40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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namespace game.PlayerDataStorage
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{
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public enum PlayerKVError
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{
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None, Validation, Unauthorized, Http, Network, Timeout, Cancelled, Protocol
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}
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public sealed class PlayerKVResult
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{
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public bool Success => Error == PlayerKVError.None;
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public PlayerKVError Error { get; }
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public int? StatusCode { get; }
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// Only a successful Get has Data. Failure must never look like an empty save.
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public IReadOnlyDictionary<string, string> Data { get; }
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// Null means the response did not supply timestamp metadata; never substitute read time.
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public IReadOnlyDictionary<string, DateTime> UpdatedAtUtc
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{
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get;
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}
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// A failed write that entered the transport may already have reached the server.
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// This is conservative, including HTTP failures. Do not blindly replay the write.
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public bool MayHaveCommitted { get; }
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internal PlayerKVResult(PlayerKVError error, int? statusCode = null,
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Dictionary<string, string> data = null, bool mayHaveCommitted = false,
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Dictionary<string, DateTime> updatedAtUtc = null)
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{
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Error = error;
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StatusCode = statusCode;
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Data = data == null ? null : new ReadOnlyDictionary<string, string>(data);
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UpdatedAtUtc = updatedAtUtc == null ? null : new ReadOnlyDictionary<string, DateTime>(updatedAtUtc);
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MayHaveCommitted = mayHaveCommitted;
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}
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}
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}
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