-
Notifications
You must be signed in to change notification settings - Fork 0
/
CloudScript.js
316 lines (270 loc) · 12.5 KB
/
CloudScript.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
const LeaderboardPrefix = {
Daily: "Daily_",
Weekly: "Weekly_",
Total: "Total_"
};
handlers.updatePlayerLeaderboard = function (args, context) {
const name = args["LeaderboardName"];
const value = args["Value"];
server.UpdatePlayerStatistics({
PlayFabId: currentPlayerId,
Statistics: [{
StatisticName: LeaderboardPrefix.Daily + name,
Value: value
},
{
StatisticName: LeaderboardPrefix.Weekly + name,
Value: value
},
{
StatisticName: LeaderboardPrefix.Total + name,
Value: value
}]
})
};
// ---- PlayFab Default Methods
// This is a Cloud Script function. "args" is set to the value of the "FunctionParameter"
// parameter of the ExecuteCloudScript API.
// (https://api.playfab.com/Documentation/Client/method/ExecuteCloudScript)
// "context" contains additional information when the Cloud Script function is called from a PlayStream action.
handlers.helloWorld = function (args, context) {
// The pre-defined "currentPlayerId" variable is initialized to the PlayFab ID of the player logged-in on the game client.
// Cloud Script handles authenticating the player automatically.
var message = "Hello " + currentPlayerId + "!";
// You can use the "log" object to write out debugging statements. It has
// three functions corresponding to logging level: debug, info, and error. These functions
// take a message string and an optional object.
log.info(message);
var inputValue = null;
if (args && args.inputValue)
inputValue = args.inputValue;
log.debug("helloWorld:", { input: args.inputValue });
// The value you return from a Cloud Script function is passed back
// to the game client in the ExecuteCloudScript API response, along with any log statements
// and additional diagnostic information, such as any errors returned by API calls or external HTTP
// requests. They are also included in the optional player_executed_cloudscript PlayStream event
// generated by the function execution.
// (https://api.playfab.com/playstream/docs/PlayStreamEventModels/player/player_executed_cloudscript)
return { messageValue: message };
};
// This is a simple example of making a PlayFab server API call
handlers.makeAPICall = function (args, context) {
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "Level",
Value: 2
}]
};
// The pre-defined "server" object has functions corresponding to each PlayFab server API
// (https://api.playfab.com/Documentation/Server). It is automatically
// authenticated as your title and handles all communication with
// the PlayFab API, so you don't have to write extra code to issue HTTP requests.
var playerStatResult = server.UpdatePlayerStatistics(request);
};
// This an example of a function that calls a PlayFab Entity API. The function is called using the
// 'ExecuteEntityCloudScript' API (https://api.playfab.com/documentation/CloudScript/method/ExecuteEntityCloudScript).
handlers.makeEntityAPICall = function (args, context) {
// The profile of the entity specified in the 'ExecuteEntityCloudScript' request.
// Defaults to the authenticated entity in the X-EntityToken header.
var entityProfile = context.currentEntity;
// The pre-defined 'entity' object has functions corresponding to each PlayFab Entity API,
// including 'SetObjects' (https://api.playfab.com/documentation/Data/method/SetObjects).
var apiResult = entity.SetObjects({
Entity: entityProfile.Entity,
Objects: [
{
ObjectName: "obj1",
DataObject: {
foo: "some server computed value",
prop1: args.prop1
}
}
]
});
return {
profile: entityProfile,
setResult: apiResult.SetResults[0].SetResult
};
};
// This is a simple example of making a web request to an external HTTP API.
handlers.makeHTTPRequest = function (args, context) {
var headers = {
"X-MyCustomHeader": "Some Value"
};
var body = {
input: args,
userId: currentPlayerId,
mode: "foobar"
};
var url = "http://httpbin.org/status/200";
var content = JSON.stringify(body);
var httpMethod = "post";
var contentType = "application/json";
// The pre-defined http object makes synchronous HTTP requests
var response = http.request(url, httpMethod, content, contentType, headers);
return { responseContent: response };
};
// This is a simple example of a function that is called from a
// PlayStream event action. (https://playfab.com/introducing-playstream/)
handlers.handlePlayStreamEventAndProfile = function (args, context) {
// The event that triggered the action
// (https://api.playfab.com/playstream/docs/PlayStreamEventModels)
var psEvent = context.playStreamEvent;
// The profile data of the player associated with the event
// (https://api.playfab.com/playstream/docs/PlayStreamProfileModels)
var profile = context.playerProfile;
// Post data about the event to an external API
var content = JSON.stringify({ user: profile.PlayerId, event: psEvent.EventName });
var response = http.request('https://httpbin.org/status/200', 'post', content, 'application/json', null);
return { externalAPIResponse: response };
};
// Below are some examples of using Cloud Script in slightly more realistic scenarios
// This is a function that the game client would call whenever a player completes
// a level. It updates a setting in the player's data that only game server
// code can write - it is read-only on the client - and it updates a player
// statistic that can be used for leaderboards.
//
// A funtion like this could be extended to perform validation on the
// level completion data to detect cheating. It could also do things like
// award the player items from the game catalog based on their performance.
handlers.completedLevel = function (args, context) {
var level = args.levelName;
var monstersKilled = args.monstersKilled;
var updateUserDataResult = server.UpdateUserInternalData({
PlayFabId: currentPlayerId,
Data: {
lastLevelCompleted: level
}
});
log.debug("Set lastLevelCompleted for player " + currentPlayerId + " to " + level);
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "level_monster_kills",
Value: monstersKilled
}]
};
server.UpdatePlayerStatistics(request);
log.debug("Updated level_monster_kills stat for player " + currentPlayerId + " to " + monstersKilled);
};
// In addition to the Cloud Script handlers, you can define your own functions and call them from your handlers.
