public void LoginOrRegister()
        {
            if (!PlayFabClientAPI.IsClientLoggedIn()) // If we haven't already logged in...
            {
                var loginRequest = new ClientModels.LoginWithEmailAddressRequest();
                loginRequest.Email    = USER_EMAIL;
                loginRequest.Password = USER_PASSWORD;
                loginRequest.TitleId  = PlayFabSettings.TitleId;
                PlayFabClientAPI.LoginWithEmailAddress(loginRequest, LoginCallback, SharedErrorCallback);
                WaitForApiCalls();

                // We don't do any test here, because the user may not exist, and thus login might fail, but the test should not
            }

            if (PlayFabClientAPI.IsClientLoggedIn())
            {
                return; // Success, already logged in
            }
            // If the setup failed to log in a user, we need to create one.
            var registerRequest = new ClientModels.RegisterPlayFabUserRequest();

            registerRequest.TitleId  = PlayFabSettings.TitleId;
            registerRequest.Username = USER_NAME;
            registerRequest.Email    = USER_EMAIL;
            registerRequest.Password = USER_PASSWORD;
            PlayFabClientAPI.RegisterPlayFabUser(registerRequest, RegisterCallback, SharedErrorCallback);
            WaitForApiCalls();

            UUnitAssert.Equals("User Registration Successful", lastReceivedMessage); // If we get here, we definitely registered a new user, and we definitely want to verify success

            UUnitAssert.True(PlayFabClientAPI.IsClientLoggedIn(), "User login failed");
        }
Exemple #2
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        public void LoginOrRegister()
        {
            if (!PlayFabClientAPI.IsClientLoggedIn()) // If we haven't already logged in...
            {
                var loginRequest = new ClientModels.LoginWithEmailAddressRequest();
                loginRequest.Email    = USER_EMAIL;
                loginRequest.Password = USER_PASSWORD;
                loginRequest.TitleId  = PlayFabSettings.TitleId;
                var loginTask = PlayFabClientAPI.LoginWithEmailAddressAsync(loginRequest);
                loginTask.Wait();

                if (loginTask.Result != null && loginTask.Result.Result != null) // If successful, track playFabId
                {
                    playFabId = loginTask.Result.Result.PlayFabId;               // Needed for subsequent tests
                }
            }

            if (PlayFabClientAPI.IsClientLoggedIn())
            {
                return; // Success, already logged in
            }
            // If the setup failed to log in a user, we need to create one.
            var registerRequest = new ClientModels.RegisterPlayFabUserRequest();

            registerRequest.TitleId  = PlayFabSettings.TitleId;
            registerRequest.Username = USER_NAME;
            registerRequest.Email    = USER_EMAIL;
            registerRequest.Password = USER_PASSWORD;
            var registerTask = PlayFabClientAPI.RegisterPlayFabUserAsync(registerRequest);

            registerTask.Wait();
            UUnitAssert.NotNull(registerTask.Result);
            UUnitAssert.Null(registerTask.Result.Error);
            UUnitAssert.NotNull(registerTask.Result.Result);

            playFabId = registerTask.Result.Result.PlayFabId; // Needed for subsequent tests

            UUnitAssert.True(PlayFabClientAPI.IsClientLoggedIn(), "User login failed");
        }
        public void LoginOrRegister()
        {
            if (!PlayFabClientAPI.IsClientLoggedIn()) // If we haven't already logged in...
            {
                var loginRequest = new ClientModels.LoginWithEmailAddressRequest();
                loginRequest.Email = USER_EMAIL;
                loginRequest.Password = USER_PASSWORD;
                loginRequest.TitleId = PlayFabSettings.TitleId;
                PlayFabClientAPI.LoginWithEmailAddress(loginRequest, LoginCallback, SharedErrorCallback);
                WaitForApiCalls();

                // We don't do any test here, because the user may not exist, and thus login might fail, but the test should not
            }

            if (PlayFabClientAPI.IsClientLoggedIn())
                return; // Success, already logged in

            // If the setup failed to log in a user, we need to create one.
            var registerRequest = new ClientModels.RegisterPlayFabUserRequest();
            registerRequest.TitleId = PlayFabSettings.TitleId;
            registerRequest.Username = USER_NAME;
            registerRequest.Email = USER_EMAIL;
            registerRequest.Password = USER_PASSWORD;
            PlayFabClientAPI.RegisterPlayFabUser(registerRequest, RegisterCallback, SharedErrorCallback);
            WaitForApiCalls();

            UUnitAssert.Equals("User Registration Successful", lastReceivedMessage); // If we get here, we definitely registered a new user, and we definitely want to verify success

            UUnitAssert.True(PlayFabClientAPI.IsClientLoggedIn(), "User login failed");
        }