using System.Collections; using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking; using UnityEngine.EventSystems; using UnityEngine.SceneManagement; using System.Security.Cryptography; using System.Text; using System; public class Register : MonoBehaviour { public GameObject username; public GameObject password; public GameObject email; public Text errorText; public Button registerButton; private string Username; private string Password; private string Email; private string form; private string registerUserUrl = "http://nordh.xyz/narKampen/dbFiles/Register.php?"; private Color errorColor; private EventSystem system; // Start is called before the first frame update void Start() { registerButton.onClick.AddListener(RegisterAction); system = EventSystem.current; errorColor = errorText.color; } // Update is called once per frame void Update() { Username = username.GetComponent().text; Password = password.GetComponent().text; Email = email.GetComponent().text; if (Input.GetKeyDown(KeyCode.Tab)) { Selectable next = system.currentSelectedGameObject.GetComponent().FindSelectableOnDown(); if (next != null) { InputField inputfield = next.GetComponent(); if (inputfield != null) inputfield.OnPointerClick(new PointerEventData(system)); //if it's an input field, also set the text caret system.SetSelectedGameObject(next.gameObject, new BaseEventData(system)); } } } void RegisterAction() { string errorMessage = ""; if (Username == "") { errorMessage = "Username is obligatory"; } if (Password == "") { if (errorMessage != "") { errorMessage += "\n"; } errorMessage += "Password is obligatory"; } if (Email == "") { if (errorMessage != "") { errorMessage += "\n"; } errorMessage += "Email is obligatory"; } if (errorMessage != "") { errorText.text = errorMessage; errorColor.a = 1; } else { errorColor.a = 0; StartCoroutine(RegisterUser()); } errorText.color = errorColor; } IEnumerator RegisterUser() { // register user at server, check for already in use for username and email. // TODO - hash+salt password string salt = GetSalt(); byte[] pwd = Encoding.UTF8.GetBytes(salt + Password); SHA1CryptoServiceProvider sha1 = new SHA1CryptoServiceProvider(); byte[] pass = sha1.ComputeHash(pwd); string postUrl = registerUserUrl + "name=" + UnityWebRequest.EscapeURL(Username) + "&password=" + UnityWebRequest.EscapeURL(Convert.ToBase64String(pass)) + "&email=" + UnityWebRequest.EscapeURL(Email) + "&s=" + UnityWebRequest.EscapeURL(salt); UnityWebRequest www = UnityWebRequest.Get(postUrl); yield return www.SendWebRequest(); if (www.error != null) { errorText.text = "There was an error registering this user, try again later"; } string result = www.downloadHandler.text; if (int.TryParse(www.downloadHandler.text, out int userId)) { errorColor.a = 0; errorText.color = errorColor; PlayerPrefs.SetInt("UserId", userId); SceneManager.LoadScene("MainMenu"); } else { errorText.text = "Failed to register, username/email already exists"; // be more helpful, get message from sever if it is username or email errorColor.a = 1; errorText.color = errorColor; } } private string GetSalt() { RNGCryptoServiceProvider rnd = new RNGCryptoServiceProvider(); int saltLength = 32; byte[] salt = new byte[saltLength]; rnd.GetNonZeroBytes(salt); return Convert.ToBase64String(salt); } }