Mirror/docs/Concepts/Authentication.md
2019-07-06 16:32:21 -04:00

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# 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
Trying to write a comprehensive authentication framework that cover all these is very complex. There is no one size fit all, and we would quickly end up with bloated code.
Instead, **Mirror does not perform authentication**, but we provide hooks you can use to implement any of these.
Here is an example of how to implement simple username/password authentication:
1. Select your `NetworkManager` game object in the unity editor.
2. In the inspector, under `Spawn Info`, disable `Auto Create Player`
3. Call `AddPlayer` in your client to pass the credentials.
4. Override the `OnServerAddPlayer` method and validate the user's credential.
For example this would be part of your `NetworkManager` class:
``` cs
class MyGameNetworkManager : NetworkManager {
class CredentialsMessage : MessageBase
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
public string username;
public string password;
}
// this gets called on the client after it has connected to the server
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
CredentialsMessage msg = new CredentialsMessage()
{
// perhaps get the username and password from textboxes instead
username = "Joe",
password = "Gaba Gaba"
};
ClientScene.AddPlayer(conn, MessagePacker.Pack(msg));
}
// this gets called in your server when the client requests to add a player.
public override void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
{
CredentialsMessage msg = MessagePacker.Unpack<CredentialsMessage>(extraMessage.value);
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.username == "Joe" && msg.password == "Gaba Gaba")
{
// proceed to regular add player
base.OnServerAddPlayer(conn, extraMessage);
}
else
{
conn.Disconnect();
}
}
}
```
## Warning
By default Mirror uses Telepathy, which is not encrypted. The above code sample works, but if you want to do authentication through Mirror, we highly recommend you use a transport that supports encryption.