private static void Main() { Console.Title = "EECloud.PlayerIO Test Application"; do { Console.CursorVisible = false; Console.Write("Testing... (Start time: " + DateTime.Now.ToString("G") + ")"); // Connecting... Watch.Start(); var client = PlayerIO.Connect("test-szf4hpjepkayftx3jm5wxa", "public", "testuser"); Watch.Stop(); WriteElapsedMilliseconds("Connected"); // Loading a BigDB PlayerData item... Watch.Restart(); var playerObject = client.BigDB.LoadMyPlayerObject(); var item = playerObject.Item("11_Object"); Watch.Stop(); WriteElapsedMilliseconds("Loaded a BigDB PlayerData item"); Console.WriteLine(Environment.NewLine + "Done! Total time elapsed: " + TotalElapsedMilliseconds + "ms"); TotalElapsedMilliseconds = 0; Console.CursorVisible = true; Console.ReadKey(true); Console.WriteLine(); Watch.Reset(); } while (true); }
void Start() { PlayerIO.UnityInit(this); PlayerIO.Connect("YourGameIDHere", "public", "YourUserIDHere", null, null, delegate(Client c) { // connected successfully client = c; Debug.Log("Connected"); // if we're using the dev server, connect to the local IP if (UseDevServer) { client.Multiplayer.DevelopmentServer = new ServerEndpoint("127.0.0.1", 8184); GetRoomList(); } }, delegate(PlayerIOError error) { // did not connect successfully Debug.Log(error.Message); }); }
public static Task <Client> ConnectAsync(string gameId, string connectionId, string userId, string auth, string partnerId, string[] playerInsightSegments) { var tcs = new TaskCompletionSource <Client>(); PlayerIO.Connect(gameId, connectionId, userId, auth, partnerId, playerInsightSegments, tcs.SetResult, tcs.SetException); return(tcs.Task); }
private static Client Authenticate(string gameid, string user, string auth, AuthenticationType type = AuthenticationType.Invalid) => type == AuthenticationType.Facebook ? PlayerIO.QuickConnect.FacebookOAuthConnect(gameid, auth, null, null) : type == AuthenticationType.Simple ? PlayerIO.QuickConnect.SimpleConnect(gameid, user, auth, null) : type == AuthenticationType.Kongregate ? PlayerIO.QuickConnect.KongregateConnect(gameid, user, auth, null) : type == AuthenticationType.ArmorGames ? PlayerIO.Authenticate(gameid, "public", new Dictionary <string, string> { { "userId", user }, { "authToken", auth } }, null) : type == AuthenticationType.Public ? PlayerIO.Connect(gameid, "public", user, auth, null) : null;
public World(InputType type, object input, Client client = null) { if (client == null) { client = PlayerIO.Connect("everybody-edits-su9rn58o40itdbnw69plyw", "public", "user", "", ""); } switch (type) { case InputType.DatabaseObject: if (!(input is DatabaseObject)) { throw new ArgumentException("input needs to be a DatabaseObject!"); } this._world = (DatabaseObject)input; foreach (var property in (DatabaseObject)_world) { _properties.Add(property.Key, property.Value); } this.Blocks = Helpers.FromWorldData(_world.GetArray("worlddata")); break; case InputType.BigDB: if (!(input is string)) { throw new ArgumentException("input needs to be a string!"); } this._world = client.BigDB.Load("worlds", (string)input); foreach (var property in (DatabaseObject)_world) { _properties.Add(property.Key, property.Value); } this.Blocks = Helpers.FromWorldData(_world.GetArray("worlddata")); break; case InputType.JSON: if (!(input is string)) { throw new ArgumentException("input needs to be a string!"); } this._world = JObject.Parse((string)input); foreach (var property in _world) { _properties.Add(property.Name, property.Value); } this.Blocks = Helpers.FromJsonArray(_world); break; } }
private static void Main(string[] args) { //In the client, you will need to change the password to a space. PlayerIO.QuickConnect.SimpleRegister("oldy-l95uohocfu66qcnb6swlma", "whatever", " ", "", "", "", null, "", null); //.SimpleRegister("oldy-l95uohocfu66qcnb6swlma", "whatever", "", "*****@*****.**", "", "", null, "", null); Client join = PlayerIO.Connect("oldy-l95uohocfu66qcnb6swlma", "public", "whatever", "", ""); Connection x = join.Multiplayer.CreateJoinRoom("0x0", "FlixelWalker1", true, null, null); Console.WriteLine("Registered Account."); Console.ReadKey(); }
public DownloadWorker(int chunks, string laston, string dbname, string dbindex, string gameid) { this._chunks = chunks; this._laston = laston; this._dbname = dbname; this._dbindex = dbindex; this._gameid = gameid; this._strdb = Database.FromFile($"{dbname}.db"); ///TODO: custom naming this._client = PlayerIO.Connect(gameid, "public", "user", "", ""); ///TODO: more auth handling across games 'n' stuff //var problem = new SerializedDBO(this._client.BigDB.Load("PlayerObjects", "fb100002099717266")); }
