FriendshipGetPendencyList
introduction
Get friend request pendency list
Friend pendency means unresolved (undetermined) friend request.
Parameter details
overload1
overload2
Parameter name |
Parameter type |
Required |
Description |
json_get_pendency_list_param |
FriendshipGetPendencyListParam |
Required |
FriendshipGetPendencyListParam |
callback |
ValueCallback< string > |
Required |
Asynchronous callback The format of json_param in the return value is string |
Returned template
TIMResult
The parameters of the callback function after successfully calling the API:
code:int
desc:string
json_param:
'{
"pendency_page_current_seq" : 2,
"pendency_page_pendency_info_array" : [
{
"friend_add_pendency_info_add_source" : "AddSource_Type_Windows",
"friend_add_pendency_info_add_time" : 1563026447,
"friend_add_pendency_info_add_wording" : "I am Iron Man",
"friend_add_pendency_info_idenitifer" : "user4",
"friend_add_pendency_info_nick_name" : "change my nick name",
"friend_add_pendency_info_type" : 1
}
],
"pendency_page_start_time" : 0,
"pendency_page_unread_num" : 0
}'// For the meaning of Json Key, please refer to [PendencyPage]
user_data:string
Return value details
name |
type |
description |
TIMResult |
TIMResult |
Return value of calling API |
code |
int |
Result error code: Error Codes |
desc |
string |
The description of the error. |
json_param |
string |
Json string. Calling different API will get different Json strings. For the meaning of Json Key, please refer to PendencyPage |
user_data |
string |
User-defined data transfered by ImSDK without any processing |
Code example
using UnityEngine;
using UnityEngine.UI;
using com.tencent.im.unity.demo.types;
using com.tencent.imsdk.unity;
using com.tencent.imsdk.unity.types;
using com.tencent.imsdk.unity.enums;
using System;
using com.tencent.im.unity.demo.utils;
using EasyUI.Toast;
using System.Collections;
using System.Collections.Generic;
public class FriendshipGetPendencyList : MonoBehaviour
{
public Text Header;
public Dropdown SelectedFriendPendencyType;
public Text LastSeq;
public Text Result;
public Button Submit;
public Button Copy;
string[] Labels = new string[] { "SelectFriendPendencyTypeLabel" };
void Start()
{
foreach (string label in Labels)
{
GameObject.Find(label).GetComponent<Text>().text = Utils.t(label);
}
Header = GameObject.Find("HeaderText").GetComponent<Text>();
SelectedFriendPendencyType = GameObject.Find("Dropdown").GetComponent<Dropdown>();
foreach (string name in Enum.GetNames(typeof(TIMFriendPendencyType)))
{
Dropdown.OptionData option = new Dropdown.OptionData();
option.text = name;
SelectedFriendPendencyType.options.Add(option);
}
LastSeq = GameObject.Find("LastSeq").GetComponent<Text>();
LastSeq.text = "0";
Result = GameObject.Find("ResultText").GetComponent<Text>();
Submit = GameObject.Find("Submit").GetComponent<Button>();
Copy = GameObject.Find("Copy").GetComponent<Button>();
Copy.GetComponentInChildren<Text>().text = Utils.t("Copy");
Submit.onClick.AddListener(FriendshipGetPendencyListSDK);
Copy.onClick.AddListener(CopyText);
if (CurrentSceneInfo.info != null)
{
Header.text = Utils.IsCn() ? CurrentSceneInfo.info.apiText + " " + CurrentSceneInfo.info.apiName : CurrentSceneInfo.info.apiName;
Submit.GetComponentInChildren<Text>().text = CurrentSceneInfo.info.apiName;
}
}
void FriendshipGetPendencyListSDK()
{
FriendshipGetPendencyListParam param = new FriendshipGetPendencyListParam
{
friendship_get_pendency_list_param_type = (TIMFriendPendencyType)SelectedFriendPendencyType.value,
friendship_get_pendency_list_param_start_seq = Convert.ToUInt64(LastSeq.text),
friendship_get_pendency_list_param_limited_size = 20
};
TIMResult res = TencentIMSDK.FriendshipGetPendencyList(param, Utils.addAsyncStringDataToScreen(GetResult));
Result.text = Utils.SynchronizeResult(res);
}
void GetResult(params object[] parameters)
{
Result.text += (string)parameters[0];
string text = (string)parameters[1];
var res = Utils.FromJson<PendencyPage>(text);
LastSeq.text = res.pendency_page_current_seq.ToString();
}
void CopyText()
{
Utils.Copy(Result.text);
}
void OnApplicationQuit()
{
TencentIMSDK.Uninit();
}
}