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Playloff Java and Android SDK

Playoff Java and Android SDK

This is the official OAuth 2.0 Java and Android client SDK for the Playoff API. It has support for both synchronous and asynchronous calls. It supports the client_credentials and authorization code OAuth 2.0 flows. For a complete API Reference checkout Playoff Developers for more information.

Examples

The Playoff class allows you to make rest api calls like GET, POST, .. etc. To get started create a new playoff object using client credentials flow and then start making requests For api v2

Playoff playoff = new Playoff("Your client id", "Your client secret", null, "v2","playoffgamification.io");
HashMap<String, String> player_id = new HashMap<String, String>();
player_id.put("player_id", "student1");
// To get infomation of a  player
Map<String, Object> player = (Map<String, Object>)playoff.get("/runtime/player", player_id);
System.out.println(student1.get("id"));
System.out.println(student1.get("alias"));

// To get all available processes
Object processes = playoff.get("/runtime/processes", player_id);
System.out.println(processes);
// To start a process
HashMap<String, String> body = new HashMap<String, String>();
body.put("name", "patched_process");
body.put("definition", "collect");
process =  playoff.post("/runtime/processes/",player_id, body);

//To play a process
HashMap<String, String> body = new HashMap<String, String>();
body.put("trigger", "collect");
playoff.post("/runtime/processes/"+process_id+"/play", player_id, body);

// A PlayoffException is thrown when an error from the playoff platform is returned on a request
try {
  playoff.get("/unknown", null);
}
catch(PlayoffException err) {
  System.out.println (err.getName()); // route_not_found
  System.out.println (err.getMessage()); // This route does not exist
}

Requires

Java >= 1.7 or Android >= 2.3

Install

if you are using gradle add the JitPack repository

url "https://jitpack.io"

and then

compile "com.github.officina:playoff-java-sdk:1.0.1"

or if you prefer to use maven, add the JitPack maven repository to the list of repositories:

<repository>
	<id>jitpack.io</id>
	<url>https://jitpack.io</url>
</repository>

and then add maven dependency

<dependency>
	<groupId>com.github.officina</groupId>
	<artifactId>playoff-java-sdk</artifactId>
    <version>1.0.1</version>
</dependency>

Usage

Create a client

If you haven't created a client for your game yet just head over to Playoff and login into your account, and go to the game settings and click on client.

###1. Client Credentials Flow In the client page select Yes for both the first and second questions client

import Playoff;

Playoff playoff = new Playoff("Your client id", "Your client secret", null, "Your domain")

###2. Authorization Code Flow In the client page select yes for the first question and no for the second auth

import Playoff;

Playoff playoff = new Playoff("Your client id", "Your client secret", "Your redirect URI", null, "Your domain")

In development the sdk caches the access token in memory so you don"t need to the persist access token object. But in production it is highly recommended to persist the token to a database. It is very simple and easy to do it with redis. You can see the test cases for more examples. You need to return a HashMap<String, Object> which has the keys access_token and expires_at. The access token in fetched on the first request you make and so in the load method you need to return null if your database hasn't stored an access token yet.

import Playoff;
import Playoff.PersistAccessToken;

final HashMap<String, Object> access_token = new HashMap<String, Object>();
Playoff po = new Playoff("Your client id", "Your client secret", new PersistAccessToken(){

    // This will persist the access token to a database. You have to persist the token to a database if you want the access token to remain the same in every request
    @Override
    public void store(Map<String, Object> token) {
        System.out.println("Storing Access Token");
        access_token.put("expires_at", token.get("expires_at"));
        access_token.put("access_token", token.get("access_token"));
    }

    // This will load the access token. This is called internally by the sdk on every request so that the persisted access token can be used between requests
    @Override
    public Map<String, Object> load() {
        System.out.println("Loading Access Token");
        System.out.println("Current Time: "+System.currentTimeMillis());
        System.out.println("Expires At: "+access_token.get("expires_at"));
        if (access_token.get("expires_at") == null) { // This means there is not access token, so this will trigger the sdk to get an access token
            return null;
        }
        return access_token;
    }

});

3. Custom Login Flow using JWT(JSON Web Token)

In the client page select no for the first question and yes for the second jwt

import Playoff;

String[] scopes = {"player.runtime.read", "player.runtime.write"};
String token = Playoff.createJWT("your client_id", "your client_secret",
    "player_id", // The player id associated with your user
    scopes, // The scopes the player has access to
    3600; // 1 hour expiry Time
);

This is used to create jwt token which can be created when your user is authenticated. This token can then be sent to the frontend and or stored in your session. With this token the user can directly send requests to the Playoff API as the player.

