using System;
using System.Threading.Tasks;
using Firebase;
using Firebase.Auth;
using Firebase.Database;
using UnityEngine;
///
/// the general managing class for handling communication with the firebase backend
/// (to be initialised by GameManager)
///
public class Backend : MonoBehaviour
{
///
/// enum for the result of the authentication process
///
public enum AuthenticationResult
{
Ok,
AlreadyAuthenticated,
NonExistentUser,
AlreadyExistingUser,
InvalidCredentials,
GenericError
}
///
/// generic enum for the result of a database transaction
///
public enum DatabaseTransactionResult
{
Ok,
Unauthenticated,
Error
}
///
/// enum for the connection status of the firebase backend
///
public enum FirebaseConnectionStatus
{
NotConnected,
Connected,
UpdateRequired, // "a required system component is out of date"
Updating, // "a required system component is updating, retrying in a bit..."
ExternalError, // "a system component is disabled, invalid, missing, or permissions are insufficient"
InternalError // "an unknown error occurred"
}
///
/// whether the backend is connected to the firebase backend
///
public FirebaseConnectionStatus status = FirebaseConnectionStatus.NotConnected;
///
/// the firebase authentication object
///
private FirebaseAuth _auth;
///
/// the firebase database reference
///
private DatabaseReference _db;
///
/// callback function to be invoked when the user signs in
///
private Action _onSignInCallback = user => { Debug.Log("signed in as" + user.UserId); };
///
/// callback function to be invoked when the user signs out
///
private Action _onSignOutCallback = user => { Debug.Log("signed out" + user.UserId); };
///
/// the current user object, if authenticated
///
private FirebaseUser _user;
///
/// script load function
///
private void Awake()
{
Debug.Log("firing firebase Initialise() invocation");
Initialise();
}
///
/// deferred cleanup function
///
private void OnDestroy()
{
SignOutUser();
_auth.StateChanged -= AuthStateChanged;
_auth = null;
}
///
/// variable initialisation function
///
private void Initialise()
{
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
{
// cher is this robust enough
switch (task.Result)
{
case DependencyStatus.Available:
_auth = FirebaseAuth.GetAuth(FirebaseApp.DefaultInstance);
_auth.StateChanged += AuthStateChanged;
_db = FirebaseDatabase.DefaultInstance.RootReference;
status = FirebaseConnectionStatus.Connected;
break;
case DependencyStatus.UnavailableDisabled:
case DependencyStatus.UnavailableInvalid:
case DependencyStatus.UnavilableMissing:
case DependencyStatus.UnavailablePermission:
status = FirebaseConnectionStatus.ExternalError;
break;
case DependencyStatus.UnavailableUpdating:
status = FirebaseConnectionStatus.Updating;
RetryInitialiseAfterDelay();
break;
case DependencyStatus.UnavailableUpdaterequired:
status = FirebaseConnectionStatus.UpdateRequired;
break;
case DependencyStatus.UnavailableOther:
default:
status = FirebaseConnectionStatus.InternalError;
Debug.LogError("firebase ??? blew up or something," + task.Result);
break;
}
Debug.Log("firebase status is" + status);
});
}
///
/// function to handle the authentication state change event
///
/// the object that triggered the event
/// the event arguments
private void AuthStateChanged(object sender, EventArgs eventArgs)
{
// if the user hasn't changed, do nothing
if (_auth.CurrentUser == _user) return;
// if the user has changed, check if they've signed in or out
var signedIn = _user != _auth.CurrentUser && _auth.CurrentUser != null;
// if we're not signed in, but we still hold _user locally, we've signed out
if (!signedIn && _user != null) _onSignOutCallback(_user);
// they have signed in, update _user
_user = _auth.CurrentUser;
if (signedIn) _onSignInCallback(_user);
}
///
/// function to register a callback for when the user signs in
///
/// callback function that takes in a FirebaseUser argument
private void RegisterOnSignInCallback(Action callback)
{
_onSignInCallback = callback;
}
///
/// function to register a callback for when the user signs out
///
/// callback function that takes in a FirebaseUser argument
private void RegisterOnSignOutCallback(Action callback)
{
_onSignOutCallback = callback;
}
///
/// async function to retry initialisation after a delay
///
private async void RetryInitialiseAfterDelay()
{
await Task.Delay(TimeSpan.FromSeconds(10));
Initialise();
}
///
/// abstraction function to authenticate the user
///
/// user name string
/// user raw password string
/// callback function that takes in an AuthenticationResult argument
/// whether to treat authentication as registration
private void AuthenticateUser(
string username,
string password,
Action callback,
bool registerUser = false)
{
throw new NotImplementedException();
}
///
/// abstraction function to retrieve the user
///
/// the firebase user object
private FirebaseUser GetUser()
{
return _user;
}
///
/// abstraction function to sign out the user
///
private void SignOutUser()
{
_auth.SignOut();
}
///
/// abstraction function to submit a play to the database
///
/// play data
/// callback function that takes in one DatabaseTransactionResult argument
private void SubmitPlay(
PlayData playData,
Action callback)
{
throw new NotImplementedException();
}
///
/// abstraction function to get and calculate the user's rating from the database
/// calculation is done locally, call UpdateUserRating to update the user's rating in the database
///
/// callback function that takes in a DatabaseTransactionResult and float (user rating) argument
private void CalculateUserRating(
Action callback)
{
throw new NotImplementedException();
}
///
/// abstraction function to update the user's rating in the database
///
/// new user rating value as a float
/// callback function that takes in one DatabaseTransactionResult argument
private void UpdateUserRating(
float newRating,
Action callback)
{
throw new NotImplementedException();
}
///
/// abstraction function to get the leaderboard from the database
///
///
///
private void GetLeaderboard(
Action callback)
{
throw new NotImplementedException();
}
///
/// struct for a leaderboard entry
///
public struct LeaderboardEntry
{
public string Username;
public float Rating;
public int PlayCount;
}
///
/// struct for play data
///
public struct PlayData
{
public int RoundsPlayed;
public float AverageOverallAccuracy;
public float AverageLuminanceAccuracy;
public float AverageRedGreenAccuracy;
public float AverageBlueYellowAccuracy;
}
}