mmorpg2d/Assets/GooglePlayGames/BasicApi/DummyClient.cs
2024-08-26 22:41:07 +05:30

514 lines
17 KiB
C#

// <copyright file="DummyClient.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.BasicApi
{
using System;
using GooglePlayGames.OurUtils;
using UnityEngine.SocialPlatforms;
/// <summary>
/// Dummy client used in Editor.
/// </summary>
/// <remarks>Google Play Game Services are not supported in the Editor
/// environment, so this client is used as a placeholder.
/// </remarks>
public class DummyClient : IPlayGamesClient
{
/// <summary>
/// Starts the authentication process.
/// </summary>
/// <remarks> If silent == true, no UIs will be shown
/// (if UIs are needed, it will fail rather than show them). If silent == false,
/// this may show UIs, consent dialogs, etc.
/// At the end of the process, callback will be invoked to notify of the result.
/// Once the callback returns true, the user is considered to be authenticated
/// forever after.
/// </remarks>
/// <param name="callback">Callback when completed.</param>
/// <param name="silent">If set to <c>true</c> silent.</param>
public void Authenticate(bool silent, Action<SignInStatus> callback)
{
LogUsage();
if (callback != null)
{
callback(SignInStatus.Failed);
}
}
/// <summary>
/// Returns whether or not user is authenticated.
/// </summary>
/// <returns>true if authenticated</returns>
/// <c>false</c>
public bool IsAuthenticated()
{
LogUsage();
return false;
}
/// <summary>
/// Signs the user out.
/// </summary>
public void SignOut()
{
LogUsage();
}
/// <summary>
/// Retrieves an id token, which can be verified server side, if they are logged in.
/// </summary>
/// <returns>The identifier token.</returns>
public string GetIdToken()
{
LogUsage();
return null;
}
/// <summary>
/// Returns the authenticated user's ID. Note that this value may change if a user signs
/// on and signs in with a different account.
/// </summary>
/// <returns>The user identifier.</returns>
public string GetUserId()
{
LogUsage();
return "DummyID";
}
public string GetServerAuthCode()
{
LogUsage();
return null;
}
public void GetAnotherServerAuthCode(bool reAuthenticateIfNeeded,
Action<string> callback)
{
LogUsage();
callback(null);
}
/// <summary>
/// Gets the user's email.
/// </summary>
/// <remarks>The email address returned is selected by the user from the accounts present
/// on the device. There is no guarantee this uniquely identifies the player.
/// For unique identification use the id property of the local player.
/// The user can also choose to not select any email address, meaning it is not
/// available.</remarks>
/// <returns>The user email or null if not authenticated or the permission is
/// not available.</returns>
public string GetUserEmail()
{
return string.Empty;
}
/// <summary>
/// Gets the player stats.
/// </summary>
/// <param name="callback">Callback for response.</param>
public void GetPlayerStats(Action<CommonStatusCodes, PlayerStats> callback)
{
LogUsage();
callback(CommonStatusCodes.ApiNotConnected, new PlayerStats());
}
/// <summary>
/// Returns a human readable name for the user, if they are logged in.
/// </summary>
/// <returns>The user display name.</returns>
public string GetUserDisplayName()
{
LogUsage();
return "Player";
}
/// <summary>
/// Returns the user's avatar url, if they are logged in and have an avatar.
/// </summary>
/// <returns>The user image URL.</returns>
public string GetUserImageUrl()
{
LogUsage();
return null;
}
/// <summary>
/// Loads the players specified.
/// </summary>
/// <remarks> This is mainly used by the leaderboard
/// APIs to get the information of a high scorer.
/// </remarks>
/// <param name="userIds">User identifiers.</param>
/// <param name="callback">Callback to invoke when completed.</param>
public void LoadUsers(string[] userIds, Action<IUserProfile[]> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(null);
}
}
/// <summary>
/// Loads the achievements for the current player.
/// </summary>
/// <param name="callback">Callback to invoke when completed.</param>
public void LoadAchievements(Action<Achievement[]> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(null);
}
}
/// <summary>
/// Unlocks the achievement.
/// </summary>
/// <param name="achId">Achievement identifier.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void UnlockAchievement(string achId, Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <summary>
/// Reveals the achievement.
/// </summary>
/// <param name="achId">Achievement identifier.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void RevealAchievement(string achId, Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <summary>
/// Increments the achievement.
