How to integrate the Web Playable with your website-level login
Put your webgame on your website with your own website authentication.
This assumes you have already completed (or understand) the game-level authentication part, independent of this website-level authentication. Read the documentation on game-level authentication with session tokens here.
Summary of steps to integrate website-level user system with Pley.
To start the game on the web:
- Call Pley's API
issue-access-token
HTTP API to get an access token.- Initialize the Pley Web SDK on the website, including the callback to issue new Access Tokens.
- If the user is not logged in, initialize the Pley Web SDK without an access token to start a guest session.
- Create the Web Playable using
pley.createPlayable
(Read more).As well as:
- Update the session's authentication status (
pley.updateToken
) if the user logs-in or logs-out.- Optional If you can change which game progress your login system is connected to:
- Provide a webhook
POST /allocate-game-user
to get a Pley Game User ID from the game backend by providing the Scope User ID (i.e. your user system user ID)- Create a new Pley Game User if it's a guest who hasn't played on web before.
(API Reference)
Terminology
Scope: One or more games using the same authentication system, such as YourStudioID.
Scope User: A user on your website ('scope')
Game User: A user in the backend of one of the games
Pley Access Token: A short-lived token certifying ownership of a certain Scope User
Pley Game User: Pleyβs equivalent to your Game User for storing Pley-related features
Guest Session: A session where the user is not logged in, which is created by not issuing an access token.
Website setup
Issuing Pley Access Tokens
On your website, your account system is at the top level and determines which game progress is loaded when a user (Scope User) starts playing a game. To find the corresponding data on our side, Pley needs to stay in sync with which user is logged in. This is achieved by calling the Pley Issue Access Token endpoint using your Scope User ID and email (if available), which issues a Pley Access Token.
- The player clicks "Start Game".
- Call Pley's Issue Access Token endpoint and provide the user's ID and email.
- Receive Access Token in the response.
POST https://api.pley.com/v3/auth-kit/issue-access-token
// Authorization: Bearer API_TOKEN
// Body
{
// Scope ID for game manager
"scope_id": "xyz",
// An ID of one of your scope users
"scope_user_id": "xyz",
// Email of the user
"email": "[email protected]"
}
// Response
// 200
{
"data": {
// Pley Access Token
"access_token": "xyz"
}
}
Pley Web SDK
Pley provides the Pley Web SDK for your website to interface with Pley.
Article: Adding the Pley Web SDK to your website and initializing a web playable.
Adding Web SDK to your website
The Pley Web SDK script is hosted under https://www.pley.com/sdk/v1.js
. You can include it wherever you like, as long as it's loaded before you use the Pley Web SDK.
Example:
<!DOCTYPE html>
<!-- Included in header -->
<head>
<script src="https://www.pley.com/playable/v1/web_sdk.js"></script>
</head>
<body>
<!-- Or loaded asynchronously in body -->
<script>
var script = document.createElement("script");
script.src = "https://www.pley.com/playable/v1/web_sdk.js";
script.async = true;
script.onload = function() {
const webSdk = new window.Pley.Web({
// ...
});
// ...
};
document.body.appendChild(script);
</script>
</body>
Web SDK Initialization with Initial Access Token
After getting an issued access token, you can initialize the Pley Web SDK.
When initializing the Pley Web SDK, pass the token as initialToken
. If the user is currently not logged in, pass undefined
(creating a guest session). Because the Pley Access Token is short-lived, it needs to be continually reissued. If a new token is needed, the onIssueToken
callback will fire, which you should use to make a call to your backend to fetch a new Pley Access Token.
- Initialize the Pley Web SDK with the initial Access Token.
- When callback
onIssueToken
fires, call your backend to fetch a new Pley Access Token using Issue Access Token.
// Example implementation
async function issueToken(): string {
if (!isLoggedIn) {
return undefined;
}
return fetch("https://your-back-end.tech/v5/issue-pley-access-token").json()["token"];
}
const pley = new Pley.Web({
scopeID: "ID_FROM_GAME_MANAGER",
initialToken?: "xyz" | undefined,
onIssueToken: issueToken,
})
Guest Sessions
Enabling guest sessions (playing the game without logging in) is simple.
- Initialize the Web SDK without an
access token
. - If the user logs in, run
pley.updateToken
(see below).
Pley handles the rest.
Update token
When the user decides to log in, change account, log out or the logged-in Scope User ID changes for any reason, the Pley Web SDK needs to be notified to take appropriate actions, such as close the game or payment sessions. When that happens, issue a new Pley Access Token or pass undefined
to pley.updateToken()
if the user is a guest.
