Delegate SavedGameConflictResolver
A delegate that is invoked when we encounter a conflict during execution of the Open
operation with manual conflict resolution. The passed saved games (base and remote) are all open.
If was invoked with
prefetchDataOnConflict
set to true
, the baseVersionData
and
remoteVersionData
will be equal to the binary data of the "base" and
"remote" saved game respectively (and null otherwise). Since conflict files may be generated
by other clients, it is possible that neither of the passed saved games were originally written
by the current device. Consequently, any conflict resolution strategy should not rely on local
data that is not part of the binary data of the passed saved games - this data will not be
present if conflict resolution occurs on a different device. In addition, since a given saved
game may have multiple conflicts, this function must be designed to handle multiple invocations.
Use the return value to determine whether the base or the remote will be chosen as the canonical
version of the saved game (i.e. or strategy).
In case you want to merge the data from different versions, simply specify either base or remote
as the chosen version to resolve the conflicts. Once all pending conflicts are resolved, and the
saved game has been opened successfully, perform a Write operation using the merged data.
Assembly: cs.temp.dll.dll
Syntax
public delegate SavedGameConflictResolutionStrategy SavedGameConflictResolver(SavedGame baseVersion, byte[] baseVersionData, SavedGame remoteVersion, byte[] remoteVersionData);
Parameters
Type |
Name |
Description |
SavedGame |
baseVersion |
|
System.Byte[] |
baseVersionData |
|
SavedGame |
remoteVersion |
|
System.Byte[] |
remoteVersionData |
|
Returns