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fix: add save game object to store immutable passport pkce connected …
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…state
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YermekG committed Feb 6, 2024
1 parent f8aae15 commit 202c161
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Showing 5 changed files with 91 additions and 17 deletions.
66 changes: 51 additions & 15 deletions Source/Immutable/Private/Immutable/ImmutablePassport.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,8 @@
#include "Immutable/ImmutableResponses.h"
#include "ImtblJSConnector.h"
#include "JsonObjectConverter.h"
#include "Immutable/ImmutableSaveGame.h"
#include "Kismet/GameplayStatics.h"
#include "Policies/CondensedJsonPrintPolicy.h"


Expand All @@ -23,6 +25,8 @@
#include "Mac/ImmutableMac.h"
#endif

#define PASSPORT_SAVE_GAME_SLOT_NAME TEXT("ImmutablePassport")

FString FImmutablePassportInitData::ToJsonString() const
{
FString OutString;
Expand Down Expand Up @@ -141,7 +145,7 @@ void UImmutablePassport::Initialize(const FImmutablePassportInitData& Data,
check(JSConnector.IsValid());

InitData = Data;

CallJS(ImmutablePassportAction::INIT, InitData.ToJsonString(), ResponseDelegate,
FImtblJSResponseDelegate::CreateUObject(this, &UImmutablePassport::OnInitializeResponse), false);
}
Expand All @@ -168,7 +172,7 @@ void UImmutablePassport::Connect(bool IsConnectImx, bool TryToRelogin, const FIm
#if PLATFORM_ANDROID | PLATFORM_IOS | PLATFORM_MAC
void UImmutablePassport::ConnectPKCE(bool IsConnectImx, const FImtblPassportResponseDelegate &ResponseDelegate)
{
SetStateFlags(IPS_CONNECTING | IPS_PKCE);
SetStateFlags(IPS_CONNECTING|IPS_PKCE);
if (IsConnectImx)
{
SetStateFlags(IPS_IMX);
Expand All @@ -182,19 +186,19 @@ void UImmutablePassport::ConnectPKCE(bool IsConnectImx, const FImtblPassportResp
void UImmutablePassport::Logout(const FImtblPassportResponseDelegate& ResponseDelegate)
{
#if PLATFORM_ANDROID | PLATFORM_IOS | PLATFORM_MAC
if (IsStateFlagSet(IPS_PKCE))
if (IsStateFlagsSet(IPS_PKCE) || bIsPrevConnectedViaPKCEFlow)
{
PKCELogoutResponseDelegate = ResponseDelegate;
}
#endif
if (IsStateFlagSet(IPS_CONNECTED))
if (IsStateFlagsSet(IPS_CONNECTED))
{
CallJS(ImmutablePassportAction::Logout, TEXT(""), ResponseDelegate,
FImtblJSResponseDelegate::CreateUObject(this, &UImmutablePassport::OnLogoutResponse));
}
else
{
IMTBL_ERR("Passport is not connected to execute logout.");
IMTBL_WARN("Passport is not connected to execute logout.");
}
}

Expand Down Expand Up @@ -228,7 +232,7 @@ void UImmutablePassport::ConfirmCode(const FString& DeviceCode, const float Inte
const FImtblPassportResponseDelegate& ResponseDelegate)
{
FImmutablePassportCodeConfirmRequestData Data { DeviceCode, Interval };
FString Action = IsStateFlagSet(IPS_IMX) ? ImmutablePassportAction::CONNECT_CONFIRM_CODE : ImmutablePassportAction::LOGIN_CONFIRM_CODE;
FString Action = IsStateFlagsSet(IPS_IMX) ? ImmutablePassportAction::CONNECT_CONFIRM_CODE : ImmutablePassportAction::LOGIN_CONFIRM_CODE;

CallJS(Action, UStructToJsonString(Data), ResponseDelegate, FImtblJSResponseDelegate::CreateUObject(this, &UImmutablePassport::OnConfirmCodeResponse));
}
Expand Down Expand Up @@ -371,7 +375,7 @@ void UImmutablePassport::ReinstateConnection(FImtblJSResponse Response)

bool UImmutablePassport::CheckIsInitialized(const FString& Action, const FImtblPassportResponseDelegate& ResponseDelegate) const
{
const bool IsInitialized = IsStateFlagSet(IPS_INITIALIZED);
const bool IsInitialized = IsStateFlagsSet(IPS_INITIALIZED);

if (!IsInitialized)
{
Expand Down Expand Up @@ -415,6 +419,8 @@ void UImmutablePassport::OnInitializeResponse(FImtblJSResponse Response)
{
SetStateFlags(IPS_INITIALIZED);
IMTBL_LOG("Passport initialization succeeded.")
// we load settings in case if player has not logged out properly
LoadPassportSettings();
}
else
{
Expand Down Expand Up @@ -472,7 +478,7 @@ void UImmutablePassport::OnLogoutResponse(FImtblJSResponse Response)
if (!Url.IsEmpty())
{
#if PLATFORM_ANDROID | PLATFORM_IOS | PLATFORM_MAC
if (IsStateFlagSet(IPS_PKCE))
if (IsStateFlagsSet(IPS_PKCE) || bIsPrevConnectedViaPKCEFlow)
{
OnHandleDeepLink = FImtblPassportHandleDeepLinkDelegate::CreateUObject(this, &UImmutablePassport::OnDeepLinkActivated);
#if PLATFORM_ANDROID
Expand Down Expand Up @@ -610,6 +616,11 @@ void UImmutablePassport::OnConnectPKCEResponse(FImtblJSResponse Response)
}
PKCEResponseDelegate.ExecuteIfBound(FImmutablePassportResult{Response.success, Msg});
PKCEResponseDelegate = nullptr;

// we save passport state for PKCE flow in case if we decide to close a game
// and reopen it later with Passport is still being connected and we decided to logout.
// In this case, we logout using PKCE flow
SavePassportSettings();
}
else
{
Expand Down Expand Up @@ -775,7 +786,7 @@ void UImmutablePassport::OnConfirmCodeResponse(FImtblJSResponse Response)
if (auto ResponseDelegate = GetResponseDelegate(Response))
{
FString Msg;
FString TypeOfConnection = IsStateFlagSet(IPS_IMX) ? TEXT("connect") : TEXT("login");
FString TypeOfConnection = IsStateFlagsSet(IPS_IMX) ? TEXT("connect") : TEXT("login");

ResetStateFlags(IPS_CONNECTING);
if (Response.success)
Expand Down Expand Up @@ -927,29 +938,53 @@ void UImmutablePassport::ResetStateFlags(uint8 StateIn)
StateFlags &= ~StateIn;
}

bool UImmutablePassport::IsStateFlagSet(uint8 StateIn) const
bool UImmutablePassport::IsStateFlagsSet(uint8 StateIn) const
{
return (StateFlags & StateIn) == StateIn;
}

void UImmutablePassport::SavePassportSettings()
{
UImmutableSaveGame* SaveGameInstance = Cast<UImmutableSaveGame>(UGameplayStatics::CreateSaveGameObject(UImmutableSaveGame::StaticClass()));

SaveGameInstance->bWasConnectedViaPKCEFlow = IsStateFlagsSet(IPS_PKCE|IPS_CONNECTED);

UGameplayStatics::SaveGameToSlot(SaveGameInstance, PASSPORT_SAVE_GAME_SLOT_NAME, 0);
}

void UImmutablePassport::LoadPassportSettings()
{
UImmutableSaveGame* SaveGameInstance = Cast<UImmutableSaveGame>(UGameplayStatics::CreateSaveGameObject(UImmutableSaveGame::StaticClass()));

SaveGameInstance = Cast<UImmutableSaveGame>(UGameplayStatics::LoadGameFromSlot(PASSPORT_SAVE_GAME_SLOT_NAME, 0));

if (!SaveGameInstance)
{
IMTBL_ERR("Could not find Immutable save game to load")
return;
}

bIsPrevConnectedViaPKCEFlow = SaveGameInstance->bWasConnectedViaPKCEFlow;
}

#if PLATFORM_ANDROID | PLATFORM_IOS | PLATFORM_MAC
void UImmutablePassport::OnDeepLinkActivated(FString DeepLink)
{
IMTBL_LOG_FUNC("URL : %s", *DeepLink);
OnHandleDeepLink = nullptr;
if (DeepLink.StartsWith(InitData.logoutRedirectUri))
{
// execute on game thread
// execute on game thread to prevent call to Passport instance from another thread
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef GameThreadTask = FFunctionGraphTask::CreateAndDispatchWhenReady([this]()
{
PKCELogoutResponseDelegate.ExecuteIfBound(FImmutablePassportResult{ true, "Logged out" });
PKCELogoutResponseDelegate = nullptr;
ResetStateFlags(IPS_CONNECTED|IPS_PKCE|IPS_IMX);
SavePassportSettings();
}, TStatId(), nullptr, ENamedThreads::GameThread);
}

