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facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IFriendFinderInvitationResult : IResult
{
IList<FriendFinderInviation> Invitations { get; }
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IGameLoadCompleteResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a a FriendFinder Dialog. There is no data returned
/// to the client.
/// </summary>
public interface IGamingServicesFriendFinderResult : IResult
{
}
}
| 31 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The Get Current Gaming Context API result.
/// </summary>
public interface IGetCurrentGamingContextResult : IResult
{
/// <summary>
/// Gets Gaming Context ID.
/// </summary>
/// <value>The ID of current gaming context the game session is in.</value>
string ContextId { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The result of fetching all tournaments the user is participating in.
/// </summary>
public interface IGetTournamentsResult : IResult
{
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The result of a graph api call.
/// </summary>
public interface IGraphResult : IResult
{
/// <summary>
/// Gets the result.
/// </summary>
/// <value>A list parsed from the result.</value>
IList<object> ResultList { get; }
/// <summary>
/// Gets the Texture.
/// </summary>
/// <value>
/// A texture downloaded from the graph endpoint if the graph api redirected to a image, otherwise null.
/// </value>
/// <remarks>
/// The Graph API does not return textures directly, but a few endpoints can
/// redirect to images when no 'redirect=false' parameter is specified. Ex: '/me/picture'.
/// </remarks>
Texture2D Texture { get; }
}
}
| 50 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a group creation.
/// </summary>
public interface IGroupCreateResult : IResult
{
/// <summary>
/// Gets the group identifier.
/// </summary>
/// <value>The group id of the group created.</value>
string GroupId { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a group join.
/// </summary>
public interface IGroupJoinResult : IResult
{
}
}
| 30 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The license check for premium games result.
/// </summary>
public interface IHasLicenseResult : IResult
{
/// <summary>
/// Gets if the user has a license to play the game.
/// </summary>
/// <value>The access token.</value>
bool HasLicense { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IIAPReadyResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IInitCloudGameResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal interface IInternalResult : IResult
{
/// <summary>
/// Gets the callback identifier.
/// </summary>
/// <value>A unique ID for this callback. This value should only be used internally.</value>
string CallbackId { get; }
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IInterstitialAdResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The Locale result
/// </summary>
public interface ILocaleResult : IResult
{
/// <summary>
/// Gets the Locale.
/// </summary>
/// <value>The user's locale.</value>
string Locale { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a login request.
/// </summary>
public interface ILoginResult : IResult
{
/// <summary>
/// Gets the access token.
/// </summary>
/// <value>The access token returned from login if successful else null.</value>
AccessToken AccessToken { get; }
/// <summary>
/// Gets the authentication token.
/// </summary>
/// <value>The authentication token returned from login if successful else null.</value>
AuthenticationToken AuthenticationToken { get; }
}
}
| 41 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result for getting the Login Status of a user.
/// </summary>
public interface ILoginStatusResult : ILoginResult
{
/// <summary>
/// Gets a value indicating whether the access token retrieval has failed
/// </summary>
/// <value><c>true</c> if an access token could not be retrieved; otherwise,
/// <c>false</c>.</value>b
bool Failed { get; }
}
}
| 36 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a Media Upload
/// </summary>
public interface IMediaUploadResult : IResult
{
/// <summary>
/// Gets the Media Identifier.
/// </summary>
/// <value>The media identifier if the upload was successful.</value>
string MediaId { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class InitCloudGameResult : ResultBase, IInitCloudGameResult
{
internal InitCloudGameResult(ResultContainer resultContainer) : base(resultContainer)
{
}
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class InterstitialAdResult : ResultBase, IInterstitialAdResult
{
internal InterstitialAdResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ErrorDictionary != null && this.ErrorDictionary["errorType"] == "USER_INPUT")
{
this.Cancelled = true;
}
}
}
}
| 36 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IOpenAppStoreResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The payload result.
/// </summary>
public interface IPayloadResult : IResult
{
/// <summary>
/// Gets a dictionary of the payload items.
/// </summary>
/// <value>The payload.</value>
IDictionary<string, string> Payload { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a pay request.
/// </summary>
public interface IPayResult : IResult
{
/// <summary>
/// Gets the error code.
/// </summary>
/// <value>The error code.</value>
long ErrorCode { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a user profile request.
/// </summary>
public interface IProfileResult : IResult
{
/// <summary>
/// Gets the current user profile.
/// </summary>
/// <value>The current profile returned user is logged in else null.</value>
Profile CurrentProfile { get; }
}
} | 34 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The purchase result.
/// </summary>
public interface IPurchaseResult : IResult
{
/// <summary>
/// Gets the purchase information of the item that was purchased.
/// </summary>
/// <value>The purchase object.</value>
Purchase Purchase { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The access token refresh result.
/// </summary>
public interface IPurchasesResult : IResult
{
/// <summary>
/// Gets a list of products available for purchase.
/// </summary>
/// <value>The list of product objects.</value>
IList<Purchase> Purchases { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a Create Referral call
/// </summary>
public interface IReferralsCreateResult : IResult
{
/// <summary>
/// Gets the Create Referral call result.
/// </summary>
/// <value>A string that specifies if Create Referral call was successful.</value>
string Raw { get; }
/// <summary>
/// Gets the link generated by Create Referral call result.
/// </summary>
/// <value>A string that contains the link generated by Create Referral call.</value>
string ReferralLink { get; }
}
}
| 41 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a Get Data Referral call
/// </summary>
public interface IReferralsGetDataResult : IResult
{
/// <summary>
/// Gets the Get Data Referral call result.
/// </summary>
/// <value>A string that specifies if Create Referral call was successful.</value>
string Raw { get; }
/// <summary>
/// Gets the payload generated by Get Data Referral call result.
/// </summary>
/// <value>A string that contains the payload generated by Get Data Referral call.</value>
string Payload { get; }
}
}
| 41 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// A class contiaing the result data.
/// </summary>
public interface IResult
{
/// <summary>
/// Gets the error.
/// </summary>
/// <value>The error string from the result. If no error occured value is null or empty.</value>
string Error { get; }
/// <summary>
/// Gets the error, as a Dictionary.
/// </summary>
/// <value>
/// The error string from the result, as a Dictionary.
/// If no error occured or cannot be parsed as a Dictionary, value is null.
/// </value>
IDictionary<string, string> ErrorDictionary { get; }
/// <summary>
/// Gets the result.
/// </summary>
/// <value>A collection of key values pairs that are parsed from the result.</value>
IDictionary<string, object> ResultDictionary { get; }
/// <summary>
/// Gets the raw result.
/// </summary>
/// <value>The raw result string.</value>
string RawResult { get; }
/// <summary>
/// Gets a value indicating whether this instance cancelled.
/// </summary>
/// <value><c>true</c> if this instance cancelled; otherwise, <c>false</c>.</value>b
bool Cancelled { get; }
}
}
| 64 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IRewardedVideoResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public interface IScheduleAppToUserNotificationResult : IResult
{
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The post session score result.
/// </summary>
public interface ISessionScoreResult : IResult
{
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a share.
/// </summary>
public interface IShareResult : IResult
{
/// <summary>
/// Gets the post identifier.
/// </summary>
/// <value>The post identifier if the post was successful and the user is tossed.</value>
string PostId { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a soft keyboard open
/// </summary>
public interface ISoftKeyboardOpenResult : IResult
{
/// <summary>
/// Gets the soft keyboard open result.
/// </summary>
/// <value>A string that specifies if the soft keyboard has open action was successful.</value>
string Success { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The catalog result.
/// </summary>
public interface ISubscribableCatalogResult : IResult
{
/// <summary>
/// Gets a list of subscribable products available for purchase.
/// </summary>
/// <value>The list of subscribable product objects.</value>
IList<SubscribableProduct> SubscribableProducts { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The subscription result.
/// </summary>
public interface ISubscriptionResult : IResult
{
/// <summary>
/// Gets the information about the subscription that was purchased.
/// </summary>
/// <value>The subscriptions object.</value>
Subscription Subscription { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The access token refresh result.
/// </summary>
public interface ISubscriptionsResult : IResult
{
/// <summary>
/// Gets a list of the user's subscriptions.
/// </summary>
/// <value>The list of subscriptions objects.</value>
IList<Subscription> Subscriptions { get; }
}
}
| 37 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The Switch Gaming Context API result.
/// </summary>
public interface ISwitchGamingContextResult : IResult
{
}
} | 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The instant tournament result.
/// </summary>
public interface ITournamentResult : IResult
{
}
} | 31 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
/// <summary>
/// The instant tournament score result.
/// </summary>
public interface ITournamentScoreResult : IResult
{
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// The result of a Virtual Gamepad Layout change
/// </summary>
public interface IVirtualGamepadLayoutResult : IResult
{
/// <summary>
/// Gets the Virtual Gamepad Layout change result.