Client Scopes

Client

Your client has certain access control restrictions. There are 3 kind of resources in the Playoff REST API they are,

1./admin -> routes for you to perform admin actions like making a player join a team

2./design -> routes for you to make design changes programmatically

3./runtime -> routes which the users will generally use like getting a player profile, playing an action

The resources accessible to this client can be configured to have a read permission that means only GET requests will work.

The resources accessible to this client can be configured to have a write permission that means only POST, PATCH, PUT, DELETE requests will work.

The version restriction is only for the design resource and can be used to restrict the client from accessing any version of the game design other than the one specified. By default it allows all.

If access to a route is not allowed and then you make a request to that route then you will get an error like this,

{
  "error": "access_denied",
  "error_description": "You are not allowed to access this api route"
}

Documentation

Sync Methods

API

Object api("GET", // The request method can be GET/POST/PUT/PATCH/DELETE
    "", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> ,// The data you want to post to the api
    false // Whether you want the response to be in raw string form or json
)

Get

Object get("", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the
)

Get Raw

byte[] getRaw("", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the
)

Post

Object post("", // The api route to post data to
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to post to the api this will be automagically converted to json
)

Patch

Object patch(
    "" // The api route to patch data
    HashMap<string, string> // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to update in the api this will be automagically converted to json
)

Put

Object put("" // The api route to put data
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to update in the api this will be automagically converted to json
)

Delete

Object delete("" // The api route to delete the component
    HashMap<string, string> // The query params that you want to send to the route
)

Get Login Url

String get_login_url()
//This will return the url to which the user needs to be redirected for the user to login.

Exchange Code

void exchange_code(String code)
//This is used in the auth code flow so that the sdk can get the access token.
//Before any request to the playoff api is made this has to be called atleast once.
//This should be called in the the route/controller which you specified in your redirect_uri

Async Methods

For the async methods you first need to pass a callback inteface to the all the methods. The Callback Interface has 3 methods,

1.onSucess called when the request succeeds with a 200 OK status

2.onPlayOffError called when request gets status other than 200 and has err field in the response body

3.onIOError called when a io error occurs

import Playoff;
import Playoff.Callback;

Playoff playoff = new Playoff("Your client id", "Your client secret", "Your redirect URI", "Your domain")
playoff.getAsync("/runtime/player", player_id, new Callback(){
    @Override
    void onSuccess(Object data) {
        Map<String, Object> player = (Map<String, Object>) data;
        System.out.println(student1.get("id"));
        System.out.println(student1.get("alias"));
    }
    @Override
    void onPlayOffError(PlayoffException e) {
        System.out.println(e.getName());
        System.out.println(e.getMessage());
    }
    @Override
    void onIOError(IOException e) {
    }
});

You can just create a class that implements the Callback Interface and handle all the errors from that one class and initiate that class on subsequent requests to make things simpler.

public class ErrorHandler implements Callback {
    @Override
    void onSuccess(Object data) {
    }
    @Override
    void onPlayOffError(PlayoffException e) {
        // show message dialog
    }
    @Override
    void onIOError(IOException e) {
        // show network error dialog
    }
}

Android

In android apps you cannot make a network request in the main thread. So you can use the async methods to make requests or you can create your own AsyncTask Class to use the normal sync methods.

1. Using AsyncTask Class

class PlayerProfile extends AsyncTask<String, Void, Object> {

    protected Exception exception;
    private TextView tv;

