private void OnUserStatsStored(UserStatsStored_t pCallback) {
// we may get callbacks for other games' stats arriving, ignore them
if ((ulong)m_GameID == pCallback.m_nGameID) {
if (EResult.k_EResultOK == pCallback.m_eResult) {
Debug.Log("StoreStats - success");
}
else if (EResult.k_EResultInvalidParam == pCallback.m_eResult) {
// One or more stats we set broke a constraint. They've been reverted,
// and we should re-iterate the values now to keep in sync.
Debug.Log("StoreStats - some failed to validate");
// Fake up a callback here so that we re-load the values.
UserStatsReceived_t callback = new UserStatsReceived_t();
callback.m_eResult = EResult.k_EResultOK;
callback.m_nGameID = (ulong)m_GameID;
OnUserStatsReceived(callback);
}
else {
Debug.Log("StoreStats - failed, " + pCallback.m_eResult);
}
}
}