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avatar image
Question by iCeR69 · May 05, 2014 at 12:07 PM · xmlwwwformhttpmd5

Login using wwwform and XML?

I'm trying to do the following:

  • user is presented with a user/pass form

  • on clicking login, connect to API with secret key

  • return data with MD5 hash data as well in returned XML format

  • on successful login display the data otherwise display error

How can I do the last two points adding to this?

 var USERNAME : String;
 var PASSWORD : String;
  
 function Start () {
  
 var form = new WWWForm();
  
 form.AddField("Username", USERNAME);
 form.AddField("Password", PASSWORD);
  
 var headers = form.headers;
 var rawData = form.data;
 var url = "https://www.myurl.com/api";
 var secretKey : String = "mysecretkey";
  
 headers["Authorization"]="Basic " + System.Convert.ToBase64String(
     System.Text.Encoding.ASCII.GetBytes(secretKey));
  
 var www = new WWW(url, rawData, headers);
 yield www;
  
     if(www.error) {
         print("There was an error: " + www.error);
     }else{
         print(www.text);
     }
  
 }

//md5 hash convert for raw password to check if matching

     using (MD5 md5Hash = MD5.Create())
             {
                 string hash = GetMd5Hash(md5Hash, source);
 Create())
             {

On checking the login username, it then returns the ID and location from the table for that user. Request XML (POST)

 <xml><ID>LYvGkanYYfaSdGEqPixXz==</ID><Location>48</Location></xml>

Decrypted Data

ID = 10981 Location = 48

Valid XML Response

 <xml>
 <Location>UK</Location>
 <Name>GHOKcrTvXPLu+jjYLfGbC==</Name>
 <ID>LYvGkanYYfaSdGEqPixXz==</ID>
 <ProfileImage>ImageUrl</ProfileImage>
 </xml>

 

Invalid XML Response ID does not exist or is not valid

 <xml>
 <Error>Invalid ID</Error>
 </xml>
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avatar image Noob_Vulcan · May 05, 2014 at 12:13 PM 0
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Your url "https://www.myurl.com/api" .What it is returning?

avatar image iCeR69 · May 05, 2014 at 01:14 PM 0
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Hi, I have updated the question with expected data. Please let me know how I can do that, thank you.

avatar image Noob_Vulcan · May 05, 2014 at 03:34 PM 0
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K good....what i did was instead of sending a xml as response ,i sent a string and i parsed it . If you wanna do like this i can help you right away. U just have to send response in the form of string where every part is seperated by a unique symbol say $.

avatar image Noob_Vulcan · May 05, 2014 at 03:36 PM 0
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If u want only xml then i will have to look into it and may take time...since i didn't did that way.

avatar image iCeR69 · May 05, 2014 at 06:02 PM 0
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Any example of even sending a string? Just something I can try work on at least. Any examples around even with this type of login? Thank you

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Answer by Kamuiyshirou · May 05, 2014 at 12:33 PM

This script will allow you to save and load data about an object into an XML file. To use, add an empty game object to the scene and attache the script to the object. Change the Player on that game object property to the item you wish to save properties about. When you start the scene, you will see a save and load button, these allow you to save and load the information from the xml file. The guts of what you save is located in the UserData class, change this as you see fit to allow you to save what you want. You will also need to update the save method to store the information that you are looking to store. At the moment, the code is only setup to store the postition of the object in world space.

             ////////////////////////


             using UnityEngine; 
             using System.Collections; 
             using System.Xml; 
             using System.Xml.Serialization; 
             using System.IO; 
             using System.Text; 
 
             public class _GameSaveLoad: MonoBehaviour { 
 
        // An example where the encoding can be found is at 
        // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp 
        // We will just use the KISS method and cheat a little and use 
        // the examples from the web page since they are fully described 
 
        // This is our local private members 
        Rect _Save, _Load, _SaveMSG, _LoadMSG; 
        bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad; 
        string _FileLocation,_FileName; 
        public GameObject _Player; 
        UserData myData; 
        string _PlayerName; 
        string _data; 
 
        Vector3 VPosition; 
 
        // When the EGO is instansiated the Start will trigger 
        // so we setup our initial values for our local members 
        void Start () { 
           // We setup our rectangles for our messages 
           _Save=new Rect(10,80,100,20); 
           _Load=new Rect(10,100,100,20); 
           _SaveMSG=new Rect(10,120,400,40); 
           _LoadMSG=new Rect(10,140,400,40); 
 
