommonStatusCodes.LicenseCheckFailed); case Status.ResponseStatus.ERROR_NOT_AUTHORIZED: return(CommonStatusCodes.AuthApiAccessForbidden); case Status.ResponseStatus.ERROR_TIMEOUT: return(CommonStatusCodes.Timeout); case Status.ResponseStatus.ERROR_VERSION_UPDATE_REQUIRED: return(CommonStatusCodes.ServiceVersionUpdateRequired); default: Debug.LogWarning("Unknown ResponseStatus: " + status + ", defaulting to CommonStatusCodes.Error"); return(CommonStatusCodes.Error); } }
private static SavedGameRequestStatus AsRequestStatus(Status.ResponseStatus status) { switch (status) { case Status.ResponseStatus.ERROR_INTERNAL: return(SavedGameRequestStatus.InternalError); case Status.ResponseStatus.ERROR_LICENSE_CHECK_FAILED: Logger.e("User attempted to use the game without a valid license."); return(SavedGameRequestStatus.AuthenticationError); case Status.ResponseStatus.ERROR_NOT_AUTHORIZED: Logger.e("User was not authorized (they were probably not logged in)."); return(SavedGameRequestStatus.AuthenticationError); case Status.ResponseStatus.ERROR_TIMEOUT: return(SavedGameRequestStatus.TimeoutError); case Status.ResponseStatus.VALID: case Status.ResponseStatus.VALID_BUT_STALE: return(SavedGameRequestStatus.Success); default: Logger.e("Unknown status: " + status); return(SavedGameRequestStatus.InternalError); } }
internal static void InternalLeaveRoomCallback(Status.ResponseStatus response, IntPtr data) { Logger.d("Entering internal callback for InternalLeaveRoomCallback"); Action <Status.ResponseStatus> callback = Callbacks.IntPtrToTempCallback <Action <Status.ResponseStatus> >(data); if (callback == null) { return; } try { callback(response); } catch (Exception e) { Logger.e("Error encountered executing InternalLeaveRoomCallback. " + "Smothering to avoid passing exception into Native: " + e); } }