/// </summary>
/// <param name="achId">Achievement identifier.</param>
/// <param name="steps">Steps to increment by..</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void IncrementAchievement(string achId, int steps, Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <summary>
/// Set an achievement to have at least the given number of steps completed.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <param name="achId">Achievement identifier.</param>
/// <param name="steps">Steps to increment to at least.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void SetStepsAtLeast(string achId, int steps, Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <summary>
/// Shows the achievements UI
/// </summary>
/// <param name="callback">Callback to invoke when complete.</param>
public void ShowAchievementsUI(Action<UIStatus> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(UIStatus.VersionUpdateRequired);
}
}
public void AskForLoadFriendsResolution(Action<UIStatus> callback) {
LogUsage();
if (callback != null) {
callback.Invoke(UIStatus.VersionUpdateRequired);
}
}
public LoadFriendsStatus GetLastLoadFriendsStatus() {
LogUsage();
return LoadFriendsStatus.Unknown;
}
public void LoadFriends(int pageSize, bool forceReload,
Action<LoadFriendsStatus> callback) {
LogUsage();
if (callback != null) {
callback.Invoke(LoadFriendsStatus.Unknown);
}
}
public void LoadMoreFriends(int pageSize, Action<LoadFriendsStatus> callback) {
LogUsage();
if (callback != null) {
callback.Invoke(LoadFriendsStatus.Unknown);
}
}
public void ShowCompareProfileWithAlternativeNameHintsUI(string userId,
string otherPlayerInGameName,
string currentPlayerInGameName,
Action<UIStatus> callback) {
LogUsage();
if (callback != null) {
callback.Invoke(UIStatus.VersionUpdateRequired);
}
}
public void GetFriendsListVisibility(bool forceReload,
Action<FriendsListVisibilityStatus> callback) {
LogUsage();
if (callback != null) {
callback.Invoke(FriendsListVisibilityStatus.Unknown);
}
}
/// <summary>
/// Shows the leaderboard UI
/// </summary>
/// <param name="leaderboardId">Leaderboard identifier.</param>
/// <param name="span">Timespan to display.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void ShowLeaderboardUI(
string leaderboardId,
LeaderboardTimeSpan span,
Action<UIStatus> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(UIStatus.VersionUpdateRequired);
}
}
/// <summary>
/// Returns the max number of scores returned per call.
/// </summary>
/// <returns>The max results.</returns>
public int LeaderboardMaxResults()
{
return 25;
}
/// <summary>
/// Loads the score data for the given leaderboard.
/// </summary>
/// <param name="leaderboardId">Leaderboard identifier.</param>
/// <param name="start">Start indicating the top scores or player centric</param>
/// <param name="rowCount">Row count.</param>
/// <param name="collection">Collection to display.</param>
/// <param name="timeSpan">Time span.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void LoadScores(
string leaderboardId,
LeaderboardStart start,
int rowCount,
LeaderboardCollection collection,
LeaderboardTimeSpan timeSpan,
Action<LeaderboardScoreData> callback)
{
LogUsage();
if (callback != null)
{
callback(new LeaderboardScoreData(
leaderboardId,
ResponseStatus.LicenseCheckFailed));
}
}
/// <summary>
/// Loads the more scores for the leaderboard.
/// </summary>
/// <remarks>The token is accessed
/// by calling LoadScores() with a positive row count.
/// </remarks>
/// <param name="token">Token used to start loading scores.</param>
/// <param name="rowCount">Max number of scores to return.
/// This can be limited by the SDK.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void LoadMoreScores(
ScorePageToken token,
int rowCount,
Action<LeaderboardScoreData> callback)
{
LogUsage();
if (callback != null)
{
callback(new LeaderboardScoreData(
token.LeaderboardId,
ResponseStatus.LicenseCheckFailed));
}
}
/// <summary>
/// Submits the score.
/// </summary>
/// <param name="leaderboardId">Leaderboard identifier.</param>
/// <param name="score">Score to submit.</param>
/// <param name="callback">Callback to invoke when complete.</param>
public void SubmitScore(string leaderboardId, long score, Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <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="leaderboardId">Leaderboard identifier.</param>
/// <param name="score">Score value to submit.</param>
/// <param name="metadata">Metadata about the score.</param>
/// <param name="callback">Callback upon completion.</param>
public void SubmitScore(
string leaderboardId,
long score,
string metadata,
Action<bool> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(false);
}
}
/// <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 RequestPermissions(string[] scopes, Action<SignInStatus> callback)
{
LogUsage();
if (callback != null)
{
callback.Invoke(SignInStatus.Failed);
}
}
/// <summary>Returns whether or not user has given permissions for given scopes.</summary>
/// <seealso cref="GooglePlayGames.BasicApi.IPlayGamesClient.HasPermissions"/>
/// <param name="scopes">array of scopes</param>
/// <returns><c>true</c>, if given, <c>false</c> otherwise.</returns>
public bool HasPermissions(string[] scopes)
{
LogUsage();
return false;
}
/// <summary>
/// Gets the saved game client.
/// </summary>
/// <returns>The saved game client.</returns>
public SavedGame.ISavedGameClient GetSavedGameClient()
{
LogUsage();
return null;
}
/// <summary>
/// Gets the events client.
/// </summary>
/// <returns>The events client.</returns>
public GooglePlayGames.BasicApi.Events.IEventsClient GetEventsClient()
{
LogUsage();
return null;
}
/// <summary>
/// Gets the video client.
/// </summary>
/// <returns>The video client.</returns>
public GooglePlayGames.BasicApi.Video.IVideoClient GetVideoClient()
{
LogUsage();
return null;
}
/// <summary>
/// Load friends of the authenticated user
/// </summary>
/// <param name="callback">Callback invoked when complete. bool argument
/// indicates success.</param>
public void LoadFriends(Action<bool> callback)
{
LogUsage();
callback(false);
}
/// <summary>
/// Gets the friends.
/// </summary>
/// <returns>The friends.</returns>
public IUserProfile[] GetFriends()
{
LogUsage();
return new IUserProfile[0];
}
/// <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)
{
LogUsage();
}
/// <summary>
/// Logs the usage.
/// </summary>
private static void LogUsage()
{
Logger.d("Received method call on DummyClient - using stub implementation.");
}
}
}
#endif