/// </summary>
/// <value>A string that specifies if the layout change was successful.</value>
string Success { get; }
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class LocaleResult: ResultBase, ILocaleResult
{
internal LocaleResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string locale;
if (this.ResultDictionary.TryGetValue("locale", out locale))
{
this.Locale = locale;
}
}
}
public string Locale { get; private set; }
}
}
| 40 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class LoginResult : ResultBase, ILoginResult
{
public const string LastRefreshKey = "last_refresh";
public static readonly string UserIdKey = Constants.IsWeb ? "userID" : "user_id";
public static readonly string ExpirationTimestampKey = Constants.IsWeb ? "expiresIn" : "expiration_timestamp";
public static readonly string PermissionsKey = Constants.IsWeb ? "grantedScopes" : "permissions";
public static readonly string AccessTokenKey = Constants.IsWeb ? "accessToken" : Constants.AccessTokenKey;
public static readonly string GraphDomain = "graph_domain";
public static readonly string AuthTokenString = "auth_token_string";
public static readonly string AuthNonce = "auth_nonce";
internal LoginResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("WindowsCurrentAccessToken"))
{
//Windows SDK will create and validate the AccessToken
this.AccessToken = this.ResultDictionary.GetValueOrDefault<AccessToken>("WindowsCurrentAccessToken");
AccessToken.CurrentAccessToken = this.AccessToken;
}
else
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey(LoginResult.AccessTokenKey))
{
this.AccessToken = Utilities.ParseAccessTokenFromResult(this.ResultDictionary);
}
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey(LoginResult.AuthTokenString) && this.ResultDictionary.ContainsKey(LoginResult.AuthNonce))
{
this.AuthenticationToken = Utilities.ParseAuthenticationTokenFromResult(this.ResultDictionary);
}
if (this.AuthenticationToken != null)
{
AccessToken.CurrentAccessToken = null;
}
}
}
public AccessToken AccessToken { get; private set; }
public AuthenticationToken AuthenticationToken { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "AccessToken", this.AccessToken.ToStringNullOk() },
{ "AuthenticationToken", this.AuthenticationToken.ToStringNullOk() },
});
}
}
}
| 78 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class LoginStatusResult : LoginResult, ILoginStatusResult
{
public static readonly string FailedKey = "failed";
internal LoginStatusResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey(LoginStatusResult.FailedKey))
{
this.Failed = this.ResultDictionary.GetValueOrDefault<bool>(LoginStatusResult.FailedKey);
}
}
public bool Failed { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Failed", this.Failed.ToString() },
});
}
}
}
| 51 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class MediaUploadResult : ResultBase, IMediaUploadResult
{
internal MediaUploadResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string mediaId;
if (this.ResultDictionary.TryGetValue("video_id", out mediaId))
{
this.MediaId = mediaId;
}
else if (this.ResultDictionary.TryGetValue("id", out mediaId))
{
this.MediaId = mediaId;
}
}
}
public string MediaId { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "MediaId", this.MediaId },
});
}
}
}
| 56 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class OpenAppStoreResult : ResultBase, IOpenAppStoreResult
{
internal OpenAppStoreResult(ResultContainer resultContainer) : base(resultContainer)
{
}
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class PayloadResult : ResultBase, IPayloadResult
{
public PayloadResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success"))
{
this.Payload = Utilities.ParseInnerStringDictionary(this.ResultDictionary, "success");
}
}
public IDictionary<string, string> Payload { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
this.Payload
);
}
}
}
| 48 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class PayResult : ResultBase, IPayResult
{
internal const long CancelPaymentFlowCode = 1383010;
internal PayResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.CanvasErrorCode != null && this.CanvasErrorCode.Value == PayResult.CancelPaymentFlowCode)
{
this.Cancelled = true;
}
}
public long ErrorCode
{
get
{
return this.CanvasErrorCode.GetValueOrDefault();
}
}
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "ErrorCode", this.ErrorCode.ToString() },
});
}
}
}
| 57 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal class ProfileResult : ResultBase, IProfileResult
{
public const string ProfileKey = "profile";
internal ProfileResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
if (this.ResultDictionary.TryGetValue(ProfileKey, out Profile profileData))
{
this.CurrentProfile = profileData;
}
else
{
this.CurrentProfile = null;
}
}
}
public Profile CurrentProfile { get; private set; }
}
}
| 45 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class PurchaseResult : ResultBase, IPurchaseResult
{
public PurchaseResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success"))
{
this.Purchase = Utilities.ParsePurchaseFromResult(this.ResultDictionary);
}
else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("purchase")) {
this.ResultDictionary.TryGetValue("purchase", out object product);
this.Purchase = (Purchase)product;
}
if (this.ErrorDictionary != null && this.ErrorDictionary["errorType"] == "USER_INPUT")
{
this.Cancelled = true;
}
}
public Purchase Purchase { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Purchase", Purchase.ToString() },
});
}
}
}
| 59 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class PurchasesResult : ResultBase, IPurchasesResult
{
public PurchasesResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success"))
{
this.Purchases = Utilities.ParsePurchasesFromResult(this.ResultDictionary);
}else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("purchases"))
{
this.ResultDictionary.TryGetValue("purchases", out object productsList);
this.Purchases = (IList<Purchase>)productsList;
}
}
public IList<Purchase> Purchases { get; private set; }
public override string ToString()
{
StringBuilder sb = new StringBuilder();
foreach (var purchase in this.Purchases)
{
sb.AppendLine(purchase.ToString());
}
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Purchases", sb.ToString() },
});
}
}
}
| 60 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal class ReferralsCreateResult : ResultBase, IReferralsCreateResult
{
internal ReferralsCreateResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string raw;
if (this.ResultDictionary.TryGetValue("raw", out raw))
{
this.Raw = raw;
}
string link;
if (this.ResultDictionary.TryGetValue("referral_link", out link))
{
this.ReferralLink = link;
}
}
}
public string Raw { get; private set; }
public string ReferralLink { get; private set; }
}
}
| 46 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal class ReferralsGetDataResult : ResultBase, IReferralsGetDataResult
{
internal ReferralsGetDataResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string raw;
if (this.ResultDictionary.TryGetValue("raw", out raw))
{
this.Raw = raw;
}
string payload;
if (this.ResultDictionary.TryGetValue("payload", out payload))
{
this.Payload = payload;
}
}
}
public string Raw { get; private set; }
public string Payload { get; private set; }
}
}
| 46 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
internal abstract class ResultBase : IInternalResult
{
internal const long CancelDialogCode = 4201;
internal const string ErrorCodeKey = "error_code";
internal const string ErrorMessageKey = "error_message";
internal ResultBase(ResultContainer result)
{
string error = ResultBase.GetErrorValue(result.ResultDictionary);
bool cancelled = ResultBase.GetCancelledValue(result.ResultDictionary);
string callbackId = ResultBase.GetCallbackId(result.ResultDictionary);
this.Init(result, error, cancelled, callbackId);
}
internal ResultBase(ResultContainer result, string error, bool cancelled)
{
this.Init(result, error, cancelled, null);
}
public virtual string Error { get; protected set; }
public virtual IDictionary<string, string> ErrorDictionary { get; protected set; }
public virtual IDictionary<string, object> ResultDictionary { get; protected set; }
public virtual string RawResult { get; protected set; }
public virtual bool Cancelled { get; protected set; }
public virtual string CallbackId { get; protected set; }
protected long? CanvasErrorCode { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Error", this.Error },
{ "RawResult", this.RawResult },
{ "Cancelled", this.Cancelled.ToString() },
});
}
protected void Init(ResultContainer result, string error, bool cancelled, string callbackId)
{
this.RawResult = result.RawResult;
this.ResultDictionary = result.ResultDictionary;
this.Cancelled = cancelled;
this.Error = error;
this.CallbackId = callbackId;
this.ErrorDictionary = Utilities.ParseStringDictionaryFromString(error);
if (this.ResultDictionary != null)
{
long errorCode;
if (this.ResultDictionary.TryGetValue(ResultBase.ErrorCodeKey, out errorCode))
{
this.CanvasErrorCode = errorCode;
if (errorCode == ResultBase.CancelDialogCode)
{
this.Cancelled = true;
}
}
string errorMessage;
if (this.ResultDictionary.TryGetValue(ResultBase.ErrorMessageKey, out errorMessage))
{
this.Error = errorMessage;
}
}
}
private static string GetErrorValue(IDictionary<string, object> result)
{
if (result == null)
{
return null;
}
string error;
if (result.TryGetValue<string>("error", out error))
{
return error;
}
return null;
}
private static bool GetCancelledValue(IDictionary<string, object> result)
{
if (result == null)
{
return false;
}
// Check for cancel string
object cancelled;
if (result.TryGetValue("cancelled", out cancelled))
{
bool? cancelBool = cancelled as bool?;
if (cancelBool != null)
{
return cancelBool.HasValue && cancelBool.Value;
}
string cancelString = cancelled as string;
if (cancelString != null)
{
return Convert.ToBoolean(cancelString);
}
int? cancelInt = cancelled as int?;
if (cancelInt != null)
{
return cancelInt.HasValue && cancelInt.Value != 0;
}
}
return false;
}
private static string GetCallbackId(IDictionary<string, object> result)
{
if (result == null)
{
return null;
}
// Check for cancel string
string callbackId;
if (result.TryGetValue<string>(Constants.CallbackIdKey, out callbackId))
{
return callbackId;
}
return null;
}
}
}
| 169 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
internal class ResultContainer
{
private const string CanvasResponseKey = "response";
public ResultContainer(IDictionary<string, object> dictionary)
{
this.RawResult = dictionary.ToJson();
this.ResultDictionary = dictionary;
if (Constants.IsWeb)
{
this.ResultDictionary = this.GetWebFormattedResponseDictionary(this.ResultDictionary);
}
}
public ResultContainer(string result)
{
this.RawResult = result;
if (string.IsNullOrEmpty(result))
{
this.ResultDictionary = new Dictionary<string, object>();
}
else
{
this.ResultDictionary = Facebook.MiniJSON.Json.Deserialize(result) as Dictionary<string, object>;
// The result dictionary can be null for graph requests that return lists. For these cases
// we won't need to format the results anyways since the results don't contain a callback id.
if (Constants.IsWeb && this.ResultDictionary != null)
{
// Web has a different format from mobile so reformat the result to match our
// mobile responses
this.ResultDictionary = this.GetWebFormattedResponseDictionary(this.ResultDictionary);
}
}
}
public string RawResult { get; private set; }
public IDictionary<string, object> ResultDictionary { get; set; }
private IDictionary<string, object> GetWebFormattedResponseDictionary(IDictionary<string, object> resultDictionary)
{
IDictionary<string, object> responseDictionary;
if (resultDictionary.TryGetValue(CanvasResponseKey, out responseDictionary))
{
object callbackId;
if (resultDictionary.TryGetValue(Constants.CallbackIdKey, out callbackId))
{
responseDictionary[Constants.CallbackIdKey] = callbackId;
}
return responseDictionary;
}
return resultDictionary;
}
}
}
| 85 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class RewardedVideoResult : ResultBase, IRewardedVideoResult
{
internal RewardedVideoResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ErrorDictionary != null && this.ErrorDictionary["errorType"] == "USER_INPUT")
{
this.Cancelled = true;
}
}
}
}
| 36 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class ScheduleAppToUserNotificationResult : ResultBase, IScheduleAppToUserNotificationResult
{
internal ScheduleAppToUserNotificationResult(ResultContainer resultContainer) : base(resultContainer)
{
}
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class SessionScoreResult : ResultBase, ISessionScoreResult
{
internal SessionScoreResult(ResultContainer resultContainer) : base(resultContainer)
{
}
}
} | 31 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class ShareResult : ResultBase, IShareResult
{
internal ShareResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string postId;
if (this.ResultDictionary.TryGetValue(ShareResult.PostIDKey, out postId))
{
this.PostId = postId;
}
else if (this.ResultDictionary.TryGetValue("postId", out postId))
{
this.PostId = postId;
}
}
}
public string PostId { get; private set; }
internal static string PostIDKey
{
get
{
return Constants.IsWeb ? "post_id" : "id";
}
}
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "PostId", this.PostId },
});
}
}
}
| 65 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal class SoftKeyboardOpenResult : ResultBase, ISoftKeyboardOpenResult
{
internal SoftKeyboardOpenResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string success;
if (this.ResultDictionary.TryGetValue("success", out success))
{
this.Success = success;
}
}
}
public string Success { get; private set; }
}
} | 39 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class SubscribableCatalogResult : ResultBase, ISubscribableCatalogResult
{
public SubscribableCatalogResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success"))
{
this.SubscribableProducts = Utilities.ParseSubscribableCatalogFromResult(this.ResultDictionary);
}
else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("subscribable_products"))
{
this.ResultDictionary.TryGetValue("subscribable_products", out object subscribableProductsList);
this.SubscribableProducts = (IList<SubscribableProduct>)subscribableProductsList;
}
}
public IList<SubscribableProduct> SubscribableProducts { get; private set; }
public override string ToString()
{
StringBuilder sb = new StringBuilder();
foreach (var subscribableProduct in this.SubscribableProducts)
{
sb.AppendLine(subscribableProduct.ToString());
}
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "SubscribableProducts", sb.ToString() },
});
}
}
}
| 61 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class SubscriptionResult : ResultBase, ISubscriptionResult
{
public SubscriptionResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success"))
{
this.Subscription = Utilities.ParseSubscriptionFromResult(this.ResultDictionary);
}
else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("subscription")) {
