// Use this for initialization void Start() { loadBalancingClient = new LoadBalancingClient(null, TurnbasedAppId, "1.0"); // the master server address is not used when connecting via nameserver AuthenticationValues customAuth = new AuthenticationValues(); customAuth.AddAuthParameter("username", UserName); // expected by the demo custom auth service customAuth.AddAuthParameter("token", UserToken); // expected by the demo custom auth service loadBalancingClient.AuthValues = customAuth; loadBalancingClient.AutoJoinLobby = false; loadBalancingClient.ConnectToRegionMaster("us"); }
public PhantomClient(string token, string user, string avatar) : base(ConnectionProtocol.Udp) { ClientIndex = GeneralUtils.Clients.Count(); Token = token; User = user; Avatar = avatar; AppId = "bf0942f7-9935-4192-b359-f092fa85bef1"; NameServerHost = "ns.exitgames.com"; AppVersion = ClientUtils.GetCurrentReleaseServer() + "_2.5"; AuthValues = new AuthenticationValues() { AuthType = CustomAuthenticationType.Custom }; AuthValues.AddAuthParameter("token", Token); AuthValues.AddAuthParameter("user", User); this.RegisterTypes(); ConsoleUtils.Log($"[Client #{ClientIndex}] Created new PhantomClient"); AddCallbackTarget(this); ConsoleUtils.Log($"[Client #{ClientIndex}] Subscribed to Client Callbacks"); ConsoleUtils.Log($"[Client #{ClientIndex}] Connecting to Region Master USW"); new Thread(() => UpdateThread()) { IsBackground = true }.Start(); ConnectToRegionMaster("USW"); }
void UserIDChange(string id) { AuthenticationValues authV = new AuthenticationValues(); authV.UserId = id; PhotonNetwork.AuthValues = authV; }
/* * Step 3 * This is the final and the simplest step. We create new AuthenticationValues instance. * This class describes how to authenticate a players inside Photon environment. */ private static void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { LogMessage("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication complete."); //We set AuthType to custom, meaning we bring our own, PlayFab authentication procedure. var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; //We add "username" parameter. Do not let it confuse you: PlayFab is expecting this parameter to contain player PlayFab ID (!) and not username. customAuth.AddAuthParameter("username", _playFabPlayerIdCache); // expected by PlayFab custom auth service //We add "token" parameter. PlayFab expects it to contain Photon Authentication Token issues to your during previous step. customAuth.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); //We finally tell Photon to use this authentication parameters throughout the entire application. PhotonNetwork.AuthValues = customAuth; // PhotonNetwork.AuthValues.UserId = _playFabPlayerIdCache; // //UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(0); PF_Bridge.RaiseCallbackSuccess(string.Empty, PlayFabAPIMethods.GenericLogin, MessageDisplayStyle.none); if (OnLoginSuccess != null) { OnLoginSuccess(string.Format("SUCCESS: {0}", "result.SessionTicket"), MessageDisplayStyle.error); } Debug.Log("AuthenticateWithPhoton"); }
public void Initialize(string UserId, string NickName) { #if CONFIG_LIVE PhotonNetwork.logLevel = PhotonLogLevel.ErrorsOnly; #else PhotonNetwork.logLevel = PhotonLogLevel.Informational; #endif PhotonNetwork.autoJoinLobby = false; PhotonNetwork.automaticallySyncScene = false; PhotonNetwork.BackgroundTimeout = 500f; PhotonNetwork.MaxResendsBeforeDisconnect = 10; PhotonNetwork.QuickResends = 3; PhotonNetwork.sendRate = 2; PhotonNetwork.sendRateOnSerialize = 2; AuthenticationValues auth = new AuthenticationValues(); auth.AuthType = CustomAuthenticationType.None; auth.AddAuthParameter("UserId", UserId); auth.AddAuthParameter("access_token", "offlien_token"); //this token isn't required as yet. PhotonNetwork.playerName = NickName; PhotonNetwork.AuthValues = auth; M3Utils.Instance.GameRestarted += OnGameRestart; PhotonNetwork.OnEventCall += OnEventCall; }
