mmorpg/Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs
2024-08-23 16:17:24 +05:30

1680 lines
68 KiB
C#
Executable File

// <copyright file="PlayGamesPlatform.cs" company="Google Inc.">
// Copyright (C) 2014 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
#if UNITY_ANDROID
namespace GooglePlayGames
{
using System;
using System.Collections.Generic;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.Events;
using GooglePlayGames.BasicApi.Nearby;
using GooglePlayGames.BasicApi.SavedGame;
using GooglePlayGames.BasicApi.Video;
using GooglePlayGames.OurUtils;
using UnityEngine;
using UnityEngine.SocialPlatforms;
/// <summary>
/// Provides access to the Google Play Games platform. This is an implementation of
/// UnityEngine.SocialPlatforms.ISocialPlatform. Activate this platform by calling
/// the <see cref="Activate" /> method, then authenticate by calling
/// the <see cref="Authenticate" /> method. After authentication
/// completes, you may call the other methods of this class. This is not a complete
/// implementation of the ISocialPlatform interface. Methods lacking an implementation
/// or whose behavior is at variance with the standard are noted as such.
/// </summary>
public class PlayGamesPlatform : ISocialPlatform
{
/// <summary>Singleton instance</summary>
private static volatile PlayGamesPlatform sInstance = null;
/// <summary>status of nearby connection initialization.</summary>
private static volatile bool sNearbyInitializePending;
/// <summary>Reference to the nearby client.</summary>
/// <remarks>This is static since it can be used without using play game services.</remarks>
private static volatile INearbyConnectionClient sNearbyConnectionClient;
/// <summary>Configuration used to create this instance.</summary>
private readonly PlayGamesClientConfiguration mConfiguration;
/// <summary>The local user.</summary>
private PlayGamesLocalUser mLocalUser = null;
/// <summary>Reference to the platform specific implementation.</summary>
private IPlayGamesClient mClient = null;
/// <summary>the default leaderboard we show on ShowLeaderboardUI</summary>
private string mDefaultLbUi = null;
/// <summary>the mapping table from alias to leaderboard/achievement id.</summary>
private Dictionary<string, string> mIdMap = new Dictionary<string, string>();
/// <summary>
/// Initializes a new instance of the <see cref="GooglePlayGames.PlayGamesPlatform"/> class.
/// </summary>
/// <param name="client">Implementation client to use for this instance.</param>
internal PlayGamesPlatform(IPlayGamesClient client)
{
this.mClient = Misc.CheckNotNull(client);
this.mLocalUser = new PlayGamesLocalUser(this);
this.mConfiguration = PlayGamesClientConfiguration.DefaultConfiguration;
}
/// <summary>
/// Initializes a new instance of the <see cref="GooglePlayGames.PlayGamesPlatform"/> class.
/// </summary>
/// <param name="configuration">Configuration object to use.</param>
private PlayGamesPlatform(PlayGamesClientConfiguration configuration)
{
GooglePlayGames.OurUtils.Logger.d("Creating new PlayGamesPlatform");
this.mLocalUser = new PlayGamesLocalUser(this);
this.mConfiguration = configuration;
}
/// <summary>
/// Gets or sets a value indicating whether debug logs are enabled. This property
/// may be set before calling <see cref="Activate" /> method.
/// </summary>
/// <returns>
/// <c>true</c> if debug log enabled; otherwise, <c>false</c>.
/// </returns>
public static bool DebugLogEnabled
{
get { return GooglePlayGames.OurUtils.Logger.DebugLogEnabled; }
set { GooglePlayGames.OurUtils.Logger.DebugLogEnabled = value; }
}
/// <summary>
/// Gets the singleton instance of the Play Games platform.
/// </summary>
/// <returns>
/// The instance.
/// </returns>
public static PlayGamesPlatform Instance
{
get
{
if (sInstance == null)
{
GooglePlayGames.OurUtils.Logger.d(
"Instance was not initialized, using default configuration.");
InitializeInstance(PlayGamesClientConfiguration.DefaultConfiguration);
}
return sInstance;
}
}
/// <summary>
/// Gets the nearby connection client. NOTE: Can be null until the nearby client
/// is initialized. Call InitializeNearby to use callback to be notified when initialization
/// is complete.
/// </summary>
/// <value>The nearby.</value>
public static INearbyConnectionClient Nearby
{
get
{
if (sNearbyConnectionClient == null && !sNearbyInitializePending)
{
sNearbyInitializePending = true;
InitializeNearby(null);
}
return sNearbyConnectionClient;
}
}
/// <summary>Gets the saved game client object.</summary>
/// <value>The saved game client.</value>
public ISavedGameClient SavedGame
{
get { return mClient.GetSavedGameClient(); }
}
/// <summary>Gets the events client object.</summary>
/// <value>The events client.</value>
public IEventsClient Events
{
get { return mClient.GetEventsClient(); }
}
/// <summary>Gets the video client object.</summary>
/// <value>The video client.</value>
public IVideoClient Video
{
get { return mClient.GetVideoClient(); }
}
/// <summary>
/// Gets the local user.
/// </summary>
/// <returns>
/// The local user.
/// </returns>
public ILocalUser localUser
{
get { return mLocalUser; }
}
/// <summary>
/// Initializes the instance of Play Game Services platform.
/// </summary>
/// <remarks>This creates the singleton instance of the platform.
/// Multiple calls to this method are ignored.
/// </remarks>
/// <param name="configuration">Configuration to use when initializing.</param>
public static void InitializeInstance(PlayGamesClientConfiguration configuration)
{
if (sInstance == null || sInstance.mConfiguration != configuration)
{
sInstance = new PlayGamesPlatform(configuration);
return;
}
GooglePlayGames.OurUtils.Logger.w(
"PlayGamesPlatform already initialized. Ignoring this call.");
}
/// <summary>
/// Initializes the nearby connection platform.
/// </summary>
/// <remarks>This call initializes the nearby connection platform. This
/// is independent of the Play Game Services initialization. Multiple
/// calls to this method are ignored.
