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SecretsLoaderHelper.cs
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using System;
using System.IO;
using Unity.Netcode.Runtime;
using UnityEngine;
namespace Unity.Netcode.Transports.UTP
{
/// <summary>
/// Component to add to a NetworkManager if you want the certificates to be loaded from files.
/// Mostly helpful to ease development and testing, especially with self-signed certificates
///
/// Shipping code should make the calls to
/// - SetServerSecrets
/// - SetClientSecrets
/// directly, instead of relying on this.
/// </summary>
[HelpURL(HelpUrls.SecretsLoaderHelper)]
public class SecretsLoaderHelper : MonoBehaviour
{
internal struct ServerSecrets
{
public string ServerPrivate;
public string ServerCertificate;
};
internal struct ClientSecrets
{
public string ServerCommonName;
public string ClientCertificate;
};
private void Awake()
{
var serverSecrets = new ServerSecrets();
try
{
serverSecrets.ServerCertificate = ServerCertificate;
}
catch (Exception exception)
{
Debug.Log(exception);
}
try
{
serverSecrets.ServerPrivate = ServerPrivate;
}
catch (Exception exception)
{
Debug.Log(exception);
}
var clientSecrets = new ClientSecrets();
try
{
clientSecrets.ClientCertificate = ClientCA;
}
catch (Exception exception)
{
Debug.Log(exception);
}
try
{
clientSecrets.ServerCommonName = ServerCommonName;
}
catch (Exception exception)
{
Debug.Log(exception);
}
var unityTransportComponent = GetComponent<UnityTransport>();
if (unityTransportComponent == null)
{
Debug.LogError($"You need to select the UnityTransport protocol, in the NetworkManager, in order for the SecretsLoaderHelper component to be useful.");
return;
}
unityTransportComponent.SetServerSecrets(serverSecrets.ServerCertificate, serverSecrets.ServerPrivate);
unityTransportComponent.SetClientSecrets(clientSecrets.ServerCommonName, clientSecrets.ClientCertificate);
}
[Tooltip("Hostname")]
[SerializeField]
private string m_ServerCommonName = "localhost";
/// <summary>Common name of the server (typically its hostname).</summary>
public string ServerCommonName
{
get => m_ServerCommonName;
set => m_ServerCommonName = value;
}
[Tooltip("Client CA filepath. Useful with self-signed certificates")]
[SerializeField]
private string m_ClientCAFilePath = ""; // "Assets/Secure/myGameClientCA.pem"
/// <summary>Client CA filepath. Useful with self-signed certificates</summary>
public string ClientCAFilePath
{
get => m_ClientCAFilePath;
set => m_ClientCAFilePath = value;
}
[Tooltip("Client CA Override. Only useful for development with self-signed certificates. Certificate content, for platforms that lack file access (WebGL)")]
[SerializeField]
private string m_ClientCAOverride = "";
/// <summary>
/// Client CA Override. Only useful for development with self-signed certificates.
/// Certificate content, for platforms that lack file access (WebGL)
/// </summary>
public string ClientCAOverride
{
get => m_ClientCAOverride;
set => m_ClientCAOverride = value;
}
[Tooltip("Server Certificate filepath")]
[SerializeField]
private string m_ServerCertificateFilePath = ""; // "Assets/Secure/myGameServerCertificate.pem"
/// <summary>Server Certificate filepath</summary>
public string ServerCertificateFilePath
{
get => m_ServerCertificateFilePath;
set => m_ServerCertificateFilePath = value;
}
[Tooltip("Server Private Key filepath")]
[SerializeField]
private string m_ServerPrivateFilePath = ""; // "Assets/Secure/myGameServerPrivate.pem"
/// <summary>Server Private Key filepath</summary>
public string ServerPrivateFilePath
{
get => m_ServerPrivateFilePath;
set => m_ServerPrivate = value;
}
private string m_ClientCA;
/// <summary>CA certificate used by the client.</summary>
public string ClientCA
{
get
{
if (m_ClientCAOverride != "")
{
return m_ClientCAOverride;
}
return ReadFile(m_ClientCAFilePath, "Client Certificate");
}
set => m_ClientCA = value;
}
private string m_ServerCertificate;
/// <summary>Certificate used by the server.</summary>
public string ServerCertificate
{
get => ReadFile(m_ServerCertificateFilePath, "Server Certificate");
set => m_ServerCertificate = value;
}
private string m_ServerPrivate;
/// <summary>Private key used by the server.</summary>
public string ServerPrivate
{
get => ReadFile(m_ServerPrivateFilePath, "Server Key");
set => m_ServerPrivate = value;
}
private static string ReadFile(string path, string label)
{
if (path == null || path == "")
{
return "";
}
var reader = new StreamReader(path);
string fileContent = reader.ReadToEnd();
Debug.Log((fileContent.Length > 1) ? ("Successfully loaded " + fileContent.Length + " byte(s) from " + label) : ("Could not read " + label + " file"));
return fileContent;
}
}
}