void Start() { PlayerIO.UnityInit(this); PlayerIO.Connect("YourGameIDHere", "public", "YourUserIDHere", null, null, delegate(Client c) { // connected successfully client = c; Debug.Log("Connected"); }, delegate(PlayerIOError error) { // did not connect successfully Debug.Log(error.Message); }); }
/// <summary> /// Log in through armorgames /// </summary> /// <param name="config">The config</param> /// <returns>The established client if valid; otherwise null</returns> public Client LogIn(Config config) { string loginCookie = GetArmorgamesLoginCookie(); if (loginCookie == null) { return(null); } ArmorgamesFlashvars flashVars = GetFlashvars(loginCookie); if (flashVars == null) { return(null); } FluidClient guestClient = new FluidClient(new GuestAuth()); if (!guestClient.LogIn()) { return(null); } SecureConnection secureConnection = guestClient.GetSecureConnection(); if (secureConnection == null) { return(null); } secureConnection.SendAuth(flashVars.UserId, flashVars.AuthToken); AuthEvent armorGamesAuth = secureConnection.WaitForServerEvent <AuthEvent>(); if (armorGamesAuth.IsAuthenitcated()) { return(PlayerIO.Connect(config.GameID, "secure", armorGamesAuth.UserID, armorGamesAuth.AuthToken, "armorgames")); } else { return(null); } }
void Connect() { // we need some monobehavior in the scene for player.io to work, but it can be any monobehavior so we’ll just put our NetworkUtils component on it. if (GameObject.Find(“_playerIO”) == null) { GameObject go = new GameObject(“_playerIO”); go.AddComponent <NetworkUtils>(); DontDestroyOnLoad(go); PlayerIO.UnityInit(go.GetComponent <NetworkUtils>()); } PlayerIO.Connect("YourGameIDHere", "public", playerName, null, null, delegate(Client client) { Debug.Log("Connected"); // store client for later retrieval NetworkUtils.client = client; // load player object client.BigDB.LoadMyPlayerObject( delegate(DatabaseObject playerObj) { // store player object for later retrieval NetworkUtils.playerObj = playerObj; // read stats from player object botsKilled = playerObj.GetInt("Kills", 0); botsLost = playerObj.GetInt("Deaths", 0); }, delegate(PlayerIOError error) { Debug.Log("Failed loading player object: " + error.Message); }); }, delegate(PlayerIOError error) { Debug.Log("Failed to connect: " + error.Message); }); }
public static void GenerateOldEEClient(string GameId) { OldEEClient = PlayerIO.Connect(GameId, "public", "whatever", "", ""); }
public MinimapBenchmark() { client = PlayerIO.Connect("everybody-edits-su9rn58o40itdbnw69plyw", "public", "user", "", ""); world = new World(World.InputType.BigDB, "PW01", client); }
public void connectToServer() { emailLogin = emailLogin.Replace("@", " "); if (!connected) { PlayerIO.Connect( "shooter-gpmw9uiee0uxk34a7hzp7w", "Public", emailLogin, null, null, null, delegate(Client cl) { connected = true; client = cl; Debug.Log("Подключились к серверу"); client.BigDB.LoadSingle( "users", "email", new object[] { emailLogin }, delegate(DatabaseObject value) { if (value != null) { Debug.Log("Авторизация успешна!"); Settings.email = emailLogin; SceneManager.LoadScene("main_menu"); } else { Debug.Log("Неправильный пароль!"); } }, delegate(PlayerIOError err) { Debug.Log("Пользователь не найден!"); } ); }, delegate(PlayerIOError err) { Debug.Log("Ошибка подключения: " + err); } ); } /*PlayerIO.Connect( * "shooter-gpmw9uiee0uxk34a7hzp7w", * "Public", * email, * null, * null, * null, * delegate (Client cl) { * Debug.Log("Authenticate"); * this.client = client; * client.Multiplayer.DevelopmentServer = new ServerEndpoint("localhost", 8184); * this.client.Multiplayer.CreateJoinRoom( * null, * "LobbyRoom", * true, * null, * null, * delegate (Connection connection) * { * connection.Send("Login"); * connection.OnMessage += handlemessage; * }, * delegate (PlayerIOError error) * { * Debug.Log("Error Joining Room: " + error.ToString()); * } * ); * } * );*/ else { client.BigDB.LoadSingle( "users", "email", new object[] { emailLogin }, delegate(DatabaseObject value) { if (value != null) { if (string.Equals(value.GetString("password"), password)) { Debug.Log("Авторизация успешна!"); Settings.email = emailLogin; SceneManager.LoadScene("main_menu"); } else { Debug.Log("Неправильный пароль!" + value.GetString("password")); } } else { Debug.Log("Пользователь не найден!" + value.GetString("password")); } }, delegate(PlayerIOError err) { Debug.Log("Пользователь не найден!"); } ); } }