处理跨玩家数据
您可以使用 Cloud Code 模块同时访问和修改多个玩家的数据。
这种功能解锁了多种用例,例如:
- 在 Cloud Save 中一次性为多个玩家更新玩家数据。
- 一次性向多个玩家发送推送通知。
- 一次性更新多个玩家的 Economy 余额。
**注意:**为了降低滥用风险,请确保只有特定用户才能调用处理跨玩家数据的模块,而不是所有玩家都具有这样的能力。要限制对特定模块或其终端的访问,可以使用访问控制。
获取玩家 ID
为了处理多个玩家的数据,您需要先调用 UGS 服务来获取玩家 ID。
为了获取玩家 ID,可以使用 Com.Unity.Services.CloudCode.Apis
NuGet 包中的 Cloud Code C# SDK。
此外,也可以直接使用服务的 REST API。可用于获取玩家 ID 的服务包括 Leaderboards、Lobby 和 Friends。
使用 Leaderboards
首先,需要创建一个排行榜。
例如,可以从排行榜中获取前五名玩家并保存他们的 ID。以下模块接受一个排行榜 ID 并返回前五名玩家的分数列表:
C#
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Unity.Services.CloudCode.Apis;
using Unity.Services.CloudCode.Core;
using Unity.Services.CloudCode.Shared;
using Unity.Services.Leaderboards.Model;
namespace CrossPlayerData;
public class CrossPlayerData
{
private readonly ILogger<CrossPlayerData> _logger;
public CrossPlayerData(ILogger<CrossPlayerData> logger)
{
_logger = logger;
}
[CloudCodeFunction("GetTopPlayers")]
public async Task<List<LeaderboardEntry>> GetTopPlayers(IExecutionContext ctx, IGameApiClient gameApiClient, string leaderboardId)
{
ApiResponse<LeaderboardScoresPage> response;
try
{
response = await gameApiClient.Leaderboards.GetLeaderboardScoresAsync(ctx, ctx.ServiceToken, new Guid(ctx.ProjectId),
leaderboardId, null, 5);
return response.Data.Results;
}
catch (ApiException e)
{
_logger.LogError("Failed to get top players for leaderboard: {LeaderboardId}. Error: {Error}", leaderboardId, e.Message);
throw new Exception($"Failed to get top players for leaderboard: {leaderboardId}. Error: {e.Message}");
}
}
public class ModuleConfig : ICloudCodeSetup
{
public void Setup(ICloudCodeConfig config)
{
config.Dependencies.AddSingleton(GameApiClient.Create());
}
}
}
调用 GetTopPlayers
函数来获取前 5 名玩家的列表。响应类似如下所示:
{
"output": [
{
"playerId": "wYI5NW5gEVvR3PBmYXEzFS1JvSz3",
"playerName": "IncredibleGleamingPelican#3",
"rank": 0,
"score": 44.0
},
{
"playerId": "ryuAA3ZX23aRHN5ZJClC1Z5BrpVb",
"playerName": "EffectiveBindingBlackberry#9",
"rank": 1,
"score": 1.0
}
]
}
使用 Lobby
首先,需要创建一个大厅。
您可以获取当前在大厅中的玩家列表,并使用他们的 ID 来处理他们的数据:
C#
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Unity.Services.CloudCode.Apis;
using Unity.Services.CloudCode.Core;
using Unity.Services.CloudCode.Shared;
using Unity.Services.Lobby.Model;
namespace CrossPlayerData;
public class CrossPlayerData
{
private readonly ILogger<CrossPlayerData> _logger;
public CrossPlayerData(ILogger<CrossPlayerData> logger)
{
_logger = logger;
}
[CloudCodeFunction("GetLobbyPlayers")]
public async Task<List<Player>> GetLobby(IExecutionContext ctx, IGameApiClient gameApiClient, string lobbyId)
{
ApiResponse<Lobby> response;
try
{
response = await gameApiClient.Lobby.GetLobbyAsync(ctx, ctx.ServiceToken, lobbyId, "cloud-code");
return response.Data.Players;
}
catch (ApiException e)
{
_logger.LogError("Failed to get players from lobby: {LobbyId}. Error: {Error}", lobbyId, e.Message);
throw new Exception ($"Failed to get players from lobby: {lobbyId}. Error: {e.Message}");
}
}
public class ModuleConfig : ICloudCodeSetup
{
public void Setup(ICloudCodeConfig config)
{
config.Dependencies.AddSingleton(GameApiClient.Create());
}
}
}
调用 GetLobbyPlayers
函数来获取大厅中的玩家列表。
响应类似如下所示:
{
"output": [
{
"allocationId": null,
"connectionInfo": null,
"data": null,
"id": "Z96pNb4wfgdaMLqMQfWpwXEclaRR",
"joined": "2023-09-08T11:02:18.13Z",
"lastUpdated": "2023-09-08T11:02:18.13Z"
}
]
}
使用 Friends
为了使用 Friends,您需要创建一个关系。如需了解更多信息,请参阅 Friends 文档。
您可以使用辅助方法 SendFriendRequest
向玩家发送好友请求。该方法使用 playerId
