diff --git a/trivialkart/trivialkart-auth-server/.gitignore b/trivialkart/trivialkart-auth-server/.gitignore new file mode 100644 index 00000000..005c5803 --- /dev/null +++ b/trivialkart/trivialkart-auth-server/.gitignore @@ -0,0 +1,5 @@ +node_modules +build +npm-debug.log +.env +.DS_Store diff --git a/trivialkart/trivialkart-auth-server/README.md b/trivialkart/trivialkart-auth-server/README.md new file mode 100644 index 00000000..e4e49d38 --- /dev/null +++ b/trivialkart/trivialkart-auth-server/README.md @@ -0,0 +1,143 @@ +# **OpenID Account Linking Sample: PGS v1 to v2 Migration** + +This sample project demonstrates how to implement a robust account linking system that survives the migration from **Google Play Games Services (PGS) v1** to **v2**. + +It specifically addresses the scenario where you need to authenticate users against your own backend server while upgrading your Unity client from the deprecated v1 authentication flow to the new v2 flow. + +## **๐Ÿ”‘ The Core Concept: OpenID Consistency** + +The most critical challenge in migrating from PGS v1 to v2 is ensuring that players do not lose their account progress. This sample solves this by relying on the **OpenID Connect `sub` (Subject) claim**. + +### **How it works:** + +1. **In PGS v1**: The client obtains an **ID Token** directly and sends it to the server. The server verifies it and extracts the `sub` (OpenID). +2. **In PGS v2**: The client obtains a **Server Auth Code**, sends it to the server, and the server exchanges it for an ID Token. The server extracts the `sub` (OpenID). + +**Crucially, the `sub` value for a specific Google user is identical in both scenarios.** + +By using this `sub` value as the key in your database (e.g., `google-123456789`), a user can start playing on v1, upgrade the app to v2, and your server will recognize them as the exact same user. + +## **๐Ÿ“‚ Files Overview** + +* **[server.js](/trivialkart/trivialkart-auth-server/server.js)**: A Node.js/Express backend. + * **Endpoint `/verify_and_link_google`**: Handles the v1 flow (verifies ID Token directly). + * **Endpoint `/exchange_authcode_and_link`**: Handles the v2 flow (exchanges Auth Code for Token). + * **Logic**: Both endpoints resolve to the same `userDatabase` entry based on the `sub` claim. +* **[AuthManager.cs](/trivialkart/trivialkart-unity/Assets/Scripts/AuthManager.cs)**: A Unity C# script that manages the UI and Authentication logic. + * Uses Preprocessor Directives (`#if PGS_V1` / `#if PGS_V2`) to compile different logic for the different SDK versions. + +## **๐Ÿ› ๏ธ Prerequisites** + +* **Unity 2020.3+** +* **Node.js** (v14+) +* **Google Cloud Console Project** with OAuth 2.0 Web Client Credentials. +* **Facebook App** (Optional: only required if testing Facebook linking features). + +## **๐Ÿš€ Backend Setup** + +1. **Install Dependencies**: + + ```bash + npm install express google-auth-library jsonwebtoken dotenv axios + ``` + +2. **Configure Environment**: Create a `.env` file in the same directory as `server.js`: + + ```env + WEB_CLIENT_ID=your-google-web-client-id.apps.googleusercontent.com + WEB_CLIENT_SECRET=your-google-web-client-secret + FB_APP_ID=your-facebook-app-id + FB_APP_SECRET=your-facebook-app-secret + JWT_SECRET=super-secret-key-for-your-game-jwt + ``` + +3. **Note:** The `WEB_CLIENT_ID` must be the "Web application" Client ID from Google Cloud Console, **not** the Android Client ID. +4. **Run the Server**: + + ```bash + node server.js + ``` + +## **๐ŸŽฎ Unity Client Setup** + +This sample uses **Scripting Define Symbols** to switch between the v1 and v2 implementation without changing the code manually. + +### **๐Ÿงน Clean Removal (Important)** + +**โš ๏ธ Backup your project before proceeding.** + +When switching between versions (e.g., v1 to v2) or if you encounter dependency resolution errors, you **must** cleanly remove the installed plugin artifacts before importing the new package. + +Delete the following folders from your Unity project's `Assets` directory: + +1. `Assets/ExternalDependencyManager` +2. `Assets/GeneratedLocalRepo` +3. `Assets/GooglePlayGames` + +*(Note: You may also need to check `Assets/Plugins` for residual Android/iOS libraries if errors persist.)