public void Instance2Login(UUnitTestContext testContext)
        {
            var loginRequest = new LoginWithCustomIDRequest
            {
                CustomId      = PlayFabSettings.BuildIdentifier,
                CreateAccount = true,
            };
            var loginTask = client2.LoginWithCustomIDAsync(loginRequest);

            loginTask.Wait();

            testContext.True(player2.IsClientLoggedIn(), "player2 client login failed, ");
            testContext.True(client2.IsClientLoggedIn(), "client2 client login failed");
            testContext.True(player2.IsEntityLoggedIn(), "player2 entity login failed");
            testContext.True(auth2.IsEntityLoggedIn(), "auth2 entity login failed");

            testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context");
            testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context");

            // Verify useful player information
            testContext.NotNull(player2.PlayFabId);
            testContext.NotNull(player2.EntityId);
            testContext.NotNull(player2.EntityType);

            testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + loginTask.Result.Result.PlayFabId);
        }
        public void StaticLogin(UUnitTestContext testContext)
        {
            var loginRequest = new LoginWithCustomIDRequest
            {
                CustomId      = PlayFabSettings.BuildIdentifier,
                CreateAccount = true,
            };
            var loginTask = PlayFabClientAPI.LoginWithCustomIDAsync(loginRequest);

            loginTask.Wait();

            testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context");
            testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context");

            testContext.False(client1.IsClientLoggedIn(), "Static login leaked to Client1");
            testContext.False(client2.IsClientLoggedIn(), "tatic login leaked to Client2");
            testContext.False(auth1.IsEntityLoggedIn(), "Static login leaked to Auth1");
            testContext.False(auth2.IsEntityLoggedIn(), "Static login leaked to Auth2");

            // Verify useful player information
            testContext.NotNull(PlayFabSettings.staticPlayer.PlayFabId);
            testContext.NotNull(PlayFabSettings.staticPlayer.EntityId);
            testContext.NotNull(PlayFabSettings.staticPlayer.EntityType);

            PlayFabClientAPI.ForgetAllCredentials();

            testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + loginTask.Result.Result.PlayFabId);
        }
 private void VerifyCleanCreds(UUnitTestContext testContext)
 {
     testContext.False(client1.IsClientLoggedIn(), "Client1 login did not clean up properly.");
     testContext.False(client2.IsClientLoggedIn(), "Client2 login did not clean up properly.");
     testContext.False(auth1.IsEntityLoggedIn(), "Entity1 login did not clean up properly.");
     testContext.False(auth2.IsEntityLoggedIn(), "Entity2 login did not clean up properly.");
     testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "Static client login did not clean up properly.");
     testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "Static entity login did not clean up properly.");
 }
        private void StaticLoginCallback(LoginResult result)
        {
            var testContext = (UUnitTestContext)result.CustomData;

            testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "static client login failed");
            testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "static entity login failed");

            PlayFabClientAPI.ForgetAllCredentials();

            testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId);
        }
        //[Button("Function")]
        #region PlayFab Multiplayer Server
        private void ListBuildSummaries()
        {
            if (!PlayFabAuthenticationAPI.IsEntityLoggedIn())
            {
                PlayFabGeneral.GetEntityToken();
            }

            ListBuildSummariesRequest request = new ListBuildSummariesRequest();

            PlayFabMultiplayerAPI.ListBuildSummaries(request, ListBuildSummariesResponseSuccess, PlayFabGeneral.Error, null, null);
        }
Beispiel #6
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        public void ShutDownMultiplayerServer(string sessionId, string region)
        {
            if (!PlayFabAuthenticationAPI.IsEntityLoggedIn())
            {
                PlayFabServerInstance.singleton.GetEntityToken();
            }

