Security









How do I use Security
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: frmCapNhat.cs Copy
19         public frmCapNhat()
20         {
21             sqlcon = new SqlConnection("server=.\\sqlexpress;database=QL_Thitracnghiem;integrated security =true");
22             sqlcon.Open();
23             InitializeComponent();
24         }
File name: frmDienTenTS.cs Copy
16         public frmDienTenTS()
17         {
18             string strCon = "server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security=true";
19             ObjCon = new SqlConnection(strCon);
20             ObjCon.Open();
21             InitializeComponent();
22
23         }
File name: frmKetQua.cs Copy
18         public frmKetQua(string strten, string strma, string strdiem, string strsocaudung)
19         {
20             string strCon = "server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security=true";
21             ObjCon = new SqlConnection(strCon);
22             ObjCon.Open();
23             InitializeComponent();
24
25
26             getvalueformdienten = strten;//ten
27             getvalueformdienma = strma;//ma thi sinh
28             getvaluediem = strdiem;//diem
29             getvaluesocaudung = strsocaudung;//so cau dung
30             socausai = 50 - int.Parse(strsocaudung);//so cau sai
31             lbsocausai.Text = socausai.ToString();
32         }
File name: frmLogin.cs Copy
66         private void btLog_Click(object sender, EventArgs e)
67         {
68             try
69             {
70                 if (txtdangnhap.Text == "" || txtmatkhau.Text == "")
71                 {
72                     MessageBox.Show("Bạn chưa điền đầy đủ thông tin", "Có lỗi xảy ra!");
73                     txtdangnhap.Focus();
74                     return;
75                 }
76                     if(txtdangnhap.Text=="admin" && txtmatkhau.Text=="admin")
77                     {
78                         if (MessageBox.Show("Chào mừng bạn đã đến với mục quản lý dành cho giáo viên", "Thông báo", MessageBoxButtons.OK) == DialogResult.OK)
79                         {
80                             this.Hide();
81                             frmQuanLy_Admin admin = new frmQuanLy_Admin();
82                             admin.ShowDialog();
83
84                         }
85
86                     }
87                 else
88                 {
89                     SqlConnection con = new SqlConnection("server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security=true");
90                     con.Open();
91                     SqlCommand cmd = new SqlCommand("Select MatKhau from THISINH where TenDangNhap ='" + txtdangnhap.Text + "'", con);
92                     SqlDataReader reader = cmd.ExecuteReader();
93                     reader.Read();
94                     if (txtmatkhau.Text == reader.GetValue(0).ToString())
95                     {
96                         MessageBox.Show("Bạn đã đăng nhập thành công!", "Thành công");
97                         reader.Close();
98                         con.Close();
99                         this.Close();
100                         frmLuaChon frmChon = new frmLuaChon();
101                         frmChon.ShowDialog();
102                         this.Hide();
103
104                     }
105                     else
106                     {
107                         MessageBox.Show("Sai Mật Khẩu");
108                         txtmatkhau.Focus();
109                     }
110                     reader.Close();
111                     con.Close();
112                 }
113
114             }
115
116             catch (Exception)
117             {
118
119                 MessageBox.Show("Tên đăng nhập và mật khẩu không hợp lệ","Có lỗi xảy ra");
120                 txtdangnhap.Focus();
121
122             }
123         }
File name: frmQuanLySinhVien.cs Copy
18         public frmQuanLySinhVien()
19         {
20             sqlcon = new SqlConnection("server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security =true");
21             sqlcon.Open();
22             InitializeComponent();
23         }
File name: frmReg.cs Copy
17         public frmReg()
18         {
19             string strCon ="server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security=true";
20             ObjCon = new SqlConnection(strCon);
21             ObjCon.Open();
22             InitializeComponent();
23         }
File name: frmThiThat.cs Copy
34         void Load_DeThiThat()
35         {
36             try
37             {
38                 SqlConnection cnn = new SqlConnection("server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security =true");
39                 SqlDataAdapter da = new SqlDataAdapter("select cauhoi.mach,cauhoi,a,b,c,d ,dapan from cauhoi,DAPAN where cauhoi.mach=DAPAN.mach", cnn);
40                 DataTable BangQuestion = new DataTable();
41                 da.Fill(BangQuestion);
42                 TaoBangRandomCauHoi(BangQuestion);
43             }
44             catch (Exception ex)
45             { MessageBox.Show(ex.Message); }
46             p = 60;//nhap thoi gian thi
47             s = 60;
48             h = 0;
49         }
File name: Lichsuthi.cs Copy
19         public frmLichsuthi()
20         {
21             sqlcon = new SqlConnection("server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security =true");
22             sqlcon.Open();
23             InitializeComponent();
24         }
File name: Report.cs Copy
19         private void Report_Load(object sender, EventArgs e)
21             {
22                 TS a = new TS();
23                 String strCon = "server=.\\SQLEXPRESS;database=QL_Thitracnghiem;integrated security=true";
24                 SqlConnection con = new SqlConnection(strCon);
25                 SqlCommand cmd = new SqlCommand("select * from THISINH", con);
26                 SqlDataAdapter adapter = new SqlDataAdapter(cmd);
27                 adapter.Fill(a, "THISINH");
28                 rptThisinh1.SetDataSource(a.Tables["THISINH"]);
29                 // Lấy dữ liệu từ dataset chèn vào rptThisinh
30
31             }
File name: NetworkingPeer.cs Copy
1411     public void OnStatusChanged(StatusCode statusCode)
1412     {
1413         if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414             Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416         switch (statusCode)
1417         {
1418             case StatusCode.Connect:
1419                 if (this.State == global::PeerState.ConnectingToNameServer)
1420                 {
1421                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422                         Debug.Log("Connected to NameServer.");
1423
1424                     this.server = ServerConnection.NameServer;
1425                     if (this.CustomAuthenticationValues != null)
1426                     {
1427                         this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428                     }
1429                 }
1430
1431                 if (this.State == global::PeerState.ConnectingToGameserver)
1432                 {
1433                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434                         Debug.Log("Connected to gameserver.");
1435
1436                     this.server = ServerConnection.GameServer;
1437                     this.State = global::PeerState.ConnectedToGameserver;
1438                 }
1439
1440                 if (this.State == global::PeerState.ConnectingToMasterserver)
1441                 {
1442                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443                         Debug.Log("Connected to masterserver.");
1444
1445                     this.server = ServerConnection.MasterServer;
1446                     this.State = global::PeerState.ConnectedToMaster;
1447
1448                     if (this.IsInitialConnect)
1449                     {
1450                         this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451                         SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452                     }
1453                 }
1454
1455                 this.EstablishEncryption(); // always enable encryption
1456
1457                 if (this.IsAuthorizeSecretAvailable)
1458                 {
1459                     // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461                     if (this.didAuthenticate)
1462                     {
1463                         this.State = global::PeerState.Authenticating;
1464                     }
1465                 }
1466                 break;
1467
1468             case StatusCode.EncryptionEstablished:
1469                 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470                 if (this.server == ServerConnection.NameServer)
1471                 {
1472                     this.State = global::PeerState.ConnectedToNameServer;
1473
1474                     if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475                     {
1476                         // this client is not setup to connect to a default region. find out which regions there are!
