public void Instance2Login(UUnitTestContext testContext) { var loginRequest = new LoginWithCustomIDRequest { CustomId = PlayFabSettings.BuildIdentifier, CreateAccount = true, }; var loginTask = client2.LoginWithCustomIDAsync(loginRequest); loginTask.Wait(); testContext.True(player2.IsClientLoggedIn(), "player2 client login failed, "); testContext.True(client2.IsClientLoggedIn(), "client2 client login failed"); testContext.True(player2.IsEntityLoggedIn(), "player2 entity login failed"); testContext.True(auth2.IsEntityLoggedIn(), "auth2 entity login failed"); testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context"); testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context"); // Verify useful player information testContext.NotNull(player2.PlayFabId); testContext.NotNull(player2.EntityId); testContext.NotNull(player2.EntityType); testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + loginTask.Result.Result.PlayFabId); }
public void StaticLogin(UUnitTestContext testContext) { var loginRequest = new LoginWithCustomIDRequest { CustomId = PlayFabSettings.BuildIdentifier, CreateAccount = true, }; var loginTask = PlayFabClientAPI.LoginWithCustomIDAsync(loginRequest); loginTask.Wait(); testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context"); testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context"); testContext.False(client1.IsClientLoggedIn(), "Static login leaked to Client1"); testContext.False(client2.IsClientLoggedIn(), "tatic login leaked to Client2"); testContext.False(auth1.IsEntityLoggedIn(), "Static login leaked to Auth1"); testContext.False(auth2.IsEntityLoggedIn(), "Static login leaked to Auth2"); // Verify useful player information testContext.NotNull(PlayFabSettings.staticPlayer.PlayFabId); testContext.NotNull(PlayFabSettings.staticPlayer.EntityId); testContext.NotNull(PlayFabSettings.staticPlayer.EntityType); PlayFabClientAPI.ForgetAllCredentials(); testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + loginTask.Result.Result.PlayFabId); }
private void VerifyCleanCreds(UUnitTestContext testContext) { testContext.False(client1.IsClientLoggedIn(), "Client1 login did not clean up properly."); testContext.False(client2.IsClientLoggedIn(), "Client2 login did not clean up properly."); testContext.False(auth1.IsEntityLoggedIn(), "Entity1 login did not clean up properly."); testContext.False(auth2.IsEntityLoggedIn(), "Entity2 login did not clean up properly."); testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "Static client login did not clean up properly."); testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "Static entity login did not clean up properly."); }
private void StaticLoginCallback(LoginResult result) { var testContext = (UUnitTestContext)result.CustomData; testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "static client login failed"); testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "static entity login failed"); PlayFabClientAPI.ForgetAllCredentials(); testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId); }
//[Button("Function")] #region PlayFab Multiplayer Server private void ListBuildSummaries() { if (!PlayFabAuthenticationAPI.IsEntityLoggedIn()) { PlayFabGeneral.GetEntityToken(); } ListBuildSummariesRequest request = new ListBuildSummariesRequest(); PlayFabMultiplayerAPI.ListBuildSummaries(request, ListBuildSummariesResponseSuccess, PlayFabGeneral.Error, null, null); }
public void ShutDownMultiplayerServer(string sessionId, string region) { if (!PlayFabAuthenticationAPI.IsEntityLoggedIn()) { PlayFabServerInstance.singleton.GetEntityToken(); } ShutdownMultiplayerServerRequest request = new ShutdownMultiplayerServerRequest(); request.BuildId = PlayFabServerInstance.singleton.BuildIdKey; request.SessionId = sessionId; request.Region = region; PlayFabMultiplayerAPI.ShutdownMultiplayerServer(request, ShutdownMultiplayerServerSuccess, Error, null, null); Debug.Log("[PlayFabMultiplayerServer] Shutting Down: " + sessionId + " Region: " + region); }
private void StaticCallback(LoginResult result) { var testContext = (UUnitTestContext)result.CustomData; testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "p2 client context leaked to static context"); testContext.True(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p2 entity context leaked to static context"); testContext.False(client1.IsClientLoggedIn(), "Static login leaked to Client1"); testContext.False(client2.IsClientLoggedIn(), "tatic login leaked to Client2"); testContext.False(auth1.IsEntityLoggedIn(), "Static login leaked to Auth1"); testContext.False(auth2.IsEntityLoggedIn(), "Static login leaked to Auth2"); PlayFabClientAPI.ForgetAllCredentials(); testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId); }
public void ShutDownAllMultiplayerServer() { if (!PlayFabAuthenticationAPI.IsEntityLoggedIn()) { PlayFabServerInstance.singleton.GetEntityToken(); } foreach (KeyValuePair <string, string> server in servers) { ShutdownMultiplayerServerRequest request = new ShutdownMultiplayerServerRequest(); request.BuildId = PlayFabServerInstance.singleton.BuildIdKey; request.SessionId = server.Value; request.Region = server.Key; PlayFabMultiplayerAPI.ShutdownMultiplayerServer(request, ShutdownMultiplayerServerSuccess, Error, null, null); Debug.Log("[PlayFabMultiplayerServer] Shutting Down: " + server.Value); } }
/// <summary> /// A coroutine to wait until we get an Entity Id after PlayFabLogin /// </summary> /// <param name="secondsBetweenWait">delay wait between checking whether Entity has logged in</param> private IEnumerator WaitUntilEntityLoggedIn(float secondsBetweenWait) { WaitForSeconds delay = new WaitForSeconds(secondsBetweenWait); while (true) { if (PlayFabAuthenticationAPI.IsEntityLoggedIn()) { if (entityKey.Id == null) { AuthenticationModels.GetEntityTokenRequest request = new AuthenticationModels.GetEntityTokenRequest(); PlayFabAuthenticationAPI.GetEntityToken(request, GetEntityTokenCompleted, GetEntityTokenFailed); } break; } yield return(delay); } }
public void UploadUD2() { if (PlayFabAuthenticationAPI.IsEntityLoggedIn()) { //Debug.Log("PlayFab - UpdateData"); Dictionary <string, string> data = new Dictionary <string, string>(); data = CharacterReferences.instance.playerInfo.GetData2(); var request = new UpdateUserDataRequest { Data = data }; PlayFabClientAPI.UpdateUserData(request, OnUpdateUserDataSuccess2, OnUpdateUserDataFailure); } else { LogInWindow.SetActive(true); } }
private void Instance1Callback(LoginResult result) { var testContext = (UUnitTestContext)result.CustomData; testContext.True(player1.IsClientLoggedIn(), "player1 client login failed, "); testContext.True(client1.IsClientLoggedIn(), "client1 client login failed"); testContext.True(player1.IsEntityLoggedIn(), "player1 entity login failed"); testContext.True(auth1.IsEntityLoggedIn(), "auth1 entity login failed"); testContext.False(PlayFabClientAPI.IsClientLoggedIn(), "p1 client context leaked to static context"); testContext.False(PlayFabAuthenticationAPI.IsEntityLoggedIn(), "p1 entity context leaked to static context"); // Verify useful player information testContext.NotNull(player1.PlayFabId); testContext.NotNull(player1.EntityId); testContext.NotNull(player1.EntityType); testContext.EndTest(UUnitFinishState.PASSED, PlayFabSettings.staticSettings.TitleId + ", " + result.PlayFabId); }