/*************************************************************************/ /* game_center.mm */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 extern "C" { #else extern "C" { #import #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"] = (int64_t)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] initWithLeaderboardIdentifier: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"] = (int64_t)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"] = (int64_t)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"] = (int64_t)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"] = (int64_t)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"] = (int64_t)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"] = (int64_t)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