private void OnLoginSuccessful(LoginResult userResult) { OnLoginSuccess?.Invoke(); var messageService = Application.ServiceLocator.Instance.GetService <Views.Domain.Entity.IMessage>(); messageService.MessageToShow($"Logged in!"); }
private IEnumerator SignUpCoroutine(Credentials credentials) { //string json = JsonUtility.ToJson(credentials); string json = string.Concat("{ \"username\" : \"", credentials.username, "\",\"password\" : \"", credentials.password, "\",\"country\" : \"", System.Globalization.RegionInfo.CurrentRegion, "\" }"); string url = "https://isartdigitalf2pscrawl.herokuapp.com/users/signup"; using (UnityWebRequest req = PostJson(url, json)) { yield return(req.SendWebRequest()); if (req.isNetworkError || req.isHttpError) { Debug.LogWarning(string.Concat("[ServerManager] Cannot access to server or database at Sign Up, reason : ", req.downloadHandler.text)); Screens.Login.Instance.LoginFailed(req.downloadHandler.text); } else { Credentials receivedCreds = JsonUtility.FromJson <Credentials>(req.downloadHandler.text); credentials.token = Token = receivedCreds.token; credentials.id = receivedCreds.id; OnLoginSuccess?.Invoke(credentials); //PlayerDatas playerDatas = new PlayerDatas(); //OnGettingDatasSuccess?.Invoke(playerDatas); //LastPubDate date = new LastPubDate(credentials.id, System.DateTime.Now); OnStartFTUE?.Invoke(); //SaveLastPubDate(date); //AdsManager.Instance.GetLastPubDate(date); //SavePlayerDatas(playerDatas); } } }
private void AuthenticateGooglePlayGames() { #if GOOGLEGAMES PlayFabClientAPI.LoginWithGoogleAccount(new LoginWithGoogleAccountRequest() { TitleId = PlayFabSettings.TitleId, ServerAuthCode = AuthTicket, InfoRequestParameters = InfoRequestParams, CreateAccount = true }, (result) => { //Store Identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //check if we want to get this callback directly or send to event subscribers. if (OnLoginSuccess != null) { //report login result back to the subscriber OnLoginSuccess.Invoke(result); } }, (error) => { //report errro back to the subscriber if (OnPlayFabError != null) { OnPlayFabError.Invoke(error); } }); #endif }
private void AddAccountAndPassword() { if (OnLogMessage != null) { OnLogMessage.Invoke("AddAccountAndPassword Start"); } //Any time we attempt to register a player, first silently authenticate the player. //This will retain the players True Origination (Android, iOS, Desktop) SilentlyAuthenticate((result) => { if (result == null) { //something went wrong with Silent Authentication, Check the debug console. OnPlayFabError.Invoke(new PlayFabError() { Error = PlayFabErrorCode.UnknownError, ErrorMessage = "Silent Authentication by Device failed" }); RegisterAuthenticate(result); } //Note: If silent auth is success, which is should always be and the following //below code fails because of some error returned by the server ( like invalid email or bad password ) //this is okay, because the next attempt will still use the same silent account that was already created. //Now add our username & password. PlayFabClientAPI.AddUsernamePassword(new AddUsernamePasswordRequest() { Username = !string.IsNullOrEmpty(Username) ? Username : result.PlayFabId, //Because it is required & Unique and not supplied by User. Email = Email, Password = Password, }, (addResult) => { if (OnLoginSuccess != null) { //Store identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //Report login result back to subscriber. OnLoginSuccess.Invoke(); if (OnLogMessage != null) { OnLogMessage.Invoke("AddUsernamePassword Success"); } } }, (error) => { if (OnPlayFabError != null) { //Report error result back to subscriber if (OnLogMessage != null) { OnLogMessage.Invoke("AddUsernamePassword Fail"); } } if (error.Error == PlayFabErrorCode.AccountAlreadyLinked) { RegisterAuthenticate(result); } }); }); }
