获取社交关系

注意

本主题演示高级 API 使用情况。 如果在社交管理器中发现不支持的方案,请让开发人员客户经理 (DAM) 知道。

本主题提供一个代码示例,演示如何使用 Social Manager API 检索用户的社交关系及其公共属性。

若要开始使用社交管理器,请参阅 社交管理器概述。 社交管理器 API 显著简化了跟踪在线好友及其游戏活动的开发。

获取第一个用户的社交关系

下面的代码示例演示如何检索与 Xbox 服务的社交关系。

代码示例执行以下操作:

  1. 生成系统上所有用户的列表,然后检索第一个用户。
  2. 检索该用户的所有社交关系。
  3. 显示这些关系中每个关系的公共属性。

平面 C API

auto asyncBlock = std::make_unique<XAsyncBlock>(); 
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
    HRESULT hr = XblSocialGetSocialRelationshipsResult(asyncBlock, &state.socialResultHandle);

    // Be sure to call XblSocialRelationshipResultCloseHandle when the result object is no longer needed.
};

HRESULT hr = XblSocialGetSocialRelationshipsAsync(
    xboxLiveContext,
    xboxUserId,
    socialRelationshipFilter,
    0,
    0,
    asyncBlock.get()
);

if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release();
}

有关详细信息,请参阅以下内容:

获取单个关系

平面 C API

const XblSocialRelationship* relationships = nullptr;
size_t relationshipsCount = 0;
HRESULT hr = XblSocialRelationshipResultGetRelationships(state.socialResultHandle, &relationships, &relationshipsCount);

LogToFile("Got %u SocialRelationships:", relationshipsCount);
for (size_t i = 0; i < relationshipsCount; ++i)
{
    LogToFile("Xuid = %u, isFollowingCaller = %u", relationships[i].xboxUserId, relationships[i].isFollowingCaller);
}

有关详细信息,请参阅以下内容:

获取下一页关系

平面 C API

bool hasNext{ false };
HRESULT hr = XblSocialRelationshipResultHasNext(state.socialResultHandle, &hasNext);

if (hasNext)
{
    auto asyncBlock = std::make_unique<XAsyncBlock>(); 
    asyncBlock->queue = queue;
    asyncBlock->context = nullptr;
    asyncBlock->callback = [](XAsyncBlock* asyncBlock)
    {
        std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
        // Close the handle to the previous page of results.
        if (state.socialResultHandle)
        {
            XblSocialRelationshipResultCloseHandle(state.socialResultHandle);
        }
        HRESULT hr = XblSocialRelationshipResultGetNextResult(asyncBlock, &state.socialResultHandle);
    };

    uint32_t maxItems = 100;
    HRESULT hr = XblSocialRelationshipResultGetNextAsync(xboxLiveContext, state.socialResultHandle, maxItems, asyncBlock.get());
    if (SUCCEEDED(hr))
    {
        // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
        // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
        asyncBlock.release();
    }
}

有关详细信息,请参阅以下内容: