20 lines
1.6 KiB
C#
20 lines
1.6 KiB
C#
using asap.core;
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if (!UnityEngine.Application.isPlaying) return "Refused: not playing";
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var user = GContext.container.Resolve<game.IUserService>();
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var api = GContext.container.Resolve<ICustomServerMgr>();
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var input = UnityEngine.GameObject.Find("PFLoginAct(Clone)/CustomId/Dialog/ContentArea/InputField (Legacy)");
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var button = UnityEngine.GameObject.Find("PFLoginAct(Clone)/CustomId/Dialog/OKButton");
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if (user.IsAuthorized || input == null || button == null || api.ApiBaseUri.AbsoluteUri != "http://s101.local:18080/") return "Refused: retry input unavailable";
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var lifetime = user.LoginLifetime;
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input.GetComponent<UnityEngine.UI.InputField>().text = "101";
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button.GetComponent<UnityEngine.UI.Button>().onClick.Invoke();
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var until = UnityEngine.Time.realtimeSinceStartup + 25f;
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while (!user.IsAuthorized && UnityEngine.Time.realtimeSinceStartup < until) await Awaiters.NextFrame;
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var sceneAtExit = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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if (!user.IsAuthorized || sceneAtExit != "LoginStage") return $"Not covered: Authorized={user.IsAuthorized}; Scene={sceneAtExit}";
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game.QuitStage.Logout = true;
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await GContext.container.Resolve<IStageService>().SwitchStageAsync("QuitStage");
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await System.Threading.Tasks.Task.Delay(6500);
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var current = GContext.container.Resolve<game.IUserService>();
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return $"Scenario=success-delay; AuthorizedAtExit=True; SceneAtExit={sceneAtExit}; OldCancelled={lifetime.IsCancellationRequested}; OldAuthorized={user.IsAuthorized}; OldInternalId={user.InternalId}; OldCookieCount={api.Cookie.Count}; CurrentAuthorized={current?.IsAuthorized}; Scene={UnityEngine.SceneManagement.SceneManager.GetActiveScene().name}";
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