private IEnumerator LoginCoroutine(Credentials credentials, bool FromLocalCredentials) { string json = JsonUtility.ToJson(credentials); string url = "https://isartdigitalf2pscrawl.herokuapp.com/users/login"; using (UnityWebRequest req = PostJson(url, json)) { yield return(req.SendWebRequest()); if (req.isNetworkError || req.isHttpError) { Debug.LogWarning(string.Concat("[ServerManager] Cannot access to server or database at Login, reason : ", req.downloadHandler.text)); if (FromLocalCredentials) { UIManager.Instance.AddScreen(Screens.Login.Instance); } else { Screens.Login.Instance.LoginFailed(req.downloadHandler.text); } } else { Credentials receivedCreds = JsonUtility.FromJson <Credentials>(req.downloadHandler.text); credentials.token = Token = receivedCreds.token; credentials.id = receivedCreds.id; Screens.Login.Instance.LoginSuccess(); OnLoginSuccess?.Invoke(credentials); StartCoroutine(GetPlayerDatas()); } } }
private void RegisterAuthenticate(LoginResult result) { if (OnLogMessage != null) { OnLogMessage.Invoke("RegisterAuthenticate Start"); } PlayFabClientAPI.RegisterPlayFabUser(new RegisterPlayFabUserRequest() { Username = Email.Replace("@", "").Replace(".", ""), //Because it is required & Unique and not supplied by User. Email = Email, Password = Password, }, (registerResult) => { if (OnLoginSuccess != null) { //Store identity and session _playFabId = registerResult.PlayFabId; _sessionTicket = registerResult.SessionTicket; //Report login result back to subscriber. OnLoginSuccess.Invoke(); if (OnLogMessage != null) { OnLogMessage.Invoke("RegisterAuthenticate Success"); } //AuthenticateEmailPassword(); } }, (Registererror) => { if (OnLogMessage != null) { OnLogMessage.Invoke("RegisterAuthenticate Fail"); } }); }
public void OnLoginSuccessCallback() { if (OnLoginSuccess != null) { OnLoginSuccess.Invoke(); } }
private async void Button_Click(object sender, System.Windows.RoutedEventArgs e) { var url = ServerTextBox.Text; var username = UserNameTextBox.Text; var password = PasswordTextBox.Password; var success = await service.Socialcast.VerifyCredentialsAsync(url, username, password); if (success) { service.Settings.AuthUser = new AuthUser { ServiceUrl = url, Email = username, Password = password }; var userInfo = await service.Socialcast.GetUserInfo(); if (!userInfo.HasError()) { service.Settings.AuthUser.Id = userInfo.Value.user.id; if (OnLoginSuccess != null) { OnLoginSuccess.Invoke(this, new EventArgs()); } return; } } service.Settings.AuthUser = null; MessageBox.Show("Authentication failed"); }
private async void Window_Loaded(object sender, RoutedEventArgs e) { var browser = new EmbeddedBrowser(webBrowser, _clientOptions.RedirectUri); _clientOptions.Browser = browser; var client = new HelseIdClient(_clientOptions); var result = await client.Login(); if (result.IsError) { OnLoginError?.Invoke(this, new LoginEventArgs() { Response = result }); } else { OnLoginSuccess?.Invoke(this, new LoginEventArgs() { Response = result, AccessToken = result.AccessToken, IdentityToken = result.IdentityToken, IsError = result.IsError, Error = result.Error }); } }
public void Login(string username, string password, OnLoginSuccess onSuccess, OnLoginFailure onFailure) { var request = new LoginWithPlayFabRequest { Username = username, Password = password, InfoRequestParameters = new GetPlayerCombinedInfoRequestParams { GetUserAccountInfo = true } }; PlayFabClientAPI.LoginWithPlayFab(request, result => { player.Name = result.InfoResultPayload.AccountInfo.Username; player.Id = result.PlayFabId; mode = GameSessionMode.Online; onSuccess.Invoke(player); }, error => { onFailure.Invoke(error.GenerateErrorReport()); }); }
internal void InvokeLoginSuccess(LoginResult loginResult) { if (OnLoginSuccess != null) { OnLoginSuccess.Invoke(loginResult); } }