/// </remarks>
/// <param name="callback">Callback invoked when complete.</param>
public static void InitializeNearby(Action<INearbyConnectionClient> callback)
{
Debug.Log("Calling InitializeNearby!");
if (sNearbyConnectionClient == null)
{
#if UNITY_ANDROID && !UNITY_EDITOR
NearbyConnectionClientFactory.Create(client => {
Debug.Log("Nearby Client Created!!");
sNearbyConnectionClient = client;
if (callback != null) {
callback.Invoke(client);
}
else {
Debug.Log("Initialize Nearby callback is null");
}
});
#else
sNearbyConnectionClient = new DummyNearbyConnectionClient();
if (callback != null)
{
callback.Invoke(sNearbyConnectionClient);
}
#endif
}
else if (callback != null)
{
Debug.Log("Nearby Already initialized: calling callback directly");
callback.Invoke(sNearbyConnectionClient);
}
else
{
Debug.Log("Nearby Already initialized");
}
}
/// <summary>
/// Activates the Play Games platform as the implementation of Social.Active.
/// After calling this method, you can call methods on Social.Active. For
/// example, <c>Social.Active.Authenticate()</c>.
/// </summary>
/// <returns>The singleton <see cref="PlayGamesPlatform" /> instance.</returns>
public static PlayGamesPlatform Activate()
{
GooglePlayGames.OurUtils.Logger.d("Activating PlayGamesPlatform.");
Social.Active = PlayGamesPlatform.Instance;
GooglePlayGames.OurUtils.Logger.d(
"PlayGamesPlatform activated: " + Social.Active);
return PlayGamesPlatform.Instance;
}
/// <summary>
/// Sets the gravity for popups (Android only).
/// </summary>
/// <remarks>This can only be called after authentication. It affects
/// popups for achievements and other game services elements.</remarks>
/// <param name="gravity">Gravity for the popup.</param>
public void SetGravityForPopups(Gravity gravity)
{
mClient.SetGravityForPopups(gravity);
}
/// <summary>
/// Specifies that the ID <c>fromId</c> should be implicitly replaced by <c>toId</c>
/// on any calls that take a leaderboard or achievement ID.
/// </summary>
/// <remarks> After a mapping is
/// registered, you can use <c>fromId</c> instead of <c>toId</c> when making a call.
/// For example, the following two snippets are equivalent:
/// <code>
/// ReportProgress("Cfiwjew894_AQ", 100.0, callback);
/// </code>
/// ...is equivalent to:
/// <code>
/// AddIdMapping("super-combo", "Cfiwjew894_AQ");
/// ReportProgress("super-combo", 100.0, callback);
/// </code>
/// </remarks>
/// <param name='fromId'>
/// The identifier to map.
/// </param>
/// <param name='toId'>
/// The identifier that <c>fromId</c> will be mapped to.
/// </param>
public void AddIdMapping(string fromId, string toId)
{
mIdMap[fromId] = toId;
}
/// <summary>
/// Authenticate the local user with the Google Play Games service.
/// </summary>
/// <param name='callback'>
/// The callback to call when authentication finishes. It will be called
/// with <c>true</c> if authentication was successful, <c>false</c>
/// otherwise.
/// </param>
public void Authenticate(Action<bool> callback)
{
Authenticate(callback, false);
}
/// <summary>
/// Authenticate the local user with the Google Play Games service.
/// </summary>
/// <param name='callback'>
/// The callback to call when authentication finishes. It will be called
/// with <c>true</c> if authentication was successful, <c>false</c>
/// otherwise.
/// </param>
public void Authenticate(Action<bool, string> callback)
{
Authenticate(callback, false);
}
/// <summary>
/// Authenticate the local user with the Google Play Games service.
/// </summary>
/// <param name='callback'>
/// The callback to call when authentication finishes. It will be called
/// with <c>true</c> if authentication was successful, <c>false</c>
/// otherwise.
/// </param>
/// <param name='silent'>
/// Indicates whether authentication should be silent. If <c>false</c>,
/// authentication may show popups and interact with the user to obtain
/// authorization. If <c>true</c>, there will be no popups or interaction with
/// the user, and the authentication will fail instead if such interaction
/// is required. A typical pattern is to try silent authentication on startup
/// and, if that fails, present the user with a "Sign in" button that then
/// triggers normal (not silent) authentication.
/// </param>
public void Authenticate(Action<bool> callback, bool silent)
{
Authenticate((bool success, string msg) => callback(success), silent);
}
/// <summary>
/// Authenticate the local user with the Google Play Games service.
/// </summary>
/// <param name='callback'>
/// The callback to call when authentication finishes. It will be called
/// with <c>true</c> if authentication was successful, <c>false</c>
/// otherwise.
/// </param>
/// <param name='silent'>
/// Indicates whether authentication should be silent. If <c>false</c>,
/// authentication may show popups and interact with the user to obtain
/// authorization. If <c>true</c>, there will be no popups or interaction with
/// the user, and the authentication will fail instead if such interaction
/// is required. A typical pattern is to try silent authentication on startup
/// and, if that fails, present the user with a "Sign in" button that then
/// triggers normal (not silent) authentication.
/// </param>
public void Authenticate(Action<bool, string> callback, bool silent)
{
Authenticate(silent ? SignInInteractivity.NoPrompt : SignInInteractivity.CanPromptAlways, status =>
{
if (status == SignInStatus.Success)
{
callback(true, "Authentication succeeded");
}
else if (status == SignInStatus.Canceled)
{
callback(false, "Authentication canceled");
GooglePlayGames.OurUtils.Logger.d("Authentication canceled");
}
else if (status == SignInStatus.DeveloperError)
{
callback(false, "Authentication failed - developer error");
GooglePlayGames.OurUtils.Logger.d("Authentication failed - developer error");
}
else
{
callback(false, "Authentication failed");
GooglePlayGames.OurUtils.Logger.d("Authentication failed");
}
});
}
/// <summary>
/// Authenticate the local user with the Google Play Games service.
