LoginController.cs 13 KB

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  1. using System;
  2. using UnityEngine;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using Newtonsoft.Json;
  6. using UnityEngine.SceneManagement;
  7. using Cinemachine;
  8. using UnityEngine.UI;
  9. using TMPro;
  10. /* 使用login token进行登录和数据读取保存
  11. * TestDataInjection 是测试用的假数据注入
  12. * LoginTokenCheck 验证login token是否有效,和服务器比对
  13. * 比较版本是否可以符合游戏可以允许最低版本
  14. * 弹出用户注册窗口
  15. */
  16. public class LoginController : MonoBehaviour
  17. {
  18. // Start is called once before the first execution of Update after the MonoBehaviour is created
  19. private GameObject canvasPlaceholder, regCanvas, createAdoptCanvas, loginCanvas;
  20. public static LoginController instance; // 用于在其他脚本中调用LoginController的函数
  21. private void Awake()
  22. {
  23. // 确保loginController在Awake阶段被正确赋值
  24. if (instance == null)
  25. {
  26. instance = this;
  27. }
  28. }
  29. void Start()
  30. {
  31. canvasPlaceholder = GameObject.Find("Canvas Placeholder");
  32. regCanvas = canvasPlaceholder.transform.Find("Register Canvas").gameObject;
  33. createAdoptCanvas = canvasPlaceholder.transform.Find("Create Or Adopt Canvas").gameObject;
  34. loginCanvas = canvasPlaceholder.transform.Find("Login Canvas").gameObject;
  35. // StartCoroutine(PingServer());
  36. // 判断是否要切换到注册狗的子场景
  37. if (GameData.subScene == "Login_InitDog")
  38. {
  39. SwitchToInitDogScene();
  40. GameData.subScene = null;
  41. }
  42. else
  43. {
  44. // 检测是否可以ping到任何一台服务器
  45. StartCoroutine(WebController.ServerAliveCheck());
  46. // 启动自动采用Login Token 登录。其他登录方式为手动登录。
  47. StartCoroutine(LoginTokenRequest());
  48. }
  49. }
  50. // Update is called once per frame
  51. //void Update()
  52. //{
  53. //}
  54. // LoginToken登录方法
  55. IEnumerator LoginTokenRequest()
  56. {
  57. while (!GameData.serverAliveCheckPassed)
  58. {
  59. // 等待服务器存活检查通过
  60. yield return new WaitForSeconds(0.25f);
  61. }
  62. // 将登录,快速开始,忘记密码三个按键激活
  63. var loginCanvas = GameObject.Find("Canvas Placeholder").transform.Find("Login Canvas").gameObject;
  64. loginCanvas.SetActive(true);
  65. Debug.Log("LoginToken Request start");
  66. string UUID = SystemInfo.deviceUniqueIdentifier; // 这里需要考虑这段代码执行在Enviroment Controller之前
  67. string LoginToken = PlayerPrefs.GetString("LoginToken", null);
  68. string LoginTokenTime = PlayerPrefs.GetString("LoginTokenTime", null);
  69. // 比较LoginTokenTime 如果超时直接放弃后面代码。比较UUID是否是null如果是直接放弃后面代码
  70. if (LoginToken == null) { yield break; }
  71. ;
  72. if (LoginTokenTime == null) { yield break; }
  73. ;
  74. DateTime tokenTime;
  75. DateTime now = DateTime.Now;
  76. if (DateTime.TryParse(LoginTokenTime, out tokenTime))
  77. {
  78. TimeSpan span = now - tokenTime;
  79. if (span.TotalHours > 7 * 24)
  80. {
  81. yield break;
  82. }
  83. }
  84. else { yield break; }
  85. // 提交POST
  86. string url = "/api/login/token/";
  87. WWWForm form = new();
  88. form.AddField("login_token", LoginToken);
  89. form.AddField("UUID", UUID);
  90. StartCoroutine(WebController.PostRequest(url, form, callback: LoginTokenCallback));
  91. }
  92. // Post之后callback的函数
  93. void LoginTokenCallback(string json)
  94. {
  95. LoginSucessHandler(json);
  96. if (UserProperty.userId != null && EnviromentSetting.accessToken != null)
  97. {
  98. // 启动获取用户信息请求
  99. GetUserData();
  100. }
  101. else
  102. {
  103. Debug.Log("LoginTokenCallback 登陆失败");
  104. Debug.Log(json);
  105. }
  106. }
  107. void LoginSucessHandler(string json)
  108. {
  109. var data = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
  110. if (data != null && data["status"] == "success")
  111. {
  112. Debug.Log("Login Token sucess!");
  113. PlayerPrefs.SetString("LoginToken", data["login_token"]);
  114. PlayerPrefs.SetString("LoginTokenTime", DateTime.Now.ToString());
