/// <summary> /// 是否包含敏感字 /// </summary> public bool SensitiveWordJudge(string SensitiveWord_type, string SensitiveWord_Str) { if (null == SensitiveWord_type) { return(false); } if (null == SensitiveWord_Str) { return(false); } string senstr = Regex.Replace(SensitiveWord_Str, "[ \\[ \\] \\^ \\-_*×――(^)|'$%~!@#$…&%¥—+=<>《》!!???::•`·、。,;,.;\"‘’“”-]", "").ToUpper(); //遍历判定是否含有敏感字 foreach (string str in txtString) { if (str.Trim().Length == 0) { continue; } if (senstr.IndexOf(str.Trim(), StringComparison.OrdinalIgnoreCase) >= 0) { UIComponent.Instance.Toast(CPErrorCode.LanguageDescription(20075, new List <object>() { SensitiveWord_type })); return(true); } } return(false); }
public override void Run(int errorStatus) { UI mUILogin = UIComponent.Instance.Get(UIType.UILogin); if (null != mUILogin && null != mUILogin.GameObject) { UILoginComponent mUILoginComponent = mUILogin.UiBaseComponent as UILoginComponent; if (null != mUILoginComponent) { if (mUILoginComponent.IsAutoLogin) { mUILoginComponent.UsingSprite(); mUILoginComponent.RC.gameObject.SetActive(true); GameObject defaultObj = GameObject.Find("Global/UI/LobbyCanvas/UIDefault(Clone)"); if (null != defaultObj) { GameObject.Destroy(defaultObj); } } else { UIComponent.Instance.ShowNoAnimation(UIType.UIDialog, new UIDialogComponent.DialogData() { type = UIDialogComponent.DialogData.DialogType.Commit, // title = $"温馨提示", title = CPErrorCode.LanguageDescription(10007), // content = $"当前线路不稳定,已为您切换线路重新连接", content = CPErrorCode.LanguageDescription(20071), // contentCommit = "知道了", contentCommit = CPErrorCode.LanguageDescription(10024), contentCancel = "", actionCommit = null, actionCancel = null }); } } } }
private void OnCheckUpdateSwithInfo(string info, bool isIM, bool isUserChoice) { NetLineSwitchComponent.NetLineSwitchData lineSwitchData = JsonHelper.FromJson <NetLineSwitchComponent.NetLineSwitchData>(info); int selectID; string userChoice = PlayerPrefsMgr.mInstance.GetString($"{PlayerPrefsKeys.CURRENT_SERVER_USER_CHOICEID}{serverType}", null); if (!string.IsNullOrEmpty(userChoice)) { //优先使用用户选择的线路 selectID = Convert.ToInt32(userChoice); } else { if (isIM) { //IM切换的,不要使用接口返回的默认线路,使用上次的线路即可,如无则用线路1 selectID = PlayerPrefsMgr.mInstance.GetInt($"{PlayerPrefsKeys.CURRENT_VIP_DNS_SERVERID}{serverType}", 1); } else { selectID = lineSwitchData.selector; PlayerPrefsMgr.mInstance.SetInt($"{PlayerPrefsKeys.CURRENT_VIP_DNS_SERVERID}{serverType}", selectID); } } PlayerPrefsMgr.mInstance.SetInt($"{PlayerPrefsKeys.CURRENT_USING_SERVERID}{serverType}", selectID); PlayerPrefs.Save(); foreach (NetLineSwitchComponent.LineInfo lineInfo in lineSwitchData.list) { if (lineInfo.id == selectID) { bool hadChange = false; if (!string.IsNullOrEmpty(lineInfo.http)) { if (lineInfo.http != HTTP) { hadChange = true; } PlayerPrefsMgr.mInstance.SetString($"{PlayerPrefsKeys.CURRENT_SERVER_HTTP_DOMAIN}{serverType}", lineInfo.http); PlayerPrefs.Save(); } if (!string.IsNullOrEmpty(lineInfo.sck)) { if (lineInfo.sck != LoginHost) { hadChange = true; } PlayerPrefsMgr.mInstance.SetString($"{PlayerPrefsKeys.CURRENT_SERVER_SCK_DOMAIN}{serverType}", lineInfo.sck); PlayerPrefs.Save(); } Refresh(); if (hadChange && GameCache.Instance.nUserId > 0 && !isUserChoice) { //重连 NetworkDetectionComponent