PSNAccountConnectRequest

Allows a PSN account to be used as an authentication mechanism.

Once authenticated the platform can determine the current players details from the PSN platform and store them within GameSparks.

GameSparks will determine the player's friends and whether any of them are currently registered with the game.

If the PSN user is already linked to a player, the current session will switch to the linked player.

If the current player has previously created an account using either DeviceAuthentictionRequest or RegistrationRequest AND the PSN user is not already registered with the game, the PSN user will be linked to the current player.

If the current player has not authenticated and the PSN user is not known, a new player will be created using the PSN details and the session will be authenticated against the new player.

If the PSN user is already known, the session will switch to being the previously created user.

View interactive version here

Request Parameters

Parameter Required Type Description
authorizationCode No string The authorization code obtained from PSN, as described here https://ps4.scedev.net/resources/documents/SDK/latest/NpAuth-Reference/0008.html
doNotCreateNewPlayer No boolean Indicates whether the server should return an error if a new player would have been registered, rather than creating the player. Defaults to false.
doNotLinkToCurrentPlayer No boolean Indicates that the server should not try to link the external profile with the current player. If false, links the external profile to the currently signed in player. If true, creates a new player and links the external profile to them. Defaults to false.
errorOnSwitch No boolean Indicates whether the server should return an error if an account switch would have occurred, rather than switching automatically. Defaults to false.
redirectUri No string When using the authorization code obtained from PlayStation®4/PlayStation®Vita/PlayStation®3, this is not required.
segments No JSON An optional segment configuration for this request.
switchIfPossible No boolean Indicates that the server should switch to the supplied profile if it isalready associated to a player. Defaults to false.
syncDisplayName No boolean Indicates that the associated players displayName should be kept in syn with this profile when it's updated by the external provider.

Response Parameters

A response containing the auth token

Parameter Type Description
authToken string 44b297a8-162a-4220-8c14-dad9a1946ad2
displayName string The player's display name
newPlayer boolean Indicates whether the player was created as part of this request
scriptData ScriptData A JSON Map of any data added either to the Request or the Response by your Cloud Code
switchSummary Player A summary of the player that would be switched to. Only returned as part of an error response for a request where automatic switching is disabled.
userId string The player's id

Nested types

Player

A nested object that represents a player.

Parameter Type Description
achievements string[] The achievements of the Player
displayName string The display name of the Player
externalIds JSON The external Id's of the Player
id string The Id of the Player
online boolean The online status of the Player
scriptData JSON The script data of the Player
virtualGoods string[] The virtual goods of the Player

ScriptData

A collection of arbitrary data that can be added to a message via a Cloud Code script.

Parameter Type Description
myKey string An arbitrary data key
myValue JSON An arbitrary data value.

Error Codes

Key Value Description
PSN NOT_CONFIGURED The game does not have the PSN integration details configured.
authorizationCode NOTAUTHENTICATED The system was unable to authenticate the authorizationCode
authorizationCode ACCOUNT_ALREADY_LINKED The current user has a PSN profile and it's not the profile they have just tried to log in with
authorizationCode REQUIRED Parameter authorizationCode is required but was not provided
authentication COPPA restricted Social authentications are not allowed on COPPA compliant credentials due to social accounts containing personally identifiable information

Code Samples

C#

    using GameSparks.Api;
    using GameSparks.Api.Requests;
    using GameSparks.Api.Responses;
    ...
    new PSNAccountConnectRequest()
        .SetAuthorizationCode(authorizationCode)
        .SetDoNotCreateNewPlayer(doNotCreateNewPlayer)
        .SetDoNotLinkToCurrentPlayer(doNotLinkToCurrentPlayer)
        .SetErrorOnSwitch(errorOnSwitch)
        .SetRedirectUri(redirectUri)
        .SetSegments(segments)
        .SetSwitchIfPossible(switchIfPossible)
        .SetSyncDisplayName(syncDisplayName)
        .Send((response) => {
        string authToken = response.AuthToken; 
        string displayName = response.DisplayName; 
        bool? newPlayer = response.NewPlayer; 
        GSData scriptData = response.ScriptData; 
        var switchSummary = response.SwitchSummary; 
        string userId = response.UserId; 
        });

ActionScript 3

    import com.gamesparks.*;
    import com.gamesparks.api.requests.*;
    import com.gamesparks.api.responses.*;
    import com.gamesparks.api.types.*;
    ...

    gs.getRequestBuilder()
        .createPSNAccountConnectRequest()
        .setAuthorizationCode(authorizationCode)
        .setDoNotCreateNewPlayer(doNotCreateNewPlayer)
        .setDoNotLinkToCurrentPlayer(doNotLinkToCurrentPlayer)
        .setErrorOnSwitch(errorOnSwitch)
        .setRedirectUri(redirectUri)
        .setSegments(segments)
        .setSwitchIfPossible(switchIfPossible)
        .setSyncDisplayName(syncDisplayName)
        .send(function(response:com.gamesparks.api.responses.AuthenticationResponse):void {
        var authToken:String = response.getAuthToken(); 
        var displayName:String = response.getDisplayName(); 
        var newPlayer:Boolean = response.getNewPlayer(); 
        var scriptData:ScriptData = response.getScriptData(); 
        var switchSummary:Player = response.getSwitchSummary(); 
        var userId:String = response.getUserId(); 
        });

