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feat: Device Authenticator (#3003)
* feat: Device Authenticator Uses `SystemInfo.deviceUniqueIdentifier` for authentication.
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Assets/Mirror/Authenticators/DeviceAuthenticator.cs
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129
Assets/Mirror/Authenticators/DeviceAuthenticator.cs
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using System;
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using UnityEngine;
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namespace Mirror.Authenticators
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{
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/// <summary>
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/// An authenicator that identifies the user by their device.
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/// <para>A GUID is used as a fallback when the platform doesn't support SystemInfo.deviceUniqueIdentifier.</para>
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/// <para>Note: deviceUniqueIdentifier can be spoofed, so security is not guaranteed.</para>
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/// <para>See https://docs.unity3d.com/ScriptReference/SystemInfo-deviceUniqueIdentifier.html for details.</para>
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/// </summary>
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[AddComponentMenu("Network/Authenticators/DeviceAuthenticator")]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/device-authenticator")]
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public class DeviceAuthenticator : NetworkAuthenticator
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{
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#region Messages
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public struct AuthRequestMessage : NetworkMessage
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{
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public string clientDeviceID;
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}
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public struct AuthResponseMessage : NetworkMessage { }
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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 client to send his id
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}
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void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
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{
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Debug.Log($"connection {conn.connectionId} authenticated with id {msg.clientDeviceID}");
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// Store the device id for later reference, e.g. when spawning the player
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conn.authenticationData = msg.clientDeviceID;
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// Send a response to client telling it to proceed as authenticated
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conn.Send(new AuthResponseMessage());
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// Accept the successful authentication
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ServerAccept(conn);
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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>((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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string deviceUniqueIdentifier = SystemInfo.deviceUniqueIdentifier;
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// Not all platforms support this, so we use a GUID instead
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if (deviceUniqueIdentifier == SystemInfo.unsupportedIdentifier)
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{
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// Get the value from PlayerPrefs if it exists, new GUID if it doesn't
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deviceUniqueIdentifier = PlayerPrefs.GetString("deviceUniqueIdentifier", Guid.NewGuid().ToString());
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// Store the deviceUniqueIdentifier to PlayerPrefs (in case we just made a new GUID)
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PlayerPrefs.SetString("deviceUniqueIdentifier", deviceUniqueIdentifier);
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}
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// send the deviceUniqueIdentifier to the server
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NetworkClient.connection.Send(new AuthRequestMessage { clientDeviceID = deviceUniqueIdentifier } );
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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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Debug.Log("Authentication Success");
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ClientAccept();
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}
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#endregion
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}
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}
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Assets/Mirror/Authenticators/DeviceAuthenticator.cs.meta
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11
Assets/Mirror/Authenticators/DeviceAuthenticator.cs.meta
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fileFormatVersion: 2
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guid: 60960a6ba81a842deb2fdcdc93788242
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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assetBundleName:
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assetBundleVariant:
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