Removed Google Sign in

iOS-WithoutGoogleLogin
Hazim Bin Ijaz 1 month ago
parent bc0227971d
commit 8b96507226

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<?xml version="1.0" encoding="UTF-8" ?>
<dependencies>
<!-- See https://github.com/googlesamples/unity-jar-resolver#usage for
how to configure dependencies -->
<androidPackages>
<androidPackage spec="com.google.android.gms:play-services-auth:16+">
<androidSdkPackageIds>
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
</androidSdkPackageIds>
</androidPackage>
</androidPackages>
<!-- iOS Cocoapod dependencies can be specified by each iosPod element. -->
<iosPods>
<iosPod name="GoogleSignIn" version="8.0.0" bitcodeEnabled="false"
minTargetSdk="6.0">
</iosPod>
</iosPods>
</dependencies>

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Assets/GoogleSignIn/Editor/GoogleSignInDependencies.xml
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.aar
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.aar.md5
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.aar.sha1
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.pom
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.pom.md5
Assets/GoogleSignIn/Editor/m2repository/com/google/signin/google-signin-support/1.0.1/google-signin-support-1.0.1.pom.sha1
Assets/GoogleSignIn/Future.cs
Assets/GoogleSignIn/GoogleSignIn.cs
Assets/GoogleSignIn/GoogleSignInConfiguration.cs
Assets/GoogleSignIn/GoogleSignInStatusCode.cs
Assets/GoogleSignIn/GoogleSignInUser.cs
Assets/GoogleSignIn/Impl/BaseObject.cs
Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs
Assets/GoogleSignIn/Impl/NativeFuture.cs
Assets/GoogleSignIn/Impl/SignInHelperObject.cs
Assets/Parse/LICENSE
Assets/Parse/Plugins/Unity.Compat.dll
Assets/Parse/Plugins/Unity.Tasks.dll
Assets/PlayServicesResolver/Editor/Google.IOSResolver_v1.2.54.0.dll
Assets/PlayServicesResolver/Editor/Google.JarResolver_v1.2.54.0.dll
Assets/PlayServicesResolver/Editor/Google.VersionHandler.dll
Assets/PlayServicesResolver/Editor/Google.VersionHandlerImpl_v1.2.54.0.dll
Assets/PlayServicesResolver/Editor/play-services-resolver_v1.2.54.0.txt
Assets/Plugins/Android/native-googlesignin-release.aar
Assets/Plugins/iOS/GoogleSignIn/GoogleSignInAppController.h
Assets/Plugins/iOS/GoogleSignIn/GoogleSignInAppController.mm

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// <copyright file="Future.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google {
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
/// <summary>
/// Interface for implementations of the Future<T> API.
/// </summary>
internal interface FutureAPIImpl<T> {
bool Pending { get; }
GoogleSignInStatusCode Status { get; }
T Result { get; }
}
/// <summary>
/// Future return value.
/// </summary>
/// <remarks>This class provides a promise of a result from a method call.
/// The typical usage is to check the Pending property until it is false.
/// At this time either the Status or Result will be available for use.
/// Result is only set if the operation was successful.
/// As a convience, a coroutine to complete a Task is provided.
/// </remarks>
public class Future<T> {
private FutureAPIImpl<T> apiImpl;
internal Future(FutureAPIImpl<T> impl) {
apiImpl = impl;
}
/// <summary>
/// Gets a value indicating whether this
/// <see cref="T:Google.Future`1"/> is pending.
/// </summary>
/// <value><c>true</c> if pending; otherwise, <c>false</c>.</value>
public bool Pending { get { return apiImpl.Pending; } }
/// <summary>
/// Gets the status.
/// </summary>
/// <value>The status is set when Pending == false.</value>
GoogleSignInStatusCode Status { get { return apiImpl.Status; } }
/// <summary>
/// Gets the result.
/// </summary>
/// <value>The result is set when Pending == false and there is no error.
/// </value>
T Result { get { return apiImpl.Result; } }
/// <summary>
/// Waits for result then completes the TaskCompleationSource.
/// </summary>
/// <returns>The for result.</returns>
/// <param name="tcs">Tcs.</param>
internal IEnumerator WaitForResult(TaskCompletionSource<T> tcs) {
yield return new WaitUntil(() => !Pending);
if (Status == GoogleSignInStatusCode.Canceled) {
tcs.SetCanceled();
} else if (Status == GoogleSignInStatusCode.Success ||
Status == GoogleSignInStatusCode.SuccessCached) {
tcs.SetResult(Result);
} else {
tcs.SetException(new GoogleSignIn.SignInException(Status));
}
}
}
}

