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  1. // Copyright (c) 2016-present, Facebook, Inc. All rights reserved.
  2. //
  3. // You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
  4. // copy, modify, and distribute this software in source code or binary form for use
  5. // in connection with the web services and APIs provided by Facebook.
  6. //
  7. // As with any software that integrates with the Facebook platform, your use of
  8. // this software is subject to the Facebook Developer Principles and Policies
  9. // [http://developers.facebook.com/policy/]. This copyright notice shall be
  10. // included in all copies or substantial portions of the software.
  11. //
  12. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  13. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
  14. // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
  15. // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
  16. // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  17. // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  18. import Foundation
  19. import FBSDKShareKit
  20. @testable import FacebookCore
  21. extension GameRequest {
  22. internal class SDKDelegate: NSObject, FBSDKGameRequestDialogDelegate {
  23. var completion: ((Result) -> Void)?
  24. func gameRequestDialog(_ gameRequestDialog: FBSDKGameRequestDialog?, didCompleteWithResults results: [AnyHashable: Any]?) {
  25. let result: Result = .success(results?.keyValueFlatMap { ($0 as? String, $1 as? String) } ?? [:])
  26. completion?(result)
  27. }
  28. func gameRequestDialog(_ gameRequestDialog: FBSDKGameRequestDialog?, didFailWithError error: Error) {
  29. completion?(.failed(error))
  30. }
  31. func gameRequestDialogDidCancel(_ gameRequestDialog: FBSDKGameRequestDialog?) {
  32. completion?(.cancelled)
  33. }
  34. func setupAsDelegateFor(_ dialog: FBSDKGameRequestDialog) {
  35. // We need for the connection to retain us,
  36. // so we can stick around and keep calling into handlers,
  37. // as long as the connection is alive/sending messages.
  38. objc_setAssociatedObject(dialog, Unmanaged.passUnretained(self).toOpaque(), self, .OBJC_ASSOCIATION_RETAIN)
  39. dialog.delegate = self
  40. }
  41. }
  42. }