  115. EnviromentSetting.accessToken = data["access_token"];
  116. EnviromentSetting.accessTokenReceivedTime = DateTime.Now;
  117. UserProperty.userId = data["user_id"];
  118. // 比较游戏版本
  119. // TODO 等后台更改后删除
  120. //string allowed_client_ver = data["allowed_client_ver"];
  121. string allowed_client_ver = "0.1";
  122. string current_ver = EnviromentSetting.version;
  123. Version curVer = new Version(current_ver);
  124. Version allowVer = new Version(allowed_client_ver);
  125. int verCompare = curVer.CompareTo(allowVer);
  126. if (verCompare < 0)
  127. {
  128. // 弹窗,然后退出
  129. string err_msg;
  130. if (EnviromentSetting.platform == "IPhonePlayer")
  131. {
  132. err_msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "not_allow_version_IOS", EnviromentSetting.languageCode });
  133. }
  134. else if (EnviromentSetting.platform == "Android")
  135. {
  136. if (EnviromentSetting.languageCode == "zh-cn") // 安卓中文环境
  137. {
  138. err_msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "not_allow_version_Andriod_CN", EnviromentSetting.languageCode });
  139. }
  140. else
  141. {
  142. // 安卓其他语言
  143. err_msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "not_allow_version_Andriod_WW", EnviromentSetting.languageCode });
  144. }
  145. }
  146. else
  147. {
  148. // 不明操作系统
  149. err_msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "not_allow_version_Generic", EnviromentSetting.languageCode });
  150. }
  151. MessageBoxController.ShowMessage(err_msg, ShutDown);
  152. }
  153. }
  154. else
  155. {
  156. Debug.Log("Login Token fail!");
  157. Debug.Log(json);
  158. }
  159. }
  160. // 当版本检查不符合游戏时退出游戏
  161. public void ShutDown()
  162. {
  163. Application.Quit();
  164. }
  165. public void GetUserData()
  166. {
  167. Debug.Log("GetUserData request");
  168. // 提交POST
  169. string url = "/api/user/info/";
  170. WWWForm form = new();
  171. form.AddField("user_id", UserProperty.userId);
  172. StartCoroutine(WebController.PostRequest(url, form, callback: GetUserDataCallback));
  173. }
  174. void GetUserDataCallback(string json)
  175. {
  176. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  177. if (data != null && data["status"].ToString() == "success")
  178. {
  179. var user_info = data["user_info"].ToString();
  180. UserProperty.RefreshUserInfo(user_info);
  181. var user_info_dict = JsonConvert.DeserializeObject<Dictionary<string, object>>(user_info);
  182. // todo 将用户运行环境保存到设定中
  183. // EnviromentSetting.runEnv = user_info_dict["runEnv"].ToString();
  184. // 保存狗的数据
  185. string dogsJson = data["dogs"].ToString();
  186. UserProperty.RefreshDogInfo(dogsJson);
  187. // 保存道具数据
  188. UserProperty.RefreshUserItems(data["props"].ToString());
  189. // 判断用户狗的数量,如果为0就跳转用户创建狗。
  190. if (UserProperty.dogs.Count < 1)
  191. {
  192. SwitchToInitDogScene();
  193. }
  194. // 如果非注册用户,提示用户注册
  195. else if (!UserProperty.isRegUser)
  196. {
  197. // 如果没有提醒过
  198. if (!GameData.hasRemindedRegister)
  199. {
  200. GameData.hasRemindedRegister = true;
  201. var canvasPlaceholder = GameObject.Find("Canvas Placeholder");
  202. var loginCanvas = canvasPlaceholder.transform.Find("Login Canvas").gameObject;
  203. loginCanvas.SetActive(false);
  204. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "reg_reminder", EnviromentSetting.languageCode });
  205. //MessageBoxController.YorN_Message(msg, ()=> regCanvas.SetActive(true), ()=> SceneManager.LoadScene("Home"));
  206. MessageBoxController.YorN_Message(msg, () => regCanvas.SetActive(true), () => MaskTransitions.TransitionManager.Instance.LoadLevel("Home"));
  207. }
  208. else
  209. {
  210. MaskTransitions.TransitionManager.Instance.LoadLevel("Home");
  211. }
  212. }
  213. else
  214. {
  215. ShowStartGameUI();
  216. }
  217. }
