internal void FetchServerAuthCode(string server_client_id, Action <FetchServerAuthCodeResponse> callback) { Misc.CheckNotNull(callback); Misc.CheckNotNull(server_client_id); C.GameServices_FetchServerAuthCode(this.AsHandle(), server_client_id, InternalFetchServerAuthCodeCallback, Callbacks.ToIntPtr <FetchServerAuthCodeResponse>(callback, FetchServerAuthCodeResponse.FromPointer)); }
internal void StartAuthorizationUI() { C.GameServices_StartAuthorizationUI(SelfPtr()); }
protected override void CallDispose(HandleRef selfPointer) { C.GameServices_Dispose(selfPointer); }
internal void SignOut() { C.GameServices_SignOut(SelfPtr()); }
internal bool IsAuthenticated() { return(C.GameServices_IsAuthorized(SelfPtr())); }
protected override void CallDispose(HandleRef selfPointer) { C.GameServices_FetchServerAuthCodeResponse_Dispose(selfPointer); }
internal string Code() { return(PInvokeUtilities.OutParamsToString( (out_string, out_size) => C.GameServices_FetchServerAuthCodeResponse_GetCode(SelfPtr(), out_string, out_size))); }
internal CommonErrorStatus.ResponseStatus Status() { return(C.GameServices_FetchServerAuthCodeResponse_GetStatus(SelfPtr())); }