Full sample code
Sample code to implement everything from account issuance to login
This section explains the minimum implementation for creating an account and logging in using the GS2 SDK.
For complete code for each platform, please check the Full Sample Code.
The Unity SDK uses Coroutines for asynchronous processing. The following code examples are intended to be executed within a Coroutine (a method that returns IEnumerator).
// Setup variables
var clientId = "YourClientId";
var clientSecret = "YourClientSecret";
var accountNamespaceName = "game-0001";
// Setup general setting
Gs2Domain gs2;
{
var future = Gs2Client.CreateFuture(
new BasicGs2Credential(
clientId,
clientSecret
),
Region.ApNortheast1
);
yield return future;
if (future.Error != null) {
throw future.Error;
}
gs2 = future.Result;
} // Setup variables
const auto ClientId = "YourClientId";
const auto ClientSecret = "YourClientSecret";
const auto AccountNamespaceName = "game-0001";
const auto AccountEncryptionKeyId = "grn:gs2:{region}:{ownerId}:key:account-encryption-key-namespace:key:account-encryption-key";
// Setup general setting
const auto Profile = MakeShared<Gs2::UE5::Util::FProfile>(
ClientId,
ClientSecret,
Gs2::Core::Model::ERegion::ApNorthEast1,
MakeShareable<Gs2::UE5::Util::IReOpener>(new Gs2::UE5::Util::FGs2BasicReOpener())
);
// Create GS2 client
const auto InitializeFuture = Profile->Initialize();
InitializeFuture->StartSynchronousTask();
if (InitializeFuture->GetTask().IsError())
{
UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(InitializeFuture->GetTask().Error()->String()));
return InitializeFuture->GetTask().Error();
}
const auto Gs2 = InitializeFuture->GetTask().Result(); # Setup variables
var client_id = "YourClientId"
var client_secret = "YourClientSecret"
var account_namespace_name = "game-0001"
var account_encryption_key_id = "grn:gs2:{region}:{ownerId}:key:account-encryption-key-namespace:key:account-encryption-key"
# Initialize GS2 SDK
var credential = Gs2BasicCredential.new(client_id, client_secret)
var connection = Gs2Connection.new(credential, Gs2Region.AP_NORTHEAST_1)
var ez = Gs2EzDomain.new(connection)First, four variables are defined.
| Variable name | Usage | Source of acquisition |
|---|---|---|
| clientId | authentication information to access GS2 | value created in Create credential (API key) |
| clientSecret | authentication information for accessing GS2 | value created by create credential (API key) |
| accountNamespaceName | the namespace name of the GS2-Account to be used | the value created in Prepare resources required for login process |
| accountEncryptionKeyId | GRN of the encryption key used for account authentication | the KeyAccountAuthenticationKeyId output of the stack created in Prepare resources required for login process |
CreateFuture(Gs2Client.CreateAsync when using UniTask) to create a GS2 client.
If clientId or clientSecret is incorrect, an error is returned here.
For Godot, create a Gs2Connection and initialize Gs2EzDomain to use the game engine Ez layer. Access each service through a service property such as ez.account or ez.inventory.
Initialize a GS2 client.
If clientId or clientSecret is incorrect, an error will be returned here.
// define GS2-Account namespace
var gs2Account = gs2.Account.Namespace(
accountNamespaceName
);
// Create an anonymous account
EzAccount account;
{
Debug.Log("Create an anonymous account");
var future = gs2Account.CreateFuture();
yield return future;
if (future.Error != null) {
throw future.Error;
}
var future2 = future.Result.ModelFuture();
yield return future2;
if (future2.Error != null) {
throw future2.Error;
}
account = future2.Result;
} // Create an anonymous account
UE_LOG(GameLog, Display, TEXT("Create anonymous account"));
const auto CreateFuture = Gs2->Account->Namespace(
AccountNamespaceName
)->Create();
CreateFuture->StartSynchronousTask();
if (CreateFuture->GetTask().IsError())
{
UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(CreateFuture->GetTask().Error()->String()));
return CreateFuture->GetTask().Error();
}
// Load created account
const auto LoadFuture = CreateFuture->GetTask().Result()->Model();
LoadFuture->StartSynchronousTask();
if (LoadFuture->GetTask().IsError())
{
UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(LoadFuture->GetTask().Error()->String()));
return LoadFuture->GetTask().Error();
}
const auto Account = LoadFuture->GetTask().Result();
// Dump anonymous account
UE_LOG(GameLog, Display, TEXT("UserId: %s"), ToCStr(*Account->GetUserId()));
UE_LOG(GameLog, Display, TEXT("Password: %s"), ToCStr(*Account->GetPassword())); # Define the GS2-Account namespace
var gs2_account = ez.account.namespace_(
account_namespace_name
)
# Create an anonymous account
var create_result = await gs2_account.create()
if create_result.error != null:
push_error(str(create_result.error))
return
var model_result = await create_result.result.model()
if model_result.error != null:
push_error(str(model_result.error))
return
var account = model_result.result
print("UserId: ", account.user_id)
print("Password: ", account.password)In this sample, a new account is created at every startup, but normally, an account is created only at the first startup of the application. The actual application saves this response account information in local storage, etc., and logs in as an existing game player using the created account information retrieved from local storage, etc., from the second time onward.
