no message

This commit is contained in:
DESKTOP-PB0N82B\admin 2025-09-18 09:53:06 +08:00
parent 9dab32e6c7
commit 24205eed75
55 changed files with 19525 additions and 1091 deletions

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@ -43,7 +43,9 @@
<ItemGroup>
<None Include="Assets\Plugins\UniTask\package.json" />
<Folder Include="Assets\Plugins" />
<Folder Include="Assets\Plugins\Newtonsoft" />
<Folder Include="Assets\Plugins\UniTask" />
<None Include="Assets\Plugins\Newtonsoft\Newtonsoft.Json.xml" />
<Reference Include="UnityEngine">
<HintPath>D:\UnityEditor\2022.3.14f1\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
</Reference>

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@ -59,14 +59,19 @@
<Compile Include="Assets\Scripts\TMPTextFont.cs" />
<Compile Include="Assets\Scripts\Apis.cs" />
<Compile Include="Assets\Scripts\Manager\AchievementManager.cs" />
<Compile Include="Assets\Scripts\Component\AutoResizeImage.cs" />
<Compile Include="Assets\Scripts\Component\BackpackComponent.cs" />
<Compile Include="Assets\Scripts\SignHelper.cs" />
<Compile Include="Assets\UnityWebSocket\Demo\UnityWebSocketDemo.cs" />
<Compile Include="Assets\Scripts\Manager\BackpackManager.cs" />
<Compile Include="Assets\Scripts\test.cs" />
<Compile Include="Assets\Scripts\WXInputFieldAdapter.cs" />
<Compile Include="Assets\Scripts\Network\WebRequestManager.cs" />
<Compile Include="Assets\Scripts\Dto\SignData.cs" />
<Compile Include="Assets\Scripts\Manager\ClockInManager.cs" />
<Compile Include="Assets\Scripts\LogGUI.cs" />
<Compile Include="Assets\Scripts\Component\MyFriendComponent.cs" />
<Compile Include="Assets\Scripts\SignUtil.cs" />
<Compile Include="Assets\Scripts\MessageHandler.cs" />
<Compile Include="Assets\Scripts\Manager\RankingListManager.cs" />
<Compile Include="Assets\Scripts\UI\UIManager.cs" />
@ -77,6 +82,7 @@
<Folder Include="Assets" />
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
<Folder Include="Assets\Scripts\Component" />
<Folder Include="Assets\Scripts\Test" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
<Folder Include="Assets\TextMesh Pro\Sprites" />
<None Include="Assets\WX-WASM-SDK-V2\package.json" />
@ -86,6 +92,7 @@
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
<Folder Include="Assets\Scripts" />
<Folder Include="Assets\Images\邮件" />
<Folder Include="Assets\Images\好友聊天" />
<Folder Include="Assets\WebGLTemplates" />
<Folder Include="Assets\Resources" />
<Folder Include="Assets\TextMesh Pro\Resources\Fonts &amp; Materials" />
@ -444,6 +451,9 @@
<Reference Include="wx-perf">
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<Reference Include="Newtonsoft.Json">
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@ -810,6 +820,9 @@
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<Reference Include="Unity.VSCode.Editor">
<HintPath>D:\Unity Project\wxgame\Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
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<Reference Include="Unity.EditorCoroutines.Editor">
<HintPath>D:\Unity Project\wxgame\Library\ScriptAssemblies\Unity.EditorCoroutines.Editor.dll</HintPath>
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@ -915,19 +928,12 @@
<Reference Include="Unity.ScriptableBuildPipeline.Editor">
<HintPath>D:\Unity Project\wxgame\Library\ScriptAssemblies\Unity.ScriptableBuildPipeline.Editor.dll</HintPath>
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<Reference Include="Unity.VSCode.Editor">
<HintPath>D:\Unity Project\wxgame\Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
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<Name>UniTask.Addressables</Name>
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@ -960,6 +966,10 @@
<Project>{c7e04630-b12f-3b8e-469f-a61c1aaec9fb}</Project>
<Name>UniTask.DOTween</Name>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.

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@ -5,6 +5,8 @@
private static string baseApiUrl = "https://game.api.njfengwei.cn/uapi";
private static string Token = string.Empty;
private static string Code = string.Empty;
private static string AppKey = "App1234Key";
private static string AppSecret = "App1234Secret";
/// <summary>
/// 设置Token
@ -42,13 +44,49 @@
return Code;
}
/// <summary>
/// 设置AppKey
/// </summary>
/// <param name="appKey">应用密钥</param>
public static void SetAppKey(string appKey)
{
AppKey = appKey;
}
/// <summary>
/// 获取AppKey
/// </summary>
/// <returns></returns>
public static string GetAppKey()
{
return AppKey;
}
/// <summary>
/// 设置AppSecret
/// </summary>
/// <param name="appSecret">应用密钥</param>
public static void SetAppSecret(string appSecret)
{
AppSecret = appSecret;
}
/// <summary>
/// 获取AppSecret
/// </summary>
/// <returns></returns>
public static string GetAppSecret()
{
return AppSecret;
}
/// <summary>
/// 获取测试的code
/// </summary>
/// <returns></returns>
public static string GetGameCodeTest()
{
return $"{baseApiUrl}/Auth/getGameCodeTest?apipost_id=395e2022f2f05b";
return $"{baseApiUrl}/Auth/getGameCodeTest";
}
/// <summary>
@ -106,5 +144,23 @@
{
return $"{baseApiUrl}/Friend/checkFriend";
}
/// <summary>
/// 获取7日签到数据
/// </summary>
/// <returns></returns>
public static string GetMyDates()
{
return $"{baseApiUrl}/My/getMyDates";
}
/// <summary>
/// 今日打卡
/// </summary>
/// <returns></returns>
public static string GetSignToday()
{
return $"{baseApiUrl}/My/signToday";
}
}
}

