提交
8
.idea/workspace.xml
generated
@ -6,7 +6,13 @@
|
||||
</configurations>
|
||||
</component>
|
||||
<component name="ChangeListManager">
|
||||
<list default="true" id="fec10672-acda-4616-894b-a4b6f93aea6f" name="Default Changelist" comment="" />
|
||||
<list default="true" id="fec10672-acda-4616-894b-a4b6f93aea6f" name="Default Changelist" comment="">
|
||||
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/笔记文件/2.笔记/slot业务逻辑 临时记录.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/2.笔记/slot业务逻辑 临时记录.md" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/笔记文件/2.笔记/数据中台 临时记录.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/2.笔记/数据中台 临时记录.md" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/笔记文件/日记/2025_05_09_星期五.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/日记/2025_05_09_星期五.md" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/笔记文件/日记/2025_05_10_星期六.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/日记/2025_05_10_星期六.md" afterDir="false" />
|
||||
</list>
|
||||
<option name="SHOW_DIALOG" value="false" />
|
||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
||||
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
|
||||
|
||||
80
笔记文件/2.笔记/ExecuteScalar和Execute区别.md
Normal file
@ -0,0 +1,80 @@
|
||||
#sql
|
||||
#unity/日常积累
|
||||
|
||||
![[Pasted image 20250510173018.png]]
|
||||
|
||||
#### 场景 1:获取表记录数(正确用法)
|
||||
|
||||
``` cs
|
||||
// ✅ 正确使用 ExecuteScalar
|
||||
public int GetUserCount()
|
||||
{
|
||||
string sql = "SELECT COUNT(*) FROM Users";
|
||||
return _db.ExecuteScalar<int>(sql); // 直接返回整数
|
||||
}
|
||||
|
||||
// ❌ 错误用法(用 Execute 会返回受影响行数,此处永远返回 0)
|
||||
public int GetUserCount_Wrong()
|
||||
{
|
||||
string sql = "SELECT COUNT(*) FROM Users";
|
||||
return _db.Execute(sql); // 错误!返回的是 0
|
||||
}
|
||||
```
|
||||
|
||||
#### 场景 2:删除过期数据
|
||||
|
||||
``` cs
|
||||
// ✅ 正确使用 Execute
|
||||
public int DeleteExpiredUsers()
|
||||
{
|
||||
string sql = "DELETE FROM Users WHERE LastLogin < datetime('now','-1 year')";
|
||||
return _db.Execute(sql); // 返回被删除的行数
|
||||
}
|
||||
|
||||
// ❌ 错误用法(用 ExecuteScalar 会返回 null)
|
||||
public void DeleteExpiredUsers_Wrong()
|
||||
{
|
||||
string sql = "DELETE FROM Users WHERE ...";
|
||||
var result = _db.ExecuteScalar<object>(sql); // 无意义操作
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 特殊场景注意事项
|
||||
|
||||
#### 参数化查询(防 SQL 注入)
|
||||
|
||||
``` cs
|
||||
// ✅ 安全方式
|
||||
public int GetAdultsCount(int minAge)
|
||||
{
|
||||
string sql = "SELECT COUNT(*) FROM Users WHERE Age > ?";
|
||||
return _db.ExecuteScalar<int>(sql, minAge);
|
||||
}
|
||||
|
||||
// ❌ 危险方式(直接拼接字符串)
|
||||
public int GetAdultsCount_Unsafe(int minAge)
|
||||
{
|
||||
string sql = $"SELECT COUNT(*) FROM Users WHERE Age > {minAge}"; // SQL 注入风险
|
||||
return _db.ExecuteScalar<int>(sql);
|
||||
}
|
||||
```
|
||||
|
||||
### 5.事务中的使用
|
||||
|
||||
``` cs
|
||||
public void BatchUpdate()
|
||||
{
|
||||
_db.RunInTransaction(() =>
|
||||
{
|
||||
// 混合使用两种方法
|
||||
int count = _db.ExecuteScalar<int>("SELECT COUNT(*) FROM Logs");
|
||||
if (count > 1000)
|
||||
{
|
||||
int deleted = _db.Execute("DELETE FROM Logs WHERE Id IN (SELECT Id FROM Logs LIMIT 100)");
|
||||
Debug.Log($"已清理 {deleted} 条日志");
|
||||
}
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
![[Pasted image 20250510173323.png]]
|
||||
632
笔记文件/2.笔记/MiniJson.md
Normal file
@ -0,0 +1,632 @@
|
||||
#unity/代码缓存
|
||||
|
||||
## MiniJson.cs
|
||||
|
||||
``` cs
|
||||
/*
|
||||
* Copyright (c) 2013 Calvin Rien
|
||||
*
|
||||
* Based on the JSON parser by Patrick van Bergen
|
||||
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
|
||||
*
|
||||
* Simplified it so that it doesn't throw exceptions
|
||||
* and can be used in Unity iPhone with maximum code stripping.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
namespace MiniJSON
|
||||
{
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
|
||||
// Example usage:
|
||||
//
|
||||
// using UnityEngine;
|
||||
// using System.Collections;
|
||||
// using System.Collections.Generic;
|
||||
// using MiniJSON;
|
||||
//
|
||||
// public class MiniJSONTest : MonoBehaviour {
|
||||
// void Start () {
|
||||
// var jsonString = "{ \"array\": [1.44,2,3], " +
|
||||
// "\"object\": {\"key1\":\"value1\", \"key2\":256}, " +
|
||||
// "\"string\": \"The quick brown fox \\\"jumps\\\" over the lazy dog \", " +
|
||||
// "\"unicode\": \"\\u3041 Men\u00fa sesi\u00f3n\", " +
|
||||
// "\"int\": 65536, " +
|
||||
// "\"float\": 3.1415926, " +
|
||||
// "\"bool\": true, " +
|
||||
// "\"null\": null }";
|
||||
//
|
||||
// var dict = Json.Deserialize(jsonString) as Dictionary<string,object>;
|
||||
//
|
||||
// Debug.Log("deserialized: " + dict.GetType());
|
||||
// Debug.Log("dict['array'][0]: " + ((List<object>) dict["array"])[0]);
|
||||
// Debug.Log("dict['string']: " + (string) dict["string"]);
|
||||
// Debug.Log("dict['float']: " + (double) dict["float"]); // floats come out as doubles
|
||||
// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs
|
||||
// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);
|
||||
//
|
||||
// var str = Json.Serialize(dict);
|
||||
//
|
||||
// Debug.Log("serialized: " + str);
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// This class encodes and decodes JSON strings.
|
||||
/// Spec. details, see http://www.json.org/
|
||||
///
|
||||
/// JSON uses Arrays and Objects. These correspond here to the datatypes IList and IDictionary.
|
||||
/// All numbers are parsed to doubles.
|
||||
/// </summary>
|
||||
public static class Json
|
||||
{
|
||||
/// <summary>
|
||||
/// Parses the string json into a value
|
||||
/// </summary>
|
||||
/// <param name="json">A JSON string.</param>
|
||||
/// <returns>An List<object>, a Dictionary<string, object>, a double, an integer,a string, null, true, or false</returns>
|
||||
public static object Deserialize(string json)
|
||||
{
|
||||
// save the string for debug information
|
||||
if (json == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return Parser.Parse(json);
|
||||
}
|
||||
|
||||
sealed class Parser : IDisposable
|
||||
{
|
||||
const string WORD_BREAK = "{}[],:\"";
|
||||
|
||||
public static bool IsWordBreak(char c)
|
||||
{
|
||||
return Char.IsWhiteSpace(c) || WORD_BREAK.IndexOf(c) != -1;
|
||||
}
|
||||
|
||||
enum TOKEN
|
||||
{
|
||||
NONE,
|
||||
CURLY_OPEN,
|
||||
CURLY_CLOSE,
