public bool TryConnect(ConnectionParameters connectionParameters, string developmentAuthToken) { var playerIdentityToken = GetPlayerIdentityToken(developmentAuthToken); var loginTokenDetails = GetLoginTokenDetails(playerIdentityToken); var loginToken = GetLoginToken(loginTokenDetails); var locatorParameters = new Improbable.Worker.Alpha.LocatorParameters { PlayerIdentity = new PlayerIdentityCredentials { LoginToken = loginToken, PlayerIdentityToken = playerIdentityToken, } }; using (var locator = new Improbable.Worker.Alpha.Locator(LocatorHost, LocatorPort, locatorParameters)) using (var connectionFuture = locator.ConnectAsync(connectionParameters)) { Connection = connectionFuture.Get(); if (Connection.GetConnectionStatusCode() != ConnectionStatusCode.Success) { Log.Print(LogLevel.Error, $"Failed to connect to deployment {deploymentName}. Reason: {Connection.GetConnectionStatusDetailString()}", serviceConnection); return(false); } return(true); } }
protected override void Run() { Console.WriteLine("Creating a PlayerIdentityToken"); var playerIdentityTokenResponse = _playerAuthServiceClient.CreatePlayerIdentityToken( new CreatePlayerIdentityTokenRequest { Provider = "provider", PlayerIdentifier = "player_identifier", ProjectName = ProjectName }); Console.WriteLine("Choosing a deployment"); var suitableDeployment = _deploymentServiceClient.ListDeployments(new ListDeploymentsRequest { ProjectName = ProjectName, DeploymentName = DeploymentName }).First(d => d.Tag.Contains(ScenarioDeploymentTag)); Console.WriteLine("Creating a LoginToken for the selected deployment"); var createLoginTokenResponse = _playerAuthServiceClient.CreateLoginToken( new CreateLoginTokenRequest { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, DeploymentId = suitableDeployment.Id, LifetimeDuration = Duration.FromTimeSpan(new TimeSpan(0, 0, 30, 0)), WorkerType = ScenarioWorkerType }); Console.WriteLine("Connecting to the deployment using the LoginToken and PlayerIdentityToken"); var locatorParameters = new LocatorParameters { PlayerIdentity = new PlayerIdentityCredentials { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, LoginToken = createLoginTokenResponse.LoginToken } }; var locator = new Locator(LocatorServerAddress, LocatorServerPort, locatorParameters); using (var connectionFuture = locator.ConnectAsync(new ConnectionParameters { WorkerType = ScenarioWorkerType, Network = { ConnectionType = NetworkConnectionType.Tcp, UseExternalIp = true } })) { var connFuture = connectionFuture.Get(Convert.ToUInt32(Defaults.ConnectionTimeoutMillis)); if (!connFuture.HasValue || !connFuture.Value.IsConnected) { throw new Exception("No connection or connection not established"); } Console.WriteLine($"Assigned worker ID: {connFuture.Value.GetWorkerId()}"); } }
protected override void Run() { Console.WriteLine("Creating a PlayerIdentityToken"); var playerIdentityTokenResponse = _playerAuthServiceClient.CreatePlayerIdentityToken( new CreatePlayerIdentityTokenRequest { Provider = "provider", PlayerIdentifier = "player_identifier", ProjectName = ProjectName }); Console.WriteLine("Verifying PlayerIdentityToken"); var decodePlayerIdentityTokenResponse = _playerAuthServiceClient.DecodePlayerIdentityToken( new DecodePlayerIdentityTokenRequest { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken }); var playerIdentityToken = decodePlayerIdentityTokenResponse.PlayerIdentityToken; if (playerIdentityToken.Provider != "provider") { throw new Exception("Provider not recognised."); } if (playerIdentityToken.ProjectName != ProjectName) { throw new Exception("Project not recognised."); } if (DateTime.Now.CompareTo(playerIdentityToken.ExpiryTime.ToDateTime()) > 0) { throw new Exception("PlayerIdentityToken expired."); } Console.WriteLine("Choosing a deployment"); var listDeploymentsRequest = new ListDeploymentsRequest { ProjectName = ProjectName, Filters = { new Filter { TagsPropertyFilter = new TagsPropertyFilter { Tag = "player_auth_tag", Operator = TagsPropertyFilter.Types.Operator.Equal, }, } } }; var suitableDeployment = _deploymentServiceClient.ListDeployments(listDeploymentsRequest).First(); Console.WriteLine("Creating a LoginToken for the selected deployment"); var