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HighGroundRoyaleNetcode/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs

106 lines
4.0 KiB
C#

4 days ago
using System;
using System.Threading.Tasks;
using Unity.BossRoom.Infrastructure;
using Unity.Services.Authentication;
using Unity.Services.Core;
using UnityEngine;
using VContainer;
namespace Unity.BossRoom.UnityServices.Auth
{
public class AuthenticationServiceFacade
{
[Inject]
IPublisher<UnityServiceErrorMessage> m_UnityServiceErrorMessagePublisher;
public InitializationOptions GenerateAuthenticationOptions(string profile)
{
try
{
var unityAuthenticationInitOptions = new InitializationOptions();
if (profile.Length > 0)
{
unityAuthenticationInitOptions.SetProfile(profile);
}
return unityAuthenticationInitOptions;
}
catch (Exception e)
{
var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})";
m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e));
throw;
}
}
public async Task InitializeAndSignInAsync(InitializationOptions initializationOptions)
{
try
{
await Unity.Services.Core.UnityServices.InitializeAsync(initializationOptions);
if (!AuthenticationService.Instance.IsSignedIn)
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
}
catch (Exception e)
{
var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})";
m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e));
throw;
}
}
public async Task SwitchProfileAndReSignInAsync(string profile)
{
if (AuthenticationService.Instance.IsSignedIn)
{
AuthenticationService.Instance.SignOut();
}
AuthenticationService.Instance.SwitchProfile(profile);
try
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
catch (Exception e)
{
var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})";
m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e));
throw;
}
}
public async Task<bool> EnsurePlayerIsAuthorized()
{
if (AuthenticationService.Instance.IsAuthorized)
{
return true;
}
try
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
return true;
}
catch (AuthenticationException e)
{
var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})";
m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e));
//not rethrowing for authentication exceptions - any failure to authenticate is considered "handled failure"
return false;
}
catch (Exception e)
{
//all other exceptions should still bubble up as unhandled ones
var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})";
m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e));
throw;
}
}
}
}