private static QuestUiResult UiErrorToQuestUiResult(CommonErrorStatus.UIStatus status) { switch (status + 12) { case ~(CommonErrorStatus.UIStatus.ERROR_INTERNAL | CommonErrorStatus.UIStatus.VALID): return(QuestUiResult.UiBusy); case (CommonErrorStatus.UIStatus) 6: return(QuestUiResult.UserCanceled); case (CommonErrorStatus.UIStatus) 7: return(QuestUiResult.Timeout); case (CommonErrorStatus.UIStatus) 8: return(QuestUiResult.VersionUpdateRequired); case (CommonErrorStatus.UIStatus) 9: return(QuestUiResult.NotAuthorized); case ~(CommonErrorStatus.UIStatus.ERROR_UI_BUSY | CommonErrorStatus.UIStatus.VALID): return(QuestUiResult.InternalError); default: Logger.e("Unknown error status: " + (object)status); return(QuestUiResult.InternalError); } }
private static QuestUiResult UiErrorToQuestUiResult(CommonErrorStatus.UIStatus status) { switch (status) { case CommonErrorStatus.UIStatus.ERROR_INTERNAL: return(QuestUiResult.InternalError); case CommonErrorStatus.UIStatus.ERROR_NOT_AUTHORIZED: return(QuestUiResult.NotAuthorized); case CommonErrorStatus.UIStatus.ERROR_CANCELED: return(QuestUiResult.UserCanceled); case CommonErrorStatus.UIStatus.ERROR_VERSION_UPDATE_REQUIRED: return(QuestUiResult.VersionUpdateRequired); case CommonErrorStatus.UIStatus.ERROR_TIMEOUT: return(QuestUiResult.Timeout); case CommonErrorStatus.UIStatus.ERROR_UI_BUSY: return(QuestUiResult.UiBusy); default: Logger.e("Unknown error status: " + status); return(QuestUiResult.InternalError); } }
internal static GooglePlayGames.BasicApi.UIStatus ConvertUIStatus(CommonErrorStatus.UIStatus status) { switch (status + 12) { case ~(CommonErrorStatus.UIStatus.ERROR_INTERNAL | CommonErrorStatus.UIStatus.VALID): return(GooglePlayGames.BasicApi.UIStatus.UiBusy); case (CommonErrorStatus.UIStatus) 6: return(GooglePlayGames.BasicApi.UIStatus.UserClosedUI); case (CommonErrorStatus.UIStatus) 7: return(GooglePlayGames.BasicApi.UIStatus.Timeout); case (CommonErrorStatus.UIStatus) 8: return(GooglePlayGames.BasicApi.UIStatus.VersionUpdateRequired); case (CommonErrorStatus.UIStatus) 9: return(GooglePlayGames.BasicApi.UIStatus.NotAuthorized); case ~(CommonErrorStatus.UIStatus.ERROR_UI_BUSY | CommonErrorStatus.UIStatus.VALID): return(GooglePlayGames.BasicApi.UIStatus.InternalError); case (CommonErrorStatus.UIStatus) 13: return(GooglePlayGames.BasicApi.UIStatus.Valid); default: throw new InvalidOperationException("Unknown status: " + (object)status); } }
internal static UIStatus ConvertUIStatus(CommonErrorStatus.UIStatus status) { switch ((status + 6)) { case ~(CommonErrorStatus.UIStatus.VALID | CommonErrorStatus.UIStatus.ERROR_INTERNAL): return(UIStatus.UserClosedUI); case CommonErrorStatus.UIStatus.VALID: return(UIStatus.Timeout); case ~CommonErrorStatus.UIStatus.ERROR_NOT_AUTHORIZED: return(UIStatus.VersionUpdateRequired); case ~CommonErrorStatus.UIStatus.ERROR_VERSION_UPDATE_REQUIRED: return(UIStatus.NotAuthorized); case ~CommonErrorStatus.UIStatus.ERROR_TIMEOUT: return(UIStatus.InternalError); case ((CommonErrorStatus.UIStatus) 7): return(UIStatus.Valid); } if (status != CommonErrorStatus.UIStatus.ERROR_UI_BUSY) { throw new InvalidOperationException("Unknown status: " + status); } return(UIStatus.UiBusy); }
internal static void InternalShowUICallback(CommonErrorStatus.UIStatus status, IntPtr data) { Logger.d("Showing UI Internal callback: " + status); var callback = IntPtrToTempCallback<Action<CommonErrorStatus.UIStatus>>(data); try { callback(status); } catch (Exception e) { Logger.e("Error encountered executing InternalShowAllUICallback. " + "Smothering to avoid passing exception into Native: " + e); } }
internal static void InternalShowUICallback(CommonErrorStatus.UIStatus status, IntPtr data) { Logger.d("Showing UI Internal callback: " + (object)status); Action <CommonErrorStatus.UIStatus> tempCallback = Callbacks.IntPtrToTempCallback <Action <CommonErrorStatus.UIStatus> >(data); try { tempCallback(status); } catch (Exception ex) { Logger.e("Error encountered executing InternalShowAllUICallback. Smothering to avoid passing exception into Native: " + (object)ex); } }
private static SelectUIStatus AsUIStatus(CommonErrorStatus.UIStatus uiStatus) { switch ((uiStatus + 6)) { case ~(CommonErrorStatus.UIStatus.VALID | CommonErrorStatus.UIStatus.ERROR_INTERNAL): return(SelectUIStatus.UserClosedUI); case CommonErrorStatus.UIStatus.VALID: return(SelectUIStatus.TimeoutError); case ~CommonErrorStatus.UIStatus.ERROR_VERSION_UPDATE_REQUIRED: return(SelectUIStatus.AuthenticationError); case ~CommonErrorStatus.UIStatus.ERROR_TIMEOUT: return(SelectUIStatus.InternalError); case ((CommonErrorStatus.UIStatus) 7): return(SelectUIStatus.SavedGameSelected); } Logger.e("Encountered unknown UI Status: " + uiStatus); return(SelectUIStatus.InternalError); }
private static SelectUIStatus AsUIStatus(CommonErrorStatus.UIStatus uiStatus) { switch (uiStatus) { case CommonErrorStatus.UIStatus.VALID: return(SelectUIStatus.SavedGameSelected); case CommonErrorStatus.UIStatus.ERROR_CANCELED: return(SelectUIStatus.UserClosedUI); case CommonErrorStatus.UIStatus.ERROR_INTERNAL: return(SelectUIStatus.InternalError); case CommonErrorStatus.UIStatus.ERROR_NOT_AUTHORIZED: return(SelectUIStatus.AuthenticationError); case CommonErrorStatus.UIStatus.ERROR_TIMEOUT: return(SelectUIStatus.TimeoutError); default: Logger.e("Encountered unknown UI Status: " + uiStatus); return(SelectUIStatus.InternalError); } }