View File

@ -0,0 +1,296 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace DefaultNamespace.Component
{
/// <summary>
/// 自动调整Image高度的组件
/// 监听子对象中的TMP_Text组件根据文本高度自动调整Image的高度
/// </summary>
public class AutoResizeImage : MonoBehaviour
{
[Header("UI组件引用")]
[SerializeField] private Image targetImage; // 目标Image组件
[SerializeField] private TMP_Text targetText; // 目标TMP_Text组件
[Header("高度调整设置")]
[SerializeField] private float topPadding = 10f; // 顶部边距
[SerializeField] private float bottomPadding = 10f; // 底部边距
[SerializeField] private float minHeight = 50f; // 最小高度
[SerializeField] private bool enableDebugLog = true; // 是否启用调试日志
[Header("更新设置")]
[SerializeField] private bool updateOnStart = true; // 启动时是否更新
[SerializeField] private bool updateOnTextChange = true; // 文本变化时是否更新
// 私有字段
private RectTransform imageRectTransform; // Image的RectTransform引用
private RectTransform textRectTransform; // Text的RectTransform引用
private float lastTextHeight = -1f; // 上次的文本高度,用于避免重复更新
/// <summary>
/// 初始化组件
/// </summary>
private void Awake()
{
InitializeComponents();
}
/// <summary>
/// 组件启用时的处理
/// </summary>
private void OnEnable()
{
RegisterTextEvents();
if (updateOnStart)
{
// 延迟一帧更新,确保所有组件都已初始化
Invoke(nameof(UpdateImageHeight), 0.1f);
}
}
/// <summary>
/// 组件禁用时的处理
/// </summary>
private void OnDisable()
{
UnregisterTextEvents();
}
/// <summary>
/// 初始化组件引用
/// </summary>
private void InitializeComponents()
{
try
{
// 获取Image组件
if (targetImage == null)
{
targetImage = GetComponent<Image>();
if (targetImage == null)
{
LogDebug("未找到Image组件请手动指定或确保脚本挂载在Image对象上");
return;
}
}
imageRectTransform = targetImage.GetComponent<RectTransform>();
if (imageRectTransform == null)
{
LogDebug("Image组件没有RectTransform无法调整高度");
return;
}
// 获取TMP_Text组件
if (targetText == null)
{
targetText = GetComponentInChildren<TMP_Text>();
if (targetText == null)
{
LogDebug("未找到TMP_Text组件请手动指定或确保子对象中有TMP_Text组件");
return;
}
}
textRectTransform = targetText.GetComponent<RectTransform>();
if (textRectTransform == null)
{
LogDebug("TMP_Text组件没有RectTransform无法获取高度");
return;
}
LogDebug("组件初始化完成");
}
catch (Exception ex)
{
LogDebug($"初始化组件时发生异常: {ex.Message}");
}
}
/// <summary>
/// 注册文本变化事件
/// </summary>
private void RegisterTextEvents()
{
try
{
if (targetText != null && updateOnTextChange)
{
// 监听文本变化事件
targetText.RegisterDirtyVerticesCallback(OnTextChanged);
LogDebug("文本变化事件已注册");
}
}
catch (Exception ex)
{
LogDebug($"注册文本事件时发生异常: {ex.Message}");
}
}
/// <summary>
/// 取消注册文本变化事件
/// </summary>
private void UnregisterTextEvents()
{
try
{
if (targetText != null)
{
targetText.UnregisterDirtyVerticesCallback(OnTextChanged);
LogDebug("文本变化事件已取消注册");
}
}
catch (Exception ex)
{
LogDebug($"取消注册文本事件时发生异常: {ex.Message}");
}
}
/// <summary>
/// 文本变化时的回调
/// </summary>
private void OnTextChanged()
{
if (updateOnTextChange)
{
UpdateImageHeight();
}
}
/// <summary>
/// 更新Image高度
/// </summary>
public void UpdateImageHeight()
{
try
{
if (imageRectTransform == null || textRectTransform == null)
{
LogDebug("RectTransform引用为空无法更新高度");
return;
}
// 强制更新文本布局
Canvas.ForceUpdateCanvases();
// 获取文本的实际高度
float textHeight = GetTextHeight();
// 检查是否需要更新
if (Mathf.Abs(textHeight - lastTextHeight) < 0.1f)
{
LogDebug($"文本高度未变化 ({textHeight:F2}),跳过更新");
return;
}
// 计算新的Image高度
float newHeight = textHeight + topPadding + bottomPadding;
newHeight = Mathf.Max(newHeight, minHeight);
// 更新Image高度
Vector2 sizeDelta = imageRectTransform.sizeDelta;
sizeDelta.y = newHeight;
imageRectTransform.sizeDelta = sizeDelta;
lastTextHeight = textHeight;
LogDebug($"Image高度已更新: {newHeight:F2} (文本高度: {textHeight:F2}, 边距: {topPadding + bottomPadding:F2})");
}
catch (Exception ex)
{
LogDebug($"更新Image高度时发生异常: {ex.Message}");
}
}
/// <summary>
/// 获取文本的实际高度
/// </summary>
/// <returns>文本高度</returns>
private float GetTextHeight()
{
try
{
if (targetText == null)
{
LogDebug("TMP_Text组件为空");
return 0f;
}
// 强制重新计算文本布局
targetText.ForceMeshUpdate();
// 获取文本的实际高度
float textHeight = targetText.preferredHeight;
LogDebug($"获取到文本高度: {textHeight:F2}");
return textHeight;
}
catch (Exception ex)
{
LogDebug($"获取文本高度时发生异常: {ex.Message}");
return 0f;
}
}
/// <summary>
/// 记录调试日志
/// </summary>
/// <param name="message">日志消息</param>
private void LogDebug(string message)
{
if (enableDebugLog)
{
Debug.Log($"[AutoResizeImage] {message}");
}
}
/// <summary>
/// 手动设置目标组件(供外部调用)
/// </summary>
/// <param name="image">目标Image组件</param>
/// <param name="text">目标TMP_Text组件</param>
public void SetTargetComponents(Image image, TMP_Text text)
{
targetImage = image;
targetText = text;
InitializeComponents();
LogDebug("目标组件已手动设置");
}
/// <summary>
/// 设置边距参数
/// </summary>
/// <param name="top">顶部边距</param>
/// <param name="bottom">底部边距</param>
public void SetPadding(float top, float bottom)
{
topPadding = top;
bottomPadding = bottom;
LogDebug($"边距已设置: 顶部={top}, 底部={bottom}");
}
/// <summary>
/// 设置最小高度
/// </summary>
/// <param name="minHeight">最小高度</param>
public void SetMinHeight(float minHeight)
{
this.minHeight = minHeight;
LogDebug($"最小高度已设置: {minHeight}");
}
/// <summary>
/// 启用或禁用调试日志
/// </summary>
/// <param name="enable">是否启用</param>
public void SetDebugLog(bool enable)
{
enableDebugLog = enable;
LogDebug($"调试日志已{(enable ? "" : "")}");
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d4e606e7be4ceb5429c5511068d01ac6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,24 +1,94 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using DefaultNamespace;
using Newtonsoft.Json;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using WXGame.Network;
/// <summary>
/// 签到
/// </summary>
public class CheckInComponent : MonoBehaviour
{
public Button closeButton;
public Button closeButton;
public Button claimButton;
public Transform[] checkInDays;
private void Awake()
{
claimButton.onClick.AddListener(delegate { SignToday(); });
closeButton.onClick.AddListener(CloseWindow);
}
private void Awake()
{
closeButton.onClick.AddListener(CloseWindow);
}
private void Start()
{
GetMydates();
}
private void CloseWindow()
{
UIManager.Instance.HideUI("签到");
}
}
private void CloseWindow()
{
UIManager.Instance.HideUI("签到");
}
/// <summary>
/// 今日打卡
/// </summary>
private async UniTask SignToday()
{
try
{
var result = await WebRequestManager.Instance.PostRequestAsync(
url: Apis.GetSignToday()
);
Debug.Log(result.ResponseText);
}
catch (System.Exception ex)
{
Debug.LogError($"GET请求失败: {ex.Message}");
throw; // 重新抛出异常,让调用者知道失败
}
}
/// <summary>
/// 获取7日签到数据
/// </summary>
private async UniTask GetMydates()
{
var result = await WebRequestManager.Instance.PostRequestAsync(
url: Apis.GetMyDates()
);
Debug.Log(result.ResponseText);
SignData signData = JsonConvert.DeserializeObject<SignData>(result.ResponseText);
bool isSignToday = false;
if (signData != null && signData.code == 0)
{
for (int i = 0; i < signData.data.data.Count; i++)
{
checkInDays[i].Find("币").GetComponent<TMP_Text>().text = signData.data.data[i].nums.ToString();
if (!isSignToday)
{
if (signData.data.data[i].status == 0)
{
checkInDays[i].Find("可领取").gameObject.SetActive(true);
isSignToday = true;
}
else
{
checkInDays[i].Find("已领取").gameObject.SetActive(true);
}
}
}
}
}
}

View File

@ -0,0 +1,57 @@
using System.Collections.Generic;
public class SignDataItem
{
/// <summary>
///
/// </summary>
public int day { get; set; }
/// <summary>
/// 第一天
/// </summary>
public string name { get; set; }
/// <summary>
///
/// </summary>
public string date { get; set; }
/// <summary>
///
/// </summary>
public int status { get; set; }
/// <summary>
///
/// </summary>
public string image { get; set; }
/// <summary>
///
/// </summary>
public int nums { get; set; }
}
public class SignDataData
{
/// <summary>
///
/// </summary>
public int can { get; set; }
/// <summary>
///
/// </summary>
public List <SignDataItem > data { get; set; }
}
public class SignData
{
/// <summary>
///
/// </summary>
public int code { get; set; }
/// <summary>
///
/// </summary>
public string msg { get; set; }
/// <summary>
///
/// </summary>
public SignDataData data { get; set; }
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 385ea63250924d43bea9d23cb701a56a
timeCreated: 1758070731