/// <summary> /// Register a user with an Email & Password /// Note: We are not using the RegisterPlayFab API /// </summary> private void AddAccountAndPassword() { //Any time we attempt to register a player, first silently authenticate the player. //This will retain the players True Origination (Android, iOS, Desktop) SilentlyAuthenticate((result) => { if (result == null) { //something went wrong with Silent Authentication, Check the debug console. OnPlayFabError.Invoke(new PlayFabError() { Error = PlayFabErrorCode.UnknownError, ErrorMessage = "Silent Authentication by Device failed" }); } //Note: If silent auth is success, which is should always be and the following //below code fails because of some error returned by the server ( like invalid email or bad password ) //this is okay, because the next attempt will still use the same silent account that was already created. //Now add our username & password. PlayFabClientAPI.AddUsernamePassword(new AddUsernamePasswordRequest() { Username = !string.IsNullOrEmpty(Username) ? Username : result.PlayFabId, //Because it is required & Unique and not supplied by User. Email = Email, Password = Password, }, (addResult) => { if (OnLoginSuccess != null) { //Store identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //If they opted to be remembered on next login. if (RememberMe) { //Generate a new Guid RememberMeId = Guid.NewGuid().ToString(); //Fire and forget, but link the custom ID to this PlayFab Account. PlayFabClientAPI.LinkCustomID(new LinkCustomIDRequest() { CustomId = RememberMeId, ForceLink = ForceLink }, null, null); } //Override the auth type to ensure next login is using this auth type. AuthType = Authtypes.EmailAndPassword; //Report login result back to subscriber. OnLoginSuccess.Invoke(result); } }, (error) => { if (OnPlayFabError != null) { //Report error result back to subscriber OnPlayFabError.Invoke(error); } }); }); }
public void Register(string username, string email, string password, OnLoginSuccess onSuccess, OnLoginFailure onFailure) { var request = new RegisterPlayFabUserRequest { Username = username, Email = email, Password = password, InfoRequestParameters = new GetPlayerCombinedInfoRequestParams { GetUserAccountInfo = true } }; PlayFabClientAPI.RegisterPlayFabUser(request, result => { player.Username = result.Username; player.UserId = result.PlayFabId; onSuccess.Invoke(player); }, error => { onFailure.Invoke(error.GenerateErrorReport()); }); }
private async void Button_Click(object sender, RoutedEventArgs e) { if (await ViewModel.Login(Password.Password)) { Password.Password = string.Empty; // password is in plain text - do not leave it in memory OnLoginSuccess?.Invoke(this, new LoginEventArgs(ViewModel.Token)); } }
private async Task BtnLogin_TouchUpInside(object sender) { //Validate our Username & Password. //This is usually a web service call. try { var bounds = UIScreen.MainScreen.Bounds; // show the loading overlay on the UI thread using the correct orientation sizing _loadPop = new LoadingOverlay(bounds, "Logging you in..."); // using field from step 2 View.Add(_loadPop); if (IsUserNameValid() && IsPasswordValid()) { username = UserNameTextView.Text.Trim(); password = PasswordTextView.Text.Trim(); //We have successfully authenticated a the user, //Now fire our OnLoginSuccess Event. _userModel = await _restActions.LoginUser(username, password); if (_userModel != null) { UserSession.SetUserSession(_userModel); if (UserSession.IsLoggedIn()) { _loadPop.Hide(); OnLoginSuccess?.Invoke(sender, new EventArgs()); } else { var message = "Unable to log you in, please try again"; if (_userModel.message != null) { message = _userModel.message; } _loadPop.Hide(); MessagingActions.ShowAlert("Unable to login", message); } } else { _loadPop.Hide(); MessagingActions.ShowAlert("Login Error", "Incorrect user name or password"); } } else { _loadPop.Hide(); MessagingActions.ShowAlert("Unable to login", "Incorrect user name or password"); } } catch (Exception ex) { Crashes.TrackError(ex); _loadPop.Hide(0); //hide immediatelly } }