* + +### **Dependencies** + +* **Common** + * **[Facebook SDK for Unity](https://developers.facebook.com/docs/unity/downloads)** (Optional) +* **For v1**: + * **[Google Play Games Plugin for Unity **v0.10.15**](https://github.com/playgameservices/play-games-plugin-for-unity/releases)**. +* **For v2**: + * **[Google Play Games Plugin for Unity **v2.1.0**](https://github.com/playgameservices/play-games-plugin-for-unity/releases)**. + * **[Google Sign-In Unity Plugin](https://github.com/googlesamples/google-signin-unity/releases)**. + *(Note: PGS v2 removes authentication methods, so the separate Google Sign-In plugin is required to retrieve Auth Codes.)* + +### **Configuration Steps** + +1. **Working scene**: Open the **[MockSignIn](/trivialkart/trivialkart-unity/Assets/Scenes/MockSignIn.unity)** Scene +2. **Allow HTTP Downloads:** In your **Player Settings** (*Edit > Project Settings > Player*), find the "Other Settings" tab. Ensure **Allow downloads over HTTP** is set to **Allowed in development builds**. + * *Note: This is only for testing with a local `http://` server. Production apps must use `https://`.* +3. **Set Server URL**: Find the `AuthManager` GameObject in the scene. Set the `Server Url` field in the Inspector to your local IP (e.g., `http://192.168.1.5:3000`). + +### **Switching Versions** + +To switch the active code path, go to **Project Settings > Player > Other Settings > Scripting Define Symbols**. + +#### **Mode A: Simulating PGS v1 (Legacy)** + +Add the symbol: `PGS_V1` + +* **Behavior**: The script uses `PlayGamesPlatform.Instance.GetIdToken()` to get a token. +* **Server Endpoint**: Calls `/verify_and_link_google`. + +#### **Mode B: Simulating PGS v2 (Migration Target)** + +Add the symbol: `PGS_V2` + +* **Behavior**: The script uses `GoogleSignIn.DefaultInstance.SignIn()` to get an **Auth Code**. +* **Server Endpoint**: Calls `/exchange_authcode_and_link`. + +## **๐Ÿงช Testing the Migration** + +1. **Start with PGS_V1**: + * Build the app with the `PGS_V1` symbol. + * (Use "Development Build" to enable the HTTP permissions set earlier). + * Login with Google. + * Note the "In-Game ID" displayed (e.g., `ingame-1001`). + * Increment the counter to save some data. +2. **Upgrade to PGS_V2**: + * Change the symbol to `PGS_V2`. + * (Ensure you have the Google Sign-In plugin installed and older PGS v1 files removed). + * Build and run the app again (simulating an app update). + * Login with Google. +3. **Verify**: + * The server logs will show `(PGS v2) Verified... Existing user linked to OpenID`. + * The client should receive the **exact same** In-Game ID (`ingame-1001`) and your previous count. + +## **โš ๏ธ Important Note on Client IDs** + +For the **v2 Flow (Auth Code)** to work, you must configure the Google Sign-In plugin in Unity with your **Web Client ID**, not your Android Client ID. + +```csharp +// Inside AuthManager.cs (v2 block) +GoogleSignIn.Configuration = new GoogleSignInConfiguration +{ + WebClientId = "YOUR_WEB_CLIENT_ID_HERE", // Must match .env WEB_CLIENT_ID exactly + RequestAuthCode = true, // Critical for v2 backend linking + // ... +}; \ No newline at end of file diff --git a/trivialkart/trivialkart-auth-server/package.json b/trivialkart/trivialkart-auth-server/package.json new file mode 100644 index 00000000..e4d42198 --- /dev/null +++ b/trivialkart/trivialkart-auth-server/package.json @@ -0,0 +1,20 @@ +{ + "name": "levelup_multilogin_server", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "dependencies": { + "axios": "^1.13.1", + "dotenv": "^17.2.3", + "express": "^5.1.0", + "google-auth-library": "^10.4.1", + "jsonwebtoken": "^9.0.2" + } +} diff --git a/trivialkart/trivialkart-auth-server/server.js b/trivialkart/trivialkart-auth-server/server.js new file mode 100644 index 00000000..bc0e0458 --- /dev/null +++ b/trivialkart/trivialkart-auth-server/server.js @@ -0,0 +1,317 @@ +// Copyright 2022 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// https://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +const express = require('express'); +const { OAuth2Client } = require('google-auth-library'); +const jwt = require('jsonwebtoken'); +const axios = require('axios'); + +require('dotenv').config(); + +const WEB_CLIENT_ID = process.env.WEB_CLIENT_ID; +const WEB_CLIENT_SECRET = process.env.WEB_CLIENT_SECRET; +const FB_APP_ID = process.env.FB_APP_ID; +const FB_APP_SECRET = process.env.FB_APP_SECRET; + +const JWT_SECRET = process.env.JWT_SECRET; + +const PORT = 3000; + +if (!WEB_CLIENT_ID || !WEB_CLIENT_SECRET || !FB_APP_ID || !FB_APP_SECRET || !JWT_SECRET) { + console.error("FATAL ERROR: Google or Facebook .env or JWT_SECRET variables are not set."); + process.exit(1); +} + +const FB_APP_ACCESS_TOKEN = `${FB_APP_ID}|${FB_APP_SECRET}`; +const client = new OAuth2Client(WEB_CLIENT_ID, WEB_CLIENT_SECRET); + +const app = express(); +app.use(express.json()); + +//{ "openID": "ingame-1001" } +const userDatabase = new Map(); + +//{ "ingame-1001": 10 } +const inGameDatabase = new Map(); + +const verifyToken = (req, res, next) => { + const authHeader = req.headers['authorization']; + const token = authHeader && authHeader.split(' ')[1]; // Get just the token part + + if (token == null) { + return res.status(401).json({ error: "No token provided" }); // 401 Unauthorized + } + + // Verify the token is valid and was signed by us + jwt.verify(token, JWT_SECRET, (err, userPayload) => { + if (err) { + console.error("Token verification failed:", err.message); + return res.status(403).json({ error: "Invalid token" }); // 403 Forbidden + } + + // Token is valid! + req.user = userPayload; + next(); + }); +}; + +let nextInGameAccountId = 1001; + +// --- +// PGS v1 (v0.10.x) ENDPOINT +// This endpoint receives an ID Token directly from the client. +// --- +app.post('/verify_and_link_google', async (req, res) => { + const { idToken } = req.body; + + if (!idToken) { + return res.status(400).json({ error: "idToken is required" }); + } + + try { + const ticket = await client.verifyIdToken({ + idToken: idToken, + audience: WEB_CLIENT_ID, + }); + + const payload = ticket.getPayload(); + const email = payload.email; + + // 1. Get the Google Subject ID (OpenID) + const openId = payload.sub; + + // 2. Create the consistent DB Key (matches PGS v2 implementation) + const dbKey = `google-${openId}`; + + console.log(`(PGS v1) Successfully verified idToken for: ${email}, OpenID: ${openId}`); + + // 3. Find or create the in-game account using the DB Key + let inGameAccountID; + + if (userDatabase.has(dbKey)) { + // User already exists, retrieve their ID + inGameAccountID = userDatabase.get(dbKey); + console.log(`(PGS v1) Existing user. In-Game ID: ${inGameAccountID}`); + } else { + // New user, create a new in-game ID and store it + inGameAccountID = `ingame-${nextInGameAccountId++}`; + + userDatabase.set(dbKey, inGameAccountID); + inGameDatabase.set(inGameAccountID, 0); + + console.log(`(PGS v1) New user. Created In-Game ID: ${inGameAccountID}`); + } + + const tokenPayload = { + playerID: dbKey, // Use the dbKey as the playerID for consistency + inGameAccountID: inGameAccountID + }; + const customJwtToken = jwt.sign(tokenPayload, JWT_SECRET, { expiresIn: '7d' }); + + // 4. Send the success response back to the client + res.status(200).json({ + playerID: dbKey, + email: email, + inGameAccountID: inGameAccountID, + inGameCount : inGameDatabase.get(inGameAccountID), + jwtToken: customJwtToken + }); + + } catch (error) { + console.error("Error during token verification:", error.message); + res.status(500).json({ error: "Failed to verify authentication" }); + } +}); + +// --- +// NEW: PGS v2 (v0.11.x+) ENDPOINT +// This endpoint receives a one-time Auth Code from the client, +// exchanges it for tokens, verifies the token, and links the account +// --- +app.post('/exchange_authcode_and_link', async (req, res) => { + const { authCode } = req.body; + + if (!authCode) { + return res.status(400).json({ error: "authCode is required" }); + } + + try { + // 1. Exchange the one-time auth code for tokens + console.log(`(PGS v2) Exchanging authCode for tokens...