PFAuthenticationLoginWithNintendoServiceAccountGetResult
Get the result from a PFAuthenticationLoginWithNintendoServiceAccountAsync call. The PFEntityHandle will always be returned, but the additional info in the PFAuthenticationLoginResult is only returned if a buffer is provided.
Syntax
HRESULT PFAuthenticationLoginWithNintendoServiceAccountGetResult(
XAsyncBlock* async,
PFEntityHandle* entityHandle,
size_t bufferSize,
void* buffer,
PFAuthenticationLoginResult result,
size_t* bufferUsed
)
Parameters
async
XAsyncBlock*
Inout
XAsyncBlock for the async operation.
entityHandle
PFEntityHandle*
output
PFEntityHandle which can be used to authenticate other PlayFab API calls.
bufferSize
size_t
The size of the buffer for the result object.
buffer
void*
*Out_writes_bytes_to_opt(bufferSize,bufferUsed)
Byte buffer used for the Login result value and its fields.
result
PFAuthenticationLoginResult
optional, library-allocated output
Pointer to the LoginResult object.
bufferUsed
size_t*
optional output
The number of bytes in the provided buffer that were used.
Return value
Type: HRESULT
Result code for this API operation. If the service call is unsuccessful, the result will be E_PF_ENCRYPTION_KEY_MISSING, E_PF_EVALUATION_MODE_PLAYER_COUNT_EXCEEDED, E_PF_INVALID_SIGNATURE, E_PF_INVALID_SIGNATURE_TIME, E_PF_NINTENDO_SWITCH_NOT_ENABLED_FOR_TITLE, E_PF_PLAYER_SECRET_ALREADY_CONFIGURED, E_PF_PLAYER_SECRET_NOT_CONFIGURED, E_PF_REQUEST_VIEW_CONSTRAINT_PARAMS_NOT_ALLOWED or any of the global PlayFab Service errors. See doc page "Handling PlayFab Errors" for more details on error handling.
Remarks
If the PFAuthenticationLoginWithNintendoServiceAccountAsync call fails, entityHandle with be null. Otherwise, the handle must be closed with PFEntityCloseHandle when it is no longer needed. If returned, 'result' is a pointer within 'buffer' and does not need to be freed separately.
Requirements
Header: PFAuthentication.h