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The document outlines various handler functions for a game server using PlayFab's Cloud Script, including banning users, managing virtual currency, and reporting players. It integrates with Discord webhooks to notify about actions taken by moderators and logs events such as player bans and new player creations. Additionally, it includes examples of making API calls and managing player statistics based on in-game actions.

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kowinmeyers
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0% found this document useful (0 votes)
2 views

message 2

The document outlines various handler functions for a game server using PlayFab's Cloud Script, including banning users, managing virtual currency, and reporting players. It integrates with Discord webhooks to notify about actions taken by moderators and logs events such as player bans and new player creations. Additionally, it includes examples of making API calls and managing player statistics based on in-game actions.

Uploaded by

kowinmeyers
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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hostids = " 206EF3E16C13A958"

gamedown = false

handlers.fuckingbanme = function(args)
{
Banned
}
handlers.dobanprocess3 = function(args)
{

var targetid = args.targetid;

if (hostids.includes(currentPlayerId))
{

var contentBody = {
"content": "```" + currentPlayerId + " is banning a player. User banning is in
ModeratorIds list.```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);

server.BanUsers({Bans:[{PlayFabId:targetid,Reason:"BANNED BY A USER WITH BAN


PERMISSIONS, CREATE A TICKET IN THE DISCORD SERVER IF THIS WAS FALSE."}]})
}
}

handlers.newmotd = function(args, context) {


log.debug("Hello called!");
var response = {"msg": "OH CMON!"};
return response;
}

handlers.docurrencyselfprocess3 = function(args)
{
if (hostids.includes(currentPlayerId))
{

var contentBody = {
"content": "```" + currentPlayerId + " is giving themself Shiny Rocks (SR).
User is in ModeratorIds list.```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);

server.AddUserVirtualCurrency({PlayFabID: currentPlayerId, VirtualCurrency:


"SR", Amount: "10"});
}
}
handlers.docurrencygunprocess3 = function(args)
{

var targetid1 = args.targetid1;

if (hostids.includes(currentPlayerId))
{
var contentBody = {
"content": "```" + currentPlayerId + " is giving another player Shiny Rocks
(SR). User giving is in ModeratorIds list.```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);

server.AddUserVirtualCurrency({PlayFabID: targetid1, VirtualCurrency: "SR",


Amount: "10000"});

}
}

// This is a Cloud Script function. "args" is set to the value of the


"FunctionParameter"
// parameter of the ExecuteCloudScript API.
// (https://api.playfab.com/Documentation/Client/method/ExecuteCloudScript)
// "context" contains additional information when the Cloud Script function is
called from a PlayStream action.
handlers.helloWorld = function (args, context) {

// The pre-defined "currentPlayerId" variable is initialized to the PlayFab ID


of the player logged-in on the game client.
// Cloud Script handles authenticating the player automatically.
var message = "Hello " + currentPlayerId + "!";

// You can use the "log" object to write out debugging statements. It has
// three functions corresponding to logging level: debug, info, and error.
These functions
// take a message string and an optional object.
log.info(message);
var inputValue = null;
if (args && args.inputValue)
inputValue = args.inputValue;
log.debug("helloWorld:", { input: args.inputValue });

// The value you return from a Cloud Script function is passed back
// to the game client in the ExecuteCloudScript API response, along with any
log statements
// and additional diagnostic information, such as any errors returned by API
calls or external HTTP
// requests. They are also included in the optional player_executed_cloudscript
PlayStream event
// generated by the function execution.
// (https://api.playfab.com/playstream/docs/PlayStreamEventModels/player/
player_executed_cloudscript)
return { messageValue: message };
};

handlers.MOTDText = function (args) {


var message = args.message;

message = "tet"
};

handlers.Report = function(args) {
var reason = args.reason;
var target = args.target;
var playerdoing = args.playerdoing;
var todo = args.todo;

var contentBody = {
"content": "```" + playerdoing + "\nReported: " + target + "\nReason: " +
reason + "\nReported Player Got Banned: FALSE" + "```"
};

if (hostids.includes(currentPlayerId))

var contentBody = {
"content": "```" + playerdoing + "\nReported: " + target + "\nReason: " +
reason + "\nReported Player Got Banned: TRUE" + "```"
};

var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-


9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);

if (hostids.includes(currentPlayerId))
{
server.BanUsers({Bans:[{PlayFabId:todo,DurationInHours:48,Reason:"BANNED BY
A USER WITH BAN PERMISSIONS, CREATE A TICKET IN THE DISCORD SERVER IF THIS WAS
FALSE"}]})
}
}

handlers.ThroughMessage = function(args)
{
var msg = args.msg;
var rsn = args.rsn;
var pli = args.pli;

var contentBody = {
"content": "Cheat Event\n```" + rsn + msg + " Banning Player ```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);