this.ResultDictionary.TryGetValue("subscription", out object subscription);
this.Subscription = (Subscription)subscription;
}
if (this.ErrorDictionary != null && this.ErrorDictionary["errorType"] == "USER_INPUT")
{
this.Cancelled = true;
}
}
public Subscription Subscription { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Subscription", Subscription.ToString() },
});
}
}
}
| 59 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class SubscriptionsResult : ResultBase, ISubscriptionsResult
{
public SubscriptionsResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.Subscriptions != null && this.ResultDictionary.ContainsKey("success"))
{
this.Subscriptions = Utilities.ParseSubscriptionsFromResult(this.ResultDictionary);
} else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("subscriptions"))
{
this.ResultDictionary.TryGetValue("subscriptions", out object productsList);
this.Subscriptions = (IList<Subscription>)productsList;
}
}
public IList<Subscription> Subscriptions { get; private set; }
public override string ToString()
{
StringBuilder sb = new StringBuilder();
foreach (var subscription in this.Subscriptions)
{
sb.AppendLine(subscription.ToString());
}
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Subscriptions", sb.ToString() },
});
}
}
}
| 60 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class SwitchGamingContextResult : ResultBase, ISwitchGamingContextResult
{
internal SwitchGamingContextResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string contextId;
if (this.ResultDictionary.TryGetValue<string>("contextId", out contextId))
{
this.ContextId = contextId;
}
}
}
public string ContextId { get; private set; }
public override string ToString()
{
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "ContextId", this.ContextId },
});
}
}
}
| 55 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
using System.Text;
internal class TournamentResult : ResultBase, ITournamentResult, IDialogResult
{
internal TournamentResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string tournamentId;
if (this.ResultDictionary.TryGetValue("tournament_id", out tournamentId))
{
this.TournamentId = tournamentId;
}
string contextId;
if (this.ResultDictionary.TryGetValue("context_id", out contextId))
{
this.ContextId = contextId;
}
int endTime;
if (this.ResultDictionary.TryGetValue("end_time", out endTime))
{
this.EndTime = endTime;
}
string tournamentTitle;
if (this.ResultDictionary.TryGetValue("tournament_title", out tournamentTitle))
{
this.TournamentTitle = tournamentTitle;
}
IDictionary<string, string> payload;
if (this.ResultDictionary.TryGetValue("payload", out payload))
{
this.Payload = payload;
}
}
}
public string TournamentId { get; private set; }
public string ContextId { get; private set; }
public int EndTime { get; private set; }
public string TournamentTitle { get; private set; }
public IDictionary<string, string> Payload { get; private set; }
public override string ToString()
{
StringBuilder sb = new StringBuilder();
foreach (var kvp in this.Payload)
{
sb.AppendFormat("\n\t{0}: {1}", kvp.Key, kvp.Value);
}
return Utilities.FormatToString(
base.ToString(),
this.GetType().Name,
new Dictionary<string, string>()
{
{ "TournamentId", this.TournamentId },
{ "ContextId", this.ContextId},
{ "EntTime", this.EndTime.ToString() },
{ "TournamentTitle", this.TournamentTitle },
{ "Payload", sb.ToString()},
});
}
}
}
| 98 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal class TournamentScoreResult : ResultBase, ITournamentScoreResult
{
internal TournamentScoreResult(ResultContainer resultContainer) : base(resultContainer)
{
}
}
} | 31 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal class VirtualGamepadLayoutResult : ResultBase, IVirtualGamepadLayoutResult
{
internal VirtualGamepadLayoutResult(ResultContainer resultContainer) : base(resultContainer)
{
if (this.ResultDictionary != null)
{
string success;
if (this.ResultDictionary.TryGetValue("success", out success))
{
this.Success = success;
}
}
}
public string Success { get; private set; }
}
}
| 40 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#pragma warning disable 618
namespace Facebook.Unity
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
/*
* A short lived async request that loads a FBResult from a url endpoint
*/
internal class AsyncRequestString : MonoBehaviour
{
private Uri url;
private HttpMethod method;
private IDictionary<string, string> formData;
private WWWForm query;
private FacebookDelegate<IGraphResult> callback;
internal static void Post(
Uri url,
Dictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null)
{
Request(url, HttpMethod.POST, formData, callback);
}
internal static void Get(
Uri url,
Dictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null)
{
Request(url, HttpMethod.GET, formData, callback);
}
internal static void Request(
Uri url,
HttpMethod method,
WWWForm query = null,
FacebookDelegate<IGraphResult> callback = null)
{
ComponentFactory.AddComponent<AsyncRequestString>()
.SetUrl(url)
.SetMethod(method)
.SetQuery(query)
.SetCallback(callback);
}
internal static void Request(
Uri url,
HttpMethod method,
IDictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null)
{
ComponentFactory.AddComponent<AsyncRequestString>()
.SetUrl(url)
.SetMethod(method)
.SetFormData(formData)
.SetCallback(callback);
}
internal IEnumerator Start()
{
UnityWebRequestAsyncOperation webRequestOperation;
if (this.method == HttpMethod.GET)
{
string urlParams = this.url.AbsoluteUri.Contains("?") ? "&" : "?";
if (this.formData != null)
{
foreach (KeyValuePair<string, string> pair in this.formData)
{
urlParams += string.Format("{0}={1}&", Uri.EscapeDataString(pair.Key), Uri.EscapeDataString(pair.Value));
}
}
UnityWebRequest webRequest = UnityWebRequest.Get(url + urlParams);
if (Constants.CurrentPlatform != FacebookUnityPlatform.WebGL)
{
webRequest.SetRequestHeader("User-Agent", Constants.GraphApiUserAgent);
}
webRequestOperation = webRequest.SendWebRequest();
}
else
{
// POST or DELETE
if (this.query == null)
{
this.query = new WWWForm();
}
if (this.method == HttpMethod.DELETE)
{
this.query.AddField("method", "delete");
}
if (this.formData != null)
{
foreach (KeyValuePair<string, string> pair in this.formData)
{
this.query.AddField(pair.Key, pair.Value);
}
}
if (Constants.CurrentPlatform != FacebookUnityPlatform.WebGL)
{
this.query.headers["User-Agent"] = Constants.GraphApiUserAgent;
}
UnityWebRequest webRequest = UnityWebRequest.Post(url.AbsoluteUri, query);
webRequestOperation = webRequest.SendWebRequest();
}
yield return webRequestOperation;
if (this.callback != null)
{
this.callback(new GraphResult(webRequestOperation));
}
// after the callback is called, web request should be able to be disposed
webRequestOperation.webRequest.Dispose();
MonoBehaviour.Destroy(this);
}
internal AsyncRequestString SetUrl(Uri url)
{
this.url = url;
return this;
}
internal AsyncRequestString SetMethod(HttpMethod method)
{
this.method = method;
return this;
}
internal AsyncRequestString SetFormData(IDictionary<string, string> formData)
{
this.formData = formData;
return this;
}
internal AsyncRequestString SetQuery(WWWForm query)
{
this.query = query;
return this;
}
internal AsyncRequestString SetCallback(FacebookDelegate<IGraphResult> callback)
{
this.callback = callback;
return this;
}
}
}
#pragma warning restore 618
| 179 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Facebook.Unity
{
internal class AsyncRequestStringHandler : IAsyncRequestStringHandler
{
public void Request(
Uri url,
HttpMethod method,
WWWForm query = null,
FacebookDelegate<IGraphResult> callback = null)
{
AsyncRequestString.Request(url, method, query, callback);
}
public void Request(
Uri url,
HttpMethod method,
IDictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null)
{
AsyncRequestString.Request(url, method, formData, callback);
}
}
}
| 48 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Facebook.Unity
{
internal class AsyncRequestStringWrapper : IAsyncRequestStringWrapper
{
public void Request(
Uri url,
HttpMethod method,
WWWForm query = null,
FacebookDelegate<IGraphResult> callback = null)
{
AsyncRequestString.Request(url, method, query, callback);
}
public void Request(
Uri url,
HttpMethod method,
IDictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null)
{
AsyncRequestString.Request(url, method, formData, callback);
}
}
}
| 48 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
internal class CodelessIAPAutoLog
{
internal static void handlePurchaseCompleted(System.Object data) {
try {
if (!FB.Mobile.IsImplicitPurchaseLoggingEnabled()) {
return;
}
object metadata = CodelessIAPAutoLog.GetProperty(data, "metadata");
object productDefinition = CodelessIAPAutoLog.GetProperty(data, "definition");
if (metadata == null || productDefinition == null) {
return;
}
Decimal price = (Decimal)CodelessIAPAutoLog.GetProperty(metadata, "localizedPrice");
String currency = (String)CodelessIAPAutoLog.GetProperty(metadata, "isoCurrencyCode");
String id = (String)CodelessIAPAutoLog.GetProperty(productDefinition, "id");
FB.LogAppEvent(
AppEventName.Purchased,
(float)price,
new Dictionary<string, object>()
{
{ "_implicitlyLogged", "1" },
{ AppEventParameterName.Currency, currency },
{ AppEventParameterName.ContentID, id }
});
}
catch (System.Exception e)
{
FacebookLogger.Log("Failed to automatically handle Purchase Completed: " + e.Message);
}
}
internal static void addListenerToIAPButtons(object listenerObject) {
UnityEngine.Object[] iapButtons = FindObjectsOfTypeByName("IAPButton", "UnityEngine.Purchasing");
if (iapButtons == null) {
return;
}
foreach (UnityEngine.Object btn in iapButtons) {
addListenerToGameObject(btn, listenerObject);
}
}
internal static void addListenerToGameObject(UnityEngine.Object gameObject, object listenerObject) {
// Code stripping will work here when developer uses Unity IAP service the UnityEngine.Purchasing will be linked
// If it's not enabled, this will return null and it's expected and handled in null check
Type productType = FindTypeInAssemblies("Product", "UnityEngine.Purchasing");
if (productType == null) {
return;
}
Type eventGeneric = typeof(UnityEvent<>);
Type actionGeneric = typeof(UnityAction<>);
Type[] typeArgs = { productType };
Type unityEventProduct = eventGeneric.MakeGenericType(typeArgs);
Type unityActionProduct = actionGeneric.MakeGenericType(typeArgs);
UnityEventBase onPurchaseComplete = (UnityEventBase)GetField(gameObject, "onPurchaseComplete");
MethodInfo addListener = unityEventProduct.GetMethod("AddListener");
MethodInfo removeListener = unityEventProduct.GetMethod("RemoveListener");
MethodInfo method = listenerObject.GetType().GetMethod(
"onPurchaseCompleteHandler",
BindingFlags.Instance | BindingFlags.Public
);
removeListener.Invoke (onPurchaseComplete, new object[] {
System.Delegate.CreateDelegate(unityActionProduct, listenerObject, method)
});
addListener.Invoke (onPurchaseComplete, new object[] {
System.Delegate.CreateDelegate(unityActionProduct, listenerObject, method)
});
}
private static System.Type FindTypeInAssemblies(string typeName, string nameSpace)
{
var assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
for(int i = 0; i < assemblies.Length; i++)
{
var types = assemblies[i].GetTypes();
for(int n = 0; n < types.Length; n++)
{
if (typeName == types[n].Name && nameSpace == types[n].Namespace) {
return types[n];
}
}
}
return null;
}
private static UnityEngine.Object[] FindObjectsOfTypeByName(string typeName, string nameSpace)
{
// Code stripping will work here when developer uses Unity IAP service the UnityEngine.Purchasing will be linked
// If it's not enabled, this will return null and it's expected and handled in null check
Type type = FindTypeInAssemblies(typeName, nameSpace);
if (type == null) {
return null;
}
return UnityEngine.Object.FindObjectsOfType(type);
}
private static object GetField(object inObj, string fieldName)
{
object ret = null;
FieldInfo info = inObj.GetType().GetField(fieldName);
if (info != null)
ret = info.GetValue(inObj);
return ret;
}
private static object GetProperty(object inObj, string propertyName)
{
object ret = null;
PropertyInfo info = inObj.GetType().GetProperty(propertyName);
if (info != null)
ret = info.GetValue(inObj, null);
return ret;
}
}
}
| 147 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using UnityEngine;
internal static class FacebookLogger
{
static FacebookLogger()
{
FacebookLogger.Instance = new DebugLogger();
}
internal static IFacebookLogger Instance { private get; set; }
public static void Log(string msg)
{
FacebookLogger.Instance.Log(msg);
}
public static void Log(string format, params string[] args)
{
FacebookLogger.Log(string.Format(format, args));
}
public static void Info(string msg)
{
FacebookLogger.Instance.Info(msg);
}
public static void Info(string format, params string[] args)
{
FacebookLogger.Info(string.Format(format, args));
}
public static void Warn(string msg)
{
FacebookLogger.Instance.Warn(msg);
}
public static void Warn(string format, params string[] args)
{
FacebookLogger.Warn(string.Format(format, args));
}
public static void Error(string msg)
{
FacebookLogger.Instance.Error(msg);
}
public static void Error(string format, params string[] args)
{
FacebookLogger.Error(string.Format(format, args));
}
private class DebugLogger : IFacebookLogger
{
public DebugLogger()
{
}
public void Log(string msg)
{
if (Debug.isDebugBuild)
{
Debug.Log(msg);
}
}
public void Info(string msg)
{
Debug.Log(msg);
}
public void Warn(string msg)
{
Debug.LogWarning(msg);
}
public void Error(string msg)
{
Debug.LogError(msg);
}
}
}
}
| 105 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
internal class FacebookScheduler : MonoBehaviour, IFacebookScheduler
{
public void Schedule(Action action, long delay)
{
this.StartCoroutine(DelayEvent(action, delay));
}
public IEnumerator DelayEvent(Action action, long delay)
{
yield return new WaitForSeconds(delay);
action();
}
}
}
| 42 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using UnityEngine;
internal class FacebookSchedulerFactory : IFacebookSchedulerFactory
{
public IFacebookScheduler GetInstance()
{
FacebookScheduler scheduler = ComponentFactory.GetComponent<FacebookScheduler>();
return scheduler;
}
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using UnityEngine;
internal static class FBUnityUtility
{
private static string currentDeviceIdentifier;
private static IAsyncRequestStringWrapper asyncRequestStringWrapper;
public static string UnityDeviceIdentifier
{
get
{
if (string.IsNullOrEmpty(FBUnityUtility.currentDeviceIdentifier))
{
FBUnityUtility.currentDeviceIdentifier = SystemInfo.deviceUniqueIdentifier;
}
return FBUnityUtility.currentDeviceIdentifier;
}
set
{
FBUnityUtility.currentDeviceIdentifier = value;
}
}
public static IAsyncRequestStringWrapper AsyncRequestStringWrapper
{
get
{
if (FBUnityUtility.asyncRequestStringWrapper == null)
{
FBUnityUtility.asyncRequestStringWrapper = new AsyncRequestStringWrapper();
}
return FBUnityUtility.asyncRequestStringWrapper;
}
set
{
FBUnityUtility.asyncRequestStringWrapper = value;
}
}
}
}
| 68 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// Http method.
/// </summary>
public enum HttpMethod
{
/// <summary>
/// Indicates that the request is a GET request.
/// </summary>
GET,
/// <summary>
/// Indicates that the request is a POST request.
/// </summary>
POST,
/// <summary>
/// Indicates that the request is a DELETE request.
/// </summary>
DELETE,
}
}
| 44 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using UnityEngine;
public interface IAsyncRequestStringHandler
{
void Request(
Uri url,
HttpMethod method,
WWWForm query = null,
FacebookDelegate<IGraphResult> callback = null);
void Request(
Uri url,
HttpMethod method,
IDictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null);
}
}
| 42 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using UnityEngine;
internal interface IAsyncRequestStringWrapper
{
void Request(
Uri url,
HttpMethod method,
WWWForm query = null,
FacebookDelegate<IGraphResult> callback = null);
void Request(
Uri url,
HttpMethod method,
IDictionary<string, string> formData = null,
FacebookDelegate<IGraphResult> callback = null);
}
}
| 42 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal interface IFacebookLogger
{
void Log(string msg);
void Info(string msg);
void Warn(string msg);
void Error(string msg);
}
}
| 34 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
internal interface IFacebookScheduler
{
void Schedule(
Action action,
long delay = 0);
}
}
| 32 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
internal interface IFacebookSchedulerFactory
{
IFacebookScheduler GetInstance();
}
}
| 30 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.MiniJSON
{
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
// Example usage:
//
// using UnityEngine;
// using System.Collections;
// using System.Collections.Generic;
// using MiniJSON;
//
// public class MiniJSONTest : MonoBehaviour {
// void Start () {
// var jsonString = "{ \"array\": [1.44,2,3], " +
// "\"object\": {\"key1\":\"value1\", \"key2\":256}, " +
// "\"string\": \"The quick brown fox \\\"jumps\\\" over the lazy dog \", " +
// "\"unicode\": \"\\u3041 Men\u00fa sesi\u00f3n\", " +
// "\"int\": 65536, " +
// "\"float\": 3.1415926, " +
// "\"bool\": true, " +
// "\"null\": null }";
//
// var dict = Json.Deserialize(jsonString) as Dictionary<string,object>;
//
// Debug.Log("deserialized: " + dict.GetType());
// Debug.Log("dict['array'][0]: " + ((List<object>) dict["array"])[0]);
// Debug.Log("dict['string']: " + (string) dict["string"]);
// Debug.Log("dict['float']: " + (double) dict["float"]); // floats come out as doubles
// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs
// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);
//
// var str = Json.Serialize(dict);
//
// Debug.Log("serialized: " + str);
// }
// }
/// <summary>
/// This class encodes and decodes JSON strings.
/// Spec. details, see http://www.json.org/
/// JSON uses Arrays and Objects. These correspond here to the datatypes IList and IDictionary.
/// All numbers are parsed to doubles.
/// </summary>
public static class Json
{
// interpret all numbers as if they are english US formatted numbers
private static NumberFormatInfo numberFormat = (new CultureInfo("en-US")).NumberFormat;
/// <summary>
/// Parses the string json into a value.
/// </summary>
/// <param name="json">A JSON string.</param>
/// <returns>An List<object>, a Dictionary<string, object>, a double, an integer,a string, null, true, or false.</returns>
public static object Deserialize(string json)
{
// save the string for debug information
if (json == null)
{
return null;
}
return Parser.Parse(json);
}
/// <summary>
/// Converts a IDictionary / IList object or a simple type (string, int, etc.) into a JSON string.
/// </summary>
/// <param name="obj">A Dictionary<string, object> / List<object>.</param>
/// <returns>A JSON encoded string, or null if object 'json' is not serializable.</returns>
public static string Serialize(object obj)
{
return Serializer.Serialize(obj);
}
private sealed class Parser : IDisposable
{
private const string WhiteSpace = " \t\n\r";
private const string WordBreak = " \t\n\r{}[],:\"";
private StringReader json;
private Parser(string jsonString)
{
this.json = new StringReader(jsonString);
}
private enum TOKEN
{
NONE,
CURLY_OPEN,
CURLY_CLOSE,
SQUARED_OPEN,
SQUARED_CLOSE,
COLON,
COMMA,
STRING,
NUMBER,
TRUE,
FALSE,
NULL
}
private char PeekChar
{
get
{
return Convert.ToChar(this.json.Peek());
}
}
private char NextChar
{
get
{
return Convert.ToChar(this.json.Read());
}
}
private string NextWord
{
get
{
StringBuilder word = new StringBuilder();
while (WordBreak.IndexOf(this.PeekChar) == -1)
{
word.Append(this.NextChar);
if (this.json.Peek() == -1)
{
break;
}
}
return word.ToString();
}
}
private TOKEN NextToken
{
get
{
this.EatWhitespace();
if (this.json.Peek() == -1)
{
return TOKEN.NONE;
}
char c = this.PeekChar;
switch (c)
{
case '{':
return TOKEN.CURLY_OPEN;
case '}':
this.json.Read();
return TOKEN.CURLY_CLOSE;
case '[':
return TOKEN.SQUARED_OPEN;
case ']':
this.json.Read();
return TOKEN.SQUARED_CLOSE;
case ',':
this.json.Read();
return TOKEN.COMMA;
case '"':
return TOKEN.STRING;
case ':':
return TOKEN.COLON;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case '-':
return TOKEN.NUMBER;
}
string word = this.NextWord;
switch (word)
{
case "false":
return TOKEN.FALSE;
case "true":
return TOKEN.TRUE;
case "null":
return TOKEN.NULL;
}
return TOKEN.NONE;
}
}
public static object Parse(string jsonString)
{
using (var instance = new Parser(jsonString))
{
return instance.ParseValue();
}
}
public void Dispose()
{
this.json.Dispose();
this.json = null;
}
private Dictionary<string, object> ParseObject()
{
Dictionary<string, object> table = new Dictionary<string, object>();
// ditch opening brace
this.json.Read();
// {
while (true)
{
switch (this.NextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.CURLY_CLOSE:
return table;
default:
// name
string name = this.ParseString();
if (name == null)
{
return null;
}
// :
if (this.NextToken != TOKEN.COLON)
{
return null;
}
// ditch the colon
this.json.Read();
// value
table[name] = this.ParseValue();
break;
}
}
}
private List<object> ParseArray()
{
List<object> array = new List<object>();
// ditch opening bracket
this.json.Read();
// [
var parsing = true;
while (parsing)
{
TOKEN nextToken = this.NextToken;
switch (nextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.SQUARED_CLOSE:
parsing = false;
break;
default:
object value = this.ParseByToken(nextToken);
array.Add(value);
break;
}
}
return array;
}
private object ParseValue()
{
TOKEN nextToken = this.NextToken;
return this.ParseByToken(nextToken);
}
private object ParseByToken(TOKEN token)
{
switch (token)
{
case TOKEN.STRING:
return this.ParseString();
case TOKEN.NUMBER:
return this.ParseNumber();
case TOKEN.CURLY_OPEN:
return this.ParseObject();
case TOKEN.SQUARED_OPEN:
return this.ParseArray();
case TOKEN.TRUE:
return true;
case TOKEN.FALSE:
return false;
case TOKEN.NULL:
return null;
default:
return null;
}
}
private string ParseString()
{
StringBuilder s = new StringBuilder();
char c;
// ditch opening quote
this.json.Read();
bool parsing = true;
while (parsing)
{
if (this.json.Peek() == -1)
{
parsing = false;
break;
}
c = this.NextChar;
switch (c)
{
case '"':
parsing = false;
break;
case '\\':
if (this.json.Peek() == -1)
{
parsing = false;
break;
}
c = this.NextChar;
switch (c)
{
case '"':
case '\\':
case '/':
s.Append(c);
break;
case 'b':
s.Append('\b');
break;
case 'f':
s.Append('\f');
break;
case 'n':
s.Append('\n');
break;
case 'r':
s.Append('\r');
break;
case 't':
s.Append('\t');
break;
case 'u':
var hex = new StringBuilder();
for (int i = 0; i < 4; i++)
{
hex.Append(this.NextChar);
}
s.Append((char)Convert.ToInt32(hex.ToString(), 16));
break;
}
break;
default:
s.Append(c);
break;
}
}
return s.ToString();
}
private object ParseNumber()
{
string number = this.NextWord;
if (number.IndexOf('.') == -1)
{
return long.Parse(number, numberFormat);
}
return double.Parse(number, numberFormat);
}
private void EatWhitespace()
{
while (WhiteSpace.IndexOf(this.PeekChar) != -1)
{
this.json.Read();
if (this.json.Peek() == -1)
{
break;
}
}
}
}
private sealed class Serializer
{
private StringBuilder builder;
private Serializer()
{
this.builder = new StringBuilder();
}
public static string Serialize(object obj)
{
var instance = new Serializer();
instance.SerializeValue(obj);
return instance.builder.ToString();
}
private void SerializeValue(object value)
{
IList asList;
IDictionary asDict;
string asStr;
if (value == null)
{
this.builder.Append("null");
}
else if ((asStr = value as string) != null)
{
this.SerializeString(asStr);
}
else if (value is bool)
{
this.builder.Append(value.ToString().ToLower());
}
else if ((asList = value as IList) != null)
{
this.SerializeArray(asList);
}
else if ((asDict = value as IDictionary) != null)
{
this.SerializeObject(asDict);
}
else if (value is char)
{
this.SerializeString(value.ToString());
}
else
{
this.SerializeOther(value);
}
}
private void SerializeObject(IDictionary obj)
{
bool first = true;
this.builder.Append('{');
foreach (object e in obj.Keys)
{
if (!first)
{
this.builder.Append(',');
}
this.SerializeString(e.ToString());
this.builder.Append(':');
this.SerializeValue(obj[e]);
first = false;
}
this.builder.Append('}');
}
private void SerializeArray(IList array)
{
this.builder.Append('[');
bool first = true;
foreach (object obj in array)
{
if (!first)
{
this.builder.Append(',');
}
this.SerializeValue(obj);
first = false;
}
this.builder.Append(']');
}
private void SerializeString(string str)
{
this.builder.Append('\"');
char[] charArray = str.ToCharArray();
foreach (var c in charArray)
{
switch (c)
{
case '"':
this.builder.Append("\\\"");
break;
case '\\':
this.builder.Append("\\\\");
break;
case '\b':
this.builder.Append("\\b");
break;
case '\f':
this.builder.Append("\\f");
break;
case '\n':
this.builder.Append("\\n");
break;
case '\r':
this.builder.Append("\\r");
break;
case '\t':
this.builder.Append("\\t");
break;
default:
int codepoint = Convert.ToInt32(c);
if ((codepoint >= 32) && (codepoint <= 126))
{
this.builder.Append(c);
}
else
{
this.builder.Append("\\u" + Convert.ToString(codepoint, 16).PadLeft(4, '0'));
}
break;
}
}
this.builder.Append('\"');
}
private void SerializeOther(object value)
{
if (value is float
|| value is int
|| value is uint
|| value is long
|| value is double
|| value is sbyte
|| value is byte
|| value is short
|| value is ushort
|| value is ulong
|| value is decimal)
{
this.builder.Append(value.ToString());
}
else
{
this.SerializeString(value.ToString());
}
}
}
}
}
| 615 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
internal static class Utilities
{
private const string WarningMissingParameter = "Did not find expected value '{0}' in dictionary";
private static Dictionary<string, string> commandLineArguments;
public delegate void Callback<T>(T obj);
public static Dictionary<string, string> CommandLineArguments
{
get
{
if (commandLineArguments != null)
{
return commandLineArguments;
}
var localCommandLineArguments = new Dictionary<string, string>();
var arguments = Environment.GetCommandLineArgs();
for (int i = 0; i < arguments.Length; i++)
{
if (arguments[i].StartsWith("/") || arguments[i].StartsWith("-"))
{
var value = i + 1 < arguments.Length ? arguments[i + 1] : null;
localCommandLineArguments.Add(arguments[i], value);
}
}
commandLineArguments = localCommandLineArguments;
return commandLineArguments;
}
}
public static bool TryGetValue<T>(
this IDictionary<string, object> dictionary,
string key,
out T value)
{
object resultObj;
if (dictionary.TryGetValue(key, out resultObj) && resultObj is T)
{
value = (T)resultObj;
return true;
}
value = default(T);
return false;
}
public static long TotalSeconds(this DateTime dateTime)
{
TimeSpan t = dateTime - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
long secondsSinceEpoch = (long)t.TotalSeconds;
