#1 Open Source Unity Networking Library
Go to file
MrGadget 56bcb02c15 feat: Authentication Framework (#1057)
* Component-based Authentication

* Capitalized IsAuthenticated

* Added isAuthenticated to NetworkConnection

* Removed activeAuthenticator as unnecessary

* Removed unnecessary using

* Added more comments

* Documentation

* Added cs to code blocks in doc

* fixed typo in doc

* Doc improvements

* Fixed another typo in doc

* Removed HideInInspector

* Updated doc and image

* Fixed comment

* Added inspector header and tooltips

* Fixed typo

* Add AuthenticationData object

* Add a bullet point in the doc about AuthenticationData

* Updated screenshot image

* Added HelpURL attribute

* Added Initializers for both Server and Client

* Fixed doc grammar and phrasing

* Forgot to add the ClientInitialize in StartHost

* Updated doc with info about the initializers

* Changed initializers from bool to void.

* Eliminated the abstract model and renamed to NetworkAuthenticator and made all methods virtual

* Fixed comment

* Fixed typo

* Doc cleanup

* Doc Cleanup

* authenticator RemoveAllListeners in StopServer and StopClient

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Changes requested by Vis

* reverted conflicting change

* Revert "reverted conflicting change"

This reverts commit f65870e073.

* UnityEditor.Undo.RecordObject

* made the name camelCase

* Added internal methods and On prefix to methods

* Reverted this change so it can be done in a separate PR

* Moved authenticator calls to after runInBackground

* Add built-in timeout feature

* Changed UnityEditor.Undo.RecordObject to use gameobject

* Convert to Abstract, add Basic Authenticator, update docs.

* Removed timeout, against my better judgement.

* Removed the rest of timeout, still against my better judgement

* Fixed event listener mappings

* Renamed and consolidated methods

* updated doc and image

* made OnClientAuthenticate and OnServerAuthenticate abstract

* Updated Debug log msgs

* changed to authenticator != null

* Renamed to NetworkAuthenticator
2019-09-17 10:41:04 +02:00
.github/ISSUE_TEMPLATE Update issue templates 2019-04-05 09:57:36 +02:00
Assets feat: Authentication Framework (#1057) 2019-09-17 10:41:04 +02:00
doc feat: Authentication Framework (#1057) 2019-09-17 10:41:04 +02:00
ProjectSettings ProjectSettings define saved 2019-08-01 11:45:08 +02:00
.editorconfig Switched braces to silent as suggested by Petris 2019-02-23 07:32:17 -06:00
.gitattributes ensure future c# code has consistent EOL 2019-01-05 10:09:05 -06:00
.gitignore Update .gitignore 2019-07-29 19:32:18 -04:00
.releaserc.yml fix: #679 unity package 2019-04-04 05:34:13 -05:00
appveyor.yml fix appveyor build error (#1029) 2019-08-25 08:24:38 -05:00
CONTRIBUTING.md Naming guidelines. (#690) 2019-03-31 11:32:36 +02:00
LICENSE Add contributors 2019-07-16 21:16:07 -05:00
README.md Update README.md 2019-08-26 07:50:16 -04:00

Mirror Logo

Download Documentation Forum donate Build status Discord release

Mirror is a high level Networking API for Unity, built on top of the low level Telepathy library.

Mirror is built and tested for MMO Scale Networking by the developers of uMMORPG, uSurvival and Cubica.

Mirror is optimized for ease of use and probability of success. Projects that use Mirror are small, concise and maintainable. uMMORPG was possible with <6000 lines of code. We needed a networking library that allows us to launch our games, period.

With Mirror, the Server & Client are ONE project (hence the name). Instead of having one code base for the server and one for the client, we simply use the same code for both of them.

  • [Server] / [Client] tags can be used for the server-only and client-only parts.
  • [Command] are used for Client->Server, and [ClientRpc] / [TargetRpc] for Server->Client communication.
  • [SyncVar]s and SyncLists are used to automatically synchronize state.

What previously required 10.000 lines of code, now takes 1.000 lines of code. Therein lies the magic of Mirror.

Note: Mirror is based on Unity's abandoned UNET Networking system. We fixed it up and pushed it to MMO Scale.

Documentation

Check out our Documentation.

If you are migrating from UNET, then please check out our Migration Guide. Don't panic, it's very easy and won't take more than 5 minutes.

Installation

We recommend to download the most stable Mirror version from the Asset Store!

For the latest improvements, Download Mirror directly from this repository and extract it in your Assets folder.

Examples

We included several smaller example projects in Mirror.

For a fully polished, complete project example, consider uMMORPG or uSurvival.

Transports

Mirror supports many different low level networking transports:

Donations & Priority Support

Please support Mirror on Patreon. Priority support included!

Benchmarks

The Mirror Mantra

“Would you tell me, please, which way I ought to go from here?”
“That depends a good deal on where you want to get to," said the Cat.
"I dont much care where—“ said Alice.
“Then it doesnt matter which way you go,” said the Cat.
        - Alice in Wonderland (Lewis Carroll)

As Indie Developers, our #1 goal for Mirror is Ease of Use.

If you want to contribute, always follow the KISS principle. Everything needs to be as simple as possible. As result, the code will be stable, easy to understand, easy to modify and easy to maintain 5 years from now when our games are still running.

Pull Requests for bug fixes are always highly appreciated. New features will be considered very carefully and will only be merged if they are the most simple solution to the given problem.