|
||||
SQUARED_OPEN,
|
||||
SQUARED_CLOSE,
|
||||
COLON,
|
||||
COMMA,
|
||||
STRING,
|
||||
NUMBER,
|
||||
TRUE,
|
||||
FALSE,
|
||||
NULL
|
||||
};
|
||||
|
||||
StringReader json;
|
||||
|
||||
Parser(string jsonString)
|
||||
{
|
||||
json = new StringReader(jsonString);
|
||||
}
|
||||
|
||||
public static object Parse(string jsonString)
|
||||
{
|
||||
using (var instance = new Parser(jsonString))
|
||||
{
|
||||
return instance.ParseValue();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
json.Dispose();
|
||||
json = null;
|
||||
}
|
||||
|
||||
Dictionary<string, object> ParseObject()
|
||||
{
|
||||
Dictionary<string, object> table = new Dictionary<string, object>();
|
||||
|
||||
// ditch opening brace
|
||||
json.Read();
|
||||
|
||||
// {
|
||||
while (true)
|
||||
{
|
||||
switch (NextToken)
|
||||
{
|
||||
case TOKEN.NONE:
|
||||
return null;
|
||||
case TOKEN.COMMA:
|
||||
continue;
|
||||
case TOKEN.CURLY_CLOSE:
|
||||
return table;
|
||||
default:
|
||||
// name
|
||||
string name = ParseString();
|
||||
if (name == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// :
|
||||
if (NextToken != TOKEN.COLON)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
// ditch the colon
|
||||
json.Read();
|
||||
|
||||
// value
|
||||
table[name] = ParseValue();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<object> ParseArray()
|
||||
{
|
||||
List<object> array = new List<object>();
|
||||
|
||||
// ditch opening bracket
|
||||
json.Read();
|
||||
|
||||
// [
|
||||
var parsing = true;
|
||||
while (parsing)
|
||||
{
|
||||
TOKEN nextToken = NextToken;
|
||||
|
||||
switch (nextToken)
|
||||
{
|
||||
case TOKEN.NONE:
|
||||
return null;
|
||||
case TOKEN.COMMA:
|
||||
continue;
|
||||
case TOKEN.SQUARED_CLOSE:
|
||||
parsing = false;
|
||||
break;
|
||||
default:
|
||||
object value = ParseByToken(nextToken);
|
||||
|
||||
array.Add(value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
object ParseValue()
|
||||
{
|
||||
TOKEN nextToken = NextToken;
|
||||
return ParseByToken(nextToken);
|
||||
}
|
||||
|
||||
object ParseByToken(TOKEN token)
|
||||
{
|
||||
switch (token)
|
||||
{
|
||||
case TOKEN.STRING:
|
||||
return ParseString();
|
||||
case TOKEN.NUMBER:
|
||||
return ParseNumber();
|
||||
case TOKEN.CURLY_OPEN:
|
||||
return ParseObject();
|
||||
case TOKEN.SQUARED_OPEN:
|
||||
return ParseArray();
|
||||
case TOKEN.TRUE:
|
||||
return true;
|
||||
case TOKEN.FALSE:
|
||||
return false;
|
||||
case TOKEN.NULL:
|
||||
return null;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
string ParseString()
|
||||
{
|
||||
StringBuilder s = new StringBuilder();
|
||||
char c;
|
||||
|
||||
// ditch opening quote
|
||||
json.Read();
|
||||
|
||||
bool parsing = true;
|
||||
while (parsing)
|
||||
{
|
||||
if (json.Peek() == -1)
|
||||
{
|
||||
parsing = false;
|
||||
break;
|
||||
}
|
||||
|
||||
c = NextChar;
|
||||
switch (c)
|
||||
{
|
||||
case '"':
|
||||
parsing = false;
|
||||
break;
|
||||
case '\\':
|
||||
if (json.Peek() == -1)
|
||||
{
|
||||
parsing = false;
|
||||
break;
|
||||
}
|
||||
|
||||
c = NextChar;
|
||||
switch (c)
|
||||
{
|
||||
case '"':
|
||||
case '\\':
|
||||
case '/':