参数将请求发送给正确的用户。
然后,可以获取玩家的好友列表,并使用他们的 ID 来处理他们的数据。以下示例显示了如何获取玩家已将好友请求发送到的玩家 ID 列表:
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Unity.Services.CloudCode.Apis;
using Unity.Services.CloudCode.Core;
using Unity.Services.Friends.Model;
namespace CrossPlayerData;
public class CrossPlayerData
{
private readonly ILogger<CrossPlayerData> _logger;
public CrossPlayerData(IExecutionContext ctx, ILogger<CrossPlayerData> logger)
{
_logger = logger;
}
[CloudCodeFunction("SendFriendRequest")]
public async Task SendFriendRequest(IExecutionContext ctx, IGameApiClient gameApiClient, string playerId)
{
try
{
await gameApiClient.FriendsRelationshipsApi.CreateRelationshipAsync(
ctx, ctx.AccessToken, false, false, new AddRelationshipRequest(RelationshipType.FRIENDREQUEST, new List<MemberIdentity>
{
new(id : playerId)
}));
}
catch (Exception e)
{
_logger.LogError("Failed to send a friend request to playerId: {playerId}. Error: {Error}", playerId, e.Message);
throw new Exception("Failed to send a friend request to playerId: " + playerId + ". Error: " + e.Message);
}
}
[CloudCodeFunction("GetRelationships")]
public async Task<List<Relationship>> GetRelationships(IExecutionContext ctx, IGameApiClient gameApiClient)
{
try
{
var res = await gameApiClient.FriendsRelationshipsApi.GetRelationshipsAsync(ctx, ctx.AccessToken, 10, 0, false, false);
return res.Data;
}
catch (Exception e)
{
_logger.LogError("Failed to get relationships for playerId: {playerId}. Error: {Error}", ctx.PlayerId, e.Message);
throw new Exception("Failed to get relationships for playerId: " + ctx.PlayerId + ". Error: " + e.Message);
}
}
public class ModuleConfig : ICloudCodeSetup
{
public void Setup(ICloudCodeConfig config)
{
config.Dependencies.AddSingleton(GameApiClient.Create());
}
}
}
调用 GetRelationships
函数可以获取玩家已将好友请求发送到的玩家列表。
响应类似如下所示:
{
"output": [
{
"created": "2023-09-18T14:46:34.74Z",
"expires": null,
"id": "5774e898-a078-4f92-9f0a-4c9beeb6d1bb",
"members": [
{
"id": "0gvQingjjBwpZhkUJfeoKnFUkD4T"
}
],
"type": "FRIEND_REQUEST"
}
]
}
处理玩家数据
获得玩家 ID 列表后,您就可以使用它们通过 UGS 服务更新玩家数据。
以下示例显示了如何使用 Cloud Save 和 Economy 服务来处理玩家数据。
以 Cloud Code 身份进行身份验证
要处理跨玩家数据,您需要以 Cloud Code 身份进行身份验证。要以 Cloud Code 身份进行身份验证,请在模块函数中使用 ServiceToken
而不是 AccessToken
:
await gameApiClient.CloudSaveData.SetItemAsync(ctx, ctx.ServiceToken, ctx.ProjectId, player.PlayerId, new SetItemBody("ReachedTop5", true));
请参阅身份验证以了解更多信息,并查看服务和访问令牌支持以获取支持 ServiceToken
的服务列表。
使用 Cloud Save 更新前 5 名玩家数据
处理玩家数据的一种方法是将玩家 ID 列表传递给 Cloud Save。
示例中的模块函数将排行榜 ID 作为参数。
以下示例显示了针对从排行榜获取的前 5 名玩家列表,如何在 Cloud Save 中记录达到前 5 名的值。为了确保示例正常工作,请按照以下步骤操作:
- 使用 Leaderboards 服务创建一个排行榜。
- 在排行榜上准备好一些玩家分数。
创建一个新模块并添加以下代码:
C#
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Unity.Services.CloudCode.Apis;
using Unity.Services.CloudCode.Core;
using Unity.Services.CloudCode.Shared;
using Unity.Services.CloudSave.Model;
using Unity.Services.Leaderboards.Model;
namespace CrossPlayerData;
public class CrossPlayerData
{
private readonly ILogger<CrossPlayerData> _logger;
public CrossPlayerData(ILogger<CrossPlayerData> logger)
{
_logger = logger;
}
[CloudCodeFunction("GetTopPlayers")]
public async Task<List<LeaderboardEntry>> GetTopPlayers(IExecutionContext ctx, IGameApiClient gameApiClient, string leaderboardId)
{
ApiResponse<LeaderboardScoresPage> response;
try
{
response = await gameApiClient.Leaderboards.GetLeaderboardScoresAsync(ctx, ctx.ServiceToken, new Guid(ctx.ProjectId),
leaderboardId, null, 5);
return response.Data.Results;
}
