public void LoadState(int slot, OnStateLoadedListener listener)
 {
     GooglePlayGames.OurUtils.Logger.d("LoadState, slot=" + slot);
     using (var apiClient = GetApiClient(mServices)) {
     CallAppState(apiClient, "load", new OnStateResultProxy(mServices, listener), slot);
     }
 }
Пример #2
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     Logger.d("IOSClient.UpdateState slot " + slot + ", " + data.Length + " bytes");
     mStateLoadedListener[slot] = listener;
     SaveCloudCacheFile(slot, data);
     GPGSUpdateState(slot, data, data.Length, UpdateStateCallback, StateConflictCallback);
 }
Пример #3
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     GooglePlayGames.OurUtils.Logger.d("LoadState, slot=" + slot);
     using (var apiClient = GetApiClient(mServices)) {
         CallAppState(apiClient, "load", new OnStateResultProxy(mServices, listener), slot);
     }
 }
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     if (listener != null)
     {
         listener.OnStateLoaded(false, slot, null);
     }
 }
 // called from game thread
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("AndroidClient.LoadState, slot=" + slot);
     CallAppStateClientApi("load state slot=" + slot, (AndroidJavaObject c) => {
         OnStateLoadedProxy proxy = new OnStateLoadedProxy(this, listener);
         c.Call("loadState", proxy, slot);
     }, null);
 }
Пример #6
0
 // called from game thread
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("AndroidClient.LoadState, slot=" + slot);
     CallClientApi("load state slot=" + slot, () => {
         OnStateResultProxy proxy = new OnStateResultProxy(this, listener);
         mGHManager.CallGmsApiWithResult("appstate.AppStateManager", null, "load",
                                         proxy, slot);
     }, null);
 }
 // called from game thread. This is ONLY called internally (OnStateLoadedProxy
 // calls this). This is not part of the IPlayGamesClient interface.
 internal void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
                            OnStateLoadedListener listener)
 {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
                            "data={2}", slot, resolvedVersion, resolvedData));
     CallAppStateClientApi("resolve state slot=" + slot, (AndroidJavaObject c) => {
         c.Call("resolveState", new OnStateLoadedProxy(this, listener), slot,
                resolvedVersion, resolvedData);
     }, null);
 }
Пример #8
0
 private void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
                           OnStateLoadedListener listener)
 {
     GooglePlayGames.OurUtils.Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
                                                     "data={2}", slot, resolvedVersion, resolvedData));
     using (var apiClient = GetApiClient(mServices)) {
         CallAppState(apiClient, "resolve", new OnStateResultProxy(mServices, listener),
                      slot, resolvedVersion, resolvedData);
     }
 }
Пример #9
0
 // called from game thread. This is ONLY called internally (OnStateLoadedProxy
 // calls this). This is not part of the IPlayGamesClient interface.
 internal void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
                            OnStateLoadedListener listener)
 {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
                            "data={2}", slot, resolvedVersion, resolvedData));
     CallClientApi("resolve state slot=" + slot, () => {
         mGHManager.CallGmsApiWithResult("appstate.AppStateManager", null, "resolve",
                                         new OnStateResultProxy(this, listener), slot, resolvedVersion, resolvedData);
     }, null);
 }
Пример #10
0
    public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
        Logger.d("UpdateState, slot=" + slot);
        using (var apiClient = GetApiClient(mServices)) {
            AppStateManager.CallStatic("update", apiClient, slot, data);
        }

        // Updates on android always succeed - at very least they are written to local disk.
        if (listener != null) {
            PlayGamesHelperObject.RunOnGameThread(() => listener.OnStateSaved(true, slot));
        }
    }
        // called from game thread
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}",
                                   slot, Logger.describe(data)));
            CallAppStateClientApi("update state, slot=" + slot, (AndroidJavaObject c) => {
                c.Call("updateState", slot, data);
            }, null);

            // On Android, cloud writes always succeed (because, at worst, they get cached
            // locally to send to the cloud later)
            listener.OnStateSaved(true, slot);
        }
Пример #12
0
        // called from game thread
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}",
                                   slot, Logger.describe(data)));
            CallClientApi("update state, slot=" + slot, () => {
                mGHManager.CallGmsApi("appstate.AppStateManager", null, "update", slot, data);
            }, null);