private void ConnectToMasterServer(string id, string ticket) { //Debug.Log("connect to master server"); //if (PhotonNetwork.AuthValues != null) //{ //} //else //{ // PhotonNetwork.AuthValues = new AuthenticationValues() // { // AuthType = CustomAuthenticationType.Custom // }; // PhotonNetwork.AuthValues.AddAuthParameter(id, ticket); //} AuthenticationValues authVals = new AuthenticationValues(AuthManager.playfabId); authVals.AuthType = CustomAuthenticationType.Custom; authVals.AddAuthParameter("username", AuthManager.playfabId); authVals.AddAuthParameter("token", ticket); PhotonNetwork.ConnectUsingSettings("1.0"); }
public IActionResult Index() { var model = new AuthenticationValues(); var certificate = HttpContext.Connection.ClientCertificate; if (certificate != null) { model.CertificateValues.Thumbprint = certificate.Thumbprint; model.CertificateValues.FriendlyName = certificate.FriendlyName; model.CertificateValues.ValidFrom = certificate.NotBefore; model.CertificateValues.ValidTo = certificate.NotAfter; model.CertificateValues.IssuerName = certificate.IssuerName.Name; model.CertificateValues.SubjectName = certificate.SubjectName.Name; model.CertificateValues.UserUpn = certificate.GetNameInfo(X509NameType.UpnName, false); model.CertificateValues.UserName = certificate.GetNameInfo(X509NameType.SimpleName, false); model.CertificateValues.UserEmail = certificate.GetNameInfo(X509NameType.EmailName, false); } var identity = ControllerContext.HttpContext.User.Identity; if (identity != null) { model.IdentityValues.IsAuthenticated = identity.IsAuthenticated; model.IdentityValues.AuthenticationType = identity.AuthenticationType; model.IdentityValues.Name = identity.Name; model.IdentityValues.Claims = HttpContext.User.Claims; } return(View(model)); }
private void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult obj) { Logger.Verbose("MainPageScript.OnPhotonAuthenticationSuccess"); // Set the Photon Connection Settings // See https://api.playfab.com/docs/using-photon-with-playfab/ PhotonNetwork.PhotonServerSettings.AppID = PhotonAppID; PhotonNetwork.PhotonServerSettings.HostType = ServerSettings.HostingOption.PhotonCloud; PhotonNetwork.PhotonServerSettings.PreferredRegion = CloudRegionCode.us; PhotonNetwork.PhotonServerSettings.Protocol = ExitGames.Client.Photon.ConnectionProtocol.Udp; string authToken = obj.PhotonCustomAuthenticationToken; AuthenticationValues customAuth = new AuthenticationValues(); customAuth.AuthType = CustomAuthenticationType.Custom; customAuth.AddAuthParameter("username", PlayFabManager.PlayfabId); // expected by PlayFab custom auth service customAuth.AddAuthParameter("token", authToken); // expected by PlayFab custom auth service JUMPOptions.GameVersion = AppID; JUMPOptions.CustomAuth = customAuth; // Now Activate the JUMP Connection object that will trigger login to Photon. JUMPConnectionStatus = JUMPConnectionStatus.Connecting; JUMPConnection.gameObject.SetActive(true); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { LogMessage("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication complete."); //We set AuthType to custom, meaning we bring our own, PlayFab authentication procedure. var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; //We add "username" parameter. Do not let it confuse you: PlayFab is expecting this parameter to contain player PlayFab ID (!) and not username. customAuth.AddAuthParameter("username", PlayFabAuthService.PlayFabId); // expected by PlayFab custom auth service //We add "token" parameter. PlayFab expects it to contain Photon Authentication Token issues to your during previous step. customAuth.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); //We finally tell Photon to use this authentication parameters throughout the entire application. PhotonNetwork.AuthValues = customAuth; if (!PhotonNetwork.IsConnected) { PhotonNetwork.ConnectUsingSettings(); } PhotonNetwork.LocalPlayer.NickName = (PlayFabAuthService.PlayFabId.Split(new Char[] { '-' }))[0]; SetLobbyPanelActive(); }
