Files
tysdk-intergration/sdk-intergration/LocalPackages/PlayFabSDK/Events/PlayFabEventsModels.cs
tech aa5ce1ff5a [U] add PlayFab SDK and SNS login improvements
- Add PlayFabSDK as local package dependency
- Add PlayFabTool.cs for PlayFab API integration
- Implement LoginBySns method in TYSdkFacade
- Add Android SNS login support in SDKManager and UnityBridgeFunc
- Add Build Android With Debug menu option
- Improve exception handling and timeout management

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2025-12-29 16:12:17 +08:00

90 lines
3.4 KiB
C#

#if !DISABLE_PLAYFABENTITY_API
using System;
using System.Collections.Generic;
using PlayFab.SharedModels;
namespace PlayFab.EventsModels
{
/// <summary>
/// Combined entity type and ID structure which uniquely identifies a single entity.
/// </summary>
[Serializable]
public class EntityKey : PlayFabBaseModel
{
/// <summary>
/// Unique ID of the entity.
/// </summary>
public string Id;
/// <summary>
/// Entity type. See https://docs.microsoft.com/gaming/playfab/features/data/entities/available-built-in-entity-types
/// </summary>
public string Type;
}
[Serializable]
public class EventContents : PlayFabBaseModel
{
/// <summary>
/// The optional custom tags associated with the event (e.g. build number, external trace identifiers, etc.). Before an
/// event is written, this collection and the base request custom tags will be merged, but not overriden. This enables the
/// caller to specify static tags and per event tags.
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Entity associated with the event. If null, the event will apply to the calling entity.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The namespace in which the event is defined. Allowed namespaces can vary by API.
/// </summary>
public string EventNamespace;
/// <summary>
/// The name of this event.
/// </summary>
public string Name;
/// <summary>
/// The original unique identifier associated with this event before it was posted to PlayFab. The value might differ from
/// the EventId value, which is assigned when the event is received by the server.
/// </summary>
public string OriginalId;
/// <summary>
/// The time (in UTC) associated with this event when it occurred. If specified, this value is stored in the
/// OriginalTimestamp property of the PlayStream event.
/// </summary>
public DateTime? OriginalTimestamp;
/// <summary>
/// Arbitrary data associated with the event. Only one of Payload or PayloadJSON is allowed.
/// </summary>
public object Payload;
/// <summary>
/// Arbitrary data associated with the event, represented as a JSON serialized string. Only one of Payload or PayloadJSON is
/// allowed.
/// </summary>
public string PayloadJSON;
}
[Serializable]
public class WriteEventsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The collection of events to write. Up to 200 events can be written per request.
/// </summary>
public List<EventContents> Events;
}
[Serializable]
public class WriteEventsResponse : PlayFabResultCommon
{
/// <summary>
/// The unique identifiers assigned by the server to the events, in the same order as the events in the request. Only
/// returned if FlushToPlayStream option is true.
/// </summary>
public List<string> AssignedEventIds;
}
}
#endif