public async override Task <RegisterRes> Register(RegisterReq request, ServerCallContext context) { GSUser user = mapper.Map <GSUser>(request); user.NickName = user.Name; user.LoginTime = user.CreateTime = DateTime.Now; user.LoginPwd = Md5Help.Md5Hash(user.LoginPwd + configuration["PwdHashSuffix"]); var key = await queryContext.AddAndGetKeyAsync(user); return(new RegisterRes() { ID = key, IsSuccess = true }); }
public override async void ViewDidLoad() { base.ViewDidLoad(); // If there is a user, update the display. Otherwise fetch the user info if (User != null) { UpdateUserInfo(); } else { var request = GSRequest.Create("socialize.getUserInfo"); // GSUser inherits from GSResponse. socialize.getUserInfo will always return GSUser if completed successfully User = (GSUser)await request.SendAsync(); UpdateUserInfo(); } }
public virtual void UserInfoDidChange(GSUser user) { User = user; UpdateUserInfo(); }
void UserInfoHandler(GSUser arg0, NSError arg1) { UnitTestAppDelegate.User = arg0; }
/// <summary> /// Sends an authentication request or registration request to GS. /// </summary> /// <param name="_callback1">Auth-Response</param> /// <param name="_callback2">Registration-Response</param> public void AuthenticateUser(string _userName, string _password, RegCallback _regcallback, AuthCallback _authcallback) { new GameSparks.Api.Requests.RegistrationRequest() // this login method first attempts a registration // // if the player is not new, we will be able to tell as the registrationResponse has a bool 'NewPlayer' which we can check // for this example we use the user-name was the display name also // .SetDisplayName(_userName) .SetUserName(_userName) .SetPassword(_password) .Send((regResp) => { if (!regResp.HasErrors) { // if we get the response back with no errors then the registration was successful Debug.Log("GSM| Registration Successful..."); user = new GSUser { userId = regResp.UserId, displayName = regResp.DisplayName }; _regcallback(regResp); } else { // if we receive errors in the response, then the first thing we check is if the player is new or not if (!(bool)regResp.NewPlayer) // player already registered, lets authenticate instead { Debug.LogWarning("GSM| Existing User, Switching to Authentication"); new GameSparks.Api.Requests.AuthenticationRequest() .SetUserName(_userName) .SetPassword(_password) .Send((authResp) => { if (!authResp.HasErrors) { Debug.Log("Authentication Successful..."); user = new GSUser { userId = authResp.UserId, displayName = authResp.DisplayName }; _authcallback(authResp); } else { Debug.LogWarning("GSM| Error Authenticating User \n" + authResp.Errors.JSON); } }); } else { // if there is another error, then the registration must have failed Debug.LogWarning("GSM| Error Authenticating User \n" + regResp.Errors.JSON); } } }); }