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(); }
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(); } }
/* * 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"); }
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."); var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom }; customAuth.AddAuthParameter("username", _playFabPlayerIdCache); customAuth.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = customAuth; LoginScene.Instance.LoginClick(); }
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"); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { Debug.Log("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication complete."); Photon.Realtime.AuthenticationValues authValue = new Photon.Realtime.AuthenticationValues(); authValue.AuthType = Photon.Realtime.CustomAuthenticationType.Custom; authValue.AddAuthParameter("username", playFabPlayerIdCache); authValue.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); PhotonNetwork.AuthValues = authValue; PhotonNetwork.ConnectUsingSettings(); }
private void OnPhotonChatSuccess(GetPhotonAuthenticationTokenResult result) { // In the C# SDKs, the callbacks are defined in the `IChatClientListener` interface. // In the demos, we instantiate and use the ChatClient class to implement the IChatClientListener interface. chatClient = new ChatClient(this); // Set your favourite region. "EU", "US", and "ASIA" are currently supported. var success = chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(PlayFabAuthenticationContext.PlayFabId)); // DontDestroyOnLoad(gameObject); Debug.Log($"Connected to chat { success }"); }
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); }
private void GetTokenCallback(GetPhotonAuthenticationTokenResult result) { // Clean errorMessage.text = ""; string photonToken = result.PhotonCustomAuthenticationToken; Debug.Log(string.Format("Yay, logged in in session token: {0}", photonToken)); PhotonNetwork.AuthValues = new AuthenticationValues(); PhotonNetwork.AuthValues.AuthType = CustomAuthenticationType.Custom; PhotonNetwork.AuthValues.AddAuthParameter("username", PlayerPersistentData.playerID); PhotonNetwork.AuthValues.AddAuthParameter("Token", photonToken); PhotonNetwork.ConnectToBestCloudServer("1.0"); PlayFabClientAPI.GetAccountInfo(new GetAccountInfoRequest { }, GetUserData, PlayfabErrorCallback, null); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { string gamever = MainMenu.GameVersion; gamever = gamever.Replace(".", "_"); gamever = gamever.Replace(" ", "_"); Debug.Log("Photon token acquired: " + obj.PhotonCustomAuthenticationToken); Debug.Log("Authentication complete playfabID " + _playFabPlayerIdCache); //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 customAuth.UserId = PlayerName; //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; ZPlayerPrefs.SetString("playfabId", _playFabPlayerIdCache); ZPlayerPrefs.SetString("token", obj.PhotonCustomAuthenticationToken); ZPlayerPrefs.SetString("username", Email); ZPlayerPrefs.SetString("passd", Password); PlayerData data = new PlayerData(); localPlayerDataObject.GetComponent <LocalPlayerData> ().LoadData(data); data.name = Email; data.logout = false; data.auth = AuthMethod; localPlayerDataObject.GetComponent <LocalPlayerData> ().SaveData(data); PlayFabClientAPI.ExecuteCloudScript(new ExecuteCloudScriptRequest() { FunctionName = "ClientLogin", FunctionParameter = new { game_version = gamever }, GeneratePlayStreamEvent = true, }, OnCloudScriptSuccess, OnCloudScriptFail ); }
/* * 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 void AuthenticationWithPhoton(GetPhotonAuthenticationTokenResult _obj) { LogMessage("Photon token acuired: " + _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 issue 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; }
/* * Step 3 * This is the final and the simplest step. We create new AuthenticationValues instance. * This class describes how to authenticate a player inside Photon environment. */ private static void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { Debug.Log("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", PlayerPrefs.GetString("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; }
void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult tokenResult) { Debug.Log("Photon token acquired: " + tokenResult.PhotonCustomAuthenticationToken + " Authentication complete."); 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", 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", tokenResult.PhotonCustomAuthenticationToken); Debug.Log("USerid in custom auth " + customAuth.UserId); //We finally tell Photon to use this authentication parameters throughout the entire application. PhotonNetwork.AuthValues = customAuth; OnGetPhotonAuthenticationTokenResult.OnNext(tokenResult); GetPlayerProfile(PlayFabId); }
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult obj) { LogMessage("Photon token acquired: " + obj.PhotonCustomAuthenticationToken + " Authentication complete."); #if PHOTON_UNITY_NETWORKING //We set AuthType to custom, meaning we bring our own, PlayFab authentication procedure. var photonAuth = new Photon.Realtime.AuthenticationValues { AuthType = Photon.Realtime.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. photonAuth.AddAuthParameter("username", m_authenticator.Id); // expected by PlayFab custom auth service //We add "token" parameter. PlayFab expects it to contain Photon Authentication Token issues to your during previous step. photonAuth.AddAuthParameter("token", obj.PhotonCustomAuthenticationToken); #endif if (m_chatAuthentication) { var chatController = NetworkingManager.Instance.Chat; if (!chatController) { return; } // If using Photon Auth, only have PUNChatProvider var provider = chatController.ChatProvider; #if PHOTON_UNITY_NETWORKING if (provider != null && provider is PUNChatProvider punChatProvider) { punChatProvider.PhotonCustomAuthenticationToken = obj.PhotonCustomAuthenticationToken; punChatProvider.Authenticate(m_username, m_authenticator.Id); } #endif } #if PHOTON_UNITY_NETWORKING photonAuth.UserId = m_username; // We finally tell Photon to use this authentication parameters throughout the entire application. PhotonNetwork.AuthValues = photonAuth; #endif }
void OnPhptonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { }
void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { Debug.LogFormat("GetPhotonAuthenticationTokenResult = {0} | {1}", result.CustomData, result.PhotonCustomAuthenticationToken); // PhotonNetwork.ConnectToMasterServerWithAuthParams (PlayFabId, result.PhotonCustomAuthenticationToken, PhotonApplicationId, "0.1"); }
// callback on successful GetPhotonAuthenticationToken request void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { photonComponent.ConnectToMasterServer(this.playfabId, result.PhotonCustomAuthenticationToken); }
private void OnSuccess(GetPhotonAuthenticationTokenResult result) { photonAuthenticationToken.Value = result.PhotonCustomAuthenticationToken; Fsm.Event(successEvent); }
private void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { Debug.Log("Photon Authentication Success"); ConnectToMasterServer(playfabUserID, result.PhotonCustomAuthenticationToken); }
void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { Debug.Log("token!"); playerPhotonToken = result.PhotonCustomAuthenticationToken; }
void OnPhotonAuthenticationSuccess(GetPhotonAuthenticationTokenResult result) { Debug.Log(result.PhotonCustomAuthenticationToken); Debug.Log(AuthManager.playfabId); ConnectToMasterServer(AuthManager.playfabId, result.PhotonCustomAuthenticationToken); }