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CrowdControl/Assets/PlayFabSDK/Authentication/PlayFabAuthenticationInstan...

122 lines
6.2 KiB
C#

#if !DISABLE_PLAYFABENTITY_API
using System;
using System.Collections.Generic;
using PlayFab.AuthenticationModels;
using PlayFab.Internal;
using PlayFab.SharedModels;
namespace PlayFab
{
/// <summary>
/// The Authentication APIs provide a convenient way to convert classic authentication responses into entity authentication
/// models. These APIs will provide you with the entity authentication token needed for subsequent Entity API calls. The
/// game_server API is designed to create uniquely identifiable game_server entities. The game_server Entity token can be
/// used to call Matchmaking Lobby and Pubsub for server scenarios.
/// </summary>
public class PlayFabAuthenticationInstanceAPI : IPlayFabInstanceApi
{
public readonly PlayFabApiSettings apiSettings = null;
public readonly PlayFabAuthenticationContext authenticationContext = null;
public PlayFabAuthenticationInstanceAPI()
{
authenticationContext = new PlayFabAuthenticationContext();
}
public PlayFabAuthenticationInstanceAPI(PlayFabApiSettings settings)
{
apiSettings = settings;
authenticationContext = new PlayFabAuthenticationContext();
}
public PlayFabAuthenticationInstanceAPI(PlayFabAuthenticationContext context)
{
authenticationContext = context ?? new PlayFabAuthenticationContext();
}
public PlayFabAuthenticationInstanceAPI(PlayFabApiSettings settings, PlayFabAuthenticationContext context)
{
apiSettings = settings;
authenticationContext = context ?? new PlayFabAuthenticationContext();
}
/// <summary>
/// Verify entity login.
/// </summary>
public bool IsEntityLoggedIn()
{
return authenticationContext == null ? false : authenticationContext.IsEntityLoggedIn();
}
/// <summary>
/// Clear the Client SessionToken which allows this Client to call API calls requiring login.
/// A new/fresh login will be required after calling this.
/// </summary>
public void ForgetAllCredentials()
{
if (authenticationContext != null)
{
authenticationContext.ForgetAllCredentials();
}
}
/// <summary>
/// Create a game_server entity token and return a new or existing game_server entity.
/// </summary>
public void AuthenticateGameServerWithCustomId(AuthenticateCustomIdRequest request, Action<AuthenticateCustomIdResult> resultCallback, Action<PlayFabError> errorCallback, object customData = null, Dictionary<string, string> extraHeaders = null)
{
var context = (request == null ? null : request.AuthenticationContext) ?? authenticationContext;
var callSettings = apiSettings ?? PlayFabSettings.staticSettings;
if (!context.IsEntityLoggedIn()) throw new PlayFabException(PlayFabExceptionCode.NotLoggedIn,"Must be logged in to call this method");
PlayFabHttp.MakeApiCall("/GameServerIdentity/AuthenticateGameServerWithCustomId", request, AuthType.EntityToken, resultCallback, errorCallback, customData, extraHeaders, context, callSettings, this);
}
/// <summary>
/// Delete a game_server entity.
/// </summary>
public void Delete(DeleteRequest request, Action<EmptyResponse> resultCallback, Action<PlayFabError> errorCallback, object customData = null, Dictionary<string, string> extraHeaders = null)
{
var context = (request == null ? null : request.AuthenticationContext) ?? authenticationContext;
var callSettings = apiSettings ?? PlayFabSettings.staticSettings;
if (!context.IsEntityLoggedIn()) throw new PlayFabException(PlayFabExceptionCode.NotLoggedIn,"Must be logged in to call this method");
PlayFabHttp.MakeApiCall("/GameServerIdentity/Delete", request, AuthType.EntityToken, resultCallback, errorCallback, customData, extraHeaders, context, callSettings, this);
}
/// <summary>
/// Method to exchange a legacy AuthenticationTicket or title SecretKey for an Entity Token or to refresh a still valid
/// Entity Token.
/// </summary>
public void GetEntityToken(GetEntityTokenRequest request, Action<GetEntityTokenResponse> resultCallback, Action<PlayFabError> errorCallback, object customData = null, Dictionary<string, string> extraHeaders = null)
{
var context = (request == null ? null : request.AuthenticationContext) ?? authenticationContext;
var callSettings = apiSettings ?? PlayFabSettings.staticSettings;
AuthType authType = AuthType.None;
#if !DISABLE_PLAYFABCLIENT_API
if (context.IsClientLoggedIn()) { authType = AuthType.LoginSession; }
#endif
#if ENABLE_PLAYFABSERVER_API || ENABLE_PLAYFABADMIN_API || ENABLE_PLAYFAB_SECRETKEY
if (callSettings.DeveloperSecretKey != null) { authType = AuthType.DevSecretKey; }
#endif
#if !DISABLE_PLAYFABENTITY_API
if (context.IsEntityLoggedIn()) { authType = AuthType.EntityToken; }
#endif
PlayFabHttp.MakeApiCall("/Authentication/GetEntityToken", request, authType, resultCallback, errorCallback, customData, extraHeaders, context, callSettings, this);
}
/// <summary>
/// Method for a server to validate a client provided EntityToken. Only callable by the title entity.
/// </summary>
public void ValidateEntityToken(ValidateEntityTokenRequest request, Action<ValidateEntityTokenResponse> resultCallback, Action<PlayFabError> errorCallback, object customData = null, Dictionary<string, string> extraHeaders = null)
{
var context = (request == null ? null : request.AuthenticationContext) ?? authenticationContext;
var callSettings = apiSettings ?? PlayFabSettings.staticSettings;
if (!context.IsEntityLoggedIn()) throw new PlayFabException(PlayFabExceptionCode.NotLoggedIn,"Must be logged in to call this method");
PlayFabHttp.MakeApiCall("/Authentication/ValidateEntityToken", request, AuthType.EntityToken, resultCallback, errorCallback, customData, extraHeaders, context, callSettings, this);
}
}
}
#endif