protected override void Awake() { var playFabAuth = new PlayFabAuth(_titleId); var playFabUser = new PlayFabUser(playFabAuth); var playFabWallet = new PlayFabWallet() { CurrencyMap = PlayFabWalletCurrencyMap }; var playFabInventory = new PlayFabInventory(_catalogVersion, playFabUser, playFabWallet) { ItemMap = PlayFabInventoryItemMap }; var playFabStore = new PlayFabStore(_catalogVersion, _storeId) { PriceMap = PlayFabStorePriceMap, ProductMap = PlayFabStoreProductMap }; var customPlayFabAuth = new CustomPlayFabAuth(playFabAuth, _customId); Auth = customPlayFabAuth; Inventory = playFabInventory; Store = playFabStore; User = playFabUser; Wallet = playFabWallet; }
protected override void Awake() { var playFabAuth = new PlayFabAuth(_titleId); var playFabUser = new PlayFabUser(playFabAuth); var playFabWallet = new PlayFabWallet() { CurrencyMap = PlayFabWalletCurrencyMap }; var playFabInventory = new PlayFabInventory(_catalogVersion, playFabUser, playFabWallet) { ItemMap = PlayFabInventoryItemMap }; var playFabStore = new PlayFabStore(_catalogVersion, _storeId) { PriceMap = PlayFabStorePriceMap, ProductMap = PlayFabStoreProductMap }; var googlePlayAuth = new GooglePlayAuth(); var googlePlayStore = new GooglePlayStore(_publicKey) { ProductMap = UnityStoreProductMap, SubscriptionMap = UnityStoreSubscriptionMap }; var googlePlayPlayFabAuth = new GooglePlayPlayFabAuth(playFabAuth, googlePlayAuth); var googlePlayPlayFabStore = new GooglePlayPlayFabStore(playFabStore, googlePlayStore); Auth = googlePlayPlayFabAuth; Inventory = playFabInventory; Store = googlePlayPlayFabStore; User = playFabUser; Wallet = playFabWallet; }
// Use this for initialization void Start() { // use transform.Find for objects that are not active enterNameDialog = GameObject.Find("Canvas").transform.Find("EnterNameDialog").gameObject; if (string.IsNullOrEmpty(Globals.SessionTicket)) { PlayFabAuth.Login( result => { Debug.Log($"User '{Globals.DisplayName}' logged in with ticket {Globals.SessionTicket}"); // user has no DisplayName, allow them to create one if (string.IsNullOrEmpty(Globals.DisplayName)) { Animation a = enterNameDialog.GetComponent <Animation>(); a.Play(); } UpdateUI(true); }, error => { Debug.Log("Failed logging in: " + error.GenerateErrorReport()); DialogBox.Show(error.GenerateErrorReport()); }); } else { UpdateUI(true); } }
public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg) { PlayFabAuth checkAuth = CheckPlayFabAuth; Debug.LogFormat("Authentication Request: {0} {1}", msg.playFabID, msg.sessionTicket); //AuthResponseMessage authResponseMessage = new AuthResponseMessage //{ // code = 100, // message = "Success" //}; //NetworkServer.SendToClient(conn.connectionId, authResponseMessage); // Invoke the event to complete a successful authentication //base.OnServerAuthenticated.Invoke(conn); // TESTING REMOVE //msg.playFabID = username; //msg.sessionTicket = password; // TESTING REMOVE\ //NetworkManager.userAuthDetails.Add(msg.playFabID, conn); /* * * if (NetworkManager.singleton.PlayFabIDs.Contains(result.UserInfo.PlayFabID)) * { * NetworkConnection conn = NetworkManager.singleton.PlayFabIDs(result.UserInfo.PlayFabID); * NetworkManager.singleton.PlayFabIDs.Remove(result.UserInfo.PlayFabID); * } * */ // Add in the user that is authing to the dictionary authDictionary.Add(msg.playFabID, conn); checkAuth(msg.playFabID, conn, msg); // check the credentials by calling your web server, database table, playfab api, or any method appropriate. //if (msg.playFabID == username && msg.sessionTicket == password) // { // // create and send msg to client so it knows to proceed // AuthResponseMessage authResponseMessage = new AuthResponseMessage // { // code = 100, // message = "Success" // }; // NetworkServer.SendToClient(conn.connectionId, authResponseMessage); // // Invoke the event to complete a successful authentication // base.OnServerAuthenticated.Invoke(conn); // } // else // { // // create and send msg to client so it knows to disconnect // AuthResponseMessage authResponseMessage = new AuthResponseMessage // { // code = 200, // message = "Invalid Credentials" // }; // NetworkServer.SendToClient(conn.connectionId, authResponseMessage); // // must set NetworkConnection isAuthenticated = false // conn.isAuthenticated = false; // // disconnect the client after 1 second so that response message gets delivered // Invoke(nameof(conn.Disconnect), 1); // } }