public void UserCharacter()
        {
            var getCharsTask = Server.GetAllUsersCharactersAsync(_playFabId);

            try
            {
                getCharsTask.Wait();
            }
            catch (Exception ex)
            {
                UUnitAssert.True(false, ex.Message);
            }
            UUnitAssert.NotNull(getCharsTask.Result, "Failed to GetChars");

            ServerModels.CharacterResult targetCharacter = null;
            foreach (var eachCharacter in getCharsTask.Result)
            {
                if (eachCharacter.CharacterName == CHAR_NAME)
                {
                    targetCharacter = eachCharacter;
                }
            }

            if (targetCharacter == null)
            {
                // Create the targetCharacter since it doesn't exist
                var grantTask = Server.GrantCharacterToUserAsync(_playFabId, CHAR_NAME, CHAR_TEST_TYPE);
                try
                {
                    grantTask.Wait();
                }
                catch (Exception ex)
                {
                    UUnitAssert.True(false, ex.Message);
                }
                UUnitAssert.NotNull(grantTask.Result, "Grant character failed");

                // Attempt to get characters again
                getCharsTask = Server.GetAllUsersCharactersAsync(_playFabId);
                try
                {
                    getCharsTask.Wait();
                }
                catch (Exception ex)
                {
                    UUnitAssert.True(false, ex.Message);
                }
                UUnitAssert.NotNull(getCharsTask.Result, "Failed to GetChars");
                foreach (var eachCharacter in getCharsTask.Result)
                {
                    if (eachCharacter.CharacterName == CHAR_NAME)
                    {
                        targetCharacter = eachCharacter;
                    }
                }
            }

            // Save the requested character
            UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created");
        }
Example #2
0
 private void GetCharsCallback(PlayFab.ServerModels.ListUsersCharactersResult result)
 {
     lastReceivedMessage = "Get Chars Successful";
     foreach (var eachCharacter in result.Characters)
     {
         if (eachCharacter.CharacterName == CHAR_NAME)
         {
             targetCharacter = eachCharacter;
         }
     }
 }
Example #3
0
        public void UserCharacter()
        {
            var request = new ServerModels.ListUsersCharactersRequest();

            request.PlayFabId = playFabId; // Received from client upon login
            var getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request);

            getCharsTask.Wait();
            UUnitAssert.Null(getCharsTask.Result.Error, "Failed to GetChars");
            UUnitAssert.NotNull(getCharsTask.Result.Result, "Failed to GetChars");
            UUnitAssert.NotNull(getCharsTask.Result.Result.Characters, "Failed to GetChars");

            ServerModels.CharacterResult targetCharacter = null;
            foreach (var eachCharacter in getCharsTask.Result.Result.Characters)
            {
                if (eachCharacter.CharacterName == CHAR_NAME)
                {
                    targetCharacter = eachCharacter;
                }
            }

            if (targetCharacter == null)
            {
                // Create the targetCharacter since it doesn't exist
                var grantRequest = new ServerModels.GrantCharacterToUserRequest();
                grantRequest.PlayFabId     = playFabId;
                grantRequest.CharacterName = CHAR_NAME;
                grantRequest.CharacterType = CHAR_TEST_TYPE;
                var grantTask = PlayFabServerAPI.GrantCharacterToUserAsync(grantRequest);
                grantTask.Wait();
                UUnitAssert.Null(grantTask.Result.Error, "Grant character failed");
                UUnitAssert.NotNull(grantTask.Result.Result, "Grant character failed");
                UUnitAssert.NotNull(grantTask.Result.Result.CharacterId, "Grant character failed");

                // Attempt to get characters again
                getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request);
                getCharsTask.Wait();
                UUnitAssert.Null(getCharsTask.Result.Error, "Failed to GetChars");
                UUnitAssert.NotNull(getCharsTask.Result.Result, "Failed to GetChars");
                UUnitAssert.NotNull(getCharsTask.Result.Result.Characters, "Failed to GetChars");
                foreach (var eachCharacter in getCharsTask.Result.Result.Characters)
                {
                    if (eachCharacter.CharacterName == CHAR_NAME)
                    {
                        targetCharacter = eachCharacter;
                    }
                }
            }

            // Save the requested character
            UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created");
            characterId = targetCharacter.CharacterId;
        }
Example #4
0
        public void UserCharacter()
        {
            var request = new ServerModels.ListUsersCharactersRequest {
                PlayFabId = _playFabId
            };
            var getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request);

            WaitForResultSuccess(getCharsTask, "Failed to GetChars");

            ServerModels.CharacterResult targetCharacter = null;
            foreach (var eachCharacter in getCharsTask.Result.Result.Characters)
            {
                if (eachCharacter.CharacterName == CHAR_NAME)
                {
                    targetCharacter = eachCharacter;
                }
            }

            if (targetCharacter == null)
            {
                // Create the targetCharacter since it doesn't exist
                var grantRequest = new ServerModels.GrantCharacterToUserRequest
                {
                    PlayFabId     = _playFabId,
                    CharacterName = CHAR_NAME,
                    CharacterType = CHAR_TEST_TYPE,
                };
                var grantTask = PlayFabServerAPI.GrantCharacterToUserAsync(grantRequest);
                WaitForResultSuccess(grantTask, "Grant character failed");

                // Attempt to get characters again
                getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request);
                WaitForResultSuccess(getCharsTask, "Failed to GetChars");
                foreach (var eachCharacter in getCharsTask.Result.Result.Characters)
                {
                    if (eachCharacter.CharacterName == CHAR_NAME)
                    {
                        targetCharacter = eachCharacter;
                    }
                }
            }

            // Save the requested character
            UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created");
        }
Example #5
0
 private void GetCharsCallback(PlayFab.ServerModels.ListUsersCharactersResult result)
 {
     lastReceivedMessage = "Get Chars Successful";
     foreach (var eachCharacter in result.Characters)
         if (eachCharacter.CharacterName == CHAR_NAME)
             targetCharacter = eachCharacter;
 }