GameShield V5 SDK Programming Guide
v5.2
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Entity Object. More...
Public Member Functions | |
bool | isAccessible () |
Is Entity accessible? (Passed attached license(s) verfication) | |
bool | isAccessing () |
Is Entity being accessed? ( between beginAccess & endAccess ) | |
bool | isUnlocked () |
Is Entity unlocked? (Fully Purchased, etc.) | |
bool | isLocked () |
Is Entity locked? (Expired, obsoleted, etc.) | |
bool | beginAccess () |
Try start accessing an entity. More... | |
bool | endAccess () |
Try end accessing an entity. More... | |
std::string | getUnlockRequestCode () |
Get the Unlock request code to unlock all attached license(s) | |
Properties | |
unsigned int | attribute () |
Entity Attributes (ref: EntityAttr) | |
const char * | id () |
Entity Id. | |
const char * | name () |
Entity Name. | |
const char * | description () |
Entity Description. | |
License | |
TLicensePolicy | licensePolicy () |
License Policy LicensePolicy. | |
int | licenseCount () |
Total number of licenses currently attached. | |
TGSLicense * | getLicenseByIndex (int index) |
Get an attached license by its index. | |
TGSLicense * | getLicenseById (license_id_t licenseId) |
Get an attached license by its unique license id. | |
Public Member Functions inherited from gs::TGSObject | |
gs_handle_t | handle () const |
Gets GS5 object handle. | |
Detailed Description
Entity Object.
Member Function Documentation
bool gs::TGSEntity::beginAccess | ( | ) |
Try start accessing an entity.
If an entity is accessible, all of the associated resources (files, keys, codes, etc.) can be legally used, otherwise they cannot be accessed by the application.
This api can be called recursively, and each call must be paired with an endAccess().
When the api is called an event EVENT_ENTITY_TRY_ACCESS is triggered to give the GS5 extension developer a chance to change the entity license status, if after the EVENT_ENTITY_TRY_ACCESS posting the entity is still not accessible, then EVENT_ENTITY_ACCESS_INVALID is posted, otherwise, if the entity is being accessed for the very first time, the EVENT_ENTITY_ACCESS_STARTED is posted. the developer can then initialize needed resources for this entity in the event handler.
- Returns
- returns true if the entity is accessed successfully. returns false if:
- Cannot access any entity when your game is wrapped by a DEMO version of GS5/IDE and the its demo license has expired;
- Entity cannot be accessed due to its negative license feedback;
- See Also
- gs::gsBeginAccessEntity()
bool gs::TGSEntity::endAccess | ( | ) |
Try end accessing an entity.
- Returns
- true on success, false if there is unexpected error occurs.
This api must be paired with beginAccess(), if it is the last calling then event EVENT_ENTITY_ACCESS_ENDING and EVENT_ENTITY_ACCESS_ENDED will be posted.
- See Also
- gs::gsEndAccessEntity()
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