           // Where we want to save and load to and from 
           _FileLocation=Application.dataPath; 
           _FileName="SaveData.xml"; 
 
           // for now, lets just set the name to Joe Schmoe 
           _PlayerName = "Joe Schmoe"; 
 
           // we need soemthing to store the information into 
           myData=new UserData(); 
        } 
 
        void Update () {} 
 
        void OnGUI() 
        {    
 
        //*************************************************** 
        // Loading The Player... 
        // **************************************************       
        if (GUI.Button(_Load,"Load")) { 
 
           GUI.Label(_LoadMSG,"Loading from: "+_FileLocation); 
           // Load our UserData into myData 
           LoadXML(); 
           if(_data.ToString() != "") 
           { 
             // notice how I use a reference to type (UserData) here, you need this 
             // so that the returned object is converted into the correct type 
             myData = (UserData)DeserializeObject(_data); 
     // set the players position to the data we loaded 
             VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);              
             _Player.transform.position=VPosition; 
             // just a way to show that we loaded in ok 
             Debug.Log(myData._iUser.name); 
           } 
 
        } 
 
        //*************************************************** 
        // Saving The Player... 
        // **************************************************    
        if (GUI.Button(_Save,"Save")) { 
 
          GUI.Label(_SaveMSG,"Saving to: "+_FileLocation); 
          myData._iUser.x=_Player.transform.position.x; 
          myData._iUser.y=_Player.transform.position.y; 
          myData._iUser.z=_Player.transform.position.z; 
          myData._iUser.name=_PlayerName;    
 
          // Time to creat our XML! 
          _data = SerializeObject(myData); 
          // This is the final resulting XML from the serialization process 
          CreateXML(); 
          Debug.Log(_data); 
        } 
 
 
      } 
 
        /* The following metods came from the referenced URL */ 
        string UTF8ByteArrayToString(byte[] characters) 
        {      
           UTF8Encoding encoding = new UTF8Encoding(); 
           string constructedString = encoding.GetString(characters); 
           return (constructedString); 
        } 
 
        byte[] StringToUTF8ByteArray(string pXmlString) 
        { 
           UTF8Encoding encoding = new UTF8Encoding(); 
           byte[] byteArray = encoding.GetBytes(pXmlString); 
           return byteArray; 
        } 
 
        // Here we serialize our UserData object of myData 
        string SerializeObject(object pObject) 
        { 
           string XmlizedString = null; 
           MemoryStream memoryStream = new MemoryStream(); 
           XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
           XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
           xs.Serialize(xmlTextWriter, pObject); 
           memoryStream = (MemoryStream)xmlTextWriter.BaseStream; 
           XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); 
           return XmlizedString; 
        } 
 
        // Here we deserialize it back into its original form 
        object DeserializeObject(string pXmlizedString) 
        { 
           XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
           MemoryStream memoryStream = new          MemoryStream(StringToUTF8ByteArray(pXmlizedString)); 
           XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
           return xs.Deserialize(memoryStream); 
        } 
 
        // Finally our save and load methods for the file itself 
        void CreateXML() 
        { 
           StreamWriter writer; 
           FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName); 
           if(!t.Exists) 
           { 
              writer = t.CreateText(); 
           } 
           else 
           { 
              t.Delete(); 
              writer = t.CreateText(); 
           } 
           writer.Write(_data); 
           writer.Close(); 
           Debug.Log("File written."); 
        } 
 
        void LoadXML() 
        { 
           StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName); 
           string _info = r.ReadToEnd(); 
           r.Close(); 
           _data=_info; 
           Debug.Log("File Read"); 
        } 
        } 
 
        // UserData is our custom class that holds our defined objects we want to store in XML format 
        public class UserData 
        { 
         // We have to define a default instance of the structure 
        public DemoData _iUser; 
         // Default constructor doesn't really do anything at the moment 
        public UserData() { } 
 
        // Anything we want to store in the XML file, we define it here 
        public struct DemoData 
        { 
           public float x; 
           public float y; 
           public float z; 
           public string name; 
        } 
        }




http://wiki.unity3d.com/images/9/97/XML.zip

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avatar image iCeR69 · May 05, 2014 at 01:15 PM 1
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Thank you although that doesn't show me a http request with parsing xml and decrypting with md5 hash. I have updated the question. Please update your answer, thank you.

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