请忽略此方法的任何安全风险
不要这样做。安全性是在之前还是之后来并不重要。您将结束重新编写整个代码,因为 密码 在您的应用程序中是硬编码的,可以轻松地 进行反编译和检索。现在以正确的方式进行连接,这样您就不必重新编写整个应用程序。
使用 php、perl 或任何您熟悉的语言在您的服务器上运行您的数据库命令,但这应该在服务器上完成。
在 Unity 中,使用 WWW 或 UnityWebRequest 类与该脚本进行通信,然后,您将能够从 Unity 向服务器发送和接收信息。有很多examples 出there。即使这样,您仍然需要实现自己的安全性,但这比您现在拥有的要好得多。
您还可以使用json 接收多个数据。
以下是来自this Unity wiki 的完整示例。它展示了如何使用服务器端的 php 和客户端的 Unity + C# 与 Unity 中的数据库进行交互。
服务器端:
使用 PDO 添加分数:
<?php
// Configuration
$hostname = 'localhot';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
$secretKey = "mySecretKey"; // Change this value to match the value stored in the client javascript below
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$realHash = md5($_GET['name'] . $_GET['score'] . $secretKey);
if($realHash == $hash) {
$sth = $dbh->prepare('INSERT INTO scores VALUES (null, :name, :score)');
try {
$sth->execute($_GET);
} catch(Exception $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
}
?>
使用 PDO 检索分数:
<?php
// Configuration
$hostname = 'localhost';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has occurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$sth = $dbh->query('SELECT * FROM scores ORDER BY score DESC LIMIT 5');
$sth->setFetchMode(PDO::FETCH_ASSOC);
$result = $sth->fetchAll();
if(count($result) > 0) {
foreach($result as $r) {
echo $r['name'], "\t", $r['score'], "\n";
}
}
?>
在服务器上启用跨域策略:
此文件应命名为“crossdomain.xml”并放置在您的 Web 服务器的根目录中。 Unity 要求您希望通过 WWW 请求访问的网站具有跨域策略。
<?xml version="1.0"?>
<cross-domain-policy>
<allow-access-from domain="*"/>
</cross-domain-policy>
客户端/统一端:
来自 Unity 的客户端代码连接到服务器,与 PDO 交互并根据调用的函数添加或检索分数。此客户端代码稍作修改以使用最新的 Unity 版本进行编译。
private string secretKey = "mySecretKey"; // Edit this value and make sure it's the same as the one stored on the server
public string addScoreURL = "http://localhost/unity_test/addscore.php?"; //be sure to add a ? to your url
public string highscoreURL = "http://localhost/unity_test/display.php";
//Text to display the result on
public Text statusText;
void Start()
{
StartCoroutine(GetScores());
}
// remember to use StartCoroutine when calling this function!
IEnumerator PostScores(string name, int score)
{
//This connects to a server side php script that will add the name and score to a MySQL DB.
// Supply it with a string representing the players name and the players score.
string hash = Md5Sum(name + score + secretKey);
string post_url = addScoreURL + "name=" + WWW.EscapeURL(name) + "&score=" + score + "&hash=" + hash;
// Post the URL to the site and create a download object to get the result.
WWW hs_post = new WWW(post_url);
yield return hs_post; // Wait until the download is done
if (hs_post.error != null)
{
print("There was an error posting the high score: " + hs_post.error);
}
}
// Get the scores from the MySQL DB to display in a GUIText.
// remember to use StartCoroutine when calling this function!
IEnumerator GetScores()
{
statusText.text = "Loading Scores";
WWW hs_get = new WWW(highscoreURL);
yield return hs_get;
if (hs_get.error != null)
{
print("There was an error getting the high score: " + hs_get.error);
}
else
{
statusText.text = hs_get.text; // this is a GUIText that will display the scores in game.
}
}
public string Md5Sum(string strToEncrypt)
{
System.Text.UTF8Encoding ue = new System.Text.UTF8Encoding();
byte[] bytes = ue.GetBytes(strToEncrypt);
// encrypt bytes
System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] hashBytes = md5.ComputeHash(bytes);
// Convert the encrypted bytes back to a string (base 16)
string hashString = "";
for (int i = 0; i < hashBytes.Length; i++)
{
hashString += System.Convert.ToString(hashBytes[i], 16).PadLeft(2, '0');
}
return hashString.PadLeft(32, '0');
}
这只是如何正确执行此操作的示例。如果您需要实现会话功能并关心安全性,请查看 OAuth 2.0 协议。应该有现有的库来帮助您开始使用 OAuth 协议。