Access Manager v3 API for PubNub Unreal SDK

Access Manager allows you to enforce security controls for client access to resources within the PubNub Platform. With Access Manager v3, your servers can grant their clients tokens with embedded permissions that provide access to individual PubNub resources:

  • For a limited period of time.
  • Through resource lists or patterns (regular expressions).
  • In a single API request, even if permission levels differ (read to channel1 and write to channel2).

You can add the authorizedUuid parameter to the grant request to restrict the token usage to one client with a given userId. Once specified, only this authorizedUuid will be able to use the token to make API requests for the specified resources, according to permissions given in the grant request.

User ID / UUID

User ID is also referred to as UUID/uuid in some APIs and server responses but holds the value of the userId parameter you set during initialization.

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Usage in Blueprints and C++

Grant Token

Requires Access Manager add-on

This method requires that the Access Manager add-on is enabled for your key in the Admin Portal. Read the support page on enabling add-on features on your keys.

The GrantToken() method generates a time-limited authorization token with an embedded access control list. The token defines time to live (TTL), AuthorizedUuid, and a set of permissions giving access to one or more resources:

  • Channels
  • ChannelGroups
  • Uuids (other users' object metadata, such as their names or avatars)

Only this AuthorizedUuid will be able to use the token with the defined permissions. The authorized client will send the token to PubNub with each request until the token's TTL expires. Any unauthorized request or a request made with an invalid token will return a 403 with a respective error message.

The grant request allows your server to securely grant your clients access to the resources within the PubNub Platform. There is a limited set of operations the clients can perform on every resource:

ResourcePermissions
Channelsread, write, get, manage, update, join, delete
ChannelGroupsread, manage
Uuidsget, update, delete

For permissions and API operations mapping, refer to Manage Permissions with Access Manager v3.

Method(s)

For a successful grant request, you must specify permissions for at least one UUID, channel, or group, either as a resource list or as a pattern (RegEx). You can specify the permissions in the following ways:

  • apply the same permission to multiple objects

    // permission1 as applied to all channels
    Channels = {channel1, channel2, channel3}
    Permisions = {permission1}
  • apply different permissions to multiple objects

    // the indexes in the Channels array correspond to the indexes in the Permissions array
    // so channel1 gets permission1, channel2 permission2, etc
    Channels = {channel1, channel2, channel3}
    Permisions = {permission1, permission2, permission3}

If you provide more than one permission to multiple objects, an error will be thrown.

// this throws an error as the permissions don't match the objects
Channels = {channe1, channel2, channel3}
Permisions = {permission1, permission2}

Basic Usage

#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubResponse OnGrantTokenResponse;
OnGrantTokenResponse.BindDynamic(this, &AMyActor::OnListUsersFromChannelResponse);

// Create a permissions object
FPubnubGrantTokenStructure grantToken;
grantToken.AuthorizedUUID = "my-authorized-uuid";
grantToken.TTLMinutes = 1440;
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Returns

p0F2AkF0GmaCRihDdHRsGQWgQ3Jasdasdhhbm5lbC1hAUNncnCgQ3NwY6BDdXNyoER1dWlkoENwYXSlRGNoYW6gQ2dycKas123d3BjoEN1c3KgRHV1aWSgRG1ldGGgQ3NpZ1ggN-gMhU1oAQwot7NbSW4P2KTb1mx-iQzxxH37vkQes_8=

Other Examples

Grant an authorized client different levels of access to various resources in a single call

The code below grants my-authorized-uuid:

  • Read access to channel-a, channel-group-b, and get to uuid-c.
  • Read/write access to channel-b, channel-c, channel-d, and get/update to uuid-d.
#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubResponse OnGrantTokenResponse;
OnGrantTokenResponse.BindDynamic((this, &AMyActor::OnListUsersFromChannelResponse););

// Create a permissions object
FPubnubGrantTokenStructure grantToken;
grantToken.AuthorizedUUID = "my-authorized-uuid";
grantToken.TTLMinutes = 1440;
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Grant an authorized client read access to multiple channels using RegEx

The code below grants my-authorized-uuid read access to all channels that match the channel-[A-Za-z0-9] RegEx pattern.