            // On Android, cloud writes always succeeds (because, in the worst case,
            // data gets cached locally to send to the cloud later)
            listener.OnStateSaved(true, slot);
        }
Пример #13
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("AndroidClient.LoadState, slot=" + slot);
     this.CallClientApi("load state slot=" + slot, delegate
     {
         OnStateResultProxy callbackProxy = new OnStateResultProxy(this, listener);
         this.mGHManager.CallGmsApiWithResult("appstate.AppStateManager", null, "load", callbackProxy, new object[]
         {
             slot
         });
     }, null);
 }
Пример #14
0
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            GooglePlayGames.OurUtils.Logger.d("UpdateState, slot=" + slot);
            using (var apiClient = GetApiClient(mServices)) {
                AppStateManager.CallStatic("update", apiClient, slot, data);
            }

            // Updates on android always succeed - at very least they are written to local disk.
            if (listener != null)
            {
                PlayGamesHelperObject.RunOnGameThread(() => listener.OnStateSaved(true, slot));
            }
        }
Пример #15
0
        public void LoadState(int slot, OnStateLoadedListener listener)
        {
            Misc.CheckNotNull(listener);
            lock (GameServicesLock) {
                if (mAuthState != AuthState.Authenticated)
                {
                    Logger.e("You can only call LoadState after the user has successfully logged in");
                    listener.OnStateLoaded(false, slot, null);
                }

                mAppStateClient.LoadState(slot, listener);
            }
        }
Пример #16
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}", slot, Logger.describe(data)));
     this.CallClientApi("update state, slot=" + slot, delegate
     {
         this.mGHManager.CallGmsApi("appstate.AppStateManager", null, "update", new object[]
         {
             slot,
             data
         });
     }, null);
     listener.OnStateSaved(true, slot);
 }
Пример #17
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 /// <summary>
 /// Loads app state (cloud save) data from the server.
 /// </summary>
 /// <param name='slot'>
 /// The app state slot number. The exact number of slots and their size can be seen
 /// in the Google Play Games documentation. Slot 0 is always available, and is at
 /// least 128K long.
 /// </param>
 /// <param name='callbacks'>
 /// The callbacks to call when the state is loaded, or when a conflict occurs.
 /// </param>
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     if (!IsAuthenticated())
     {
         Logger.e("LoadState can only be called after authentication.");
         if (listener != null)
         {
             listener.OnStateLoaded(false, slot, null);
         }
         return;
     }
     mClient.LoadState(slot, listener);
 }
Пример #18
0
 /// <summary>
 /// Writes app state (cloud save) data to the server.
 /// </summary>
 /// <param name='slot'>
 /// The app state slot number. The exact number of slots and their size can be seen
 /// in the Google Play Games documentation. Slot 0 is always available, and is at
 /// least 128K long.
 /// </param>
 /// <param name='data'>
 /// The data to write.
 /// </param>
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     if (!IsAuthenticated())
     {
         Logger.e("UpdateState can only be called after authentication.");
         if (listener != null)
         {
             listener.OnStateSaved(false, slot);
         }
         return;
     }
     mClient.UpdateState(slot, data, listener);
 }
Пример #19
0
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            Misc.CheckNotNull(listener);

            lock (GameServicesLock) {
                if (mAuthState != AuthState.Authenticated)
                {
                    // Logger.e("You can only call UpdateState after the user has successfully logged in");
                    listener.OnStateSaved(false, slot);
                }

                mAppStateClient.UpdateState(slot, data, listener);
            }
        }
Пример #20
0
        private static void UpdateStateCallback(bool success, int slot)
        {
            OnStateLoadedListener listener = GetListener(slot);

            Logger.d("IOSClient.UpdateStateCallback, slot=" + slot + ", success=" + success);
            if (null != listener)
            {
                Logger.d("IOSClient.UpdateStateCallback calling OnSLL.OnStateSaved");
                listener.OnStateSaved(success, slot);
            }
            else
            {
                Logger.d("IOSClient.UpdateStateCallback: no OnSLL to call!");
            }
        }
Пример #21
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     Logger.d("UpdateState, slot=" + (object)slot);
     using (AndroidJavaObject apiClient = AndroidAppStateClient.GetApiClient(this.mServices))
         ((AndroidJavaObject)AndroidAppStateClient.AppStateManager).CallStatic("update", new object[3]
         {
             (object)apiClient,
             (object)slot,
             (object)data
         });
     if (listener == null)
     {
         return;
     }
     PlayGamesHelperObject.RunOnGameThread((Action)(() => listener.OnStateSaved(true, slot)));
 }
Пример #22
0
        private static void LoadStateCallback(bool success, int slot,
                                              IntPtr dataBuf, int dataSize)
        {
            string prefix = "IOSClient.LoadStateCallback ";

