Register.cs 6.7 KB

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  1. using System.Collections;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. using UnityEngine.Networking;
  5. using UnityEngine.EventSystems;
  6. using UnityEngine.SceneManagement;
  7. using System.Security.Cryptography;
  8. using System.Text;
  9. using System;
  10. public class Register : MonoBehaviour {
  11. public GameObject username;
  12. public GameObject password;
  13. public GameObject email;
  14. public Text errorText;
  15. public Button registerButton;
  16. private string Username;
  17. private string Password;
  18. private string Email;
  19. private string form;
  20. Firebase.Auth.FirebaseAuth auth;
  21. string salt;
  22. private string registerUserUrl = "http://nordh.xyz/narKampen/dbFiles/Register.php?";
  23. private Color errorColor;
  24. private EventSystem system;
  25. // Start is called before the first frame update
  26. void Start() {
  27. // CheckFirebaseGoogleDependencies();
  28. registerButton.onClick.AddListener(RegisterAction);
  29. system = EventSystem.current;
  30. errorColor = errorText.color;
  31. auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
  32. }
  33. // Update is called once per frame
  34. void Update() {
  35. Username = username.GetComponent<InputField>().text;
  36. Password = password.GetComponent<InputField>().text;
  37. Email = email.GetComponent<InputField>().text;
  38. if (Input.GetKeyDown(KeyCode.Tab)) {
  39. Selectable next = system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown();
  40. if (next != null) {
  41. InputField inputfield = next.GetComponent<InputField>();
  42. if (inputfield != null) inputfield.OnPointerClick(new PointerEventData(system)); //if it's an input field, also set the text caret
  43. system.SetSelectedGameObject(next.gameObject, new BaseEventData(system));
  44. }
  45. }
  46. }
  47. void RegisterAction() {
  48. string errorMessage = "";
  49. if (Username == "" || Username.Length < 3) {
  50. errorMessage = LocalizationManager.Instance.GetText("REGISTER_ERROR_USERNAME_EMPTY");
  51. }
  52. if (Password == "") {
  53. if (errorMessage != "") {
  54. errorMessage += "\n";
  55. }
  56. errorMessage += LocalizationManager.Instance.GetText("REGISTER_ERROR_PASSWORD_EMPTY");
  57. }
  58. if (Password.Length < 6) {
  59. if (errorMessage != "") {
  60. errorMessage += "\n";
  61. }
  62. errorMessage += LocalizationManager.Instance.GetText("REGISTER_ERROR_PASSWORD_TO_SHORT");
  63. }
  64. if (Email == "") {
  65. if (errorMessage != "") {
  66. errorMessage += "\n";
  67. }
  68. errorMessage += LocalizationManager.Instance.GetText("REGISTER_ERROR_EMAIL_EMPTY");
  69. }
  70. if (errorMessage != "") {
  71. errorText.text = errorMessage;
  72. errorColor.a = 1;
  73. } else {
  74. errorColor.a = 0;
  75. FirebaseRegister(Email, Password);
  76. StartCoroutine(RegisterUser());
  77. }
  78. errorText.color = errorColor;
  79. }
  80. private void FirebaseRegister(String email, String password) {
  81. auth.CreateUserWithEmailAndPasswordAsync(email, password).ContinueWith(task => {
  82. if (task.IsCanceled) {
  83. Debug.LogError("CreateUserWithEmailAndPasswordAsync was canceled.");
  84. return;
  85. }
  86. if (task.IsFaulted) {
  87. Debug.LogError("CreateUserWithEmailAndPasswordAsync encountered an error: " + task.Exception);
  88. return;
  89. }
  90. // Firebase user has been created.
  91. Firebase.Auth.FirebaseUser newUser = task.Result;
  92. Debug.LogFormat("Firebase user created successfully: {0} ({1})",
  93. newUser.DisplayName, newUser.UserId);
  94. });
  95. }
  96. IEnumerator RegisterUser() {
  97. // TODO register user at server, check for already in use for username and email.
  98. // TODO - Save OS and device id
  99. string deviceId = SystemInfo.deviceUniqueIdentifier;
  100. string os = SystemInfo.operatingSystem;
  101. string salt = GetSalt();
  102. string password = getPassword();
  103. string postUrl = registerUserUrl + "name=" + UnityWebRequest.EscapeURL(Username) + "&password=" + UnityWebRequest.EscapeURL(password) + "&email=" + UnityWebRequest.EscapeURL(Email) + "&s=" + UnityWebRequest.EscapeURL(salt) + "&did=" + deviceId + "&os=" + UnityWebRequest.EscapeURL(os);
  104. UnityWebRequest www = UnityWebRequest.Get(postUrl);
  105. yield return www.SendWebRequest();
  106. if (www.error != null) {
  107. errorText.text = LocalizationManager.Instance.GetText("REGISTER_ERROR_CONNECTION_FAIL");
  108. errorColor.a = 1;
  109. errorText.color = errorColor;
  110. } else {
  111. string result = www.downloadHandler.text;
  112. if (int.TryParse(www.downloadHandler.text, out int userId)) {
  113. errorColor.a = 0;
  114. errorText.color = errorColor;
  115. Database.Instance.KeepSignedIn(Username, userId, false);
  116. SceneManager.LoadScene("MainMenu");
  117. } else {
  118. errorText.text = LocalizationManager.Instance.GetText("REGISTER_ERROR_USER_PASS_ALREADY_IN_USE");
  119. errorColor.a = 1;
  120. errorText.color = errorColor;
  121. }
  122. }
  123. }
  124. private string getPassword() {
  125. byte[] pass;
  126. salt = GetSalt();
  127. byte[] pwd = Encoding.UTF8.GetBytes(salt + Password);
  128. SHA1CryptoServiceProvider sha1 = new SHA1CryptoServiceProvider();
  129. pass = sha1.ComputeHash(pwd);
  130. return Convert.ToBase64String(pass);
  131. }
  132. private string GetSalt() {
  133. if (this.salt == null) {
  134. RNGCryptoServiceProvider rnd = new RNGCryptoServiceProvider();
  135. int saltLength = 32;
  136. byte[] slt = new byte[saltLength];
  137. rnd.GetNonZeroBytes(slt);
  138. this.salt = Convert.ToBase64String(slt);
  139. }
  140. return this.salt;
  141. }
  142. private void CheckFirebaseGoogleDependencies() {
  143. Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
  144. var dependencyStatus = task.Result;
  145. if (dependencyStatus == Firebase.DependencyStatus.Available) {
  146. // Create and hold a reference to your FirebaseApp,
  147. // where app is a Firebase.FirebaseApp property of your application class.
  148. // app = Firebase.FirebaseApp.DefaultInstance;
  149. // Set a flag here to indicate whether Firebase is ready to use by your app.
  150. } else {
  151. UnityEngine.Debug.LogError(System.String.Format(
  152. "Could not resolve all Firebase dependencies: {0}", dependencyStatus));
  153. // Firebase Unity SDK is not safe to use here.
  154. }
  155. });
  156. }
  157. }