Skip to main content

Player authentication

Talo player authentication manages logging players in, registering them and verifying them without needing to provision any of your own infrastructure. All of the examples below can be found in the authentication sample from the Godot plugin.

Registering

To register a player, you can use Talo.player_auth.register(). At a minimum, you need to provide a username and a password for the player.

If you want the player to be able to verify their logins via email (two factor authentication), you will also need to provide an email and set the verification_enabled flag to true.

@onready var username: TextEdit = %Username
@onready var password: TextEdit = %Password
@onready var enable_verification: CheckBox = %EnableVerification
@onready var email: TextEdit = %Email
@onready var validation_label: Label = %ValidationLabel

...

var res = await Talo.player_auth.register(username.text, password.text, email.text, enable_verification.button_pressed)
if res != OK:
match Talo.player_auth.last_error.get_code():
TaloAuthError.ErrorCode.IDENTIFIER_TAKEN:
validation_label.text = "Username is already taken"
_:
validation_label.text = Talo.player_auth.last_error.get_string()

Once a player is registered, a session will automatically be created for them and they will be logged in.

Logging in

To start a session, call the Talo.player_auth.login() function with the username and password the player provided.

The login() function returns a tuple of [Error, bool]. The Error refers to the result of the login operation and the bool refers to whether the player needs to verify their details before creating the session.

signal verification_required

@onready var username: TextEdit = %Username
@onready var password: TextEdit = %Password
@onready var validation_label: Label = %ValidationLabel

...

var res = await Talo.player_auth.login(username.text, password.text)
if res[0] != OK:
match Talo.player_auth.last_error.get_code():
TaloAuthError.ErrorCode.INVALID_CREDENTIALS:
validation_label.text = "Username or password is incorrect"
_:
validation_label.text = Talo.player_auth.last_error.get_string()
else:
if res[1]:
verification_required.emit()

Verifying logins

If you need to verify a player's login, you need to call Talo.player_auth.verify() with the code sent to the player's email:

@onready var code: TextEdit = %Code
@onready var validation_label: Label = %ValidationLabel

...

var res = await Talo.player_auth.verify(code.text)
if res != OK:
match Talo.player_auth.last_error.get_code():
TaloAuthError.ErrorCode.INVALID_CREDENTIALS:
validation_label.text = "Verification code is incorrect"
_:
validation_label.text = Talo.player_auth.last_error.get_string()

Changing a player's password

To change the logged in player's password, you need to provide their current password and a new password to the Talo.player_auth.change_password() function:

signal password_change_success

@onready var current_password: TextEdit = %CurrentPassword
@onready var new_password: TextEdit = %NewPassword
@onready var validation_label: Label = %ValidationLabel

...

var res = await Talo.player_auth.change_password(current_password.text, new_password.text)
if res != OK:
match Talo.player_auth.last_error.get_code():
TaloAuthError.ErrorCode.INVALID_CREDENTIALS:
validation_label.text = "Current password is incorrect"
TaloAuthError.ErrorCode.NEW_PASSWORD_MATCHES_CURRENT_PASSWORD:
validation_label.text = "New password must be different from the current password"
_:
validation_label.text = Talo.player_auth.last_error.get_string()
else:
password_change_success.emit()

Changing a player's email

You can also change a player's email with the Talo.player_auth.change_email() function - just pass in their current password and a new email.

Forgotten password flow

If a player forgets their password, you can begin the recovery flow by providing their email to the Talo.player_auth.forgot_password() function. Players who have not provided an email will not be able to initiate this flow:

forgot_password.gd
signal forgot_password_success

@onready var email: TextEdit = %Email

...

if await Talo.player_auth.forgot_password(email.text) == OK:
forgot_password_success.emit()

If a player with the provided email exists, they'll receive a code that they'll use to set a new password.

To reset a password, pass the code from the email along with a new password to the Talo.player_auth.reset_password() function:

reset_password.gd
signal password_reset_success

@onready var code: TextEdit = %Code
@onready var new_password: TextEdit = %NewPassword
@onready var validation_label: Label = %ValidationLabel

...

var res = await Talo.player_auth.reset_password(code.text, new_password.text)
if res != OK:
match Talo.player_auth.last_error.get_code():
TaloAuthError.ErrorCode.PASSWORD_RESET_CODE_INVALID:
validation_label.text = "Reset code is invalid"
_:
validation_label.text = Talo.player_auth.last_error.get_string()
else:
password_reset_success.emit()

Toggling verification

To toggle verification on and off, you can call the Talo.player_auth.toggle_verification. You'll need to provide the player's current password.

If you're enabling verification and the player doesn't already have an email address set, you will need to provide one as the third parameter of the function call. By providing an email address for a player that already has one set, you will overwrite the existing email address with the newly provided email address.

Getting the last error

As shown in the examples above, whenever a request fails you can query the last error returned using the Talo.player_auth.last_error variable.

You can get the TaloAuthError.ErrorCode enum value using the get_code() function or the raw string using the get_string() function.

You can view all the authentication errors and their descriptions here.