            Logger.d(prefix + " success=" + success + ", slot=" + slot +
                     " dataBuf=" + dataBuf + " dataSize=" + dataSize);
            byte[] data = null;

            if (success)
            {
                if (dataBuf.ToInt32() != 0)
                {
                    data = new byte[dataSize];
                    Marshal.Copy(dataBuf, data, 0, dataSize);
                    sInstance.SaveCloudCacheFile(slot, data);
                }
            }
            else
            {
                // Cloud load failed... but don't despair! Do we have the data in local cache?
                Logger.d(prefix + "Cloud load failed. Trying to load local cache.");
                byte[] localCache = sInstance.LoadCloudCacheFile(slot);
                if (localCache != null)
                {
                    // no local cache, so we have to report a failure.
                    Logger.d(prefix + "Local cache not present. Reporting failure.");
                }
                else
                {
                    // we have data in local cache, so report success instead of failure,
                    // and return that data.
                    Logger.d(prefix + "Loaded from local cache, so reporting success.");
                    data    = localCache;
                    success = true;
                }
            }

            OnStateLoadedListener callback = GetListener(slot);

            if (callback != null)
            {
                Logger.d(prefix + "calling OnStateLoadedListener with " +
                         (success ? "success" : "failure"));
                callback.OnStateLoaded(success, slot, data);
            }
        }
Пример #23
0
 internal OnStateResultProxy(GameServices services, OnStateLoadedListener listener)
     : base(ResultCallbackClassname) {
     mServices = Misc.CheckNotNull(services);
     mListener = listener;
 }
Пример #24
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
   LogUsage();
 }
Пример #25
0
 private void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
     OnStateLoadedListener listener) {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
         "data={2}", slot, resolvedVersion, resolvedData));
     using (var apiClient = GetApiClient(mServices)) {
         CallAppState(apiClient, "resolve", new OnStateResultProxy(mServices, listener),
             slot, resolvedVersion, resolvedData);
     }
 }
        /// <summary>
        /// Loads app state (cloud save) data from the server.
        /// </summary>
        /// <param name='slot'>
        /// The app state slot number. The exact number of slots and their size can be seen
        /// in the Google Play Games documentation. Slot 0 is always available, and is at
        /// least 128K long.
        /// </param>
        /// <param name='callbacks'>
        /// The callbacks to call when the state is loaded, or when a conflict occurs.
        /// </param>
        public void LoadState(int slot, OnStateLoadedListener listener)
        {
            if (!IsAuthenticated())
            {
                Logger.e("LoadState can only be called after authentication.");
                if (listener != null)
                {
                    listener.OnStateLoaded(false, slot, null);
                }

                return;
            }

            mClient.LoadState(slot, listener);
        }
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     throw new NotImplementedException(mMessage);
 }
Пример #28
0
 internal OnStateResultProxy(GooglePlayGames.Native.PInvoke.GameServices services, OnStateLoadedListener listener)
 {
     this.\u002Ector("com.google.android.gms.common.api.ResultCallback");
     this.mServices = Misc.CheckNotNull <GooglePlayGames.Native.PInvoke.GameServices>(services);
     this.mListener = listener;
 }
Пример #29
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("LoadState, slot=" + (object)slot);
     using (AndroidJavaObject apiClient = AndroidAppStateClient.GetApiClient(this.mServices))
         AndroidAppStateClient.CallAppState(apiClient, "load", (AndroidJavaProxy) new AndroidAppStateClient.OnStateResultProxy(this.mServices, listener), (object)slot);
 }
Пример #30
0
        private static int StateConflictCallback(int slot,
                                                 IntPtr localBufPtr, int localDataSize, IntPtr serverBufPtr, int serverDataSize,
                                                 IntPtr resolvBufPtr, int resolvBufCap)
        {
            string prefix = "IOSClient.StateConflictCallback ";

            Logger.d(prefix + "slot " + slot + " " +
                     "localbuf " + localBufPtr + " (" + localDataSize + " bytes); " +
                     "serverbuf " + serverBufPtr + " (" + serverDataSize + " bytes); " +
                     "resolvbuf " + resolvBufPtr + " (capacity " + resolvBufCap + ")");

            byte[] localData  = null;
            byte[] serverData = null;
            if (localBufPtr.ToInt32() != 0)
            {
                localData = new byte[localDataSize];
                Marshal.Copy(localBufPtr, localData, 0, localDataSize);
            }
            if (serverBufPtr.ToInt32() != 0)
            {
                serverData = new byte[serverDataSize];
                Marshal.Copy(serverBufPtr, serverData, 0, serverDataSize);
            }