public void DeleteBookingUsingBasicAuth() { //Make a post request to add new booking and save its bookingid Dictionary <string, string> header = new Dictionary <string, string>() { { "Content-Type", "application/json" }, { "Accept", "application/json" } }; Booking booking = new Booking("Manisha", "Chanda", 200, true, new Bookingdates(new DateTime(2011, 12, 28), new DateTime(2012, 3, 1)), "Vacation so do not disturb"); RestClientHelper restClientHelper = new RestClientHelper(); IRestResponse <BookingResponse> restresponse = restClientHelper.PerformPostRequest <BookingResponse>(URLEndPoint.bookingurl, header, null, booking, DataFormat.Json); Assert.AreEqual(200, (int)restresponse.StatusCode); Assert.IsNotNull(restresponse.Data, "Rest response is null"); int bookingid = restresponse.Data.bookingid; //Use basic authentication and perfrom delete request using bookingid header = new Dictionary <string, string>() { { "Content-Type", "application/json" }, { "Authorization", AuthenticationValues.Base64EncodedBaiscAuth() } }; RestClientHelper restClientHelper1 = new RestClientHelper(); IRestResponse restResponse1 = restClientHelper1.PerformDeleteRequest(URLEndPoint.bookingurl + bookingid, header, null); Assert.AreEqual(201, (int)restResponse1.StatusCode); //Verify the booking id and its values does not exist restResponse1 = restClientHelper.PerformDeleteRequest(URLEndPoint.bookingurl + bookingid, header, null); Assert.AreEqual(405, (int)restResponse1.StatusCode); }
private void AuthSuccessCallback(string UserID) { LoginMsg.text = "Auth Success"; SystemManage.GetAllTitleData(); //取得所有title data SystemManage.GetAllStroeItem(); //取得所有物品 //使用playfab登入photon PlayFabClientAPI.GetPhotonAuthenticationToken(new GetPhotonAuthenticationTokenRequest() { PhotonApplicationId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime }, (xr) => { var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; customAuth.AddAuthParameter("username", UserID); customAuth.AddAuthParameter("token", xr.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = customAuth; PhotonNetwork.ConnectUsingSettings(); LoginMsg.text = "Login...."; }, (xe) => { LoginMsg.text = "Login Fail"; ModalHelper.WarningMessage("Photon Authentication fail."); }); }
private void OnPhotonTokenReceived(GetPhotonAuthenticationTokenResult result) { Debug.Log("Received photon token"); //We set AuthType to custom, meaning we bring our own, PlayFab authentication procedure. var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; //We add "username" parameter. Do not let it confuse you: PlayFab is expecting this parameter to contain player PlayFab ID (!) and not username. customAuth.AddAuthParameter("username", PlayerId); // expected by PlayFab custom auth service //We add "token" parameter. PlayFab expects it to contain Photon Authentication Token issues to your during previous step. customAuth.AddAuthParameter("token", result.PhotonCustomAuthenticationToken); //We finally tell Photon to use this authentication parameters throughout the entire application. PhotonNetwork.AuthValues = customAuth; //Finally we will initialize photon with any custom data InitializePhoton(); if (OnLogin != null) { OnLogin(); } }
private void Start() { _chatClient = new ChatClient(new ChatListener(this)); _chatClient.ChatRegion = "US"; _authValue = new AuthenticationValues(ServiceManager.PlayerManager.LocalPlayerProfile.Uid); _chatClient.Connect(ChatAppId, ChatAppVersion, _authValue); PhotonPeer.RegisterType(typeof(PlayerInfoMessage), PlayerInfoMessage.Id, PlayerInfoMessage.Serialize, PlayerInfoMessage.Deserialize); }
// Use this for initialization void Start() { loadBalancingClient = new LoadBalancingClient(null, TurnbasedAppId, "1.0"); // the master server address is not used when connecting via nameserver AuthenticationValues customAuth = new AuthenticationValues(); customAuth.SetAuthParameters(UserName, UserToken); loadBalancingClient.AutoJoinLobby = false; loadBalancingClient.CustomAuthenticationValues = customAuth; loadBalancingClient.ConnectToRegionMaster("eu"); }
void Start() { AuthenticationValues authenticationValues = new AuthenticationValues("0"); PhotonNetwork.AuthValues = authenticationValues; PhotonNetwork.AutomaticallySyncScene = true; PhotonNetwork.NickName = Master.GameSettings.UserName; PhotonNetwork.ConnectUsingSettings(); }
