public void UserCharacter() { var getCharsTask = Server.GetAllUsersCharactersAsync(_playFabId); try { getCharsTask.Wait(); } catch (Exception ex) { UUnitAssert.True(false, ex.Message); } UUnitAssert.NotNull(getCharsTask.Result, "Failed to GetChars"); ServerModels.CharacterResult targetCharacter = null; foreach (var eachCharacter in getCharsTask.Result) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } if (targetCharacter == null) { // Create the targetCharacter since it doesn't exist var grantTask = Server.GrantCharacterToUserAsync(_playFabId, CHAR_NAME, CHAR_TEST_TYPE); try { grantTask.Wait(); } catch (Exception ex) { UUnitAssert.True(false, ex.Message); } UUnitAssert.NotNull(grantTask.Result, "Grant character failed"); // Attempt to get characters again getCharsTask = Server.GetAllUsersCharactersAsync(_playFabId); try { getCharsTask.Wait(); } catch (Exception ex) { UUnitAssert.True(false, ex.Message); } UUnitAssert.NotNull(getCharsTask.Result, "Failed to GetChars"); foreach (var eachCharacter in getCharsTask.Result) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } } // Save the requested character UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created"); }
private void GetCharsCallback(PlayFab.ServerModels.ListUsersCharactersResult result) { lastReceivedMessage = "Get Chars Successful"; foreach (var eachCharacter in result.Characters) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } }
public void UserCharacter() { var request = new ServerModels.ListUsersCharactersRequest(); request.PlayFabId = playFabId; // Received from client upon login var getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request); getCharsTask.Wait(); UUnitAssert.Null(getCharsTask.Result.Error, "Failed to GetChars"); UUnitAssert.NotNull(getCharsTask.Result.Result, "Failed to GetChars"); UUnitAssert.NotNull(getCharsTask.Result.Result.Characters, "Failed to GetChars"); ServerModels.CharacterResult targetCharacter = null; foreach (var eachCharacter in getCharsTask.Result.Result.Characters) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } if (targetCharacter == null) { // Create the targetCharacter since it doesn't exist var grantRequest = new ServerModels.GrantCharacterToUserRequest(); grantRequest.PlayFabId = playFabId; grantRequest.CharacterName = CHAR_NAME; grantRequest.CharacterType = CHAR_TEST_TYPE; var grantTask = PlayFabServerAPI.GrantCharacterToUserAsync(grantRequest); grantTask.Wait(); UUnitAssert.Null(grantTask.Result.Error, "Grant character failed"); UUnitAssert.NotNull(grantTask.Result.Result, "Grant character failed"); UUnitAssert.NotNull(grantTask.Result.Result.CharacterId, "Grant character failed"); // Attempt to get characters again getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request); getCharsTask.Wait(); UUnitAssert.Null(getCharsTask.Result.Error, "Failed to GetChars"); UUnitAssert.NotNull(getCharsTask.Result.Result, "Failed to GetChars"); UUnitAssert.NotNull(getCharsTask.Result.Result.Characters, "Failed to GetChars"); foreach (var eachCharacter in getCharsTask.Result.Result.Characters) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } } // Save the requested character UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created"); characterId = targetCharacter.CharacterId; }
public void UserCharacter() { var request = new ServerModels.ListUsersCharactersRequest { PlayFabId = _playFabId }; var getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request); WaitForResultSuccess(getCharsTask, "Failed to GetChars"); ServerModels.CharacterResult targetCharacter = null; foreach (var eachCharacter in getCharsTask.Result.Result.Characters) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } if (targetCharacter == null) { // Create the targetCharacter since it doesn't exist var grantRequest = new ServerModels.GrantCharacterToUserRequest { PlayFabId = _playFabId, CharacterName = CHAR_NAME, CharacterType = CHAR_TEST_TYPE, }; var grantTask = PlayFabServerAPI.GrantCharacterToUserAsync(grantRequest); WaitForResultSuccess(grantTask, "Grant character failed"); // Attempt to get characters again getCharsTask = PlayFabServerAPI.GetAllUsersCharactersAsync(request); WaitForResultSuccess(getCharsTask, "Failed to GetChars"); foreach (var eachCharacter in getCharsTask.Result.Result.Characters) { if (eachCharacter.CharacterName == CHAR_NAME) { targetCharacter = eachCharacter; } } } // Save the requested character UUnitAssert.NotNull(targetCharacter, "The test character did not exist, and was not successfully created"); }
private void GetCharsCallback(PlayFab.ServerModels.ListUsersCharactersResult result) { lastReceivedMessage = "Get Chars Successful"; foreach (var eachCharacter in result.Characters) if (eachCharacter.CharacterName == CHAR_NAME) targetCharacter = eachCharacter; }