Photon .NET Client API
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ExitGames.Client.Photon.LoadBalancing.AuthenticationValues Class Reference

Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...

Public Member Functions

 AuthenticationValues ()
 Creates empty auth values without any info. More...
 
 AuthenticationValues (string userId)
 Creates minimal info about the user. If this is authenticated or not, depends on the set AuthType. More...
 
virtual void SetAuthPostData (string stringData)
 Sets the data to be passed-on to the auth service via POST. More...
 
virtual void SetAuthPostData (byte[] byteData)
 Sets the data to be passed-on to the auth service via POST. More...
 
virtual void AddAuthParameter (string key, string value)
 Adds a key-value pair to the get-parameters used for Custom Auth. More...
 
override string ToString ()
 

Public Attributes

CustomAuthenticationType AuthType = CustomAuthenticationType.None
 The type of custom authentication provider that should be used. Currently only "Custom" or "None" (turns this off). More...
 
string AuthGetParameters
 This string must contain any (http get) parameters expected by the used authentication service. By default, username and token. More...
 
string Token
 After initial authentication, Photon provides a token for this client / user, which is subsequently used as (cached) validation. More...
 

Properties

object AuthPostData [get, set]
 Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters). More...
 
string UserId [get, set]
 The UserId should be a unique identifier per user. This is for finding friends, etc.. More...
 

Detailed Description

Container for user authentication in Photon. Set AuthValues before you connect - all else is handled.

On Photon, user authentication is optional but can be useful in many cases. If you want to FindFriends, a unique ID per user is very practical.

There are basically three options for user authentification: None at all, the client sets some UserId or you can use some account web-service to authenticate a user (and set the UserId server-side).

Custom Authentication lets you verify end-users by some kind of login or token. It sends those values to Photon which will verify them before granting access or disconnecting the client.

The Photon Cloud Dashboard will let you enable this feature and set important server values for it. https://www.photonengine.com/dashboard

Constructor & Destructor Documentation

ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AuthenticationValues ( )
inline

Creates empty auth values without any info.

ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AuthenticationValues ( string  userId)
inline

Creates minimal info about the user. If this is authenticated or not, depends on the set AuthType.

Parameters
userIdSome UserId to set in Photon.

Member Function Documentation

virtual void ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AddAuthParameter ( string  key,
string  value 
)
inlinevirtual

Adds a key-value pair to the get-parameters used for Custom Auth.

This method does uri-encoding for you.

Parameters
keyKey for the value to set.
valueSome value relevant for Custom Authentication.
virtual void ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.SetAuthPostData ( string  stringData)
inlinevirtual

Sets the data to be passed-on to the auth service via POST.

Parameters
stringDataString data to be used in the body of the POST request. Null or empty string will set AuthPostData to null.
virtual void ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.SetAuthPostData ( byte[]  byteData)
inlinevirtual

Sets the data to be passed-on to the auth service via POST.

Parameters
byteDataBinary token / auth-data to pass on.
override string ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.ToString ( )
inline

Member Data Documentation

string ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AuthGetParameters

This string must contain any (http get) parameters expected by the used authentication service. By default, username and token.

Standard http get parameters are used here and passed on to the service that's defined in the server (Photon Cloud Dashboard).

CustomAuthenticationType ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AuthType = CustomAuthenticationType.None

The type of custom authentication provider that should be used. Currently only "Custom" or "None" (turns this off).

string ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.Token

After initial authentication, Photon provides a token for this client / user, which is subsequently used as (cached) validation.

Property Documentation

object ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.AuthPostData
getset

Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters).

string ExitGames.Client.Photon.LoadBalancing.AuthenticationValues.UserId
getset

The UserId should be a unique identifier per user. This is for finding friends, etc..


The documentation for this class was generated from the following file: