Repository URL to install this package:
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Version:
2024.6.1 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. 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.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file 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.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Gs2.Core.Exception;
using Gs2.Unity.Core.Exception;
using Gs2.Unity.Gs2Idle.Model;
using Gs2.Unity.Gs2Idle.ScriptableObject;
using Gs2.Unity.Util;
using Gs2.Unity.UiKit.Core;
using Gs2.Unity.UiKit.Gs2Idle.Context;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Idle.Fetcher
{
/// <summary>
/// Main
/// </summary>
[AddComponentMenu("GS2 UIKit/Idle/Prediction/Fetcher/Gs2IdleOwnPredictionListFetcher")]
public partial class Gs2IdleOwnPredictionListFetcher : MonoBehaviour
{
private IEnumerator Fetch()
{
var retryWaitSecond = 1;
Gs2Exception e;
while (true)
{
if (_gameSessionHolder != null && _gameSessionHolder.Initialized &&
_clientHolder != null && _clientHolder.Initialized &&
Context != null)
{
var domain = this._clientHolder.Gs2.Idle.Namespace(
this.Context.Status.NamespaceName
).Me(
this._gameSessionHolder.GameSession
).Status(
this.Context.Status.categoryName
);
var future = domain.PredictionFuture();
yield return future;
if (future.Error != null) {
if (future.Error is BadRequestException || future.Error is NotFoundException)
{
onError.Invoke(e = future.Error, null);
Debug.LogError($"{gameObject.GetFullPath()}: {future.Error.Message}");
}
else {
onError.Invoke(new CanIgnoreException(future.Error), null);
}
yield return new WaitForSeconds(retryWaitSecond);
retryWaitSecond *= 2;
}
else {
retryWaitSecond = 1;
Predictions = future.Result.ToList();
Fetched = true;
}
}
else {
yield return new WaitForSeconds(1);
}
}
// ReSharper disable once IteratorNeverReturns
}
public void OnEnable()
{
StartCoroutine(nameof(Fetch));
}
public void OnDisable()
{
StopCoroutine(nameof(Fetch));
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2IdleOwnPredictionListFetcher
{
private Gs2ClientHolder _clientHolder;
private Gs2GameSessionHolder _gameSessionHolder;
public Gs2IdleOwnStatusContext Context;
public void Awake()
{
_clientHolder = Gs2ClientHolder.Instance;
_gameSessionHolder = Gs2GameSessionHolder.Instance;
Context = GetComponent<Gs2IdleOwnStatusContext>() ?? GetComponentInParent<Gs2IdleOwnStatusContext>();
if (Context == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2IdleOwnStatusContext.");
enabled = false;
}
}
public bool HasError()
{
Context = GetComponent<Gs2IdleOwnStatusContext>() ?? GetComponentInParent<Gs2IdleOwnStatusContext>(true);
if (Context == null) {
return true;
}
return false;
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2IdleOwnPredictionListFetcher
{
public List<Gs2.Unity.Core.Model.EzAcquireAction> Predictions { get; private set; }
public bool Fetched { get; private set; }
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2IdleOwnPredictionListFetcher
{
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2IdleOwnPredictionListFetcher
{
[SerializeField]
internal ErrorEvent onError = new ErrorEvent();
public event UnityAction<Gs2Exception, Func<IEnumerator>> OnError
{
add => onError.AddListener(value);
remove => onError.RemoveListener(value);
}
}
}