Struct ConnectToken

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pub struct ConnectToken { /* private fields */ }
Expand description

A token containing all the information required for a client to connect to a server.

The token should be provided to the client by some out-of-band method, such as a web service or a game server browser.
See netcode’s upstream specification for more details.

§Example

use netcode::ConnectToken;

// mandatory fields
let server_address = "crates.io:12345"; // the server's public address (can also be multiple addresses)
let private_key = netcode::generate_key(); // 32-byte private key, used to encrypt the token
let protocol_id = 0x11223344; // must match the server's protocol id - unique to your app/game
let client_id = 123; // globally unique identifier for an authenticated client

// optional fields
let expire_seconds = -1; // defaults to 30 seconds, negative for no expiry
let timeout_seconds = -1; // defaults to 15 seconds, negative for no timeout
let user_data = [0u8; netcode::USER_DATA_BYTES]; // custom data

let connect_token = ConnectToken::build(server_address, protocol_id, client_id, private_key)
    .expire_seconds(expire_seconds)
    .timeout_seconds(timeout_seconds)
    .user_data(user_data)
    .generate()
    .unwrap();

// Serialize the connect token to a 2048-byte array
let token_bytes = connect_token.try_into_bytes().unwrap();
assert_eq!(token_bytes.len(), netcode::CONNECT_TOKEN_BYTES);

Alternatively, you can use Server::token to generate a connect token from an already existing Server.

Implementations§

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impl ConnectToken

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pub fn build<A: ToSocketAddrs>( server_addresses: A, protocol_id: u64, client_id: u64, private_key: Key, ) -> ConnectTokenBuilder<A>

Creates a new connect token builder that can be used to generate a connect token.

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pub fn try_into_bytes(self) -> Result<[u8; 2048], Error>

Tries to convert the token into a 2048-byte array.

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