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-- Main class.
return object
end
self . registeredEvents = { }
CREATE_LINK_LOADING_SCREEN_GAMEPAD_SCENE = ZO_Scene : New ( "CreateLinkLoadingScreen_Gamepad" , SCENE_MANAGER )
self . previousState = "AccountLogin"
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end
end
if self . initialized then return end
self . initialized = true
end
self . keybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Back
if self . previousState == "AccountLogin" then
end
end ) ,
}
end
end
end
end
end
do
local loginQueuedScene
local currentLoginQueueWaitTime
local lastQueuePosition
-- if our position increases, the ETA we have "locked" is no longer valid
if ( not currentLoginQueueWaitTime ) or ( queuePosition > lastQueuePosition ) then
currentLoginQueueWaitTime = zo_max ( waitTime * 1000 , 1000 ) -- minimum wait time is that last second...
lastQueuePosition = queuePosition
else
end
return currentLoginQueueWaitTime
end
self . queuedLabel : SetText ( zo_strformat ( SI_LOGIN_QUEUE_TEXT , ZO_FormatTimeMilliseconds ( waitTime , TIME_FORMAT_STYLE_DESCRIPTIVE ) ) )
end
end
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_CONSOLE_ERROR_GENERIC ) , zo_strformat ( SI_CREATEACCOUNT_FAILURE_MESSAGE , failureReason ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_CONSOLE_ERROR_GENERIC ) , zo_strformat ( SI_LINKACCOUNT_FAILURE_MESSAGE , failureReason ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_SERVER_MAINTENANCE_DIALOG_TITLE ) , GetString ( SI_SERVER_MAINTENANCE_DIALOG_TEXT ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_DIALOG_TITLE_SERVER_UNAVAILABLE ) , GetString ( SI_AUTHENTICATION_SERVER_DOWN ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_DIALOG_TITLE_SERVER_LOCKED ) , GetString ( SI_SERVER_LOCKED ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_CONSOLE_ERROR_GENERIC ) , GetString ( SI_BAD_LOGIN ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_DIALOG_TITLE_PAYMENT_EXPIRED ) , GetString ( SI_DIALOG_TEXT_PAYMENT_EXPIRED ) )
end
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_BAD_CLIENT_VERSION_TITLE ) , GetString ( SI_BAD_CLIENT_VERSION_TEXT ) )
end
ZO_PREGAME_HAD_GLOBAL_ERROR = true
local errorString , errorStringFormat
if ( errorCode ~= nil ) then
end
if ( errorStringFormat ~= "" ) then
else
end
end
-- TODO: Is this a case that needs to be handled properly on console (and thus needs to be designed), or is this
-- show a dialog good enough as its only needed for PC testing?
PREGAME_INITIAL_SCREEN_CONSOLE : ShowError ( GetString ( SI_OTP_DIALOG_TITLE ) , GetString ( SI_PROVIDE_OTP_INITIAL_DIALOG_TEXT ) )
end
local dialogText = ""
if loginError == LOGIN_AUTH_ERROR_SERVER_PSN_FREE_TRIAL_END then
local MUST_PURCHASE_GAME = true
return
end
if ( loginError ~= LOGIN_AUTH_ERROR_NO_ERROR ) then
elseif ( linkingError ~= ACCOUNT_CREATE_LINK_ERROR_NO_ERROR ) then
if linkingError == ACCOUNT_CREATE_LINK_ERROR_EXTERNAL_REFERENCE_ALREADY_USED or linkingError == ACCOUNT_CREATE_LINK_ERROR_USER_ALREADY_LINKED then
else
end
end
if ( loginError == LOGIN_AUTH_ERROR_ACCOUNT_NOT_VERIFIED or loginError == LOGIN_AUTH_ERROR_GAME_ACCOUNT_NOT_VERIFIED or linkingError == ACCOUNT_CREATE_LINK_ERROR_ACCOUNT_NOT_VERIFIED ) then
return
end
if ( dialogText == "" ) then
-- generic error message
end
end
-- debugInfo will be empty in public, non-debug builds
end
end
-- "Success" Cases
end )
-- NOTE: Overflow is not handled here as, according to the console
-- services guys, it is not supported on console.
-- Error Cases
-- TODO: Any additional error cases that should be handled?
-- Misc.
end
for i = 1 , # self . registeredEvents do
local eventId = self . registeredEvents [ i ]
end
self . registeredEvents = { }
end
if fragment == self . imagesFragment then return end
if self . imagesFragment then
end
if fragment then
end
self . imagesFragment = fragment
end
if fragment == self . backgroundFragment then return end
if self . backgroundFragment then
end
if fragment then
end
self . backgroundFragment = fragment
end
function ZO_CreateLinkLoading_Gamepad : Show ( previousState , loginFunction , loadingText , backgroundFragment , imagesFragment )
self . previousState = previousState
if backgroundFragment then
end
if imagesFragment then
end
end
end |