您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
118 行
3.9 KiB
118 行
3.9 KiB
using System.Threading.Tasks;
|
|
using Unity.Services.Authentication;
|
|
using Unity.Services.Core;
|
|
using UnityEngine;
|
|
|
|
namespace LobbyRelaySample
|
|
{
|
|
public enum AuthState
|
|
{
|
|
Initialized,
|
|
Authenticating,
|
|
Authenticated,
|
|
Error,
|
|
TimedOut
|
|
}
|
|
|
|
public static class Auth
|
|
{
|
|
public static AuthState AuthenticationState { get; private set; } = AuthState.Initialized;
|
|
|
|
public static async Task<AuthState> Authenticate(string profile,int tries = 5)
|
|
{
|
|
//If we are already authenticated, just return Auth
|
|
if (AuthenticationState == AuthState.Authenticated)
|
|
{
|
|
return AuthenticationState;
|
|
}
|
|
|
|
if (AuthenticationState == AuthState.Authenticating)
|
|
{
|
|
Debug.LogWarning("Cant Authenticate if we are authenticating or authenticated");
|
|
await Authenticating();
|
|
return AuthenticationState;
|
|
}
|
|
|
|
var profileOptions = new InitializationOptions();
|
|
profileOptions.SetProfile(profile);
|
|
await UnityServices.InitializeAsync(profileOptions);
|
|
await SignInAnonymouslyAsync(tries);
|
|
Debug.Log($"Auth attempts Finished : {AuthenticationState.ToString()}");
|
|
|
|
return AuthenticationState;
|
|
}
|
|
|
|
//Awaitable task that will pass the clientID once authentication is done.
|
|
public static string ID()
|
|
{
|
|
return AuthenticationService.Instance.PlayerId;
|
|
}
|
|
|
|
//Awaitable task that will pass once authentication is done.
|
|
public static async Task<AuthState> Authenticating()
|
|
{
|
|
while (AuthenticationState == AuthState.Authenticating || AuthenticationState == AuthState.Initialized)
|
|
{
|
|
await Task.Delay(200);
|
|
}
|
|
|
|
return AuthenticationState;
|
|
}
|
|
|
|
public static bool DoneAuthenticating()
|
|
{
|
|
return AuthenticationState != AuthState.Authenticating &&
|
|
AuthenticationState != AuthState.Initialized;
|
|
}
|
|
|
|
static async Task SignInAnonymouslyAsync(int maxRetries)
|
|
{
|
|
AuthenticationState = AuthState.Authenticating;
|
|
var tries = 0;
|
|
while (AuthenticationState == AuthState.Authenticating && tries < maxRetries)
|
|
{
|
|
try
|
|
{
|
|
|
|
//To ensure staging login vs non staging
|
|
await AuthenticationService.Instance.SignInAnonymouslyAsync();
|
|
|
|
if (AuthenticationService.Instance.IsSignedIn && AuthenticationService.Instance.IsAuthorized)
|
|
{
|
|
AuthenticationState = AuthState.Authenticated;
|
|
break;
|
|
}
|
|
}
|
|
catch (AuthenticationException ex)
|
|
{
|
|
// Compare error code to AuthenticationErrorCodes
|
|
// Notify the player with the proper error message
|
|
Debug.LogError(ex);
|
|
AuthenticationState = AuthState.Error;
|
|
}
|
|
catch (RequestFailedException exception)
|
|
{
|
|
// Compare error code to CommonErrorCodes
|
|
// Notify the player with the proper error message
|
|
Debug.LogError(exception);
|
|
AuthenticationState = AuthState.Error;
|
|
}
|
|
|
|
tries++;
|
|
await Task.Delay(1000);
|
|
}
|
|
|
|
if (AuthenticationState != AuthState.Authenticated)
|
|
{
|
|
Debug.LogWarning($"Player was not signed in successfully after {tries} attempts");
|
|
AuthenticationState = AuthState.TimedOut;
|
|
}
|
|
}
|
|
|
|
public static void SignOut()
|
|
{
|
|
AuthenticationService.Instance.SignOut(false);
|
|
AuthenticationState = AuthState.Initialized;
|
|
}
|
|
}
|
|
}
|