mNetworkDetectionComponent = Game.Scene.GetComponent <NetworkDetectionComponent>(); if (null != mNetworkDetectionComponent) { Game.Scene.GetComponent <NetworkDetectionComponent>().Reconnect(); } // UIComponent.Instance.ShowNoAnimation(UIType.UIDialog, new UIDialogComponent.DialogData() // { // type = UIDialogComponent.DialogData.DialogType.Commit, // title = $"温馨提示", // content = $"当前线路不稳定,已为您切换线路重新连接。", // contentCommit = "好的", // actionCommit = null // }); UIComponent.Instance.ShowNoAnimation(UIType.UIDialog, new UIDialogComponent.DialogData() { type = UIDialogComponent.DialogData.DialogType.Commit, // title = $"温馨提示", title = CPErrorCode.LanguageDescription(10007), // content = $"当前线路不稳定,已为您切换线路重新连接", content = CPErrorCode.LanguageDescription(20072), // contentCommit = "知道了", contentCommit = CPErrorCode.LanguageDescription(10024), contentCancel = "", actionCommit = null, actionCancel = null }); } } } }
public async void Send(string _apiUrl, string jsonData, Action <string> _call, string customHost = null, Action pFinishedNoSuccess = null) { if (WebMessageHelper.IsNeedShowJuhua(_apiUrl)) { UIComponent.Instance.Prompt(); } string url = customHost == null ? $"{GlobalData.Instance.WebURL}{_apiUrl}" : $"{customHost}{_apiUrl}"; Log.Debug($"send-> url = {url}"); requests.Add(GameUtil.HttpsPost(url, jsonData, (request, response) => { RemoveRequest(request); switch (request.State) { case HTTPRequestStates.Finished: if (response.IsSuccess) { Log.Debug($"response-> url = {url} jsonData = {jsonData} 结果= {response.DataAsText}"); CommonResponseData data = JsonHelper.FromJson <CommonResponseData>(response.DataAsText); if (data.status == 105) { //维护弹窗 UIComponent.Instance.ShowNoAnimation(UIType.UIDialog, new UIDialogComponent.DialogData() { type = UIDialogComponent.DialogData.DialogType.Commit, title = "", content = string.Format(LanguageMgr.mInstance.GetLanguageForKey("ServerMaintenance"), data.msg), contentCommit = CPErrorCode.LanguageDescription(10008), actionCommit = null, actionCancel = null }); } if (_call != null) { _call(response.DataAsText); } } else { UIComponent.Instance.Toast(response.StatusCode); if (pFinishedNoSuccess != null) { //追加的.下拉列表 不成功时 收缩下(加载中...) pFinishedNoSuccess(); } } break; case HTTPRequestStates.Error: string exception = request.Exception != null ? (request.Exception.Message + "\n" + request.Exception.StackTrace) : "No Exception"; Log.Debug($"Request Finished with Error! {exception}"); // UIComponent.Instance.Toast("请求错误"); if (pFinishedNoSuccess != null) { pFinishedNoSuccess(); } break; case HTTPRequestStates.Aborted: Log.Debug($"Request Aborted!"); // UIComponent.Instance.Toast("请求拒绝"); if (pFinishedNoSuccess != null) { pFinishedNoSuccess(); } break; case HTTPRequestStates.ConnectionTimedOut: Log.Debug($"Connection Timed Out!"); // UIComponent.Instance.Toast("连接超时"); if (pFinishedNoSuccess != null) { pFinishedNoSuccess(); } break; case HTTPRequestStates.TimedOut: Log.Debug($"Processing the request Timed Out!"); // UIComponent.Instance.Toast("网络超时"); if (pFinishedNoSuccess != null) { pFinishedNoSuccess(); } break; default: UIComponent.Instance.Toast($"未知错误 State = {request.State} "); if (pFinishedNoSuccess != null) { pFinishedNoSuccess(); } break; } }), (int)HTTPRequestStates.Initial); }