  218. else
  219. {
  220. Debug.Log(data["message"]);
  221. }
  222. }
  223. void ShowStartGameUI()
  224. {
  225. var uiPlaceholder = GameObject.Find("Canvas Placeholder");
  226. if (uiPlaceholder != null)
  227. {
  228. var startGameUI = uiPlaceholder.transform.Find("Start Game Canvas").gameObject;
  229. startGameUI.SetActive(true);
  230. var loginCanvas = uiPlaceholder.transform.Find("Login Canvas").gameObject;
  231. loginCanvas.SetActive(false);
  232. }
  233. }
  234. // Quick Start 登录方式,用UUID换取Login Token
  235. public void QuickStart()
  236. {
  237. Debug.Log("Quick start post request.");
  238. string url = "/api/game/quick_start/";
  239. Dictionary<string, string> formData = new();
  240. WWWForm form = new();
  241. form.AddField("UUID", EnviromentSetting.UUID);
  242. StartCoroutine(WebController.PostRequest(url, form, callback: QuickStartCallback));
  243. }
  244. void QuickStartCallback(string json)
  245. {
  246. var data = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
  247. if (data != null && data["status"] == "success")
  248. {
  249. PlayerPrefs.SetString("LoginToken", data["login_token"]);
  250. PlayerPrefs.SetString("LoginTokenTime", DateTime.Now.ToString());
  251. UserProperty.userId = data["user_id"];
  252. StartCoroutine(LoginTokenRequest());
  253. }
  254. else
  255. {
  256. string errMsg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "login_fail", EnviromentSetting.languageCode });
  257. MessageBoxController.ShowMessage(errMsg);
  258. }
  259. }
  260. public void ResetPassword()
  261. {
  262. var uiPlaceholder = GameObject.Find("Canvas Placeholder");
  263. if (uiPlaceholder != null)
  264. {
  265. var resetUI = uiPlaceholder.transform.Find("Reset Pasword").gameObject;
  266. var loginCanvas = uiPlaceholder.transform.Find("Login Canvas").gameObject;
  267. resetUI.SetActive(true);
  268. loginCanvas.SetActive(false);
  269. }
  270. }
  271. // 切换到生成狗的子场景
  272. void SwitchToInitDogScene()
  273. {
  274. createAdoptCanvas.SetActive(true);
  275. loginCanvas.SetActive(false);
  276. regCanvas.SetActive(false);
  277. var loginCam = GameObject.Find("V Cam Login").GetComponent<CinemachineVirtualCamera>();
  278. var initDogCam = GameObject.Find("V Cam Init Dog").GetComponent<CinemachineVirtualCamera>();
  279. loginCam.Priority = 0;
  280. initDogCam.Priority = 10;
  281. }
  282. // 使用账户密码登录方法
  283. public void Login()
  284. {
  285. string account = GameObject.Find("Account input").GetComponent<TMP_InputField>().text;
  286. string password = GameObject.Find("Password input").GetComponent<TMP_InputField>().text;
  287. string url = "/api/login/";
  288. Dictionary<string, string> formData = new();
  289. WWWForm form = new();
  290. form.AddField("client_language", EnviromentSetting.languageCode);
  291. if (EnviromentSetting.languageCode == "zh-cn")
  292. {
  293. form.AddField("mobile_number", account.Trim());
  294. }
  295. else
  296. {
  297. form.AddField("email", account.Trim());
  298. }
  299. form.AddField("password", password.Trim());
  300. StartCoroutine(WebController.PostRequest(url, form, callback: LoginCallback));
  301. }
  302. void LoginCallback(string json)
  303. {
  304. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  305. if (data != null && data["status"].ToString() == "success")
  306. {
  307. LoginSucessHandler(json);
  308. if (UserProperty.userId != null && EnviromentSetting.accessToken != null)
  309. {
  310. // 启动获取用户信息请求
  311. GetUserData();
  312. }
  313. else
  314. {
  315. Debug.Log("LoginTokenCallback 登陆失败");
  316. Debug.Log(json);
  317. }
  318. }
  319. else
  320. {
  321. string errMsg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "login_fail", EnviromentSetting.languageCode });
  322. MessageBoxController.ShowMessage(errMsg);
  323. }
  324. }
  325. }