public SaveObjectChangesModule() { this.Post("/api/88", ctx => { var args = Serializer.Deserialize <SaveObjectChangesArgs>(this.Request.Body); var token = this.Request.Headers["playertoken"].FirstOrDefault(); var game = GameManager.GetGameFromToken(token); var versions = new List <string>(); foreach (var set in args.Changesets) { var dbo = game.BigDB.Load(set.Table, set.Key); if (set.FullOverwrite) { } versions.Add("1"); } return(PlayerIO.CreateResponse(token, true, new SaveObjectChangesOutput() { Versions = versions })); }); }
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 USpeakJitterTestSender uspeakmain; void Start() { Application.runInBackground = true; CameraVR.SetActive(true); // Create a random userid System.Random random = new System.Random(); userid = "Guest" + random.Next(0, 10000); Debug.Log("Starting"); PlayerIO.Authenticate( //"gun2-gjvpvovlreqgrahvipdya", "gunonline-n4yxv5ngekqec1zlcijoga", //Your game id "public", //Your connection id new Dictionary <string, string> { //Authentication arguments { "userId", userid }, }, null, //PlayerInsight segments delegate(Client client) { Debug.Log("Successfully connected to Player.IO"); infomsg = "Successfully connected to Player.IO"; target.transform.Find("NameTag").GetComponent <TextMesh>().text = userid; target.transform.name = userid; Debug.Log("Create ServerEndpoint"); // Comment out the line below to use the live servers instead of your development server // client.Multiplayer.DevelopmentServer = new ServerEnd88point("localhost", 8184); Debug.Log("CreateJoinRoom"); //Create or join the room client.Multiplayer.CreateJoinRoom( // "123"+userid, PlayerPrefs.GetString("RoomName"), //Room id. If set to null a random roomid is used "GunTypeOne", //The room type started on the server true, //Should the room be visible in the lobby? null, null, delegate(Connection connection) { Debug.Log("Joined Room."); infomsg = "Joined Room."; // We successfully joined a room so set up the message handler pioconnection = connection; pioconnection.OnMessage += handlemessage; joinedroom = true; }, delegate(PlayerIOError error) { Debug.Log("Error Joining Room: " + error.ToString()); infomsg = error.ToString(); } ); }, delegate(PlayerIOError error) { Debug.Log("Error connecting: " + error.ToString()); infomsg = error.ToString(); } ); }
public SimpleRegisterModule() { this.Post("/api/403", ctx => { var args = Serializer.Deserialize <SimpleRegisterArgs>(this.Request.Body); var token = args.GameId + ":" + args.Username; var location = Path.Combine("games", "EverybodyEdits", "accounts", args.GameId); if (File.Exists(Path.Combine(location, args.Username + ".tson"))) { throw new Exception($"An account already exists with the username '{args.Username}' in game '{args.GameId}'"); } File.WriteAllText(Path.Combine(location, args.Username + ".tson"), new DatabaseObject() .Set("gameId", args.GameId) .Set("email", args.Email ?? "") .Set("username", args.Username) .Set("password", args.Password) .ToString()); return(PlayerIO.CreateResponse(token, true, new SimpleRegisterOutput() { UserId = args.Username, Token = token, ShowBranding = true })); }); }
/// <summary> /// Authenticates with the specified email and password. /// </summary> /// <param name="gameId">The game id.</param> /// <param name="email">The email.</param> /// <param name="password">The password.</param> /// <returns>Client.</returns> public static Client Authenticate(string gameId, string email, string password, string[] playerInsightSegments = null) { PlayerIO.QuickConnect.SimpleConnect(gameId, email, password, playerInsightSegments, (Client client) => { if (!client.BigDB.LoadMyPlayerObject().Contains("linkedTo")) { client_ = client; s1.Release(); } else { client.Multiplayer.CreateJoinRoom("$service-room", "AuthRoom", true, null, new Dictionary <string, string>() { { "type", "Link" } }, (Connection con) => { con.OnMessage += (object sender1, PlayerIOClient.Message m) => { if (m.Type == "auth") { client_ = PlayerIO.Authenticate("everybody-edits-su9rn58o40itdbnw69plyw", "linked", new Dictionary <string, string>() { { "userId", m.GetString(0) }, { "auth", m.GetString(1) } }, null); s1.Release(); } }; }); } }); s1.WaitOne(); return(client_); }
private void AuthenticateAndLoad() { waitingGO.SetActive(true); rankingModalGO.SetActive(false); string userId = "Guest" + UnityEngine.Random.Range(0, 10000); PlayerIO.Authenticate( "bloodblood-i1xisc4vquzylare1lvma", //Your game id "public", //Your connection id new Dictionary <string, string> { { "userId", userId } }, null, //PlayerInsight segments delegate(Client client) { Debug.Log("auth complete"); this.LoadRanking(client); }, delegate(PlayerIOError error) { Debug.Log("Error connecting: " + error.ToString()); this.GoBackMainMenu(); } ); }
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); }
public PayVaultConsumeModule() { this.Post("/api/166", ctx => { var args = Serializer.Deserialize <PayVaultConsumeArgs>(this.Request.Body); var token = this.Request.Headers["playertoken"].FirstOrDefault(); var game = GameManager.GetGameFromToken(token); var items = game.BigDB.LoadRange("PayVaultItems", "PriceCoins", null, null, 1000); // TODO: actually remove the items. return(PlayerIO.CreateResponse(token, true, new PayVaultConsumeOutput() { VaultContents = new PayVaultContents() { Coins = 1, Version = "22040806-3e9f-438e-97eb-51069207926d", Items = items.Select(x => new PayVaultItem() { Id = "pvi" + x.Key, ItemKey = x.Key, Properties = DatabaseObjectExtensions.FromDatabaseObject(x) }).ToList() } })); }); }
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); }
//Player IO public void SendMessage(PlayerIO command) { string jsonToBeSent = "2"; jsonToBeSent += JsonUtility.ToJson(command); SendJSONMessageToGame(jsonToBeSent, QosType.Unreliable); }
public static Task <Client> AuthenticateAsync(string gameId, string connectionId, Dictionary <string, string> authenticationArguments, string[] playerInsightSegments) { var tcs = new TaskCompletionSource <Client>(); PlayerIO.Authenticate(gameId, connectionId, authenticationArguments, playerInsightSegments, tcs.SetResult, tcs.SetException); return(tcs.Task); }
public void Save() { if (!isServer) { return; } // Save all tile layers to file. TileMap.SaveAll(); // Save the player inventory: // This will only save the host's inventory. TODO support other clients saving inventory data. InventoryIO.SaveInventory(RealityName); // Save current gear held and worn by local player. TODO see above. InventoryIO.SaveGear(RealityName, Player.Local); // Save currently held item. TODO see above. InventoryIO.SaveHolding(RealityName, Player.Local); // Save player state (position, health, etc.) PlayerIO.SavePlayerState(RealityName, Player.Local); // Save all world items to file. ItemIO.ItemsToFile(RealityName, GameObject.FindObjectsOfType <Item>()); // Save placed furniture... FurnitureIO.SaveFurniture(RealityName, Furniture.GetAllFurniture()); // Save the building inventory... BuildingIO.SaveBuildingInventory(RealityName, Player.Local); // Save the world state to file. WorldIO.SaveWorldState(this); }
// Called by ServerConnection when a client sends in move commands public void PlayerActions(int playerID, PlayerIO command) { if (playerReferences[playerID - 2] != null) { playerReferences[playerID - 2].GetComponent <PlayerActions>().RequestAction(command); } }
public override TagCompound Save() { return(new TagCompound { { "items", PlayerIO.SaveInventory(_items) }, { "dyes", PlayerIO.SaveInventory(_dyes) }, }); }
public void OnDrag(PointerEventData data) { playerIO = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerIO>(); if (rectTransform == null) { return; } if (data.button == PointerEventData.InputButton.Left && transform.parent.GetComponent <CraftResultSlot>() == null) { rectTransform.SetAsLastSibling(); transform.SetParent(draggedItemBox); Vector2 localPointerPosition; canvasGroup.blocksRaycasts = false; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransformSlot, Input.mousePosition, data.pressEventCamera, out localPointerPosition)) { rectTransform.localPosition = localPointerPosition - pointerOffset; if (transform.GetComponent <ConsumeItem>().duplication != null) { Destroy(transform.GetComponent <ConsumeItem>().duplication); } } } inventory.OnUpdateItemList(); }
public JoinClusterModule() { this.Post("/api/504", ctx => { var args = Serializer.Deserialize <JoinClusterArgs>(this.Request.Body); return(PlayerIO.CreateResponse("token", true, new JoinClusterOutput() { ActivityLog = "", APIEndpoints = new List <string>() { "http://*****:*****@1234", JoinedClusterName = "Main Cluster", MaxCPUWatchTime = 1000, MaxPlayersPerRoom = 45, MaxRoomCloseAPIRequests = 100000, MaxRoomMB = 10000, ValidEndpoints = null })); }); }
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; } }
void Start() { playerIO = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerIO>(); if (playerIO.isNetwork) { networkLayer = GameObject.Find("NetworkManager").GetComponent <NetworkLayerClient>(); } hotbar = playerIO.Prefhotbar;//GameObject.Find("PlayerGui").transform.GetChild(2).gameObject; }
// Use this for initialization private void Awake() { playerIO = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerIO>(); if (playerIO.isNetwork) { networkLayer = GameObject.Find("NetworkManager").GetComponent <NetworkLayerClient>(); } hotbar = playerIO.Prefhotbar; }
private void Save_Button_Click(object sender, EventArgs e) { var isSaved = PlayerIO.TrySave(Player); if (isSaved) { MessageBox.Show("Saved succesful."); } }
// Use this for initialization void Start() { currentPlayerIO = this; /* * QualitySettings.vSyncCount = 0; * Application.targetFrameRate = 144; */ }
void Start() { Application.runInBackground = true; // Create a random userid System.Random random = new System.Random(); string userid = "Guest" + random.Next(0, 10000); Debug.Log("Starting"); PlayerIO.Authenticate( "[Enter your game id here]", //Your game id "public", //Your connection id new Dictionary <string, string> { //Authentication arguments { "userId", userid }, }, null, //PlayerInsight segments delegate(Client client) { Debug.Log("Successfully connected to Player.IO"); infomsg = "Successfully connected to Player.IO"; target.transform.Find("NameTag").GetComponent <TextMesh>().text = userid; target.transform.name = userid; Debug.Log("Create ServerEndpoint"); // Comment out the line below to use the live servers instead of your development server client.Multiplayer.DevelopmentServer = new ServerEndpoint("localhost", 8184); Debug.Log("CreateJoinRoom"); //Create or join the room client.Multiplayer.CreateJoinRoom( "UnityDemoRoom", //Room id. If set to null a random roomid is used "UnityMushrooms", //The room type started on the server true, //Should the room be visible in the lobby? null, null, delegate(Connection connection) { Debug.Log("Joined Room."); infomsg = "Joined Room."; // We successfully joined a room so set up the message handler pioconnection = connection; pioconnection.OnMessage += handlemessage; joinedroom = true; }, delegate(PlayerIOError error) { Debug.Log("Error Joining Room: " + error.ToString()); infomsg = error.ToString(); } ); }, delegate(PlayerIOError error) { Debug.Log("Error connecting: " + error.ToString()); infomsg = error.ToString(); } ); }
// Use this for initialization void Start() { _player = GameObject.FindGameObjectWithTag("Player"); menuManager = GameObject.Find("MenuManager").GetComponent <MenuManager>(); playerIO = _player.GetComponent <PlayerIO>(); if (_player != null) { _inventory = _player.GetComponent <PlayerInventory>().inventory.GetComponent <Inventory>(); } }
// Use this for initialization void Start() { io = gameObject.GetComponent <PlayerIO>(); QiPool = new Pool(4); taoManager = new TaoManager(); taoManager.addTao(color, 1); taoManager.addTao(GS.Color.BLACK, 1); hasYinYang = true; gameBoard = GameObject.FindGameObjectWithTag("_GameBoard").GetComponent <GameBoard>(); playerManager = GameObject.FindGameObjectWithTag("_PlayerManager").GetComponent <PlayerManager>(); }
// Use this for initialization void Start() { currentPlayerIO = this; objectPool = new Queue <GameObject>(); for (int i = 0; i < poolSize; i++) { GameObject obj = Instantiate(cube); obj.SetActive(false); objectPool.Enqueue(obj); } }
public WebserviceOnlineTestModule() { this.Post("/api/533", ctx => { var args = Serializer.Deserialize <WebserviceOnlineTestArgs>(this.Request.Body); return(PlayerIO.CreateResponse("token", true, new WebserviceOnlineTestOutput() { Message = "success" })); }); }
// Use this for initialization void Start() { currentPlayerIO = this; fpsController = GameObject.FindWithTag("FPSController"); inputController = GetComponentInParent <FPSInputControllerC>(); /* * QualitySettings.vSyncCount = 0; * Application.targetFrameRate = 144; */ }
public UserLeftRoomModule() { this.Post("/api/40", ctx => { var args = Serializer.Deserialize <UserLeftRoomArgs>(this.Request.Body); var token = this.Request.Headers["playertoken"].FirstOrDefault(); var game = GameManager.GetGameFromToken(token); return(PlayerIO.CreateResponse(token, true, new UserLeftRoomOutput())); }); }
/// <summary> /// Authenticates the user using Armor Games authentication. /// </summary> /// <param name="gameId">The game id.</param> /// <param name="email">The user id of the user.</param> /// <param name="password">The user token.</param> /// <returns> /// PlayerIO client object. /// </returns> /// <exception cref="NotSupportedException">Armor Games login is not supported for the specified game.</exception> public static Client Authenticate(string gameId, string userid, string token, string[] playerInsightSegments = null) { return(PlayerIO.Authenticate( gameId, "public", new Dictionary <string, string> { { "userId", userid }, { "authToken", token }, }, playerInsightSegments )); }
// Use this for initialization void Start () { currentPlayerIO = this; }