ListMessageRequest
Returns the list of the current player's messages / notifications.
The list only contains un-dismissed messages, to dismiss a message see DismissMessageRequest Read the section on Messages to see the complete list of messages and their meaning.
Request Parameters
Parameter | Required | Type | Description |
---|---|---|---|
entryCount | No | number | The number of items to return in a page (default=50) |
include | No | string | An optional filter that limits the message types returned |
offset | No | number | The offset (page number) to start from (default=0) |
Response Parameters
A response containing the list of the current players messages / notifications.
Parameter | Type | Description |
---|---|---|
messageList | JSON[] | A list of JSON objects containing player messages |
scriptData | ScriptData | A JSON Map of any data added either to the Request or the Response by your Cloud Code |
Nested types
ScriptData
A collection of arbitrary data that can be added to a message via a Cloud Code script.
Parameter | Type | Description |
---|---|---|
myKey | string | An arbitrary data key |
myValue | JSON | An arbitrary data value. |
Code Samples
C#
using GameSparks.Api;
using GameSparks.Api.Requests;
using GameSparks.Api.Responses;
...
new ListMessageRequest()
.SetEntryCount(entryCount)
.SetInclude(include)
.SetOffset(offset)
.Send((response) => {
IList<GSData> messageList = response.MessageList;
GSData scriptData = response.ScriptData;
});
ActionScript 3
import com.gamesparks.*;
import com.gamesparks.api.requests.*;
import com.gamesparks.api.responses.*;
import com.gamesparks.api.types.*;
...
gs.getRequestBuilder()
.createListMessageRequest()
.setEntryCount(entryCount)
.setInclude(include)
.setOffset(offset)
.send(function(response:com.gamesparks.api.responses.ListMessageResponse):void {
var messageList:Vector.<Object> = response.getMessageList();
var scriptData:ScriptData = response.getScriptData();
});
Objective-C
#import "GS.h"
#import "GSAPI.h"
...
GSListMessageRequest* request = [[GSListMessageRequest alloc] init];
[request setEntryCount:entryCount;
[request setInclude:include;
[request setOffset:offset;
[request setCallback:^ (GSListMessageResponse* response) {
NSArray* messageList = [response getMessageList];
NSDictionary* scriptData = [response getScriptData];
}];
[gs send:request];
C++
#include <GameSparks/generated/GSRequests.h>
using namespace GameSparks::Core;
using namespace GameSparks::Api::Responses;
using namespace GameSparks::Api::Requests;
...
void ListMessageRequest_Response(GS& gsInstance, const ListMessageResponse& response) {
gsstl:vector<GSData> messageList = response.getMessageList();
GSData scriptData = response.getScriptData();
}
......
ListMessageRequest request(gsInstance);
request.SetEntryCount(entryCount)
request.SetInclude(include)
request.SetOffset(offset)
request.Send(ListMessageRequest_Response);
Java
import com.gamesparks.sdk.api.autogen.GSRequestBuilder.ListMessageRequest;
import com.gamesparks.sdk.api.autogen.GSResponseBuilder.ListMessageResponse;
import com.gamesparks.sdk.api.autogen.GSTypes.*;
import com.gamesparks.sdk.api.GSEventListener;
...
gs.getRequestBuilder().createListMessageRequest()
.setEntryCount(entryCount)
.setInclude(include)
.setOffset(offset)
.send(new GSEventListener<ListMessageResponse>() {
@Override
public void onEvent(ListMessageResponse response) {
List<GSData> messageList = response.getMessageList();
}
});
Cloud Code
var request = new SparkRequests.ListMessageRequest();
request.entryCount = ...;
request.include = ...;
request.offset = ...;
var response = request.Send();
var messageList = response.messageList;
var scriptData = response.scriptData;