void Start() { AuthenticationValues authValues = new AuthenticationValues(); authValues.UserId = PlayerPrefs.GetString(Prefs.PLAYER_NAME_PREF); authValues.AuthType = CustomAuthenticationType.None; chatClient = new ChatClient(this, connectProtocol); chatClient.ChatRegion = "EU"; chatClient.Connect("c212f995-7a94-43d4-9b01-067a8b58d7af", "0.01", authValues); }
public virtual bool OpAuthenticateOnce(string appId, string appVersion, AuthenticationValues authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol) { if (this.DebugOut >= 3) { base.get_Listener().DebugReturn(3, "OpAuthenticate()"); } Dictionary <byte, object> dictionary = new Dictionary <byte, object>(); if (authValues != null && authValues.Token != null) { dictionary.set_Item(221, authValues.Token); return(this.OpCustom(231, dictionary, true, 0, false)); } if (encryptionMode == EncryptionMode.DatagramEncryption && expectedProtocol != null) { Debug.LogWarning("Expected protocol set to UDP, due to encryption mode DatagramEncryption. Changing protocol in PhotonServerSettings from: " + PhotonNetwork.PhotonServerSettings.Protocol); PhotonNetwork.PhotonServerSettings.Protocol = 0; expectedProtocol = 0; } dictionary.set_Item(195, expectedProtocol); dictionary.set_Item(193, (byte)encryptionMode); dictionary.set_Item(220, appVersion); dictionary.set_Item(224, appId); if (!string.IsNullOrEmpty(regionCode)) { dictionary.set_Item(210, regionCode); } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { dictionary.set_Item(225, authValues.UserId); } if (authValues.AuthType != CustomAuthenticationType.None) { dictionary.set_Item(217, (byte)authValues.AuthType); if (!string.IsNullOrEmpty(authValues.Token)) { dictionary.set_Item(221, authValues.Token); } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { dictionary.set_Item(216, authValues.AuthGetParameters); } if (authValues.AuthPostData != null) { dictionary.set_Item(214, authValues.AuthPostData); } } } } return(this.OpCustom(231, dictionary, true, 0, base.get_IsEncryptionAvailable())); }
public virtual bool OpAuthenticateOnce(string appId, string appVersion, AuthenticationValues authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol) { if (this.DebugOut >= 3) { this.get_Listener().DebugReturn((DebugLevel)3, "OpAuthenticate()"); } Dictionary <byte, object> dictionary = new Dictionary <byte, object>(); if (authValues != null && authValues.Token != null) { dictionary[(byte)221] = (object)authValues.Token; return(this.OpCustom((byte)231, dictionary, true, (byte)0, false)); } if (encryptionMode == EncryptionMode.DatagramEncryption && expectedProtocol != null) { Debug.LogWarning((object)("Expected protocol set to UDP, due to encryption mode DatagramEncryption. Changing protocol in PhotonServerSettings from: " + (object)PhotonNetwork.PhotonServerSettings.Protocol)); PhotonNetwork.PhotonServerSettings.Protocol = (ConnectionProtocol)0; expectedProtocol = (ConnectionProtocol)0; } dictionary[(byte)195] = (object)(byte)expectedProtocol; dictionary[(byte)193] = (object)(byte)encryptionMode; dictionary[(byte)220] = (object)appVersion; dictionary[(byte)224] = (object)appId; if (!string.IsNullOrEmpty(regionCode)) { dictionary[(byte)210] = (object)regionCode; } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { dictionary[(byte)225] = (object)authValues.UserId; } if (authValues.AuthType != CustomAuthenticationType.None) { dictionary[(byte)217] = (object)authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Token)) { dictionary[(byte)221] = (object)authValues.Token; } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { dictionary[(byte)216] = (object)authValues.AuthGetParameters; } if (authValues.AuthPostData != null) { dictionary[(byte)214] = authValues.AuthPostData; } } } } return(this.OpCustom((byte)231, dictionary, true, (byte)0, this.get_IsEncryptionAvailable())); }
void Start() { print("conectando ao servidor..."); AuthenticationValues authValues = new AuthenticationValues("0"); PhotonNetwork.AuthValues = authValues; PhotonNetwork.AutomaticallySyncScene = true; PhotonNetwork.NickName = MasterManager.GameSettings.NickName; PhotonNetwork.GameVersion = MasterManager.GameSettings.GameVersion; PhotonNetwork.ConnectUsingSettings(); }
