With every new connection, Netcode for GameObjects (Netcode) performs a handshake in addition to handshakes done by the transport. This is to ensure that the
NetworkConfigs match between the Client and Server. In the
NetworkConfig, you can specify to enable
Connection approval allows you to decide on a per connection basis if the connection should be allowed. Connection approval also enables you to specify the player prefab to be created, allowing you to override the default behaviour on a per player basis.
true, you are also required to provide a callback where you put your approval logic inside.
ConnectionApprovalCallback is called by the Client host.
connectionData parameter takes any custom data of your choice that the client should send to the server. Usually, this data should be some sort of ticket, room password, or similar that will decide if a connection should be approved or not. The
connectionData is specified on the Client-side in the
NetworkingConfig supplied when connecting.
ConnectionData will then be passed to the server and it will decide if the client will be approved or not.
Netcode uses a callback system in order to allow for external validation. For example, you might have a steam authentication ticket sent as the
ConnectionData that you want to validate against steams servers. This can take some time. If you don't call the callback method within the time specified in the
ClientConnectionBufferTimeout configuration the connection will be dropped. This time starts counting when the transport has told Netcode about the connection. This means that you cannot attack Netcode by never sending the buffer, it will still time you out.
If connection approval is enabled. Any messages sent before a connection is setup are silently ignored.
The connection data is not encrypted or authenticated.
A man in the middle attack can be done. It is strongly suggested to not send authentication tokens such as steam tickets or user passwords over connection approval.