|
||||
s.Append(c);
|
||||
break;
|
||||
case 'b':
|
||||
s.Append('\b');
|
||||
break;
|
||||
case 'f':
|
||||
s.Append('\f');
|
||||
break;
|
||||
case 'n':
|
||||
s.Append('\n');
|
||||
break;
|
||||
case 'r':
|
||||
s.Append('\r');
|
||||
break;
|
||||
case 't':
|
||||
s.Append('\t');
|
||||
break;
|
||||
case 'u':
|
||||
var hex = new char[4];
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
hex[i] = NextChar;
|
||||
}
|
||||
|
||||
s.Append((char) Convert.ToInt32(new string(hex), 16));
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
s.Append(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return s.ToString();
|
||||
}
|
||||
|
||||
object ParseNumber()
|
||||
{
|
||||
string number = NextWord;
|
||||
|
||||
if (number.IndexOf('.') == -1)
|
||||
{
|
||||
long parsedInt;
|
||||
Int64.TryParse(number, out parsedInt);
|
||||
return parsedInt;
|
||||
}
|
||||
|
||||
double parsedDouble;
|
||||
Double.TryParse(number, out parsedDouble);
|
||||
return parsedDouble;
|
||||
}
|
||||
|
||||
void EatWhitespace()
|
||||
{
|
||||
while (Char.IsWhiteSpace(PeekChar))
|
||||
{
|
||||
json.Read();
|
||||
|
||||
if (json.Peek() == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
char PeekChar
|
||||
{
|
||||
get { return Convert.ToChar(json.Peek()); }
|
||||
}
|
||||
|
||||
char NextChar
|
||||
{
|
||||
get { return Convert.ToChar(json.Read()); }
|
||||
}
|
||||
|
||||
string NextWord
|
||||
{
|
||||
get
|
||||
{
|
||||
StringBuilder word = new StringBuilder();
|
||||
|
||||
while (!IsWordBreak(PeekChar))
|
||||
{
|
||||
word.Append(NextChar);
|
||||
|
||||
if (json.Peek() == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return word.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
TOKEN NextToken
|
||||
{
|
||||
get
|
||||
{
|
||||
EatWhitespace();
|
||||
|
||||
if (json.Peek() == -1)
|
||||
{
|
||||
return TOKEN.NONE;
|
||||
}
|
||||
|
||||
switch (PeekChar)
|
||||
{
|
||||
case '{':
|
||||
return TOKEN.CURLY_OPEN;
|
||||
case '}':
|
||||
json.Read();
|
||||
return TOKEN.CURLY_CLOSE;
|
||||
case '[':
|
||||
return TOKEN.SQUARED_OPEN;
|
||||
case ']':
|
||||
json.Read();
|
||||
return TOKEN.SQUARED_CLOSE;
|
||||
case ',':
|
||||
json.Read();
|
||||
return TOKEN.COMMA;
|
||||
case '"':
|
||||
return TOKEN.STRING;
|
||||
case ':':
|
||||
return TOKEN.COLON;
|
||||
case '0':
|
||||
case '1':
|
||||
case '2':
|
||||
case '3':
|
||||
case '4':
|
||||
case '5':
|
||||
case '6':
|
||||
case '7':
|
||||
case '8':
|
||||
case '9':
|
||||
case '-':
|
||||
return TOKEN.NUMBER;
|
||||
}
|
||||
|
||||
switch (NextWord)
|
||||
{
|
||||
case "false":
|
||||
return TOKEN.FALSE;
|
||||
case "true":
|
||||
return TOKEN.TRUE;
|
||||
case "null":
|
||||
return TOKEN.NULL;
|
||||
}
|
||||
|
||||
return TOKEN.NONE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a IDictionary / IList object or a simple type (string, int, etc.) into a JSON string
|
||||
/// </summary>
|
||||
/// <param name="json">A Dictionary<string, object> / List<object></param>
|
||||
/// <returns>A JSON encoded string, or null if object 'json' is not serializable</returns>
|
||||
public static string Serialize(object obj)
|
||||
{
|
||||
return Serializer.Serialize(obj);
