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better note on auth
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Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs

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@@ -84,7 +84,8 @@ public override void OnUserRequestedShutdown()
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/// Multiple things can be done here, some asynchronously. For example, it could authenticate your user against an auth service like UGS' auth service. It can
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/// also send custom messages to connecting users before they receive their connection result (this is useful to set status messages client side
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/// when connection is refused, for example).
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/// Implementation for those are left to the reader.
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/// Note on authentication: It's usually harder to justify having authentication in a client hosted game's connection approval. Since the host can't be trusted,
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/// clients shouldn't send it private authentication tokens you'd usually send to a dedicated server.
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/// </remarks>
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/// <param name="request"> The initial request contains, among other things, binary data passed into StartClient. In our case, this is the client's GUID,
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/// which is a unique identifier for their install of the game that persists across app restarts.

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