实施 Xbox Live 服务时出现错误 0x87DD0005 [英] Error 0x87DD0005 when implementing Xbox Live services

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本文介绍了实施 Xbox Live 服务时出现错误 0x87DD0005的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我刚刚将 Xbox 支持代码添加到我的项目中,但遇到了至少两个问题.

I just got done adding Xbox support code to my project, and have run into at least two issues.

第一个涉及保存数据同步,它工作得很好,但是当游戏在 Windows 上读取用户的登录数据时,它的行为就好像登录尚未完成一样 - 角落里没有显示玩家代号,并且登录提供程序抛出错误0x87DD0005 无论重试次数如何.

The first involves save data sync which is working just fine, however when the game reads the user's login data on Windows it behaves as if login has not been completed - no gamertag is displayed in the corner, and the login provider throws error 0x87DD0005 regardless of the number of retry attempts.

代码在 Xbox 上的执行很好——似乎只有 Windows 受此影响.我最初也将创作者的展示作为目标(或至少在我准备好在 ID@Xbox 再次运行之前),因此成就等现在不是问题.

Execution of the code is just fine on Xbox - only Windows seems to be affected by this. I'm also targeting the creator's showcase initially (or at least until I can get to where I'm ready for another run at ID@Xbox) so achievements and the like aren't a concern right now.

以下是我正在使用的代码(并且没有特定的顺序):

The following is the code I'm using (and in no particular order):

public void doStartup()
{
   getData(-1);
   for (int i = 0; i <= 5; i++)
   {
      getData(i);
   }
   ContentViewport.Source = new Uri("ms-appx-web:///logo.html");
}

public async void getData(int savefileId)
{
   var users = await Windows.System.User.FindAllAsync();

   string c_saveBlobName = "Advent";
   //string c_saveContainerDisplayName = "GameSave";
   string c_saveContainerName = "file" + savefileId;
   if (savefileId == -1) c_saveContainerName = "config";
   if (savefileId == 0) c_saveContainerName = "global";
   GameSaveProvider gameSaveProvider;

   GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0], "00000000-0000-0000-0000-00006d0be05f");
   //Parameters
   //Windows.System.User user
   //string SCID

   if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
   {
      gameSaveProvider = gameSaveTask.Value;
   }
   else
   {
      return;
      //throw new Exception("Game Save Provider Initialization failed");;
   }

   //Now you have a GameSaveProvider
   //Next you need to call CreateContainer to get a GameSaveContainer

   GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
   //Parameter
   //string name (name of the GameSaveContainer Created)

   //form an array of strings containing the blob names you would like to read.
   string[] blobsToRead = new string[] { c_saveBlobName };

   // GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
   // to provide your own preallocated Dictionary.
   GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);

   string loadedData = "";

   //Check status to make sure data was read from the container
   if (result.Status == GameSaveErrorStatus.Ok)
   {
      //prepare a buffer to receive blob
      IBuffer loadedBuffer;

      //retrieve the named blob from the GetAsync result, place it in loaded buffer.
      result.Value.TryGetValue(c_saveBlobName, out loadedBuffer);

      if (loadedBuffer == null)
      {

         //throw new Exception(String.Format("Didn't find expected blob "{0}" in the loaded data.", c_saveBlobName));

      }
      DataReader reader = DataReader.FromBuffer(loadedBuffer);
      loadedData = reader.ReadString(loadedBuffer.Length);
      if (savefileId == -1)
      {
         try
         {
            System.IO.File.WriteAllText(ApplicationData.Current.TemporaryFolder.Path + "\config.json", loadedData);
         }
         catch { }
      }
      else if (savefileId == 0)
      {
         try
         {
            System.IO.File.WriteAllText(ApplicationData.Current.TemporaryFolder.Path + "\global.json", loadedData);
         }
         catch { }
      }
      else
      {
         try
         {
            System.IO.File.WriteAllText(ApplicationData.Current.TemporaryFolder.Path + "\file" + savefileId + ".json", loadedData);
         }
         catch { }

      }

   }
}
public async void InitializeXboxGamer()
{
   try
   {
      XboxLiveUser user = new XboxLiveUser();
      if (user.IsSignedIn == false)
      {
         SignInResult result = await user.SignInSilentlyAsync(Window.Current.Dispatcher);
         if (result.Status == SignInStatus.UserInteractionRequired)
         {
            result = await user.SignInAsync(Window.Current.Dispatcher);
         }
      }
      System.IO.File.WriteAllText(ApplicationData.Current.TemporaryFolder.Path + "\curUser.txt", user.Gamertag);
      doStartup();
   }
   catch (Exception ex)
   {
      // TODO: log an error here
   }
}

推荐答案

我终于弄清楚了为什么 Xbox 可以工作而 Windows 不能:这是一个平台支持问题.在 Xbox Live 游戏创建者的仪表板中,有一个设置窗口,可用于确定游戏的支持情况.因为我最初有 Xbox 和 Windows 的单独版本,所以只检查了 Xbox 支持项目,所以我继续并检查了桌面支持.保存更改后,我使用新配置重新提交,现在可以正常工作了.

I finally managed to figure out why the Xbox was working but Windows was not: it was a platform support issue. In the game's creator's dashboard for Xbox Live there's a settings window that allows the support of the game to be determined. Because I originally had separate builds for Xbox and Windows, only the Xbox support item was checked, so I went ahead and also checked off for Desktop support. After saving the changes, I resubmitted with the new configuration and now it works properly.

这篇关于实施 Xbox Live 服务时出现错误 0x87DD0005的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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