Mirror/doc/Guides/Authentication.md
Chris Langsenkamp 600d11f5dd formatting
2019-09-23 00:06:36 -04:00

4.0 KiB

Authentication

When you have a multiplayer game, often you need to store information about your player for later games, keep game stats or communicate with your friends. For all these use cases, you often need a way to uniquely identify a user. Being able to tell users apart is called authentication. There are several methods available, some examples include:

  • Ask the user for username and password
  • Use a third party oath or OpenID identity provider, such as Facebook, Twitter, Google
  • Use a third party service such as PlayFab, GameLift or Steam
  • Use the device id, very popular method in mobile
  • Use Google Play in Android
  • Use Game Center in IOS
  • Use a web service in your website

Encryption Warning

By default Mirror uses Telepathy, which is not encrypted, so if you want to do authentication through Mirror, we highly recommend you use a transport that supports encryption.

Message Registration

By default all messages registered to NetworkServer and NetworkClient require authentication unless explicitly indicated otherwise. To register messages to bypass authentication, you need to specify false for a new bool parameter to the RegisterMessage method:

NetworkServer.RegisterHandler<ConnectMessage>(OnServerConnectInternal, false);

Certain internal messages already have been set to bypass authentication:

  • Server
    • ConnectMessage
    • DisconnectMessage
    • ErrorMessage
    • NetworkPingMessage
  • Client
    • ConnectMessage
    • DisconnectMessage
    • ErrorMessage
    • SceneMessage
    • NetworkPongMessage

Basic Authenticator

Mirror includes a Basic Authenticator in the Mirror / Authenticators folder which just uses a simple username and password.

Custom Authenticators

Authenticators are derived from an Authenticator abstract class that allows you to implement any authentication scheme you need.

To make your own custom Authenticator, you can just create a new script in your project (not in the Mirror folders) that inherits from Authenticator and override the methods as needed. - When a client is authenticated to your satisfaction, you simply call base.OnServerAuthenticated.Invoke(conn) and base.OnClientAuthenticated.Invoke(conn) on the server and client, respectively. Mirror is listening for these events to proceed with the connection sequence. - In the inspector you can optionally subscribe your own methods to the OnServerAuthenticated and OnClientAuthenticated events.

Here are some tips for custom Authenticators:

  • OnStartServer and OnStartClient are the appropriate methods to register server and client messages and their handlers. They're called from StartServer/StartHost, and StartClient, respectively.
  • RegisterMessage has a boolean parameter requireAuthentication. This defaults to true and must be specified false for any messages you need to exchange with the client before they're authenticated.
  • Send a message to the client if authentication fails, especially if there's some issue they can resolve.
  • Call the Disconnect() method of the NetworkConnection on the server and client when authentication fails. If you want to give the user a few tries to get their credentials right, you certainly can, but Mirror will not do the disconnect for you.
    • Remember to put a small delay on the Disconnect call on the server if you send a failure message so that it has a chance to be delivered before the connection is dropped.
  • NetworkConnection has an AuthenticationData object where you can drop a class instance of any data you need to persist on the server related to the authentication, such as account id's, tokens, character selection, etc.

Now that you have the foundation of a custom Authenticator component, the rest is up to you. You can exchange any number of custom messages between the server and client as necessary to complete your authentication process before approving the client.