[MSetup] public void Setup() { Autoya.ResetAllForceSetting(); DeleteAllData(AuthSettings.AUTH_STORED_FRAMEWORK_DOMAIN); var authorized = false; Action onMainThread = () => { var dataPath = Application.persistentDataPath; Autoya.TestEntryPoint(dataPath); Autoya.Auth_SetOnAuthenticated( () => { authorized = true; } ); }; RunOnMainThread(onMainThread); WaitUntil( () => { return(authorized); }, 5, "timeout in setup." ); Assert(Autoya.Auth_IsAuthenticated(), "not logged in."); Autoya.forceMaintenance = true; }
public IEnumerator Setup() { Autoya.ResetAllForceSetting(); DeleteAllData(AuthSettings.AUTH_STORED_FRAMEWORK_DOMAIN); var authorized = false; var dataPath = Application.persistentDataPath; Autoya.TestEntryPoint(dataPath); Autoya.Auth_SetOnAuthenticated( () => { authorized = true; } ); yield return(WaitUntil( () => { return authorized; }, () => { throw new TimeoutException("timeout in setup."); } )); True(Autoya.Auth_IsAuthenticated(), "not logged in."); Autoya.forceMaintenance = true; }
public IEnumerator Teardown() { Autoya.ResetAllForceSetting(); Autoya.Shutdown(); while (GameObject.Find("AutoyaMainthreadDispatcher") != null) { yield return(null); } }
public IEnumerator Setup() { Autoya.ResetAllForceSetting(); var dataPath = Application.persistentDataPath; var fwPath = Path.Combine(dataPath, AuthSettings.AUTH_STORED_FRAMEWORK_DOMAIN); DeleteAllData(fwPath); Autoya.TestEntryPoint(dataPath); while (!Autoya.Auth_IsAuthenticated()) { yield return(false); } var authenticated = false; Autoya.Auth_SetOnAuthenticated( () => { authenticated = true; } ); Autoya.Auth_SetOnBootAuthFailed( (code, reason) => { Debug.LogError("code:" + code + " reason:" + reason); } ); yield return(WaitUntil( () => authenticated, () => { throw new TimeoutException("failed to auth."); } )); True(Autoya.Auth_IsAuthenticated(), "not logged in."); }
[MTeardown] public void Teardown() { Autoya.ResetAllForceSetting(); }
[MTeardown] public void Teardown() { RunOnMainThread(Autoya.Shutdown); Autoya.ResetAllForceSetting(); }