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.Gs2Quest.Domain.Iterator;
using Gs2.Gs2Quest.Request;
using Gs2.Gs2Quest.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.Gs2Quest.Domain.Model
{
public partial class EzUserGameSessionDomain {
private readonly Gs2.Gs2Quest.Domain.Model.UserAccessTokenDomain _domain;
private readonly Gs2.Unity.Util.IGameSession _gameSession;
private readonly Gs2.Unity.Util.Gs2Connection _connection;
public string? NextPageToken => _domain.NextPageToken;
public string NamespaceName => _domain?.NamespaceName;
public string UserId => _domain?.UserId;
public EzUserGameSessionDomain(
Gs2.Gs2Quest.Domain.Model.UserAccessTokenDomain 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 StartFuture.")]
public IFuture<Gs2.Unity.Core.Domain.EzTransactionDomain> Start(
string questGroupName,
string questName,
bool? force = null,
Gs2.Unity.Gs2Quest.Model.EzConfig[] config = null,
bool speculativeExecute = true
)
{
return StartFuture(
questGroupName,
questName,
force,
config,
speculativeExecute
);
}
public IFuture<Gs2.Unity.Core.Domain.EzTransactionDomain> StartFuture(
string questGroupName,
string questName,
bool? force = null,
Gs2.Unity.Gs2Quest.Model.EzConfig[] config = null,
bool speculativeExecute = true
)
{
IEnumerator Impl(Gs2Future<Gs2.Unity.Core.Domain.EzTransactionDomain> self)
{
var future = this._connection.RunFuture(
this._gameSession,
() => this._domain.StartFuture(
new StartRequest()
.WithQuestGroupName(questGroupName)
.WithQuestName(questName)
.WithForce(force)
.WithConfig(config?.Select(v => v.ToModel()).ToArray()),
speculativeExecute
)
);
yield return future;
if (future.Error != null) {
self.OnError(future.Error);
yield break;
}
self.OnComplete(future.Result == null ? null : new Gs2.Unity.Core.Domain.EzTransactionDomain(future.Result));
}
return new Gs2InlineFuture<Gs2.Unity.Core.Domain.EzTransactionDomain>(Impl);
}
#if GS2_ENABLE_UNITASK
public async UniTask<Gs2.Unity.Core.Domain.EzTransactionDomain> StartAsync(
string questGroupName,
string questName,
bool? force = null,
Gs2.Unity.Gs2Quest.Model.EzConfig[] config = null,
bool speculativeExecute = true
) {
var result = await this._connection.RunAsync(
this._gameSession,
() => this._domain.StartAsync(
new StartRequest()
.WithQuestGroupName(questGroupName)
.WithQuestName(questName)
.WithForce(force)
.WithConfig(config?.Select(v => v.ToModel()).ToArray()),
speculativeExecute
)
);
return result == null ? null : new Gs2.Unity.Core.Domain.EzTransactionDomain(result);
}
#endif
public Gs2Iterator<Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList> CompletedQuestLists(
)
{
return new Gs2.Unity.Gs2Quest.Domain.Iterator.EzDescribeCompletedQuestListsIterator(
this._domain,
this._gameSession,
this._connection
);
}
#if GS2_ENABLE_UNITASK
public IUniTaskAsyncEnumerable<Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList> CompletedQuestListsAsync(
)
{
return UniTaskAsyncEnumerable.Create<Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList>(async (writer, token) =>
{
var it = _domain.CompletedQuestListsAsync(
).GetAsyncEnumerator();
while(
await this._connection.RunIteratorAsync(
this._gameSession,
async () =>
{
return await it.MoveNextAsync();
},
() => {
it = _domain.CompletedQuestListsAsync(
).GetAsyncEnumerator();
}
)
)
{
await writer.YieldAsync(it.Current == null ? null : Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList.FromModel(it.Current));
}
});
}
#endif
public ulong SubscribeCompletedQuestLists(
Action<Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList[]> callback
) {
return this._domain.SubscribeCompletedQuestLists(
items => {
callback.Invoke(items.Select(Gs2.Unity.Gs2Quest.Model.EzCompletedQuestList.FromModel).ToArray());
}
);
}
public void UnsubscribeCompletedQuestLists(
ulong callbackId
) {
this._domain.UnsubscribeCompletedQuestLists(
callbackId
);
}
public void InvalidateCompletedQuestLists(
) {
this._domain.InvalidateCompletedQuestLists(
);
}
public Gs2.Unity.Gs2Quest.Domain.Model.EzCompletedQuestListGameSessionDomain CompletedQuestList(
string questGroupName
) {
return new Gs2.Unity.Gs2Quest.Domain.Model.EzCompletedQuestListGameSessionDomain(
_domain.CompletedQuestList(
questGroupName
),
this._gameSession,
this._connection
);
}
public Gs2.Unity.Gs2Quest.Domain.Model.EzProgressGameSessionDomain Progress(
) {
return new Gs2.Unity.Gs2Quest.Domain.Model.EzProgressGameSessionDomain(
_domain.Progress(
),
this._gameSession,
this._connection
);
}
}
}