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| 1 | +using System; |
| 2 | +using System.Collections; |
| 3 | +using System.Collections.Generic; |
| 4 | +using Mirror; |
| 5 | +using UnityEngine; |
| 6 | +using UnityEngine.Events; |
| 7 | + |
| 8 | +namespace Mirror.Authenticators |
| 9 | +{ |
| 10 | + public class UniqueNameAuthenticator : NetworkAuthenticator |
| 11 | + { |
| 12 | + readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>(); |
| 13 | + public static readonly HashSet<string> playerNames = new HashSet<string>(); |
| 14 | + |
| 15 | + [Header("Client Username")] |
| 16 | + public string playerName; |
| 17 | + |
| 18 | + [Header("Events")] |
| 19 | + public UnityEvent<string> OnAuthSuccess = new UnityEvent<string>(); |
| 20 | + public UnityEvent<string> OnAuthFailure = new UnityEvent<string>(); |
| 21 | + |
| 22 | + #region Messages |
| 23 | + |
| 24 | + public struct AuthRequestMessage : NetworkMessage |
| 25 | + { |
| 26 | + // use whatever credentials make sense for your game |
| 27 | + // for example, you might want to pass the accessToken if using oauth |
| 28 | + public string authUsername; |
| 29 | + } |
| 30 | + |
| 31 | + public struct AuthResponseMessage : NetworkMessage |
| 32 | + { |
| 33 | + public bool success; |
| 34 | + public string message; |
| 35 | + } |
| 36 | + |
| 37 | + #endregion |
| 38 | + |
| 39 | + #region Server |
| 40 | + |
| 41 | + // RuntimeInitializeOnLoadMethod -> fast playmode without domain reload |
| 42 | + [UnityEngine.RuntimeInitializeOnLoadMethod] |
| 43 | + static void ResetStatics() |
| 44 | + { |
| 45 | + playerNames.Clear(); |
| 46 | + } |
| 47 | + |
| 48 | + /// <summary> |
| 49 | + /// Called on server from StartServer to initialize the Authenticator |
| 50 | + /// <para>Server message handlers should be registered in this method.</para> |
| 51 | + /// </summary> |
| 52 | + public override void OnStartServer() |
| 53 | + { |
| 54 | + // register a handler for the authentication request we expect from client |
| 55 | + NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false); |
| 56 | + } |
| 57 | + |
| 58 | + /// <summary> |
| 59 | + /// Called on server from StopServer to reset the Authenticator |
| 60 | + /// <para>Server message handlers should be registered in this method.</para> |
| 61 | + /// </summary> |
| 62 | + public override void OnStopServer() |
| 63 | + { |
| 64 | + // unregister the handler for the authentication request |
| 65 | + NetworkServer.UnregisterHandler<AuthRequestMessage>(); |
| 66 | + } |
| 67 | + |
| 68 | + /// <summary> |
| 69 | + /// Called on server from OnServerConnectInternal when a client needs to authenticate |
| 70 | + /// </summary> |
| 71 | + /// <param name="conn">Connection to client.</param> |
| 72 | + public override void OnServerAuthenticate(NetworkConnectionToClient conn) |
| 73 | + { |
| 74 | + // do nothing...wait for AuthRequestMessage from client |
| 75 | + } |
| 76 | + |
| 77 | + /// <summary> |
| 78 | + /// Called on server when the client's AuthRequestMessage arrives |
| 79 | + /// </summary> |
| 80 | + /// <param name="conn">Connection to client.</param> |
| 81 | + /// <param name="msg">The message payload</param> |
| 82 | + public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg) |
| 83 | + { |
| 84 | + Debug.Log($"Authentication Request: {msg.authUsername}"); |
| 85 | + |
| 86 | + if (connectionsPendingDisconnect.Contains(conn)) return; |
| 87 | + |
| 88 | + // check the credentials by calling your web server, database table, playfab api, or any method appropriate. |
| 89 | + if (!playerNames.Contains(msg.authUsername)) |
| 90 | + { |
| 91 | + // Add the name to the HashSet |
| 92 | + playerNames.Add(msg.authUsername); |
| 93 | + |
| 94 | + // Store username in authenticationData |
| 95 | + // This will be read in Player.OnStartServer |
| 96 | + // to set the playerName SyncVar. |
| 97 | + conn.authenticationData = msg.authUsername; |
| 98 | + |
| 99 | + // create and send msg to client so it knows to proceed |
| 100 | + AuthResponseMessage authResponseMessage = new AuthResponseMessage |
