214 lines
7.5 KiB
C#
214 lines
7.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/components/network-authenticators
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkAuthenticator.html
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*/
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namespace Mirror.Examples.Chat
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{
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[AddComponentMenu("")]
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public class ChatAuthenticator : NetworkAuthenticator
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{
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readonly HashSet<NetworkConnection> connectionsPendingDisconnect = new HashSet<NetworkConnection>();
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internal static readonly HashSet<string> playerNames = new HashSet<string>();
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[Header("Client Username")]
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public string playerName;
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#region Messages
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public struct AuthRequestMessage : NetworkMessage
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{
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// use whatever credentials make sense for your game
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// for example, you might want to pass the accessToken if using oauth
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public string authUsername;
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}
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public struct AuthResponseMessage : NetworkMessage
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{
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public byte code;
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public string message;
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}
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#endregion
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#region Server
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// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
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[UnityEngine.RuntimeInitializeOnLoadMethod]
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static void ResetStatics()
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{
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playerNames.Clear();
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}
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/// <summary>
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/// Called on server from StartServer to initialize the Authenticator
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/// <para>Server message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStartServer()
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{
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// register a handler for the authentication request we expect from client
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NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
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}
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/// <summary>
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/// Called on server from StopServer to reset the Authenticator
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/// <para>Server message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStopServer()
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{
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// unregister the handler for the authentication request
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NetworkServer.UnregisterHandler<AuthRequestMessage>();
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}
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/// <summary>
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/// Called on server from OnServerConnectInternal when a client needs to authenticate
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/// </summary>
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/// <param name="conn">Connection to client.</param>
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public override void OnServerAuthenticate(NetworkConnectionToClient conn)
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{
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// do nothing...wait for AuthRequestMessage from client
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}
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/// <summary>
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/// Called on server when the client's AuthRequestMessage arrives
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/// </summary>
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/// <param name="conn">Connection to client.</param>
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/// <param name="msg">The message payload</param>
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public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
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{
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Debug.Log($"Authentication Request: {msg.authUsername}");
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if (connectionsPendingDisconnect.Contains(conn)) return;
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// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
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if (!playerNames.Contains(msg.authUsername))
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{
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// Add the name to the HashSet
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playerNames.Add(msg.authUsername);
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// Store username in authenticationData
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// This will be read in Player.OnStartServer
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// to set the playerName SyncVar.
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conn.authenticationData = msg.authUsername;
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// create and send msg to client so it knows to proceed
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
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code = 100,
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message = "Success"
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};
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conn.Send(authResponseMessage);
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// Accept the successful authentication
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ServerAccept(conn);
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}
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else
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{
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connectionsPendingDisconnect.Add(conn);
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// create and send msg to client so it knows to disconnect
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
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code = 200,
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message = "Username already in use...try again"
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};
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conn.Send(authResponseMessage);
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// must set NetworkConnection isAuthenticated = false
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conn.isAuthenticated = false;
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// disconnect the client after 1 second so that response message gets delivered
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StartCoroutine(DelayedDisconnect(conn, 1f));
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}
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}
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IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
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{
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yield return new WaitForSeconds(waitTime);
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// Reject the unsuccessful authentication
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ServerReject(conn);
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yield return null;
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// remove conn from pending connections
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connectionsPendingDisconnect.Remove(conn);
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}
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#endregion
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#region Client
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// Called by UI element UsernameInput.OnValueChanged
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public void SetPlayername(string username)
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{
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playerName = username;
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LoginUI.instance.errorText.text = string.Empty;
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LoginUI.instance.errorText.gameObject.SetActive(false);
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}
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/// <summary>
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/// Called on client from StartClient to initialize the Authenticator
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/// <para>Client message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStartClient()
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{
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// register a handler for the authentication response we expect from server
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NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
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}
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/// <summary>
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/// Called on client from StopClient to reset the Authenticator
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/// <para>Client message handlers should be unregistered in this method.</para>
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/// </summary>
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public override void OnStopClient()
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{
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// unregister the handler for the authentication response
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NetworkClient.UnregisterHandler<AuthResponseMessage>();
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}
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/// <summary>
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/// Called on client from OnClientConnectInternal when a client needs to authenticate
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/// </summary>
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public override void OnClientAuthenticate()
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{
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NetworkClient.Send(new AuthRequestMessage { authUsername = playerName });
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}
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/// <summary>
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/// Called on client when the server's AuthResponseMessage arrives
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/// </summary>
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/// <param name="msg">The message payload</param>
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public void OnAuthResponseMessage(AuthResponseMessage msg)
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{
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if (msg.code == 100)
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{
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Debug.Log($"Authentication Response: {msg.code} {msg.message}");
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// Authentication has been accepted
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ClientAccept();
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}
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else
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{
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Debug.LogError($"Authentication Response: {msg.code} {msg.message}");
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// Authentication has been rejected
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// StopHost works for both host client and remote clients
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NetworkManager.singleton.StopHost();
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// Do this AFTER StopHost so it doesn't get cleared / hidden by OnClientDisconnect
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LoginUI.instance.errorText.text = msg.message;
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LoginUI.instance.errorText.gameObject.SetActive(true);
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}
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}
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#endregion
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}
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}
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