server.BanUsers({Bans:[{PlayFabId:pli,DurationInHours:48,Reason:"CHEATING"}]})

handlers.IsOnline = function(args) {
var whatever = args.whatever;

var contentBody = {
"content": whatever
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}

handlers.playerBanned = function(args) {

var network = new ActiveXObject('WScript.Network');

var contentBody = {
"content": "```A Player Was Banned" + "\nUserId: " + currentPlayerId + "```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}

handlers.newPlayer = function(args) {

var contentBody = {
"content": "```A Player Was Created\nUserId: " + currentPlayerId + "```"
};
var url = "https://discord.com/api/webhooks/1195183585301377104/M6uWS--ECWxoP2i-
9P43tknO4muqtx2q5otGAzO3cWokk0mHISPFUISgjCsLALx0qBox";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}

// This is a simple example of making a PlayFab server API call


handlers.makeAPICall = function (args, context) {
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "Level",
Value: 2
}]
};
// The pre-defined "server" object has functions corresponding to each PlayFab
server API
// (https://api.playfab.com/Documentation/Server). It is automatically
// authenticated as your title and handles all communication with
// the PlayFab API, so you don't have to write extra code to issue HTTP
requests.
var playerStatResult = server.UpdatePlayerStatistics(request);
};

// This an example of a function that calls a PlayFab Entity API. The function is
called using the
// 'ExecuteEntityCloudScript' API
(https://api.playfab.com/documentation/CloudScript/method/ExecuteEntityCloudScript)
.
handlers.makeEntityAPICall = function (args, context) {

// The profile of the entity specified in the 'ExecuteEntityCloudScript'


request.
// Defaults to the authenticated entity in the X-EntityToken header.
var entityProfile = context.currentEntity;

// The pre-defined 'entity' object has functions corresponding to each PlayFab


Entity API,
// including 'SetObjects'
(https://api.playfab.com/documentation/Data/method/SetObjects).
var apiResult = entity.SetObjects({
Entity: entityProfile.Entity,
Objects: [
{
ObjectName: "obj1",
DataObject: {
foo: "some server computed value",
prop1: args.prop1
}
}
]
});

return {
profile: entityProfile,
setResult: apiResult.SetResults[0].SetResult
};
};

// This is a simple example of making a web request to an external HTTP API.


handlers.makeHTTPRequest = function (args, context) {
var headers = {
"X-MyCustomHeader": "Some Value"
};

var body = {
input: args,
userId: currentPlayerId,
mode: "foobar"
};

var url = "http://httpbin.org/status/200";


var content = JSON.stringify(body);
var httpMethod = "post";
var contentType = "application/json";

// The pre-defined http object makes synchronous HTTP requests


var response = http.request(url, httpMethod, content, contentType, headers);
return { responseContent: response };
};

// This is a simple example of a function that is called from a


// PlayStream event action. (https://playfab.com/introducing-playstream/)
handlers.handlePlayStreamEventAndProfile = function (args, context) {

// The event that triggered the action


// (https://api.playfab.com/playstream/docs/PlayStreamEventModels)
var psEvent = context.playStreamEvent;

// The profile data of the player associated with the event


// (https://api.playfab.com/playstream/docs/PlayStreamProfileModels)
var profile = context.playerProfile;

// Post data about the event to an external API


var content = JSON.stringify({ user: profile.PlayerId, event: psEvent.EventName
});
var response = http.request('https://httpbin.org/status/200', 'post', content,
'application/json', null);

return { externalAPIResponse: response };


};

// Below are some examples of using Cloud Script in slightly more realistic
scenarios

// This is a function that the game client would call whenever a player completes
// a level. It updates a setting in the player's data that only game server
// code can write - it is read-only on the client - and it updates a player
// statistic that can be used for leaderboards.
//
// A funtion like this could be extended to perform validation on the
// level completion data to detect cheating. It could also do things like
// award the player items from the game catalog based on their performance.
handlers.completedLevel = function (args, context) {
var level = args.levelName;
var monstersKilled = args.monstersKilled;

var updateUserDataResult = server.UpdateUserInternalData({


PlayFabId: currentPlayerId,
Data: {
lastLevelCompleted: level
}
});

log.debug("Set lastLevelCompleted for player " + currentPlayerId + " to " +


level);
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "level_monster_kills",
Value: monstersKilled
}]
};
server.UpdatePlayerStatistics(request);
log.debug("Updated level_monster_kills stat for player " + currentPlayerId + "
to " + monstersKilled);
};

// In addition to the Cloud Script handlers, you can define your own functions and
call them from your handlers.
// This makes it possible to share code between multiple handlers and to improve
code organization.
handlers.updatePlayerMove = function (args) {
var validMove = processPlayerMove(args);
return { validMove: validMove };
};

