public void MassQueue(List <string> data) { if (Failed > 3) { return; } for (int i = data.Count - 1; i > -1; i--) { Data += (Data == "" ? "" : "~") + data[i]; data.RemoveAt(i); if (Data.Length > 300) { Playtomic_LogRequest request = Create(); request.MassQueue(data); Ready = true; Send(); return; } } Playtomic.Log.Request = this; }
public static Playtomic_LogRequest Create() { Playtomic_LogRequest request = null; if (Pool.Count > 0) { request = Pool[0]; Pool.RemoveAt(0); } else { request = new Playtomic_LogRequest(); } request.Data = ""; request.Ready = false; return request; }
private void Send(string s, bool view) { if (Frozen) { FrozenQueue.Add(s); return; } Request.Queue(s); if (Request.Ready || view || !Queue) { //Debug.Log("Sending"); Request.Send(ErrorHandler); Request = Playtomic_LogRequest.Create(); } }
public static Playtomic_LogRequest Create() { Playtomic_LogRequest request = null; if (Pool.Count > 0) { request = Pool[0]; Pool.RemoveAt(0); } else { request = new Playtomic_LogRequest(); } request.Data = ""; request.Ready = false; return(request); }
public void ForceSend() { if (!Enabled) { return; } Request.Send(); Request = Playtomic_LogRequest.Create(); if (_errorQueue.Count > 0) { // Add the errors to the frozen queue. We don't attempt to mass // queue the error queue directly since, if there is a connection // problem, we'll end up in an endless loop with an ever-growing // error list. FrozenQueue.AddRange(_errorQueue); _errorQueue.Clear(); } if (FrozenQueue.Count > 0) { Request.MassQueue(FrozenQueue); } }
private void Send(string s, bool view) { if(Frozen) { FrozenQueue.Add(s); return; } Request.Queue(s); if(Request.Ready || view || !Queue) { //Debug.Log("Sending"); Request.Send(); Request = Playtomic_LogRequest.Create(); } }
// ------------------------------------------------------------------------------ // View // Logs a view and initialises the SWFStats API // ------------------------------------------------------------------------------ public void View() { if(Playtomic.GameId == 0 || string.IsNullOrEmpty(Playtomic.GameGuid)) return; Enabled = true; Request = Playtomic_LogRequest.Create(); int views = GetCookie("views"); views++; SaveCookie("views", views); Send("v/" + views, true); //Debug.Log("Sent a view"); // Start the play timer Playtomic.API.StartCoroutine(TimerLoop()); }
public void ForceSend() { if(!Enabled) return; Request.Send(); Request = Playtomic_LogRequest.Create(); if(FrozenQueue.Count > 0) Request.MassQueue(FrozenQueue); }
public Playtomic_Log() { Request = Playtomic_LogRequest.Create(); }
public Playtomic_Log() { Request = Playtomic_LogRequest.Create(); }
public void ForceSend() { if(!Enabled) return; Request.Send(); Request = Playtomic_LogRequest.Create(); if (_errorQueue.Count > 0) { // Add the errors to the frozen queue. We don't attempt to mass // queue the error queue directly since, if there is a connection // problem, we'll end up in an endless loop with an ever-growing // error list. FrozenQueue.AddRange(_errorQueue); _errorQueue.Clear(); } if(FrozenQueue.Count > 0) { Request.MassQueue(FrozenQueue); } }