### Initialize EOS SDK and Create Platform in Godot GDScript Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt Initializes the EOS SDK with product details and then creates an EOS platform instance using provided credentials. It includes error handling for both initialization and platform creation steps. Platform-specific flags, like enabling the Windows overlay, can also be set. ```GDScript extends Control func _ready() -> void: # Step 1: Initialize the SDK var init_opts = EOS.Platform.InitializeOptions.new() init_opts.product_name = EOSCredentials.PRODUCT_NAME init_opts.product_version = EOSCredentials.PRODUCT_VERSION var init_result := EOS.Platform.PlatformInterface.initialize(init_opts) if not EOS.is_success(init_result): print("Failed to initialize EOS SDK: ", EOS.result_str(init_result)) return # Step 2: Create EOS platform var create_opts = EOS.Platform.CreateOptions.new() create_opts.product_id = EOSCredentials.PRODUCT_ID create_opts.sandbox_id = EOSCredentials.SANDBOX_ID create_opts.deployment_id = EOSCredentials.DEPLOYMENT_ID create_opts.client_id = EOSCredentials.CLIENT_ID create_opts.client_secret = EOSCredentials.CLIENT_SECRET create_opts.encryption_key = EOSCredentials.ENCRYPTION_KEY if OS.get_name() == "Windows": create_opts.flags = EOS.Platform.PlatformFlags.WindowsEnableOverlayOpengl var create_success := EOS.Platform.PlatformInterface.create(create_opts) if not create_success: print("Failed to create EOS Platform") return # Step 3: Setup logging IEOS.logging_interface_callback.connect(_on_logging_interface_callback) EOS.Logging.set_log_level(EOS.Logging.LogCategory.AllCategories, EOS.Logging.LogLevel.Info) # Step 4: Login (choose one method) _devauth_login() # _anonymous_login() func _on_logging_interface_callback(msg) -> void: msg = EOS.Logging.LogMessage.from(msg) print("[SDK] %s | %s" % [msg.category, msg.message]) ``` -------------------------------- ### Create EOS Platform Instance in Godot Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt This code creates the EOS Platform instance using product credentials stored in EOSCredentials.gd, after the SDK has been initialized. It includes platform-specific flags, such as enabling the Social Overlay on Windows for OpenGL mode. It also prints the SDK version. ```gdscript func _ready() -> void: # ... after SDK initialization ... # Create EOS platform with credentials var create_opts = EOS.Platform.CreateOptions.new() create_opts.product_id = EOSCredentials.PRODUCT_ID create_opts.sandbox_id = EOSCredentials.SANDBOX_ID create_opts.deployment_id = EOSCredentials.DEPLOYMENT_ID create_opts.client_id = EOSCredentials.CLIENT_ID create_opts.client_secret = EOSCredentials.CLIENT_SECRET create_opts.encryption_key = EOSCredentials.ENCRYPTION_KEY # Enable Social Overlay on Windows (OpenGL mode) if OS.get_name() == "Windows": create_opts.flags = EOS.Platform.PlatformFlags.WindowsEnableOverlayOpengl var create_success := EOS.Platform.PlatformInterface.create(create_opts) if not create_success: print("Failed to create EOS Platform") return else: print("Created EOS Platform") # Verify SDK version print("EOS SDK v", EOS.Version.VersionInterface.get_version()) ``` -------------------------------- ### Initialize EOS SDK in Godot Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt This code snippet initializes the Epic Online Services (EOS) SDK using product information retrieved from EOSCredentials.gd. Successful initialization is required before using any other EOS functionalities. It prints success or failure messages. ```gdscript func _ready() -> void: # Initialize the SDK with product information var init_opts = EOS.Platform.InitializeOptions.new() init_opts.product_name = EOSCredentials.PRODUCT_NAME init_opts.product_version = EOSCredentials.PRODUCT_VERSION var init_result := EOS.Platform.PlatformInterface.initialize(init_opts) if not EOS.is_success(init_result): print("Failed to initialize EOS SDK: ", EOS.result_str(init_result)) return else: print("Initialized EOS SDK") ``` -------------------------------- ### Configure EOS SDK Logging Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt Sets up EOS SDK logging to capture diagnostic and debug messages. It connects a callback to receive log messages and sets the log level for all categories to 'Info'. ```gdscript func _ready() -> void: # ... after platform creation ... # Setup Logs from EOS IEOS.logging_interface_callback.connect(_on_logging_interface_callback) var res := EOS.Logging.set_log_level(EOS.Logging.LogCategory.AllCategories, EOS.Logging.LogLevel.Info) if not EOS.is_success(res): print("Failed to set log level: ", EOS.result_str(res)) else: print("Setup EOS logging successfully") func _on_logging_interface_callback(msg) -> void: msg = EOS.Logging.LogMessage.from(msg) print("[SDK] %s | %s" % [msg.category, msg.message]) ``` -------------------------------- ### Configure EOS Credentials in Godot Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt The EOSCredentials.gd script centralizes Epic Games product credentials, fetching them from environment variables loaded by Env.gd. It defines constants for product name, version, IDs, client details, and encryption key. ```gdscript # EOSCredentials.gd - Credential storage autoload class_name EOSCredentials_ extends Node # Put your Epic Games Product details here @onready var PRODUCT_NAME = Env.get_var("PRODUCT_NAME") @onready