Objective-C

    #import "GS.h"
    #import "GSAPI.h"
    ...
    GSPSNAccountConnectRequest* request = [[GSPSNAccountConnectRequest alloc] init];
    [request setAuthorizationCode:authorizationCode;
    [request setDoNotCreateNewPlayer:doNotCreateNewPlayer;
    [request setDoNotLinkToCurrentPlayer:doNotLinkToCurrentPlayer;
    [request setErrorOnSwitch:errorOnSwitch;
    [request setRedirectUri:redirectUri;
    [request setSegments:segments;
    [request setSwitchIfPossible:switchIfPossible;
    [request setSyncDisplayName:syncDisplayName;
    [request setCallback:^ (GSAuthenticationResponse* response) {
    NSString* authToken = [response getAuthToken]; 
    NSString* displayName = [response getDisplayName]; 
    BOOL newPlayer = [response getNewPlayer]; 
    NSDictionary* scriptData = [response getScriptData]; 
    GSPlayer* switchSummary = [response getSwitchSummary]; 
    NSString* userId = [response getUserId]; 
    }];
    [gs send:request];

C++


    #include <GameSparks/generated/GSRequests.h>
    using namespace GameSparks::Core;
    using namespace GameSparks::Api::Responses;
    using namespace GameSparks::Api::Requests;
    ...

    void PSNAccountConnectRequest_Response(GS& gsInstance, const AuthenticationResponse& response) {
    gsstl::string authToken = response.getAuthToken(); 
    gsstl::string displayName = response.getDisplayName(); 
    Optional::t_BoolOptional newPlayer = response.getNewPlayer(); 
    GSData scriptData = response.getScriptData(); 
    Types::Player* switchSummary = response.getSwitchSummary(); 
    gsstl::string userId = response.getUserId(); 
    }
    ......

    PSNAccountConnectRequest request(gsInstance);
    request.SetAuthorizationCode(authorizationCode)
    request.SetDoNotCreateNewPlayer(doNotCreateNewPlayer)
    request.SetDoNotLinkToCurrentPlayer(doNotLinkToCurrentPlayer)
    request.SetErrorOnSwitch(errorOnSwitch)
    request.SetRedirectUri(redirectUri)
    request.SetSegments(segments)
    request.SetSwitchIfPossible(switchIfPossible)
    request.SetSyncDisplayName(syncDisplayName)
    request.Send(PSNAccountConnectRequest_Response);

Java

import com.gamesparks.sdk.api.autogen.GSRequestBuilder.PSNAccountConnectRequest;
import com.gamesparks.sdk.api.autogen.GSResponseBuilder.AuthenticationResponse;
import com.gamesparks.sdk.api.autogen.GSTypes.*;
import com.gamesparks.sdk.api.GSEventListener;

...
gs.getRequestBuilder().createPSNAccountConnectRequest()
    .setAuthorizationCode(authorizationCode)
    .setDoNotCreateNewPlayer(doNotCreateNewPlayer)
    .setDoNotLinkToCurrentPlayer(doNotLinkToCurrentPlayer)
    .setErrorOnSwitch(errorOnSwitch)
    .setRedirectUri(redirectUri)
    .setSegments(segments)
    .setSwitchIfPossible(switchIfPossible)
    .setSyncDisplayName(syncDisplayName)
    .send(new GSEventListener<AuthenticationResponse>() {
        @Override
        public void onEvent(AuthenticationResponse response) {
            String authToken = response.getAuthToken(); 
            String displayName = response.getDisplayName(); 
            Boolean newPlayer = response.getNewPlayer(); 
            GSData scriptData = response.getScriptData(); 
            Player switchSummary = response.getSwitchSummary(); 
            String userId = response.getUserId(); 
        }
    });

Cloud Code


    var request = new SparkRequests.PSNAccountConnectRequest();
    request.authorizationCode = ...;
    request.doNotCreateNewPlayer = ...;
    request.doNotLinkToCurrentPlayer = ...;
    request.errorOnSwitch = ...;
    request.redirectUri = ...;
    request.segments = ...;
    request.switchIfPossible = ...;
    request.syncDisplayName = ...;
    var response = request.Send();

var authToken = response.authToken; 
var displayName = response.displayName; 
var newPlayer = response.newPlayer; 
var scriptData = response.scriptData; 
var switchSummary = response.switchSummary; 
var userId = response.userId; 
Did this page help you? Please enter your feedback below. For questions about using this part of the platform, please contact support here