// This makes it possible to share code between multiple handlers and to improve code organization.
handlers.updatePlayerMove = function (args) {
var validMove = processPlayerMove(args);
return { validMove: validMove };
};
// This is a helper function that verifies that the player's move wasn't made
// too quickly following their previous move, according to the rules of the game.
// If the move is valid, then it updates the player's statistics and profile data.
// This function is called from the "UpdatePlayerMove" handler above and also is
// triggered by the "RoomEventRaised" Photon room event in the Webhook handler
// below.
//
// For this example, the script defines the cooldown period (playerMoveCooldownInSeconds)
// as 15 seconds. A recommended approach for values like this would be to create them in Title
// Data, so that they can be queries in the script with a call to GetTitleData
// (https://api.playfab.com/Documentation/Server/method/GetTitleData). This would allow you to
// make adjustments to these values over time, without having to edit, test, and roll out an
// updated script.
function processPlayerMove(playerMove) {
var now = Date.now();
var playerMoveCooldownInSeconds = 15;
var playerData = server.GetUserInternalData({
PlayFabId: currentPlayerId,
Keys: ["last_move_timestamp"]
});
var lastMoveTimestampSetting = playerData.Data["last_move_timestamp"];
if (lastMoveTimestampSetting) {
var lastMoveTime = Date.parse(lastMoveTimestampSetting.Value);
var timeSinceLastMoveInSeconds = (now - lastMoveTime) / 1000;
log.debug("lastMoveTime: " + lastMoveTime + " now: " + now + " timeSinceLastMoveInSeconds: " + timeSinceLastMoveInSeconds);
if (timeSinceLastMoveInSeconds < playerMoveCooldownInSeconds) {
log.error("Invalid move - time since last move: " + timeSinceLastMoveInSeconds + "s less than minimum of " + playerMoveCooldownInSeconds + "s.");
return false;
}
}
var playerStats = server.GetPlayerStatistics({
PlayFabId: currentPlayerId
}).Statistics;
var movesMade = 0;
for (var i = 0; i < playerStats.length; i++)
if (playerStats[i].StatisticName === "")
movesMade = playerStats[i].Value;
movesMade += 1;
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "movesMade",
Value: movesMade
}]
};
server.UpdatePlayerStatistics(request);
server.UpdateUserInternalData({
PlayFabId: currentPlayerId,
Data: {
last_move_timestamp: new Date(now).toUTCString(),
last_move: JSON.stringify(playerMove)
}
});
return true;
}
// This is an example of using PlayStream real-time segmentation to trigger
// game logic based on player behavior. (https://playfab.com/introducing-playstream/)
// The function is called when a player_statistic_changed PlayStream event causes a player
// to enter a segment defined for high skill players. It sets a key value in
// the player's internal data which unlocks some new content for the player.
handlers.unlockHighSkillContent = function (args, context) {
var playerStatUpdatedEvent = context.playStreamEvent;
var request = {
PlayFabId: currentPlayerId,
Data: {
"HighSkillContent": "true",
"XPAtHighSkillUnlock": playerStatUpdatedEvent.StatisticValue.toString()
}
};
var playerInternalData = server.UpdateUserInternalData(request);
log.info('Unlocked HighSkillContent for ' + context.playerProfile.DisplayName);
return { profile: context.playerProfile };
};
// Photon Webhooks Integration
//
// The following functions are examples of Photon Cloud Webhook handlers.
// When you enable the Photon Add-on (https://playfab.com/marketplace/photon/)
// in the Game Manager, your Photon applications are automatically configured
// to authenticate players using their PlayFab accounts and to fire events that
// trigger your Cloud Script Webhook handlers, if defined.
// This makes it easier than ever to incorporate multiplayer server logic into your game.
// Triggered automatically when a Photon room is first created
handlers.RoomCreated = function (args) {
log.debug("Room Created - Game: " + args.GameId + " MaxPlayers: " + args.CreateOptions.MaxPlayers);
};
// Triggered automatically when a player joins a Photon room
handlers.RoomJoined = function (args) {
log.debug("Room Joined - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};
// Triggered automatically when a player leaves a Photon room
handlers.RoomLeft = function (args) {
log.debug("Room Left - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};
// Triggered automatically when a Photon room closes
// Note: currentPlayerId is undefined in this function
handlers.RoomClosed = function (args) {
log.debug("Room Closed - Game: " + args.GameId);
};
// Triggered automatically when a Photon room game property is updated.
// Note: currentPlayerId is undefined in this function
handlers.RoomPropertyUpdated = function (args) {
log.debug("Room Property Updated - Game: " + args.GameId);
};
// Triggered by calling "OpRaiseEvent" on the Photon client. The "args.Data" property is
// set to the value of the "customEventContent" HashTable parameter, so you can use
// it to pass in arbitrary data.
handlers.RoomEventRaised = function (args) {
var eventData = args.Data;
log.debug("Event Raised - Game: " + args.GameId + " Event Type: " + eventData.eventType);
switch (eventData.eventType) {
case "playerMove":
processPlayerMove(eventData);
break;
default:
break;
}
};