void OnAuthTokenResult(GetPhotonAuthenticationTokenResult result) { AuthenticationValues customAuth = new AuthenticationValues(); customAuth.AuthType = CustomAuthenticationType.Custom; customAuth.AddAuthParameter("username", playfabId); customAuth.AddAuthParameter("token", result.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = customAuth; PhotonNetwork.ConnectUsingSettings("v0.1d"); }
public void ConnectToChatServer() { ConnectionProtocol connectionProtocol = ConnectionProtocol.Udp; this.client = new ChatClient(this, connectionProtocol); AuthenticationValues authenticationValues = new AuthenticationValues(); authenticationValues.AuthType = CustomAuthenticationType.None; this.client.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, "0", authenticationValues); this.connectionState.text = "Connecting to chat server..."; Debug.Log("Attempting to Connect to Chat."); }
// Use this for initialization void Start() { loadBalancingClient = new LoadBalancingClient(null, TurnbasedAppId, "1.0"); // the master server address is not used when connecting via nameserver AuthenticationValues customAuth = new AuthenticationValues(); customAuth.AddAuthParameter("username", UserName); // expected by the demo custom auth service customAuth.AddAuthParameter("token", UserToken); // expected by the demo custom auth service loadBalancingClient.AuthValues = customAuth; loadBalancingClient.ConnectToRegionMaster("eu"); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { LogMessage("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication complete."); var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; customAuth.AddAuthParameter("username", _playFabPlayerIdCache); customAuth.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = customAuth; LoginScene.Instance.LoginClick(); }
private void OnLoginMobileSuccess(LoginResult result) { PlayerVariables.Inistance.setUserPlayFabID(result.PlayFabId); AuthenticationValues auth = new AuthenticationValues(result.PlayFabId); PhotonNetwork.AuthValues = auth; PhotonNetwork.NickName = result.PlayFabId; PhotonNetwork.ConnectUsingSettings(); PlayfabDataGetter.Inistance.GetAllData(result.PlayFabId); }
private void Start() { Debug.Log("Connecting to Photon...", this); AuthenticationValues authValues = new AuthenticationValues("0"); PhotonNetwork.AuthValues = authValues; PhotonNetwork.SendRate = 20; //20. PhotonNetwork.SerializationRate = 5; //10. PhotonNetwork.AutomaticallySyncScene = true; PhotonNetwork.NickName = MasterManager.GameSettings.NickName; PhotonNetwork.GameVersion = MasterManager.GameSettings.GameVersion; PhotonNetwork.ConnectUsingSettings(); }
public void Connect() { _loadBalancingClient.UserId = _userToken; AuthenticationValues customAuth = new AuthenticationValues(_loadBalancingClient.UserId); customAuth.AuthType = CustomAuthenticationType.Custom; customAuth.AddAuthParameter("username", _userName); // expected by the demo custom auth service customAuth.AddAuthParameter("token", _userToken); // expected by the demo custom auth service _loadBalancingClient.AuthValues = customAuth; _loadBalancingClient.NickName = _userName; _loadBalancingClient.AutoJoinLobby = false; _loadBalancingClient.ConnectToRegionMaster("eu"); }
public void Connect(string userName, string userID) { StartCoroutine(WaitingForConnectMaster()); AuthenticationValues authentication = new AuthenticationValues(); authentication.UserId = userID; PhotonNetwork.AuthValues = authentication; // #Critical, we must first and foremost connect to Photon Online Server. PhotonNetwork.GameVersion = "alpha"; PhotonNetwork.NickName = userName; PhotonNetwork.AutomaticallySyncScene = true; PhotonNetwork.ConnectUsingSettings(); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenRequest obj) { LogMessage("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication comeplete."); var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; customAuth.AddAuthParameter("username", _playFabPlayerIdCache); PhotonNetwork.AuthValues = customAuth; PhotonNetwork.ConnectUsingSettings(); }
