From 6032492f3edaf20aaf43149f2a17677f6347e55a Mon Sep 17 00:00:00 2001 From: Natalie Bunduwongse Date: Mon, 22 Jul 2024 12:20:17 +1200 Subject: [PATCH 1/2] refactor: sample app select auth method --- sample/Assets/Scenes/AuthenticatedScene.unity | 12 +- sample/Assets/Scenes/SelectAuthMethod.unity | 2482 +++++++++++++++++ .../Assets/Scenes/SelectAuthMethod.unity.meta | 7 + .../Assets/Scenes/UnauthenticatedScene.unity | 820 +----- sample/Assets/Scripts/SampleAppManager.cs | 1 - .../Assets/Scripts/SelectAuthMethodScript.cs | 83 + .../Scripts/SelectAuthMethodScript.cs.meta | 11 + .../Assets/Scripts/UnauthenticatedScript.cs | 104 +- .../ProjectSettings/EditorBuildSettings.asset | 3 + .../Runtime/Scripts/Public/Passport.cs | 2 +- 10 files changed, 2653 insertions(+), 872 deletions(-) create mode 100644 sample/Assets/Scenes/SelectAuthMethod.unity create mode 100644 sample/Assets/Scenes/SelectAuthMethod.unity.meta create mode 100644 sample/Assets/Scripts/SelectAuthMethodScript.cs create mode 100644 sample/Assets/Scripts/SelectAuthMethodScript.cs.meta diff --git a/sample/Assets/Scenes/AuthenticatedScene.unity b/sample/Assets/Scenes/AuthenticatedScene.unity index f71facfa..97a617c1 100644 --- a/sample/Assets/Scenes/AuthenticatedScene.unity +++ b/sample/Assets/Scenes/AuthenticatedScene.unity @@ -6714,8 +6714,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - 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[SerializeField] private Text SelectLoginMethod; - [SerializeField] private Toggle UseDeviceCodeAuthToggle; - [SerializeField] private Toggle UsePKCEToggle; [SerializeField] private InputField DeviceCodeTimeoutMs; private Passport passport; #pragma warning restore CS8618 - void Start() + async void Start() { - Debug.Log("Starting..."); - if (!SampleAppManager.InitialisedPassport) - { - // Set up login method toggles -#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX - // Allow users to select which login method - Debug.Log(""); - ShowSelectLoginMethod(true); - UseDeviceCodeAuthToggle.onValueChanged.AddListener(delegate (bool on) - { - SampleAppManager.UsePKCE = !on; - ShowSelectLoginMethod(false); - InitialisePassport(); - }); - UsePKCEToggle.onValueChanged.AddListener(delegate (bool on) - { - SampleAppManager.UsePKCE = on; - ShowSelectLoginMethod(false); - InitialisePassport(); - }); -#else - // Users cannot select which login method as only device code auth is supported - ShowSelectLoginMethod(false); - InitialisePassport(); -#endif - } - else - { - // This is called if user logged out from the Authenticated Scene - ShowSelectLoginMethod(false); - ReloginButton.gameObject.SetActive(false); - ReconnectButton.gameObject.SetActive(false); - LoginButton.gameObject.SetActive(true); - ConnectButton.gameObject.SetActive(true); - DeviceCodeTimeoutMs.gameObject.SetActive(!SampleAppManager.UsePKCE); - passport = Passport.Instance; - } - } - - private void ShowSelectLoginMethod(bool show) - { - SelectLoginMethod.gameObject.SetActive(show); - UseDeviceCodeAuthToggle.gameObject.SetActive(show); - UsePKCEToggle.gameObject.SetActive(show); - } - - private async void InitialisePassport() - { - try - { - ShowOutput("Initilising Passport"); - - // Initiliase Passport - string clientId = "ZJL7JvetcDFBNDlgRs5oJoxuAUUl6uQj"; - string environment = Immutable.Passport.Model.Environment.SANDBOX; - string redirectUri = SampleAppManager.UsePKCE ? "imxsample://callback" : null; - string logoutRedirectUri = SampleAppManager.UsePKCE ? "imxsample://callback/logout" : null; - - passport = await Passport.Init( -#if UNITY_STANDALONE_WIN || (UNITY_ANDROID && UNITY_EDITOR_WIN) || (UNITY_IPHONE && UNITY_EDITOR_WIN) - clientId, environment, redirectUri, logoutRedirectUri, 10000 -#else - clientId, environment, redirectUri, logoutRedirectUri -#endif - ); - - // Listen to Passport Auth events - passport.OnAuthEvent += OnPassportAuthEvent; - - // Check if user's logged in before - bool hasCredsSaved = await passport.HasCredentialsSaved(); - Debug.Log(hasCredsSaved ? "Has credentials saved" : "Does not have credentials saved"); - ReloginButton.gameObject.SetActive(hasCredsSaved); - ReconnectButton.gameObject.SetActive(hasCredsSaved); - LoginButton.gameObject.SetActive(!hasCredsSaved); - ConnectButton.gameObject.SetActive(!hasCredsSaved); - DeviceCodeTimeoutMs.gameObject.SetActive(!hasCredsSaved && !SampleAppManager.UsePKCE); - - SampleAppManager.InitialisedPassport = true; - ShowOutput("Ready"); - } - catch (Exception ex) - { - ShowOutput($"Initialise Passport error: {ex.Message}"); - } + // Get Passport instance + passport = Passport.Instance; + + // Listen to Passport Auth events + passport.OnAuthEvent += OnPassportAuthEvent; + + // Check if user's logged in before + bool hasCredsSaved = await passport.HasCredentialsSaved(); + Debug.Log(hasCredsSaved ? "Has credentials saved" : "Does not have credentials saved"); + ReloginButton.gameObject.SetActive(hasCredsSaved); + ReconnectButton.gameObject.SetActive(hasCredsSaved); + LoginButton.gameObject.SetActive(!hasCredsSaved); + ConnectButton.gameObject.SetActive(!hasCredsSaved); + DeviceCodeTimeoutMs.gameObject.SetActive(!hasCredsSaved && !SampleAppManager.UsePKCE); } private void OnPassportAuthEvent(PassportAuthEvent authEvent) diff --git a/sample/ProjectSettings/EditorBuildSettings.asset b/sample/ProjectSettings/EditorBuildSettings.asset index ef7e4e6c..c70e7b99 100644 --- a/sample/ProjectSettings/EditorBuildSettings.asset +++ b/sample/ProjectSettings/EditorBuildSettings.asset @@ -11,4 +11,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/AuthenticatedScene.unity guid: dc1709435bc151f4bb6f46e9451a1efb + - enabled: 1 + path: Assets/Scenes/SelectAuthMethod.unity + guid: bb0668e0c95b745ce8e2f127d5940ede m_configObjects: {} diff --git a/src/Packages/Passport/Runtime/Scripts/Public/Passport.cs b/src/Packages/Passport/Runtime/Scripts/Public/Passport.cs index f7b7dde0..3fe48cd3 100644 --- a/src/Packages/Passport/Runtime/Scripts/Public/Passport.cs +++ b/src/Packages/Passport/Runtime/Scripts/Public/Passport.cs @@ -58,7 +58,7 @@ private Passport() /// (Windows only) Timeout time for waiting for the engine to start (in milliseconds) public static UniTask Init( #if UNITY_STANDALONE_WIN || (UNITY_ANDROID && UNITY_EDITOR_WIN) || (UNITY_IPHONE && UNITY_EDITOR_WIN) - string clientId, string environment, string redirectUri = null, string logoutRedirectUri = null, int engineStartupTimeoutMs = 4000 + string clientId, string environment, string redirectUri = null, string logoutRedirectUri = null, int engineStartupTimeoutMs = 30000 #else string clientId, string environment, string redirectUri = null, string logoutRedirectUri = null #endif From 10e8def8f72c808d9c99624ebb02fdae2b9c3659 Mon Sep 17 00:00:00 2001 From: Natalie Bunduwongse Date: Mon, 22 Jul 2024 12:58:24 +1200 Subject: [PATCH 2/2] chore: add select auth method scene to build script --- sample/Assets/Editor/MacBuilder.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/sample/Assets/Editor/MacBuilder.cs b/sample/Assets/Editor/MacBuilder.cs index 2b12e8e2..a0505535 100644 --- a/sample/Assets/Editor/MacBuilder.cs +++ b/sample/Assets/Editor/MacBuilder.cs @@ -14,7 +14,7 @@ static void BuildForAltTester() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new string[] { - "Assets/Scenes/UnauthenticatedScene.unity", "Assets/Scenes/AuthenticatedScene.unity" + "Assets/Scenes/SelectAuthMethod.unity", "Assets/Scenes/UnauthenticatedScene.unity", "Assets/Scenes/AuthenticatedScene.unity" }; buildPlayerOptions.locationPathName = "Builds/MacOS/SampleApp.app";