private void LoginSuccess(LoginResult result) { _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; if (OnLoginSuccess != null) { OnLoginSuccess.Invoke(result); } }
/// <summary> /// Completes synchronously, cannot fail /// </summary> public void LoginOffline(OnLoginSuccess onSuccess) { player = new PlayerInfo { Name = "Peasant", Id = "N/A" }; mode = GameSessionMode.Offline; onSuccess.Invoke(player); }
public void SilentlyAuthenticate(System.Action <LoginResult> callback = null) { if (OnLogMessage != null) { OnLogMessage.Invoke("SilentlyAuthenticate Start"); } PlayFabClientAPI.LoginWithCustomID(new LoginWithCustomIDRequest() { TitleId = PlayFabSettings.TitleId, CustomId = PlayFabSettings.DeviceUniqueIdentifier, CreateAccount = true, InfoRequestParameters = InfoRequestParams }, (result) => { //Store Identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //check if we want to get this callback directly or send to event subscribers. if (callback == null && OnLoginSuccess != null) { //report login result back to the subscriber OnLoginSuccess.Invoke(); } else if (callback != null) { //report login result back to the caller callback.Invoke(result); } if (OnLogMessage != null) { OnLogMessage.Invoke("SilentlyAuthenticate Success"); } }, (error) => { if (OnLogMessage != null) { OnLogMessage.Invoke("PlayFab authenticating using Custom ID..."); } //report errro back to the subscriber if (callback == null && OnPlayFabError != null) { if (OnLogMessage != null) { OnLogMessage.Invoke("SilentlyAuthenticate Fail"); } } else { //make sure the loop completes, callback with null callback.Invoke(null); } }); }
private void LogInButton_Click(object sender, EventArgs e) { try { controller.LogIn(UsernameInput.Text, PasswordInput.Text); OnLoginSuccess?.Invoke(this, EventArgs.Empty); } catch (ArgumentException) { MessageBox.Show("Invalid username/password combination. Try again."); } }
public async Task DoLoginAsync() { try { User = await ApiClient.GetAsync <User>("login"); LastError = null; JSRuntime.CustomLog($"User created, content: {System.Text.Json.JsonSerializer.Serialize(User)}"); OnLoginSuccess.Invoke(null, null); } catch (Exception ex) { LastError = ex.Message; } }
private void LoginResult <T>(PlayFabResult <T> result) where T : PlayFabResultCommon { if (null != result.Error) { //report error back to subscriber Logout(); OnPlayFabError?.Invoke(result.Error); } else { //report login result back to subscriber OnLoginSuccess?.Invoke(new LoginResult { }); } }
private void ConnectedCallback(SteamClient.ConnectedCallback connected) { Log.Info(" Done!"); bConnecting = false; bConnected = true; if (!authenticatedUser) { Log.Info("Logging anonymously into Steam3..."); steamUser.LogOnAnonymous(); } else { Log.Info("Logging '{0}' into Steam3...", logonDetails.Username); steamUser.LogOn(logonDetails); LoginSuccessHandlers?.Invoke(); } }
private void btnConnect_Click(object sender, EventArgs e) { lblError.Visible = false; var pass = StringCipher.Decrypt(Properties.Settings.Default.AUTH_PASS); var login = StringCipher.Decrypt(Properties.Settings.Default.AUTH_LOGIN); if (login.Trim() != string.Empty && pass.Trim() != string.Empty && txtLogin.Text.Trim().Equals(login) && txtPassword.Text.Equals(pass)) { OnLoginSuccess?.Invoke(); Close(); } else { lblError.Visible = true; } }
private void LoginResult(PlayFabResult <LoginResult> result) { if (null != result.Error) { //report error back to subscriber Logout(); OnPlayFabError?.Invoke(result.Error); } else { //Store identity and session PlayFabId = result.Result.PlayFabId; SessionTicket = result.Result.SessionTicket; //report login result back to subscriber OnLoginSuccess?.Invoke(result.Result); } }