            ShutdownMultiplayerServerRequest request = new ShutdownMultiplayerServerRequest();

            request.BuildId   = PlayFabServerInstance.singleton.BuildIdKey;
            request.SessionId = sessionId;
            request.Region    = region;
            PlayFabMultiplayerAPI.ShutdownMultiplayerServer(request, ShutdownMultiplayerServerSuccess, Error, null, null);
            Debug.Log("[PlayFabMultiplayerServer] Shutting Down: " + sessionId + " Region: " + region);
        }
        private void StaticCallback(LoginResult result)
        {
            var testContext = (UUnitTestContext)result.CustomData;

            testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context");
            testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context");

            testContext.False(client1.IsClientLoggedIn(), "Static login leaked to Client1");
            testContext.False(client2.IsClientLoggedIn(), "tatic login leaked to Client2");
            testContext.False(auth1.IsEntityLoggedIn(), "Static login leaked to Auth1");
            testContext.False(auth2.IsEntityLoggedIn(), "Static login leaked to Auth2");

            PlayFabClientAPI.ForgetAllCredentials();

            testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId);
        }
Beispiel #8
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        public void ShutDownAllMultiplayerServer()
        {
            if (!PlayFabAuthenticationAPI.IsEntityLoggedIn())
            {
                PlayFabServerInstance.singleton.GetEntityToken();
            }

            foreach (KeyValuePair <string, string> server in servers)
            {
                ShutdownMultiplayerServerRequest request = new ShutdownMultiplayerServerRequest();
                request.BuildId   = PlayFabServerInstance.singleton.BuildIdKey;
                request.SessionId = server.Value;
                request.Region    = server.Key;
                PlayFabMultiplayerAPI.ShutdownMultiplayerServer(request, ShutdownMultiplayerServerSuccess, Error, null, null);
                Debug.Log("[PlayFabMultiplayerServer] Shutting Down: " + server.Value);
            }
        }
        /// <summary>
        /// A coroutine to wait until we get an Entity Id after PlayFabLogin
        /// </summary>
        /// <param name="secondsBetweenWait">delay wait between checking whether Entity has logged in</param>
        private IEnumerator WaitUntilEntityLoggedIn(float secondsBetweenWait)
        {
            WaitForSeconds delay = new WaitForSeconds(secondsBetweenWait);

            while (true)
            {
                if (PlayFabAuthenticationAPI.IsEntityLoggedIn())
                {
                    if (entityKey.Id == null)
                    {
                        AuthenticationModels.GetEntityTokenRequest request = new AuthenticationModels.GetEntityTokenRequest();
                        PlayFabAuthenticationAPI.GetEntityToken(request, GetEntityTokenCompleted, GetEntityTokenFailed);
                    }
                    break;
                }
                yield return(delay);
            }
        }
Beispiel #10
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    public void UploadUD2()
    {
        if (PlayFabAuthenticationAPI.IsEntityLoggedIn())
        {
            //Debug.Log("PlayFab - UpdateData");

            Dictionary <string, string> data = new Dictionary <string, string>();
            data = CharacterReferences.instance.playerInfo.GetData2();

            var request = new UpdateUserDataRequest {
                Data = data
            };
            PlayFabClientAPI.UpdateUserData(request, OnUpdateUserDataSuccess2, OnUpdateUserDataFailure);
        }
        else
        {
            LogInWindow.SetActive(true);
        }
    }
        private void Instance1Callback(LoginResult result)
        {
            var testContext = (UUnitTestContext)result.CustomData;

            testContext.True(player1.IsClientLoggedIn(), "player1 client login failed, ");
            testContext.True(client1.IsClientLoggedIn(), "client1 client login failed");
            testContext.True(player1.IsEntityLoggedIn(), "player1 entity login failed");
            testContext.True(auth1.IsEntityLoggedIn(), "auth1 entity login failed");

            testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "p1 client context leaked to static context");
            testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p1 entity context leaked to static context");

            // Verify useful player information
            testContext.NotNull(player1.PlayFabId);
            testContext.NotNull(player1.EntityId);
            testContext.NotNull(player1.EntityType);

            testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId);
        }