using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
[AddComponentMenu("Network/Authenticators/BasicAuthenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
static readonly ILogger logger = LogFactory.GetLogger(typeof(BasicAuthenticator));
[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
///
/// Called on server from StartServer to initialize the Authenticator
/// Server message handlers should be registered in this method.
///
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler(OnAuthRequestMessage, false);
}
///
/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
///
/// Connection to client.
public override void OnServerAuthenticate(NetworkConnection conn)
{
// do nothing...wait for AuthRequestMessage from client
}
///
/// Called on server when the client's AuthRequestMessage arrives
///
/// Connection to client.
/// The message payload
public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
{
if (logger.LogEnabled()) logger.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
///
/// Called on client from StartClient to initialize the Authenticator
/// Client message handlers should be registered in this method.
///
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler(OnAuthResponseMessage, false);
}
///
/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
///
/// Connection of the client.
public override void OnClientAuthenticate(NetworkConnection conn)
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};
conn.Send(authRequestMessage);
}
///
/// Called on client when the server's AuthResponseMessage arrives
///
/// Connection to client.
/// The message payload
public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage msg)
{
if (msg.code == 100)
{
if (logger.LogEnabled()) logger.LogFormat(LogType.Log, "Authentication Response: {0}", msg.message);
// Authentication has been accepted
ClientAccept(conn);
}
else
{
logger.LogFormat(LogType.Error, "Authentication Response: {0}", msg.message);
// Authentication has been rejected
ClientReject(conn);
}
}
#endregion
}
}