            OnStateLoadedListener listener = GetListener(slot);

            byte[] resolvData = null;

            if (OurUtils.Misc.BuffersAreIdentical(localData, serverData))
            {
                Logger.d(prefix + "Bypassing fake conflict " +
                         "(local data is IDENTICAL to server data).");
                resolvData = localData != null ? localData : serverData;
            }
            else if (listener != null)
            {
                Logger.d(prefix + "calling OnSLL.OnStateConflict.");
                resolvData = listener.OnStateConflict(slot, localData, serverData);
                Logger.d(prefix + " resolvData has " + resolvData.Length + " bytes");
                if (resolvData.Length > resolvBufCap)
                {
                    Logger.e("Resolved data length is " + resolvData.Length + " which exceeds " +
                             "resolved buffer capacity " + resolvBufCap);
                    resolvData = null;
                }
            }
            else
            {
                Logger.d(prefix + "no listener, so choosing local data.");
            }

            if (resolvData == null)
            {
                // fallback
                Logger.w("Using fallback strategy due to unexpected resolution.");
                resolvData = localData != null ? localData : serverData;
                if (resolvData == null)
                {
                    Logger.w("ERROR: unexpected cloud conflict where all data sets are null. " +
                             "Fixing by storing byte[1] { 0 }.");
                    resolvData = new byte[1] {
                        0
                    };
                }
            }

            int len = resolvBufCap < resolvData.Length ? resolvBufCap : resolvData.Length;

            Logger.d(prefix + "outputting " + len + " bytes to resolved buffer.");
            Marshal.Copy(resolvData, 0, resolvBufPtr, len);
            Logger.d(prefix + "finishing up.");
            return(len);
        }
 public virtual void LoadState(int slot, OnStateLoadedListener listener) {
     throw new NotSupportedException("unsupported");
 }
        // called from game thread
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}",
                slot, Logger.describe(data)));
            CallClientApi("update state, slot=" + slot, () => {
                mGHManager.CallGmsApi("appstate.AppStateManager", null, "update", slot, data);
            }, null);

            // On Android, cloud writes always succeeds (because, in the worst case,
            // data gets cached locally to send to the cloud later)
            listener.OnStateSaved(true, slot);
        }
 internal OnStateResultProxy(AndroidClient androidClient, OnStateLoadedListener listener)
     : base(JavaUtil.ResultCallbackClass)
 {
     mListener = listener;
     mAndroidClient = androidClient;
 }
 internal OnStateLoadedProxy(AndroidClient androidClient, OnStateLoadedListener listener) :
         base("com.google.android.gms.appstate.OnStateLoadedListener") {
     mListener = listener;
     mAndroidClient = androidClient;
 }
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
     Logger.d("IOSClient.UpdateState slot " + slot + ", " + data.Length + " bytes");
     mStateLoadedListener[slot] = listener;
     SaveCloudCacheFile(slot, data);
     GPGSUpdateState(slot, data, data.Length, UpdateStateCallback, StateConflictCallback);
 }
 public void LoadState(int slot, OnStateLoadedListener listener) {
     Logger.d("IOSClient.LoadState slot=" + slot);
     mStateLoadedListener[slot] = listener;
     GPGSLoadState(slot, LoadStateCallback, StateConflictCallback);
 }
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
     throw new NotImplementedException("App State is not supported on this platform.");
 }
Пример #38
0
    public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
        Misc.CheckNotNull(listener);

        lock (GameServicesLock) {
            if (mAuthState != AuthState.Authenticated) {
                Logger.e("You can only call UpdateState after the user has successfully logged in");
                listener.OnStateSaved(false, slot);
            }

