mirror of
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Added Chat Example
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Assets/Mirror/Examples/Chat/Prefabs/Player.prefab
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Assets/Mirror/Examples/Chat/Scenes/Main.unity
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Assets/Mirror/Examples/Chat/Scripts/ChatAuthenticator.cs
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Assets/Mirror/Examples/Chat/Scripts/ChatAuthenticator.cs
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using System;
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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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[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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/// <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 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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/// <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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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 (!Player.playerNames.Contains(msg.authUsername))
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{
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// Add the name to the HashSet
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Player.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(NetworkConnection 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 Username.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>((Action<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 OnClientAuthenticateInternal 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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AuthRequestMessage authRequestMessage = new AuthRequestMessage
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{
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authUsername = playerName,
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};
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NetworkClient.connection.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="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.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.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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36
Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
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Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
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using UnityEngine;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.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 ChatNetworkManager : NetworkManager
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{
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// Called by UI element NetworkAddressInput.OnValueChanged
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public void SetHostname(string hostname)
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{
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networkAddress = hostname;
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}
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public override void OnServerDisconnect(NetworkConnection conn)
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{
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// remove player name from the HashSet
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if (conn.authenticationData != null)
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Player.playerNames.Remove((string)conn.authenticationData);
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base.OnServerDisconnect(conn);
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}
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public override void OnClientDisconnect()
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{
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base.OnClientDisconnect();
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LoginUI.instance.gameObject.SetActive(true);
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LoginUI.instance.usernameInput.text = "";
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LoginUI.instance.usernameInput.ActivateInputField();
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}
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}
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}
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80
Assets/Mirror/Examples/Chat/Scripts/ChatUI.cs
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Assets/Mirror/Examples/Chat/Scripts/ChatUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.Chat
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{
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public class ChatUI : NetworkBehaviour
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{
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[Header("UI Elements")]
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public InputField chatMessage;
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public Text chatHistory;
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public Scrollbar scrollbar;
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[Header("Diagnostic - Do Not Edit")]
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public string localPlayerName;
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Dictionary<NetworkConnectionToClient, string> connNames = new Dictionary<NetworkConnectionToClient, string>();
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public static ChatUI instance;
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void Awake()
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{
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instance = this;
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}
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[Command(requiresAuthority = false)]
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public void CmdSend(string message, NetworkConnectionToClient sender = null)
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{
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if (!connNames.ContainsKey(sender))
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connNames.Add(sender, sender.identity.GetComponent<Player>().playerName);
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if (!string.IsNullOrWhiteSpace(message))
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RpcReceive(connNames[sender], message.Trim());
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}
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[ClientRpc]
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public void RpcReceive(string playerName, string message)
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{
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string prettyMessage = playerName == localPlayerName ?
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$"<color=red>{playerName}:</color> {message}" :
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$"<color=blue>{playerName}:</color> {message}";
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AppendMessage(prettyMessage);
|
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}
|
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|
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public void OnEndEdit(string input)
|
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{
|
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if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetButtonDown("Submit"))
|
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SendMessage();
|
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}
|
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// Called by OnEndEdit above and UI element SendButton.OnClick
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public void SendMessage()
|
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{
|
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if (!string.IsNullOrWhiteSpace(chatMessage.text))
|
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{
|
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CmdSend(chatMessage.text.Trim());
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chatMessage.text = string.Empty;
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chatMessage.ActivateInputField();
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}
|
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}
|
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internal void AppendMessage(string message)
|
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{
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StartCoroutine(AppendAndScroll(message));
|
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}
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IEnumerator AppendAndScroll(string message)
|
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{
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chatHistory.text += message + "\n";
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// it takes 2 frames for the UI to update ?!?!
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yield return null;
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yield return null;
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// slam the scrollbar down
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scrollbar.value = 0;
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}
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}
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}
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Assets/Mirror/Examples/Chat/Scripts/ChatUI.cs.meta
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Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs
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Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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|
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namespace Mirror.Examples.Chat
|
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{
|
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public class LoginUI : MonoBehaviour
|
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{
|
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[Header("UI Elements")]
|
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public InputField usernameInput;
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public Button hostButton;
|
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public Button clientButton;
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public Text errorText;
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public static LoginUI instance;
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|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public void ToggleButtons(string username)
|
||||
{
|
||||
hostButton.interactable = !string.IsNullOrWhiteSpace(username);
|
||||
clientButton.interactable = !string.IsNullOrWhiteSpace(username);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs.meta
Normal file
11
Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a77ca56c9d91af4b81b73a9907d6112
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
30
Assets/Mirror/Examples/Chat/Scripts/Player.cs
Normal file
30
Assets/Mirror/Examples/Chat/Scripts/Player.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Mirror.Examples.Chat
|
||||
{
|
||||
public class Player : NetworkBehaviour
|
||||
{
|
||||
public static readonly HashSet<string> playerNames = new HashSet<string>();
|
||||
|
||||
[SyncVar(hook = nameof(OnPlayerNameChanged))]
|
||||
public string playerName;
|
||||
|
||||
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
|
||||
[UnityEngine.RuntimeInitializeOnLoadMethod]
|
||||
static void ResetStatics()
|
||||
{
|
||||
playerNames.Clear();
|
||||
}
|
||||
|
||||
void OnPlayerNameChanged(string _, string newName)
|
||||
{
|
||||
ChatUI.instance.localPlayerName = playerName;
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
playerName = (string)connectionToClient.authenticationData;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Mirror/Examples/Chat/Scripts/Player.cs.meta
Normal file
11
Assets/Mirror/Examples/Chat/Scripts/Player.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3addc5ad220944ed6888319897606739
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user