GetFriendList
public BackendReturnObject GetFriendList();
public BackendReturnObject GetFriendList(int limit);
public BackendReturnObject GetFriendList(int limit, int offset);
Parameters
Value | Type | Description | default |
---|---|---|---|
limit | int | (Optional) Number of friends lists to call | 100 |
offset | int | (Optional) Starting point of friends lists to call | 0 |
Description
Looks up friends lists.
You can only make the maximum number of friends set in BACKND Console > Social Management > Settings. The default for the maximum number of friends is 0, which can be used after being set in the console.
Example
Synchronous
// Look up the entire friends list
Backend.Friend.GetFriendList();
// Look up the entire friends list using 'limit' and 'offset'
Backend.Friend.GetFriendList(5); // Look up five friends(1-5)
Backend.Friend.GetFriendList(5,5); // Look up the next five friends after the first five(6-10)
Asynchronous
Backend.Friend.GetFriendList((callback) =>
{
// Post-process
});
Backend.Friend.GetFriendList(5, (callback) =>
{
// Look up five friends(1-5)
// Post-process
});
Backend.Friend.GetFriendList(5, 5, (callback) =>
{
// Look up the next five friends after the first five(6-10)
// Post-process
});
SendQueue
SendQueue.Enqueue(Backend.Friend.GetFriendList, (callback) =>
{
// Post-process
});
SendQueue.Enqueue(Backend.Friend.GetFriendList, 5, (callback) =>
{
// Look up five friends(1-5)
// Post-process
});
SendQueue.Enqueue(Backend.Friend.GetFriendList, 5, 5, (callback) =>
{
// Look up the next five friends after the first five(6-10)
// Post-process
});
Return cases
Success cases
When the lookup is successful
statusCode : 200
returnValue : refer to GetReturnValuetoJSON
When friends do not exist
statusCode : 200
returnValue : {"rows":[]}
GetReturnValuetoJSON
{
rows:
[
// When the user does not have a nickname
{
"inDate": // Game user's inDate
{ "S" : "2018-12-27T04:49:00.493Z"},
"createdAt": // Time you became friends with the user
{ "S" : "2018-12-27T04:49:58.140Z"}
"lastLogin": // Last access date
{"S":"2021-07-23T09:13:14.186Z"}
},
// When the user has a nickname
{
"nickname": // Game user's nickname
{ "S" : "customid2"},
"inDate": // Game user's inDate
{ "S" : "2018-12-18T01:58:18.722Z"},
"createdAt": // Time you became friends with the user
{ "S" : "2018-12-27T04:50:03.955Z"}
"lastLogin": // Last access date
{"S":"2021-07-23T09:13:14.186Z"}
},
{
nickname: [Object],
inDate: [Object]
}
]
}
Sample code
public class FriendItem
{
public string nickname;
public string inDate;
public string lastLogin;
public string createdAt;
public override string ToString()
{
return $"nickname : {nickname}\ninDate : {inDate}\nlastLogin : {lastLogin}\ncreatedAt : {createdAt}\n";
}
};
public void GetFriendListTest()
{
var bro = Backend.Friend.GetFriendList();
if(!bro.IsSuccess())
return;
LitJson.JsonData json = bro.FlattenRows();
List<FriendItem> freindList = new List<FriendItem>();
for(int i = 0; i < json.Count; i++)
{
FriendItem friendItem = new FriendItem();
if(json[i].ContainsKey("nickname"))
{
friendItem.nickname = json[i]["nickname"].ToString();
}
friendItem.inDate = json[i]["inDate"].ToString();
friendItem.lastLogin = json[i]["lastLogin"].ToString();
friendItem.createdAt = json[i]["createdAt"].ToString();
freindList.Add(friendItem);
Debug.Log(friendItem.ToString());
}
}