// User session changed
pley.updateToken(token | undefined);
Handling the four authentication cases
Note
This section is only relevant if your players can link their accounts with your existing website-level user system. Examples of this are "Link with YourAccountSystem" buttons in the mobile game.
It is not needed if your game inherently connects one game progress with a user-system account. It is only needed if users can link/unlink the two at will.
By default, Pley maintains the relationship between website-level users and game progress. However, if players in your game can connect to the website-level user system (Scope User system), the source of truth lies in your backend, not in Pley. So, Pley needs to be able to query the current state of that relationship for individual Scope Users.
This is where the Allocate Game User webhook comes in (https://docs.pley.com/reference/allocate-game-user). The webhook also takes care of a few other use cases:
- Correctly pick existing Game Users based on the Scope User ID from other platforms, so players can continue playing on the web just by logging into the correct Scope User on the website level.
- Make sure that before the game starts, the Game User is correctly connected to the Scope User.
- Enable the adoption of guest progress without the site-level user system having to support guest users.
- Enable Pley to pick the correct Pley Game User for the game session.
The webhook implementation needs to follow this logic (in this order):
- Return existing web progress
If the Scope User already has aGame User
with apley_game_user_id
, return that ID.
Use case: The user is logged in and has prior progress on the web. - Return existing non-web progress
If the Scope User has a Game User but nopley_game_user_id
, assignnew_pley_game_user_id
to it and return that ID.
Use case: The user has prior progress but has never played on the web. - Adopt guest progress
If the player previously played as a guest, the unlinkedpley_game_user_id
may be set.
- Look up a Game User with that
pley_game_user_id
. - If not found, create a new Game User and assign
unlinked_pley_game_user_id
. - In either case, assign
scope_user_id
to the Game User and returnunlinked_pley_game_user_id
.
Use case: The user played as a guest before logging in.
- Create new player
If no existing progress is found, create a new Game User with bothscope_user_id
andnew_pley_game_user_id
, then returnnew_pley_game_user_id
.
Use case: The user is completely new to the game.
This is an example implementation with Typescript/Python of the webhook:
import { users } from './users'; // Mock user solution
interface AllocateGameUserRequest {
scope_user_id: string;
new_pley_game_user_id: string;
unlinked_pley_game_user_id?: string | null;
}
export function handleAllocateGameUser(req: AllocateGameUserRequest): string {
const { scope_user_id, new_pley_game_user_id, unlinked_pley_game_user_id } = req;
// Get existing user.
const existingUser = users.getByScopeUserId(scope_user_id);
if (existingUser) {
if (existingUser.pley_game_user_id) {
// 1. Existing web user
return existingUser.pley_game_user_id;
}
// 2. Existing non-web user
users.setPleyGameUserId(existingUser.id, new_pley_game_user_id);
return new_pley_game_user_id;
}
if (unlinked_pley_game_user_id) {
let guestUser = users.getByPleyGameUserId(unlinked_pley_game_user_id);
if (!guestUser) {
guestUser = users.createNewGameUser();
users.setPleyGameUserId(guestUser.id, unlinked_pley_game_user_id);
}
users.setScopeUserId(guestUser.id, scope_user_id);
// 3. Adopt guest progress
return unlinked_pley_game_user_id;
}
// 4. Brand new user
const newUser = users.createNewGameUser();
users.setPleyGameUserId(newUser.id, new_pley_game_user_id);
users.setScopeUserId(newUser.id, scope_user_id);
return new_pley_game_user_id;
}
# This function takes the response as a JSON object and returns the Pley Game User ID
def handle_allocate_game_user(req):
existing_game_user = users.get_by_scope_user_id(req.scope_user_id)
if existing_game_user is not None:
if existing_game_user.pley_game_user_id is not None:
# 1. Existing web progress
return existing_game_user.pley_game_user_id
users.set_pley_game_user_id(existing_game_user.id, req.new_pley_game_user_id)
# 2. Existing non-web progress
return req.new_pley_game_user_id
if req.unlinked_pley_game_user_id is not None:
game_user = users.get_by_pley_game_user_id(req.unlinked_pley_game_user_id)
if game_user is None:
game_user = users.create_new_game_user()
users.set_pley_game_user_id(game_user.id, req.unlinked_pley_game_user_id)
users.set_scope_user_id(game_user.id, req.scope_user_id)
# 3. Adopt guest progress
return req.unlinked_pley_game_user_id
game_user = users.create_new_game_user()
users.set_pley_game_user_id(game_user.id, req.new_pley_game_user_id)
users.set_scope_user_id(game_user.id, req.scope_user_id)
# 4. New player
return req.new_pley_game_user_id
Updated 5 days ago