catch (ApiException e)
{
_logger.LogError("Failed to get top players for leaderboard: {LeaderboardId}. Error: {Error}", leaderboardId, e.Message);
throw new Exception($"Failed to get top players for leaderboard: {leaderboardId}. Error: {e.Message}");
}
}
[CloudCodeFunction("UpdateTopPlayerData")]
public async Task UpdateTopPlayerData(IExecutionContext ctx, IGameApiClient gameApiClient, string leaderboardId)
{
var players = GetTopPlayers(ctx, gameApiClient, leaderboardId);
foreach (var player in players.Result)
{
try
{
await gameApiClient.CloudSaveData.SetItemAsync(ctx, ctx.ServiceToken, ctx.ProjectId, player.PlayerId, new SetItemBody("ReachedTop5", true));
_logger.LogInformation("Updated data for playerId {playerId}", player.PlayerId);
} catch (Exception e)
{
_logger.LogError("Failed to update data for playerId {playerId}. Error: {Error}", player.PlayerId, e.Message);
throw new Exception ($"Failed to update data for playerId: {player.PlayerId}. Error: {e.Message}");
}
}
}
public class ModuleConfig : ICloudCodeSetup
{
public void Setup(ICloudCodeConfig config)
{
config.Dependencies.AddSingleton(GameApiClient.Create());
}
}
}
UpdateTopPlayerData
函数为排行榜中的所有玩家设置一个键/值对。要验证这一点,您可以导航到 Unity Cloud Dashboard 中的 **Player Management(玩家管理)**服务,并检查排名靠前的玩家的 Cloud Save 数据。
对大厅中所有使用 Economy 的玩家进行奖励
要处理玩家余额,您可以将玩家 ID 列表传递给 Economy API。
以下示例显示了如何增加从大厅中获取的玩家列表的货币余额。模块函数将大厅 ID、货币 ID 和余额增加金额作为参数。
为了确保示例正常工作,请按照以下步骤操作:
创建一个新模块并添加以下代码:
C#
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Unity.Services.CloudCode.Apis;
using Unity.Services.CloudCode.Core;
using Unity.Services.CloudCode.Shared;
using Unity.Services.Economy.Model;
using Unity.Services.Lobby.Model;
public class CrossPlayerData
{
private readonly ILogger<CrossPlayerData> _logger;
public CrossPlayerData(ILogger<CrossPlayerData> logger)
{
_logger = logger;
}
[CloudCodeFunction("GetLobbyPlayers")]
public async Task<List<Player>> GetLobby(IExecutionContext ctx, IGameApiClient gameApiClient, string lobbyId)
{
ApiResponse<Lobby> response;
try
{
response = await gameApiClient.Lobby.GetLobbyAsync(ctx, ctx.ServiceToken, lobbyId, "cloud-code");
return response.Data.Players;
}
catch (Exception e)
{
_logger.LogError("Failed to get players from lobby: {LobbyId}. Error: {Error}", lobbyId, e.Message);
throw new Exception ($"Failed to get players from lobby: {lobbyId}. Error: {e.Message}");
}
}
[CloudCodeFunction("RewardLobbyPlayers")]
public async Task RewardLobbyPlayers(IExecutionContext ctx, IGameApiClient gameApiClient, string lobbyId, string currencyId, int amount)
{
var players = GetLobby(ctx, gameApiClient, lobbyId);
foreach (var player in players.Result)
{
try
{
await gameApiClient.EconomyCurrencies.IncrementPlayerCurrencyBalanceAsync(ctx, ctx.ServiceToken, ctx.ProjectId, player.Id, currencyId, new CurrencyModifyBalanceRequest(currencyId, amount));
_logger.LogInformation("Incremented balance for playerId {playerId} by {amount}", player.Id, amount);
} catch (Exception e)
{
_logger.LogError("Failed to increment {currencyId} balance for playerId {playerId}. Error: {Error}", currencyId, player.Id, e.Message);
throw new Exception($"Failed to increment {currencyId} balance for playerId {player.Id}. Error: {e.Message}");
}
}
}
public class ModuleConfig : ICloudCodeSetup
{
public void Setup(ICloudCodeConfig config)
{
config.Dependencies.AddSingleton(GameApiClient.Create());
}
}
}
RewardLobbyPlayers
函数会增加大厅中所有玩家的货币余额。
要进行验证,您可以导航到 Unity Cloud Dashboard 中的 **Player Management(玩家管理)**服务,并检查玩家的余额。