`); + const { tokens } = await client.getToken(authCode); + const idToken = tokens.id_token; + + if (!idToken) { + throw new Error("Failed to retrieve id_token from authCode exchange."); + } + + // 2. We now have an ID Token, so we can verify it to get the payload + const ticket = await client.verifyIdToken({ + idToken: idToken, + audience: WEB_CLIENT_ID, // Ensures the token was meant for this server + }); + + const payload = ticket.getPayload(); + const email = payload.email; + const openId = payload.sub; + + console.log(`(PGS v2) Verified. Email: ${email}, OpenID: ${openId}`); + + const dbKey = `google-${openId}`; + + let inGameAccountID; + + if (userDatabase.has(dbKey)) { + // User exists, fetch their internal ID + inGameAccountID = userDatabase.get(dbKey); + console.log(`(PGS v2) Existing user linked to OpenID. In-Game ID: ${inGameAccountID}`); + } else { + // New user, create internal ID + inGameAccountID = `ingame-${nextInGameAccountId++}`; + + // Link the OpenID to the In-Game ID + userDatabase.set(dbKey, inGameAccountID); + inGameDatabase.set(inGameAccountID, 0); // Init score + + console.log(`(PGS v2) New user linked to OpenID. Created: ${inGameAccountID}`); + } + + // 3. Create our custom JWT + const tokenPayload = { + playerID: dbKey, + inGameAccountID: inGameAccountID + }; + const customJwtToken = jwt.sign(tokenPayload, JWT_SECRET, { expiresIn: '7d' }); + + // 4. Send the success response back to the client + res.status(200).json({ + playerID: dbKey, + email: email, + inGameAccountID: inGameAccountID, + inGameCount: inGameDatabase.get(inGameAccountID), + jwtToken: customJwtToken + }); + + } catch (error) { + console.error("Error during authCode exchange:", error.message); + res.status(500).json({ error: "Failed to verify authentication" }); + } +}); + + +app.post('/verify_and_link_facebook', async (req, res) => { + const { accessToken } = req.body; + + if (!accessToken) { + return res.status(400).json({ error: "accessToken is required" }); + } + + try { + // 1. Verify the client's token by calling Facebook's debug_token endpoint + const debugUrl = `https://graph.facebook.com/debug_token?input_token=${accessToken}&access_token=${FB_APP_ACCESS_TOKEN}`; + + const debugResponse = await axios.get(debugUrl); + const debugData = debugResponse.data; + + if (!debugData.data || !debugData.data.is_valid) { + console.error("Facebook token is invalid:", debugData); + throw new Error("Invalid Facebook token."); + } + + // 2. Token is valid, get the unique Facebook User ID + const facebookUserId = debugData.data.user_id; + + // 3. (Optional but recommended) Get the user's name and email + const userUrl = `https://graph.facebook.com/${facebookUserId}?fields=name,email&access_token=${FB_APP_ACCESS_TOKEN}`; + const userResponse = await fetch(userUrl); + const userData = await userResponse.json(); + + const email = userData.email || null; // Email is not always guaranteed + const name = userData.name || "Facebook User"; + console.log(`Successfully verified FB user: ${name} (ID: ${facebookUserId})`); + + // 4. Find or create the in-game account + // We MUST prefix the ID to avoid collisions with Google IDs + const prefixedFacebookId = `fb-${facebookUserId}`; + + let inGameAccountID; + if (userDatabase.has(prefixedFacebookId)) { + // User already exists + inGameAccountID = userDatabase.get(prefixedFacebookId); + console.log(`Existing FB user. In-Game ID: ${inGameAccountID}`); + } else { + // New user, create a new in-game ID + inGameAccountID = `ingame-${nextInGameAccountId++}`; + userDatabase.set(prefixedFacebookId, inGameAccountID); + inGameDatabase.set(inGameAccountID, 0); // Default score + console.log(`New FB user. Created In-Game ID: ${inGameAccountID}`); + } + + const tokenPayload = { + facebookId: prefixedFacebookId, + inGameAccountID: inGameAccountID + }; + const customJwtToken = jwt.sign(tokenPayload, JWT_SECRET, { expiresIn: '7d' }); + + // 5. Send the success response back to the client + res.status(200).json({ + playerID: prefixedFacebookId, // We re-use this field + email: email, + inGameAccountID: inGameAccountID, + inGameCount : inGameDatabase.get(inGameAccountID), + jwtToken: customJwtToken + }); + + } catch (error) { + console.error("Error during Facebook token verification:", error.message); + res.status(500).json({ error: "Failed to verify Facebook authentication" }); + } +}); + +app.post('/post_count', verifyToken, async (req, res) => { + // 1. Get the count from the body + const { count } = req.body; + + // 2. Get the user's info FROM THE MIDDLEWARE (req.user) + // This is 100% secure because the token was already verified. + const { inGameAccountID, playerID, facebookId } = req.user; + + if (typeof count === 'undefined') { + return res.status(400).json({ error: "count is required" }); + } + + try { + // 3. 