return secondsSinceEpoch;
}
public static T GetValueOrDefault<T>(
this IDictionary<string, object> dictionary,
string key,
bool logWarning = true)
{
T result;
if (!dictionary.TryGetValue<T>(key, out result) && logWarning)
{
FacebookLogger.Warn(WarningMissingParameter, key);
}
return result;
}
public static string ToCommaSeparateList(this IEnumerable<string> list)
{
if (list == null)
{
return string.Empty;
}
return string.Join(",", list.ToArray());
}
public static string AbsoluteUrlOrEmptyString(this Uri uri)
{
if (uri == null)
{
return string.Empty;
}
return uri.AbsoluteUri;
}
public static string GetUserAgent(string productName, string productVersion)
{
return string.Format(
CultureInfo.InvariantCulture,
"{0}/{1}",
productName,
productVersion);
}
public static string ToJson(this IDictionary<string, object> dictionary)
{
return MiniJSON.Json.Serialize(dictionary);
}
public static void AddAllKVPFrom<T1, T2>(this IDictionary<T1, T2> dest, IDictionary<T1, T2> source)
{
foreach (T1 key in source.Keys)
{
dest[key] = source[key];
}
}
public static AccessToken ParseAccessTokenFromResult(IDictionary<string, object> resultDictionary)
{
string userID = resultDictionary.GetValueOrDefault<string>(LoginResult.UserIdKey);
string accessToken = resultDictionary.GetValueOrDefault<string>(LoginResult.AccessTokenKey);
DateTime expiration = Utilities.ParseExpirationDateFromResult(resultDictionary);
ICollection<string> permissions = Utilities.ParsePermissionFromResult(resultDictionary);
DateTime? lastRefresh = Utilities.ParseLastRefreshFromResult(resultDictionary);
string graphDomain = resultDictionary.GetValueOrDefault<string>(LoginResult.GraphDomain);
return new AccessToken(
accessToken,
userID,
expiration,
permissions,
lastRefresh,
graphDomain);
}
public static AuthenticationToken ParseAuthenticationTokenFromResult(IDictionary<string, object> resultDictionary)
{
string tokenString = resultDictionary.GetValueOrDefault<string>(LoginResult.AuthTokenString);
string nonce = resultDictionary.GetValueOrDefault<string>(LoginResult.AuthNonce);
return new AuthenticationToken(tokenString, nonce);
}
public static string ToStringNullOk(this object obj)
{
if (obj == null)
{
return "null";
}
return obj.ToString();
}
// Use this instead of reflection to avoid crashing at
// runtime due to Unity's stripping
public static string FormatToString(
string baseString,
string className,
IDictionary<string, string> propertiesAndValues)
{
StringBuilder sb = new StringBuilder();
if (baseString != null)
{
sb.Append(baseString);
}
sb.AppendFormat("\n{0}:", className);
foreach (var kvp in propertiesAndValues)
{
string value = kvp.Value != null ? kvp.Value : "null";
sb.AppendFormat("\n\t{0}: {1}", kvp.Key, value);
}
return sb.ToString();
}
private static DateTime ParseExpirationDateFromResult(IDictionary<string, object> resultDictionary)
{
DateTime expiration;
if (Constants.IsWeb)
{
// For canvas we get back the time as seconds since now instead of in epoch time.
long timeTillExpiration = resultDictionary.GetValueOrDefault<long>(LoginResult.ExpirationTimestampKey);
expiration = DateTime.UtcNow.AddSeconds(timeTillExpiration);
}
else
{
string expirationStr = resultDictionary.GetValueOrDefault<string>(LoginResult.ExpirationTimestampKey);
int expiredTimeSeconds;
if (int.TryParse(expirationStr, out expiredTimeSeconds) && expiredTimeSeconds > 0)
{
expiration = Utilities.FromTimestamp(expiredTimeSeconds);
}
else
{
expiration = DateTime.MaxValue;
}
}
return expiration;
}
private static DateTime? ParseLastRefreshFromResult(IDictionary<string, object> resultDictionary)
{
string lastRefreshStr = resultDictionary.GetValueOrDefault<string>(LoginResult.LastRefreshKey, false);
int lastRefresh;
if (int.TryParse(lastRefreshStr, out lastRefresh) && lastRefresh > 0)
{
return Utilities.FromTimestamp(lastRefresh);
}
else
{
return null;
}
}
private static ICollection<string> ParsePermissionFromResult(IDictionary<string, object> resultDictionary)
{
string permissions;
IEnumerable<object> permissionList;
// For permissions we can get the result back in either a comma separated string or
// a list depending on the platform.
if (resultDictionary.TryGetValue(LoginResult.PermissionsKey, out permissions))
{
permissionList = permissions.Split(',');
}
else if (!resultDictionary.TryGetValue(LoginResult.PermissionsKey, out permissionList))
{
permissionList = new string[0];
FacebookLogger.Warn("Failed to find parameter '{0}' in login result", LoginResult.PermissionsKey);
}
return permissionList.Select(permission => permission.ToString()).ToList();
}
public static IList<Product> ParseCatalogFromResult(IDictionary<string, object> resultDictionary)
{
object catalogObject;
IList<Product> products = new List<Product>();
if (resultDictionary.TryGetValue("success", out catalogObject))
{
IList<object> deserializedCatalogObject = (IList<object>) MiniJSON.Json.Deserialize(catalogObject as string);
foreach (IDictionary<string, object> product in deserializedCatalogObject) {
products.Add(ParseProductFromCatalogResult(product));
}
return products;
}
else
{
return null;
}
}
public static Product ParseProductFromCatalogResult(IDictionary<string, object> product, bool isWindows = false)
{
string title = product["title"].ToStringNullOk();
string productID = product[isWindows ? "product_id" : "productID"].ToStringNullOk();
string description = product.ContainsKey("description") ? product["description"].ToStringNullOk():"";
string imageURI = product.ContainsKey(isWindows ? "image_uri" : "imageURI") ? product[isWindows ? "image_uri" : "imageURI"].ToStringNullOk() : "";
string price = product["price"].ToStringNullOk();
double? priceAmount = product.ContainsKey(isWindows ? "price_amount" : "priceAmount") ? (double?)Convert.ToDouble(product[isWindows ? "price_amount" : "priceAmount"]) : null;
string priceCurrencyCode = product[isWindows ? "price_currency_code" : "priceCurrencyCode"].ToStringNullOk();
return new Product(title, productID, description, imageURI, price, priceAmount, priceCurrencyCode);
}
public static IList<SubscribableProduct> ParseSubscribableCatalogFromResult(IDictionary<string, object> resultDictionary)
{
object catalogObject;
IList<SubscribableProduct> subscribableProducts = new List<SubscribableProduct>();
if (resultDictionary.TryGetValue("success", out catalogObject))
{
IList<object> deserializedCatalogObject = (IList<object>) MiniJSON.Json.Deserialize(catalogObject as string);
foreach (IDictionary<string, object> subscribableProduct in deserializedCatalogObject) {
subscribableProducts.Add(ParseSubscribableProductFromCatalogResult(subscribableProduct));
}
return subscribableProducts;
}
else
{
return null;
}
}
public static SubscribableProduct ParseSubscribableProductFromCatalogResult(IDictionary<string, object> product, bool isWindows = false)
{
string title = product["title"].ToStringNullOk();
string productID = product[isWindows ? "product_id" : "productID"].ToStringNullOk();
string description = product.ContainsKey("description") ? product["description"].ToStringNullOk():"";
string imageURI = product.ContainsKey(isWindows ? "image_uri" : "imageURI") ? product[isWindows ? "image_uri" : "imageURI"].ToStringNullOk() : "";
string price = product["price"].ToStringNullOk();
double? priceAmount = product.ContainsKey(isWindows ? "price_amount" : "priceAmount") ? (double?)product[isWindows ? "price_amount" : "priceAmount"] : null;
string priceCurrencyCode = product[isWindows ? "price_currency_code" : "priceCurrencyCode"].ToStringNullOk();
string subscriptionTerm = product[isWindows ? "subscription_term" : "subscriptionTerm"].ToStringNullOk();
return new SubscribableProduct(title, productID, description, imageURI, price, priceAmount, priceCurrencyCode, subscriptionTerm);
}
public static IList<Purchase> ParsePurchasesFromResult(IDictionary<string, object> resultDictionary)
{
object purchasesObject;
IList<Purchase> purchases = new List<Purchase>();
if (resultDictionary.TryGetValue("success", out purchasesObject))
{
IList<object> deserializedPurchasesObject = (IList<object>) MiniJSON.Json.Deserialize(purchasesObject as string);
foreach (IDictionary<string, object> purchase in (List<object>) deserializedPurchasesObject) {
purchases.Add(ParsePurchaseFromDictionary(purchase));
}
return purchases;
}
else
{
return null;
}
}
public static Purchase ParsePurchaseFromResult(IDictionary<string, object> resultDictionary)
{
object purchaseObject;
if (resultDictionary.TryGetValue("success", out purchaseObject))
{
IDictionary<string, object> deserializedPurchaseObject = (IDictionary<string, object>) MiniJSON.Json.Deserialize(purchaseObject as string);
return ParsePurchaseFromDictionary(deserializedPurchaseObject);
}
else
{
return null;
}
}
public static IList<Subscription> ParseSubscriptionsFromResult(IDictionary<string, object> resultDictionary)
{
object subscriptionsObject;
IList<Subscription> subscriptions = new List<Subscription>();
if (resultDictionary.TryGetValue("success", out subscriptionsObject))
{
IList<object> deserializedSubscriptionsObject = (IList<object>) MiniJSON.Json.Deserialize(subscriptionsObject as string);
foreach (IDictionary<string, object> subscription in (List<object>) deserializedSubscriptionsObject) {
subscriptions.Add(ParseSubscriptionFromDictionary(subscription));
}
return subscriptions;
}
else
{
return null;
}
}
public static Subscription ParseSubscriptionFromResult(IDictionary<string, object> resultDictionary)
{
object subscriptionObject;
if (resultDictionary.TryGetValue("success", out subscriptionObject))
{
IDictionary<string, object> deserializedSubscriptionObject = (IDictionary<string, object>) MiniJSON.Json.Deserialize(subscriptionObject as string);
return ParseSubscriptionFromDictionary(deserializedSubscriptionObject);
}
else
{
return null;
}
}
public static Purchase ParsePurchaseFromDictionary(IDictionary<string, object> purchase, bool isWindows = false) {
bool isConsumed = false;
if ( !purchase.TryGetValue(isWindows ? "is_consumed" : "isConsumed", out isConsumed)) // compatibility with Graph API 11 or higher
{
purchase.TryGetValue(isWindows ? "consumed" : "isConsumed", out isConsumed); // compatibility with Graph API 10 or lower
}
string developerPayload = purchase.ContainsKey(isWindows ? "developer_payload" : "developerPayload") ? purchase[isWindows ? "developer_payload" : "developerPayload"].ToStringNullOk() : "";
string paymentActionType = "charge";
if (purchase.ContainsKey("payment_action_type") || purchase.ContainsKey("paymentActionType"))
{
paymentActionType = purchase[isWindows ? "payment_action_type" : "paymentActionType"].ToStringNullOk();
}
string paymentID = purchase[isWindows ? "payment_id" : "paymentID"].ToStringNullOk();
string productID = purchase[isWindows ? "product_id" : "productID"].ToStringNullOk();
IDictionary<string, object> purchasePrice = new Dictionary<string, object>();
if (purchase.ContainsKey("purchase_price") || purchase.ContainsKey("purchasePrice"))
{
purchasePrice = (IDictionary<string, object>)purchase[isWindows ? "purchase_price" : "purchasePrice"];
}
else
{
purchasePrice.Add("amount", "1.11");
purchasePrice.Add("currency", "USD");
}
long purchaseTime;
if (isWindows)
{
purchase.TryGetValue("purchase_time", out purchaseTime);
}
else
{
purchase.TryGetValue("purchaseTime", out purchaseTime);
}
string purchaseToken = purchase[isWindows ? "purchase_token" : "purchaseToken"].ToStringNullOk();
string signedRequest = purchase[isWindows ? "signed_request" : "signedRequest"].ToStringNullOk();
string purchasePlatform = purchase[isWindows ? "purchase_platform" : "purchasePlatform"].ToStringNullOk();
return new Purchase(developerPayload, isConsumed, paymentActionType, paymentID, productID, purchasePlatform, purchasePrice, purchaseTime, purchaseToken, signedRequest);
}
public static Subscription ParseSubscriptionFromDictionary(IDictionary<string, object> subscription, bool isWindows = false) {