public void UpdateBooking_JsonRequest_JsonResponse_BaiscAuth() { //Make a post request to add new booking and save its bookingid Dictionary <string, string> header = new Dictionary <string, string>() { { "Content-Type", "application/json" }, { "Accept", "application/json" } }; DateTime checkin = new DateTime(2016, 02, 18); DateTime checkout = new DateTime(2017, 02, 21); Booking booking = new Booking("Manisha", "Chanda", 200, true, new Bookingdates(checkin, checkout), "Towel"); RestClientHelper restClientHelper = new RestClientHelper(); IRestResponse <BookingResponse> restresponse = restClientHelper.PerformPostRequest <BookingResponse>(URLEndPoint.bookingurl, header, null, booking, DataFormat.Json); Assert.AreEqual(200, (int)restresponse.StatusCode); int bookingid = restresponse.Data.bookingid; //Make a put request and update booking using bookingid header = new Dictionary <string, string>() { { "Content-Type", "application/json" }, { "Accept", "application/json" }, { "Authorization", AuthenticationValues.Base64EncodedBaiscAuth() } }; checkin = new DateTime(2016, 02, 09); checkout = new DateTime(2017, 02, 20); Booking booking1 = new Booking("Manu", "Chandu", 150, true, new Bookingdates(checkin, checkout), "Towel not needed"); RestClientHelper restClientHelper1 = new RestClientHelper(); IRestResponse <Booking> restresponse1 = restClientHelper1.PerformPutRequest <Booking>(URLEndPoint.bookingurl + bookingid, header, null, booking1, DataFormat.Json); Assert.AreEqual(200, (int)restresponse1.StatusCode); //Make a get response and verify the booking has been updated header = new Dictionary <string, string>() { { "Accept", "application/json" } }; RestClientHelper restClientHelper2 = new RestClientHelper(); IRestResponse <Booking> restresponse2 = restClientHelper2.PerformGetRequest <Booking>(URLEndPoint.bookingurl + bookingid, header); Assert.AreEqual(200, (int)restresponse2.StatusCode); Assert.IsNotNull(restresponse2.Content, "Rest response is null"); Assert.IsTrue(restresponse2.Data.firstname.Contains("Manu"), "Firstname is not updated "); Assert.IsTrue(restresponse2.Data.lastname.Contains("Chandu"), "Lastname is not updated"); Assert.AreEqual(150, restresponse2.Data.totalprice, "Total price is not updated"); Assert.AreEqual(Booking.convertdateinstring(checkin), Booking.convertdateinstring(restresponse2.Data.bookingdates.checkin), "Checkin date is not updated"); Assert.AreEqual(Booking.convertdateinstring(checkout), Booking.convertdateinstring(restresponse2.Data.bookingdates.checkout), "Checkout date is not updated"); Assert.IsTrue(restresponse2.Data.additionalneeds.Contains("Towel not needed"), "Additional needs is not updated"); }
public void ConnectToMasterServer(string id, string ticket) { AuthenticationValues customAuth = new AuthenticationValues(); customAuth.AuthType = CustomAuthenticationType.Custom; customAuth.AddAuthParameter("username", id); // expected by PlayFab custom auth service customAuth.AddAuthParameter("token", ticket); // expected by PlayFab custom auth service this.GameInstance.AuthValues = customAuth; //this.GameInstance.AutoJoinLobby = false; // use this, if you don't list current rooms this.GameInstance.loadBalancingPeer.QuickResendAttempts = 2; // option to re-send reliable stuff more quickly this.GameInstance.loadBalancingPeer.SentCountAllowance = 8; // default + some quick resends this.GameInstance.ConnectToRegionMaster("US"); // connect to the US region of Photon Cloud }
//Connect without photon authentication ( login with inputname) public void Connect(string _nickName, string userid = "") { nickName = _nickName; Debug.Log("PhotonNetwork.AuthValues.UserId" + PhotonNetwork.AuthValues.UserId); if (string.IsNullOrEmpty(userid) && string.IsNullOrEmpty(PhotonNetwork.AuthValues.UserId)) { userid = _nickName; AuthenticationValues authValue = new AuthenticationValues(userid); PhotonNetwork.AuthValues = authValue; } //Debug.Log("Connect "+_nickName+"user id "+userid); PhotonNetwork.NickName = _nickName; PhotonNetwork.ConnectUsingSettings(); }
