Google Login
This API logs in with a Google account.
URL Confirmation
This API uses the service-account.playnanoo.com domain.
API Information
- URL:
https://service-account.playnanoo.com/api/v20240401/google/signin - Method:
PUT - Authentication Required: No
Request Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| linked_id | string | Required | Google ID token |
| platform | string | Required | Platform (e.g., "aos", "ios") - Auto-included |
| device_id | string | Required | Device unique ID - Auto-included |
| device_model | string | Required | Device model name - Auto-included |
| device_os | string | Required | Device OS - Auto-included |
| device_language | string | Required | Device language (e.g., "KO", "EN") - Auto-included |
Auto-included Device Information
Using FPlayNANOOHelper::CreateRequestBody() automatically includes platform, device_id, device_model, device_os, and device_language.
Response Data
Token Information
AccessToken: Access tokenRefreshToken: Refresh token
Player Information
UserUniqueID: User unique IDOpenID: Open IDNickname: NicknameLinkedID: Linked ID (Google ID)LinkedType: Linked type (google)PurchaseCount: Purchase countPurchaseCurrencyCode: Purchase currency codePurchaseTotalPrice: Total purchase amountCountry: CountryTimezone: TimezoneOffset: Time offsetJoinPeriod: Join period
Unreal C++ Implementation
Header File (GoogleSignin.h)
// GoogleSignin.h
#pragma once
#include "CoreMinimal.h"
#include "Json.h"
#include "JsonUtilities.h"
// Response callback delegates
DECLARE_DELEGATE_OneParam(FOnGoogleSigninSuccess, const FString&);
DECLARE_DELEGATE_OneParam(FOnGoogleSigninError, const FString&);
class YOURPROJECT_API FGoogleSignin
{
public:
// Token response struct
struct FTokenData
{
FString AccessToken;
FString RefreshToken;
void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("AccessToken"), AccessToken);
JsonObject->TryGetStringField(TEXT("RefreshToken"), RefreshToken);
}
};
// Player response struct
struct FPlayerData
{
FString UserUniqueID;
FString OpenID;
FString Nickname;
FString LinkedID;
FString LinkedType;
int32 PurchaseCount;
FString PurchaseCurrencyCode;
double PurchaseTotalPrice;
FString PurchaseVoidedCount;
FString PurchaseVoidedCurrencyCode;
FString PurchaseVoidedTotalPrice;
FString Country;
FString Timezone;
int32 Offset;
int32 JoinPeriod;
void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("UserUniqueID"), UserUniqueID);
JsonObject->TryGetStringField(TEXT("OpenID"), OpenID);
JsonObject->TryGetStringField(TEXT("Nickname"), Nickname);
JsonObject->TryGetStringField(TEXT("LinkedID"), LinkedID);
JsonObject->TryGetStringField(TEXT("LinkedType"), LinkedType);
JsonObject->TryGetNumberField(TEXT("PurchaseCount"), PurchaseCount);
JsonObject->TryGetStringField(TEXT("PurchaseCurrencyCode"), PurchaseCurrencyCode);
JsonObject->TryGetNumberField(TEXT("PurchaseTotalPrice"), PurchaseTotalPrice);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCount"), PurchaseVoidedCount);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCurrencyCode"), PurchaseVoidedCurrencyCode);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedTotalPrice"), PurchaseVoidedTotalPrice);
JsonObject->TryGetStringField(TEXT("Country"), Country);
JsonObject->TryGetStringField(TEXT("Timezone"), Timezone);
JsonObject->TryGetNumberField(TEXT("Offset"), Offset);
JsonObject->TryGetNumberField(TEXT("JoinPeriod"), JoinPeriod);
}
};
// Response struct
struct FRes
{
FString ErrorCode;
FString Message;
FTokenData Token;
FPlayerData Player;
bool FromJson(const FString& JsonString)
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(JsonString);
if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid())
{
JsonObject->TryGetStringField(TEXT("ErrorCode"), ErrorCode);
JsonObject->TryGetStringField(TEXT("Message"), Message);
const TSharedPtr<FJsonObject>* TokenObject;
if (JsonObject->TryGetObjectField(TEXT("Token"), TokenObject))
{
Token.FromJson(*TokenObject);