long deactivationTime;
subscription.TryGetValue(isWindows ? "deactivation_time" : "deactivationTime", out deactivationTime);
bool isEntitlementActive;
subscription.TryGetValue(isWindows ? "is_entitlement_active" : "isEntitlementActive", out isEntitlementActive); // compatibility with Graph API 10 or lower
long periodStartTime;
subscription.TryGetValue(isWindows ? "period_start_time" : "periodStartTime", out periodStartTime);
long periodEndTime;
subscription.TryGetValue(isWindows ? "period_end_time" : "period_end_time", out periodEndTime);
string productID = subscription[isWindows ? "product_id" : "productID"].ToStringNullOk();
long purchaseTime;
subscription.TryGetValue(isWindows ? "purchase_time" : "purchaseTime", out purchaseTime);
IDictionary<string, object> purchasePrice = new Dictionary<string, object>();
purchasePrice = (IDictionary<string, object>)subscription[isWindows ? "purchase_price" : "purchasePrice"];
string purchasePlatform = subscription[isWindows ? "purchase_platform" : "purchasePlatform"].ToStringNullOk();
string purchaseToken = subscription[isWindows ? "purchase_token" : "purchaseToken"].ToStringNullOk();
string status = subscription["status"].ToStringNullOk();
string signedRequest = subscription[isWindows ? "signed_request" : "signedRequest"].ToStringNullOk();
string subscriptionTerm = subscription[isWindows ? "subscription_term" : "subscriptionTerm"].ToStringNullOk();
return new Subscription(deactivationTime, isEntitlementActive, periodStartTime, periodEndTime, productID, purchasePlatform, purchasePrice, purchaseTime, purchaseToken, signedRequest, status, subscriptionTerm);
}
public static IDictionary<string, string> ParseStringDictionaryFromString(string input) {
Dictionary<string, object> dict = MiniJSON.Json.Deserialize(input) as Dictionary<string, object>;
if (dict == null || dict.Count == 0) {
return null;
}
IDictionary<string, string> result = new Dictionary<string, string>();
foreach (KeyValuePair<string, object> kvp in dict)
{
result.Add(kvp.Key, kvp.Value != null ? kvp.Value.ToString() : "");
}
return result;
}
// key parameter is the key whose value is the inner dictionary that will be parsed
public static IDictionary<string, string> ParseInnerStringDictionary(IDictionary<string, object> resultDictionary, string key)
{
object resultObject;
if (resultDictionary.TryGetValue(key, out resultObject))
{
return ParseStringDictionaryFromString(resultObject as string);
}
else
{
return null;
}
}
public static DateTime FromTimestamp(int timestamp)
{
return new DateTime(1970, 1, 1, 0, 0, 0, 0).AddSeconds(timestamp);
}
}
}
| 500 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
internal interface IWindowsFacebook : IPayFacebook, IFacebook
{
void SetVirtualGamepadLayout(string layout, FacebookDelegate<IVirtualGamepadLayoutResult> callback);
void SetSoftKeyboardOpen(bool open, FacebookDelegate<ISoftKeyboardOpenResult> callback);
void CreateReferral(string payload, FacebookDelegate<IReferralsCreateResult> callback);
void GetDataReferral(FacebookDelegate<IReferralsGetDataResult> callback);
}
}
| 34 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
internal interface IWindowsFacebookImplementation : IWindowsFacebook, IWindowsFacebookResultHandler
{
void Tick();
void Deinit();
}
}
| 30 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
internal interface IWindowsFacebookResultHandler : IFacebookResultHandler
{
}
}
| 27 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
using System;
using System.Collections.Generic;
internal interface IWindowsWrapper
{
bool Init(string appId, string clientToken);
void LogInWithScopes(IEnumerable<string> scope, string callbackId, CallbackManager callbackManager);
bool IsLoggedIn();
void LogOut();
void Tick();
void Deinit();
void GetCatalog(string callbackId, CallbackManager callbackManager);
void GetPurchases(string callbackId, CallbackManager callbackManager);
void Purchase(string productID, string developerPayload, string callbackId, CallbackManager callbackManager);
void ConsumePurchase(string productToken, string callbackId, CallbackManager callbackManager);
void CurrentProfile(string callbackId, CallbackManager callbackManager);
void LoadInterstitialAd(string placementID, string callbackId, CallbackManager callbackManager);
void ShowInterstitialAd(string placementID, string callbackId, CallbackManager callbackManager);
void LoadRewardedVideo(string placementID, string callbackId, CallbackManager callbackManager);
void ShowRewardedVideo(string placementID, string callbackId, CallbackManager callbackManager);
void OpenFriendFinderDialog(string callbackId, CallbackManager callbackManager);
void GetFriendFinderInvitations(string callbackId, CallbackManager callbackManager);
void DeleteFriendFinderInvitation(string invitationId, string callbackId, CallbackManager callbackManager);
void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, string callbackId, CallbackManager callbackManager);
void PostSessionScore(int score, string callbackId, CallbackManager callbackManager);
void PostTournamentScore(int score, string callbackId, CallbackManager callbackManager);
void GetTournament(string callbackId, CallbackManager callbackManager);
void ShareTournament(int score, Dictionary<string, string> data, string callbackId, CallbackManager callbackManager);
void CreateTournament(int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, string callbackId, CallbackManager callbackManager);
void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, string callbackId, string travelId, CallbackManager callbackManager);
void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, string callbackId, string travelId, CallbackManager callbackManager);
void SetVirtualGamepadLayout(string layout, string callbackId, CallbackManager callbackManager);
void GetUserLocale(string callbackId, CallbackManager callbackManager);
void SetSoftKeyboardOpen(bool open, string callbackId, CallbackManager callbackManager);
void CreateReferral(string payload, string callbackId, CallbackManager callbackManager);
void GetDataReferral(string callbackId, CallbackManager callbackManager);
}
}
| 91 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
using System;
using System.Collections.Generic;
using System.Reflection;
internal sealed class WindowsFacebook : FacebookBase,
IWindowsFacebookImplementation
{
private string appId;
private IWindowsWrapper windowsWrapper;
public WindowsFacebook() : this(GetWindowsWrapper(), new CallbackManager())
{
}
public WindowsFacebook(IWindowsWrapper windowsWrapper, CallbackManager callbackManager) : base(callbackManager)
{
this.windowsWrapper = windowsWrapper;
}
public delegate void OnComplete(ResultContainer resultContainer);
public override bool LimitEventUsage { get; set; }
public override string SDKName
{
get
{
return "FBWindowsSDK";
}
}
public override string SDKVersion
{
get
{
return "1.0.15";
}
}
public void Init(
string appId,
string clientToken,
HideUnityDelegate hideUnityDelegate,
InitDelegate onInitComplete)
{
this.appId = appId;
Initialized = this.windowsWrapper.Init(appId, clientToken);
onInitComplete.Invoke();
}
public override void LogInWithPublishPermissions(IEnumerable<string> scope, FacebookDelegate<ILoginResult> callback)
{
this.windowsWrapper.LogInWithScopes(scope, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void LogInWithReadPermissions(IEnumerable<string> scope, FacebookDelegate<ILoginResult> callback)
{
this.windowsWrapper.LogInWithScopes(scope, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void LogOut()
{
this.windowsWrapper.LogOut();
}
public override bool LoggedIn
{
get
{
return this.windowsWrapper.IsLoggedIn();
}
}
public override void ActivateApp(string appId = null)
{
this.AppEventsLogEvent(
AppEventName.ActivatedApp,
null,
new Dictionary<string, object>());
}
public override void AppEventsLogEvent(string logEvent, float? valueToSum, Dictionary<string, object> parameters)
{
var appEventParameters = parameters != null ? parameters : new Dictionary<string, object>();
appEventParameters.Add("_eventName", logEvent);
if (valueToSum.HasValue)
{
appEventParameters.Add("_valueToSum", valueToSum.Value);
}
var formData = new Dictionary<string, string>
{
{ "event", "CUSTOM_APP_EVENTS" },
{ "application_tracking_enabled", "0" },
{ "advertiser_tracking_enabled", "0" },
{ "custom_events", string.Format("[{0}]", MiniJSON.Json.Serialize(appEventParameters)) },
};
FB.API(
string.Format("{0}/activities", this.appId),
HttpMethod.POST,
null,
formData);
}
public override void AppEventsLogPurchase(
float logPurchase,
string currency,
Dictionary<string, object> parameters)
{
if (parameters == null)
{
parameters = new Dictionary<string, object>();
}
parameters.Add("currency", currency);
this.AppEventsLogEvent(
AppEventName.Purchased,
logPurchase,
parameters);
}
public override void GetCatalog(FacebookDelegate<ICatalogResult> callback)
{
this.windowsWrapper.GetCatalog(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void GetPurchases(FacebookDelegate<IPurchasesResult> callback)
{
this.windowsWrapper.GetPurchases(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "")
{
this.windowsWrapper.Purchase(productID, developerPayload, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback)
{
this.windowsWrapper.ConsumePurchase(productToken, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback)
{
throw new NotImplementedException();
}
public override void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback)
{
throw new NotImplementedException();
}
public override void PurchaseSubscription(string productID, FacebookDelegate<ISubscriptionResult> callback)
{
throw new NotImplementedException();
}
public override void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback)
{
throw new NotImplementedException();
}
public override void CurrentProfile(FacebookDelegate<IProfileResult> callback)
{
this.windowsWrapper.CurrentProfile(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
this.windowsWrapper.LoadInterstitialAd(placementID, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
this.windowsWrapper.ShowInterstitialAd(placementID, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
this.windowsWrapper.LoadRewardedVideo(placementID, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
this.windowsWrapper.ShowRewardedVideo(placementID, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback)
{
this.windowsWrapper.OpenFriendFinderDialog(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback)
{
this.windowsWrapper.GetFriendFinderInvitations(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback)
{
this.windowsWrapper.DeleteFriendFinderInvitation(invitationId, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback)
{
this.windowsWrapper.ScheduleAppToUserNotification(title, body, media, timeInterval, payload, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback)
{
this.windowsWrapper.PostSessionScore(score, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback)
{
this.windowsWrapper.PostTournamentScore(score, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void GetTournament(FacebookDelegate<ITournamentResult> callback)
{
this.windowsWrapper.GetTournament(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback)
{
this.windowsWrapper.ShareTournament(score,data,this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void CreateTournament(int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback)
{
this.windowsWrapper.CreateTournament(initialScore, title, imageBase64DataUrl, sortOrder, scoreFormat, data, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public new void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback)
{
this.windowsWrapper.UploadImageToMediaLibrary(caption,imageUri, shouldLaunchMediaDialog, travelId, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public new void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback)
