Advanced Simulator Authority
Some games require enhanced security against cheating or player griefing. This is done by giving authoritative privileges to Simulators only.
Advanced Simulator Authority is a specific feature set meant for advanced use cases. Most projects should consider simpler setups first, like distributed authority or simple server-authoritative. This approach adds complexity, especially around object creation and error handling.
Configuring for cloud-hosted Replication Server
In the Project Settings section of the Online Dashboard under Advanced Authority Config, you can select which Host Authority features are enabled for Rooms and Worlds separately, under Rooms Host Authority and Worlds Host Authority.
Configuring for local development
In the coherence project settings, under Local Replication Server, you can select which Host Authority features are enabled for a locally run Replication Server World. If you are manually launching the Replication Server from the CLI, the --host-authority-features
parameter should be passed into the command with comma-separated dash-cased-enabled features names.
For example:
replication-server worlds --host-authority-features=create-entities,validate-connection
To select which Host Authority features are enabled for a locally run Room, you need to set SelfHostedRoomCreationOptions.HostAuthority
at Room creation time.
If any host authority feature is enabled, the Replication Server will not allow Clients to be connected without a Simulator being connected as well.
If a Client tries to connect before a Simulator, the connection will be denied with the ConnectionCloseReason.HostNotReady
.
If a Simulator disconnects, while other Clients are connected to the server, the Replication Server will forcefully disconnect all other Clients as well with the ConnectionCloseReason.HostDisconnected
.
Restricting Entity Creation
The HostAuthority.CreateEntities
feature is used to only allow Simulators to create entities. Once created, these entities can have their state authority transferred and their lifetime managed by non-simulators, but no Client is allowed to create entities while this restriction is active.
By default, all CoherenceSyncs have AuthorityTransferType set to "Steal". This means that malicious players could steal the authority of any entity and break the game.
Instead of manually changing the AuthorityTransferType on every new CoherenceSync, you can change the default value of it in the coherence project settings. See Types of authority transfer.
Disabling global query for Client connections on the Coherence Bridge
By default, when Client connections are active, the CoherenceBridge will automatically create a global query entity on behalf of the Client. If the Client is not authorized to create entities, this results in an error on the Replication Server indicating that an entity creation was rejected. To avoid these error logs, the auto creation of the global query can be disabled in the CoherenceBridge configuration:
A global query can be created manually as part of a prefab by using the CoherenceGlobalQuery component. This prefab can then be transferred to other clients from the simulator to give those clients access to the global client connections.
Validating Client Connections
The HostAuthority.ValidateConnection
feature is used to restrict who can connect to a World or a Room. Upon enabling this feature, the connected Simulator will receive a validation request on every connection attempt from a Client. The connection is allowed only if the Simulator responds with the accepted validation response.
To handle the connection validation requests, the Simulator can subscribe to CoherenceBridge.onValidateConnectionRequest
. To respond to the validation request, call Respond()
on the ConnectionValidationRequest
provided, passing in the validation response:
using Coherence.Brisk;
using Coherence.Toolkit;
using UnityEngine;
public class Example : MonoBehaviour
{
public CoherenceBridge bridge;
private void Awake()
{
bridge.onValidateConnectionRequest.AddListener(OnValidateConnectionRequest);
}
private void OnValidateConnectionRequest(ConnectionValidationRequest request)
{
// Your own validation logic goes here.
var accept = true;
// Call request.Respond() to accept or reject the connection.
// This could be done later on (not on this frame), if needed.
request.Respond(new ConnectionValidationResponse(accept));
}
}
If the Simulator rejects the connection, the Client will receive a connection denied error with the ConnectionCloseReason.ConnectionRejectedByHost
.
Custom user payload
Before initiating the connection, the user can set an optional custom user payload which will be sent to the Simulator for validation. The payload is of type byte[]
, and can contain an access token or any other data. To send the payload for validation, you must set it before initiating the connection:
bridge.SetConnectionValidationPayload(new CustomPayload(myToken));
bridge.JoinRoom(roomData); // or bridge.Connect(...);
Custom host payload
When responding to a connection validation request, the Simulator can also send a custom payload back to the user. This is done by passing the payload to the ConnectionValidationResponse
when calling the Respond()
method.
The payload size is limited to 512 bytes.
The Client can access the payload sent by the Simulator depending if the connection validation was accepted or rejected:
If the connection was accepted, the payload can be accessed by calling the CoherenceBridge function
GetValidatedHostPayload()
after the connection was established.Or, if the connection was rejected, the payload is contained inside the connection denied error together with the
ConnectionCloseReason.ConnectionRejectedByHost
.
using Coherence.Brisk;
using Coherence.Common;
using Coherence.Connection;
using Coherence.Toolkit;
using UnityEngine;
[RequireComponent(typeof(CoherenceBridge))]
public class ConnectionValidationHandler : MonoBehaviour, IConnectionValidationHandler
{
public string Password; // Set in the editor
private void Start() {
var bridge = GetComponent<CoherenceBridge>();
bridge.ConnectionValidationHandler = this;
bridge.onConnectionError.AddListener((_, exception) => {
if (exception is ConnectionDeniedException deniedException)
{
Debug.Log("Connection denied. " +
$"Reason: {deniedException.CloseReason}, " +
$"Message: {deniedException.HostPayload.AsString}");
}
});
}
public void OnValidateConnectionRequest(ConnectionValidationRequest request) {
if (request.UserPayload.AsString == Password) {
request.Respond(new ConnectionValidationResponse(true));
} else {
var message = new CustomPayload("Invalid password");
request.Respond(new ConnectionValidationResponse(false, message));
}
}
}
Kicking Client Connections
A Simulator can forcefully disconnect other Clients by kicking them. When kicking a Client, the Simulator can also send an optional host payload of type byte[]
which will be sent to the kicked Client, together with the ConnectionCloseReason.KickedByHost
.
// On simulator
var payload = new CustomPayload("Kicked for griefing.");
bridge.KickConnection(clientID, payload);
// On client
bridge.onConnectionError.AddListener((bridge, exception) =>
{
if (exception is ConnectionDeniedException deniedException &&
deniedException.CloseReason == ConnectionCloseReason.KickedByHost)
{
var message = deniedException.HostPayload.AsString;
Debug.Log($"Kicked with message: {message}");
}
});
Simulator payload
It is sometimes useful for the Client creating a room to pass information to the Simulator handling that room. If the information is public and can be seen by other Clients, using room Tags or a Key-Value dictionary is the best way to pass it.
If, however, the information is secret and should be known only to the Simulator, then we can use the Simulator Payload:
// On the client
var roomCreationOptions = new RoomCreationOptions {
SimPayload = roomPassword,
};
var roomsService = PlayerAccount.Main.Services.Rooms;
roomsService
.GetRoomServiceForRegion("eu")
.CreateRoom(OnRoomCreated, roomCreationOptions);
// On the simulator
string password = SimulatorUtility.Payload;
Known limitations
The Client Connections system is not fully operable when Entity creation restriction is enabled. While connections will be registered and their ClientIDs are available, the Client connection objects' state won't be synced and no commands can be sent for those objects. This applies only to the client-side connection objects. This limitation is slated to be removed in the future.
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