如何从Unity连接到数据库
我正在尝试通过Unity连接到MS SQL数据库。但是,当我尝试打开连接时,出现IOException:连接丢失。
我已经从Unity \ Editor \ Data \ Mono \ lib \ mono \
2.0导入了System.Data.dll。我正在使用以下代码:
using UnityEngine; using System.Collections;
using System.Data.Sql;
using System.Data.SqlClient;
public class SQL_Controller : MonoBehaviour {
string conString = "Server=myaddress.com,port;" +
"Database=databasename;" +
"User ID=username;" +
"Password=password;";
public string GetStringFromSQL()
{
LoadConfig();
string result = "";
SqlConnection connection = new SqlConnection(conString);
connection.Open();
Debug.Log(connection.State);
SqlCommand Command = connection.CreateCommand();
Command.CommandText = "select * from Artykuly2";
SqlDataReader ThisReader = Command.ExecuteReader();
while (ThisReader.Read())
{
result = ThisReader.GetString(0);
}
ThisReader.Close();
connection.Close();
return result;
}
}
这是我得到的错误:
IOException: Connection lostMono.Data.Tds.Protocol.TdsComm.GetPhysicalPacketHeader ()
Mono.Data.Tds.Protocol.TdsComm.GetPhysicalPacket ()
Mono.Data.Tds.Protocol.TdsComm.GetByte ()
Mono.Data.Tds.Protocol.Tds.ProcessSubPacket ()
Mono.Data.Tds.Protocol.Tds.NextResult ()
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Rethrow as TdsInternalException: Server closed the connection.
Mono.Data.Tds.Protocol.Tds.SkipToEnd ()
Mono.Data.Tds.Protocol.Tds70.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
Mono.Data.Tds.Protocol.Tds80.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters)
请忽略此方法的任何安全风险,我需要进行此测试,安全性将在稍后发布。感谢您的时间。
回答:
请忽略此方法的任何安全风险
不要这样做 。安全性是在安全保护之前还是之后都没有关系。您将结束重新编写整个代码的过程,因为 在您的应用程序中进行了硬编码,可以
反编译和检索。现在以正确的方式进行连接,这样您就不必重新编写整个应用程序。
使用php,perl或您喜欢的任何语言在服务器上运行数据库命令,但这应该在服务器上完成。
在Unity中,使用WWW
或UnityWebRequest
类与该脚本进行通信,然后就可以从Unity向服务器发送和接收信息。有很多例子了那里。即使这样,您仍然需要实现自己的安全性,但这比您现在拥有的要好得多。
您还可以使用json接收多个数据。
下面是一个完整的例子这个统一维基。它显示了如何使用服务器端的php和客户端的Unity
+ C#与Unity中的数据库进行交互。
:
用PDO添加分数 :
<?php // Configuration
$hostname = 'localhot';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
$secretKey = "mySecretKey"; // Change this value to match the value stored in the client javascript below
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$realHash = md5($_GET['name'] . $_GET['score'] . $secretKey);
if($realHash == $hash) {
$sth = $dbh->prepare('INSERT INTO scores VALUES (null, :name, :score)');
try {
$sth->execute($_GET);
} catch(Exception $e) {
echo '<h1>An error has ocurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
}
?>
使用PDO检索得分 :
<?php // Configuration
$hostname = 'localhost';
$username = 'yourusername';
$password = 'yourpassword';
$database = 'yourdatabase';
try {
$dbh = new PDO('mysql:host='. $hostname .';dbname='. $database, $username, $password);
} catch(PDOException $e) {
echo '<h1>An error has occurred.</h1><pre>', $e->getMessage() ,'</pre>';
}
$sth = $dbh->query('SELECT * FROM scores ORDER BY score DESC LIMIT 5');
$sth->setFetchMode(PDO::FETCH_ASSOC);
$result = $sth->fetchAll();
if(count($result) > 0) {
foreach($result as $r) {
echo $r['name'], "\t", $r['score'], "\n";
}
}
?>
在服务器上启用跨域策略 :
该文件应命名为“ crossdomain.xml”,并放置在Web服务器的根目录中。Unity要求您要通过WWW请求访问的网站具有跨域策略。
<?xml version="1.0"?><cross-domain-policy>
<allow-access-from domain="*"/>
</cross-domain-policy>
:
来自Unity的客户端代码连接到服务器,与PDO交互,并根据调用的函数添加或检索分数。对该客户端代码进行了少许修改,以使用最新的Unity版本进行编译。
private string secretKey = "mySecretKey"; // Edit this value and make sure it's the same as the one stored on the serverpublic string addScoreURL = "http://localhost/unity_test/addscore.php?"; //be sure to add a ? to your url
public string highscoreURL = "http://localhost/unity_test/display.php";
//Text to display the result on
public Text statusText;
void Start()
{
StartCoroutine(GetScores());
}
// remember to use StartCoroutine when calling this function!
IEnumerator PostScores(string name, int score)
{
//This connects to a server side php script that will add the name and score to a MySQL DB.
// Supply it with a string representing the players name and the players score.
string hash = Md5Sum(name + score + secretKey);
string post_url = addScoreURL + "name=" + WWW.EscapeURL(name) + "&score=" + score + "&hash=" + hash;
// Post the URL to the site and create a download object to get the result.
WWW hs_post = new WWW(post_url);
yield return hs_post; // Wait until the download is done
if (hs_post.error != null)
{
print("There was an error posting the high score: " + hs_post.error);
}
}
// Get the scores from the MySQL DB to display in a GUIText.
// remember to use StartCoroutine when calling this function!
IEnumerator GetScores()
{
statusText.text = "Loading Scores";
WWW hs_get = new WWW(highscoreURL);
yield return hs_get;
if (hs_get.error != null)
{
print("There was an error getting the high score: " + hs_get.error);
}
else
{
statusText.text = hs_get.text; // this is a GUIText that will display the scores in game.
}
}
public string Md5Sum(string strToEncrypt)
{
System.Text.UTF8Encoding ue = new System.Text.UTF8Encoding();
byte[] bytes = ue.GetBytes(strToEncrypt);
// encrypt bytes
System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
byte[] hashBytes = md5.ComputeHash(bytes);
// Convert the encrypted bytes back to a string (base 16)
string hashString = "";
for (int i = 0; i < hashBytes.Length; i++)
{
hashString += System.Convert.ToString(hashBytes[i], 16).PadLeft(2, '0');
}
return hashString.PadLeft(32, '0');
}
这只是有关如何正确执行此操作的示例。如果您需要实现会话功能并关心安全性,请查看 OAuth 2.0 协议。应该有现有的库可以帮助您开始使用
OAuth 协议。
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