Repository URL to install this package:
Version:
2025.1.5 ▾
|
/*
* 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 RedundantNameQualifier
// ReSharper disable RedundantUsingDirective
// ReSharper disable CheckNamespace
// ReSharper disable PartialTypeWithSinglePart
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable UseObjectOrCollectionInitializer
// ReSharper disable ArrangeThisQualifier
// ReSharper disable NotAccessedField.Local
#pragma warning disable 1998
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Gs2.Core.Model;
using Gs2.Core.Net;
using Gs2.Core.Util;
using Gs2.Gs2Realtime.Domain.Iterator;
using Gs2.Gs2Realtime.Model;
using Gs2.Gs2Realtime.Domain.Model;
using Gs2.Gs2Realtime.Request;
using Gs2.Gs2Realtime.Result;
using Gs2.Gs2Auth.Model;
using Gs2.Util.LitJson;
using Gs2.Core;
using Gs2.Core.Domain;
using System.Collections;
using Gs2.Unity.Core;
using Gs2.Unity.Util;
using Gs2.Gs2Realtime;
using UnityEngine.Events;
using UnityEngine.Scripting;
#if GS2_ENABLE_UNITASK
using Cysharp.Threading;
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
#endif
namespace Gs2.Unity.Gs2Realtime.Domain
{
public partial class Gs2Realtime {
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2DateTime> Gs2DateTimeAsync(
IGameSession gameSession
)
{
var item = await this._connection.RunAsync(
null,
async () =>
{
var result = await new Gs2RealtimeRestClient(this._connection.RestSession).NowAsync(
new NowRequest()
.WithAccessToken(gameSession.AccessToken.Token)
);
if (result.Timestamp == null) {
return null;
}
return Gs2DateTime.FromMilliseconds(result.Timestamp.Value);
}
);
if (item == null) {
return null;
}
return item;
}
#endif
public IFuture<Gs2DateTime> Gs2DateTimeFuture(
IGameSession gameSession
)
{
IEnumerator Impl(Gs2Future<Gs2DateTime> self)
{
var future = this._connection.RunFuture(
null,
() => {
return new Gs2RealtimeRestClient(this._connection.RestSession).NowFuture(
new NowRequest()
.WithAccessToken(gameSession.AccessToken.Token)
);
}
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
if (future.Result.Timestamp == null) {
self.OnComplete(null);
yield break;
}
self.OnComplete(Gs2DateTime.FromMilliseconds(future.Result.Timestamp.Value));
}
return new Gs2InlineFuture<Gs2DateTime>(Impl);
}
}
}