View File

@ -11,7 +11,6 @@ using UnityEngine.SceneManagement;
public class GameLauncher : MonoBehaviour
{
void Awake()
{
#if !UNITY_EDITOR
@ -25,17 +24,19 @@ public class GameLauncher : MonoBehaviour
// 初始化框架
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
}
void Start()
{
// 创建游戏模块
CreateGameModules();
}
void Update()
{
// 更新框架
MotionEngine.Update();
}
void OnGUI()
{
// 绘制控制台
@ -55,17 +56,10 @@ public class GameLauncher : MonoBehaviour
SceneManager.LoadScene("GameMain");
Debug.Log("=== 初始化流程完成 ===");
//用户数据
MotionEngine.CreateModule<UserDataNetworkManager>();
}
/// <summary>
@ -79,10 +73,12 @@ public class GameLauncher : MonoBehaviour
try
{
// 使用异步方式发送GET请求
var result = await WebRequestManager.Instance.GetRequestAsync(
var result = await WebRequestManager.Instance.PostRequestAsync(
url: Apis.GetGameCodeTest(),
headers: null, // 使用默认请求头
timeout: 10f // 10秒超时
signParams: new Dictionary<string, string>()
{
{ "apipost_id", "395e2022f2f05b" },
}
);
Debug.Log($"GET请求成功");
@ -120,15 +116,13 @@ public class GameLauncher : MonoBehaviour
try
{
// 构建POST请求参数urlencoded格式
string postData = $"code={code}";
Debug.Log(postData);
// 使用异步方式发送POST请求
var result = await WebRequestManager.Instance.PostRequestAsync(
url: Apis.GetAccessToken(),
data: postData
signParams: new Dictionary<string, string>()
{
{ "code", code },
}
);
Debug.Log($"AccessToken请求成功");
@ -157,7 +151,7 @@ public class GameLauncher : MonoBehaviour
Debug.Log("--- 获取AccessToken测试结束 ---");
}
private void HandleMotionFrameworkLog(ELogLevel logLevel, string log)
{
if (logLevel == ELogLevel.Log)
@ -181,7 +175,6 @@ public class GameLauncher : MonoBehaviour
throw new NotImplementedException($"{logLevel}");
}
}
}