| 101 | + { |
| 102 | + success = true, |
| 103 | + message = "Success" |
| 104 | + }; |
| 105 | + |
| 106 | + conn.Send(authResponseMessage); |
| 107 | + |
| 108 | + // Accept the successful authentication |
| 109 | + ServerAccept(conn); |
| 110 | + } |
| 111 | + else |
| 112 | + { |
| 113 | + connectionsPendingDisconnect.Add(conn); |
| 114 | + |
| 115 | + // create and send msg to client so it knows to disconnect |
| 116 | + AuthResponseMessage authResponseMessage = new AuthResponseMessage |
| 117 | + { |
| 118 | + success = false, |
| 119 | + message = "Username already in use...try again" |
| 120 | + }; |
| 121 | + |
| 122 | + conn.Send(authResponseMessage); |
| 123 | + |
| 124 | + // must set NetworkConnection isAuthenticated = false |
| 125 | + conn.isAuthenticated = false; |
| 126 | + |
| 127 | + // disconnect the client after 1 second so that response message gets delivered |
| 128 | + StartCoroutine(DelayedDisconnect(conn, 1f)); |
| 129 | + } |
| 130 | + } |
| 131 | + |
| 132 | + IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime) |
| 133 | + { |
| 134 | + yield return new WaitForSeconds(waitTime); |
| 135 | + |
| 136 | + // Reject the unsuccessful authentication |
| 137 | + ServerReject(conn); |
| 138 | + |
| 139 | + yield return null; |
| 140 | + |
| 141 | + // remove conn from pending connections |
| 142 | + connectionsPendingDisconnect.Remove(conn); |
| 143 | + } |
| 144 | + |
| 145 | + #endregion |
| 146 | + |
| 147 | + #region Client |
| 148 | + |
| 149 | + // Called by UI element UsernameInput.OnValueChanged |
| 150 | + public void SetPlayername(string username) |
| 151 | + { |
| 152 | + playerName = username; |
| 153 | + } |
| 154 | + |
| 155 | + /// <summary> |
| 156 | + /// Called on client from StartClient to initialize the Authenticator |
| 157 | + /// <para>Client message handlers should be registered in this method.</para> |
| 158 | + /// </summary> |
| 159 | + public override void OnStartClient() |
| 160 | + { |
| 161 | + // register a handler for the authentication response we expect from server |
| 162 | + NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false); |
| 163 | + } |
| 164 | + |
| 165 | + /// <summary> |
| 166 | + /// Called on client from StopClient to reset the Authenticator |
| 167 | + /// <para>Client message handlers should be unregistered in this method.</para> |
| 168 | + /// </summary> |
| 169 | + public override void OnStopClient() |
| 170 | + { |
| 171 | + // unregister the handler for the authentication response |
| 172 | + NetworkClient.UnregisterHandler<AuthResponseMessage>(); |
| 173 | + } |
| 174 | + |
| 175 | + /// <summary> |
| 176 | + /// Called on client from OnClientConnectInternal when a client needs to authenticate |
| 177 | + /// </summary> |
| 178 | + public override void OnClientAuthenticate() |
| 179 | + { |
| 180 | + NetworkClient.Send(new AuthRequestMessage { authUsername = playerName }); |
| 181 | + } |
| 182 | + |
| 183 | + /// <summary> |
| 184 | + /// Called on client when the server's AuthResponseMessage arrives |
| 185 | + /// </summary> |
| 186 | + /// <param name="msg">The message payload</param> |
| 187 | + public void OnAuthResponseMessage(AuthResponseMessage msg) |
| 188 | + { |
| 189 | + if (msg.success) |
| 190 | + { |
| 191 | + Debug.Log($"Authentication Response: Success: {msg.message}"); |
| 192 | + |
| 193 | + // Invoke Success Action |
| 194 | + OnAuthSuccess.Invoke(msg.message); |
| 195 | + |
| 196 | + // Authentication has been accepted |
| 197 | + ClientAccept(); |
| 198 | + } |
| 199 | + else |
| 200 | + { |
| 201 | + Debug.LogError($"Authentication Response: Failure: {msg.message}"); |
| 202 | + |
| 203 | + // Name was not unique, so stop the client |
| 204 | + // StopHost works for both host client and remote clients |
| 205 | + NetworkManager.singleton.StopHost(); |
| 206 | + |
| 207 | + // Invoke Failure Action after StopHost |
| 208 | + OnAuthFailure.Invoke(msg.message); |
| 209 | + } |
| 210 | + } |
| 211 | + |
| 212 | + #endregion |
| 213 | + } |
| 214 | +} |
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