/// <summary>Call this at the very beginning to start using the library.</summary> /// <returns>Promise resolved when the process has finished, with the Cloud to be used for your operations (most /// likely synchronously).</returns> /// <param name="apiKey">The community key.</param> /// <param name="apiSecret">The community secret (credentials when registering to CotC).</param> /// <param name="environment">The URL of the server. Should use one of the predefined constants.</param> /// <param name="httpVerbose">Set to true to output detailed information about the requests performed to CotC servers. Can be used /// for debugging, though it does pollute the logs.</param> /// <param name="httpTimeout">Sets a custom timeout for all requests in seconds. Defaults to 1 minute.</param> /// <param name="httpType">HTTP layer to be used. Currently 0 is the default (mono-based) one. Works pretty well, but is severely /// aged has a few issues on some platforms (which are all overcomable). Type 1 uses the new /// UnityEngine.Experimental.Networking.UnityWebRequest class and is also supported on all platforms.</param> public static Promise<Cloud> Setup(string apiKey, string apiSecret, string environment, int loadBalancerCount, bool httpVerbose, int httpTimeout, int httpType) { var task = new Promise<Cloud>(); lock (SpinLock) { Cloud cloud = new Cloud(apiKey, apiSecret, environment, loadBalancerCount, httpVerbose, httpTimeout, httpType); return task.PostResult(cloud); } }
internal CloudIndexing(Cloud cloud, string indexName, string domain) { Cloud = cloud; Domain = domain; IndexName = indexName; }
/// <summary>Only instantiated internally.</summary> /// <param name="gamerData">Gamer data as returned by our API calls (loginanonymous, etc.).</param> internal Gamer(Cloud parent, Bundle gamerData) : base(gamerData) { Cloud = parent; Update(gamerData); }