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// <copyright file="GoogleSignIn.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google {
using System;
using System.Runtime.Serialization;
using System.Threading.Tasks;
using Google.Impl;
using UnityEngine;
/// <summary>
/// Google sign in API.
/// </summary>
/// <remarks>This class implements the GoogleSignInAPI for Unity.
/// Typical usage is to set the Configuration options as needed, then
/// get the DefaultInstance and call signIn or signInSilently. See
/// the <a href="https://developers.google.com/identity">
/// Google Sign-In API documentation for more details.</a>
/// <para>
/// <code>
/// private static readonly GoogleSignInConfiguration configuration =
/// new GoogleSignInConfiguration {
/// WebClientId = "<your client id here >",
/// RequestIdToken = true
/// };
///
/// public void OnSignIn() {
/// GoogleSignIn.Configuration = configuration;
/// GoogleSignIn.Configuration.UseGameSignIn = false;
/// GoogleSignIn.Configuration.RequestIdToken = true;
/// GoogleSignIn.DefaultInstance.SignIn().ContinueWith(
/// OnAuthenticationFinished);
/// }
/// </code>
/// </para>
/// </remarks>
public class GoogleSignIn {
#if !UNITY_ANDROID && !UNITY_IOS
static GoogleSignIn() {
Debug.LogError("This platform is not supported");
}
#endif
private static GoogleSignIn theInstance = null;
private static GoogleSignInConfiguration theConfiguration = null;
private ISignInImpl impl;
///<summary> The configuration settings for Google Sign-in.</summary>
///<remarks> The configuration should be set before calling the sign-in
/// methods. Once the configuration is set it cannot be changed.
///</remarks>
public static GoogleSignInConfiguration Configuration {
set {
// Can set the configuration until the singleton is created.
if (theInstance == null || theConfiguration == value || theConfiguration == null) {
theConfiguration = value;
} else {
throw new SignInException(GoogleSignInStatusCode.DeveloperError,
"DefaultInstance already created. " +
" Cannot change configuration after creation.");
}
}
get {
return theConfiguration;
}
}
/// <summary>
/// Singleton instance of this class.
/// </summary>
/// <value>The instance.</value>
public static GoogleSignIn DefaultInstance {
get {
if (theInstance == null) {
#if UNITY_ANDROID || UNITY_IOS
theInstance = new GoogleSignIn(new GoogleSignInImpl(Configuration));
#else
theInstance = new GoogleSignIn(null);
throw new SignInException(
GoogleSignInStatusCode.DeveloperError,
"This platform is not supported by GoogleSignIn");
#endif
}
return theInstance;
}
}
internal GoogleSignIn(GoogleSignInImpl impl) {
this.impl = impl;
}
public void EnableDebugLogging(bool flag) {
impl.EnableDebugLogging(flag);
}
/// <summary>Starts the authentication process.</summary>
/// <remarks>
/// The authenication process is started and may display account picker
/// popups and consent prompts based on the state of authentication and
/// the requested elements.
/// </remarks>
public Task<GoogleSignInUser> SignIn() {
var tcs = new TaskCompletionSource<GoogleSignInUser>();
SignInHelperObject.Instance.StartCoroutine(
impl.SignIn().WaitForResult(tcs));
return tcs.Task;
}
/// <summary>Starts the silent authentication process.</summary>
/// <remarks>
/// The authenication process is started and will attempt to sign in without
/// displaying any UI. If this cannot be done, the developer should call
/// SignIn().
/// </remarks>
public Task<GoogleSignInUser> SignInSilently() {
var tcs = new TaskCompletionSource<GoogleSignInUser>();
SignInHelperObject.Instance.StartCoroutine(
impl.SignInSilently().WaitForResult(tcs));
return tcs.Task;
}
/// <summary>
/// Signs out the User.
/// </summary>
/// <remarks>Future sign-in attempts will require the user to select the
/// account to use when signing in.
/// </remarks>
public void SignOut() {
theConfiguration = null;
impl.SignOut();
}
/// <summary>
/// Disconnect this instance.
/// </summary>
/// <remarks>When the user is disconnected, it revokes all access that may
/// have been granted to this application. This includes any server side
/// access tokens derived from server auth codes. As a result, future
/// sign-in attempts will require the user to re-consent to the requested
/// scopes.
/// </remarks>
public void Disconnect() {
impl.Disconnect();
}
/// <summary>
/// Sign in exception. This is a checked exception for handling specific
/// errors during the sign-in process.
/// </summary>
[Serializable]
public class SignInException : Exception {
internal SignInException(GoogleSignInStatusCode status) {
Status = status;
}
public SignInException(GoogleSignInStatusCode status, string message) :
base(message) {
Status = status;
}
public SignInException(GoogleSignInStatusCode status, string message,
Exception innerException) : base(message, innerException) {
Status = status;
}
protected SignInException(GoogleSignInStatusCode status,
SerializationInfo info,
StreamingContext context) :
base(info, context) {
Status = status;
}
public GoogleSignInStatusCode Status {
get;
internal set;
}
}
}
internal interface ISignInImpl {
Future<GoogleSignInUser> SignIn();
Future<GoogleSignInUser> SignInSilently();
void EnableDebugLogging(bool flag);
void SignOut();
void Disconnect();
}
} // namespace Google

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// <copyright file="GoogleSignInConfiguration.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google {
using System.Collections.Generic;
/// <summary>
/// Configuration properties for Google Sign-In.
/// </summary>
public class GoogleSignInConfiguration {
/// <summary>Set to true to use games signin, false for default signin.
/// </summary>
/// <remarks>Note: The Games configuration is not supported on non-Android
/// platforms.
/// If games configuration is used, you must also add the
/// play-services-games libraries and dependencies.
/// See the README for more details.
/// </remarks>
public bool UseGameSignIn = false;
/// <summary>Web client id associated with this app.</summary>
/// <remarks>Required for requesting auth code or id token.</remarks>
public string WebClientId = null;
/// <summary>Set to true for getting an auth code when authenticating.
/// </summary>
public bool RequestAuthCode = false;
/// <summary>Set to true to request to reset the refresh token.
/// Causes re-consent.
/// </summary>
public bool ForceTokenRefresh = false;
/// <summary>Request email address, requires consent.</summary>
public bool RequestEmail = false;
/// <summary>Request id token, requires consent.</summary>
public bool RequestIdToken = false;
/// <summary>Request profile information, requires consent.</summary>
public bool RequestProfile = false;
/// <summary>Hides popup UIs from games services.</summary>
/// <remarks>Used with games signin to show or hide the connecting popup UI
/// and to associate an invisible view for other popups. This is
/// recommended for VR applications. This has no effect if UseGameSignIn is
/// false.
/// </remarks>
public bool HidePopups = false;
/// <summary>Account name to use when authenticating,
/// null indicates use default.</summary>
public string AccountName = null;
/// <summary>Additional scopes to request, requires consent.</summary>
public IEnumerable<string> AdditionalScopes = null;
}
}