            mAppStateClient.UpdateState(slot, data, listener);
        }
    }
Пример #39
0
 public virtual void LoadState(int slot, OnStateLoadedListener listener)
 {
     throw new NotSupportedException("unsupported");
 }
 // called from game thread. This is ONLY called internally (OnStateLoadedProxy
 // calls this). This is not part of the IPlayGamesClient interface.
 internal void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
         OnStateLoadedListener listener)
 {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
         "data={2}", slot, resolvedVersion, resolvedData));
     CallClientApi("resolve state slot=" + slot, () => {
         mGHManager.CallGmsApiWithResult("appstate.AppStateManager", null, "resolve",
         new OnStateResultProxy(this, listener), slot, resolvedVersion, resolvedData);
     }, null);
 }
Пример #41
0
 private void ResolveState(int slot, string resolvedVersion, byte[] resolvedData, OnStateLoadedListener listener)
 {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, data={2}", (object)slot, (object)resolvedVersion, (object)resolvedData));
     using (AndroidJavaObject apiClient = AndroidAppStateClient.GetApiClient(this.mServices))
         AndroidAppStateClient.CallAppState(apiClient, "resolve", (AndroidJavaProxy) new AndroidAppStateClient.OnStateResultProxy(this.mServices, listener), (object)slot, (object)resolvedVersion, (object)resolvedData);
 }
Пример #42
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     throw new NotImplementedException(mMessage);
 }
Пример #43
0
 public virtual void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     throw new NotSupportedException("unsupported");
 }
Пример #44
0
        // called from game thread
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
            Logger.d(string.Format("AndroidClient.UpdateState, slot={0}, data={1}",
                slot, Logger.describe(data)));
            CallAppStateClientApi("update state, slot=" + slot, (AndroidJavaObject c) => {
                c.Call("updateState", slot, data);
            }, null);

            // On Android, cloud writes always succeed (because, at worst, they get cached
            // locally to send to the cloud later)
            listener.OnStateSaved(true, slot);
        }
        /// <summary>
        /// Writes app state (cloud save) data to the server.
        /// </summary>
        /// <param name='slot'>
        /// The app state slot number. The exact number of slots and their size can be seen
        /// in the Google Play Games documentation. Slot 0 is always available, and is at
        /// least 128K long.
        /// </param>
        /// <param name='data'>
        /// The data to write.
        /// </param>
        public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
        {
            if (!IsAuthenticated())
            {
                Logger.e("UpdateState can only be called after authentication.");
                if (listener != null)
                {
                    listener.OnStateSaved(false, slot);
                }

                return;
            }

            mClient.UpdateState(slot, data, listener);
        }
Пример #46
0
 // called from game thread. This is ONLY called internally (OnStateLoadedProxy
 // calls this). This is not part of the IPlayGamesClient interface.
 internal void ResolveState(int slot, string resolvedVersion, byte[] resolvedData,
         OnStateLoadedListener listener) {
     Logger.d(string.Format("AndroidClient.ResolveState, slot={0}, ver={1}, " +
         "data={2}", slot, resolvedVersion, resolvedData));
     CallAppStateClientApi("resolve state slot=" + slot, (AndroidJavaObject c) => {
         c.Call("resolveState", new OnStateLoadedProxy(this, listener), slot,
             resolvedVersion, resolvedData);
     }, null);
 }
Пример #47
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("IOSClient.LoadState slot=" + slot);
     mStateLoadedListener[slot] = listener;
     GPGSLoadState(slot, LoadStateCallback, StateConflictCallback);
 }
Пример #48
0
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
   LogUsage();
   if (listener != null)
     {
       listener.OnStateLoaded(false, slot, null);
     }
 }
 public virtual void UpdateState(int slot, byte[] data, OnStateLoadedListener listener) {
     throw new NotSupportedException("unsupported");
 }
 // called from game thread
 public void LoadState(int slot, OnStateLoadedListener listener)
 {
     Logger.d("AndroidClient.LoadState, slot=" + slot);
     CallClientApi("load state slot=" + slot, () => {
         OnStateResultProxy proxy = new OnStateResultProxy(this, listener);
         mGHManager.CallGmsApiWithResult("appstate.AppStateManager", null, "load",
                 proxy, slot);
     }, null);
 }
Пример #51
0
 // called from game thread
 public void LoadState(int slot, OnStateLoadedListener listener) {
     Logger.d("AndroidClient.LoadState, slot=" + slot);
     CallAppStateClientApi("load state slot=" + slot, (AndroidJavaObject c) => {
         OnStateLoadedProxy proxy = new OnStateLoadedProxy(this, listener);
         c.Call("loadState", proxy, slot);
     }, null);
 }
Пример #52
0
 internal OnStateResultProxy(GameServices services, OnStateLoadedListener listener)
     : base(ResultCallbackClassname)
 {
     mServices = Misc.CheckNotNull(services);
     mListener = listener;
 }
Пример #53
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     LogUsage();
 }
Пример #54
0
 public void UpdateState(int slot, byte[] data, OnStateLoadedListener listener)
 {
     throw new NotImplementedException(mMessage);
 }