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Windows

This article aims to introduce how to set up X authentication so that your game can use the Player Network login authentication service for login via the X channel.

Prerequisites

1. Set up your game on the X developer website

1. Create X application

tip

It is recommended to register your account with a Tencent email address to increase the success rate of subsequent applications.

Follow the prompts to register a team developer account or individual developer account on the X developer website.After obtaining a developer account, you can create an application on the Developer Portal.

  1. Create a new project.

    Image: Create X project

  2. Select a use case.Click Next.

    Image: X project use case

  3. Enter project description.Click Next.

    Image: X project description

  4. Select application environment.Click Save.

    Image: X application environment

  5. Enter application name.Click Save.

    Image: X app name

  6. After creating the application, obtain the API key and API secret key.Save this information.Click App Settings.

Important

This page will not be displayed again, so be sure to save this information.

Image: X API key and API secret key 7. Click Set up.

Image: X setup 8. Enable OAuth2.0 and OAuth1.0a.Select Web App for the application type.

Image: X OAuth 9. Select Read And Write in application permissions.

Image: X app permissions 10. Enter the callback URLs for the test and production environments.You will be redirected to the game’s official website.Click Save.

caution

If the game is already live, existing callback URLs cannot be deleted, only added.

Applicable to Player Network SDK V1.15 and earlier versions on Android/iOS platforms

https://image.intlgame.com/v2/test/jssdk/twitterlogincallback.html
https://image.intlgame.com/v2/release/jssdk/twitterlogincallback.html

Applicable to Player Network SDK V1.16 and later versions on Android/iOS platforms and Windows platforms

https://test-common-web.intlgame.com/jssdk/twitterlogincallback.html
https://common-web.intlgame.com/jssdk/twitterlogincallback.html

When TWITTER_CONSUMER_USE_SDK is set to 1, to use X SDK login with INTLConfig.ini, add the following callback URLs:

twittersdk://
twitterkit-{API Key}://

Replace {API Key} with your game's API Key, without the curly braces .

Image: X callback URLs

2. Retrieve application information

You need X App ID and password to add X login channel in Player Network.

Image: X app information

  1. Go to Player Network Console to create a new project for your game or join an existing project.
  2. Download SDK.
  3. Integrate SDK.
  4. Add X as a login authentication method for your business in Player Network Console.

Step 1: Configure SDK for X login

  1. Open the project's INTLConfig.ini file:

    INTLConfig.ini
    [INTL environment]
    # WARNING: You should change this URL to the production environment when you release your game.
    INTL_URL = https://test.intlgame.com
    GAME_ID = {INTL_GAME_ID}
    SDK_KEY = {INTL_SDK_KEY}
    [INTL Log]
    LOG_LEVEL = 1
    LOG_CONSOLE_OUTPUT_ENABLE = 1
    LOG_FILE_OUTPUT_ENABLE = 1
    LOG_ENCRYPT_ENABLE = 0
    LOG_COMPRESS_ENABLE = 0
    [X]
    TWITTER_CONSUMER_KEY = {INTL_TWITTER_CONSUMER_KEY}
    TWITTER_CONSUMER_SECRET = {INTL_TWITTER_CONSUMER_SECRET}
    • Set SDK backend environment to INTL_URL = https://test.intlgame.com.
    • Replace {INTL_GAME_ID} and {INTL_SDK_KEY} with the values of GAME_ID and SDK_KEY assigned by the Player Network Console.
    • Set LOG_LEVEL = 1, LOG_CONSOLE_OUTPUT_ENABLE = 1, LOG_FILE_OUTPUT_ENABLE = 1, LOG_ENCRYPT_ENABLE = 0, and LOG_COMPRESS_ENABLE = 0 to output console and log files without encryption or compression.
    • Replace {INTL_TWITTER_CONSUMER_KEY} and {INTL_TWITTER_CONSUMER_SECRET} with X API key and API Key Secret.

Step 2: Add X login

  1. Register login-related callbacks.
// Add callbacks
public void AddAuthObserver()
{
INTLAPI.AddAuthResultObserver(OnAuthResultEvent);
}

// Remove callbacks
public void RemoveAuthObserver()
{
INTLAPI.RemoveAuthResultObserver(OnAuthResultEvent);
}

// Process the INTLAuthResult callback
public void OnAuthResultEvent(INTLAuthResult ret)
{
Debug.Log($"MethodID: {ret.MethodId}");

string methodTag = "";
if (authRet.MethodId == (int)INTLMethodID.INTL_AUTH_LOGIN)
{
methodTag = "Login";
}
else if (authRet.MethodId == (int)INTLMethodID.INTL_AUTH_BIND)
{
methodTag = "Bind";
}
else if (authRet.MethodId == (int)INTLMethodID.INTL_AUTH_AUTOLOGIN)
{
methodTag = "AutoLogin";
}
else if (authRet.MethodId == (int)INTLMethodID.INTL_AUTH_QUERY_USER_INFO)
{
methodTag = "QueryUserInfo";
}
else if (authRet.MethodId == (int)INTLMethodID.INTL_AUTH_GET_AUTH_RESULT)
{
methodTag = "GetAuthResult";
}
}
  1. Call the AutoLogin interface for automatic login.
INTLAPI.AutoLogin();
  1. If automatic login fails, call the Login interface to allow players to manually log in.
INTLAPI.Login(INTLChannel.Twitter); 
  1. Synchronize client authentication status with the game backend and wait for the final verification result.

[Optional] Set email permissions

To obtain player email during X login, you must first enable the corresponding permission. Once enabled, email will be returned in the ChannelInfo of AuthResult.

  • For compliance reasons, emails returned from specific sources can be masked as needed; please contact Player Network Assistant to enable this if required.
  • You can report the hash of the email as base64(sha256(email)) in the backend transaction logs; please contact Player Network Assistant to enable this if required.
  • This is used to verify whether the player information or binding list contains email information; please contact Player Network Assistant to enable this if required.
  1. In the User authentication settings of the X Developer Platform, check Request email from users.

    Image: OAUTH1.OA SETTINGS
  2. Enable the email return feature on the Player Network Console by setting return_email to YES; for details, please refer to Third-party channel configuration.

Step 3: Acceptance test for login function

Search for the keyword "AuthResult" in the Player Network SDK logs to verify whether the channel name and OpenID have been correctly returned.If correct, the integration was successful and the login function has been added.

If you encounter issues during integration, please refer to FAQs.