Comments (1)
The way i have done it is to send my client credentials in the connection request. So Enable the connection request message on the server, and when the client connected send the client credentials (that have been encrypted with a private key) to the server.
The other thing you could do is allow anybody to connect and then upon connectionstatus changed to connected, send a new message with the username and password. If its wrong disconnect the user (this is obviously less secure)
from lidgren-network-gen3.
Related Issues (20)
- Handshake Attempt Event
- Failed to send packet: System.Net.Sockets.SocketException HOT 2
- ReceivedPong doesn't consider late/not in order pong messages HOT 8
- Incorrect network messages/malformed packets could easily overwhelm the server HOT 2
- Cannot Reconnect
- Example Code from Basics doesn't yield same results HOT 1
- Trying to compile for Android HOT 2
- Accepting connection does not increase ConnectionsCount? HOT 1
- Is there a possibility to modify lidgren to support DTLS??
- [QUESTION] Thread safety HOT 5
- Unity 2019.4 LTS: calling client.Connect gives SocketException Invalid arguments immediately HOT 3
- Active forks? HOT 13
- Large unreliable message cannot be sent properly HOT 2
- Might want to lock stuff here? HOT 2
- The examples client gives error when trying to connect to server form second VS
- Unity network
- Is it possible to send and receive structs instead of classes ? HOT 1
- Is it still possible to build for Unity? HOT 3
- NetQueue concurrency HOT 2
- ICMP Destination unreachable (port unreachable) won't close connection HOT 1
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from lidgren-network-gen3.