View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ClockInManager : MonoBehaviour
{
void Start()
{
this.GetComponent<Button>().onClick.AddListener(OpenAchievementPage);
}
private void OpenAchievementPage()
{
UIManager.Instance.ShowPage("签到");
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a805052046a671048897d74a6f2132f8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -5,6 +5,7 @@ using UnityEngine;
using UnityEngine.Networking;
using DefaultNamespace;
using Cysharp.Threading.Tasks;
using Newtonsoft.Json;
namespace WXGame.Network
{
@ -15,7 +16,9 @@ namespace WXGame.Network
public class WebRequestManager : MonoBehaviour
{
#region
private static WebRequestManager _instance;
public static WebRequestManager Instance
{
get
@ -24,58 +27,65 @@ namespace WXGame.Network
{
// 查找场景中是否已存在实例
_instance = FindObjectOfType<WebRequestManager>();
if (_instance == null)
{
// 创建新的GameObject并添加组件
GameObject go = new GameObject("WebRequestManager");
_instance = go.AddComponent<WebRequestManager>();
DontDestroyOnLoad(go); // 保持跨场景存在
Debug.Log("WebRequestManager: 创建新的WebRequestManager实例");
}
}
return _instance;
}
}
#endregion
#region
[Header("网络请求配置")]
[SerializeField] private float defaultTimeout = 30f; // 默认超时时间(秒)
[Header("网络请求配置")] [SerializeField] private float defaultTimeout = 30f; // 默认超时时间(秒)
[SerializeField] private int maxRetryCount = 3; // 最大重试次数
[SerializeField] private float retryDelay = 2f; // 重试延迟时间(秒)
[SerializeField] private int maxConcurrentRequests = 5; // 最大并发请求数
[Header("调试设置")]
[SerializeField] private bool enableLogging = true; // 是否启用日志
[Header("调试设置")] [SerializeField] private bool enableLogging = true; // 是否启用日志
[SerializeField] private bool enableVerboseLogging = false; // 是否启用详细日志
#endregion
#region
private Queue<WebRequestTask> requestQueue = new Queue<WebRequestTask>(); // 请求队列
private List<WebRequestTask> activeRequests = new List<WebRequestTask>(); // 活跃请求列表
private Dictionary<string, string> defaultHeaders = new Dictionary<string, string>(); // 默认请求头
#endregion
#region
/// <summary>
/// 请求完成事件
/// </summary>
public event Action<WebRequestResult> OnRequestCompleted;
/// <summary>
/// 请求失败事件
/// </summary>
public event Action<WebRequestResult> OnRequestFailed;
/// <summary>
/// 网络错误事件
/// </summary>
public event Action<string> OnNetworkError;
#endregion
#region Unity生命周期
private void Awake()
{
// 确保单例模式正确实现
@ -101,9 +111,11 @@ namespace WXGame.Network
Debug.Log("WebRequestManager: 实例已销毁");
}
}
#endregion
#region
/// <summary>
/// 初始化管理器
/// </summary>
@ -111,7 +123,7 @@ namespace WXGame.Network
{
// 设置默认请求头不设置Content-Type让每个请求自己决定
defaultHeaders["Accept"] = "application/json";
LogMessage("WebRequestManager初始化完成", LogType.Log);
}
@ -127,7 +139,7 @@ namespace WXGame.Network
LogMessage("设置默认请求头失败:键不能为空", LogType.Warning);
return;
}
defaultHeaders[key] = value;
LogMessage($"设置默认请求头: {key} = {value}", LogType.Log);
}
@ -144,6 +156,7 @@ namespace WXGame.Network
#endregion
#region
/// <summary>
/// 记录日志消息
/// </summary>
@ -152,7 +165,7 @@ namespace WXGame.Network
private void LogMessage(string message, LogType logType = LogType.Log)
{
if (!enableLogging) return;
string prefix = "[WebRequestManager] ";
switch (logType)
{
@ -179,19 +192,59 @@ namespace WXGame.Network
LogMessage($"[详细] {message}", LogType.Log);
}
}
#endregion
#region
/// <summary>
/// 转换参数值为字符串
/// </summary>
/// <param name="value">参数值</param>
/// <returns>字符串值</returns>
private string ConvertParameterValue(object value)
{
if (value == null)
{
return string.Empty;
}
// 处理数组类型
if (value.GetType().IsArray)
{
return JsonUtility.ToJson(value);
}
// 处理列表类型
if (value is System.Collections.IList)
{
return JsonUtility.ToJson(value);
}
// 处理其他对象类型
if (value.GetType().IsClass && value.GetType() != typeof(string))
{
return JsonUtility.ToJson(value);
}
// 处理基本类型
return value.ToString();
}
#endregion
#region
/// <summary>
/// 发送GET请求协程方式
/// </summary>
/// <param name="url">请求URL</param>
/// <param name="headers">自定义请求头</param>
/// <param name="timeout">超时时间</param>
/// <param name="onComplete">完成回调</param>
/// <param name="onError">错误回调</param>
public void GetRequest(string url, Dictionary<string, string> headers = null,
float timeout = -1, Action<WebRequestResult> onComplete = null, Action<string> onError = null)
/// <param name="enableSign">是否启用sign签名</param>
/// <param name="signParams">签名参数当enableSign为true时使用</param>
public void GetRequest(string url, Action<WebRequestResult> onComplete = null, Action<string> onError = null,
bool enableSign = false, Dictionary<string, string> signParams = null)
{
if (string.IsNullOrEmpty(url))
{
@ -201,7 +254,7 @@ namespace WXGame.Network
}
// 获取token并添加到请求头
var requestHeaders = headers ?? new Dictionary<string, string>();
var requestHeaders = new Dictionary<string, string>();
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
@ -209,12 +262,69 @@ namespace WXGame.Network
LogMessage($"GET请求添加token: {token.Substring(0, Mathf.Min(10, token.Length))}...", LogType.Log);
}
// 处理sign签名
if (enableSign && signParams != null)
{
try
{
// 写死的appkey和appSecret
string appKey = "38kisezhasfgxhh98b";
string appSecret = "2d6wy8hm8rxbi4xt8dghovggdoodqs57";
// 创建完整的参数字典
var fullParams = new Dictionary<string, string>(signParams);
// 添加固定的appkey
fullParams["appkey"] = appKey;
// 添加时间戳
fullParams["timestamp"] = DateTimeOffset.UtcNow.ToUnixTimeSeconds().ToString();
// 生成sign签名使用SignUtil与test.cs保持一致
string sign = SignUtil.GetSign(fullParams, appSecret);
if (!string.IsNullOrEmpty(sign))
{
fullParams["sign"] = sign;
LogMessage($"GET请求生成sign: {sign}", LogType.Log);
LogMessage($"GET请求签名原文: {SignUtil.LastPlainText}", LogType.Log);
// 将fullParams转换为URL查询参数
var queryParams = new List<string>();
foreach (var kvp in fullParams)
{
queryParams.Add($"{UnityWebRequest.EscapeURL(kvp.Key)}={UnityWebRequest.EscapeURL(kvp.Value)}");
}
// 构建完整的URL
string queryString = string.Join("&", queryParams);
if (url.Contains("?"))
{
url += "&" + queryString;
}
else
{
url += "?" + queryString;
}
LogMessage($"GET请求完整URL: {url}", LogType.Log);
}
else
{
LogMessage("GET请求sign生成失败", LogType.Warning);
}
}
catch (Exception ex)
{
LogMessage($"GET请求sign生成异常: {ex.Message}", LogType.Error);
}
}
var task = new WebRequestTask
{
Url = url,
Method = "GET",
Headers = requestHeaders,
Timeout = timeout > 0 ? timeout : defaultTimeout,
Timeout = defaultTimeout,
OnComplete = onComplete,
OnError = onError
};
@ -223,18 +333,15 @@ namespace WXGame.Network
}
/// <summary>
/// 发送POST请求自动处理token默认使用urlencoded格式)
/// 发送POST请求自动处理token使用JSON格式)
/// </summary>
/// <param name="url">请求URL</param>
/// <param name="data">请求数据</param>
/// <param name="contentType">内容类型</param>
/// <param name="headers">自定义请求头</param>
/// <param name="timeout">超时时间</param>
/// <param name="onComplete">完成回调</param>
/// <param name="onError">错误回调</param>
public void PostRequest(string url, string data, string contentType = "application/x-www-form-urlencoded",
Dictionary<string, string> headers = null, float timeout = -1,
Action<WebRequestResult> onComplete = null, Action<string> onError = null)
/// <param name="enableSign">是否启用sign签名</param>
/// <param name="signParams">签名参数当enableSign为true时使用</param>
public void PostRequest(string url, Action<WebRequestResult> onComplete = null, Action<string> onError = null,
bool enableSign = true, Dictionary<string, string> signParams = null)
{
if (string.IsNullOrEmpty(url))
{
@ -244,7 +351,7 @@ namespace WXGame.Network
}
// 获取token并添加到请求头
var requestHeaders = headers ?? new Dictionary<string, string>();
var requestHeaders = new Dictionary<string, string>();
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
@ -252,19 +359,85 @@ namespace WXGame.Network
LogMessage($"POST请求添加token: {token.Substring(0, Mathf.Min(10, token.Length))}...", LogType.Log);
}
var task = new WebRequestTask
// 处理sign签名
if (enableSign)
{
Url = url,
Method = "POST",
Data = data,
ContentType = contentType,
Headers = requestHeaders,
Timeout = timeout > 0 ? timeout : defaultTimeout,
OnComplete = onComplete,
OnError = onError
};
try
{
// 写死的appkey和appSecret
string appKey = "38kisezhasfgxhh98b";
string appSecret = "2d6wy8hm8rxbi4xt8dghovggdoodqs57";
Dictionary<string, string> fullParams = null;
// 创建完整的参数字典
if (signParams != null)
fullParams = new Dictionary<string, string>(signParams);
else
{
fullParams = new Dictionary<string, string>();
}
EnqueueRequest(task);
// 添加固定的appkey
fullParams["appkey"] = appKey;
// 添加时间戳
fullParams["timestamp"] = DateTimeOffset.UtcNow.ToUnixTimeSeconds().ToString();
// 生成sign签名使用SignUtil与test.cs保持一致
string sign = SignUtil.GetSign(fullParams, appSecret);
if (!string.IsNullOrEmpty(sign))
{
fullParams["sign"] = sign;
LogMessage($"POST请求生成sign: {sign}", LogType.Log);
LogMessage($"POST请求签名原文: {SignUtil.LastPlainText}", LogType.Log);
// 序列化为JSON使用Newtonsoft.Json与test.cs保持一致
string data = JsonConvert.SerializeObject(fullParams);
string contentType = "application/json"; // 强制使用JSON格式
LogMessage($"POST请求最终JSON数据: {data}", LogType.Log);
var task1 = new WebRequestTask
{
Url = url,
Method = "POST",
Data = data,
ContentType = "application/json",
Headers = requestHeaders,
Timeout = defaultTimeout,
OnComplete = onComplete,
OnError = onError
};
EnqueueRequest(task1);
}
else
{
LogMessage("POST请求sign生成失败", LogType.Warning);
}
}
catch (Exception ex)
{
LogMessage($"POST请求sign生成异常: {ex.Message}", LogType.Error);
}
}
else
{
Debug.Log(JsonConvert.SerializeObject(signParams));
var task = new WebRequestTask
{
Url = url,
Method = "POST",
Data = enableSign && signParams != null ? JsonConvert.SerializeObject(signParams) : "",
ContentType = "application/json",
Headers = requestHeaders,
Timeout = defaultTimeout,
OnComplete = onComplete,
OnError = onError
};
EnqueueRequest(task);
}
}
/// <summary>
@ -279,7 +452,8 @@ namespace WXGame.Network
public void PostJsonRequest(string url, string jsonData, Dictionary<string, string> headers = null,
float timeout = -1, Action<WebRequestResult> onComplete = null, Action<string> onError = null)
{
PostRequest(url, jsonData, "application/json", headers, timeout, onComplete, onError);
// 直接使用UnityWebRequest发送因为这是旧的方法
StartCoroutine(PostJsonCoroutine(url, jsonData, headers, timeout, onComplete, onError));
}
/// <summary>
@ -302,43 +476,154 @@ namespace WXGame.Network
{
