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void | Initialize () |
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void | OnDestroy () |
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void | SimpleGetCall (string fullUrl, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | SimplePutCall (string fullUrl, byte[] payload, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | SimplePostCall (string fullUrl, byte[] payload, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | MakeApiCall (object reqContainerObj) |
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void | Update () |
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int | GetPendingMessages () |
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void | Initialize () |
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void | Update () |
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void | OnDestroy () |
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void | SimpleGetCall (string fullUrl, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | SimplePutCall (string fullUrl, byte[] payload, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | SimplePostCall (string fullUrl, byte[] payload, Action< byte[]> successCallback, Action< string > errorCallback) |
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void | MakeApiCall (object reqContainer) |
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int | GetPendingMessages () |
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static void | SkipCertificateValidation () |
| Disable encryption certificate validation within PlayFabWebRequest using this request. This is not generally recommended. As of early 2018: None of the built-in Unity mechanisms validate the certificate, using .Net 3.5 equivalent runtime It is also not currently feasible to provide a single cross platform solution that will correctly validate a certificate. The Risk: All Unity HTTPS mechanisms are vulnerable to Man-In-The-Middle attacks. The only more-secure option is to define a custom CustomCertValidationHook, specifically tailored to the platforms you support, which validate the cert based on a list of trusted certificate providers. This list of providers must be able to update itself, as the base certificates for those providers will also expire and need updating on a regular basis.
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static System.Net.Security.RemoteCertificateValidationCallback | CustomCertValidationHook [set] |
| Provide PlayFabWebRequest with a custom ServerCertificateValidationCallback which can be used to validate the PlayFab encryption certificate. Please do not:
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bool | IsInitialized [get] |
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bool | IsInitialized [get] |
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◆ GetPendingMessages()
int PlayFab.Internal.PlayFabWebRequest.GetPendingMessages |
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◆ Initialize()
void PlayFab.Internal.PlayFabWebRequest.Initialize |
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inline |
◆ MakeApiCall()
void PlayFab.Internal.PlayFabWebRequest.MakeApiCall |
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object |
reqContainerObj | ) |
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inline |
◆ OnDestroy()
void PlayFab.Internal.PlayFabWebRequest.OnDestroy |
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inline |
◆ SimpleGetCall()
void PlayFab.Internal.PlayFabWebRequest.SimpleGetCall |
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string |
fullUrl, |
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Action< byte[]> |
successCallback, |
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Action< string > |
errorCallback |
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) |
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inline |
◆ SimplePostCall()
void PlayFab.Internal.PlayFabWebRequest.SimplePostCall |
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string |
fullUrl, |
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byte[] |
payload, |
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Action< byte[]> |
successCallback, |
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Action< string > |
errorCallback |
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) |
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inline |
◆ SimplePutCall()
void PlayFab.Internal.PlayFabWebRequest.SimplePutCall |
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string |
fullUrl, |
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byte[] |
payload, |
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Action< byte[]> |
successCallback, |
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Action< string > |
errorCallback |
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) |
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inline |
◆ Update()
void PlayFab.Internal.PlayFabWebRequest.Update |
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inline |
◆ CustomCertValidationHook
System.Net.Security.RemoteCertificateValidationCallback PlayFab.Internal.PlayFabWebRequest.CustomCertValidationHook |
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staticset |
Provide PlayFabWebRequest with a custom ServerCertificateValidationCallback which can be used to validate the PlayFab encryption certificate. Please do not:
- Hard code the current PlayFab certificate information - The PlayFab certificate updates itself on a regular schedule, and your game will fail and require a republish to fix
- Hard code a list of static certificate authorities - Any single exported list of certificate authorities will become out of date, and have the same problem when the CA cert expires Real solution:
- A mechanism where a valid certificate authority list can be securely downloaded and updated without republishing the client when existing certificates expire.
◆ IsInitialized
bool PlayFab.Internal.PlayFabWebRequest.IsInitialized |
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get |
The documentation for this class was generated from the following file:
- C:/Transhuman/S2/Assets/Plugins/Teal-Net/Plugins/PlayFabSDK/Shared/Internal/PlayFabHttp/PlayFabWebRequest.cs