Social Service

Social Access

The premise of the social function is that the account must be successfully logged in, so first access the login panel.

C#CPP


public MainPage()
{
    this.InitializeComponent();
    Loaded += (sender, args) =>
    {
     
        
         var auth = await MiracleGames.AuthenticationManager.AuthenticateAsync();//Open the login
         if (auth.ReturnValue)//Success of landing
         {
             //var uid =  MiracleGames.AuthenticationManager.UserInfo.Id;
             //var token =  MiracleGames.AuthenticationManager.UserInfo.Token;
             
             //Show user center bubble.
             MiracleGames.BubbleManager.ShowBubble();//Enable community functions
         }
    };
}


concurrency::create_task(MiracleGames::AuthenticationManager::AuthenticateAsync()).then([this](MiracleGames::Services::Core::Common::AsyncProcessResult^ auth)//Open the login
{
	if (!auth->ReturnValue)//Success of landing
		return;
	//auto uid =  MiracleGames::AuthenticationManager::UserInfo.Id;
	//auto token =  MiracleGames::AuthenticationManager::UserInfo.Token;

	//Show user center bubble.
	MiracleGames::BubbleManager::ShowBubble();//Enable community functions
});

Community and scorewall event callbacks

Community and integral wall event callback function, can be directly registered in the program to achieve the delegate events。

C#CPP

MiracleGames.BubbleManager.BubbleIntegralWallRewardsChanged += BubbleManager_BubbleIntegralWallRewardsChanged;//Occured when the app installation task has been finished.
private void BubbleManager_BubbleIntegralWallRewardsChanged(object sender, string e)
{
	throw new NotImplementedException();
}

MiracleGames.BubbleManager.BubbleIntegralWallFirePwChangeEvents += BubbleManager_BubbleIntegralWallFirePwChangeEvents;//Occured when server send rewards for the installation app task.
private void BubbleManager_BubbleIntegralWallFirePwChangeEvents(object sender, string e)
{
	throw new NotImplementedException();
}

MiracleGames.BubbleManager.BubbleOpenCloseEvent += BubbleManager_BubbleOpenCloseEvent;//Occured when the bubble is open or close, paramenter true for open and false for close.
private void BubbleManager_BubbleOpenCloseEvent(object sender, bool e)
{
	ShowFullScreenInterstitialAd();
	throw new NotImplementedException();
}


MiracleGames::BubbleManager::BubbleIntegralWallRewardsChanged += ref new Windows::Foundation::EventHandler(this, &App::OnBubbleIntegralWallRewardsChanged);
void Snow_Patrol::App::OnBubbleIntegralWallRewardsChanged(Platform::Object ^ sender, Platform::String ^ args)//Occured when the app installation task has been finished.
{
	throw ref new Platform::NotImplementedException();
}

MiracleGames::BubbleManager::BubbleIntegralWallFirePwChangeEvents += ref new Windows::Foundation::EventHandler(this, &App::BubbleIntegralWallFirePwChangeEvents);
void Snow_Patrol::App::BubbleIntegralWallFirePwChangeEvents(Platform::Object ^ sender, Platform::String ^ args)//Occured when server send rewards for the installation app task.
{
	throw ref new Platform::NotImplementedException();
}

MiracleGames::BubbleManager::BubbleOpenCloseEvent += ref new Windows::Foundation::EventHandler(this, &Snow_Patrol::App::BubbleOpenCloseEvent);
void Snow_Patrol::App::BubbleOpenCloseEvent(Platform::Object ^ sender, bool args)//Occured when the bubble is open or close, paramenter true for open and false for close.
{
	throw ref new Platform::NotImplementedException();
}

MG background control whether to enable social function

In application management, add this string |OpenCsd|, and select which function module to enable the corresponding function.