{
this.windowsWrapper.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, travelId, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
this.windowsWrapper.UploadImageToMediaLibrary(caption, imageUri, shouldLaunchMediaDialog, "", this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
this.windowsWrapper.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, "", this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public override void GetUserLocale(FacebookDelegate<ILocaleResult> callback)
{
this.windowsWrapper.GetUserLocale(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
private static IWindowsWrapper GetWindowsWrapper()
{
Assembly assembly = Assembly.Load("Facebook.Unity.Windows");
Type type = assembly.GetType("Facebook.Unity.Windows.WindowsWrapper");
IWindowsWrapper windowsWrapper = (IWindowsWrapper)Activator.CreateInstance(type);
return windowsWrapper;
}
// Only Windows SDK
public void Tick()
{
this.windowsWrapper.Tick();
}
public void Deinit()
{
this.windowsWrapper.Deinit();
}
public void SetVirtualGamepadLayout(string layout, FacebookDelegate<IVirtualGamepadLayoutResult> callback)
{
this.windowsWrapper.SetVirtualGamepadLayout(layout, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public void SetSoftKeyboardOpen(bool open, FacebookDelegate<ISoftKeyboardOpenResult> callback)
{
this.windowsWrapper.SetSoftKeyboardOpen(open, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public void CreateReferral(string payload, FacebookDelegate<IReferralsCreateResult> callback)
{
this.windowsWrapper.CreateReferral(payload, this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
public void GetDataReferral(FacebookDelegate<IReferralsGetDataResult> callback)
{
this.windowsWrapper.GetDataReferral(this.CallbackManager.AddFacebookDelegate(callback), this.CallbackManager);
}
// Not supported by Windows SDK
public override void AppRequest(string message, OGActionType? actionType, string objectId, IEnumerable<string> to, IEnumerable<object> filters, IEnumerable<string> excludeIds, int? maxRecipients, string data, string title, FacebookDelegate<IAppRequestResult> callback)
{
throw new NotSupportedException();
}
public override void OnAppRequestsComplete(ResultContainer resultContainer)
{
throw new NotSupportedException();
}
public override void OnLoginComplete(ResultContainer resultContainer)
{
throw new NotSupportedException();
}
public override void FeedShare(string toId, Uri link, string linkName, string linkCaption, string linkDescription, Uri picture, string mediaSource, FacebookDelegate<IShareResult> callback)
{
throw new NotSupportedException();
}
public override void ShareLink(Uri contentURL, string contentTitle, string contentDescription, Uri photoURL, FacebookDelegate<IShareResult> callback)
{
throw new NotSupportedException();
}
public override void GetAppLink(FacebookDelegate<IAppLinkResult> callback)
{
throw new NotSupportedException();
}
public override void OnShareLinkComplete(ResultContainer resultContainer)
{
throw new NotSupportedException();
}
public override void OnGetAppLinkComplete(ResultContainer resultContainer)
{
throw new NotSupportedException();
}
public void Pay(string product, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback)
{
throw new NotSupportedException();
}
public void PayWithProductId(string productId, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback)
{
throw new NotSupportedException();
}
public void PayWithProductId(string productId, string action, string developerPayload, string testCurrency, FacebookDelegate<IPayResult> callback)
{
throw new NotSupportedException();
}
public override Profile CurrentProfile()
{
throw new NotSupportedException();
}
}
}
| 370 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
using System.Collections;
internal class WindowsFacebookGameObject : FacebookGameObject, IFacebookCallbackHandler
{
protected IWindowsFacebookImplementation WindowsFacebookImpl
{
get
{
return (IWindowsFacebookImplementation)this.Facebook;
}
}
protected override void OnAwake()
{
}
public void Update()
{
this.WindowsFacebookImpl.Tick();
}
public void OnDestroy()
{
this.WindowsFacebookImpl.Deinit();
}
}
}
| 49 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Windows
{
internal class WindowsFacebookLoader : FB.CompiledFacebookLoader
{
protected override FacebookGameObject FBGameObject
{
get
{
WindowsFacebookGameObject windowsFB = ComponentFactory.GetComponent<WindowsFacebookGameObject>();
if (windowsFB.Facebook == null)
{
windowsFB.Facebook = new WindowsFacebook();
}
return windowsFB;
}
}
}
}
| 40 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Android
{
using Facebook.Unity.Mobile.Android;
using UnityEngine;
internal class AndroidWrapper : IAndroidWrapper
{
private const string FacebookJavaClassName = "com.facebook.unity.FB";
private AndroidJavaClass facebookJavaClass = new AndroidJavaClass(FacebookJavaClassName);
public T CallStatic<T>(string methodName)
{
return this.facebookJavaClass.CallStatic<T>(methodName);
}
public void CallStatic(string methodName, params object[] args)
{
this.facebookJavaClass.CallStatic(methodName, args);
}
}
}
| 42 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Reflection;
using System.Runtime.CompilerServices;
[assembly: AssemblyVersion("16.0.1")]
| 25 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Android
{
public class AndroidWrapper
{
}
}
| 27 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Reflection;
using System.Runtime.CompilerServices;
[assembly: AssemblyVersion("16.0.1")]
| 25 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Canvas
{
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
internal class CanvasJSWrapper : ICanvasJSWrapper
{
public string GetSDKVersion()
{
return Constants.GraphApiVersion;
}
public void DisableFullScreen()
{
if (Screen.fullScreen)
{
Screen.fullScreen = false;
}
}
public void Init(string connectFacebookUrl, string locale, int debug, string initParams, int status)
{
init(connectFacebookUrl, locale, debug, initParams, status);
}
public void Login(IEnumerable<string> scope, string callback_id)
{
login(MiniJSON.Json.Serialize(scope), callback_id);
}
public void Logout() {
logout();
}
public void ActivateApp() {
activateApp();
}
public void LogAppEvent(string eventName, float? valueToSum, string parameters) {
logAppEvent(eventName, valueToSum.GetValueOrDefault(), parameters);
}
public void LogPurchase(float purchaseAmount, string currency, string parameters) {
logPurchase(purchaseAmount, currency, parameters);
}
public void Ui(string x, string uid, string callbackMethodName) {
ui(x, uid, callbackMethodName);
}
public void InitScreenPosition() {
initScreenPosition();
}
[DllImport("__Internal")]
private static extern void init(string connectFacebookUrl, string locale, int debug, string initParams, int status);
[DllImport("__Internal")]
private static extern void login(string scope, string callback_id);
[DllImport("__Internal")]
private static extern void logout();
[DllImport("__Internal")]
private static extern void activateApp();
[DllImport("__Internal")]
private static extern void logAppEvent(string eventName, float valueToSum, string parameters);
[DllImport("__Internal")]
private static extern void logPurchase(float purchaseAmount, string currency, string parameters);
[DllImport("__Internal")]
private static extern void ui(string x, string uid, string callbackMethodName);
[DllImport("__Internal")]
private static extern void initScreenPosition();
}
}
| 101 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Reflection;
using System.Runtime.CompilerServices;
[assembly: AssemblyVersion("16.0.1")]
| 25 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Editor
{
using System.Globalization;
using System.IO;
using UnityEditor;
using UnityEngine;
internal class FacebookBuild
{
private const string FacebookPath = "Assets/FacebookSDK/";
private const string SDKPath = "Assets/FacebookSDK/SDK/";
private const string ExamplesPath = "Assets/FacebookSDK/Examples/";
private const string PluginsPath = "Assets/FacebookSDK/Plugins/";
private const string StreamingAssetsPath = "Assets/StreamingAssets/";
private const string ExternalDependencyManagerPath = "Assets/ExternalDependencyManager/";
private const string EditorPath = "Assets/Editor/";
public enum Target
{
DEBUG,
RELEASE
}
private static string PackageName
{
get
{
return string.Format(
CultureInfo.InvariantCulture,
"facebook-unity-sdk-{0}.unitypackage",
FacebookSdkVersion.Build);
}
}
private static string OutputPath
{
get
{
DirectoryInfo projectRoot = Directory.GetParent(Directory.GetCurrentDirectory());
var outputDirectory = new DirectoryInfo(Path.Combine(projectRoot.FullName, "out"));
// Create the directory if it doesn't exist
outputDirectory.Create();
return Path.Combine(outputDirectory.FullName, FacebookBuild.PackageName);
}
}
// Exporting the *.unityPackage for Asset store
public static string ExportPackage()
{
Debug.Log("Exporting Facebook Unity Package...");
string path = OutputPath;
try
{
if (!File.Exists(Path.Combine(Application.dataPath, "Temp")))
{
AssetDatabase.CreateFolder("Assets", "Temp");
}
AssetDatabase.MoveAsset(SDKPath + "Resources/FacebookSettings.asset", "Assets/Temp/FacebookSettings.asset");
AssetDatabase.DeleteAsset(PluginsPath + "Android/AndroidManifest.xml");
AssetDatabase.DeleteAsset(PluginsPath + "Android/AndroidManifest.xml.meta");
string[] facebookFiles = (string[])Directory.GetFiles(FacebookPath, "*.*", SearchOption.TopDirectoryOnly);
string[] sdkFiles = (string[])Directory.GetFiles(SDKPath, "*.*", SearchOption.AllDirectories);
string[] exampleFiles = (string[])Directory.GetFiles(ExamplesPath, "*.*", SearchOption.AllDirectories);
string[] pluginsFiles = (string[])Directory.GetFiles(PluginsPath, "*.*", SearchOption.AllDirectories);
string[] streamingAssetsFiles = (string[])Directory.GetFiles(StreamingAssetsPath, "*.*", SearchOption.AllDirectories);
string[] externalDependencyManagerFiles = (string[])Directory.GetFiles(ExternalDependencyManagerPath, "*.*", SearchOption.AllDirectories);
string[] editorFiles = (string[])Directory.GetFiles(EditorPath, "*.*", SearchOption.AllDirectories);
string[] files = new string[facebookFiles.Length + sdkFiles.Length + exampleFiles.Length + pluginsFiles.Length + streamingAssetsFiles.Length + externalDependencyManagerFiles.Length + editorFiles.Length];
facebookFiles.CopyTo(files, 0);
sdkFiles.CopyTo(files, facebookFiles.Length);
exampleFiles.CopyTo(files, sdkFiles.Length + facebookFiles.Length);
pluginsFiles.CopyTo(files, sdkFiles.Length + facebookFiles.Length + exampleFiles.Length);
streamingAssetsFiles.CopyTo(files, sdkFiles.Length + facebookFiles.Length + exampleFiles.Length + pluginsFiles.Length);
externalDependencyManagerFiles.CopyTo(files, sdkFiles.Length + facebookFiles.Length + exampleFiles.Length + pluginsFiles.Length + streamingAssetsFiles.Length);
editorFiles.CopyTo(files, sdkFiles.Length + facebookFiles.Length + exampleFiles.Length + pluginsFiles.Length + streamingAssetsFiles.Length + externalDependencyManagerFiles.Length);
AssetDatabase.ExportPackage(
files,
path,
ExportPackageOptions.IncludeDependencies | ExportPackageOptions.Recurse);
}
finally
{
// Move files back no matter what
AssetDatabase.MoveAsset("Assets/Temp/FacebookSettings.asset", SDKPath + "Resources/FacebookSettings.asset");
AssetDatabase.DeleteAsset("Assets/Temp");
// regenerate the manifest
ManifestMod.GenerateManifest();
}
Debug.Log("Finished exporting!");
return path;
}
}
}
| 123 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/// <summary>
/// Facebook console endpoint. This endpoint exposes some internal functionality
/// that can be called with unity from the command line. This class is public and static
/// outside of a namespace to enable it to be called by unity.