formList.Add($"{UnityWebRequest.EscapeURL(kvp.Key)}={UnityWebRequest.EscapeURL(kvp.Value)}");
}
formString = string.Join("&", formList);
}
PostRequest(url, formString, "application/x-www-form-urlencoded", headers, timeout, onComplete, onError);
// 直接使用UnityWebRequest发送因为这是旧的方法
StartCoroutine(PostFormCoroutine(url, formString, headers, timeout, onComplete, onError));
}
#endregion
#region
/// <summary>
/// POST JSON请求协程
/// </summary>
private IEnumerator PostJsonCoroutine(string url, string jsonData, Dictionary<string, string> headers,
float timeout, Action<WebRequestResult> onComplete, Action<string> onError)
{
var request = new UnityWebRequest(url, "POST");
request.uploadHandler = new UploadHandlerRaw(System.Text.Encoding.UTF8.GetBytes(jsonData));
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json; charset=utf-8");
// 添加自定义请求头
if (headers != null)
{
foreach (var header in headers)
{
request.SetRequestHeader(header.Key, header.Value);
}
}
// 添加token
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
request.SetRequestHeader("token", token);
}
// 设置超时
if (timeout > 0)
{
request.timeout = (int)timeout;
}
yield return request.SendWebRequest();
var result = new WebRequestResult
{
Url = url,
ResponseCode = request.responseCode,
ResponseText = request.downloadHandler.text,
IsSuccess = request.result == UnityWebRequest.Result.Success
};
if (request.result != UnityWebRequest.Result.Success)
{
LogMessage($"POST JSON请求失败: {request.error}", LogType.Error);
onError?.Invoke(request.error);
}
else
{
LogMessage($"POST JSON请求成功: {request.responseCode}", LogType.Log);
onComplete?.Invoke(result);
}
request.Dispose();
}
/// <summary>
/// POST表单请求协程
/// </summary>
private IEnumerator PostFormCoroutine(string url, string formData, Dictionary<string, string> headers,
float timeout, Action<WebRequestResult> onComplete, Action<string> onError)
{
var request = new UnityWebRequest(url, "POST");
request.uploadHandler = new UploadHandlerRaw(System.Text.Encoding.UTF8.GetBytes(formData));
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/x-www-form-urlencoded");
// 添加自定义请求头
if (headers != null)
{
foreach (var header in headers)
{
request.SetRequestHeader(header.Key, header.Value);
}
}
// 添加token
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
request.SetRequestHeader("token", token);
}
// 设置超时
if (timeout > 0)
{
request.timeout = (int)timeout;
}
yield return request.SendWebRequest();
var result = new WebRequestResult
{
Url = url,
ResponseCode = request.responseCode,
ResponseText = request.downloadHandler.text,
IsSuccess = request.result == UnityWebRequest.Result.Success
};
if (request.result != UnityWebRequest.Result.Success)
{
LogMessage($"POST表单请求失败: {request.error}", LogType.Error);
onError?.Invoke(request.error);
}
else
{
LogMessage($"POST表单请求成功: {request.responseCode}", LogType.Log);
onComplete?.Invoke(result);
}
request.Dispose();
}
#endregion
#region UniTask
/// <summary>
/// 发送GET请求异步方式返回UniTask
/// </summary>
/// <param name="url">请求URL</param>
/// <param name="headers">自定义请求头</param>
/// <param name="timeout">超时时间</param>
/// <param name="enableSign">是否启用sign签名</param>
/// <param name="signParams">签名参数当enableSign为true时使用</param>
/// <returns>UniTask<WebRequestResult></returns>
public async UniTask<WebRequestResult> GetRequestAsync(string url, Dictionary<string, string> headers = null, float timeout = -1)
public async UniTask<WebRequestResult> GetRequestAsync(string url, bool enableSign = false, Dictionary<string, string> signParams = null)
{
var completionSource = new UniTaskCompletionSource<WebRequestResult>();
// 获取token并添加到请求头
var requestHeaders = headers ?? new Dictionary<string, string>();
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
requestHeaders["token"] = token;
LogMessage($"GET异步请求添加token: {token.Substring(0, Mathf.Min(10, token.Length))}...", LogType.Log);
}
GetRequest(url, requestHeaders, timeout,
onComplete: (result) => {
completionSource.TrySetResult(result);
},
onError: (error) => {
completionSource.TrySetException(new System.Exception(error));
}
GetRequest(url,
onComplete: (result) => { completionSource.TrySetResult(result); },
onError: (error) => { completionSource.TrySetException(new System.Exception(error)); },
enableSign: enableSign,
signParams: signParams
);
return await completionSource.Task;
}
@ -346,34 +631,20 @@ namespace WXGame.Network
/// 发送POST请求异步方式返回UniTask
/// </summary>
/// <param name="url">请求URL</param>
/// <param name="data">请求数据</param>
/// <param name="contentType">内容类型</param>
/// <param name="headers">自定义请求头</param>
/// <param name="timeout">超时时间</param>
/// <param name="enableSign">是否启用sign签名</param>
/// <param name="signParams">签名参数当enableSign为true时使用</param>
/// <returns>UniTask<WebRequestResult></returns>
public async UniTask<WebRequestResult> PostRequestAsync(string url, string data, string contentType = "application/x-www-form-urlencoded",
Dictionary<string, string> headers = null, float timeout = -1)
public async UniTask<WebRequestResult> PostRequestAsync(string url, Dictionary<string, string> signParams = null)
{
var completionSource = new UniTaskCompletionSource<WebRequestResult>();
// 获取token并添加到请求头
var requestHeaders = headers ?? new Dictionary<string, string>();
string token = Apis.GetToken();
if (!string.IsNullOrEmpty(token))
{
requestHeaders["token"] = token;
LogMessage($"POST异步请求添加token: {token}...", LogType.Log);
}
PostRequest(url, data, contentType, requestHeaders, timeout,
onComplete: (result) => {
completionSource.TrySetResult(result);
},
onError: (error) => {
completionSource.TrySetException(new System.Exception(error));
}
PostRequest(url,
onComplete: (result) => { completionSource.TrySetResult(result); },
onError: (error) => { completionSource.TrySetException(new System.Exception(error)); },
signParams: signParams
);
return await completionSource.Task;
}
@ -388,16 +659,12 @@ namespace WXGame.Network
public async UniTask<WebRequestResult> PostJsonRequestAsync(string url, string jsonData, Dictionary<string, string> headers = null, float timeout = -1)
{
var completionSource = new UniTaskCompletionSource<WebRequestResult>();
PostJsonRequest(url, jsonData, headers, timeout,
onComplete: (result) => {
completionSource.TrySetResult(result);
},
onError: (error) => {
completionSource.TrySetException(new System.Exception(error));
}
onComplete: (result) => { completionSource.TrySetResult(result); },
onError: (error) => { completionSource.TrySetException(new System.Exception(error)); }
);
return await completionSource.Task;
}
@ -412,21 +679,19 @@ namespace WXGame.Network
public async UniTask<WebRequestResult> PostFormRequestAsync(string url, Dictionary<string, string> formData, Dictionary<string, string> headers = null, float timeout = -1)
{
var completionSource = new UniTaskCompletionSource<WebRequestResult>();
PostFormRequest(url, formData, headers, timeout,
onComplete: (result) => {
completionSource.TrySetResult(result);
},
onError: (error) => {
completionSource.TrySetException(new System.Exception(error));
}
onComplete: (result) => { completionSource.TrySetResult(result); },
onError: (error) => { completionSource.TrySetException(new System.Exception(error)); }
);
return await completionSource.Task;
}
#endregion
#region
/// <summary>
/// 将请求加入队列
/// </summary>
@ -435,7 +700,7 @@ namespace WXGame.Network
{
requestQueue.Enqueue(task);
LogVerbose($"请求已加入队列: {task.Method} {task.Url}");
// 尝试处理队列中的请求
ProcessQueue();
}
@ -461,15 +726,15 @@ namespace WXGame.Network
private IEnumerator ExecuteRequest(WebRequestTask task)
{
LogMessage($"开始执行请求: {task.Method} {task.Url}", LogType.Log);
using (UnityWebRequest request = CreateUnityWebRequest(task))
{
// 设置超时
request.timeout = (int)task.Timeout;
// 发送请求
var operation = request.SendWebRequest();
// 等待请求完成或超时
float startTime = Time.time;
while (!operation.isDone)
@ -482,19 +747,20 @@ namespace WXGame.Network
HandleRequestError(task, "请求超时");
break;
}
yield return null;
}
// 处理请求结果
if (operation.isDone)
{
HandleRequestResult(task, request);
}
}
// 从活跃请求列表中移除
activeRequests.Remove(task);
// 继续处理队列
ProcessQueue();
}
@ -507,7 +773,7 @@ namespace WXGame.Network
private UnityWebRequest CreateUnityWebRequest(WebRequestTask task)
{
UnityWebRequest request;
switch (task.Method.ToUpper())
{
case "GET":
@ -516,7 +782,7 @@ namespace WXGame.Network
case "POST":
// 使用UnityWebRequest.Post发送字符串数据
request = new UnityWebRequest(task.Url, "POST");
// 设置请求数据
if (!string.IsNullOrEmpty(task.Data))
{
@ -524,7 +790,7 @@ namespace WXGame.Network
request.uploadHandler = new UploadHandlerRaw(bodyRaw);
LogMessage($"POST请求数据: {task.Data}", LogType.Log);
}
// 设置Content-Type
if (!string.IsNullOrEmpty(task.ContentType))
{
@ -537,26 +803,26 @@ namespace WXGame.Network
request.SetRequestHeader("Content-Type", "application/x-www-form-urlencoded");
LogMessage("使用默认Content-Type: application/x-www-form-urlencoded", LogType.Log);
}
// 设置下载处理器
request.downloadHandler = new DownloadHandlerBuffer();
break;
default:
throw new ArgumentException($"不支持的HTTP方法: {task.Method}");
}
// 设置默认请求头
foreach (var header in defaultHeaders)
{
request.SetRequestHeader(header.Key, header.Value);
}
// 设置自定义请求头
foreach (var header in task.Headers)
{
request.SetRequestHeader(header.Key, header.Value);
}
return request;
}
@ -577,7 +843,7 @@ namespace WXGame.Network
IsSuccess = request.result == UnityWebRequest.Result.Success,
ErrorMessage = request.error
};
if (result.IsSuccess)
{
LogMessage($"请求成功: {task.Method} {task.Url} (状态码: {result.ResponseCode})", LogType.Log);
@ -603,7 +869,7 @@ namespace WXGame.Network
{
task.RetryCount++;
LogMessage($"准备重试请求 ({task.RetryCount}/{maxRetryCount}): {task.Method} {task.Url}", LogType.Warning);
// 延迟重试
StartCoroutine(DelayedRetry(task));
}
@ -631,24 +897,27 @@ namespace WXGame.Network
yield return new WaitForSeconds(retryDelay);
EnqueueRequest(task);
}
#endregion
#region
/// <summary>
/// 取消所有请求
/// </summary>
public void CancelAllRequests()
{
LogMessage("取消所有请求", LogType.Warning);
// 清空队列
requestQueue.Clear();
// 停止所有活跃请求
foreach (var task in activeRequests)
{
task.OnError?.Invoke("请求被取消");
}
activeRequests.Clear();
}
@ -669,6 +938,7 @@ namespace WXGame.Network
{
return requestQueue.Count;
}
#endregion
}
@ -703,4 +973,4 @@ namespace WXGame.Network
public bool IsSuccess; // 是否成功
public string ErrorMessage; // 错误信息
}
}
}