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using UnityEngine;
using Google;
using System.Threading.Tasks;
public class GoogleSignInController : MonoBehaviour
{
private GoogleSignInConfiguration configuration;
void Awake()
{
// Set up the Google Sign-In configuration
configuration = new GoogleSignInConfiguration
{
WebClientId = "624507103444-6agok4g1q29bsb615v235jbf0k585ruk.apps.googleusercontent.com",
RequestEmail = true,
RequestIdToken = false, // ❌ We no longer request IdToken, since we use ServerAuthCode instead
RequestAuthCode = true // ✅ Enable ServerAuthCode for secure backend authentication
};
GoogleSignIn.Configuration = configuration;
}
public void SignInWithGoogle()
{
GoogleSignIn.DefaultInstance.SignIn().ContinueWith(OnGoogleSignIn);
}
private void OnGoogleSignIn(Task<GoogleSignInUser> task)
{
if (task.IsFaulted)
{
Debug.LogError("Google Sign-In encountered an error: " + task.Exception);
}
else if (task.IsCanceled)
{
Debug.Log("Google Sign-In was canceled.");
}
else
{
GoogleSignInUser user = task.Result;
Debug.Log("✅ Google Sign-In succeeded!");
Debug.Log("👤 Display Name: " + user.DisplayName);
Debug.Log("📧 Email: " + user.Email);
Debug.Log("🔑 Server Auth Code: " + user.AuthCode);
// 🔹 Send this AuthCode to your backend (PlayFab, Firebase, or custom server)
// The backend will exchange this for an access token.
}
}
}

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// <copyright file="GoogleSignInStatusCode.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google {
/// <summary>
/// Status code for the SignIn operations.
/// </summary>
/// <remarks>All successful status codes are less than or equal to 0.
/// </remarks>
public enum GoogleSignInStatusCode {
/// <summary>The operation was successful, but used the device's cache.
/// </summary>
SuccessCached = -1,
/// <summary>The operation was successful.</summary>
Success = 0,
/// <summary>The client attempted to call a method from an API that
/// failed to connect.</summary>
ApiNotConnected = 1,
/// <summary>The result was canceled either due to client disconnect
/// or cancel().</summary>
Canceled = 2,
/// <summary> A blocking call was interrupted while waiting and did not
/// run to completion.</summary>
Interrupted = 3,
/// <summary> The client attempted to connect to the service with an
/// invalid account name specified. </summary>
InvalidAccount = 4,
/// <summary>Timed out while awaiting the result.</summary>
Timeout = 5,
/// <summary>The application is misconfigured.
/// This error is not recoverable.</summary>
/// <remarks>
/// The developer should look at the logs after this to determine
/// more actionable information.
/// </remarks>
DeveloperError = 6,
/// <summary>An internal error occurred. Retrying should resolve the
/// problem.</summary>
InternalError = 7,
/// <summary>A network error occurred. Retrying should resolve the problem.
/// </summary>
NetworkError = 8,
/// <summary> The operation failed with no more detailed information.
/// </summary>
Error = 9,
}
} // namespace GoogleSignIn

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// <copyright file="GoogleSignInUser.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google {
using System;
/// <summary> Information for the authenticated user.</summary>
public class GoogleSignInUser {
/// <summary> Server AuthCode to be exchanged for an auth token.</summary>
///<remarks> null if not requested, or if there was an error.</remarks>
public string AuthCode {
get;
internal set;
}
/// <summary> Email address.</summary>
///<remarks> null if not requested, or if there was an error.</remarks>
public string Email {
get;
internal set;
}
/// <summary> Id token.</summary>
///<remarks> null if not requested, or if there was an error.</remarks>
public string IdToken {
get;
internal set;
}
/// <summary> Display Name.</summary>
public string DisplayName {
get;
internal set;
}
/// <summary> Given Name.</summary>
public string GivenName {
get;
internal set;
}
/// <summary> Family Name.</summary>
public string FamilyName {
get;
internal set;
}
/// <summary> Profile photo</summary>
/// <remarks> Can be null if the profile is not requested,
/// or none set.</remarks>
public Uri ImageUrl {
get;
internal set;
}
/// <summary> User ID</summary>
public string UserId {
get;
internal set;
}
}
}

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// <copyright file="BaseObject.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google.Impl {
using System;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
/// <summary>
/// Base object manages the pointer to a native object which provides the
/// implementation of a C# object.
/// </summary>
internal abstract class BaseObject : IDisposable {
// handle to native object.
private HandleRef selfHandleRef;
private static HandleRef nullSelf = new HandleRef();
public BaseObject(IntPtr intPtr) {
selfHandleRef = new HandleRef(this, intPtr);
}
protected HandleRef SelfPtr() {
if (selfHandleRef.Equals(nullSelf)) {
throw new InvalidOperationException(
"Attempted to use object after it was cleaned up");
}
return selfHandleRef;
}
public virtual void Dispose() {
selfHandleRef = nullSelf;
}
internal delegate UIntPtr OutStringMethod([In, Out] byte[] out_bytes,
UIntPtr out_size);
internal static String OutParamsToString(OutStringMethod outStringMethod) {
UIntPtr requiredSize = outStringMethod(null, UIntPtr.Zero);
if (requiredSize.Equals(UIntPtr.Zero)) {
return null;
}
string str = null;
try {
byte[] array = new byte[requiredSize.ToUInt32()];
outStringMethod(array, requiredSize);
str = Encoding.UTF8.GetString(array, 0,
(int)requiredSize.ToUInt32() - 1);
} catch (Exception e) {
Debug.LogError("Exception creating string from char array: " + e);
str = string.Empty;
}
return str;
}
}
}

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@ -1,187 +0,0 @@
// <copyright file="GoogleSignInImpl.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google.Impl {
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
internal class GoogleSignInImpl : BaseObject, ISignInImpl {
#if UNITY_ANDROID
private const string DllName = "native-googlesignin";
#else
private const string DllName = "__Internal";
#endif
internal GoogleSignInImpl(GoogleSignInConfiguration configuration)
: base(GoogleSignIn_Create(GetPlayerActivity())) {
if (configuration != null) {
List<string> scopes = new List<string>();
if (configuration.AdditionalScopes != null) {
scopes.AddRange(configuration.AdditionalScopes);
}
GoogleSignIn_Configure(SelfPtr(), configuration.UseGameSignIn,
configuration.WebClientId,
configuration.RequestAuthCode,
configuration.ForceTokenRefresh,
configuration.RequestEmail,
configuration.RequestIdToken,
configuration.HidePopups,
scopes.ToArray(),
scopes.Count,
configuration.AccountName);
}
}
/// <summary>Enables/Disables verbose logging to help troubleshooting</summary>
public void EnableDebugLogging(bool flag) {
GoogleSignIn_EnableDebugLogging(SelfPtr(), flag);
}
/// <summary>
/// Starts the authentication process.
/// </summary>
/// <remarks>
/// The authenication process is started and may display account picker
/// popups and consent prompts based on the state of authentication and
/// the requested elements.
/// </remarks>
public Future<GoogleSignInUser> SignIn() {
IntPtr nativeFuture = GoogleSignIn_SignIn(SelfPtr());
return new Future<GoogleSignInUser>(new NativeFuture(nativeFuture));
}
/// <summary>
/// Starts the authentication process.
/// </summary>
/// <remarks>
/// The authenication process is started and may display account picker
/// popups and consent prompts based on the state of authentication and
/// the requested elements.
/// </remarks>
public Future<GoogleSignInUser> SignInSilently() {
IntPtr nativeFuture = GoogleSignIn_SignInSilently(SelfPtr());
return new Future<GoogleSignInUser>(new NativeFuture(nativeFuture));
}
/// <summary>
/// Signs out the User.
/// </summary>
public void SignOut() {
GoogleSignIn_Signout(SelfPtr());
}
/// <summary>
/// Disconnects the user from the application and revokes all consent.
/// </summary>
public void Disconnect() {
GoogleSignIn_Disconnect(SelfPtr());
}
/// <summary>
/// Creates an instance of the native Google Sign-In implementation.
/// </summary>
/// <remarks>
/// For Android this must be the JNI raw object for the parentActivity.
/// For iOS it is ignored.
/// </remarks>
/// <returns>The pointer to the instance.</returns>
/// <param name="data">Data used in creating the instance.</param>
[DllImport(DllName)]
static extern IntPtr GoogleSignIn_Create(IntPtr data);
[DllImport(DllName)]
static extern void GoogleSignIn_EnableDebugLogging(HandleRef self, bool flag);
[DllImport(DllName)]
static extern bool GoogleSignIn_Configure(HandleRef self,
bool useGameSignIn, string webClientId,
bool requestAuthCode, bool forceTokenRefresh, bool requestEmail,
bool requestIdToken, bool hidePopups, string[] additionalScopes,
int scopeCount, string accountName);
[DllImport(DllName)]
static extern IntPtr GoogleSignIn_SignIn(HandleRef self);
[DllImport(DllName)]
static extern IntPtr GoogleSignIn_SignInSilently(HandleRef self);
[DllImport(DllName)]
static extern void GoogleSignIn_Signout(HandleRef self);
[DllImport(DllName)]
static extern void GoogleSignIn_Disconnect(HandleRef self);
[DllImport(DllName)]
internal static extern void GoogleSignIn_DisposeFuture(HandleRef self);
[DllImport(DllName)]
internal static extern bool GoogleSignIn_Pending(HandleRef self);
[DllImport(DllName)]
internal static extern IntPtr GoogleSignIn_Result(HandleRef self);
[DllImport(DllName)]
internal static extern int GoogleSignIn_Status(HandleRef self);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetServerAuthCode(
HandleRef self, [In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetDisplayName(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetEmail(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetFamilyName(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetGivenName(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetIdToken(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetImageUrl(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
[DllImport(DllName)]
internal static extern UIntPtr GoogleSignIn_GetUserId(HandleRef self,
[In, Out] byte[] bytes, UIntPtr len);
// Gets the Unity player activity.
// For iOS, this returns Zero.
private static IntPtr GetPlayerActivity() {
#if UNITY_ANDROID
UnityEngine.AndroidJavaClass jc = new UnityEngine.AndroidJavaClass(
"com.unity3d.player.UnityPlayer");
return jc.GetStatic<UnityEngine.AndroidJavaObject>("currentActivity")
.GetRawObject();
#else
return IntPtr.Zero;
#endif
}
}
}

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@ -1,102 +0,0 @@
// <copyright file="NativeFuture.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google.Impl {
using System;
using System.Runtime.InteropServices;
/// <summary>
/// Native future is an interal class that implements the FutureAPIImpl
/// by calling native methods which are implemented in the native code.
/// </summary>
internal class NativeFuture : BaseObject, FutureAPIImpl<GoogleSignInUser> {
internal NativeFuture(IntPtr ptr) : base(ptr) {
}
public override void Dispose() {
GoogleSignInImpl.GoogleSignIn_DisposeFuture(SelfPtr());
base.Dispose();
}
public bool Pending {
get {
return GoogleSignInImpl.GoogleSignIn_Pending(SelfPtr());
}
}
public GoogleSignInUser Result {
get {
IntPtr ptr = GoogleSignInImpl.GoogleSignIn_Result(SelfPtr());
if (ptr != IntPtr.Zero) {
GoogleSignInUser user = new GoogleSignInUser();
HandleRef userPtr = new HandleRef(user, ptr);
user.DisplayName = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetDisplayName(userPtr,
out_string,
out_size));
user.Email = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetEmail(userPtr, out_string,
out_size));
user.FamilyName = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetFamilyName(userPtr, out_string,
out_size));
user.GivenName = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetGivenName(userPtr, out_string,
out_size));
user.IdToken = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetIdToken(userPtr, out_string,
out_size));
user.AuthCode = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetServerAuthCode(userPtr, out_string,
out_size));
string url = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetImageUrl(userPtr, out_string,
out_size));
if (url.Length > 0) {
user.ImageUrl = new System.Uri(url);
}
user.UserId = OutParamsToString((out_string, out_size) =>
GoogleSignInImpl.GoogleSignIn_GetUserId(userPtr, out_string,
out_size));
return user;
} else {
return null;
}
}
}
/// <summary>
/// Gets the status.
/// </summary>
/// <remarks>The platform specific implementation maps the platform specific
/// code to one defined in GoogleSignStatusCode.</remarks>
/// <value>The status.</value>
public GoogleSignInStatusCode Status {
get {
return (GoogleSignInStatusCode)GoogleSignInImpl.GoogleSignIn_Status(
SelfPtr());
}
}
}
}

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// <copyright file="SignInHelperObject.cs" company="Google Inc.">
// Copyright (C) 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
namespace Google.Impl {
using UnityEngine;
///<summary>Helper object to connect the Sign-in API to the Unity Game Scene.
///</summary>
///<remarks>This class is added to the scene so that the Google Sign-in API
/// can start coroutines.
///</remarks>
public class SignInHelperObject : MonoBehaviour {
private static SignInHelperObject instance;
internal static SignInHelperObject Instance {
get {
if (Application.isPlaying) {
// add an invisible game object to the scene
GameObject obj = new GameObject("GoogleSignInHelperObject");
DontDestroyOnLoad(obj);
instance = obj.AddComponent<SignInHelperObject>();
} else {
instance = new SignInHelperObject();
}
return instance;
}
}
}
}

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@ -1,6 +1,5 @@
using UnityEngine;
using UnityEngine.UI;
using Google;
using PlayFab;
using PlayFab.ClientModels;
using System;
@ -8,54 +7,31 @@ using System.Collections.Generic;
using System.Threading.Tasks;
using OneSignalSDK;
using System.Collections;
using OneSignalSDK.Debug.Models;
public class GoogleSignInManager : MonoBehaviour
{
private GoogleSignInConfiguration configuration;
// private GoogleSignInConfiguration configuration;
public Bootstrapper bootstrapper;
public Button googleSignInButton;
public Button guestLoginButton;
void Awake()
{
configuration = new GoogleSignInConfiguration
{
WebClientId = GameConstants.Web_ClientID,
RequestEmail = true,
RequestAuthCode = true,
};
GoogleSignIn.Configuration = configuration;
Application.quitting += SyncPlayerPrefsToPlayFabOnQuit;
}
void Start()
{
googleSignInButton.onClick.RemoveAllListeners();
googleSignInButton.onClick.AddListener(SignInWithGoogle);
guestLoginButton.onClick.RemoveAllListeners();
guestLoginButton.onClick.AddListener(GuestLogin);
if (PlayerPrefs.HasKey("PlayFabID") && PlayerPrefs.HasKey("GoogleAuthCode"))
{
Debug.Log("User previously signed in with Google. Attempting silent login...");
googleSignInButton.gameObject.SetActive(false);
guestLoginButton.gameObject.SetActive(false);
SignInSilently();
}
else if (PlayerPrefs.HasKey("GuestMode"))
if (PlayerPrefs.HasKey("GuestMode"))
{
Debug.Log("Guest mode previously selected. Letting user choose again.");
googleSignInButton.gameObject.SetActive(true);
guestLoginButton.gameObject.SetActive(true);
}
else
{
Debug.Log("No login info found. Showing login options.");
googleSignInButton.gameObject.SetActive(true);
guestLoginButton.gameObject.SetActive(true);
}
}
@ -66,7 +42,6 @@ public class GoogleSignInManager : MonoBehaviour
SafePlayerPrefs.SetInt("GuestMode", 1);
PlayerPrefs.Save();
googleSignInButton.gameObject.SetActive(false);
guestLoginButton.gameObject.SetActive(false);
PlayFabSettings.staticSettings.TitleId = GameConstants.PlayfabTitleId;
@ -97,7 +72,6 @@ public class GoogleSignInManager : MonoBehaviour
error =>
{
Debug.LogError("❌ Guest PlayFab login failed: " + error.GenerateErrorReport());
googleSignInButton.gameObject.SetActive(true);
guestLoginButton.gameObject.SetActive(true);
});
}
@ -108,55 +82,10 @@ public class GoogleSignInManager : MonoBehaviour
PlayerPrefs.DeleteAll();
PlayerPrefs.Save();
googleSignInButton.interactable = false;
guestLoginButton.interactable = false;
GoogleSignIn.DefaultInstance.SignIn().ContinueWith(OnGoogleSignIn);
}
private void OnGoogleSignIn(Task<GoogleSignInUser> task)
{
if (task.IsFaulted || task.IsCanceled)
{
Debug.LogError("Google Sign-In failed: " + task.Exception);
googleSignInButton.gameObject.SetActive(true);
googleSignInButton.interactable = true;
guestLoginButton.gameObject.SetActive(true);
guestLoginButton.interactable = true;
return;
}
GoogleSignInUser user = task.Result;
string authCode = user.AuthCode;
Console.WriteLine($"[GoogleSignInManager]: authCode: " + authCode);
SafePlayerPrefs.SetString("GoogleAuthCode", authCode);
PlayerPrefs.Save();
LoginToPlayFab(authCode);
}
private void SignInSilently()
{
Debug.Log("Attempting Google Silent Sign-In...");
string storedAuthCode = PlayerPrefs.GetString("GoogleAuthCode");
if (string.IsNullOrEmpty(storedAuthCode))
{
Debug.LogWarning("No stored auth code found. Redirecting to Google Sign-In...");
googleSignInButton.gameObject.SetActive(true);
googleSignInButton.interactable = true;
guestLoginButton.gameObject.SetActive(true);
guestLoginButton.interactable = true;
SignInWithGoogle();
return;
}
Debug.Log("[Silent Sign-In] Using stored auth code.");
LoginToPlayFab(storedAuthCode);
}
private void LoginToPlayFab(string authCode)
{
PlayFabSettings.staticSettings.TitleId = GameConstants.PlayfabTitleId;
@ -182,7 +111,6 @@ public class GoogleSignInManager : MonoBehaviour
LoadPlayerPrefsFromPlayFab(() =>
{
googleSignInButton.gameObject.SetActive(false);
guestLoginButton.gameObject.SetActive(false);
bootstrapper.StartGame();
});
@ -219,10 +147,7 @@ public class GoogleSignInManager : MonoBehaviour
private void OnPlayFabLoginFailure(PlayFabError error)
{
Debug.LogError("❌ PlayFab Login Failed: " + error.GenerateErrorReport());
googleSignInButton.gameObject.SetActive(true);
googleSignInButton.interactable = true;
guestLoginButton.gameObject.SetActive(true);
guestLoginButton.interactable = true;
}
@ -298,15 +223,12 @@ public class GoogleSignInManager : MonoBehaviour
PlayerPrefs.Save();
// 3) Sign out of Google
GoogleSignIn.DefaultInstance.SignOut();
// 4) Unlink OneSignal from this user
OneSignal.Logout();
// 5) Bring back your login buttons
googleSignInButton.gameObject.SetActive(true);
guestLoginButton.gameObject.SetActive(true);
googleSignInButton.interactable = true;
guestLoginButton.interactable = true;
Debug.Log("✅ User fully signed out.");

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m_PersistentCalls:
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m_text: Play
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/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignIn.h"
#import <GoogleSignIn/GIDGoogleUser.h>
#import <GoogleSignIn/GIDProfileData.h>
#import <GoogleSignIn/GIDSignIn.h>
#import <GoogleSignIn/GIDToken.h>
#import <GoogleSignIn/GIDSignInResult.h>
#import <memory>
// These values are in the Unity plugin code. The iOS specific
// codes are mapped to these.
static const int kStatusCodeSuccessCached = -1;
static const int kStatusCodeSuccess = 0;
static const int kStatusCodeApiNotConnected = 1;
static const int kStatusCodeCanceled = 2;
static const int kStatusCodeInterrupted = 3;
static const int kStatusCodeInvalidAccount = 4;
static const int kStatusCodeTimeout = 5;
static const int kStatusCodeDeveloperError = 6;
static const int kStatusCodeInternalError = 7;
static const int kStatusCodeNetworkError = 8;
static const int kStatusCodeError = 9;
static NSString *cachedLoginHint = nil;
static NSArray<NSString *> *cachedAdditionalScopes = nil;
/**
* Helper method to pause the Unity player. This is done when showing any UI.
*/
void UnpauseUnityPlayer() {
dispatch_async(dispatch_get_main_queue(), ^{
if (UnityIsPaused() > 0) {
UnityPause(0);
}
});
}
// result for pending operation. Access to this should be protected using the
// resultLock.
struct SignInResult {
int result_code;
bool finished;
GIDGoogleUser *user;
NSString *serverAuthCode;
};
std::unique_ptr<SignInResult> currentResult_;
NSRecursiveLock *resultLock = [NSRecursiveLock alloc];
/**
* These are the external "C" methods that are imported by the Unity C# code.
* The parameters are intended to be primative, easy to marshall.
*/
extern "C" {
/**
* This method does nothing in the iOS implementation. It is here
* to make the API uniform between Android and iOS.
*/
void *GoogleSignIn_Create(void *data) { return NULL; }
void GoogleSignIn_EnableDebugLogging(void *unused, bool flag) {
if (flag) {
NSLog(@"GoogleSignIn: No optional logging available on iOS");
}
}
/**
* Configures the GIDSignIn instance. The first parameter is unused in iOS.
* It is here to make the API between Android and iOS uniform.
*/
bool GoogleSignIn_Configure(void *unused, bool useGameSignIn,
const char *webClientId, bool requestAuthCode,
bool forceTokenRefresh, bool requestEmail,
bool requestIdToken, bool hidePopups,
const char **additionalScopes, int scopeCount,
const char *accountName) {
int scopeSize = scopeCount;
if (scopeSize) {
NSMutableArray *tmpary =
[[NSMutableArray alloc] initWithCapacity:scopeSize];
for (int i = 0; i < scopeCount; i++) {
[tmpary addObject:[NSString stringWithUTF8String:additionalScopes[i]]];
}
cachedAdditionalScopes = tmpary;
}
if (accountName) {
cachedLoginHint = [NSString stringWithUTF8String:accountName];
}
return !useGameSignIn;
}
/**
Starts the sign-in process. Returns and error result if error, null otherwise.
*/
static SignInResult *startSignIn() {
bool busy = false;
[resultLock lock];
if (!currentResult_ || currentResult_->finished) {
currentResult_.reset(new SignInResult());
currentResult_->result_code = 0;
currentResult_->finished = false;
currentResult_->user = nil;
currentResult_->serverAuthCode = nil;
} else {
busy = true;
}
[resultLock unlock];
if (busy) {
NSLog(@"ERROR: There is already a pending sign-in operation.");
// Returned to the caller, should be deleted by calling
// GoogleSignIn_DisposeFuture().
return new SignInResult{.result_code = kStatusCodeDeveloperError,
.finished = true};
}
return nullptr;
}
/**
* The sign-in flow has finished and was successful if |error| is |nil|.
* Map the errors from the iOS SDK back to the Android values for consistency's
* sake in the Unity layer.
*/
void HandleSignInError(NSError * _Nullable _error) {
NSLog(@"didSignInForUser: %@", _error.localizedDescription);
if (currentResult_) {
switch (_error.code) {
case kGIDSignInErrorCodeUnknown:
currentResult_->result_code = kStatusCodeError;
break;
case kGIDSignInErrorCodeKeychain:
currentResult_->result_code = kStatusCodeInternalError;
break;
case kGIDSignInErrorCodeHasNoAuthInKeychain:
currentResult_->result_code = kStatusCodeError;
break;
case kGIDSignInErrorCodeCanceled:
currentResult_->result_code = kStatusCodeCanceled;
break;
default:
NSLog(@"Unmapped error code: %ld, returning Error", static_cast<long>(_error.code));
currentResult_->result_code = kStatusCodeError;
}
currentResult_->finished = true;
UnpauseUnityPlayer();
} else {
NSLog(@"No currentResult to set status on!");
}
}
/**
* Sign-In. The return value is a pointer to the currentResult object.
*/
void *GoogleSignIn_SignIn() {
SignInResult *result = startSignIn();
if (!result) {
[GIDSignIn.sharedInstance signInWithPresentingViewController:UnityGetGLViewController() hint:cachedLoginHint additionalScopes:cachedAdditionalScopes completion:^(GIDSignInResult * _Nullable _result, NSError * _Nullable _error) {
if (_error == nil) {
if (currentResult_) {
currentResult_->result_code = kStatusCodeSuccess;
currentResult_->finished = true;
currentResult_->user = _result.user;
currentResult_->serverAuthCode = _result.serverAuthCode;
} else {
NSLog(@"No currentResult to set status on!");
}
NSLog(@"didSignInForUser: SUCCESS");
} else {
HandleSignInError(_error);
}
}];
result = currentResult_.get();
}
return result;
}
/**
* Attempt a silent sign-in. Return value is the pointer to the currentResult
* object.
*/
void *GoogleSignIn_SignInSilently() {
SignInResult *result = startSignIn();
if (!result) {
[GIDSignIn.sharedInstance restorePreviousSignInWithCompletion:^(GIDGoogleUser * _Nullable _user, NSError * _Nullable _error) {
if (_error == nil) {
if (currentResult_) {
currentResult_->result_code = kStatusCodeSuccess;
currentResult_->finished = true;
currentResult_->user = _user;
} else {
NSLog(@"No currentResult to set status on!");
}
NSLog(@"didSignInForUser: SUCCESS");
} else {
HandleSignInError(_error);
}
}];
result = currentResult_.get();
}
return result;
}
void GoogleSignIn_Signout() {
GIDSignIn *signIn = GIDSignIn.sharedInstance;
[signIn signOut];
}
void GoogleSignIn_Disconnect() {
GIDSignIn *signIn = GIDSignIn.sharedInstance;
// Finished disconnecting |user| from the app successfully if |error| is |nil|.
[signIn disconnectWithCompletion:^(NSError *_Nullable _error) {
if (_error == nil) {
NSLog(@"didDisconnectWithUser: SUCCESS");
} else {
NSLog(@"didDisconnectWithUser: %@", _error);
}
}];
}
bool GoogleSignIn_Pending(SignInResult *result) {
volatile bool ret;
[resultLock lock];
ret = !result->finished;
[resultLock unlock];
return ret;
}
SignInResult *GoogleSignIn_Result(SignInResult *result) {
if (result && result->finished) {
return result;
}
return nullptr;
}
int GoogleSignIn_Status(SignInResult *result) {
if (result) {
return result->result_code;
}
return kStatusCodeDeveloperError;
}
void GoogleSignIn_DisposeFuture(SignInResult *result) {
if (result == currentResult_.get()) {
currentResult_.reset(nullptr);
} else {
delete result;
}
}
/**
* Private helper function to copy NSString to char*. If the destination is
* non-null, the contents of src are copied up to len bytes (using strncpy). The
* then len is returned. Otherwise returns length of the string to copy + 1.
*/
static size_t CopyNSString(NSString *src, char *dest, size_t len) {
if (dest && src && len) {
const char *string = [src UTF8String];
strncpy(dest, string, len);
return len;
}
return src ? src.length + 1 : 0;
}
size_t GoogleSignIn_GetServerAuthCode(SignInResult *gresult, char *buf,
size_t len) {
NSString *val = gresult->serverAuthCode;
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetDisplayName(SignInResult *gresult, char *buf,
size_t len) {
NSString *val = [gresult->user.profile name];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetEmail(SignInResult *gresult, char *buf, size_t len) {
NSString *val = [gresult->user.profile email];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetFamilyName(SignInResult *gresult, char *buf, size_t len) {
NSString *val = [gresult->user.profile familyName];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetGivenName(SignInResult *gresult, char *buf, size_t len) {
NSString *val = [gresult->user.profile givenName];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetIdToken(SignInResult *gresult, char *buf, size_t len) {
NSString *val = [gresult->user.idToken tokenString];
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetImageUrl(SignInResult *gresult, char *buf, size_t len) {
NSURL *url = [gresult->user.profile imageURLWithDimension:128];
NSString *val = url ? [url absoluteString] : nullptr;
return CopyNSString(val, buf, len);
}
size_t GoogleSignIn_GetUserId(SignInResult *gresult, char *buf, size_t len) {
NSString *val = [gresult->user userID];
return CopyNSString(val, buf, len);
}
} // extern "C"