/// </summary>
/// <param name="callback">The callback to call when authentication finishes.</param>
/// <param name="signInInteractivity"><see cref="SignInInteractivity"/></param>
public void Authenticate(SignInInteractivity signInInteractivity, Action<SignInStatus> callback)
{
// make a platform-specific Play Games client
if (mClient == null)
{
GooglePlayGames.OurUtils.Logger.d(
"Creating platform-specific Play Games client.");
mClient = PlayGamesClientFactory.GetPlatformPlayGamesClient(mConfiguration);
}
if (callback == null)
{
callback = status => { };
}
switch (signInInteractivity)
{
case SignInInteractivity.NoPrompt:
mClient.Authenticate( /* silent= */ true, code =>
{
// SignInStatus.UiSignInRequired is returned when silent sign in fails or when there is no
// internet connection.
if (code == SignInStatus.UiSignInRequired &&
Application.internetReachability == NetworkReachability.NotReachable)
{
callback(SignInStatus.NetworkError);
}
else
{
callback(code);
}
});
break;
case SignInInteractivity.CanPromptAlways:
mClient.Authenticate( /* silent= */ false, code =>
{
// SignInStatus.Canceled is returned when interactive sign in fails or when there is no internet connection.
if (code == SignInStatus.Canceled &&
Application.internetReachability == NetworkReachability.NotReachable)
{
callback(SignInStatus.NetworkError);
}
else
{
callback(code);
}
});
break;
case SignInInteractivity.CanPromptOnce:
// 1. Silent sign in first
mClient.Authenticate( /* silent= */ true, silentSignInResultCode =>
{
if (silentSignInResultCode == SignInStatus.Success)
{
OurUtils.Logger.d("Successful, triggering callback");
callback(silentSignInResultCode);
return;
}
// 2. Check the shared pref and bail out if it's true.
if (!SignInHelper.ShouldPromptUiSignIn())
{
OurUtils.Logger.d(
"User cancelled sign in attempt in the previous attempt. Triggering callback with silentSignInResultCode");
callback(silentSignInResultCode);
return;
}
// 3. Check internet connection
if (Application.internetReachability == NetworkReachability.NotReachable)
{
OurUtils.Logger.d("No internet connection");
callback(SignInStatus.NetworkError);
return;
}
// 4. Interactive sign in
mClient.Authenticate( /* silent= */ false, interactiveSignInResultCode =>
{
// 5. Save that the user has cancelled the interactive sign in.
if (interactiveSignInResultCode == SignInStatus.Canceled)
{
OurUtils.Logger.d("Cancelled, saving this to a shared pref");
SignInHelper.SetPromptUiSignIn(false);
}
callback(interactiveSignInResultCode);
});
});
break;
default:
PlayGamesHelperObject.RunOnGameThread(() => callback(SignInStatus.Failed));
break;
}
}
/// <summary>
/// Provided for compatibility with ISocialPlatform.
/// </summary>
/// <seealso cref="Authenticate(Action&lt;bool&gt;,bool)"/>
/// <param name="unused">Unused parameter for this implementation.</param>
/// <param name="callback">Callback invoked when complete.</param>
public void Authenticate(ILocalUser unused, Action<bool> callback)
{
Authenticate(callback, false);
}
/// <summary>
/// Provided for compatibility with ISocialPlatform.
/// </summary>
/// <seealso cref="Authenticate(Action&lt;bool&gt;,bool)"/>
/// <param name="unused">Unused parameter for this implementation.</param>
/// <param name="callback">Callback invoked when complete.</param>
public void Authenticate(ILocalUser unused, Action<bool, string> callback)
{
Authenticate(callback, false);
}
/// <summary>
/// Determines whether the user is authenticated.
/// </summary>
/// <returns>
/// <c>true</c> if the user is authenticated; otherwise, <c>false</c>.
/// </returns>
public bool IsAuthenticated()
{
return mClient != null && mClient.IsAuthenticated();
}
/// <summary>Sign out. After signing out,
/// Authenticate must be called again to sign back in.
/// </summary>
public void SignOut()
{
if (mClient != null)
{
mClient.SignOut();
}
mLocalUser = new PlayGamesLocalUser(this);
}
/// <summary>
/// Loads the users.
/// </summary>
/// <param name="userIds">User identifiers.</param>
/// <param name="callback">Callback invoked when complete.</param>
public void LoadUsers(string[] userIds, Action<IUserProfile[]> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetUserId() can only be called after authentication.");
callback(new IUserProfile[0]);
return;
}
mClient.LoadUsers(userIds, callback);
}
/// <summary>
/// Returns the user's Google ID.
/// </summary>
/// <returns>
/// The user's Google ID. No guarantees are made as to the meaning or format of
/// this identifier except that it is unique to the user who is signed in.
/// </returns>
public string GetUserId()
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetUserId() can only be called after authentication.");
return "0";
}
return mClient.GetUserId();
}
/// <summary>
/// Get an id token for the user.
/// </summary>
public string GetIdToken()
{
if (mClient != null)
{
return mClient.GetIdToken();
}
OurUtils.Logger.e("No client available, returning null.");
return null;
}
/// <summary>
/// Gets the server auth code.
/// </summary>
/// <remarks>This code is used by the server application in order to get
/// an oauth token. For how to use this acccess token please see:
/// https://developers.google.com/drive/v2/web/auth/web-server.
/// To get another server auth code after the initial one returned, call
/// GetAnotherServerAuthCode().
/// </remarks>
public string GetServerAuthCode()
{
if (mClient != null && mClient.IsAuthenticated())
{
return mClient.GetServerAuthCode();
}
return null;
}
/// <summary>
/// Gets another server auth code.
/// </summary>
/// <remarks>This method should be called after authenticating, and exchanging
/// the initial server auth code for a token. This is implemented by signing in
/// silently, which if successful returns almost immediately and with a new
/// server auth code.
