private void CheckPlayerCanRegister(RegisterClientLogin _objectMessage) { if (_objectMessage.stateConnectionMode == StateConnectionMode.REGISTER) { if (CheckUsernameExist(_objectMessage.username) == false) { Debug.Log("Username Exist"); tmpDataBufferPlayerRegister = new ClientData(_objectMessage.username, _objectMessage.password, data.CountIDUnique); stateConnectionBuffer = StateConnectionMessage.REGISTER_SUCCESSFUL; sendStateLoginRegister = true; if (SaveSystem.RegisterPlayer(tmpDataBufferPlayerRegister, data) == true) { Debug.Log("Password Is Set : " + _objectMessage.password); stateConnectionBuffer = StateConnectionMessage.REGISTER_SUCCESSFUL; sendStateLoginRegister = true; } else { Debug.Log("Password Is Not Set : " + _objectMessage.password); } } else { Debug.Log("Username Is Not Available."); //Send a message to a client sendStateLoginRegister = true; stateConnectionBuffer = StateConnectionMessage.REGISTER_USERNAME_NON_AVAILABLE; } } }
private void CheckPlayerCanLogin(RegisterClientLogin _objectMessage) { if (CheckUsernameExist(_objectMessage.username) == true) { Debug.Log("Username exist"); if (CheckPasswordCorrespond(_objectMessage.username, _objectMessage.password) == true) { if (CheckAccountIsAlreadyConnect(_objectMessage.username) == true) { Debug.Log("Password Correspond"); for (int i = 0; i < _playerList.Count; i++) { if (_playerList[i].connectionToClient == _connBuffer) { _playerList[i]._username = _objectMessage.username; } } stateConnectionBuffer = StateConnectionMessage.LOGIN_USERNAME_PASSWORD_CORRESPOND_AND_IS_NOT_CONNECTED; sendStateLoginRegister = true; Debug.Log("Username Before Set Data" + _objectMessage.username); _usernameBuffer = formateToByte(_objectMessage.username); //Load Data Login LoadDataLoginClient(_connBuffer); } else { stateConnectionBuffer = StateConnectionMessage.ACCOUNT_ALREADY_CONNECT; } } else { sendStateLoginRegister = true; Debug.Log("Password doesn't Correspond"); stateConnectionBuffer = StateConnectionMessage.LOGIN_USERNAME_PASSWORD_DOES_NOT_CORRESPOND; } } else { Debug.Log("Username doesn't exist"); stateConnectionBuffer = StateConnectionMessage.LOGIN_USERNAME_DOES_NOT_EXIST; sendStateLoginRegister = true; } }
public void TreatRecvMessageByClient(NetworkMessage _msg) { //Read and stock the message send by the Client RegisterClientLogin objectMessage = _msg.ReadMessage <RegisterClientLogin>(); _connBuffer = _msg.conn; Debug.Log("Object Message : " + objectMessage.username); CheckPlayerCanLogin(objectMessage); CheckPlayerCanRegister(objectMessage); if (objectMessage.stateConnectionMode != StateConnectionMode.LOGIN && objectMessage.stateConnectionMode != StateConnectionMode.REGISTER) { } }
public void RegisterHost(StateConnectionMode _stateConnectionMode) { if (_menuManager != null) { //Register a new Message who can be sent to the server RegisterClientLogin msg = new RegisterClientLogin(); Debug.Log("test"); msg.stateConnectionMode = _stateConnectionMode; string passwordBuffer; if (_stateConnectionMode == StateConnectionMode.LOGIN) { msg.username = _menuManager._userName.text; passwordBuffer = _menuManager._password.text; } else if (_stateConnectionMode == StateConnectionMode.REGISTER) { msg.username = _menuManager._userNameInscrire.text; passwordBuffer = _menuManager._passwordInscrire.text; } else { msg.username = _menuManager._userName.text; passwordBuffer = _menuManager._password.text; } //Check if the username and the password are on a good format //if (CheckIsCorrectFormat(msg.username, passwordBuffer, 4, 12, 7, 16) == true) { //Encryption of the password msg.password = passwordBuffer.GetHashCode(); //Send Login of Client (Username and Password) to the Server. if (client.Send(RegisterClientLoginMsgId, msg) == true) { Debug.Log("Message is Send"); } else { Debug.LogWarning("Message isn't Send"); } } } }