GroupGetJoinedGroupList

功能介绍

获取已加入的群组列表

权限说明:

此接口可以获取自己所加入的群列表

直播群(AVChatRoom)和 社群(Community,支持话题的社群)不包含在此列表中。

该接口有频限检测,SDK 限制调用频率为1 秒 10 次,超过限制后会报 ERR_SDK_COMM_API_CALL_FREQUENCY_LIMIT (7008)错误

若查询的群组为工作群(Work),需要此群先存在发送的消息将群激活才能查询到。

参数详解

重载1

参数名称 参数类型 是否必填 描述
callback ValueCallback< List< GroupBaseInfo > > 异步回调 返回值的json_param的格式为json

重载2

参数名称 参数类型 是否必填 描述
callback ValueCallback< string > 异步回调 返回值的json_param的格式为string

返回模板

TIMResult

调用成功后回调函数参数:
code:int
desc:string
json_param:
'[
  {
      "group_base_info_face_url" : "group face url",
      "group_base_info_group_id" : "first group id",
      "group_base_info_group_name" : "first group name",
      "group_base_info_group_type" : "Public",
      "group_base_info_info_seq" : 7,
      "group_base_info_is_shutup_all" : false,
      "group_base_info_lastest_seq" : 0,
      "group_base_info_msg_flag" : 0,
      "group_base_info_readed_seq" : 0,
      "group_base_info_self_info" : {
        "group_self_info_join_time" : 1551344977,
        "group_self_info_msg_flag" : 0,
        "group_self_info_role" : 400,
        "group_self_info_unread_num" : 0
      }
  }
]' // Json Key请参考[GroupBaseInfo]
user_data:string

返回值详解

名称 数值类型 描述
TIMResult TIMResult 调用接口的返回值
code int 值为ERR_SUCC表示成功,其他值表示失败。详情请参考 错误码
desc string 错误描述字符串
json_param string Json字符串,不同的接口,Json字符串不一样 Json Key请参考GroupBaseInfo
user_data string ImSDK负责透传的用户自定义数据,未做任何处理

代码示例

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 com.tencent.im.unity.demo.utils;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
public class GroupGetJoinedGroupList : MonoBehaviour
{
  public Text Header;
  public Text Result;
  public Button Submit;
  public Button Copy;
  public List<string> ResultText;
  private string Data;

  void Start()
  {
    // Result = GameObject.Find("ResultText").GetComponent<Text>();
    Header = GameObject.Find("HeaderText").GetComponent<Text>();
    Submit = GameObject.Find("Submit").GetComponent<Button>();
    if (CurrentSceneInfo.info != null)
    {
      Header.text = Utils.IsCn() ? CurrentSceneInfo.info.apiText + " " + CurrentSceneInfo.info.apiName : CurrentSceneInfo.info.apiName;
      Submit.GetComponentInChildren<Text>().text = CurrentSceneInfo.info.apiName;
    }
    Copy = GameObject.Find("Copy").GetComponent<Button>();
    Copy.GetComponentInChildren<Text>().text = Utils.t("Copy");
    Submit.onClick.AddListener(GroupGetJoinedGroupListSDK);
    Copy.onClick.AddListener(CopyText);
  }
  void GroupGetJoinedGroupListSDK()
  {
    TIMResult res = TencentIMSDK.GroupGetJoinedGroupList(Utils.addAsyncStringDataToScreen(GetResult));
    Result.text = Utils.SynchronizeResult(res);
  }

  void GenerateResultText()
  {
    var Parent = GameObject.Find("ResultPanel");
    foreach (Transform child in Parent.transform)
    {
      GameObject.Destroy(child.gameObject);
    }
    foreach (string resultText in ResultText)
    {
      var obj = Instantiate(Result, Parent.transform);
      obj.text = resultText;
    }
  }

  void GetResult(params object[] parameters)
  {
    ResultText = new List<string>();
    // ArgumentException: Mesh can not have more than 65000 vertices
    // Deal with a single Text cannot render too many words issue
    string CallbackData = (string)parameters[0];
    string[] DataList = CallbackData.Split('\n');
    int count = 0;
    while (count < DataList.Length)
    {
      // Every 400 lines render a new Text
      int end = count + 400;
      if (end > DataList.Length)
      {
        end = DataList.Length;
      }
      string[] textList = DataList.Skip(count).Take(end - count).ToArray();
      ResultText.Add(string.Join("\n", textList));
      count = end;
    }
    Data = (string)parameters[0];
    GenerateResultText();
  }

  void CopyText()
  {
    Utils.Copy(Data);
  }
  void OnApplicationQuit()
  {
    TencentIMSDK.Uninit();
  }
}

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