/// </remarks>
/// <param name="reAuthenticateIfNeeded">Calls Authenticate if needed when
/// retrieving another auth code. </param>
/// <param name="callback">Callback returning the auth code or null
/// if there was an error. NOTE: This callback can return immediately.</param>
public void GetAnotherServerAuthCode(bool reAuthenticateIfNeeded,
Action<string> callback)
{
if (mClient != null && mClient.IsAuthenticated())
{
mClient.GetAnotherServerAuthCode(reAuthenticateIfNeeded, callback);
}
else if (mClient != null && reAuthenticateIfNeeded)
{
mClient.Authenticate(false, (status) =>
{
if (status == SignInStatus.Success)
{
callback(mClient.GetServerAuthCode());
}
else
{
OurUtils.Logger.e("Re-authentication failed: " + status);
callback(null);
}
});
}
else
{
OurUtils.Logger.e("Cannot call GetAnotherServerAuthCode: not authenticated");
callback(null);
}
}
/// <summary>
/// Gets the user's email.
/// </summary>
public string GetUserEmail()
{
return mClient.GetUserEmail();
}
/// <summary>
/// Gets the player stats.
/// </summary>
/// <param name="callback">Callback invoked when completed.</param>
public void GetPlayerStats(Action<CommonStatusCodes, PlayerStats> callback)
{
if (mClient != null && mClient.IsAuthenticated())
{
mClient.GetPlayerStats(callback);
}
else
{
GooglePlayGames.OurUtils.Logger.e(
"GetPlayerStats can only be called after authentication.");
callback(CommonStatusCodes.SignInRequired, new PlayerStats());
}
}
/// <summary>
/// Returns the user's display name.
/// </summary>
/// <returns>
/// The user display name (e.g. "Bruno Oliveira")
/// </returns>
public string GetUserDisplayName()
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetUserDisplayName can only be called after authentication.");
return string.Empty;
}
return mClient.GetUserDisplayName();
}
/// <summary>
/// Returns the user's avatar URL if they have one.
/// </summary>
/// <returns>
/// The URL, or <code>null</code> if the user is not authenticated or does not have
/// an avatar.
/// </returns>
public string GetUserImageUrl()
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetUserImageUrl can only be called after authentication.");
return null;
}
return mClient.GetUserImageUrl();
}
/// <summary>
/// Reports the progress of an achievement (reveal, unlock or increment). This method attempts
/// to implement the expected behavior of ISocialPlatform.ReportProgress as closely as possible,
/// as described below. Although this method works with incremental achievements for compatibility
/// purposes, calling this method for incremental achievements is not recommended,
/// since the Play Games API exposes incremental achievements in a very different way
/// than the interface presented by ISocialPlatform.ReportProgress. The implementation of this
/// method for incremental achievements attempts to produce the correct result, but may be
/// imprecise. If possible, call <see cref="IncrementAchievement" /> instead.
/// </summary>
/// <param name='achievementID'>
/// The ID of the achievement to unlock, reveal or increment. This can be a raw Google Play
/// Games achievement ID (alphanumeric string), or an alias that was previously configured
/// by a call to <see cref="AddIdMapping" />.
/// </param>
/// <param name='progress'>
/// Progress of the achievement. If the achievement is standard (not incremental), then
/// a progress of 0.0 will reveal the achievement and 100.0 will unlock it. Behavior of other
/// values is undefined. If the achievement is incremental, then this value is interpreted
/// as the total percentage of the achievement's progress that the player should have
/// as a result of this call (regardless of the progress they had before). So if the
/// player's previous progress was 30% and this call specifies 50.0, the new progress will
/// be 50% (not 80%).
/// </param>
/// <param name='callback'>
/// Callback that will be called to report the result of the operation: <c>true</c> on
/// success, <c>false</c> otherwise.
/// </param>
public void ReportProgress(string achievementID, double progress, Action<bool> callback)
{
callback = ToOnGameThread(callback);
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"ReportProgress can only be called after authentication.");
callback.Invoke(false);
return;
}
// map ID, if it's in the dictionary
GooglePlayGames.OurUtils.Logger.d("ReportProgress, " + achievementID + ", " + progress);
achievementID = MapId(achievementID);
// if progress is 0.0, we just want to reveal it
if (progress < 0.000001)
{
GooglePlayGames.OurUtils.Logger.d(
"Progress 0.00 interpreted as request to reveal.");
mClient.RevealAchievement(achievementID, callback);
return;
}
mClient.LoadAchievements(ach =>
{
for (int i = 0; i < ach.Length; i++)
{
if (ach[i].Id == achievementID)
{
if (ach[i].IsIncremental)
{
GooglePlayGames.OurUtils.Logger.d("Progress " + progress +
" interpreted as incremental target (approximate).");
if (progress >= 0.0 && progress <= 1.0)
{
// in a previous version, incremental progress was reported by using the range [0-1]
GooglePlayGames.OurUtils.Logger.w(
"Progress " + progress +
" is less than or equal to 1. You might be trying to use values in the range of [0,1], while values are expected to be within the range [0,100]. If you are using the latter, you can safely ignore this message.");
}
mClient.SetStepsAtLeast(achievementID, progressToSteps(progress, ach[i].TotalSteps), callback);
}
else
{
if (progress >= 100)
{
// unlock it!
GooglePlayGames.OurUtils.Logger.d("Progress " + progress + " interpreted as UNLOCK.");
mClient.UnlockAchievement(achievementID, callback);
}
else
{
// not enough to unlock
GooglePlayGames.OurUtils.Logger.d(
"Progress " + progress + " not enough to unlock non-incremental achievement.");
callback.Invoke(false);
}
}
return;
}
}
// Achievement not found
GooglePlayGames.OurUtils.Logger.e("Unable to locate achievement " + achievementID);
callback.Invoke(false);
});
}
internal static int progressToSteps(double progress, int totalSteps) {
return (progress >= 100.0) ? totalSteps : (int) (progress * totalSteps / 100.0);
}
/// <summary>
/// Reveals the achievement with the passed identifier. This is a Play Games extension of the ISocialPlatform API.
/// </summary>
/// <remarks>If the operation succeeds, the callback
/// will be invoked on the game thread with <code>true</code>. If the operation fails, the
/// callback will be invoked with <code>false</code>. This operation will immediately fail if
/// the user is not authenticated (i.e. the callback will immediately be invoked with
/// <code>false</code>). If the achievement is already in a revealed state, this call will
/// succeed immediately.
/// </remarks>
/// <param name='achievementID'>
/// The ID of the achievement to increment. This can be a raw Google Play
/// Games achievement ID (alphanumeric string), or an alias that was previously configured
/// by a call to <see cref="AddIdMapping" />.
/// </param>
/// <param name='callback'>
/// The callback to call to report the success or failure of the operation. The callback
/// will be called with <c>true</c> to indicate success or <c>false</c> for failure.
/// </param>
public void RevealAchievement(string achievementID, Action<bool> callback = null)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"RevealAchievement can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
// map ID, if it's in the dictionary
GooglePlayGames.OurUtils.Logger.d(
"RevealAchievement: " + achievementID);
achievementID = MapId(achievementID);
mClient.RevealAchievement(achievementID, callback);
}
/// <summary>
/// Unlocks the achievement with the passed identifier. This is a Play Games extension of the ISocialPlatform API.
/// </summary>
/// <remarks>If the operation succeeds, the callback
/// will be invoked on the game thread with <code>true</code>. If the operation fails, the
/// callback will be invoked with <code>false</code>. This operation will immediately fail if
/// the user is not authenticated (i.e. the callback will immediately be invoked with
/// <code>false</code>). If the achievement is already unlocked, this call will
/// succeed immediately.
/// </remarks>
/// <param name='achievementID'>
/// The ID of the achievement to increment. This can be a raw Google Play
/// Games achievement ID (alphanumeric string), or an alias that was previously configured
/// by a call to <see cref="AddIdMapping" />.
/// </param>
/// <param name='callback'>
/// The callback to call to report the success or failure of the operation. The callback
/// will be called with <c>true</c> to indicate success or <c>false</c> for failure.
/// </param>
public void UnlockAchievement(string achievementID, Action<bool> callback = null)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"UnlockAchievement can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
// map ID, if it's in the dictionary
GooglePlayGames.OurUtils.Logger.d(
"UnlockAchievement: " + achievementID);
achievementID = MapId(achievementID);
mClient.UnlockAchievement(achievementID, callback);
}
/// <summary>
/// Increments an achievement. This is a Play Games extension of the ISocialPlatform API.
/// </summary>
/// <param name='achievementID'>
/// The ID of the achievement to increment. This can be a raw Google Play
/// Games achievement ID (alphanumeric string), or an alias that was previously configured
/// by a call to <see cref="AddIdMapping" />.
/// </param>
/// <param name='steps'>
/// The number of steps to increment the achievement by.
/// </param>
/// <param name='callback'>
/// The callback to call to report the success or failure of the operation. The callback
/// will be called with <c>true</c> to indicate success or <c>false</c> for failure.
/// </param>
public void IncrementAchievement(string achievementID, int steps, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"IncrementAchievement can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
// map ID, if it's in the dictionary
GooglePlayGames.OurUtils.Logger.d(
"IncrementAchievement: " + achievementID + ", steps " + steps);
achievementID = MapId(achievementID);
mClient.IncrementAchievement(achievementID, steps, callback);
}
/// <summary>
/// Set an achievement to have at least the given number of steps completed.
/// Calling this method while the achievement already has more steps than
/// the provided value is a no-op. Once the achievement reaches the
/// maximum number of steps, the achievement is automatically unlocked,
/// and any further mutation operations are ignored.
/// </summary>
/// <param name='achievementID'>
/// The ID of the achievement to increment. This can be a raw Google Play
/// Games achievement ID (alphanumeric string), or an alias that was previously configured
/// by a call to <see cref="AddIdMapping" />.
/// </param>
/// <param name='steps'>
/// The number of steps to increment the achievement by.
/// </param>
/// <param name='callback'>
/// The callback to call to report the success or failure of the operation. The callback
/// will be called with <c>true</c> to indicate success or <c>false</c> for failure.
/// </param>
public void SetStepsAtLeast(string achievementID, int steps, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"SetStepsAtLeast can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
// map ID, if it's in the dictionary
GooglePlayGames.OurUtils.Logger.d(
"SetStepsAtLeast: " + achievementID + ", steps " + steps);
achievementID = MapId(achievementID);
mClient.SetStepsAtLeast(achievementID, steps, callback);
}
/// <summary>
/// Loads the Achievement descriptions.
/// </summary>
/// <param name="callback">The callback to receive the descriptions</param>
public void LoadAchievementDescriptions(Action<IAchievementDescription[]> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"LoadAchievementDescriptions can only be called after authentication.");
if (callback != null)
{
callback.Invoke(null);
}
return;
}
mClient.LoadAchievements(ach =>
{
IAchievementDescription[] data = new IAchievementDescription[ach.Length];
for (int i = 0; i < data.Length; i++)
{
data[i] = new PlayGamesAchievement(ach[i]);
}
callback.Invoke(data);
});
}
/// <summary>
/// Loads the achievement state for the current user.
/// </summary>
/// <param name="callback">The callback to receive the achievements</param>
public void LoadAchievements(Action<IAchievement[]> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("LoadAchievements can only be called after authentication.");
callback.Invoke(null);
return;
}
mClient.LoadAchievements(ach =>
{
IAchievement[] data = new IAchievement[ach.Length];
for (int i = 0; i < data.Length; i++)
{
data[i] = new PlayGamesAchievement(ach[i]);
}
callback.Invoke(data);
});
}
/// <summary>
/// Creates an achievement object which may be subsequently used to report an
/// achievement.
/// </summary>
/// <returns>
/// The achievement object.
/// </returns>
public IAchievement CreateAchievement()
{
return new PlayGamesAchievement();
}
/// <summary>
/// Reports a score to a leaderboard.
/// </summary>
/// <param name='score'>
/// The score to report.
/// </param>
/// <param name='board'>
/// The ID of the leaderboard on which the score is to be posted. This may be a raw
/// Google Play Games leaderboard ID or an alias configured through a call to
/// <see cref="AddIdMapping" />.
/// </param>
/// <param name='callback'>
/// The callback to call to report the success or failure of the operation. The callback
/// will be called with <c>true</c> to indicate success or <c>false</c> for failure.
