Add StickGame Assets
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using FishNet.Connection;
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using FishNet.Managing;
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using System;
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using UnityEngine;
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namespace FishNet.Authenticating
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{
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/// <summary>
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/// When inherited from this can be used to create a custom authentication process before clients may communicate with the server.
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/// </summary>
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public abstract class Authenticator : MonoBehaviour
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{
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#region Public.
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/// <summary>
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/// True if this authenticator has been intiialzied.
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/// </summary>
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public bool Initialized { get; private set; }
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#endregion
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#region Protected.
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/// <summary>
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/// NetworkManager for this Authenticator.
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/// </summary>
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protected NetworkManager NetworkManager { get; private set; }
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#endregion
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/// <summary>
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/// Called when authenticator has concluded a result for a connection. Boolean is true if authentication passed, false if failed.
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/// Server listens for this event automatically.
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/// </summary>
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public abstract event Action<NetworkConnection, bool> OnAuthenticationResult;
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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/// <param name="networkManager"></param>
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public virtual void InitializeOnce(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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Initialized = true;
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}
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/// <summary>
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/// Called on the server immediately after a client connects. Can be used to send data to the client for authentication.
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/// </summary>
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/// <param name="connection">Connection which is not yet authenticated.</param>
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public virtual void OnRemoteConnection(NetworkConnection connection) { }
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}
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}
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