194 lines
6.6 KiB
C#
194 lines
6.6 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Mirror.Authenticators
|
|
{
|
|
[AddComponentMenu("Network/ Authenticators/Basic Authenticator")]
|
|
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/basic-authenticator")]
|
|
public class BasicAuthenticator : NetworkAuthenticator
|
|
{
|
|
[Header("Server Credentials")]
|
|
public string serverUsername;
|
|
public string serverPassword;
|
|
|
|
[Header("Client Credentials")]
|
|
public string username;
|
|
public string password;
|
|
|
|
readonly HashSet<NetworkConnection> connectionsPendingDisconnect = new HashSet<NetworkConnection>();
|
|
|
|
#region Messages
|
|
|
|
public struct AuthRequestMessage : NetworkMessage
|
|
{
|
|
// use whatever credentials make sense for your game
|
|
// for example, you might want to pass the accessToken if using oauth
|
|
public string authUsername;
|
|
public string authPassword;
|
|
}
|
|
|
|
public struct AuthResponseMessage : NetworkMessage
|
|
{
|
|
public byte code;
|
|
public string message;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Server
|
|
|
|
/// <summary>
|
|
/// Called on server from StartServer to initialize the Authenticator
|
|
/// <para>Server message handlers should be registered in this method.</para>
|
|
/// </summary>
|
|
public override void OnStartServer()
|
|
{
|
|
// register a handler for the authentication request we expect from client
|
|
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on server from StopServer to reset the Authenticator
|
|
/// <para>Server message handlers should be registered in this method.</para>
|
|
/// </summary>
|
|
public override void OnStopServer()
|
|
{
|
|
// unregister the handler for the authentication request
|
|
NetworkServer.UnregisterHandler<AuthRequestMessage>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
|
|
/// </summary>
|
|
/// <param name="conn">Connection to client.</param>
|
|
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
|
|
{
|
|
// do nothing...wait for AuthRequestMessage from client
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on server when the client's AuthRequestMessage arrives
|
|
/// </summary>
|
|
/// <param name="conn">Connection to client.</param>
|
|
/// <param name="msg">The message payload</param>
|
|
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
|
|
{
|
|
//Debug.Log($"Authentication Request: {msg.authUsername} {msg.authPassword}");
|
|
|
|
if (connectionsPendingDisconnect.Contains(conn)) return;
|
|
|
|
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
|
|
if (msg.authUsername == serverUsername && msg.authPassword == serverPassword)
|
|
{
|
|
// create and send msg to client so it knows to proceed
|
|
AuthResponseMessage authResponseMessage = new AuthResponseMessage
|
|
{
|
|
code = 100,
|
|
message = "Success"
|
|
};
|
|
|
|
conn.Send(authResponseMessage);
|
|
|
|
// Accept the successful authentication
|
|
ServerAccept(conn);
|
|
}
|
|
else
|
|
{
|
|
connectionsPendingDisconnect.Add(conn);
|
|
|
|
// create and send msg to client so it knows to disconnect
|
|
AuthResponseMessage authResponseMessage = new AuthResponseMessage
|
|
{
|
|
code = 200,
|
|
message = "Invalid Credentials"
|
|
};
|
|
|
|
conn.Send(authResponseMessage);
|
|
|
|
// must set NetworkConnection isAuthenticated = false
|
|
conn.isAuthenticated = false;
|
|
|
|
// disconnect the client after 1 second so that response message gets delivered
|
|
StartCoroutine(DelayedDisconnect(conn, 1f));
|
|
}
|
|
}
|
|
|
|
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
|
|
{
|
|
yield return new WaitForSeconds(waitTime);
|
|
|
|
// Reject the unsuccessful authentication
|
|
ServerReject(conn);
|
|
|
|
yield return null;
|
|
|
|
// remove conn from pending connections
|
|
connectionsPendingDisconnect.Remove(conn);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Client
|
|
|
|
/// <summary>
|
|
/// Called on client from StartClient to initialize the Authenticator
|
|
/// <para>Client message handlers should be registered in this method.</para>
|
|
/// </summary>
|
|
public override void OnStartClient()
|
|
{
|
|
// register a handler for the authentication response we expect from server
|
|
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on client from StopClient to reset the Authenticator
|
|
/// <para>Client message handlers should be unregistered in this method.</para>
|
|
/// </summary>
|
|
public override void OnStopClient()
|
|
{
|
|
// unregister the handler for the authentication response
|
|
NetworkClient.UnregisterHandler<AuthResponseMessage>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
|
|
/// </summary>
|
|
public override void OnClientAuthenticate()
|
|
{
|
|
AuthRequestMessage authRequestMessage = new AuthRequestMessage
|
|
{
|
|
authUsername = username,
|
|
authPassword = password
|
|
};
|
|
|
|
NetworkClient.connection.Send(authRequestMessage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on client when the server's AuthResponseMessage arrives
|
|
/// </summary>
|
|
/// <param name="msg">The message payload</param>
|
|
public void OnAuthResponseMessage(AuthResponseMessage msg)
|
|
{
|
|
if (msg.code == 100)
|
|
{
|
|
//Debug.Log($"Authentication Response: {msg.message}");
|
|
|
|
// Authentication has been accepted
|
|
ClientAccept();
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"Authentication Response: {msg.message}");
|
|
|
|
// Authentication has been rejected
|
|
ClientReject();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|