Let's get this out of the way up front: If you are mostly interested in the 3D geometry things I do at gradientspace, this post is Not For You. Sorry!
Although I also prefer to do the 3D geometry, once in a while I need to do something else. And the thing I needed to do today (for a client project) was figure out how to use the Amazon AWS Cognito service to manage user accounts. The Cognito APIs let you implement things like user registration and log-in, password resets, and so on. And AWS has a very extensive .NET SDK, so you can do all these things from a C# mobile or desktop app.
Which sounds great. Except, there is a special Unity version of the AWS .NET SDK. And this specific thing I needed to do - Cognito Signup and Login - is not supported in the Unity version of the SDK.
So, I made it work.
Step 1 - Update the AWS SDK
The AWS .NET SDK for Unity seems...wildly out-of-date. The documentation is going on and on about Unity 5, but Unity doesn't even have version numbers anymore. Unity 2017 was released 6 months ago! So, this thing, it's kind of broken. Luckily, it's also open-source - right there on github. Although it's not clearly documented, the entire SDK is auto-generated, and so making large-scale changes just requires tweaks to a few template files. It was a one-character change to have the generator output visual studio projects for .NET 4.5 instead of .NET 3.5 (you're not still using .NET 3.5, are you? gross!). It was also not linking to the new split UnityEngine.dll system. These are fixed in the few commits I added to my fork of the project.
The other nice thing about this auto-generator is that adding the CognitoIdentityProvider service - the thing that is missing from the Unity SDK - was pretty straightforward. I can't say I really understand how it all works. But, there are some config files, you cut here, paste there, run the generator, and voila - it's in the Unity build.
So, if you want to make your own Unity 2017.3 .NET 4.5 dlls, you can grab my fork, open sdk\AWSSDK.Unity.sln, and build all. Somebody else can figure out how to make it spit out the .unitypackage file, I just collected up the DLLs I needed manually from the bin\Release subfolders.
Step 2 - AWS User Pool Configuration
So, building the CognitoIdentityProvider for Unity turned out to be pretty easy. Using it? Not so much. Even using it in non-Unity "supported" .NET is a bit of a mess, based on the hundreds of confused developers you will find in your Googles. So, I have prepared for you a fully functional Unity project - it is here also on github. Open this project in Unity, and, after you configure your AWS appropriately, it should allow you to register a Cognito user account, as well as sign in and get those delicious tokens. At least, it did today, July 25 2018, on my Windows 10 computer with Unity 2017.3.0f3. Tomorrow, who could say? This is the world we have created for ourselves.
First you need to configure your Cognito User Pool appropriately. If you are reading this, you probably already know what a User Pool is. If not, the AWS Docs have a pretty good walkthrough of this, but there are a few critical settings you will need to know about. At some point in this setup, you are going to create an App Client and associate it with your User Pool. It will look like the screen on the right. By default, Generate client secret is checked. Un-check it!
If you don't do this, then AWS will generate and associate a secret key with this app client, and for each request you will have to combine this key with some other math things to create a hash. You'll be able to get this to work for the Signup request, because the request object it has a field for the hash. But, the Sign-in request does not. You can't change this setting after you create the App Client (but you can create multiple App Clients for a given User Pool, if you already have a User Pool you don't want to throw away)
Two other things. By default, email verification for your user pool will be enabled, but instead of sending an email verification link, it will send a numeric code. I have no idea what the user would do with this code. But, you can change it to email a clickable link instead. After you have created the user Pool, go to the Message Customizations page and change Verification Type to Link.
Finally, you can set a domain for your App Client as well. You will find this in the the Domain Name page (one of the links in the left bar of the User Pool page). Once you set that, you can actually go to this URL in a browser, and if you View Source, it looks like maybe this is a page to sign up and/or manage accounts. However, the page only renders a blank white background. Confusing. But until I did this, I got an exception when signing up for accounts.
Step 3 - Unity!
You are almost there. Open my Unity sample project. Open the C# project. Open the CognitoThings.cs file. You will find this at the top:
This is the AWS Configuration strings you need to set up before you can talk to AWS. Note that this is much simpler than some other AWS things you might want/need to do, because there are no secret keys involved. The Cognito Signup/Login APIs do not need any secret keys, which is great because these are a pain to handle safely in Unity. The code comments tell you were to find everything. Note that the UserPoolName is a substring of UserPoolID. Don't forget to set the right RegionEndpoint.
Once you have set the magic strings, you are ready. Open the scene named CognitoTestScene. Hit Play. You will see an ugly form. Enter an email address and a password (that complies with the password policy you set in your User Pool. Don't remember? The default is lower and upper case, a number, and a symbol). Hit Signup.
If it worked, you will get a confirmation email. Once you confirm, you can then click Sign in and see the first few characters of one of the authentication tokens that AWS returned. If you jump over to the Users and Groups page in the User Pool page of the AWS Console, you should see your new account listed as CONFIRMED.
It is a bit difficult to delete Cognito user accounts. You can't do it from the AWS management website, you have to use the command-line tools. But, you have to put in valid email addresses to test things. So, I found GMail's disposable address system to be helpful for testing.
Step X - The Code
If you are reading this post, it can only possibly be that you need/want to develop something that uses Cognito User Accounts (otherwise, why are you reading this? it is not interesting.) So, as far as the code goes, all the good stuff is in the CognitoThings Monobehavior. There are really only 2 functions, TrySignupRequest() and TrySignInRequest(). The Signup request is relatively simple, you just send the username and password (I may be mistaken, but it seems like this password is sent as plaintext. Hrm...).
The Sign-in is...complicated. Basically, you do not just send a username and password "over the wire" to AWS because that is a bad idea, security-wise. Even if you would really like to do it just this one time and promise to never ship it, it is not supported. Instead what you do is, you construct some math numbers, send them, and then AWS does more math things and sends back some other numbers, that you combine (irreversibly) with the password and send back a second time. AWS checks your math, and if it adds up, it is convinced that you know the password it has on file, without you ever having to send the password. Cryptography! it's wild.
But, oddly, doing all this math stuff is not actually part of the AWS .NET SDK, and is in fact quite difficult to implement. AWS has released a developer preview of a library that handles this - but not for Unity. Let's hope that materializes soon? Luckily, Markus Lachinger has an excellent blog post about it, and standalone .NET sample code for Cognito Sign-in that I borrowed liberally from to make this work. Most of his code is in CognitoAuthUtil.cs, which handles computation of the math numbers. This code uses an open-source library called BouncyCastle from Australia (Australia!). I have included a compiled BouncyCastle.dll, you can make your own from their github repo if you prefer.
The two functions TrySignupRequest and TrySignInRequest take callback functions for success and error, however these have no arguments. In cases of failure, you will need to dive into the response objects yourself and decide what to do. Similarly, when the Sign In succeeds, you get an instance of AuthenticationResultType that contains the ID, Access, and Refresh tokens. You'll have to work out what to do with these yourself - here is an explanation of what they are for.
Ok, I hope I have saved you some suffering. Unless you read this far but aren't going to use it - then I apologize for the suffering I have caused.