ResetStateFlags(IPS_CONNECTED|IPS_PKCE|IPS_IMX);
}
else if (DeepLink.StartsWith(InitData.redirectUri))
{
Expand Down Expand Up @@ -994,12 +1029,13 @@ void UImmutablePassport::CompleteLoginPKCEFlow(FString Url)
PKCEResponseDelegate.ExecuteIfBound(FImmutablePassportResult{false, ErrorMsg});
PKCEResponseDelegate = nullptr;
ResetStateFlags(IPS_PKCE|IPS_CONNECTING|IPS_COMPLETING_PKCE);
SavePassportSettings();
}
else
{
FImmutablePassportConnectPKCEData Data = FImmutablePassportConnectPKCEData{Code.GetValue(), State.GetValue()};

CallJS(IsStateFlagSet(IPS_IMX)? ImmutablePassportAction::CONNECT_PKCE : ImmutablePassportAction::LOGIN_PKCE,
CallJS(IsStateFlagsSet(IPS_IMX)? ImmutablePassportAction::CONNECT_PKCE : ImmutablePassportAction::LOGIN_PKCE,
UStructToJsonString(Data), PKCEResponseDelegate, FImtblJSResponseDelegate::CreateUObject(this, &UImmutablePassport::OnConnectPKCEResponse));
}
}
Expand Down Expand Up @@ -1037,7 +1073,7 @@ void UImmutablePassport::HandleOnLoginPKCEDismissed()
// all required details (e.g. email address) into Passport
// Cannot use IPS_CONNECTING as that is set when PKCE flow is initiated. Here we are checking against the second
// half of the PKCE flow.
if (!IsStateFlagSet(IPS_COMPLETING_PKCE))
if (!IsStateFlagsSet(IPS_COMPLETING_PKCE))
{
// User hasn't entered all required details (e.g. email address) into
// Passport yet
Expand Down
7 changes: 7 additions & 0 deletions Source/Immutable/Private/Immutable/ImmutableSaveGame.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
#include "Immutable/ImmutableSaveGame.h"


UImmutableSaveGame::UImmutableSaveGame(const FObjectInitializer& ObjectInitializer)
{
bWasConnectedViaPKCEFlow = false;
}
1 change: 1 addition & 0 deletions Source/Immutable/Private/Immutable/Mac/ImmutableMac.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -93,6 +93,7 @@ ASWebAuthenticationSession *_authSession;
passport->HandleDeepLink(callbackURL.absoluteString);
}
} else {
IMTBL_ERR("callbackURL is empty");
return;
}
}];
Expand Down
11 changes: 9 additions & 2 deletions Source/Immutable/Public/Immutable/ImmutablePassport.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ template <typename UStructType> TOptional<UStructType> JsonObjectToUStruct(const
}

/**
*
* Immutable sdk Passport object
*/
UCLASS()
class IMMUTABLE_API UImmutablePassport : public UObject
Expand Down Expand Up @@ -228,8 +228,13 @@ class IMMUTABLE_API UImmutablePassport : public UObject

void SetStateFlags(uint8 StateIn);
void ResetStateFlags(uint8 StateIn);
bool IsStateFlagSet(uint8 StateIn) const;
bool IsStateFlagsSet(uint8 StateIn) const;

private:

void SavePassportSettings();
void LoadPassportSettings();

private:

enum EImmutablePassportStateFlags : uint8
Expand All @@ -244,4 +249,6 @@ class IMMUTABLE_API UImmutablePassport : public UObject
};

uint8 StateFlags = IPS_NONE;
bool bIsPrevConnectedViaPKCEFlow = false;

};
23 changes: 23 additions & 0 deletions Source/Immutable/Public/Immutable/ImmutableSaveGame.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,23 @@
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/SaveGame.h"

#include "ImmutableSaveGame.generated.h"

/**
* Immutable sdk save game object
*/
UCLASS(BlueprintType, Blueprintable)
class IMMUTABLE_API UImmutableSaveGame : public USaveGame
{
GENERATED_UCLASS_BODY()

public:

/** check if player logged in/connected with PKCE flow previously */
UPROPERTY(VisibleAnywhere, Category = "Immutable")
bool bWasConnectedViaPKCEFlow;

};

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