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Initial unity project
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saguim committed Mar 28, 2021
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53 changes: 53 additions & 0 deletions .gitattributes
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# 3D models
*.3dm filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
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125 changes: 125 additions & 0 deletions .gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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3 changes: 3 additions & 0 deletions .vscode/settings.json
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{
"git.ignoreLimitWarning": true
}
8 changes: 8 additions & 0 deletions Assets/Mirror.meta

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8 changes: 8 additions & 0 deletions Assets/Mirror/Authenticators.meta

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179 changes: 179 additions & 0 deletions Assets/Mirror/Authenticators/BasicAuthenticator.cs
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using System.Collections;
using UnityEngine;

namespace Mirror.Authenticators
{
[AddComponentMenu("Network/Authenticators/BasicAuthenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
[Header("Custom Properties")]

// set these in the inspector
public string username;
public string password;

#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(NetworkConnection 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(NetworkConnection conn, AuthRequestMessage msg)
{
// Debug.LogFormat(LogType.Log, "Authentication Request: {0} {1}", msg.authUsername, msg.authPassword);

// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.authUsername == username && msg.authPassword == password)
{
// 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
{
// 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, 1));
}
}

IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);

// Reject the unsuccessful authentication
ServerReject(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>
/// <param name="conn">Connection of the client.</param>
public override void OnClientAuthenticate(NetworkConnection conn)
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};

conn.Send(authRequestMessage);
}

/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage msg)
{
if (msg.code == 100)
{
// Debug.LogFormat(LogType.Log, "Authentication Response: {0}", msg.message);

// Authentication has been accepted
ClientAccept(conn);
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");

// Authentication has been rejected
ClientReject(conn);
}
}

#endregion
}
}
11 changes: 11 additions & 0 deletions Assets/Mirror/Authenticators/BasicAuthenticator.cs.meta

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