virtualx-engine/platform/iphone/game_center.mm
Evgeny Zuev fe02180feb Fix iOS GameCenter connection flow
Add method for secure authentication to GameCenter
2017-10-20 16:24:52 +07:00

404 lines
13 KiB
Text

/*************************************************************************/
/* game_center.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#ifdef GAME_CENTER_ENABLED
#include "game_center.h"
#ifdef __IPHONE_9_0
#import <GameKit/GameKit.h>
extern "C" {
#else
extern "C" {
#import <GameKit/GameKit.h>
#endif
#import "app_delegate.h"
};
GameCenter *GameCenter::instance = NULL;
void GameCenter::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_authenticated"), &GameCenter::is_authenticated);
ClassDB::bind_method(D_METHOD("post_score"), &GameCenter::post_score);
ClassDB::bind_method(D_METHOD("award_achievement"), &GameCenter::award_achievement);
ClassDB::bind_method(D_METHOD("reset_achievements"), &GameCenter::reset_achievements);
ClassDB::bind_method(D_METHOD("request_achievements"), &GameCenter::request_achievements);
ClassDB::bind_method(D_METHOD("request_achievement_descriptions"), &GameCenter::request_achievement_descriptions);
ClassDB::bind_method(D_METHOD("show_game_center"), &GameCenter::show_game_center);
ClassDB::bind_method(D_METHOD("request_identity_verification_signature"), &GameCenter::request_identity_verification_signature);
ClassDB::bind_method(D_METHOD("get_pending_event_count"), &GameCenter::get_pending_event_count);
ClassDB::bind_method(D_METHOD("pop_pending_event"), &GameCenter::pop_pending_event);
};
void GameCenter::return_connect_error(const char *p_error_description) {
authenticated = false;
Dictionary ret;
ret["type"] = "authentication";
ret["result"] = "error";
ret["error_code"] = 0;
ret["error_description"] = p_error_description;
pending_events.push_back(ret);
}
void GameCenter::connect() {
//if this class isn't available, game center isn't implemented
if ((NSClassFromString(@"GKLocalPlayer")) == nil) {
return_connect_error("GameCenter not available");
return;
}
GKLocalPlayer *player = [GKLocalPlayer localPlayer];
if (![player respondsToSelector:@selector(authenticateHandler)]) {
return_connect_error("GameCenter doesn't respond to 'authenticateHandler'");
return;
}
ViewController *root_controller = (ViewController *)((AppDelegate *)[[UIApplication sharedApplication] delegate]).window.rootViewController;
if (!root_controller) {
return_connect_error("Window doesn't have root ViewController");
return;
}
// This handler is called several times. First when the view needs to be shown, then again
// after the view is cancelled or the user logs in. Or if the user's already logged in, it's
// called just once to confirm they're authenticated. This is why no result needs to be specified
// in the presentViewController phase. In this case, more calls to this function will follow.
player.authenticateHandler = (^(UIViewController *controller, NSError *error) {
if (controller) {
[root_controller presentViewController:controller animated:YES completion:nil];
} else {
Dictionary ret;
ret["type"] = "authentication";
if (player.isAuthenticated) {
ret["result"] = "ok";
ret["player_id"] = [player.playerID UTF8String];
GameCenter::get_singleton()->authenticated = true;
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
ret["error_description"] = [error.localizedDescription UTF8String];
GameCenter::get_singleton()->authenticated = false;
};
pending_events.push_back(ret);
};
});
};
bool GameCenter::is_authenticated() {
return authenticated;
};
Error GameCenter::post_score(Variant p_score) {
Dictionary params = p_score;
ERR_FAIL_COND_V(!params.has("score") || !params.has("category"), ERR_INVALID_PARAMETER);
float score = params["score"];
String category = params["category"];
NSString *cat_str = [[[NSString alloc] initWithUTF8String:category.utf8().get_data()] autorelease];
GKScore *reporter = [[[GKScore alloc] initWithCategory:cat_str] autorelease];
reporter.value = score;
ERR_FAIL_COND_V([GKScore respondsToSelector:@selector(reportScores)], ERR_UNAVAILABLE);
[GKScore reportScores:@[ reporter ]
withCompletionHandler:^(NSError *error) {
Dictionary ret;
ret["type"] = "post_score";
if (error == nil) {
ret["result"] = "ok";
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
ret["error_description"] = [error.localizedDescription UTF8String];
};
pending_events.push_back(ret);
}];
return OK;
};
Error GameCenter::award_achievement(Variant p_params) {
Dictionary params = p_params;
ERR_FAIL_COND_V(!params.has("name") || !params.has("progress"), ERR_INVALID_PARAMETER);
String name = params["name"];
float progress = params["progress"];
NSString *name_str = [[[NSString alloc] initWithUTF8String:name.utf8().get_data()] autorelease];
GKAchievement *achievement = [[[GKAchievement alloc] initWithIdentifier:name_str] autorelease];
ERR_FAIL_COND_V(!achievement, FAILED);
ERR_FAIL_COND_V([GKAchievement respondsToSelector:@selector(reportAchievements)], ERR_UNAVAILABLE);
achievement.percentComplete = progress;
achievement.showsCompletionBanner = NO;
if (params.has("show_completion_banner")) {
achievement.showsCompletionBanner = params["show_completion_banner"] ? YES : NO;
}
[GKAchievement reportAchievements:@[ achievement ]
withCompletionHandler:^(NSError *error) {
Dictionary ret;
ret["type"] = "award_achievement";
if (error == nil) {
ret["result"] = "ok";
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
};
pending_events.push_back(ret);
}];
return OK;
};
void GameCenter::request_achievement_descriptions() {
[GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler:^(NSArray *descriptions, NSError *error) {
Dictionary ret;
ret["type"] = "achievement_descriptions";
if (error == nil) {
ret["result"] = "ok";
PoolStringArray names;
PoolStringArray titles;
PoolStringArray unachieved_descriptions;
PoolStringArray achieved_descriptions;
PoolIntArray maximum_points;
Array hidden;
Array replayable;
for (int i = 0; i < [descriptions count]; i++) {
GKAchievementDescription *description = [descriptions objectAtIndex:i];
const char *str = [description.identifier UTF8String];
names.push_back(String::utf8(str != NULL ? str : ""));
str = [description.title UTF8String];
titles.push_back(String::utf8(str != NULL ? str : ""));
str = [description.unachievedDescription UTF8String];
unachieved_descriptions.push_back(String::utf8(str != NULL ? str : ""));
str = [description.achievedDescription UTF8String];
achieved_descriptions.push_back(String::utf8(str != NULL ? str : ""));
maximum_points.push_back(description.maximumPoints);
hidden.push_back(description.hidden == YES);
replayable.push_back(description.replayable == YES);
}
ret["names"] = names;
ret["titles"] = titles;
ret["unachieved_descriptions"] = unachieved_descriptions;
ret["achieved_descriptions"] = achieved_descriptions;
ret["maximum_points"] = maximum_points;
ret["hidden"] = hidden;
ret["replayable"] = replayable;
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
};
pending_events.push_back(ret);
}];
};
void GameCenter::request_achievements() {
[GKAchievement loadAchievementsWithCompletionHandler:^(NSArray *achievements, NSError *error) {
Dictionary ret;
ret["type"] = "achievements";
if (error == nil) {
ret["result"] = "ok";
PoolStringArray names;
PoolRealArray percentages;
for (int i = 0; i < [achievements count]; i++) {
GKAchievement *achievement = [achievements objectAtIndex:i];
const char *str = [achievement.identifier UTF8String];
names.push_back(String::utf8(str != NULL ? str : ""));
percentages.push_back(achievement.percentComplete);
}
ret["names"] = names;
ret["progress"] = percentages;
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
};
pending_events.push_back(ret);
}];
};
void GameCenter::reset_achievements() {
[GKAchievement resetAchievementsWithCompletionHandler:^(NSError *error) {
Dictionary ret;
ret["type"] = "reset_achievements";
if (error == nil) {
ret["result"] = "ok";
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
};
pending_events.push_back(ret);
}];
};
Error GameCenter::show_game_center(Variant p_params) {
ERR_FAIL_COND_V(!NSProtocolFromString(@"GKGameCenterControllerDelegate"), FAILED);
Dictionary params = p_params;
GKGameCenterViewControllerState view_state = GKGameCenterViewControllerStateDefault;
if (params.has("view")) {
String view_name = params["view"];
if (view_name == "default") {
view_state = GKGameCenterViewControllerStateDefault;
} else if (view_name == "leaderboards") {
view_state = GKGameCenterViewControllerStateLeaderboards;
} else if (view_name == "achievements") {
view_state = GKGameCenterViewControllerStateAchievements;
} else if (view_name == "challenges") {
view_state = GKGameCenterViewControllerStateChallenges;
} else {
return ERR_INVALID_PARAMETER;
}
}
GKGameCenterViewController *controller = [[GKGameCenterViewController alloc] init];
ERR_FAIL_COND_V(!controller, FAILED);
ViewController *root_controller = (ViewController *)((AppDelegate *)[[UIApplication sharedApplication] delegate]).window.rootViewController;
ERR_FAIL_COND_V(!root_controller, FAILED);
controller.gameCenterDelegate = root_controller;
controller.viewState = view_state;
if (view_state == GKGameCenterViewControllerStateLeaderboards) {
controller.leaderboardIdentifier = nil;
if (params.has("leaderboard_name")) {
String name = params["leaderboard_name"];
NSString *name_str = [[[NSString alloc] initWithUTF8String:name.utf8().get_data()] autorelease];
controller.leaderboardIdentifier = name_str;
}
}
[root_controller presentViewController:controller animated:YES completion:nil];
return OK;
};
Error GameCenter::request_identity_verification_signature() {
ERR_FAIL_COND_V(!is_authenticated(), ERR_UNAUTHORIZED);
GKLocalPlayer *player = [GKLocalPlayer localPlayer];
[player generateIdentityVerificationSignatureWithCompletionHandler:^(NSURL *publicKeyUrl, NSData *signature, NSData *salt, uint64_t timestamp, NSError *error) {
Dictionary ret;
ret["type"] = "identity_verification_signature";
if (error == nil) {
ret["result"] = "ok";
ret["public_key_url"] = [publicKeyUrl.absoluteString UTF8String];
ret["signature"] = [[signature base64EncodedStringWithOptions:0] UTF8String];
ret["salt"] = [[salt base64EncodedStringWithOptions:0] UTF8String];
ret["timestamp"] = timestamp;
ret["player_id"] = [player.playerID UTF8String];
} else {
ret["result"] = "error";
ret["error_code"] = error.code;
ret["error_description"] = [error.localizedDescription UTF8String];
};
pending_events.push_back(ret);
}];
return OK;
};
void GameCenter::game_center_closed() {
Dictionary ret;
ret["type"] = "show_game_center";
ret["result"] = "ok";
pending_events.push_back(ret);
}
int GameCenter::get_pending_event_count() {
return pending_events.size();
};
Variant GameCenter::pop_pending_event() {
Variant front = pending_events.front()->get();
pending_events.pop_front();
return front;
};
GameCenter *GameCenter::get_singleton() {
return instance;
};
GameCenter::GameCenter() {
ERR_FAIL_COND(instance != NULL);
instance = this;
authenticated = false;
};
GameCenter::~GameCenter(){};
#endif