|
||||
}
|
||||
|
||||
sealed class Serializer
|
||||
{
|
||||
StringBuilder builder;
|
||||
|
||||
Serializer()
|
||||
{
|
||||
builder = new StringBuilder();
|
||||
}
|
||||
|
||||
public static string Serialize(object obj)
|
||||
{
|
||||
var instance = new Serializer();
|
||||
|
||||
instance.SerializeValue(obj);
|
||||
|
||||
return instance.builder.ToString();
|
||||
}
|
||||
|
||||
void SerializeValue(object value)
|
||||
{
|
||||
IList asList;
|
||||
IDictionary asDict;
|
||||
string asStr;
|
||||
|
||||
if (value == null)
|
||||
{
|
||||
builder.Append("null");
|
||||
}
|
||||
else if ((asStr = value as string) != null)
|
||||
{
|
||||
SerializeString(asStr);
|
||||
}
|
||||
else if (value is bool)
|
||||
{
|
||||
builder.Append((bool) value ? "true" : "false");
|
||||
}
|
||||
else if ((asList = value as IList) != null)
|
||||
{
|
||||
SerializeArray(asList);
|
||||
}
|
||||
else if ((asDict = value as IDictionary) != null)
|
||||
{
|
||||
SerializeObject(asDict);
|
||||
}
|
||||
else if (value is char)
|
||||
{
|
||||
SerializeString(new string((char) value, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeOther(value);
|
||||
}
|
||||
}
|
||||
|
||||
void SerializeObject(IDictionary obj)
|
||||
{
|
||||
bool first = true;
|
||||
|
||||
builder.Append('{');
|
||||
|
||||
foreach (object e in obj.Keys)
|
||||
{
|
||||
if (!first)
|
||||
{
|
||||
builder.Append(',');
|
||||
}
|
||||
|
||||
SerializeString(e.ToString());
|
||||
builder.Append(':');
|
||||
|
||||
SerializeValue(obj[e]);
|
||||
|
||||
first = false;
|
||||
}
|
||||
|
||||
builder.Append('}');
|
||||
}
|
||||
|
||||
void SerializeArray(IList anArray)
|
||||
{
|
||||
builder.Append('[');
|
||||
|
||||
bool first = true;
|
||||
|
||||
foreach (object obj in anArray)
|
||||
{
|
||||
if (!first)
|
||||
{
|
||||
builder.Append(',');
|
||||
}
|
||||
|
||||
SerializeValue(obj);
|
||||
|
||||
first = false;
|
||||
}
|
||||
|
||||
builder.Append(']');
|
||||
}
|
||||
|
||||
void SerializeString(string str)
|
||||
{
|
||||
builder.Append('\"');
|
||||
|
||||
char[] charArray = str.ToCharArray();
|
||||
foreach (var c in charArray)
|
||||
{
|
||||
switch (c)
|
||||
{
|
||||
case '"':
|
||||
builder.Append("\\\"");
|
||||
break;
|
||||
case '\\':
|
||||
builder.Append("\\\\");
|
||||
break;
|
||||
case '\b':
|
||||
builder.Append("\\b");
|
||||
break;
|
||||
case '\f':
|
||||
builder.Append("\\f");
|
||||
break;
|
||||
case '\n':
|
||||
builder.Append("\\n");
|
||||
break;
|
||||
case '\r':
|
||||
builder.Append("\\r");
|
||||
break;
|
||||
case '\t':
|
||||
builder.Append("\\t");
|
||||
break;
|
||||
default:
|
||||
int codepoint = Convert.ToInt32(c);
|
||||
if ((codepoint >= 32) && (codepoint <= 126))
|
||||
{
|
||||
builder.Append(c);
|
||||
}
|
||||
else
|
||||
{
|
||||
builder.Append("\\u");
|
||||
builder.Append(codepoint.ToString("x4"));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
builder.Append('\"');
|
||||
}
|
||||
|
||||
void SerializeOther(object value)
|
||||
{
|
||||
// NOTE: decimals lose precision during serialization.
|
||||
// They always have, I'm just letting you know.
|
||||
// Previously floats and doubles lost precision too.