createLoginTokenResponse = _playerAuthServiceClient.CreateLoginToken( new CreateLoginTokenRequest { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, DeploymentId = suitableDeployment.Id.ToString(), LifetimeDuration = Duration.FromTimeSpan(new TimeSpan(0, 0, 30, 0)), WorkerType = ScenarioWorkerType }); Console.WriteLine("Connecting to the deployment using the LoginToken and PlayerIdentityToken"); var locatorParameters = new LocatorParameters { PlayerIdentity = new PlayerIdentityCredentials { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, LoginToken = createLoginTokenResponse.LoginToken } }; var locator = new Locator(LocatorServerAddress, LocatorServerPort, locatorParameters); using (var connectionFuture = locator.ConnectAsync(new ConnectionParameters { WorkerType = ScenarioWorkerType, Network = { ConnectionType = NetworkConnectionType.Tcp, UseExternalIp = true } })) { var connFuture = connectionFuture.Get(Convert.ToUInt32(Defaults.ConnectionTimeoutMillis)); if (!connFuture.HasValue || !connFuture.Value.IsConnected) { throw new Exception("No connection or connection not established"); } Console.WriteLine($"Assigned worker ID: {connFuture.Value.GetWorkerId()}"); } }
/// <summary> /// This contains the implementation of the "Capacity limiting" scenario. /// 1. Gets the currently running cloud deployment that has a capacity limit. /// 2. Tests that connecting more clients than the capacity limit fails. /// 3. Updates the deployment to increase the capacity limit. /// 4. Tests that additional clients are now able to connect to the deployment. /// </summary> protected override void Run() { Console.WriteLine("Finding current running deployment"); _deployment = _deploymentServiceClient .ListDeployments(new ListDeploymentsRequest { ProjectName = ProjectName, DeploymentName = DeploymentName }) .First(d => d.Status == Deployment.Types.Status.Running); Console.WriteLine($"Found deployment {_deployment.Id}"); Console.WriteLine("Setting capacity limit to 2"); _deployment.WorkerConnectionCapacities.Clear(); _deployment.WorkerConnectionCapacities.Add(new WorkerCapacity { WorkerType = ScenarioWorkerType, MaxCapacity = 2 }); _deploymentServiceClient.UpdateDeployment(new UpdateDeploymentRequest { Deployment = _deployment }); Console.WriteLine("Creating a PlayerIdentityToken"); var playerIdentityTokenResponse = _playerAuthServiceClient.CreatePlayerIdentityToken( new CreatePlayerIdentityTokenRequest { Provider = "provider", PlayerIdentifier = "player_identifier", ProjectName = ProjectName }); Console.WriteLine(JsonConvert.SerializeObject(playerIdentityTokenResponse)); Console.WriteLine("Creating a LoginToken for the selected deployment"); var createLoginTokenResponse = _playerAuthServiceClient.CreateLoginToken( new CreateLoginTokenRequest { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, DeploymentId = _deployment.Id, LifetimeDuration = Duration.FromTimeSpan(new TimeSpan(0, 0, 30, 0)), WorkerType = ScenarioWorkerType }); Console.WriteLine(JsonConvert.SerializeObject(createLoginTokenResponse)); Console.WriteLine("Connecting 3 workers to the deployment. Expecting only 2 to succeed"); var locatorParameters = new LocatorParameters { PlayerIdentity = new PlayerIdentityCredentials { PlayerIdentityToken = playerIdentityTokenResponse.PlayerIdentityToken, LoginToken = createLoginTokenResponse.LoginToken } }; var locator = new Locator(LocatorServerAddress, LocatorServerPort, locatorParameters); for (var i = 0; i < 3; i++) { var connectionSucceeded = TryConnectWorker(locator); if (!connectionSucceeded && i != 2) { throw new Exception("Expected worker to connect successfully"); } if (connectionSucceeded && i == 2) { throw new Exception("Expected worker to fail to connect"); } } Console.WriteLine("Increasing capacity limit to 3"); _deployment.WorkerConnectionCapacities.Clear(); _deployment.WorkerConnectionCapacities.Add(new WorkerCapacity { WorkerType = ScenarioWorkerType, MaxCapacity = 3 }); _deploymentServiceClient.UpdateDeployment(new UpdateDeploymentRequest { Deployment = _deployment }); Console.WriteLine("Connecting another worker"); if (!TryConnectWorker(locator)) { throw new Exception("Expected worker to be able to connect after capacity increase"); } }