サンプルコード全文

アカウント発行〜ログインまでを実装するサンプルコード
    using System.Collections;
    using Gs2.Unity.Util;
    using UnityEngine;

    public class Tutorial : MonoBehaviour
    {
        IEnumerator Start()
        {
            // Setup variables

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

            // Initialize GS2 SDK
            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;
            }

            // 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;
            }

            // Dump anonymous account

            Debug.Log($"UserId: {account.UserId}");
            Debug.Log($"Password: {account.Password}");

            // 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;
            }

            // 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}");
                }
            }

            // Finalize GS2-SDK
            {
                var future = gs2.DisconnectFuture();
                yield return future;
                if (future.Error != null) {
                    throw future.Error;
                }
            }
        }
    }
    // Gs2Tutorial.cpp

    #include "Sample/Gs2Tutorial.h"

    #include "Core/Gs2Domain.h"
    #include "Util/Gs2AccountAuthenticator.h"

    DEFINE_LOG_CATEGORY(GameLog);

    class EZGS2_API FSampleTask final : public Gs2::Core::Util::TGs2Future<void*>
    {
    public:
        virtual ~FSampleTask() override = default;

        virtual Gs2::Core::Model::FGs2ErrorPtr Action(const TSharedPtr<TSharedPtr<void*>> Result) override
        {
            // Setup variables

            const auto ClientId = "YourClientId";
            const auto ClientSecret = "YourClientSecret";
            const auto AccountNamespaceName = "game-0001";

            // Create GS2 client

            const auto InitializeFuture = Gs2::UE5::Core::FGs2Client::Create(
                MakeShared<Gs2::Core::Model::FBasicGs2Credential>(
                    ClientId,
                    ClientSecret
                ),
                Gs2::Core::Model::ApNorthEast1
            );
            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();

            // 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()));

            // Log-in created anonymous account

            const auto LoginFuture = Gs2->Login(
                MakeShareable<Gs2::UE5::Util::IAuthenticator>(
                    new Gs2::UE5::Util::FGs2AccountAuthenticator(
                        MakeShared<Gs2::UE5::Util::FAccountSetting>(
                            AccountNamespaceName
                        )
                    )
                ),
                *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();

            // Load TakeOver settings

            const auto It = Gs2->Account->Namespace(
                AccountNamespaceName
            )->Me(
                GameSession
            )->TakeOvers();
            for (const auto TakeOver : *It)
            {
                UE_LOG(GameLog, Display, TEXT("Type: %d"), *TakeOver->GetType());
                UE_LOG(GameLog, Display, TEXT("Identifier: %s"), ToCStr(*TakeOver->GetUserIdentifier()));
            }

            // Finalize GS2-SDK

            const auto FinalizeFuture = Gs2->Disconnect();
            FinalizeFuture->StartSynchronousTask();
            if (FinalizeFuture->GetTask().IsError())
            {
                UE_LOG(GameLog, Error, TEXT("%s"), ToCStr(FinalizeFuture->GetTask().Error()->String()));
                return FinalizeFuture->GetTask().Error();
            }

            return nullptr;
        }
    };

    AGs2Tutorial::AGs2Tutorial()
    {
        PrimaryActorTick.bCanEverTick = true;
    }

    void AGs2Tutorial::BeginPlay()
    {
        Super::BeginPlay();

        (new FAsyncTask<FSampleTask>())->StartBackgroundTask();
    }

    void AGs2Tutorial::Tick(float DeltaTime)
    {
        Super::Tick(DeltaTime);
    }

    // Gs2Tutorial.h

    #pragma once

    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "Gs2Tutorial.generated.h"

    DECLARE_LOG_CATEGORY_EXTERN(GameLog, Log, All);

    UCLASS()
    class EZGS2_API AGs2Tutorial : public AActor
    {
        GENERATED_BODY()

    public:
        AGs2Tutorial();

    protected:
        virtual void BeginPlay() override;

    public:
        virtual void Tick(float DeltaTime) override;
    };