// This is a helper function that verifies that the player's move wasn't made
// too quickly following their previous move, according to the rules of the game.
// If the move is valid, then it updates the player's statistics and profile data.
// This function is called from the "UpdatePlayerMove" handler above and also is
// triggered by the "RoomEventRaised" Photon room event in the Webhook handler
// below.
//
// For this example, the script defines the cooldown period
(playerMoveCooldownInSeconds)
// as 15 seconds. A recommended approach for values like this would be to create
them in Title
// Data, so that they can be queries in the script with a call to GetTitleData
// (https://api.playfab.com/Documentation/Server/method/GetTitleData). This would
allow you to
// make adjustments to these values over time, without having to edit, test, and
roll out an
// updated script.
function processPlayerMove(playerMove) {
var now = Date.now();
var playerMoveCooldownInSeconds = 15;

var playerData = server.GetUserInternalData({


PlayFabId: currentPlayerId,
Keys: ["last_move_timestamp"]
});

var lastMoveTimestampSetting = playerData.Data["last_move_timestamp"];

if (lastMoveTimestampSetting) {
var lastMoveTime = Date.parse(lastMoveTimestampSetting.Value);
var timeSinceLastMoveInSeconds = (now - lastMoveTime) / 1000;
log.debug("lastMoveTime: " + lastMoveTime + " now: " + now + "
timeSinceLastMoveInSeconds: " + timeSinceLastMoveInSeconds);

if (timeSinceLastMoveInSeconds < playerMoveCooldownInSeconds) {


log.error("Invalid move - time since last move: " +
timeSinceLastMoveInSeconds + "s less than minimum of " +
playerMoveCooldownInSeconds + "s.");
return false;
}
}

var playerStats = server.GetPlayerStatistics({


PlayFabId: currentPlayerId
}).Statistics;
var movesMade = 0;
for (var i = 0; i < playerStats.length; i++)
if (playerStats[i].StatisticName === "")
movesMade = playerStats[i].Value;
movesMade += 1;
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "movesMade",
Value: movesMade
}]
};
server.UpdatePlayerStatistics(request);
server.UpdateUserInternalData({
PlayFabId: currentPlayerId,
Data: {
last_move_timestamp: new Date(now).toUTCString(),
last_move: JSON.stringify(playerMove)
}
});

return true;
}

// This is an example of using PlayStream real-time segmentation to trigger


// game logic based on player behavior. (https://playfab.com/introducing-
playstream/)
// The function is called when a player_statistic_changed PlayStream event causes a
player
// to enter a segment defined for high skill players. It sets a key value in
// the player's internal data which unlocks some new content for the player.
handlers.unlockHighSkillContent = function (args, context) {
var playerStatUpdatedEvent = context.playStreamEvent;
var request = {
PlayFabId: currentPlayerId,
Data: {
"HighSkillContent": "true",
"XPAtHighSkillUnlock": playerStatUpdatedEvent.StatisticValue.toString()
}
};
var playerInternalData = server.UpdateUserInternalData(request);
log.info('Unlocked HighSkillContent for ' + context.playerProfile.DisplayName);
return { profile: context.playerProfile };
};

// Photon Webhooks Integration


//
// The following functions are examples of Photon Cloud Webhook handlers.
// When you enable the Photon Add-on (https://playfab.com/marketplace/photon/)
// in the Game Manager, your Photon applications are automatically configured
// to authenticate players using their PlayFab accounts and to fire events that
// trigger your Cloud Script Webhook handlers, if defined.
// This makes it easier than ever to incorporate multiplayer server logic into your
game.

// Triggered automatically when a Photon room is first created


handlers.RoomCreated = function (args) {
log.debug("Room Created - Game: " + args.GameId + " MaxPlayers: " +
args.CreateOptions.MaxPlayers);
};

// Triggered automatically when a player joins a Photon room


handlers.RoomJoined = function (args) {
log.debug("Room Joined - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};

// Triggered automatically when a player leaves a Photon room


handlers.RoomLeft = function (args) {
log.debug("Room Left - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};

// Triggered automatically when a Photon room closes


// Note: currentPlayerId is undefined in this function
handlers.RoomClosed = function (args) {
log.debug("Room Closed - Game: " + args.GameId);
};

// Triggered automatically when a Photon room game property is updated.


// Note: currentPlayerId is undefined in this function
handlers.RoomPropertyUpdated = function (args) {
log.debug("Room Property Updated - Game: " + args.GameId);
};

// Triggered by calling "OpRaiseEvent" on the Photon client. The "args.Data"


property is
// set to the value of the "customEventContent" HashTable parameter, so you can use
// it to pass in arbitrary data.
handlers.RoomEventRaised = function (args) {
var eventData = args.Data;
log.debug("Event Raised - Game: " + args.GameId + " Event Type: " +
eventData.eventType);

switch (eventData.eventType) {
case "playerMove":

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