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No commits in common. "61dd1b5f88a8df77369f892764f92bc6a89e701f" and "9db2f1a1db5c652d1994daa701dd0eefee6915c7" have entirely different histories.
61dd1b5f88
...
9db2f1a1db
1 changed files with 38 additions and 73 deletions
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@ -11,48 +11,10 @@ using UnityEngine;
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/// </summary>
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public class Backend : MonoBehaviour
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{
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/// <summary>
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/// enum for the result of the authentication process
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public enum AuthenticationResult
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{
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Ok,
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AlreadyAuthenticated,
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NonExistentUser,
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AlreadyExistingUser,
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InvalidCredentials,
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GenericError
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}
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/// <summary>
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/// generic enum for the result of a database transaction
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public enum DatabaseTransactionResult
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{
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Ok,
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Unauthenticated,
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Error
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}
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/// <summary>
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/// enum for the connection status of the firebase backend
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/// </summary>
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public enum FirebaseConnectionStatus
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{
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NotConnected,
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Connected,
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UpdateRequired, // "a required system component is out of date"
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Updating, // "a required system component is updating, retrying in a bit..."
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ExternalError, // "a system component is disabled, invalid, missing, or permissions are insufficient"
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InternalError // "an unknown error occurred"
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}
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/// <summary>
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/// whether the backend is connected to the firebase backend
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/// </summary>
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public FirebaseConnectionStatus status = FirebaseConnectionStatus.NotConnected;
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public bool connected;
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/// <summary>
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/// the firebase authentication object
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@ -94,8 +56,6 @@ public class Backend : MonoBehaviour
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private void OnDestroy()
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{
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SignOutUser();
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_auth.StateChanged -= AuthStateChanged;
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_auth = null;
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}
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/// <summary>
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@ -105,7 +65,6 @@ public class Backend : MonoBehaviour
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{
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FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
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{
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// cher is this robust enough
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switch (task.Result)
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{
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case DependencyStatus.Available:
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@ -113,33 +72,28 @@ public class Backend : MonoBehaviour
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_auth = FirebaseAuth.GetAuth(app);
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_auth.StateChanged += AuthStateChanged;
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_db = FirebaseDatabase.DefaultInstance.RootReference;
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status = FirebaseConnectionStatus.Connected;
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connected = true;
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Debug.Log("firebase initialised");
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break;
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case DependencyStatus.UnavailableDisabled:
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case DependencyStatus.UnavailableInvalid:
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case DependencyStatus.UnavilableMissing:
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case DependencyStatus.UnavailablePermission:
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status = FirebaseConnectionStatus.ExternalError;
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break;
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case DependencyStatus.UnavailableUpdating:
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status = FirebaseConnectionStatus.Updating;
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RetryInitialiseAfterDelay();
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Debug.LogError("firebase error outside of our control");
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break;
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case DependencyStatus.UnavailableUpdaterequired:
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status = FirebaseConnectionStatus.UpdateRequired;
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case DependencyStatus.UnavailableUpdating:
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Debug.LogError("firebase is updating");
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RetryInitialiseAfterDelay();
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break;
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case DependencyStatus.UnavailableOther:
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default:
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status = FirebaseConnectionStatus.InternalError;
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Debug.LogError("firebase ??? blew up or something," + task.Result);
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break;
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}
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Debug.Log("firebase status is" + status);
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});
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}
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@ -150,18 +104,17 @@ public class Backend : MonoBehaviour
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/// <param name="eventArgs">the event arguments</param>
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private void AuthStateChanged(object sender, EventArgs eventArgs)
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{
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// if the user hasn't changed, do nothing
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if (_auth.CurrentUser == _user) return;
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// if the user has changed, check if they've signed in or out
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var signedIn = _user != _auth.CurrentUser && _auth.CurrentUser != null;
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// if we're not signed in, but we still hold _user locally, we've signed out
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if (!signedIn && _user != null) _onSignOutCallback(_user);
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// they have signed in, update _user
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_user = _auth.CurrentUser;
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if (signedIn) _onSignInCallback(_user);
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switch (signedIn)
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{
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case false when _user != null:
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_onSignOutCallback(_user);
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break;
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case true:
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_onSignInCallback(_auth.CurrentUser);
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break;
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}
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}
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/// <summary>
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@ -215,7 +168,7 @@ public class Backend : MonoBehaviour
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{
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return _user;
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}
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/// <summary>
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/// abstraction function to sign out the user
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/// </summary>
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@ -227,10 +180,10 @@ public class Backend : MonoBehaviour
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/// <summary>
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/// abstraction function to submit a play to the database
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/// </summary>
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/// <param name="playData">play data</param>
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/// <param name="averageMatchAccuracy">the float percentage (0-100) of how accurate the user was when colour matching</param>
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/// <param name="callback">callback function that takes in one DatabaseTransactionResult argument</param>
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private void SubmitPlay(
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PlayData playData,
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float averageMatchAccuracy,
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Action<DatabaseTransactionResult> callback)
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{
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throw new NotImplementedException();
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@ -282,15 +235,27 @@ public class Backend : MonoBehaviour
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}
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/// <summary>
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/// struct for play data
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/// enum for the result of the authentication process
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public struct PlayData
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public enum AuthenticationResult
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{
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public int RoundsPlayed;
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public float AverageOverallAccuracy;
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public float AverageLuminanceAccuracy;
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public float AverageRedGreenAccuracy;
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public float AverageBlueYellowAccuracy;
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Ok,
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AlreadyAuthenticated,
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NonExistentUser,
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AlreadyExistingUser,
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InvalidCredentials,
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GenericError
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}
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/// <summary>
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/// generic enum for the result of a database transaction
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public enum DatabaseTransactionResult
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{
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Ok,
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Unauthenticated,
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Error
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}
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}
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