Implementation

Let’s implement from account issuance to login

Initialize GS2 SDK

    // Setup variables

    var clientId = "YourClientId";
    var clientSecret = "YourClientSecret";
    var accountNamespaceName = "game-0001";

    // Setup general setting
    Gs2Domain gs2;
    {
        var future = Gs2Client.CreateFuture(
            new BasicGs2Credential(
                this.clientId,
                this.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

First, three variables are defined.

Variable nameUsageSource of acquisition
clientIdauthentication information to access GS2value created in Create credential (API key)
clientSecretauthentication information for accessing GS2value created by create credential (API key)
accountNamespaceNamethe namespace name of the GS2-Account to be usedthe value created in Prepare resources required for login process

Setup general setting

CreateFuture(Gs2Client.CreateAsync when using UniTask) to create a GS2 client. If clientId or clientSecret is incorrect, an error is returned here.

Create GS2 client

Initialize a GS2 client. If clientId or clientSecret is incorrect, an error will be returned here.

Create new anonymous account.

    // 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()));
Here we are creating an account to identify the game player. accountNamespaceName is the name of the namespace to which the account will be added.

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.

Login process

    // Log-in created anonymous account
    GameSession gameSession;
    {
        var future = gs2.LoginFuture(
            new Gs2AccountAuthenticator(
                accountSetting: new AccountSetting {
                    accountNamespaceName = this.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();
Next is the GS2 login process. Specify information on account authentication in Gs2AccountAuthenticator. Specifically, the namespace name of the GS2-Account to be used for login is specified. Furthermore, userId password specifies the user ID and password of the created account.

The 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.

Calling APIs that can be called after login

    // Load TakeOver settings
    {
        var it = gs2Account.Me(
            gameSession
        ).TakeOvers();
        while (it.HasNext()) {
            yield return it.Next();
            if (it.Error != null)
            {
                throw it.Error;
            }
            Debug.Log($"Slot: {it.Current.Slot}");
            Debug.Log($"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());
	}

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.

GS2 SDK termination process

    // 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();
    }

Terminate the connection with GS2.

Have you completed the tutorial?

[Check out our YouTube channel for guidance on how to use GS2!] (/articles/sample/youtube/)

[We also provide more practical examples] (/articles/sample/project/)

find out what else you can achieve with GS2

learn about the development workflow using GS2


Full sample code

Full text of sample code