Repository URL to install this package:
Version:
2025.5.1 ▾
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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 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.Linq;
using System.Text.RegularExpressions;
using Gs2.Core.Model;
using Gs2.Core.Net;
using Gs2.Gs2Friend.Domain.Iterator;
using Gs2.Gs2Friend.Request;
using Gs2.Gs2Friend.Result;
using Gs2.Gs2Auth.Model;
using Gs2.Util.LitJson;
using Gs2.Core;
using Gs2.Core.Domain;
using Gs2.Core.Util;
using UnityEngine.Scripting;
using System.Collections;
#if GS2_ENABLE_UNITASK
using Cysharp.Threading;
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
using System.Collections.Generic;
#endif
namespace Gs2.Unity.Gs2Friend.Domain.Model
{
public partial class EzFollowUserGameSessionDomain {
private readonly Gs2.Gs2Friend.Domain.Model.FollowUserAccessTokenDomain _domain;
private readonly Gs2.Unity.Util.IGameSession _gameSession;
private readonly Gs2.Unity.Util.Gs2Connection _connection;
public string NamespaceName => _domain?.NamespaceName;
public string UserId => _domain?.UserId;
public bool? WithProfile => _domain?.WithProfile;
public string TargetUserId => _domain?.TargetUserId;
public EzFollowUserGameSessionDomain(
Gs2.Gs2Friend.Domain.Model.FollowUserAccessTokenDomain domain,
Gs2.Unity.Util.IGameSession gameSession,
Gs2.Unity.Util.Gs2Connection connection
) {
this._domain = domain;
this._gameSession = gameSession;
this._connection = connection;
}
[Obsolete("The name has been changed to UnfollowFuture.")]
public IFuture<Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain> Unfollow(
)
{
return UnfollowFuture(
);
}
public IFuture<Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain> UnfollowFuture(
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.UnfollowFuture(
new UnfollowRequest()
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(new Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain(
future.Result,
this._gameSession,
this._connection
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain> UnfollowAsync(
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.UnfollowAsync(
new UnfollowRequest()
)
);
return new Gs2.Unity.Gs2Friend.Domain.Model.EzFollowUserGameSessionDomain(
result,
this._gameSession,
this._connection
);
}
#endif
[Obsolete("The name has been changed to ModelFuture.")]
public IFuture<Gs2.Unity.Gs2Friend.Model.EzFollowUser> Model()
{
return ModelFuture();
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Gs2Friend.Model.EzFollowUser> ModelAsync()
{
var item = await this._connection.RunAsync(
this._gameSession,
async () =>
{
return await _domain.ModelAsync();
}
);
if (item == null) {
return null;
}
return Gs2.Unity.Gs2Friend.Model.EzFollowUser.FromModel(
item
);
}
#endif
public IFuture<Gs2.Unity.Gs2Friend.Model.EzFollowUser> ModelFuture()
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Gs2Friend.Model.EzFollowUser> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => {
return _domain.ModelFuture();
}
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
var item = future.Result;
if (item == null) {
self.OnComplete(null);
yield break;
}
self.OnComplete(Gs2.Unity.Gs2Friend.Model.EzFollowUser.FromModel(
item
));
}
return new Gs2InlineFuture<Gs2.Unity.Gs2Friend.Model.EzFollowUser>(Impl);
}
public void Invalidate()
{
this._domain.Invalidate();
}
public ulong Subscribe(Action<Gs2.Unity.Gs2Friend.Model.EzFollowUser> callback)
{
return this._domain.Subscribe(item => {
callback.Invoke(item == null ? null : Gs2.Unity.Gs2Friend.Model.EzFollowUser.FromModel(
item
));
});
}
public void Unsubscribe(ulong callbackId)
{
this._domain.Unsubscribe(callbackId);
}
#if UNITY_2017_1_OR_NEWER
public Gs2Future<ulong> SubscribeWithInitialCallFuture(Action<Gs2.Unity.Gs2Friend.Model.EzFollowUser> callback)
{
IEnumerator Impl(IFuture<ulong> self)
{
var future = ModelFuture();
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
var item = future.Result;
var callbackId = Subscribe(callback);
callback.Invoke(item);
self.OnComplete(callbackId);
}
return new Gs2InlineFuture<ulong>(Impl);
}
#endif
#if !UNITY_2017_1_OR_NEWER || GS2_ENABLE_UNITASK
#if UNITY_2017_1_OR_NEWER
public async UniTask<ulong> SubscribeWithInitialCallAsync(Action<Gs2.Unity.Gs2Friend.Model.EzFollowUser> callback)
#else
public async Task<ulong> SubscribeWithInitialCallAsync(Action<Gs2.Unity.Gs2Friend.Model.EzFollowUser> callback)
#endif
{
var item = await ModelAsync();
var callbackId = Subscribe(callback);
callback.Invoke(item);
return callbackId;
}
#endif
}
}