SocialDisconnectRequest
Allows a player's internal profile to be disconnected from an external system to which it is linked. Any friends linked as result of this connection will be removed.
View interactive version here
Request Parameters
Parameter |
Required |
Type |
Description |
systemId |
No |
string |
The external system from which to disconnect this profile, supplied as a two letter ID. The options are: {FACEBOOK:FB, AMAZON:AM, GAME_CENTER:GC |
Response Parameters
A response to a SocialDisconnectRequest
Parameter |
Type |
Description |
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. |
Error Codes
Key |
Value |
Description |
systemId |
REQUIRED |
A systemId from which to disconnect must be provided |
systemId |
NOT_CONNECTED |
The player does not have a connection with the provided system. |
userName |
CHANGE_REQUIRED |
If the player's userName was derived from the profile they are disconnecting from, they must change it before they can disconnect. The userName can be changed via a ChangeUserDetailsRequest. |
password |
NOT_SET |
Before disconnecting, if the player has no other connected profiles then they must have a password set in order to be able to authenticate in the future. A password can be set via a ChangeUserDetailsRequest. |
Code Samples
C#
using GameSparks.Api;
using GameSparks.Api.Requests;
using GameSparks.Api.Responses;
...
new SocialDisconnectRequest()
.SetSystemId(systemId)
.Send((response) => {
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()
.createSocialDisconnectRequest()
.setSystemId(systemId)
.send(function(response:com.gamesparks.api.responses.SocialDisconnectResponse):void {
var scriptData:ScriptData = response.getScriptData();
});
Objective-C
...
GSSocialDisconnectRequest* request = [[GSSocialDisconnectRequest alloc] init]
[request setSystemId:systemId
[request setCallback:^ (GSSocialDisconnectResponse* response) {
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 SocialDisconnectRequest_Response(GS& gsInstance, const SocialDisconnectResponse& response) {
GSData scriptData = response.getScriptData();
}
......
SocialDisconnectRequest request(gsInstance);
request.SetSystemId(systemId)
request.Send(SocialDisconnectRequest_Response);
Java
import com.gamesparks.sdk.api.autogen.GSRequestBuilder.SocialDisconnectRequest;
import com.gamesparks.sdk.api.autogen.GSResponseBuilder.SocialDisconnectResponse;
import com.gamesparks.sdk.api.autogen.GSTypes.*;
import com.gamesparks.sdk.api.GSEventListener;
...
gs.getRequestBuilder().createSocialDisconnectRequest()
.setSystemId(systemId)
.send(new GSEventListener<SocialDisconnectResponse>() {
@Override
public void onEvent(SocialDisconnectResponse response) {
}
});
Cloud Code
var request = new SparkRequests.SocialDisconnectRequest();
request.systemId = ...;
var response = request.Send();
var scriptData = response.scriptData;