private void AddGoogleAccount(System.Action <LoginResult> callback = null) { #if UNITY_ANDROID && !UNITY_EDITOR Debug.Log("Server Auth Code: " + AuthCode); PlayFabClientAPI.LoginWithGoogleAccount(new LoginWithGoogleAccountRequest() { TitleId = PlayFabSettings.TitleId, ServerAuthCode = AuthCode, CreateAccount = true }, (result) => { //Store Identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //check if we want to get this callback directly or send to event subscribers. if (callback == null && OnLoginSuccess != null) { //report login result back to the subscriber OnLoginSuccess.Invoke(result); } else if (callback != null) { //report login result back to the caller callback.Invoke(result); } }, error => { //report errro back to the subscriber if (callback == null && OnPlayFabError != null) { OnPlayFabError.Invoke(error); } else { //make sure the loop completes, callback with null callback.Invoke(null); //Output what went wrong to the console. Debug.LogError(error.GenerateErrorReport()); } }); #endif }
public void OnCompleted(JSONObject p0, GraphResponse p1) { var id = string.Empty; var first_name = string.Empty; var email = string.Empty; var last_name = string.Empty; var pictureUrl = string.Empty; if (p0.Has("id")) { id = p0.GetString("id"); } if (p0.Has("first_name")) { first_name = p0.GetString("first_name"); } if (p0.Has("email")) { email = p0.GetString("email"); } if (p0.Has("last_name")) { last_name = p0.GetString("last_name"); } if (p0.Has("picture")) { var p2 = p0.GetJSONObject("picture"); if (p2.Has("data")) { var p3 = p2.GetJSONObject("data"); if (p3.Has("url")) { pictureUrl = p3.GetString("url"); } } } User = new FacebookUser(id, AccessToken.CurrentAccessToken.Token, first_name, last_name, email, pictureUrl); OnLoginSuccess?.Invoke(User); }
public void AuthenticateEmailPassword() { if (OnLogMessage != null) { OnLogMessage.Invoke("AuthenticateEmailPassword Start"); } //We have not opted for remember me in a previous session, so now we have to login the user with email & password. PlayFabClientAPI.LoginWithEmailAddress(new LoginWithEmailAddressRequest() { TitleId = PlayFabSettings.TitleId, Email = Email, Password = Password, InfoRequestParameters = InfoRequestParams }, (result) => { //store identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; if (OnLoginSuccess != null) { //report login result back to subscriber OnLoginSuccess.Invoke(); if (OnLogMessage != null) { OnLogMessage.Invoke("AuthenticateEmailPassword Success"); } } }, (error) => { if (OnPlayFabError != null) { if (OnLogMessage != null) { OnLogMessage.Invoke("AuthenticateEmailPassword Fail"); } } if (error.Error == PlayFabErrorCode.AccountNotFound) { AddAccountAndPassword(); } }); }
public void OnLoginResponse() { if (!FB.IsLoggedIn) { Debug.Log("Login fail"); if (OnLoginFail != null) { OnLoginFail.Invoke(); } } else { Debug.Log("Login success"); if (OnLoginSuccess != null) { OnLoginSuccess.Invoke(); OnLoginSuccess -= OnLoginSuccess; } } }
async void Start() { PlayFabSettings.staticSettings.TitleId = "A80F6"; var request = new LoginWithCustomIDRequest { CustomId = "GettingStartedGuide", CreateAccount = true, }; var result = await PlayFabClientAPI.LoginWithCustomIDAsync(request); if (result.Error != null) { Debug.Log(result.Error.GenerateErrorReport()); } else { OnLoginSuccess?.Invoke(result.Result); } }
private void AuthenticateFacebook() { #if FACEBOOK if (FB.IsInitialized && FB.IsLoggedIn && !string.IsNullOrEmpty(AuthTicket)) { PlayFabClientAPI.LoginWithFacebook(new LoginWithFacebookRequest() { TitleId = PlayFabSettings.TitleId, AccessToken = AuthTicket, CreateAccount = true, InfoRequestParameters = InfoRequestParams }, (result) => { //Store Identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //check if we want to get this callback directly or send to event subscribers. if (OnLoginSuccess != null) { //report login result back to the subscriber OnLoginSuccess.Invoke(result); } }, (error) => { //report errro back to the subscriber if (OnPlayFabError != null) { OnPlayFabError.Invoke(error); } }); } else { if (OnDisplayAuthentication != null) { OnDisplayAuthentication.Invoke(); } } #endif }