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{fileID: 1863545584} + - {fileID: 2001894001} + - {fileID: 619702709} + - {fileID: 981384316} diff --git a/trivialkart/trivialkart-unity/Assets/Scenes/MockSignIn.unity.meta b/trivialkart/trivialkart-unity/Assets/Scenes/MockSignIn.unity.meta new file mode 100644 index 00000000..2eafe555 --- /dev/null +++ b/trivialkart/trivialkart-unity/Assets/Scenes/MockSignIn.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2c990becf8fc64cabbfe4ffff876e0fd +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/trivialkart/trivialkart-unity/Assets/Scripts/AuthManager.cs b/trivialkart/trivialkart-unity/Assets/Scripts/AuthManager.cs new file mode 100644 index 00000000..19a5f2b2 --- /dev/null +++ b/trivialkart/trivialkart-unity/Assets/Scripts/AuthManager.cs @@ -0,0 +1,673 @@ +// Copyright 2022 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// https://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using System; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Networking; +using System.Collections; +using System.Collections.Generic; +using System.Text; +using TMPro; + +#if PGS_V1 || PGS_V2 +using Facebook.Unity; +using GooglePlayGames; +using GooglePlayGames.BasicApi; +#endif + +#if PGS_V2 +using Google; // From Google Sign-In plugin +using System.Threading.Tasks; +#endif + +public class AuthManager : MonoBehaviour +{ +#if PGS_V1 || PGS_V2 + private GameObject startPanel; + private GameObject loginButtonsPanel; + private GameObject gamePanel; + private Button getStartedButton; + private Button iAlreadyHaveButton; + private Button signInWithGoogleButton; + private Button signInWithFacebookButton; + private Button signOutButton; + private Button incButton; + private Button unlockAchievementButton; + private Button showAchievementButton; + private TextMeshProUGUI statusText; + private TextMeshProUGUI incText; + private string customJwtToken; + +#if PGS_V2 + private GoogleSignInUser googleUser; + + // --- NEW VARIABLES for main-thread dispatching --- + private volatile bool googleTaskComplete = false; + private Exception googleSignInException = null; + private string authCodeToExchange = null; +#endif + + public string serverUrl; + public string webClientId; + private string verify_and_link_google; + private string exchange_authcode_and_link; + private string verify_and_link_facebook; + private string post_count; + + [Serializable] + private class GoogleAuthRequest + { +#if PGS_V1 + public string idToken; +#elif PGS_V2 + public string authCode; +#endif + } + + [Serializable] + private class FacebookAuthRequest + { + public string accessToken; + } + + [Serializable] + private class PostCountRequest + { + public int count; + } + + [Serializable] + private class LinkResponse + { + public string email; + public string inGameAccountID; + public int inGameCount; + public string jwtToken; + } + + private void Awake() + { + verify_and_link_google = serverUrl + "/verify_and_link_google"; + verify_and_link_facebook = serverUrl + "/verify_and_link_facebook"; + exchange_authcode_and_link = serverUrl + "/exchange_authcode_and_link"; + post_count = serverUrl + "/post_count"; + + // UI setup + startPanel = GameObject.Find("Canvas").transform.Find("StartPanel").gameObject; + loginButtonsPanel = GameObject.Find("Canvas").transform.Find("LoginPanel").gameObject; + gamePanel = GameObject.Find("Canvas").transform.Find("GamePanel").gameObject; + statusText = GameObject.Find("Canvas").transform.Find("StatusText").GetComponent(); + + getStartedButton = startPanel.transform.Find("GetStarted").GetComponent