var PRODUCT_VERSION = Env.get_var("PRODUCT_VERSION") @onready var PRODUCT_ID = Env.get_var("PRODUCT_ID") @onready var SANDBOX_ID = Env.get_var("SANDBOX_ID") @onready var DEPLOYMENT_ID = Env.get_var("DEPLOYMENT_ID") @onready var CLIENT_ID = Env.get_var("CLIENT_ID") @onready var CLIENT_SECRET = Env.get_var("CLIENT_SECRET") # Random string of 64 characters for data encryption @onready var ENCRYPTION_KEY = Env.get_var("ENCRYPTION_KEY") ``` -------------------------------- ### Anonymous Device ID Login Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt Logs in using a Device ID for anonymous authentication, ideal for guest access. This process involves creating a device ID, setting up credentials, and configuring login options with a display name. ```gdscript func _anonymous_login() -> void: # Login using Device ID (no user interaction/credentials required) print("make dir", DirAccess.make_dir_recursive_absolute("user://eosg-cache")) # Create a device ID for this device var opts = EOS.Connect.CreateDeviceIdOptions.new() opts.device_model = OS.get_name() + " " + OS.get_model_name() EOS.Connect.ConnectInterface.create_device_id(opts) await EOS.get_instance().connect_interface_create_device_id_callback # Setup credentials for device ID login var credentials = EOS.Connect.Credentials.new() credentials.token = null credentials.type = EOS.ExternalCredentialType.DeviceidAccessToken # Configure login options with display name var login_options = EOS.Connect.LoginOptions.new() login_options.credentials = credentials var user_login_info = EOS.Connect.UserLoginInfo.new() user_login_info.display_name = "Anon User" login_options.user_login_info = user_login_info EOS.Connect.ConnectInterface.login(login_options) IEOS.connect_interface_login_callback.connect(_on_auth_interface_login_callback) ``` -------------------------------- ### Developer Authentication Login Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt Logs in using the Dev Auth Tool, which is suitable for development and testing. This method requires the Epic Dev Auth Tool to be running locally and configures login options including scope flags. ```gdscript func _devauth_login(): # Login using Dev Auth Tool (for development/testing) var credentials = EOS.Auth.Credentials.new() credentials.type = EOS.Auth.LoginCredentialType.Developer credentials.id = "localhost:4545" # Dev Auth Tool address credentials.token = "3ddelano" # Dev Auth Tool credential name var login_opts = EOS.Auth.LoginOptions.new() login_opts.credentials = credentials login_opts.scope_flags = EOS.Auth.ScopeFlags.BasicProfile | EOS.Auth.ScopeFlags.FriendsList EOS.Auth.AuthInterface.login(login_opts) IEOS.auth_interface_login_callback.connect(_on_auth_interface_login_callback) func _on_auth_interface_login_callback(data: Dictionary) -> void: if not data.success: print("Login failed") EOS.print_result(data) return print("Login successfull: local_user_id=", data.local_user_id) ``` -------------------------------- ### Load Environment Variables in Godot Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt The Env.gd script loads environment variables from a .env file at runtime, preventing hardcoding of sensitive credentials. It supports comments and basic key-value pair parsing. This is crucial for secure configuration management. ```gdscript # Env.gd - Environment variable loader autoload extends Node var _env = {} func load_env(p_path := "res://.env"): if not FileAccess.file_exists(p_path): return {} var file = FileAccess.open(p_path, FileAccess.READ) var ret = {} while not file.eof_reached(): var line = file.get_line() # skip comment lines if line.lstrip(" ").begins_with("#"): continue var tokens = line.split("=", false, 1) if tokens.size() == 2: ret[tokens[0]] = tokens[1].lstrip("\"").rstrip("\""); return ret func _ready() -> void: _env = load_env() func get_var(p_name: String): if _env.has(p_name): return _env[p_name] return null # Example .env file format: # PRODUCT_NAME="My Game" # PRODUCT_VERSION="1.0.0" # PRODUCT_ID="your_product_id" # SANDBOX_ID="your_sandbox_id" # DEPLOYMENT_ID="your_deployment_id" # CLIENT_ID="your_client_id" # CLIENT_SECRET="your_client_secret" # ENCRYPTION_KEY="64_character_random_string" ``` -------------------------------- ### EOS Developer Authentication Login in Godot GDScript Source: https://context7.com/3ddelano/eosg-tutorial/llms.txt Performs a login using the Developer Authentication Tool. This method is suitable for development and testing environments. It requires setting up credentials and connecting a callback to handle the login result. ```GDScript func _devauth_login(): var credentials = EOS.Auth.Credentials.new() credentials.type = EOS.Auth.LoginCredentialType.Developer credentials.id = "localhost:4545" credentials.token = "3ddelano" var login_opts = EOS.Auth.LoginOptions.new() login_opts.credentials = credentials login_opts.scope_flags = EOS.Auth.ScopeFlags.BasicProfile | EOS.Auth.ScopeFlags.FriendsList EOS.Auth.AuthInterface.login(login_opts) IEOS.auth_interface_login_callback.connect(_on_auth_interface_login_callback) func _on_auth_interface_login_callback(data: Dictionary) -> void: if not data.success: print("Login failed") EOS.print_result(data) return print("Login successfull: local_user_id=", data.local_user_id) ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. 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