void AuthenticatewithPhoton(GetPhotonAuthenticationTokenResult result) { Notify.text = "Photon token acquired Authentication complete."; var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; customAuth.AddAuthParameter("username", PlayfabId); customAuth.AddAuthParameter("token", result.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = customAuth; SceneManager.LoadScene(1); }
/// <summary> /// Sends this app's appId and appVersion to identify this application server side. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <remarks> /// This operation makes use of encryption, if that is established before. /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok). /// </remarks> /// <param name="appId">Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage).</param> /// <param name="appVersion">The client's version (clients with differing client appVersions are separated and players don't meet).</param> /// <param name="authValues">Contains all values relevant for authentication (with third-party external Custom Authentication optionally).</param> /// <param name="regionCode">When authenticating for a specific region, a NameServer will forward you to that region's MasterServer.</param> /// <param name="getLobbyStatistics">Set to true on Master Server to receive "Lobby Statistics" events.</param> /// <returns>If the operation could be sent (has to be connected).</returns> public virtual bool OpAuthenticate(string appId, string appVersion, AuthenticationValues authValues, string regionCode, bool getLobbyStatistics) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()"); } Dictionary<byte, object> opParameters = new Dictionary<byte, object>(); if (getLobbyStatistics) { // must be sent in operation, even if a Token is available opParameters[ParameterCode.LobbyStats] = true; } if (authValues != null && authValues.Token != null) { opParameters[ParameterCode.Secret] = authValues.Token; return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte) 0, false); } opParameters[ParameterCode.AppVersion] = appVersion; opParameters[ParameterCode.ApplicationId] = appId; if (!string.IsNullOrEmpty(regionCode)) { opParameters[ParameterCode.Region] = regionCode; } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { opParameters[ParameterCode.UserId] = authValues.UserId; } if (authValues.AuthType != CustomAuthenticationType.None) { if (!this.IsProtocolSecure && !this.IsEncryptionAvailable) { this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory."); return false; } opParameters[ParameterCode.ClientAuthenticationType] = (byte) authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Token)) { opParameters[ParameterCode.Secret] = authValues.Token; } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters; } if (authValues.AuthPostData != null) { opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData; } } } } bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte) 0, this.IsEncryptionAvailable); if (!sent) { this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected."); } return sent; }
/// <summary> /// Sends this app's appId and appVersion to identify this application server side. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <remarks> /// This operation makes use of encryption, if that is established before. /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok). /// </remarks> /// <param name="appId">Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage).</param> /// <param name="appVersion">The client's version (clients with differing client appVersions are separated and players don't meet).</param> /// <param name="userId"></param> /// <param name="authValues"></param> /// <returns>If the operation could be sent (has to be connected).