1477                         this.OpGetRegions(this.mAppId);
1478                     }
1479                 }
1480
1481                 // we might need to authenticate automatically now, so the client can do anything at all
1482                 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483                 {
1484                     // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486                     if (this.didAuthenticate)
1487                     {
1488                         this.State = global::PeerState.Authenticating;
1489                     }
1490                 }
1491                 break;
1492
1493             case StatusCode.EncryptionFailedToEstablish:
1494                 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495                 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496                 break;
1497
1498             case StatusCode.Disconnect:
1499                 this.didAuthenticate = false;
1500                 this.isFetchingFriends = false;
1501                 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502                 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504                 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505                 {
1506                     if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507                     {
1508                         this.State = global::PeerState.ConnectingToGameserver;
1509                     }
1510                 }
1511                 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512                 {
1513                     if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514                     {
1515                         this.State = global::PeerState.ConnectingToMasterserver;
1516                     }
1517                 }
1518                 else
1519                 {
1520                     if (this.CustomAuthenticationValues != null)
1521                     {
1522                         this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523                     }
1524
1525                     this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526                     SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527                 }
1528                 break;
1529
1530             case StatusCode.SecurityExceptionOnConnect:
1531             case StatusCode.ExceptionOnConnect:
1532                 this.State = global::PeerState.PeerCreated;
1533                 if (this.CustomAuthenticationValues != null)
1534                 {
1535                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536                 }
1537
1538                 DisconnectCause cause = (DisconnectCause)statusCode;
1539                 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540                 break;
1541
1542             case StatusCode.Exception:
1543                 if (this.IsInitialConnect)
1544                 {
1545                     Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546                     if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547                     {
1548                         Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549                         if (this.ServerAddress == this.mGameserver)
1550                         {
1551                             Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552                         }
1553                     }
1554
1555                     this.State = global::PeerState.PeerCreated;
1556                     cause = (DisconnectCause)statusCode;
1557                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558                 }
1559                 else
1560                 {
1561                     this.State = global::PeerState.PeerCreated;
1562
1563                     cause = (DisconnectCause)statusCode;
1564                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565                 }
1566
1567                 this.Disconnect();
1568                 break;
1569
1570             case StatusCode.TimeoutDisconnect:
1571             case StatusCode.ExceptionOnReceive:
1572             case StatusCode.DisconnectByServer:
1573             case StatusCode.DisconnectByServerLogic:
1574             case StatusCode.DisconnectByServerUserLimit:
1575                 if (this.IsInitialConnect)
1576                 {
1577                     Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579                     cause = (DisconnectCause)statusCode;
1580                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581                 }
1582                 else
1583                 {
1584                     cause = (DisconnectCause)statusCode;
1585                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586                 }
1587                 if (this.CustomAuthenticationValues != null)
1588                 {
1589                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590                 }
1591
1592                 this.Disconnect();
1593                 break;
1594
1595             case StatusCode.SendError:
1596                 // this.mListener.clientErrorReturn(statusCode);
1597                 break;
1598
1599             case StatusCode.QueueOutgoingReliableWarning:
1600             case StatusCode.QueueOutgoingUnreliableWarning:
1601             case StatusCode.QueueOutgoingAcksWarning:
1602             case StatusCode.QueueSentWarning:
1603                 // this.mListener.warningReturn(statusCode);
1604                 break;
1605
1606             case StatusCode.QueueIncomingReliableWarning:
1607             case StatusCode.QueueIncomingUnreliableWarning:
1608                 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609                 break;
1610
1611             // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612             //case StatusCode.TcpRouterResponseOk:
1613             // break;
1614             //case StatusCode.TcpRouterResponseEndpointUnknown:
1615             //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616             //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618             // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619             // break;
1620
1621             default:
1622
1623                 // this.mListener.serverErrorReturn(statusCode.value());
1624                 Debug.LogError("Received unknown status code: " + statusCode);
1625                 break;
1626         }
1627
1628         this.externalListener.OnStatusChanged(statusCode);
1629     }

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