/// </param>
public void ReportScore(long score, string board, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("ReportScore can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
GooglePlayGames.OurUtils.Logger.d("ReportScore: score=" + score + ", board=" + board);
string leaderboardId = MapId(board);
mClient.SubmitScore(leaderboardId, score, callback);
}
/// <summary>
/// Submits the score for the currently signed-in player
/// to the leaderboard associated with a specific id
/// and metadata (such as something the player did to earn the score).
/// </summary>
/// <param name="score">Score to report.</param>
/// <param name="board">leaderboard id.</param>
/// <param name="metadata">metadata about the score.</param>
/// <param name="callback">Callback invoked upon completion.</param>
public void ReportScore(long score, string board, string metadata, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("ReportScore can only be called after authentication.");
if (callback != null)
{
callback.Invoke(false);
}
return;
}
GooglePlayGames.OurUtils.Logger.d("ReportScore: score=" + score +
", board=" + board +
" metadata=" + metadata);
string leaderboardId = MapId(board);
mClient.SubmitScore(leaderboardId, score, metadata, callback);
}
/// <summary>
/// Loads the scores relative the player.
/// </summary>
/// <remarks>This returns the 25
/// (which is the max results returned by the SDK per call) scores
/// that are around the player's score on the Public, all time leaderboard.
/// Use the overloaded methods which are specific to GPGS to modify these
/// parameters.
/// </remarks>
/// <param name="leaderboardId">Leaderboard Id</param>
/// <param name="callback">Callback to invoke when completed.</param>
public void LoadScores(string leaderboardId, Action<IScore[]> callback)
{
LoadScores(
leaderboardId,
LeaderboardStart.PlayerCentered,
mClient.LeaderboardMaxResults(),
LeaderboardCollection.Public,
LeaderboardTimeSpan.AllTime,
(scoreData) => callback(scoreData.Scores));
}
/// <summary>
/// Loads the scores using the provided parameters. This call may fail when trying to load friends with
/// ResponseCode.ResolutionRequired if the user has not share the friends list with the game. In this case, use
/// AskForLoadFriendsResolution to request access.
/// </summary>
/// <param name="leaderboardId">Leaderboard identifier.</param>
/// <param name="start">Start either top scores, or player centered.</param>
/// <param name="rowCount">Row count. the number of rows to return.</param>
/// <param name="collection">Collection. social or public</param>
/// <param name="timeSpan">Time span. daily, weekly, all-time</param>
/// <param name="callback">Callback to invoke when completed.</param>
public void LoadScores(
string leaderboardId,
LeaderboardStart start,
int rowCount,
LeaderboardCollection collection,
LeaderboardTimeSpan timeSpan,
Action<LeaderboardScoreData> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("LoadScores can only be called after authentication.");
callback(new LeaderboardScoreData(
leaderboardId,
ResponseStatus.NotAuthorized));
return;
}
mClient.LoadScores(
leaderboardId,
start,
rowCount,
collection,
timeSpan,
callback);
}
/// <summary>
/// Loads more scores. This call may fail when trying to load friends with
/// ResponseCode.ResolutionRequired if the user has not share the friends list with the game. In this case, use
/// AskForLoadFriendsResolution to request access.
/// </summary>
/// <remarks>This is used to load the next "page" of scores. </remarks>
/// <param name="token">Token used to recording the loading.</param>
/// <param name="rowCount">Row count.</param>
/// <param name="callback">Callback invoked when complete.</param>
public void LoadMoreScores(
ScorePageToken token,
int rowCount,
Action<LeaderboardScoreData> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("LoadMoreScores can only be called after authentication.");
callback(
new LeaderboardScoreData(
token.LeaderboardId,
ResponseStatus.NotAuthorized));
return;
}
mClient.LoadMoreScores(token, rowCount, callback);
}
/// <summary>
/// Returns a leaderboard object that can be configured to
/// load scores.
/// </summary>
/// <returns>The leaderboard object.</returns>
public ILeaderboard CreateLeaderboard()
{
return new PlayGamesLeaderboard(mDefaultLbUi);
}
/// <summary>
/// Shows the standard Google Play Games achievements user interface,
/// which allows the player to browse their achievements.
/// </summary>
public void ShowAchievementsUI()
{
ShowAchievementsUI(null);
}
/// <summary>
/// Shows the standard Google Play Games achievements user interface,
/// which allows the player to browse their achievements.
/// </summary>
/// <param name="callback">If non-null, the callback is invoked when
/// the achievement UI is dismissed</param>
public void ShowAchievementsUI(Action<UIStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("ShowAchievementsUI can only be called after authentication.");
return;
}
GooglePlayGames.OurUtils.Logger.d("ShowAchievementsUI callback is " + callback);
mClient.ShowAchievementsUI(callback);
}
/// <summary>
/// Shows the standard Google Play Games leaderboards user interface,
/// which allows the player to browse their leaderboards. If you have
/// configured a specific leaderboard as the default through a call to
/// <see cref="SetDefaultLeaderboardForUI" />, the UI will show that
/// specific leaderboard only. Otherwise, a list of all the leaderboards
/// will be shown.
/// </summary>
public void ShowLeaderboardUI()
{
GooglePlayGames.OurUtils.Logger.d("ShowLeaderboardUI with default ID");
ShowLeaderboardUI(MapId(mDefaultLbUi), null);
}
/// <summary>
/// Shows the standard Google Play Games leaderboard UI for the given
/// leaderboard.
/// </summary>
/// <param name='leaderboardId'>
/// The ID of the leaderboard to display. This may be a raw
/// Google Play Games leaderboard ID or an alias configured through a call to
/// <see cref="AddIdMapping" />.
/// </param>
public void ShowLeaderboardUI(string leaderboardId)
{
if (leaderboardId != null)
{
leaderboardId = MapId(leaderboardId);
}
ShowLeaderboardUI(leaderboardId, LeaderboardTimeSpan.AllTime, null);
}
/// <summary>
/// Shows the leaderboard UI and calls the specified callback upon
/// completion.