}
const TSharedPtr<FJsonObject>* PlayerObject;
if (JsonObject->TryGetObjectField(TEXT("Player"), PlayerObject))
{
Player.FromJson(*PlayerObject);
}
return true;
}
return false;
}
};
/**
* Send Google login request
*/
static void Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError
);
};
Implementation File (GoogleSignin.cpp)
// GoogleSignin.cpp
#include "GoogleSignin.h"
#include "PlayNANOOHelper.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
void FGoogleSignin::Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError)
{
// Create request data (device info is automatically included)
TSharedPtr<FJsonObject> Body = FPlayNANOOHelper::CreateRequestBody();
Body->SetStringField(TEXT("linked_id"), GoogleIdToken);
// Convert to JSON
FString JsonBody;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&JsonBody);
FJsonSerializer::Serialize(Body.ToSharedRef(), Writer);
// Create HTTP request
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetURL(TEXT("https://service-account.playnanoo.com/api/v20240401/google/signin"));
Request->SetVerb(TEXT("PUT"));
Request->SetContentAsString(JsonBody);
// Set common headers (no authentication token needed for login API)
FPlayNANOOHelper::SetCommonHeaders(Request, false);
// Handle response
Request->OnProcessRequestComplete().BindLambda(
[OnSuccess, OnError](FHttpRequestPtr Req, FHttpResponsePtr Res, bool bSuccess)
{
if (bSuccess && Res.IsValid())
{
FString Response = Res->GetContentAsString();
FRes Result;
if (Result.FromJson(Response))
{
if (Result.ErrorCode.IsEmpty())
{
// Success
OnSuccess.ExecuteIfBound(Response);
}
else
{
// Error response
OnError.ExecuteIfBound(Response);
}
}
else
{
// JSON parsing failed
OnError.ExecuteIfBound(TEXT("Failed to parse response"));
}
}
else
{
// HTTP request failed
OnError.ExecuteIfBound(TEXT("HTTP request failed"));
}
}
);
// Send request
Request->ProcessRequest();
}
Usage Example
void UYourClass::GoogleLogin()
{
// After receiving ID token via Google login SDK
FString GoogleIdToken = TEXT("Google_ID_Token");
// Google login request (device info is automatically handled by FPlayNANOOHelper)
FGoogleSignin::Send(
GoogleIdToken,
FOnGoogleSigninSuccess::CreateLambda([](const FString& Response)
{
FGoogleSignin::FRes Result;
if (Result.FromJson(Response))
{
// Store token
FPlayNANOOHttpClient::AccessToken = Result.Token.AccessToken;
// Output token information
UE_LOG(LogTemp, Log, TEXT("AccessToken: %s"), *Result.Token.AccessToken);
UE_LOG(LogTemp, Log, TEXT("RefreshToken: %s"), *Result.Token.RefreshToken);
// Output player information
UE_LOG(LogTemp, Log, TEXT("UserUniqueID: %s"), *Result.Player.UserUniqueID);
UE_LOG(LogTemp, Log, TEXT("OpenID: %s"), *Result.Player.OpenID);
UE_LOG(LogTemp, Log, TEXT("Nickname: %s"), *Result.Player.Nickname);
UE_LOG(LogTemp, Log, TEXT("LinkedID: %s"), *Result.Player.LinkedID);
UE_LOG(LogTemp, Log, TEXT("LinkedType: %s"), *Result.Player.LinkedType);
UE_LOG(LogTemp, Log, TEXT("Country: %s"), *Result.Player.Country);
// Output purchase-related information
UE_LOG(LogTemp, Log, TEXT("PurchaseCount: %d"), Result.Player.PurchaseCount);
UE_LOG(LogTemp, Log, TEXT("PurchaseTotalPrice: %.2f"), Result.Player.PurchaseTotalPrice);
UE_LOG(LogTemp, Log, TEXT("PurchaseCurrencyCode: %s"), *Result.Player.PurchaseCurrencyCode);
UE_LOG(LogTemp, Log, TEXT("Timezone: %s"), *Result.Player.Timezone);
UE_LOG(LogTemp, Log, TEXT("Offset: %d"), Result.Player.Offset);
UE_LOG(LogTemp, Log, TEXT("JoinPeriod: %d"), Result.Player.JoinPeriod);
}
}),
FOnGoogleSigninError::CreateLambda([](const FString& Error)
{
UE_LOG(LogTemp, Error, TEXT("Google login failed: %s"), *Error);
})
);
}
Google Login Plugin
To use Google login in Unreal Engine, you need to install a Google Sign-In plugin or integrate native SDK.
- Android: Google Play Games Services
- iOS: Google Sign-In SDK
ID Token Issuance
You must obtain an ID token through Google OAuth login. Pass this token as the linked_id parameter.