</returns> public virtual bool OpAuthenticate(string appId, string appVersion, string userId, AuthenticationValues authValues) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()"); } Dictionary<byte, object> opParameters = new Dictionary<byte, object>(); opParameters[ParameterCode.AppVersion] = appVersion; opParameters[ParameterCode.ApplicationId] = appId; if (!string.IsNullOrEmpty(userId)) { opParameters[ParameterCode.UserId] = userId; } if (authValues != null && authValues.AuthType != CustomAuthenticationType.None) { if (!this.IsEncryptionAvailable) { this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory."); return false; } opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Secret)) { opParameters[ParameterCode.Secret] = authValues.Secret; } else { if (!string.IsNullOrEmpty(authValues.AuthParameters)) { opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthParameters; } if (authValues.AuthPostData != null) { opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData; } } } return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, this.IsEncryptionAvailable); }
private void ConnectToMasterServer(string id, string ticket) { //Debug.Log("connect to master server"); //if (PhotonNetwork.AuthValues != null) //{ //} //else //{ // PhotonNetwork.AuthValues = new AuthenticationValues() // { // AuthType = CustomAuthenticationType.Custom // }; // PhotonNetwork.AuthValues.AddAuthParameter(id, ticket); //} AuthenticationValues authVals = new AuthenticationValues(AuthManager.playfabId); authVals.AuthType = CustomAuthenticationType.Custom; authVals.AddAuthParameter("username", AuthManager.playfabId); authVals.AddAuthParameter("token", ticket); PhotonNetwork.ConnectUsingSettings("1.0"); }
/// <summary> /// Sends this app's appId and appVersion to identify this application server side. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <remarks> /// This operation makes use of encryption, if that is established before. /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok). /// </remarks> /// <param name="appId">Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage).</param> /// <param name="appVersion">The client's version (clients with differing client appVersions are separated and players don't meet).</param> /// <param name="authValues">Optional authentication values. The client can set no values or a UserId or some parameters for Custom Authentication by a server.</param> /// <param name="regionCode">Optional region code, if the client should connect to a specific Photon Cloud Region.</param> /// <param name="encryptionMode"></param> /// <param name="expectedProtocol"></param> /// <returns>If the operation could be sent (has to be connected).</returns> public virtual bool OpAuthenticateOnce(string appId, string appVersion, AuthenticationValues authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()"); } var opParameters = new Dictionary<byte, object>(); // shortcut, if we have a Token if (authValues != null && authValues.Token != null) { opParameters[ParameterCode.Secret] = authValues.Token; return this.OpCustom(OperationCode.AuthenticateOnce, opParameters, true, (byte)0, false); // we don't have to encrypt, when we have a token (which is encrypted) } if (encryptionMode == EncryptionMode.DatagramEncryption && expectedProtocol != ConnectionProtocol.Udp) { Debug.LogWarning("Expected protocol set to UDP, due to encryption mode DatagramEncryption. Changing protocol in PhotonServerSettings from: " + PhotonNetwork.PhotonServerSettings.Protocol); PhotonNetwork.PhotonServerSettings.Protocol = ConnectionProtocol.Udp; expectedProtocol = ConnectionProtocol.Udp; } opParameters[ParameterCode.ExpectedProtocol] = (byte)expectedProtocol; opParameters[ParameterCode.EncryptionMode] = (byte)encryptionMode; opParameters[ParameterCode.AppVersion] = appVersion; opParameters[ParameterCode.ApplicationId] = appId; if (!string.IsNullOrEmpty(regionCode)) { opParameters[ParameterCode.Region] = regionCode; } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { opParameters[ParameterCode.UserId] = authValues.UserId; } if (authValues.AuthType != CustomAuthenticationType.None) { opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Token)) { opParameters[ParameterCode.Secret] = authValues.Token; } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters; } if (authValues.AuthPostData != null) { opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData; } } } } return this.OpCustom(OperationCode.AuthenticateOnce, opParameters, true, (byte)0, this.IsEncryptionAvailable); }