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 }
Security 138 lượt xem
Gõ tìm kiếm nhanh...