// Log-in created anonymous account
GameSession gameSession;
{
var future = gs2.LoginFuture(
new Gs2AccountAuthenticator(
accountSetting: new AccountSetting {
accountNamespaceName = accountNamespaceName,
}
),
account.UserId,
account.Password
);
yield return future;
if (future.Error != null) {
throw future.Error;
}
gameSession = future.Result;
} // Log-in created anonymous account
const auto LoginFuture = Profile->Login(
MakeShareable<Gs2::UE5::Util::IAuthenticator>(
new Gs2::UE5::Util::FGs2AccountAuthenticator(
AccountNamespaceName,
AccountEncryptionKeyId
)
),
*Account->GetUserId(),
*Account->GetPassword()
);
LoginFuture->StartSynchronousTask();
if (LoginFuture->GetTask().IsError())
{
UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(LoginFuture->GetTask().Error()->String()));
return LoginFuture->GetTask().Error();
}
const auto GameSession = LoginFuture->GetTask().Result(); # Log in with the created anonymous account
var authenticator = Gs2AccountAuthenticator.new(
account_namespace_name,
account_encryption_key_id
)
var game_session = Gs2GameSession.new(
authenticator,
connection,
account.user_id,
account.password
)
var login_result = await game_session.login()
if login_result.error != null:
push_error(str(login_result.error))
returnThe resulting GameSession object is returned. From now on, when calling GS2 APIs, GameSession will be passed as an argument for APIs that can only be called if the user is logged in.
// Load TakeOver settings
{
var it = gs2Account.Me(
gameSession
).TakeOvers();
while (it.HasNext()) {
yield return it.Next();
if (it.Error != null)
{
throw it.Error;
}
if (it.Current != null)
{
Debug.Log($"Type: {it.Current.Type}");
Debug.Log($"Identifier: {it.Current.UserIdentifier}");
}
}
} // Load TakeOver settings
const auto It = Gs2->Account->Namespace(
AccountNamespaceName
)->Me(
GameSession
)->TakeOvers();
for (const auto TakeOver : *It)
{
UE_LOG(GameLog, Display, TEXT("Type: %s"), *TakeOver->GetType());
UE_LOG(GameLog, Display, TEXT("Identifier: %s"), *TakeOver->GetUserIdentifier());
} # Load TakeOver settings
var load_result = await gs2_account.me(
game_session
).take_overs().load()
if load_result.error != null:
push_error(str(load_result.error))
return
for take_over in load_result.result:
print("Type: ", take_over.type)
print("Identifier: ", take_over.user_identifier)As an example of an API that can only be used while logged in, we call the API to get a list of takeover settings. You can pass GameSession to get a list of handover settings set for the currently logged-in game player.
// Finalize GS2-SDK
{
var future = gs2.DisconnectFuture();
yield return future;
if (future.Error != null) {
throw future.Error;
}
} // Finalize GS2-SDK
const auto FinalizeFuture = Profile->Finalize();
FinalizeFuture->StartSynchronousTask();
if (FinalizeFuture->GetTask().IsError())
{
UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(FinalizeFuture->GetTask().Error()->String()));
return FinalizeFuture->GetTask().Error();
} # Finalize GS2 SDK
connection.disconnect_session()Terminate the connection with GS2.
[Check out our YouTube channel for guidance on how to use GS2!] (/articles/sample/youtube/)
[We also provide more practical examples] (/articles/sample/project/)
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Sample code to implement everything from account issuance to login