@ -1,35 +0,0 @@
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@ -1,37 +0,0 @@
/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignIn.h"
#import <UnityAppController.h>
// Controller to handle Google SignIn. The AppController methods are swizzled
// into the UnityAppController in order to avoid breaking other code that needs
// to handle these messages also.
@interface UnityAppController (GoogleSignInAppController)
// These are the implementations for GSI. The signatures match the
// AppController methods.
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions;
- (BOOL)application:(UIApplication *)application
openURL:(NSURL *)url
options:(NSDictionary<NSString *, id> *)options;
- (BOOL)application:(UIApplication *)application
openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation;
@end

@ -1,26 +0,0 @@
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@ -1,113 +0,0 @@
/**
* Copyright 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "GoogleSignInAppController.h"
#import <GoogleSignIn/GoogleSignIn.h>
#import <GoogleSignIn/GIDSignIn.h>
#import <objc/runtime.h>
/*
* Create a category to customize the application. When this is loaded the
* method for the existing application and GoogleSignIn are swizzled into the
* other's class selector. Then we call our "own" msthod which is actually the
* original application's implementation. See more info at:
* https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/ProgrammingWithObjectiveC/CustomizingExistingClasses/CustomizingExistingClasses.html
*/
@implementation UnityAppController (GoogleSignInController)
/*
Called when the category is loaded. This is where the methods are swizzled
out.
*/
+ (void)load {
Method original;
Method swizzled;
original = class_getInstanceMethod(
self, @selector(application:didFinishLaunchingWithOptions:));
swizzled = class_getInstanceMethod(
self,
@selector(GoogleSignInAppController:didFinishLaunchingWithOptions:));
method_exchangeImplementations(original, swizzled);
original = class_getInstanceMethod(
self, @selector(application:openURL:sourceApplication:annotation:));
swizzled = class_getInstanceMethod(
self, @selector
(GoogleSignInAppController:openURL:sourceApplication:annotation:));
method_exchangeImplementations(original, swizzled);
original =
class_getInstanceMethod(self, @selector(application:openURL:options:));
swizzled = class_getInstanceMethod(
self, @selector(GoogleSignInAppController:openURL:options:));
method_exchangeImplementations(original, swizzled);
}
- (BOOL)GoogleSignInAppController:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// IMPORTANT: IF you are not supplying a GoogleService-Info.plist in your
// project that contains the client id, you need to set the client id here.
NSString *path = [[NSBundle mainBundle] pathForResource:@"GoogleService-Info"
ofType:@"plist"];
NSDictionary *dict = [NSDictionary dictionaryWithContentsOfFile:path];
NSString *clientId = [dict objectForKey:@"CLIENT_ID"];
NSString *serverClientID = [dict objectForKey:@"SERVER_CLIENT_ID"];
// Setup the Sign-In instance.
GIDConfiguration *config = [[GIDConfiguration alloc] initWithClientID:clientId serverClientID:serverClientID];
[GIDSignIn.sharedInstance setConfiguration:config];
// looks like it's just calling itself, but the implementations were swapped
// so we're actually calling the original once we're done
return [self GoogleSignInAppController:application
didFinishLaunchingWithOptions:launchOptions];
}
/**
* Handle the auth URL
*/
- (BOOL)GoogleSignInAppController:(UIApplication *)application
openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation {
BOOL handled = [self GoogleSignInAppController:application
openURL:url
sourceApplication:sourceApplication
annotation:annotation];
return [GIDSignIn.sharedInstance handleURL:url] ||
handled;
}
/**
* Handle the auth URL.
*/
- (BOOL)GoogleSignInAppController:(UIApplication *)app
openURL:(NSURL *)url
options:(NSDictionary *)options {
BOOL handled =
[self GoogleSignInAppController:app openURL:url options:options];
return [GIDSignIn.sharedInstance handleURL:url] ||
handled;
}
@end

@ -1,26 +0,0 @@
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@ -15,7 +15,6 @@ U should buy the asset from home store if u use it in your project!
using MS;
using System.Collections.Generic;
using DG.Tweening;
using Google;
using OneSignalSDK;
using PlayFab;
using PlayFab.ClientModels;
@ -431,7 +430,6 @@ public class HomeScene : MonoBehaviour
PlayerPrefs.Save();
// 3) Sign out of Google
GoogleSignIn.DefaultInstance.SignOut();
// 4) Unlink OneSignal from this user
OneSignal.Logout();

@ -1,4 +1,3 @@
using Google.Impl;
using System;
using TMPro;
using UnityEngine;

@ -1,7 +1,6 @@
using UnityEngine;
using PlayFab;
using PlayFab.ClientModels;
using Google.Impl;
using MS;
using TMPro; // Required for TextMeshPro
using System;

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