View File

@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
public class SignHelper
{
/// <summary>
/// 生成 sign
/// </summary>
/// <param name="parameters">请求参数字典(包含所有参数,但要去掉 sign</param>
/// <param name="secret">AppSecret</param>
/// <returns>MD5 sign</returns>
public static string GetSign(Dictionary<string, object> parameters, string secret)
{
// 1. 移除 sign
if (parameters.ContainsKey("sign"))
{
parameters.Remove("sign");
}
// 2. 按照 key ASCII 排序
var sorted = parameters.OrderBy(p => p.Key, StringComparer.Ordinal);
// 3. 拼接成字符串 key+value
StringBuilder sb = new StringBuilder();
foreach (var kv in sorted)
{
string valueStr;
if (kv.Value is Array || kv.Value is List<object>)
{
// 数组需要转成 JSON 字符串
valueStr = JsonUtility.ToJson(kv.Value);
}
else
{
valueStr = kv.Value.ToString();
}
sb.Append(kv.Key).Append(valueStr);
}
// 4. 拼接 secret
sb.Append(secret);
// 5. 做 MD5 加密
using (MD5 md5 = MD5.Create())
{
byte[] inputBytes = Encoding.UTF8.GetBytes(sb.ToString());
byte[] hashBytes = md5.ComputeHash(inputBytes);
// 转换成 32 位小写 hex
return BitConverter.ToString(hashBytes).Replace("-", "").ToLower();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b6dbd56d9ed74aaa85e577029e635146
timeCreated: 1758088610

View File

@ -0,0 +1,93 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
public static class SignUtil
{
public static string LastPlainText { get; private set; } = "";
public static string GetSign(Dictionary<string, string> parameters, string secret)
{
// 排序并拼接
var sorted = new SortedDictionary<string, string>(parameters, StringComparer.Ordinal);
sorted.Remove("sign"); // sign 不参与
StringBuilder sb = new StringBuilder();
foreach (var kv in sorted)
sb.Append(kv.Key).Append(kv.Value);
sb.Append(secret);
// MD5 小写
using var md5 = System.Security.Cryptography.MD5.Create();
byte[] input = Encoding.UTF8.GetBytes(sb.ToString());
byte[] hash = md5.ComputeHash(input);
return BitConverter.ToString(hash).Replace("-", "").ToLowerInvariant();
}
public static string GetSign(IDictionary<string, object> parameters, string secret)
{
// 拷贝并排除 sign
var dict = parameters
.Where(kv => !string.Equals(kv.Key, "sign", StringComparison.Ordinal))
.ToDictionary(kv => kv.Key, kv => kv.Value);
// 按 key ASCII 排序(等同 PHP 的 ksort
var ordered = dict.OrderBy(k => k.Key, StringComparer.Ordinal);
// 拼接 key + value
var sb = new StringBuilder();
foreach (var kv in ordered)
{
string v = ToFlatString(kv.Value);
sb.Append(kv.Key).Append(v);
}
// // 追加 AppSecret
sb.Append(secret);
// 记录签名原文,便于排错
LastPlainText = sb.ToString();
Debug.Log(LastPlainText);
// MD5 小写32位
using var md5 = MD5.Create();
var bytes = md5.ComputeHash(Encoding.UTF8.GetBytes(LastPlainText));
return BitConverter.ToString(bytes).Replace("-", "").ToLowerInvariant();
}
// 将值转成“紧凑字符串”,数组按紧凑 JSON无空格序列化
private static string ToFlatString(object val)
{
if (val == null) return "";
switch (val)
{
case string s: return s;
case bool b: return b ? "true" : "false";
case Array a: return JsonArrayCompact(a);
case IList<object> l: return JsonArrayCompact(l.ToArray());
default:
if (val is IFormattable f)
return f.ToString(null, System.Globalization.CultureInfo.InvariantCulture);
return val.ToString();
}
}
private static string JsonArrayCompact(Array arr)
{
var parts = new List<string>(arr.Length);
foreach (var x in arr)
{
if (x == null) { parts.Add("null"); continue; }
if (x is string s) parts.Add($"\"{Escape(s)}\"");
else if (x is bool b) parts.Add(b ? "true" : "false");
else if (x is IFormattable f) parts.Add(f.ToString(null, System.Globalization.CultureInfo.InvariantCulture));
else parts.Add($"\"{Escape(x.ToString())}\"");
}
return "[" + string.Join(",", parts) + "]";
}
private static string Escape(string s) => s.Replace("\\", "\\\\").Replace("\"", "\\\"");
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: de9a088476084e508783b43d2341227b
timeCreated: 1758089973

8
Assets/Scripts/Test.meta Normal file
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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 90ca52710e6f36147935d8735efa0850
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2,6 +2,7 @@
using WXGame.Network;
using Cysharp.Threading.Tasks;
using System;
using System.Collections.Generic;
using MotionFramework;
namespace DefaultNamespace
@ -29,7 +30,10 @@ namespace DefaultNamespace
// 使用异步方式发送POST请求
var result = await WebRequestManager.Instance.PostRequestAsync(
url: Apis.GetMyFriend(),
data: postData
signParams: new Dictionary<string, string>()
{
{ "page", "1" },
}
);
Debug.Log($"好友列表请求成功!状态码: {result.ResponseCode}");

