Enum AN_SnapshotsClient.ResolutionPolicy
Namespace: SA.Android.GMS.Games
Assembly: cs.temp.dll.dll
Syntax
public enum ResolutionPolicy
Fields
Name | Description |
---|---|
LAST_KNOWN_GOOD | In the case of a conflict, the last known good version of this snapshot will be used. This policy is a reasonable choice if your game requires stability from the snapshot data. This policy ensures that only writes which are not contested are seen by the player, which guarantees that all clients converge. |
LONGEST_PLAYTIME | In the case of a conflict, the snapshot with the longest played time will be used. In the case of a tie, the last known good snapshot will be chosen instead. This policy is a good choice if the length of play time is a reasonable proxy for the "best" save game. Note that you must use SetPlayedTimeMillis(Int64) when saving games for this policy to be meaningful. |
MANUAL | NOT YET SUPPORTED. PLEASE CONTACT US at support@stansassets.com if you need this. In the case of a conflict, the result will be returned to the app for resolution. No automatic resolution will be performed. This policy ensures that no user changes to the state of the save game will ever be lost. |
MOST_RECENTLY_MODIFIED | In the case of a conflict, the most recently modified version of this snapshot will be used. This policy is a reasonable choice if your game can tolerate players on multiple devices clobbering their own changes. Because this policy blindly chooses the most recent data, it is possible that a player's changes may get lost. |
POLICY_HIGHEST_PROGRESS | In the case of a conflict, the snapshot with the highest progress value will be used. In the case of a tie, the last known good snapshot will be chosen instead. This policy is a good choice if your game uses the progress value of the snapshot to determine the best saved game. Note that you must use SetProgressValue(Int64) when saving games for this policy to be meaningful. |