3using UnityEngine.Events;
10 [HelpURL(
"https://mirror-networking.gitbook.io/docs/components/network-authenticators")]
14 [Header(
"Event Listeners (optional)")]
15 [Tooltip(
"Mirror has an internal subscriber to this event. You can add your own here.")]
19 [Tooltip(
"Mirror has an internal subscriber to this event. You can add your own here.")]
36 protected void ServerReject(NetworkConnectionToClient conn)
50 protected void ClientAccept()
55 protected void ClientReject()
58 NetworkClient.connection.isAuthenticated =
false;
61 NetworkClient.connection.Disconnect();
74 NetworkManager manager = GetComponent<NetworkManager>();
75 if (manager !=
null && manager.authenticator ==
null)
78 UnityEditor.Undo.RecordObject(manager,
"Assigned NetworkManager authenticator");
79 manager.authenticator =
this;
Base class for implementing component-based authentication during the Connect phase
virtual void OnClientAuthenticate()
Called on client from OnClientConnectInternal when a client needs to authenticate
UnityEvent OnClientAuthenticated
Notify subscribers on the client when the client is authenticated
virtual void OnServerAuthenticate(NetworkConnectionToClient conn)
Called on server from OnServerConnectInternal when a client needs to authenticate
virtual void OnStartClient()
Called when client starts, used to register message handlers if needed.
virtual void OnStopClient()
Called when client stops, used to unregister message handlers if needed.
UnityEventNetworkConnection OnServerAuthenticated
Notify subscribers on the server when a client is authenticated
virtual void OnStopServer()
Called when server stops, used to unregister message handlers if needed.
virtual void OnStartServer()
Called when server starts, used to register message handlers if needed.