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2025-12-10 02:55:07 +08:00
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extends Node
## AuthManager - Centralized authentication handling for Nakama
## Supports: Guest (device ID), Email/Password, Social (Google, Apple, Facebook)
# Signals
signal auth_started
signal auth_completed(success: bool, user_data: Dictionary)
signal auth_failed(error: String)
signal session_restored
signal logged_out
# Auth modes
enum AuthMode { GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, CUSTOM }
# User data
var current_user: Dictionary = {}
var is_authenticated: bool = false
var is_guest: bool = false
var auth_mode: AuthMode = AuthMode.GUEST
# Session persistence
const SESSION_FILE := "user://auth_session.dat"
const CREDENTIALS_FILE := "user://auth_credentials.dat"
# Encryption key for session storage (replace with your own!)
const ENCRYPTION_KEY := "tekton_secret_key_change_me_123"
func _ready() -> void:
# Try to restore session on startup
call_deferred("_try_restore_session")
# =============================================================================
# Session Persistence
# =============================================================================
func _try_restore_session() -> void:
if not FileAccess.file_exists(SESSION_FILE):
print("[AuthManager] No saved session found")
return
var file := FileAccess.open_encrypted_with_pass(SESSION_FILE, FileAccess.READ, ENCRYPTION_KEY)
if not file:
print("[AuthManager] Could not open session file")
return
var session_data := file.get_var()
file.close()
if not session_data or not session_data is Dictionary:
return
var token: String = session_data.get("token", "")
var refresh_token: String = session_data.get("refresh_token", "")
var saved_auth_mode: int = session_data.get("auth_mode", AuthMode.GUEST)
if token.is_empty():
return
print("[AuthManager] Attempting to restore session...")
# Try to restore the session
var session := NakamaClient.restore_session(token)
if session.is_expired():
# Try to refresh
if refresh_token:
var refreshed := await NakamaManager.client.session_refresh_async(session)
if not refreshed.is_exception():
session = refreshed
_save_session(session, saved_auth_mode)
else:
print("[AuthManager] Session refresh failed, need to re-login")
return
else:
print("[AuthManager] Session expired, need to re-login")
return
# Session valid, connect
NakamaManager.session = session
auth_mode = saved_auth_mode as AuthMode
is_guest = auth_mode == AuthMode.GUEST
var socket_success := await _connect_socket()
if socket_success:
await _load_user_profile()
is_authenticated = true
emit_signal("session_restored")
emit_signal("auth_completed", true, current_user)
print("[AuthManager] Session restored successfully")
func _save_session(session: NakamaSession, mode: AuthMode) -> void:
var file := FileAccess.open_encrypted_with_pass(SESSION_FILE, FileAccess.WRITE, ENCRYPTION_KEY)
if file:
file.store_var({
"token": session.token,
"refresh_token": session.refresh_token,
"auth_mode": mode,
"user_id": session.user_id
})
file.close()
func clear_session() -> void:
if FileAccess.file_exists(SESSION_FILE):
DirAccess.remove_absolute(ProjectSettings.globalize_path(SESSION_FILE))
if FileAccess.file_exists(CREDENTIALS_FILE):
DirAccess.remove_absolute(ProjectSettings.globalize_path(CREDENTIALS_FILE))
# =============================================================================
# Guest Authentication
# =============================================================================
func login_as_guest() -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.GUEST
is_guest = true
# Use device ID for guest auth
var device_id := _get_device_id()
print("[AuthManager] Guest login with device: ", device_id.substr(0, 8) + "...")
var session := await NakamaManager.client.authenticate_device_async(device_id, null, true)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
_save_session(session, AuthMode.GUEST)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
func _get_device_id() -> String:
# Try to load saved device ID for consistent guest identity
var id_file := "user://device_id.txt"
if FileAccess.file_exists(id_file):
var file := FileAccess.open(id_file, FileAccess.READ)
if file:
var saved_id := file.get_as_text().strip_edges()
file.close()
if not saved_id.is_empty():
return saved_id
# Generate new device ID
var device_id := OS.get_unique_id()
if device_id.is_empty():
device_id = str(randi()) + str(Time.get_ticks_msec())
# Save for future use
var file := FileAccess.open(id_file, FileAccess.WRITE)
if file:
file.store_string(device_id)
file.close()
return device_id
# =============================================================================
# Email/Password Authentication
# =============================================================================
func login_with_email(email: String, password: String, remember: bool = true) -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.EMAIL
is_guest = false
print("[AuthManager] Email login: ", email)
var session := await NakamaManager.client.authenticate_email_async(email, password, null, false)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
if remember:
_save_session(session, AuthMode.EMAIL)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
func register_with_email(email: String, password: String, username: String = "") -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.EMAIL
is_guest = false
print("[AuthManager] Registering: ", email)
# Create account (true = create if not exists)
var session := await NakamaManager.client.authenticate_email_async(email, password, username, true)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
_save_session(session, AuthMode.EMAIL)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
# =============================================================================
# Social Authentication
# =============================================================================
func login_with_google(id_token: String) -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.GOOGLE
is_guest = false
print("[AuthManager] Google login...")
var session := await NakamaManager.client.authenticate_google_async(id_token, null, true)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
_save_session(session, AuthMode.GOOGLE)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
func login_with_apple(id_token: String) -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.APPLE
is_guest = false
print("[AuthManager] Apple login...")
var session := await NakamaManager.client.authenticate_apple_async(id_token, null, true)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
_save_session(session, AuthMode.APPLE)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
func login_with_facebook(access_token: String) -> bool:
emit_signal("auth_started")
auth_mode = AuthMode.FACEBOOK
is_guest = false
print("[AuthManager] Facebook login...")
var session := await NakamaManager.client.authenticate_facebook_async(access_token, null, true)
if session.is_exception():
var error: String = session.get_exception().message
emit_signal("auth_failed", error)
return false
NakamaManager.session = session
_save_session(session, AuthMode.FACEBOOK)
var socket_success := await _connect_socket()
if not socket_success:
emit_signal("auth_failed", "Failed to connect to game server")
return false
await _load_user_profile()
is_authenticated = true
emit_signal("auth_completed", true, current_user)
return true
# =============================================================================
# Account Linking (Convert Guest to Full Account)
# =============================================================================
func link_email(email: String, password: String) -> bool:
if not is_authenticated or not NakamaManager.session:
return false
print("[AuthManager] Linking email to guest account...")
var result := await NakamaManager.client.link_email_async(NakamaManager.session, email, password)
if result.is_exception():
push_error("[AuthManager] Link failed: " + result.get_exception().message)
return false
is_guest = false
auth_mode = AuthMode.EMAIL
_save_session(NakamaManager.session, AuthMode.EMAIL)
print("[AuthManager] Email linked successfully!")
return true
func link_google(id_token: String) -> bool:
if not is_authenticated or not NakamaManager.session:
return false
var result := await NakamaManager.client.link_google_async(NakamaManager.session, id_token)
if result.is_exception():
return false
is_guest = false
auth_mode = AuthMode.GOOGLE
_save_session(NakamaManager.session, AuthMode.GOOGLE)
return true
# =============================================================================
# Logout
# =============================================================================
func logout() -> void:
print("[AuthManager] Logging out...")