/// </summary>
using Facebook.Unity.Editor;
public static class FacebookConsoleEndpoint
{
public static void ExportPackage()
{
FacebookBuild.ExportPackage();
}
}
| 35 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Editor
{
using UnityEditor;
using UnityEngine;
public class FacebookImporter : AssetPostprocessor
{
private enum WindowsArchitecture
{
x86,
x86_64,
both
}
private static string currentAsset = "";
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string str in importedAssets)
{
currentAsset=str;
SetCanvasDllConfiguration("/Facebook.Unity.Canvas.dll");
SetCanvasDllConfiguration("/CanvasJSSDKBindings.jslib");
SetAndroidDllConfiguration("/Facebook.Unity.Android.dll");
SetAndroidDllConfiguration("/libs/facebook-android-wrapper-15.0.0.aar");
SetiOSDllConfiguration("/Facebook.Unity.IOS.dll");
SetiOSEditorSwiftConfiguration("/FBSDKShareTournamentDialog.swift");
SetiOSEditorSwiftConfiguration("/FBSDKTournament.swift");
SetiOSEditorSwiftConfiguration("/FBSDKTournamentFetcher.swift");
SetiOSEditorSwiftConfiguration("/FBSDKTournamentUpdater.swift");
SetWindowsDllConfiguration("/Facebook.Unity.Windows.dll", WindowsArchitecture.both);
// Windows SDK Dlls x84 and x64
SetWindowsDllConfiguration("/LibFBGManaged.dll", WindowsArchitecture.both);
SetWindowsDllConfiguration("/XInputDotNetPure.dll", WindowsArchitecture.both);
// Windows SDK Dlls only x84
SetWindowsDllConfiguration("/x86/LibFBGPlatform.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/cpprest_2_10.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/libcrypto-3.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/libcurl.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/LibFBGUI.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/libssl-3.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/tinyxml2.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/WebView2Loader.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/XInputInterface.dll", WindowsArchitecture.x86);
SetWindowsDllConfiguration("/x86/zlib1.dll", WindowsArchitecture.x86);
// Windows SDK Dlls only x64
SetWindowsDllConfiguration("/x64/LibFBGPlatform.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/cpprest_2_10.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/libcrypto-3-x64.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/libcurl.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/LibFBGUI.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/libssl-3-x64.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/tinyxml2.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/WebView2Loader.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/XInputInterface.dll", WindowsArchitecture.x86_64);
SetWindowsDllConfiguration("/x64/zlib1.dll", WindowsArchitecture.x86_64);
}
}
private static PluginImporter GetPluginImporter(string path)
{
string sdkAsset="Assets"+path;
if (currentAsset == sdkAsset)
{
return ((PluginImporter)PluginImporter.GetAtPath(sdkAsset));
}
return null;
}
private static void SetCanvasDllConfiguration(string path)
{
PluginImporter canvasDLL = GetPluginImporter("/FacebookSDK/Plugins/Canvas" + path);
if (canvasDLL)
{
canvasDLL.ClearSettings();
canvasDLL.SetCompatibleWithAnyPlatform(false);
canvasDLL.SetCompatibleWithEditor(true);
canvasDLL.SetCompatibleWithPlatform(BuildTarget.WebGL, true);
}
}
private static void SetAndroidDllConfiguration(string path)
{
PluginImporter androidDLL = GetPluginImporter("/FacebookSDK/Plugins/Android" + path);
if (androidDLL)
{
androidDLL.ClearSettings();
androidDLL.SetCompatibleWithAnyPlatform(false);
androidDLL.SetCompatibleWithEditor(true);
androidDLL.SetCompatibleWithPlatform(BuildTarget.Android, true);
}
}
private static void SetiOSDllConfiguration(string path)
{
PluginImporter iOSDLL = GetPluginImporter("/FacebookSDK/Plugins/iOS" + path);
if (iOSDLL)
{
iOSDLL.ClearSettings();
iOSDLL.SetCompatibleWithAnyPlatform(false);
iOSDLL.SetCompatibleWithPlatform(BuildTarget.iOS, true);
}
}
private static void SetiOSEditorSwiftConfiguration(string path)
{
PluginImporter iOSDLL = GetPluginImporter("/FacebookSDK/SDK/Editor/iOS/Swift" + path);
if (iOSDLL)
{
iOSDLL.ClearSettings();
iOSDLL.SetCompatibleWithAnyPlatform(false);
iOSDLL.SetCompatibleWithEditor(true);
iOSDLL.SetCompatibleWithPlatform(BuildTarget.iOS, true);
}
}
private static void SetWindowsDllConfiguration(string path, WindowsArchitecture architecture)
{
PluginImporter windowsDLL = GetPluginImporter("/FacebookSDK/Plugins/Windows" + path);
if (windowsDLL)
{
windowsDLL.ClearSettings();
bool isEditor = architecture == WindowsArchitecture.x86_64 || architecture == WindowsArchitecture.both;
windowsDLL.SetCompatibleWithAnyPlatform(false);
windowsDLL.SetCompatibleWithEditor(isEditor);
windowsDLL.SetCompatibleWithPlatform(BuildTarget.WebGL, false);
windowsDLL.SetCompatibleWithPlatform(BuildTarget.Android, false);
windowsDLL.SetCompatibleWithPlatform(BuildTarget.iOS, false);
switch (architecture)
{
case WindowsArchitecture.x86:
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, true);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows, "CPU", "AnyCPU");
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, false);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows64, "CPU", "none");
break;
case WindowsArchitecture.x86_64:
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, false);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows, "CPU", "none");
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, true);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows64, "CPU", "AnyCPU");
break;
case WindowsArchitecture.both:
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, true);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows, "CPU", "AnyCPU");
windowsDLL.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, true);
windowsDLL.SetPlatformData(BuildTarget.StandaloneWindows64, "CPU", "AnyCPU");
break;
}
}
}
}
}
| 185 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Editor
{
using Facebook.Unity.Settings;
using UnityEditor;
using System;
[InitializeOnLoadAttribute]
public static class PlayModeStateChanged
{
static PlayModeStateChanged()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChange;
}
private static void OnPlayModeStateChange(PlayModeStateChange state)
{
if (state == PlayModeStateChange.EnteredPlayMode)
{
FacebookSettings.EditorBuildTarget = (FacebookSettings.BuildTarget) Enum.Parse(typeof(FacebookSettings.BuildTarget), EditorUserBuildSettings.activeBuildTarget.ToString(), true); ;
}
}
}
}
| 44 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity.Editor
{
using System.IO;
using Facebook.Unity;
using Facebook.Unity.Settings;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
public static class XCodePostProcess
{
[PostProcessBuildAttribute(45)]
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
{
if (target == BuildTarget.iOS)
{
string podFilePath = Path.Combine(buildPath, "Podfile");
if (File.Exists(podFilePath))
{
string contents = File.ReadAllText(podFilePath);
bool isUnityIphoneInPodFile = contents.Contains("Unity-iPhone");
using (StreamWriter sw = File.AppendText(podFilePath))
{
if (!isUnityIphoneInPodFile)
{
sw.WriteLine("target 'Unity-iPhone' do");
sw.WriteLine("end");
}
}
}
else
{
Debug.LogWarning("No podfile created");
}
}
}
[PostProcessBuild(100)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
// If integrating with facebook on any platform, throw a warning if the app id is invalid
if (!FacebookSettings.IsValidAppId)
{
Debug.LogWarning("You didn't specify a Facebook app ID. Please add one using the Facebook menu in the main Unity editor.");
}
// Unity renamed build target from iPhone to iOS in Unity 5, this keeps both versions happy
if (target.ToString() == "iOS" || target.ToString() == "iPhone")
{
UpdatePlist(path);
FixupFiles.FixColdStart(path);
FixupFiles.AddBuildFlag(path);
}
if (target == BuildTarget.Android)
{
// The default Bundle Identifier for Unity does magical things that causes bad stuff to happen
var defaultIdentifier = "com.Company.ProductName";
if (Utility.GetApplicationIdentifier() == defaultIdentifier) {
Debug.LogError ("The default Unity Bundle Identifier (com.Company.ProductName) will not work correctly.");
}
if (!FacebookAndroidUtil.SetupProperly)
{
Debug.LogError("Your Android setup is not correct. See Settings in Facebook menu.");
}
if (!ManifestMod.CheckManifest())
{
// If something is wrong with the Android Manifest, try to regenerate it to fix it for the next build.
ManifestMod.GenerateManifest();
}
}
}
public static void UpdatePlist(string path)
{
const string FileName = "Info.plist";
string appId = FacebookSettings.AppId;
string clientToken = FacebookSettings.ClientToken;
string fullPath = Path.Combine(path, FileName);
if (string.IsNullOrEmpty(appId) || appId.Equals("0"))
{
Debug.LogError("You didn't specify a Facebook app ID. Please add one using the Facebook menu in the main Unity editor.");
return;
}
var facebookParser = new PListParser(fullPath);
facebookParser.UpdateFBSettings(
appId,
clientToken,
FacebookSettings.IosURLSuffix,
FacebookSettings.AppLinkSchemes[FacebookSettings.SelectedAppIndex].Schemes);
facebookParser.WriteToFile();
}
}
}
| 120 |