The Cloud Event is one that is triggered by the call back from one of the cloud_*() functions, like cloud_synchronise(). It actually generates a DS map that is exclusive to this event and is stored in the special variable async_load (please see the individual functions for code examples that explain the use of this event in further detail). This DS map has the following structure:
The exact meaning of the returned "status" map entry is explained in the following table:
Status Value | errorString / resultString | Description |
---|---|---|
-1 | errorString = "Not logged in to <SERVICE>" | You have not successfully logged in to the given Cloud Service |
0 | resultString = recovered data | New game data downloaded from the cloud (following a cloud_synchronise() call) |
1 | resultString = "AlreadySynchronized" | No new data since you last called cloud_synchronise |
2 | resultString = "ConflictDeferral" | A conflict was encountered, but the gamer chose to ignore it |
3 | resultString = "GameUploadSuccess" | data from cloud_string_save() or cloud_file_save() was successfully uploaded to the cloud |
-n | errorString = Description of error | Any other negative number means a synchronisation failure |