View File

@ -1,7 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Networking;
using WXGame.Network;
using DefaultNamespace;
/// <summary>
/// 网络请求测试类 - 展示WebRequestManager的各种功能用法
@ -9,71 +14,229 @@ using WXGame.Network;
/// </summary>
public class test : MonoBehaviour
{
[Header("测试配置")]
[SerializeField] private string baseApiUrl = "https://game.api.njfengwei.cn/uapi";
[SerializeField] private string testToken = "your_test_token_here";
[SerializeField] private bool enableDetailedLogging = true;
// ====== 配置区(按你实际情况改)======
[Header("接口根地址+路径")]
public string baseUrl = "https://game.api.njfengwei.cn/uapi";
public string endpoint = "/Friend/addFriend"; // 让对接人给出真实路径
// Start is called before the first frame update
void Start()
[Header("鉴权/签名配置")]
[SerializeField]private string appKey = "38kisezhasfgxhh98b";
[SerializeField]private string appSecret = "2d6wy8hm8rxbi4xt8dghovggdoodqs57"; // 仅用于本地签名,绝对不要随请求发送
[SerializeField]private string tokenHeaderName = "token"; // 若对方要求把 token 放 header这里写 header 名称
[SerializeField]private string tokenValue = "ff6b2c9b0f5d615fc6b4bc50dd3737d9a49747b98eb52f685c15fa692638e09f"; // 如果没有就留空
// 示例:脚本启动后发一次请求
private void Start()
{
Debug.Log("=== 开始网络请求测试 ===");
// 设置配置
Apis.SetAppKey(appKey);
Apis.SetAppSecret(appSecret);
Apis.SetToken(tokenValue);
// 延迟执行测试确保WebRequestManager已初始化
StartCoroutine(RunAllTests());
// 业务参数(这些将进 body 并参与签名sign 除外)
var body = new Dictionary<string, string>
{
// 只需要传业务参数appkey、timestamp、sign会自动添加
};
// 使用WebRequestManager发送请求
PostJsonWithWebRequestManager(body);
}
/// <summary>
/// 运行所有测试案例
/// 使用WebRequestManager发送POST请求
/// </summary>
private IEnumerator RunAllTests()
void PostJsonWithWebRequestManager(Dictionary<string, string> body)
{
yield return new WaitForSeconds(1f); // 等待WebRequestManager初始化
// 构建完整URL
string url = baseUrl.TrimEnd('/') + "/" + endpoint.TrimStart('/');
Debug.Log("1. 开始基础GET请求测试");
TestBasicGetRequest();
Debug.Log("=== 所有测试完成 ===");
}
Debug.Log($"[url] {url}");
Debug.Log($"[业务参数] {JsonConvert.SerializeObject(body)}");
Debug.Log($"[token] {tokenValue}");
/// <summary>
/// 测试基础GET请求
/// 展示如何使用WebRequestManager发送GET请求并处理响应
/// </summary>
private void TestBasicGetRequest()
{
Debug.Log("--- 基础GET请求测试开始 ---");
string testUrl = $"{baseApiUrl}/Auth/getGameCodeTest?apipost_id=395e2022f2f05b";
// 使用WebRequestManager发送GET请求
WebRequestManager.Instance.GetRequest(
url: testUrl,
headers: null, // 使用默认请求头
timeout: 10f, // 10秒超时
// 使用WebRequestManager发送POST请求启用sign签名
WebRequestManager.Instance.PostRequest(
url: url,
enableSign: true,
signParams: body,
onComplete: (result) => {
Debug.Log($"GET请求成功");
Debug.Log($"状态码: {result.ResponseCode}");
Debug.Log($"HTTP {result.ResponseCode}");
Debug.Log($"响应内容: {result.ResponseText}");
},
onError: (error) => {
Debug.LogError($"请求失败: {error}");
}
);
}
/// <summary>
/// 原始方法(保留作为参考)
/// </summary>
IEnumerator PostJson(Dictionary<string, object> body)
{
// 1) 生成 sign等价 PHP 的 getSign
string sign = SignUtil.GetSign(body, appSecret);
body["sign"] = sign;
// 2) 序列化 JSON等价 PHP 的 json_encode
string json = JsonConvert.SerializeObject(body);
// 调试信息:方便对照后端
Debug.Log($"[加密前] {SignUtil.LastPlainText}");
Debug.Log($"[加密后] {sign}");
Debug.Log($"[填入Body] {json}");
Debug.Log($"[token] {tokenValue}");
// 3) 发送 POST(JSON)(等价 PHP 的 http_post_json
string url = baseUrl.TrimEnd('/') + "/" + endpoint.TrimStart('/');
Debug.Log($"[url] {url}");
var req = new UnityWebRequest(url, "POST");
req.uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(json));
req.downloadHandler = new DownloadHandlerBuffer();
req.SetRequestHeader("Content-Type", "application/json; charset=utf-8");
// 若对方要求把 token 放在 Header这里加否则把 token 放 body 并参与签名
if (!string.IsNullOrEmpty(tokenValue))
req.SetRequestHeader(tokenHeaderName, tokenValue);
yield return req.SendWebRequest();
// 4) 结果
if (req.result != UnityWebRequest.Result.Success)
{
Debug.LogError($"HTTP {req.responseCode} | {req.error}\n{req.downloadHandler.text}");
}
else
{
Debug.Log($"HTTP {req.responseCode}\n{req.downloadHandler.text}");
}
}
/// <summary>
/// 把字典转成 key=value&key2=value2
/// </summary>
private static string ToFormUrlEncoded(Dictionary<string, object> body)
{
var list = new List<string>();
foreach (var kv in body)
{
string key = UnityWebRequest.EscapeURL(kv.Key);
string val = UnityWebRequest.EscapeURL(kv.Value.ToString());
list.Add($"{key}={val}");
}
return string.Join("&", list);
}
// Unix 时间戳(秒)
private static long GetUnixTimeSeconds()
{
var now = DateTimeOffset.UtcNow;
return now.ToUnixTimeSeconds();
}
/// <summary>
/// 测试GET请求with sign
/// </summary>
[ContextMenu("测试GET请求with sign")]
public void TestGetRequestWithSign()
{
// 设置配置
Apis.SetAppKey(appKey);
Apis.SetAppSecret(appSecret);
Apis.SetToken(tokenValue);
// 业务参数
var signParams = new Dictionary<string, string>
{
// 只需要传业务参数appkey、timestamp、sign会自动添加
};
string url = baseUrl.TrimEnd('/') + "/" + endpoint.TrimStart('/');
WebRequestManager.Instance.GetRequest(
url: url,
enableSign: true,
signParams: signParams,
onComplete: (result) => {
Debug.Log($"GET请求成功: {result.ResponseCode}");
Debug.Log($"响应内容: {result.ResponseText}");
Debug.Log($"请求URL: {result.Url}");
if (enableDetailedLogging)
{
Debug.Log($"响应头: {result.ResponseHeaders}");
}
},
onError: (error) => {
Debug.LogError($"GET请求失败: {error}");
}
);
Debug.Log("--- 基础GET请求测试结束 ---");
}
// Update is called once per frame
void Update()
/// <summary>
/// 测试异步POST请求with sign
/// </summary>
[ContextMenu("测试异步POST请求with sign")]
public async void TestAsyncPostRequestWithSign()
{
try
{
// 设置配置
Apis.SetAppKey(appKey);
Apis.SetAppSecret(appSecret);
Apis.SetToken(tokenValue);
// 业务参数
var signParams = new Dictionary<string, string>
{
// 只需要传业务参数appkey、timestamp、sign会自动添加
};
string url = baseUrl.TrimEnd('/') + "/" + endpoint.TrimStart('/');
var result = await WebRequestManager.Instance.PostRequestAsync(
url: url,
signParams: signParams
);
Debug.Log($"异步POST请求成功: {result.ResponseCode}");
Debug.Log($"响应内容: {result.ResponseText}");
}
catch (Exception ex)
{
Debug.LogError($"异步POST请求失败: {ex.Message}");
}
}
/// <summary>
/// 测试异步GET请求with sign
/// </summary>
[ContextMenu("测试异步GET请求with sign")]
public async void TestAsyncGetRequestWithSign()
{
try
{
// 设置配置
Apis.SetAppKey(appKey);
Apis.SetAppSecret(appSecret);
Apis.SetToken(tokenValue);
// 业务参数
var signParams = new Dictionary<string, string>
{
// 只需要传业务参数appkey、timestamp、sign会自动添加
};
string url = baseUrl.TrimEnd('/') + "/" + endpoint.TrimStart('/');
var result = await WebRequestManager.Instance.GetRequestAsync(
url: url,
enableSign: true,
signParams: signParams
);
Debug.Log($"异步GET请求成功: {result.ResponseCode}");
Debug.Log($"响应内容: {result.ResponseText}");
}
catch (Exception ex)
{
Debug.LogError($"异步GET请求失败: {ex.Message}");
}
}
}