if NakamaManager.socket:
NakamaManager.socket.close()
clear_session()
current_user = {}
is_authenticated = false
is_guest = false
NakamaManager.session = null
emit_signal("logged_out")
# =============================================================================
# Helper Functions
# =============================================================================
func _connect_socket() -> bool:
if NakamaManager.socket and NakamaManager.socket.is_connected_to_host():
return true
NakamaManager.socket = Nakama.create_socket_from(NakamaManager.client)
var result := await NakamaManager.socket.connect_async(NakamaManager.session)
if result.is_exception():
push_error("[AuthManager] Socket connection failed: " + result.get_exception().message)
return false
# Initialize multiplayer bridge
NakamaManager.bridge = NakamaMultiplayerBridge.new(NakamaManager.socket)
NakamaManager.bridge.match_joined.connect(NakamaManager._on_bridge_match_joined)
NakamaManager.bridge.match_join_error.connect(NakamaManager._on_bridge_match_join_error)
multiplayer.set_multiplayer_peer(NakamaManager.bridge.multiplayer_peer)
return true
func _load_user_profile() -> void:
if not NakamaManager.session:
return
var account := await NakamaManager.client.get_account_async(NakamaManager.session)
if account.is_exception():
push_error("[AuthManager] Failed to load account")
return
current_user = {
"user_id": account.user.id,
"username": account.user.username,
"display_name": account.user.display_name if account.user.display_name else account.user.username,
"avatar_url": account.user.avatar_url,
"email": account.email,
"is_guest": is_guest,
"auth_mode": auth_mode,
"created_at": account.user.create_time
}
print("[AuthManager] User profile loaded: ", current_user.display_name)
func get_display_name() -> String:
return current_user.get("display_name", "Guest")
func get_user_id() -> String:
return current_user.get("user_id", "")
func is_logged_in() -> bool:
return is_authenticated
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extends Node
## UserProfileManager - Manages user profile data with Nakama storage
signal profile_loaded(profile: Dictionary)
signal profile_updated
signal profile_update_failed(error: String)
signal avatar_changed(url: String)
# Profile data
var profile: Dictionary = {}
var stats: Dictionary = {}
# Nakama storage collection names
const PROFILE_COLLECTION := "profiles"
const STATS_COLLECTION := "stats"
# Available avatars (predefined)
const AVATARS := [
"res://assets/avatars/avatar_default.png",
"res://assets/avatars/avatar_warrior.png",
"res://assets/avatars/avatar_mage.png",
"res://assets/avatars/avatar_rogue.png",
"res://assets/avatars/avatar_tank.png",
"res://assets/avatars/avatar_healer.png",
]
func _ready() -> void:
# Connect to auth signals
if has_node("/root/AuthManager"):
var auth := get_node("/root/AuthManager")
auth.auth_completed.connect(_on_auth_completed)
auth.logged_out.connect(_on_logged_out)
func _on_auth_completed(_success: bool, user_data: Dictionary) -> void:
if _success:
await load_profile()
func _on_logged_out() -> void:
profile = {}
stats = {}
# =============================================================================
# Profile Loading
# =============================================================================
func load_profile() -> Dictionary:
if not NakamaManager.session:
push_error("[UserProfileManager] No session available")
return {}
# First get basic account info
var account := await NakamaManager.client.get_account_async(NakamaManager.session)
if account.is_exception():
push_error("[UserProfileManager] Failed to load account")
return {}
profile = {
"user_id": account.user.id,
"username": account.user.username,
"display_name": account.user.display_name if account.user.display_name else account.user.username,
"avatar_url": account.user.avatar_url,
"avatar_index": 0,
"email": account.email,
"created_at": account.user.create_time,
"online": account.user.online,
"bio": "",
"country": "",
"language": "en"
}
# Load custom profile data from storage
var storage_result := await NakamaManager.client.read_storage_objects_async(
NakamaManager.session,
[NakamaStorageObjectId.new(PROFILE_COLLECTION, "profile", account.user.id)]
)
if not storage_result.is_exception() and storage_result.objects.size() > 0:
var stored_data = JSON.parse_string(storage_result.objects[0].value)
if stored_data:
profile.merge(stored_data, true)
# Load stats
await load_stats()
emit_signal("profile_loaded", profile)
print("[UserProfileManager] Profile loaded: ", profile.display_name)
return profile
func load_stats() -> Dictionary:
if not NakamaManager.session:
return {}
var user_id := NakamaManager.session.user_id
var storage_result := await NakamaManager.client.read_storage_objects_async(
NakamaManager.session,
[NakamaStorageObjectId.new(STATS_COLLECTION, "game_stats", user_id)]
)
if not storage_result.is_exception() and storage_result.objects.size() > 0:
var stored_data = JSON.parse_string(storage_result.objects[0].value)
if stored_data:
stats = stored_data
else:
# Initialize default stats
stats = {
"games_played": 0,
"games_won": 0,
"games_lost": 0,
"total_score": 0,
"high_score": 0,
"play_time_minutes": 0
}
return stats
# =============================================================================
# Profile Updates
# =============================================================================
func update_display_name(new_name: String) -> bool:
if not NakamaManager.session:
emit_signal("profile_update_failed", "Not authenticated")
return false
if new_name.strip_edges().is_empty():
emit_signal("profile_update_failed", "Display name cannot be empty")
return false
if new_name.length() > 50:
emit_signal("profile_update_failed", "Display name too long (max 50 characters)")
return false
var result := await NakamaManager.client.update_account_async(
NakamaManager.session,
null, # username (don't change)
new_name # display_name
)
if result.is_exception():
emit_signal("profile_update_failed", result.get_exception().message)
return false
profile["display_name"] = new_name
emit_signal("profile_updated")
return true
func update_avatar(avatar_index: int) -> bool:
if avatar_index < 0 or avatar_index >= AVATARS.size():
emit_signal("profile_update_failed", "Invalid avatar index")
return false
if not NakamaManager.session:
emit_signal("profile_update_failed", "Not authenticated")
return false
# Store avatar in custom profile data
profile["avatar_index"] = avatar_index
profile["avatar_url"] = AVATARS[avatar_index]
var success := await _save_profile_data()
if success:
emit_signal("avatar_changed", AVATARS[avatar_index])
emit_signal("profile_updated")
return success
func update_bio(new_bio: String) -> bool:
if new_bio.length() > 200:
emit_signal("profile_update_failed", "Bio too long (max 200 characters)")
return false
profile["bio"] = new_bio
return await _save_profile_data()
func _save_profile_data() -> bool:
if not NakamaManager.session:
return false
var custom_data := {
"avatar_index": profile.get("avatar_index", 0),
"bio": profile.get("bio", ""),
"country": profile.get("country", ""),
"language": profile.get("language", "en")
}
var write_obj := NakamaWriteStorageObject.new(
PROFILE_COLLECTION,
"profile",
2, # Public read
1, # Owner write
JSON.stringify(custom_data),
"" # Version (empty = overwrite)
)
var result := await NakamaManager.client.write_storage_objects_async(
NakamaManager.session,
[write_obj]
)
if result.is_exception():
emit_signal("profile_update_failed", result.get_exception().message)
return false
emit_signal("profile_updated")
return true
# =============================================================================
# Stats Management
# =============================================================================
func update_stats(new_stats: Dictionary) -> bool:
stats.merge(new_stats, true)
if not NakamaManager.session:
return false
var write_obj := NakamaWriteStorageObject.new(
STATS_COLLECTION,
"game_stats",
2, # Public read
1, # Owner write
JSON.stringify(stats),
""
)
var result := await NakamaManager.client.write_storage_objects_async(
NakamaManager.session,
[write_obj]
)
return not result.is_exception()
func record_game_result(won: bool, score: int) -> void:
stats["games_played"] = stats.get("games_played", 0) + 1
if won:
stats["games_won"] = stats.get("games_won", 0) + 1
else:
stats["games_lost"] = stats.get("games_lost", 0) + 1
stats["total_score"] = stats.get("total_score", 0) + score
if score > stats.get("high_score", 0):
stats["high_score"] = score
await update_stats(stats)
# =============================================================================
# Getters
# =============================================================================
func get_display_name() -> String:
return profile.get("display_name", "Guest")
func get_avatar_url() -> String:
var index: int = profile.get("avatar_index", 0)
if index >= 0 and index < AVATARS.size():
return AVATARS[index]
return AVATARS[0]
func get_stats() -> Dictionary:
return stats
func get_win_rate() -> float:
var played: int = stats.get("games_played", 0)
if played == 0:
return 0.0
return float(stats.get("games_won", 0)) / float(played) * 100.0