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Basic Authenticator code organization and comments (#2369)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
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@ -14,7 +14,9 @@ public class BasicAuthenticator : NetworkAuthenticator
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public string username;
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public string password;
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public struct AuthRequestMessage : NetworkMessage
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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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@ -28,34 +30,34 @@ public struct AuthResponseMessage : NetworkMessage
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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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/// <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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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 server from OnServerAuthenticateInternal 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(NetworkConnection conn)
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{
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// do nothing...wait for AuthRequestMessage from client
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}
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public override void OnClientAuthenticate(NetworkConnection conn)
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{
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AuthRequestMessage authRequestMessage = new AuthRequestMessage
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{
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authUsername = username,
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authPassword = password
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};
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conn.Send(authRequestMessage);
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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(NetworkConnection conn, AuthRequestMessage msg)
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{
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if (logger.LogEnabled()) logger.LogFormat(LogType.Log, "Authentication Request: {0} {1}", msg.authUsername, msg.authPassword);
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@ -94,12 +96,46 @@ public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
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}
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}
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public IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
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IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
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{
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yield return new WaitForSeconds(waitTime);
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conn.Disconnect();
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}
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#endregion
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#region Client
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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 OnClientAuthenticateInternal when a client needs to authenticate
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/// </summary>
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/// <param name="conn">Connection of the client.</param>
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public override void OnClientAuthenticate(NetworkConnection conn)
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{
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AuthRequestMessage authRequestMessage = new AuthRequestMessage
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{
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authUsername = username,
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authPassword = password
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};
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conn.Send(authRequestMessage);
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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="conn">Connection to client.</param>
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/// <param name="msg">The message payload</param>
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public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage msg)
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{
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if (msg.code == 100)
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@ -120,5 +156,7 @@ public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage ms
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conn.Disconnect();
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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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