#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubResponse OnGrantTokenResponse;
OnGrantTokenResponse.BindDynamic(this, &AMyActor::OnListUsersFromChannelResponse);

// Create a permissions object
FPubnubGrantTokenStructure grantToken;
grantToken.AuthorizedUUID = "my-authorized-uuid";
grantToken.TTLMinutes = 1440;
show all 26 lines

Grant an authorized client different levels of access to various resources and read access to channels using RegEx in a single call

The code below grants the my-authorized-uuid:

  • Read access to channel-a, channel-group-b, and get to uuid-c.
  • Read/write access to channel-b, channel-c, channel-d, and get/update to uuid-d.
  • Read access to all channels that match the channel-[A-Za-z0-9] RegEx pattern.
#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubResponse OnGrantTokenResponse;
OnGrantTokenResponse.BindDynamic(this, &AMyActor::OnListUsersFromChannelResponse);

// Create a permissions object
FFPubnubGrantTokenStructure grantToken;
grantToken.AuthorizedUUID = "my-authorized-uuid";
grantToken.TTLMinutes = 1440;
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Error responses

If you submit an invalid request, the server returns the 400 error status code with a descriptive message informing which of the provided arguments is missing or incorrect. These can include, for example, issues with a RegEx, a timestamp, or permissions.

Revoke Token

Requires Access Manager add-on

This method requires that the Access Manager add-on is enabled for your key in the Admin Portal. Read the support page on enabling add-on features on your keys.

Enable token revoke

To revoke tokens, you must first enable this feature on the Admin Portal. To do that, navigate to your app's keyset and mark the Revoke v3 Token checkbox in the ACCESS MANAGER section.

The RevokeToken() method allows you to disable an existing token and revoke all permissions embedded within. You can only revoke a valid token previously obtained using the GrantToken() method.

Use this method for tokens with TTL less than or equal to 30 days. If you need to revoke a token with a longer TTL, contact support.

For more information, refer to Revoke permissions.

Method(s)

Basic Usage

#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

PubnubSubsystem->RevokeToken("p0thisAkFl043rhDdHRsCkNyZXisRGNoYW6hanNlY3JldAFDZ3Jwsample3KgQ3NwY6BDcGF0pERjaGFuoENnctokenVzcqBDc3BjoERtZXRhoENzaWdYIGOAeTyWGJI");

Returns

This method doesn't have any return value.

Error Responses

If you submit an invalid request, the server returns an error status code with a descriptive message informing which of the provided arguments is missing or incorrect. Depending on the root cause, this operation may return the following errors:

  • 400 Bad Request
  • 403 Forbidden
  • 503 Service Unavailable

Parse Token

The ParseToken() method decodes an existing token and returns the object containing permissions embedded in that token. The client can use this method for debugging to check the permissions to the resources or find out the token's TTL details.

Method(s)

Basic Usage

#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubResponse OnParseTokenResponse;
OnParseTokenResponse.BindDynamic(this, &AMyActor::OnListUsersFromChannelResponse);

FString Token = "p0thisAkFl043rhDdHRsCkNyZXisRGNoYW6hanNlY3JldAFDZ3Jwsample3KgQ3NwY6BDcGF0pERjaGFuoENnctokenVzcqBDc3BjoERtZXRhoENzaWdYIGOAeTyWGJI";

PubnubSubsystem->ParseToken(Token, OnParseTokenResponse);

Returns

{
"Version":2,
"Timestamp":1619718521,
"TTL":15,
"AuthorizedUuid":"my_uuid",
"Resources":{
"Uuids":{
"uuid-id":{
"Read":true,
"Write":true,
"Manage":true,
"Delete":true,
"Get":true,
"Update":true,
"Join":true
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Error Responses

If you receive an error while parsing the token, it may suggest that the token is damaged. In that case, request the server to issue a new one.

Set Token

The SetAuthToken() method is used by the client devices to update the authentication token granted by the server.

Basic Usage

#include "Kismet/GameplayStatics.h"
#include "PubnubSubsystem.h"

UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>();

PubnubSubsystem->SetAuthToken("p0thisAkFl043rhDdHRsCkNyZXisRGNoYW6hanNlY3JldAFDZ3Jwsample3KgQ3NwY6BDcGF0pERjaGFuoENnctokenVzcqBDc3BjoERtZXRhoENzaWdYIGOAeTyWGJI");

Returns

This method doesn't return any response value.

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