private void OnUserStatsStored(UserStatsStored_t pCallback) { if (!((ulong)gameID == pCallback.m_nGameID)) { return; } if (EResult.k_EResultOK == pCallback.m_eResult) { Debug.Log("StoreStats - success"); } else if (EResult.k_EResultInvalidParam == pCallback.m_eResult) { // One or more stats we set broke a constraint. They've been reverted, // and we should re-iterate the values now to keep in sync. Debug.Log("StoreStats - some failed to validate"); // fake up a callback so that we re-load the values UserStatsReceived_t callback = new UserStatsReceived_t(); callback.m_eResult = EResult.k_EResultOK; callback.m_nGameID = (ulong)gameID; OnUserStatsReceived(callback); } else { Debug.Log("StoreStats - failed, " + pCallback.m_eResult); } }
/// <summary> /// Our stats data was stored! /// </summary> /// <param name="pCallback">Our callback.</param> private void OnUserStatsStored(UserStatsStored_t pCallback) { // we may get callbacks for other games' stats arriving, ignore them if ((ulong)m_GameID == pCallback.m_nGameID) { if (EResult.k_EResultOK == pCallback.m_eResult) { Console.WriteLine("StoreStats - success"); } else if (EResult.k_EResultInvalidParam == pCallback.m_eResult) { // One or more stats we set broke a constraint. They've been reverted, // and we should re-iterate the values now to keep in sync. Console.WriteLine("StoreStats - some failed to validate"); // Fake up a callback here so that we re-load the values. UserStatsReceived_t callback = new UserStatsReceived_t(); callback.m_eResult = EResult.k_EResultOK; callback.m_nGameID = (ulong)m_GameID; OnUserStatsReceived(callback); } else { Console.WriteLine("StoreStats - failed, " + pCallback.m_eResult); } } }
private void OnStatsStored(UserStatsStored_t data) { if (data.m_nGameID == (ulong)gameID) { switch (data.m_eResult) { case EResult.k_EResultOK: { Debug.Log("StoreStats - success"); break; } case EResult.k_EResultInvalidParam: { Debug.Assert(false, "StoreStats - some failed to validate"); // We done messed up. Reset stats to some earlier point LoadStatsFromSteam(); break; } default: { Debug.Log("StoreStats - failed, " + data.m_eResult); break; } } } }
private void OnUserStatsStored(UserStatsStored_t pCallback) { // we may get callbacks for other games' stats arriving, ignore them /* * if ((ulong)m_GameID == pCallback.m_nGameID) * { * if (EResult.k_EResultOK == pCallback.m_eResult) * { * Debug.Log("StoreStats - success"); * } * else if (EResult.k_EResultInvalidParam == pCallback.m_eResult) * { * // One or more stats we set broke a constraint. They've been reverted, * // and we should re-iterate the values now to keep in sync. * Debug.Log("StoreStats - some failed to validate"); * // Fake up a callback here so that we re-load the values. * UserStatsReceived_t callback = new UserStatsReceived_t(); * callback.m_eResult = EResult.k_EResultOK; * callback.m_nGameID = (ulong)m_GameID; * OnUserStatsReceived(callback); * } * else * { * Debug.Log("StoreStats - failed, " + pCallback.m_eResult); * } * } */ }
private void OnStatsStored(UserStatsStored_t stats) { // FIXME: Pray that we don't get overlap -flibit if (statStoreAction != null) { statStoreAction.IsCompleted = true; } }
private void OnUserStatsStored(UserStatsStored_t args) { if (args.m_nGameID == SteamUtils.GetAppID().m_AppId) { if (args.m_eResult == EResult.k_EResultOK) { // Steamworks stats and achievements stored //App.LogDebug( "Steamworks user stats stored." ); } } }
private void UserStatsStored(UserStatsStored_t stats) { if (stats.GameID != client.AppId) { return; } Refresh(); OnUpdated?.Invoke(); }
//CallRedult method to check if the StoreStats was successfull or not private static void OnUserStatsStored(UserStatsStored_t _callback, bool IOFailure) { if (EResult.k_EResultOK == _callback.m_eResult) { Debug.Log("StoreStats was successful"); } else { Debug.Log("StoreStats failed"); } }
private void OnUserStatsStored(UserStatsStored_t pCallback) { if ((ulong)m_GameID == pCallback.m_nGameID && pCallback.m_eResult != EResult.k_EResultOK) { if (pCallback.m_eResult == EResult.k_EResultInvalidParam) { Debug.Log("StoreStats - some failed to validate"); UserStatsReceived_t pCallback2 = default(UserStatsReceived_t); pCallback2.m_eResult = EResult.k_EResultOK; pCallback2.m_nGameID = (ulong)m_GameID; OnUserStatsReceived(pCallback2); } else { Debug.Log("StoreStats - failed, " + pCallback.m_eResult); } } }
private void OnUserStatsStored(UserStatsStored_t pCallback) { }
private void OnUserStatsStored(UserStatsStored_t pCallback) { Debug.Log("[" + UserStatsStored_t.k_iCallback + " - UserStatsStored] - " + pCallback.m_nGameID + " -- " + pCallback.m_eResult); }