/// </summary>
/// <param name="leaderboardId">leaderboard ID, can be null meaning all leaderboards.</param>
/// <param name="callback">Callback to call. If null, nothing is called.</param>
public void ShowLeaderboardUI(string leaderboardId, Action<UIStatus> callback)
{
ShowLeaderboardUI(leaderboardId, LeaderboardTimeSpan.AllTime, callback);
}
/// <summary>
/// Shows the leaderboard UI and calls the specified callback upon
/// completion.
/// </summary>
/// <param name="leaderboardId">leaderboard ID, can be null meaning all leaderboards.</param>
/// <param name="span">Timespan to display scores in the leaderboard.</param>
/// <param name="callback">Callback to call. If null, nothing is called.</param>
public void ShowLeaderboardUI(
string leaderboardId,
LeaderboardTimeSpan span,
Action<UIStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("ShowLeaderboardUI can only be called after authentication.");
if (callback != null)
{
callback(UIStatus.NotAuthorized);
}
return;
}
GooglePlayGames.OurUtils.Logger.d("ShowLeaderboardUI, lbId=" +
leaderboardId + " callback is " + callback);
mClient.ShowLeaderboardUI(leaderboardId, span, callback);
}
/// <summary>
/// Sets the default leaderboard for the leaderboard UI. After calling this
/// method, a call to <see cref="ShowLeaderboardUI" /> will show only the specified
/// leaderboard instead of showing the list of all leaderboards.
/// </summary>
/// <param name='lbid'>
/// The ID of the leaderboard to display on the default UI. This may be a raw
/// Google Play Games leaderboard ID or an alias configured through a call to
/// <see cref="AddIdMapping" />.
/// </param>
public void SetDefaultLeaderboardForUI(string lbid)
{
GooglePlayGames.OurUtils.Logger.d("SetDefaultLeaderboardForUI: " + lbid);
if (lbid != null)
{
lbid = MapId(lbid);
}
mDefaultLbUi = lbid;
}
/// <summary>
/// Loads the friends that also play this game. See loadConnectedPlayers.
/// </summary>
/// <remarks>This is a callback variant of LoadFriends. When completed,
/// the friends list set in the user object, so they can accessed via the
/// friends property as needed.
/// </remarks>
/// <param name="user">The current local user</param>
/// <param name="callback">Callback invoked when complete.</param>
public void LoadFriends(ILocalUser user, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"LoadScores can only be called after authentication.");
if (callback != null)
{
callback(false);
}
return;
}
mClient.LoadFriends(callback);
}
/// <summary>
/// Loads the leaderboard based on the constraints in the leaderboard
/// object.
/// </summary>
/// <param name="board">The leaderboard object. This is created by
/// calling CreateLeaderboard(), and then initialized appropriately.</param>
/// <param name="callback">Callback invoked when complete.</param>
public void LoadScores(ILeaderboard board, Action<bool> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e("LoadScores can only be called after authentication.");
if (callback != null)
{
callback(false);
}
return;
}
LeaderboardTimeSpan timeSpan;
switch (board.timeScope)
{
case TimeScope.AllTime:
timeSpan = LeaderboardTimeSpan.AllTime;
break;
case TimeScope.Week:
timeSpan = LeaderboardTimeSpan.Weekly;
break;
case TimeScope.Today:
timeSpan = LeaderboardTimeSpan.Daily;
break;
default:
timeSpan = LeaderboardTimeSpan.AllTime;
break;
}
((PlayGamesLeaderboard) board).loading = true;
GooglePlayGames.OurUtils.Logger.d("LoadScores, board=" + board +
" callback is " + callback);
mClient.LoadScores(
board.id,
LeaderboardStart.PlayerCentered,
board.range.count > 0 ? board.range.count : mClient.LeaderboardMaxResults(),
board.userScope == UserScope.FriendsOnly ? LeaderboardCollection.Social : LeaderboardCollection.Public,
timeSpan,
(scoreData) => HandleLoadingScores(
(PlayGamesLeaderboard) board, scoreData, callback));
}
/// <summary>Asks user to give permissions for the given scopes.</summary>
/// <param name="scopes">Scope to ask permission for</param>
/// <param name="callback">Callback used to indicate the outcome of the operation.</param>
public void RequestPermission(string scope, Action<SignInStatus> callback)
{
RequestPermissions(new string[] {scope}, callback);
}
/// <summary>Asks user to give permissions for the given scopes.</summary>
/// <param name="scopes">List of scopes to ask permission for</param>
/// <param name="callback">Callback used to indicate the outcome of the operation.</param>
public void RequestPermissions(string[] scopes, Action<SignInStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"HasPermissions can only be called after authentication.");
callback(SignInStatus.NotAuthenticated);
return;
}
mClient.RequestPermissions(scopes, callback);
}
/// <summary>Returns whether or not user has given permissions for given scopes.</summary>
/// <param name="scope">scope</param>
/// <returns><c>true</c>, if given, <c>false</c> otherwise.</returns>
public bool HasPermission(string scope)
{
return HasPermissions(new string[] {scope});
}
/// <summary>Returns whether or not user has given permissions for given scopes.</summary>
/// <param name="scopes">array of scopes</param>
/// <returns><c>true</c>, if given, <c>false</c> otherwise.</returns>
public bool HasPermissions(string[] scopes)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"HasPermissions can only be called after authentication.");
return false;
}
return mClient.HasPermissions(scopes);
}
/// <summary>
/// Check if the leaderboard is currently loading.
/// </summary>
/// <returns><c>true</c>, if loading was gotten, <c>false</c> otherwise.</returns>
/// <param name="board">The leaderboard to check for loading in progress</param>
public bool GetLoading(ILeaderboard board)
{
return board != null && board.loading;
}
/// <summary>
/// Shows the Player Profile UI for the given user identifier.
/// </summary>
/// <param name="userId">User Identifier.</param>
/// <param name="otherPlayerInGameName">
/// The game's own display name of the player referred to by userId.
/// </param>
/// <param name="currentPlayerInGameName">
/// The game's own display name of the current player.
