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Basic Authentication
Peter Halasz edited this page Jun 17, 2019
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3 revisions
[WORK IN PROGRESS] This page is a work in progress.
- Implement IUserAuthenticator.
- Add the new authenticator before calling
Connecton the networker.- use the
SetAuthenticatormethod
- use the
public void IssueChallenge(NetWorker networker, NetworkingPlayer player, Action<NetworkingPlayer, BMSByte> issueChallengeAction, Action<NetworkingPlayer> skipAuthAction)
{
issueChallengeAction(player, new BMSByte());
}public void AcceptChallenge(NetWorker networker, BMSByte challenge, Action<BMSByte> authServerAction, Action rejectServerAction)
{
Ticket = Client.Instance.Auth.GetAuthSessionTicket();
var data = ObjectMapper.BMSByte(Client.Instance.SteamId, Ticket.Data);
authServerAction(data);
}public void VerifyResponse(NetWorker networker, NetworkingPlayer player, BMSByte response, Action<NetworkingPlayer> authUserAction, Action<NetworkingPlayer> rejectUserAction)
{
ulong steamid = response.GetBasicType<ulong>();
byte[] ticketBinary = response.GetByteArray(response.StartIndex());
if (AuthUser(steamid, ticketBinary))
{
authUserAction();
} else {
rejectUserAction();
}
}Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow