void UPFServerGetAllSegments::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->GetAllSegments(SuccessDelegate, ErrorDelegate); } if(CallResult == false) { FBPServerGetAllSegmentsResult BPResult; OnFailure.Broadcast(BPResult); } }
void UPFServerSubtractUserVirtualCurrency::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->SubtractUserVirtualCurrency(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); } }
void UPFServerGetUserPublisherReadOnlyData::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->GetUserPublisherReadOnlyData(Request, SuccessDelegate, ErrorDelegate); } if(CallResult == false) { FBPServerGetUserDataResult BPResult; OnFailure.Broadcast(BPResult); } }