/// </param>
/// <param name="callback">Callback invoked upon completion.</param>
public void ShowCompareProfileWithAlternativeNameHintsUI(string userId,
string otherPlayerInGameName,
string currentPlayerInGameName,
Action<UIStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"ShowCompareProfileWithAlternativeNameHintsUI can only be called after authentication.");
InvokeCallbackOnGameThread(callback, UIStatus.NotAuthorized);
return;
}
GooglePlayGames.OurUtils.Logger.d(
"ShowCompareProfileWithAlternativeNameHintsUI, userId=" + userId + " callback is " +
callback);
mClient.ShowCompareProfileWithAlternativeNameHintsUI(userId, otherPlayerInGameName,
currentPlayerInGameName, callback);
}
/// <summary>
/// Returns if the user has allowed permission for the game to access the friends list.
/// </summary>
/// <param name="forceReload">If true, this call will clear any locally cached data and
/// attempt to fetch the latest data from the server. Normally, this should be set to {@code
/// false} to gain advantages of data caching.</param>
/// <param name="callback">Callback invoked upon completion.</param>
public void GetFriendsListVisibility(bool forceReload,
Action<FriendsListVisibilityStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetFriendsListVisibility can only be called after authentication.");
InvokeCallbackOnGameThread(callback, FriendsListVisibilityStatus.NotAuthorized);
return;
}
GooglePlayGames.OurUtils.Logger.d("GetFriendsListVisibility, callback is " + callback);
mClient.GetFriendsListVisibility(forceReload, callback);
}
/// <summary>
/// Shows the appropriate platform-specific friends sharing UI.
/// <param name="callback">The callback to invoke when complete. If null,
/// no callback is called. </param>
/// </summary>
public void AskForLoadFriendsResolution(Action<UIStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"AskForLoadFriendsResolution can only be called after authentication.");
InvokeCallbackOnGameThread(callback, UIStatus.NotAuthorized);
return;
}
GooglePlayGames.OurUtils.Logger.d("AskForLoadFriendsResolution callback is " + callback);
mClient.AskForLoadFriendsResolution(callback);
}
/// <summary>
/// Gets status of the last call to load friends.
/// </summary>
public LoadFriendsStatus GetLastLoadFriendsStatus()
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"GetLastLoadFriendsStatus can only be called after authentication.");
return LoadFriendsStatus.NotAuthorized;
}
return mClient.GetLastLoadFriendsStatus();
}
/// <summary>
/// Loads the first page of the user's friends
/// </summary>
/// <param name="pageSize">
/// The number of entries to request for this initial page. Note that if cached
/// data already exists, the returned buffer may contain more than this size, but it is
/// guaranteed to contain at least this many if the collection contains enough records.
/// </param>
/// <param name="forceReload">
/// If true, this call will clear any locally cached data and attempt to
/// fetch the latest data from the server. This would commonly be used for something like a
/// user-initiated refresh. Normally, this should be set to {@code false} to gain advantages
/// of data caching.</param> <param name="callback">Callback invoked upon
/// completion.</param>
public void LoadFriends(int pageSize, bool forceReload,
Action<LoadFriendsStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"LoadFriends can only be called after authentication.");
InvokeCallbackOnGameThread(callback, LoadFriendsStatus.NotAuthorized);
return;
}
mClient.LoadFriends(pageSize, forceReload, callback);
}
/// <summary>
/// Loads the friends list page
/// </summary>
/// <param name="pageSize">
/// The number of entries to request for this initial page. Note that if cached
/// data already exists, the returned buffer may contain more than this size, but it is
/// guaranteed to contain at least this many if the collection contains enough records.
/// </param>
/// <param name="callback"></param>
public void LoadMoreFriends(int pageSize, Action<LoadFriendsStatus> callback)
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.e(
"LoadMoreFriends can only be called after authentication.");
InvokeCallbackOnGameThread(callback, LoadFriendsStatus.NotAuthorized);
return;
}
mClient.LoadMoreFriends(pageSize, callback);
}
/// <summary>
/// Handles the processing of scores during loading.
/// </summary>
/// <param name="board">leaderboard being loaded</param>
/// <param name="scoreData">Score data.</param>
/// <param name="callback">Callback invoked when complete.</param>
internal void HandleLoadingScores(
PlayGamesLeaderboard board,
LeaderboardScoreData scoreData,
Action<bool> callback)
{
bool ok = board.SetFromData(scoreData);
if (ok && !board.HasAllScores() && scoreData.NextPageToken != null)
{
int rowCount = board.range.count - board.ScoreCount;
// need to load more scores
mClient.LoadMoreScores(
scoreData.NextPageToken,
rowCount,
(nextScoreData) =>
HandleLoadingScores(board, nextScoreData, callback));
}
else
{
callback(ok);
}
}
/// <summary>
/// Internal implmentation of getFriends.Gets the friends.
/// </summary>
/// <returns>The friends.</returns>
internal IUserProfile[] GetFriends()
{
if (!IsAuthenticated())
{
GooglePlayGames.OurUtils.Logger.d("Cannot get friends when not authenticated!");
return new IUserProfile[0];
}
return mClient.GetFriends();
}
/// <summary>
/// Maps the alias to the identifier.
/// </summary>
/// <remarks>This maps an aliased ID to the actual id. The intent of
/// this method is to allow easy to read constants to be used instead of
/// the generated ids.
/// </remarks>
/// <returns>The identifier, or null if not found.</returns>
/// <param name="id">Alias to map</param>
private string MapId(string id)
{
if (id == null)
{
return null;
}
if (mIdMap.ContainsKey(id))
{
string result = mIdMap[id];
GooglePlayGames.OurUtils.Logger.d("Mapping alias " + id + " to ID " + result);
return result;
}
return id;
}
private static void InvokeCallbackOnGameThread<T>(Action<T> callback, T data)
{
if (callback == null)
{
return;
}
PlayGamesHelperObject.RunOnGameThread(() => { callback(data); });
}
private static Action<T> ToOnGameThread<T>(Action<T> toConvert)
{
if (toConvert == null)
{
return delegate { };
}
return (val) => PlayGamesHelperObject.RunOnGameThread(() => toConvert(val));
}
}
}
#endif