Gaming:resolveState
From GiderosMobile
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Available since: Gideros 2012.09
Class: Gaming
Description
Resolve a conflict state in cloud storage. Either Event.STATE_ERROR or Event.STATE_CONFLICT will be triggered.
Gaming:resolveState(key,version,data)
Parameters
key: (number) Key to resolve
version: (string) Conflict context
data: (string) New data
- Gaming:autoMatch
- Gaming:deleteState
- Gaming:getAllPlayers
- Gaming:getPlayerId
- Gaming:getPlayerInfo
- Gaming:getPlayerName
- Gaming:getPlayerPicture
- Gaming:getPlayerScore
- Gaming:incrementAchievement
- Gaming:invitePlayers
- Gaming:isLoggedIn
- Gaming:joinRoom
- Gaming:loadAchievements
- Gaming:loadPlayerCenteredScores
- Gaming:loadScores
- Gaming:loadState
- Gaming:login
- Gaming:logout
- Gaming:reportAchievement
- Gaming:reportScore
- Gaming:resolveState
- Gaming:revealAchievement
- Gaming:sendTo
- Gaming:sendToAll
- Gaming:showAchievements
- Gaming:showInvitations
- Gaming:showLeaderboard
- Gaming:showWaitingRoom
- Gaming:updateState
- Event.CONNECTED_TO_ROOM
- Event.DATA_RECEIVED
- Event.DISCONNECTED_FROM_ROOM
- Event.GAME_STARTED
- Event.INVITATION_RECEIVED
- Event.JOINED_ROOM
- Event.LEFT_ROOM
- Event.LOAD_ACHIEVEMENTS_COMPLETE
- Event.LOAD_ACHIEVEMENTS_ERROR
- Event.LOAD_SCORES_COMPLETE
- Event.LOAD_SCORES_ERROR
- Event.LOGIN_COMPLETE
- Event.LOGIN_ERROR
- Event.PEER_CONNECTED
- Event.PEER_DECLINED
- Event.PEER_DISCONNECTED
- Event.PEER_INVITED
- Event.PEER_JOINED
- Event.PEER_LEFT
- Event.PLAYER_INFORMATION_COMPLETE
- Event.PLAYER_INFORMATION_ERROR
- Event.PLAYER_SCORE_COMPLETE
- Event.PLAYER_SCORE_ERROR
- Event.REPORT_ACHIEVEMENT_COMPLETE
- Event.REPORT_ACHIEVEMENT_ERROR
- Event.REPORT_SCORE_COMPLETE
- Event.REPORT_SCORE_ERROR
- Event.ROOM_AUTO_MATCHING
- Event.ROOM_CONNECTED
- Event.ROOM_CONNECTING
- Event.ROOM_CREATED
- Event.STATE_CONFLICT
- Event.STATE_DELETED
- Event.STATE_ERROR
- Event.STATE_LOADED