    PlayerProfile(TextView tv) {
        this.tv = tv;
    }

    protected Object doInBackground(String... params) {
        Playoff po = new Playoff(
            "Zjc0MWU0N2MtODkzNS00ZWNmLWEwNmYtY2M1MGMxNGQ1YmQ4",
            "YzllYTE5NDQtNDMwMC00YTdkLWFiM2MtNTg0Y2ZkOThjYTZkMGIyNWVlNDAtNGJiMC0xMWU0LWI2NGEtYjlmMmFkYTdjOTI3",
            null,
            "v2",
            "playoffgamification.io"
        );
        HashMap<String, String> player_id = new HashMap<String, String>();
        player_id.put("player_id", "student1");
        try {
            return po.get("/runtime/player", player_id);
        } catch (PlayoffException e) {
            this.exception = e;
            return null;
        } catch (IOException e) {
            this.exception = e;
            return null;
        }
    }

    protected void onPostExecute(Object data) {
        Map<String, Object> student1 = (Map<String, Object>) data;
        System.out.println(student1.get("id"));
        System.out.println(student1.get("alias"));
        tv.setText(student1.get("alias").toString());
    }
}

// And to use this in your Main Activity Class
@Override
protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_main);
    final TextView tv = (TextView) this.findViewById(R.id.hello);
    new PlayerProfile(tv).execute();
}

2. Using Async methods

The advantage of the async methods is that you can make more that 1 request at a time and thereby reducing the latency but handling errors becomes a problem as you have to manually check them.

@Override
protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_main);
    final TextView tv = (TextView) this.findViewById(R.id.hello);
    final ImageView iv = (ImageView) this.findViewById(R.id.imageView);
    Playoff po = new Playoff(
        "Zjc0MWU0N2MtODkzNS00ZWNmLWEwNmYtY2M1MGMxNGQ1YmQ4",
        "YzllYTE5NDQtNDMwMC00YTdkLWFiM2MtNTg0Y2ZkOThjYTZkMGIyNWVlNDAtNGJiMC0xMWU0LWI2NGEtYjlmMmFkYTdjOTI3",
        null,
        "v2",
        "playoffgamification.io"
    );
    HashMap<String, String> player_id = new HashMap<String, String>();
    player_id.put("player_id", "student1");
    po.getAsync("/runtime/player", player_id, new Playoff.Callback() {
        Handler mainHandler = new Handler(Looper.getMainLooper());
        @Override
        public void onSuccess(final Object data) {
            mainHandler.post(new Runnable() {

                @Override
                public void run() {
                    Map<String, Object> student1 = (Map<String, Object>) data;
                    System.out.println(student1.get("id"));
                    System.out.println(student1.get("alias"));
                    tv.setText(student1.get("alias").toString());
                }
            });

        }

        @Override
        public void onPlayOffError(PlayoffException e) {
        }

        @Override
        public void onIOError(IOException e) {
        }
    });
    pl.getRawAsync("/runtime/player/image", player_id, new Playoff.Callback() {
        Handler mainHandler = new Handler(Looper.getMainLooper());

        @Override
        public void onSuccess(final Object data) {
            mainHandler.post(new Runnable() {

                @Override
                public void run() {
                    byte[] imageData = (byte[]) data;
                }
            });

        }

        @Override
        public void onPlayOffError(PlayoffException e) {

        }

        @Override
        public void onIOError(IOException e) {

        }
    });
}

API

Object apiAsync("GET", // The request method can be GET/POST/PUT/PATCH/DELETE
    "", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> ,// The data you want to post to the api
    false // Whether you want the response to be in raw string form or json,
    callback
)

Get

Object getAsync("", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the
    callback
)

Get Raw

byte[] getRawAsync("", // The api route to get data from
    HashMap<string, string>, // The query params that you want to send to the
    callback
)

Post

Object postAsync("", // The api route to post data to
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to post to the api this will be automagically converted to json
    callback
)

Patch

Object patchAsync(
    "" // The api route to patch data
    HashMap<string, string> // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to update in the api this will be automagically converted to json
    callback
)

Put

Object putAsync("" // The api route to put data
    HashMap<string, string>, // The query params that you want to send to the route
    Object or HashMap<string, string> // The data you want to update in the api this will be automagically converted to json
    callback
)

Delete

Object deleteAsync("" // The api route to delete the component
    HashMap<string, string> // The query params that you want to send to the route
    callback
)

Errors

A PlayoffException is thrown whenever an error occurs in each call.The Error contains a name and message field which can be used to determine the type of error that occurred.

Development

You need to have these tools,

1.gradle >= 2.2

2.jdk >= 7

To install all dependencies run gradle build

If you are using eclipse then run this gradle task gradle eclipse

License

Playoff Java SDK http://dev.playoffgamification.io/ Copyright(c) 2019, Officina S.r.l, [email protected]

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.