Files
ft/Client/Assets/Scripts/Services/PlayerData/IPlayerSaveStore.cs

52 lines
1.8 KiB
C#

using System;
using System.Threading;
using System.Threading.Tasks;
namespace game.PlayerDataStorage
{
// A store belongs to one login. Callers retain this instance across awaits.
public interface IPlayerSaveStore
{
bool IsCurrent { get; }
PlayerSaveReadResult Read(string key);
PlayerSaveWriteResult Write(string key, string value, bool remoteStore = true);
Task<bool> SyncDataImmidiate(string key, string value);
}
public sealed class PlayerSaveReadResult
{
public bool Success => Error == null;
public bool? Found { get; }
public string Value { get; }
public string Error { get; }
internal PlayerSaveReadResult(bool found, string value) { Found = found; Value = value; }
internal PlayerSaveReadResult(string error) { Error = error ?? "ReadFailed"; }
public string ValueOrThrow()
{
if (!Success) throw new InvalidOperationException("Player save read failed: " + Error);
return Value;
}
}
public sealed class PlayerSaveReceipt
{
internal readonly IPlayerSaveStore Store;
internal readonly object Ticket;
internal PlayerSaveReceipt(IPlayerSaveStore store, object ticket) { Store = store; Ticket = ticket; }
}
public sealed class PlayerSaveWriteResult
{
public bool Accepted => Error == null;
public string Error { get; }
public PlayerSaveReceipt Receipt { get; }
internal PlayerSaveWriteResult(PlayerSaveReceipt receipt) { Receipt = receipt; }
internal PlayerSaveWriteResult(string error) { Error = error ?? "WriteRejected"; }
public void RequireAccepted()
{
if (!Accepted) throw new InvalidOperationException("Player save write rejected: " + Error);
}
}
}