void UPFServerMoveItemToCharacterFromUser::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->MoveItemToCharacterFromUser(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { OnFailure.Broadcast(); } }
void UPFServerUpdateUserInventoryItemCustomData::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->UpdateUserInventoryItemCustomData(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { OnFailure.Broadcast(); } }
void UPFServerRemoveSharedGroupMembers::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->RemoveSharedGroupMembers(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { OnFailure.Broadcast(); } }
void UPFServerGetPlayFabIDsFromFacebookIDs::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->GetPlayFabIDsFromFacebookIDs(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { FBPServerGetPlayFabIDsFromFacebookIDsResult BPResult; OnFailure.Broadcast(BPResult); } }
void UPFServerAddUserVirtualCurrency::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->AddUserVirtualCurrency(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { FBPServerModifyUserVirtualCurrencyResult BPResult; OnFailure.Broadcast(BPResult); } }
void UPFServerWriteCharacterEvent::Activate() { // grab the module, so we can get a valid pointer to the client API PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI(); bool CallResult = false; if(ServerAPI.IsValid()) { CallResult = ServerAPI->WriteCharacterEvent(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { FBPServerWriteEventResponse BPResult; OnFailure.Broadcast(BPResult); } }