Files
Test-Multiplayer/Assets/Scripts/Chat/ChatAuthenticator.cs
pelpanagiotis acd7255a88 Revert "Latest Changes"
This reverts commit 7df357342f.
2026-01-16 09:23:58 +02:00

166 lines
4.0 KiB
C#

using Mirror;
using Mirror.Examples.Chat;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChatAuthenticator : NetworkAuthenticator
{
readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>();
internal static readonly HashSet<string> playerNames = new HashSet<string>();
[Header("Client Username")]
public string playerName;
#region Messages;
public struct AuthRequestMessage : NetworkMessage
{
public string authUsername;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
[UnityEngine.RuntimeInitializeOnLoadMethod]
static void ResetStatics()
{
playerNames.Clear();
}
public override void OnStartServer()
{
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
public override void OnStopServer()
{
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
}
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
Debug.Log($"Authentication Request Username: {msg.authUsername}");
if (connectionsPendingDisconnect.Contains(conn)) return;
if (!playerNames.Contains(msg.authUsername))
{
playerNames.Add(msg.authUsername);
conn.authenticationData = msg.authUsername;
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
ServerAccept(conn);
}
else
{
connectionsPendingDisconnect.Add(conn);
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Username already in use... try again"
};
conn.Send(authResponseMessage);
conn.isAuthenticated = false;
StartCoroutine(DelayedDisconnect(conn, 1f));
}
}
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
ServerReject(conn);
yield return null;
connectionsPendingDisconnect.Remove(conn);
}
#endregion
#region Client
public void SetPlayerName(string username)
{
playerName = username;
if (LoginUI.instance != null && LoginUI.instance.errorText != null)
{
LoginUI.instance.errorText.text = string.Empty;
LoginUI.instance.errorText.gameObject.SetActive(false);
}
}
public override void OnStartClient()
{
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
public override void OnStopClient()
{
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
public override void OnClientAuthenticate()
{
NetworkClient.Send(new AuthRequestMessage { authUsername = playerName });
}
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
Debug.Log($"Authentication Response: {msg.code} {msg.message}");
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.code} {msg.message}");
NetworkManager.singleton.StopHost();
LoginUI.instance.errorText.text = msg.message;
LoginUI.instance.errorText.gameObject.SetActive(true);
}
}
#endregion
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}