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@ -78,8 +78,8 @@
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171
sign_generation_task.md Normal file
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@ -0,0 +1,171 @@
# 上下文
文件名sign_generation_task.md
创建于2025-01-27 10:30:00
创建者AI Assistant
关联协议RIPER-5 + Multidimensional + Agent Protocol (Conditional Interactive Step Review Enhanced)
# 任务描述
为Unity微信小游戏项目添加sign签名生成功能根据提供的PHP示例实现C#版本的sign生成方法。接口请求需要增加sign参数按照以下规则生成
1. 将参数去除sign进行ASCII排序
2. 拼接成字符串key+value格式
3. 在字符串后面加上AppSecret
4. 进行MD5加密
# 项目概述
Unity微信小游戏项目使用WebRequestManager进行HTTP请求管理已有token认证机制。需要集成sign签名验证机制以增强接口安全性。
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*以下部分由 AI 在协议执行过程中维护*
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# 分析 (由 RESEARCH 模式填充)
通过代码分析发现:
1. **现有网络架构**
- WebRequestManager.cs负责HTTP请求管理支持GET/POST请求
- Apis.cs管理API接口地址和token
- 已有token认证机制通过请求头传递
2. **MD5加密支持**
- MotionFramework.Utility.HashUtility.StringMD5()提供MD5加密功能
- 支持字符串MD5加密符合sign生成需求
3. **请求参数处理**
- 当前支持urlencoded和JSON格式
- PostFormRequest方法处理表单数据
- 需要扩展支持sign参数自动生成
4. **配置管理**
- Apis.cs管理基础配置
- 需要添加AppKey和AppSecret配置
5. **接口调用模式**
- 使用异步UniTask模式
- 支持回调函数和异常处理
- 需要保持现有调用方式兼容性
# 提议的解决方案 (由 INNOVATE 模式填充)
基于研究分析采用混合方案实现sign生成功能
**方案选择**:混合方案(推荐)
- 创建SignUtility工具类处理签名逻辑
- 在WebRequestManager中添加可选的sign支持
- 保持向后兼容新接口可选择启用sign
- 优点:灵活性高,兼容性好
**技术实现**
- 参数排序使用SortedDictionary确保ASCII排序
- 数组处理JSON序列化数组参数
- MD5加密使用现有HashUtility.StringMD5
- 配置管理在Apis.cs中添加AppKey/AppSecret
- 错误处理:完善的异常处理机制
# 实施计划 (由 PLAN 模式生成)
基于创新阶段的分析采用混合方案来实现sign生成功能。
**架构设计**
1. 创建SignUtility工具类专门处理签名生成逻辑
2. 扩展Apis.cs添加AppKey和AppSecret配置管理
3. 修改WebRequestManager添加可选的sign支持
4. 保持向后兼容,现有接口调用不受影响
**详细实施规范**
**文件修改计划**
- `Assets/Scripts/Utility/SignUtility.cs` (新建)
- `Assets/Scripts/Apis.cs` (扩展)
- `Assets/Scripts/Network/WebRequestManager.cs` (扩展)
- `Assets/Scripts/Test/SignUtilityTest.cs` (新建)
**SignUtility类设计**
- 静态方法GenerateSign(Dictionary<string, object> parameters, string appSecret)
- 支持参数排序、数组处理、MD5加密
- 完善的错误处理和日志记录
**Apis.cs扩展**
- 添加AppKey和AppSecret静态属性
- 添加设置和获取方法
- 保持现有接口不变
**WebRequestManager扩展**
- 添加enableSign参数到请求方法
- 自动生成sign参数并添加到请求中
- 保持现有方法签名兼容
实施检查清单:
1. [创建SignUtility工具类实现sign生成核心逻辑, review:true]
2. [扩展Apis.cs添加AppKey和AppSecret配置管理, review:true]
3. [修改WebRequestManager添加sign支持到GET请求方法, review:true]
4. [修改WebRequestManager添加sign支持到POST请求方法, review:true]
5. [添加异步方法的sign支持, review:true]
6. [创建测试用例验证sign生成正确性, review:true]
7. [更新任务进度文档, review:false]
# 当前执行步骤 (由 EXECUTE 模式在开始执行某步骤时更新)
# 任务进度 (由 EXECUTE 模式在每步完成后,以及在交互式审查迭代中追加)
* 2025-01-27 10:35:00
* 步骤1. [创建SignUtility工具类实现sign生成核心逻辑 (完成, 审查需求: review:true)]
* 修改:创建了 Assets/Scripts/Utility/SignUtility.cs 文件实现了完整的sign生成功能
* 更改摘要实现了SignUtility静态工具类包含GenerateSign方法支持object和string参数、参数排序、数组处理、MD5加密、签名验证等功能添加了完善的错误处理和日志记录
* 原因:执行计划步骤 1 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 10:40:00
* 步骤2. [扩展Apis.cs添加AppKey和AppSecret配置管理 (完成, 审查需求: review:true)]
* 修改:扩展了 Assets/Scripts/Apis.cs 文件添加了AppKey和AppSecret的静态属性和相关方法
* 更改摘要添加了SetAppKey/GetAppKey和SetAppSecret/GetAppSecret方法保持现有接口不变为sign生成提供配置支持
* 原因:执行计划步骤 2 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 10:45:00
* 步骤3. [修改WebRequestManager添加sign支持到GET请求方法 (完成, 审查需求: review:true)]
* 修改:修改了 Assets/Scripts/Network/WebRequestManager.cs 文件为GetRequest方法添加了sign支持
* 更改摘要添加了enableSign和signParams参数自动生成sign签名并添加到请求中支持AppKey和时间戳自动添加
* 原因:执行计划步骤 3 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 10:50:00
* 步骤4. [修改WebRequestManager添加sign支持到POST请求方法 (完成, 审查需求: review:true)]
* 修改:修改了 Assets/Scripts/Network/WebRequestManager.cs 文件为PostRequest方法添加了sign支持
* 更改摘要添加了enableSign和signParams参数支持urlencoded和JSON两种格式的sign参数添加自动生成sign签名
* 原因:执行计划步骤 4 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 10:55:00
* 步骤5. [添加异步方法的sign支持 (完成, 审查需求: review:true)]
* 修改:修改了 Assets/Scripts/Network/WebRequestManager.cs 文件为GetRequestAsync和PostRequestAsync方法添加了sign支持
* 更改摘要为异步方法添加了enableSign和signParams参数保持与同步方法的一致性
* 原因:执行计划步骤 5 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 11:00:00
* 步骤6. [创建测试用例验证sign生成正确性 (完成, 审查需求: review:true)]
* 修改:创建了 Assets/Scripts/Test/SignUtilityTest.cs 文件,实现了完整的测试用例
* 更改摘要实现了SignUtilityTest类包含基本sign生成、数组处理、签名验证、空参数、null参数、PHP示例一致性等测试用例提供Inspector界面测试
* 原因:执行计划步骤 6 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
* 2025-01-27 11:05:00
* 步骤7. [更新任务进度文档 (完成, 审查需求: review:false)]
* 修改:更新了 sign_generation_task.md 文件,完善了所有阶段的文档记录
* 更改摘要:补充了提议的解决方案和实施计划的详细内容,记录了所有执行步骤的完成情况
* 原因:执行计划步骤 7 的实施
* 阻碍:无
* 状态:已完成
* 用户确认状态:成功
# 最终审查 (由 REVIEW 模式填充)