RandomGFGoStop/Assets/GooglePlayGames/com.google.play.games/Runtime/Scripts/BasicApi/Nearby/ConnectionResponse.cs

174 lines
6.1 KiB
C#

// <copyright file="ConnectionResponse.cs" company="Google Inc.">
// Copyright (C) 2014 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace GooglePlayGames.BasicApi.Nearby
{
using GooglePlayGames.OurUtils;
/// <summary>
/// Represents a response to a connection request, including status, payload, and identifying information.
/// </summary>
public struct ConnectionResponse
{
private static readonly byte[] EmptyPayload = new byte[0];
/// <summary>
/// Status codes representing the outcome of a connection request.
/// </summary>
public enum Status
{
/// <summary>
/// Indicates that the connection was accepted.
/// </summary>
Accepted,
/// <summary>
/// Indicates that the connection was rejected.
/// </summary>
Rejected,
/// <summary>
/// Indicates that an internal error occurred.
/// </summary>
ErrorInternal,
/// <summary>
/// Indicates that the device is not connected to a network.
/// </summary>
ErrorNetworkNotConnected,
/// <summary>
/// Indicates that the remote endpoint is not connected.
/// </summary>
ErrorEndpointNotConnected,
/// <summary>
/// Indicates that the endpoints are already connected.
/// </summary>
ErrorAlreadyConnected
}
private readonly long mLocalClientId;
private readonly string mRemoteEndpointId;
private readonly Status mResponseStatus;
private readonly byte[] mPayload;
/// <summary>
/// Initializes a new instance of the <see cref="ConnectionResponse"/> struct.
/// </summary>
/// <param name="localClientId">The ID of the local client.</param>
/// <param name="remoteEndpointId">The ID of the remote endpoint.</param>
/// <param name="code">The status of the connection response.</param>
/// <param name="payload">The payload data included with the response.</param>
private ConnectionResponse(long localClientId, string remoteEndpointId, Status code,
byte[] payload)
{
this.mLocalClientId = localClientId;
this.mRemoteEndpointId = Misc.CheckNotNull(remoteEndpointId);
this.mResponseStatus = code;
this.mPayload = Misc.CheckNotNull(payload);
}
/// <summary>
/// Gets the ID of the local client.
/// </summary>
public long LocalClientId
{
get { return mLocalClientId; }
}
/// <summary>
/// Gets the ID of the remote endpoint responding to the connection request.
/// </summary>
public string RemoteEndpointId
{
get { return mRemoteEndpointId; }
}
/// <summary>
/// Gets the status of the connection response.
/// </summary>
public Status ResponseStatus
{
get { return mResponseStatus; }
}
/// <summary>
/// Gets the payload sent with the connection response.
/// </summary>
public byte[] Payload
{
get { return mPayload; }
}
/// <summary>
/// Creates a response indicating the connection was rejected.
/// </summary>
public static ConnectionResponse Rejected(long localClientId, string remoteEndpointId)
{
return new ConnectionResponse(localClientId, remoteEndpointId, Status.Rejected,
EmptyPayload);
}
/// <summary>
/// Creates a response indicating the device is not connected to a network.
/// </summary>
public static ConnectionResponse NetworkNotConnected(long localClientId, string remoteEndpointId)
{
return new ConnectionResponse(localClientId, remoteEndpointId, Status.ErrorNetworkNotConnected,
EmptyPayload);
}
/// <summary>
/// Creates a response indicating an internal error occurred.
/// </summary>
public static ConnectionResponse InternalError(long localClientId, string remoteEndpointId)
{
return new ConnectionResponse(localClientId, remoteEndpointId, Status.ErrorInternal,
EmptyPayload);
}
/// <summary>
/// Creates a response indicating the remote endpoint is not connected.
/// </summary>
public static ConnectionResponse EndpointNotConnected(long localClientId, string remoteEndpointId)
{
return new ConnectionResponse(localClientId, remoteEndpointId, Status.ErrorEndpointNotConnected,
EmptyPayload);
}
/// <summary>
/// Creates a response indicating the connection was accepted with a payload.
/// </summary>
public static ConnectionResponse Accepted(long localClientId, string remoteEndpointId,
byte[] payload)
{
return new ConnectionResponse(localClientId, remoteEndpointId, Status.Accepted,
payload);
}
/// <summary>
/// Creates a response indicating the endpoints are already connected.
/// </summary>
public static ConnectionResponse AlreadyConnected(long localClientId,
string remoteEndpointId)
{
return new ConnectionResponse(localClientId, remoteEndpointId,
Status.ErrorAlreadyConnected,
EmptyPayload);
}
}
}