public async Task <ActionResult> Login(LoginTempModel model, string returnUrl) { if (!ModelState.IsValid) { return(View(model)); } // 계정이 잠기는 로그인 실패로 간주되지 않습니다. // 암호 오류 시 계정 잠금을 트리거하도록 설정하려면 shouldLockout: true로 변경하십시오. var result = await SignInManager.PasswordSignInAsync(model.Email, model.Password, model.RememberMe, shouldLockout : true); switch (result) { case SignInStatus.Success: //return RedirectToLocal(returnUrl); case SignInStatus.LockedOut: return(View("Lockout")); case SignInStatus.RequiresVerification: return(RedirectToAction("SendCode", new { ReturnUrl = returnUrl, RememberMe = model.RememberMe })); case SignInStatus.Failure: default: ModelState.AddModelError("", "잘못된 로그인 시도입니다."); return(View(model)); } }
public void CheckLogin(Socket soc, WeaveSession wsession) { // string jsonstr = _0x01.Getjson(); LoginTempModel get_client_Send_loginModel = wsession.GetRoot <LoginTempModel>(); //执行查找数据的操作...... bool loginOk = false; AddSystemData(); loginOk = CheckUserCanLoginIn(get_client_Send_loginModel); if (loginOk) { // UpdatePlayerListSetOnLine ServerLoginOKEvent(get_client_Send_loginModel.userName, soc); } SendRoot <bool>(soc, (byte)CommandEnum.ServerSendLoginResult, "ServerBackLoginResult", loginOk, 0, wsession.Token); //发送人数给客户端 //参数1,发送给客户端对象,参数2,发送给客户端对应的方法,参数3,人数的实例,参数4,此处无作用,参数5,客户端此次token }
private bool CheckUserCanLoginIn(LoginTempModel m) { GameDataAccess.BLL.UserTableBLL myBLL = new GameDataAccess.BLL.UserTableBLL(); return(myBLL.CheckUserNamePassword(m.userName, m.password)); }