|
||||
if (value is float)
|
||||
{
|
||||
builder.Append(((float) value).ToString("R"));
|
||||
}
|
||||
else if (value is int
|
||||
|| value is uint
|
||||
|| value is long
|
||||
|| value is sbyte
|
||||
|| value is byte
|
||||
|| value is short
|
||||
|| value is ushort
|
||||
|| value is ulong)
|
||||
{
|
||||
builder.Append(value);
|
||||
}
|
||||
else if (value is double
|
||||
|| value is decimal)
|
||||
{
|
||||
builder.Append(Convert.ToDouble(value).ToString("R"));
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeString(value.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
98
笔记文件/2.笔记/SQL注入.md
Normal file
@ -0,0 +1,98 @@
|
||||
#sql
|
||||
#unity/日常积累
|
||||
|
||||
SQL注入(SQL Injection)是一种常见的网络安全攻击技术,攻击者通过在应用程序的输入字段中插入恶意的SQL代码,从而操纵后端数据库查询的行为。当应用程序没有正确处理用户输入就直接拼接SQL语句时,就可能产生SQL注入漏洞。
|
||||
|
||||
## SQL注入的工作原理
|
||||
|
||||
1. **正常查询**:`SELECT * FROM users WHERE username = 'admin' AND password = '123456'`
|
||||
|
||||
2. **注入攻击**:攻击者输入用户名`admin' --`,密码任意
|
||||
|
||||
3. **被篡改的查询**:`SELECT * FROM users WHERE username = 'admin' --' AND password = 'xxx'`
|
||||
|
||||
- `--`在SQL中是注释符号,使得密码检查被忽略
|
||||
|
||||
|
||||
## 为什么要防止SQL注入?
|
||||
|
||||
### 1. 数据泄露风险
|
||||
|
||||
攻击者可以:
|
||||
|
||||
- 获取数据库中的敏感信息(用户凭证、个人信息、财务数据等)
|
||||
|
||||
- 绕过认证直接登录系统
|
||||
|
||||
- 导出整个数据库内容
|
||||
|
||||
|
||||
### 2. 数据篡改风险
|
||||
|
||||
攻击者可以:
|
||||
|
||||
- 修改、删除重要数据
|
||||
|
||||
- 插入虚假信息
|
||||
|
||||
- 破坏数据完整性
|
||||
|
||||
|
||||
### 3. 系统控制风险
|
||||
|
||||
- 执行系统命令(在某些数据库系统中)
|
||||
|
||||
- 攻击内网其他系统
|
||||
|
||||
- 完全控制服务器
|
||||
|
||||
|
||||
### 4. 法律和合规问题
|
||||
|
||||
- 违反数据保护法规(如GDPR)
|
||||
|
||||
- 面临巨额罚款
|
||||
|
||||
- 损害企业声誉
|
||||
|
||||
|
||||
## 如何防范SQL注入?
|
||||
|
||||
### 最佳实践
|
||||
|
||||
1. **使用参数化查询/预处理语句**
|
||||
|
||||
``` cs
|
||||
// 正确做法
|
||||
string sql = "SELECT * FROM Users WHERE Username = @username AND Password = @password";
|
||||
SqlCommand command = new SqlCommand(sql, connection);
|
||||
command.Parameters.AddWithValue("@username", username);
|
||||
command.Parameters.AddWithValue("@password", password);
|
||||
```
|
||||
|
||||
2. **使用ORM框架**
|
||||
|
||||
- Entity Framework
|
||||
|
||||
- Dapper
|
||||
|
||||
- NHibernate等
|
||||
|
||||
3. **输入验证和过滤**
|
||||
|
||||
- 白名单验证
|
||||
|
||||
- 转义特殊字符
|
||||
|
||||
4. **最小权限原则**
|
||||
|
||||
- 数据库用户只赋予必要权限
|
||||
|
||||
5. **定期安全测试**
|
||||
|
||||
- SQL注入漏洞扫描
|
||||
|
||||
- 渗透测试
|
||||
|
||||
|
||||
SQL注入是OWASP Top 10中最危险的安全漏洞之一,开发者必须高度重视并采取有效措施防范。
|
||||
34
笔记文件/2.笔记/_弃元运算符.md
Normal file
@ -0,0 +1,34 @@
|
||||
#unity/日常积累
|
||||
|
||||
在C#中,这里的下划线 _ 是弃元运算符(Discard operator),它的主要作用是:
|
||||
|
||||
- 明确忽略异步任务返回值
|
||||
|
||||
ProcessQueue() 方法返回的是 UniTask,但这里我们不需要关心它的执行结果。使用 _ = 可以:
|
||||
|
||||
- 避免编译器警告(CS4014 "Because this call is not awaited...")
|
||||
|
||||
- 明确表示我们有意忽略这个异步操作的返回值
|
||||
|
||||
2. 触发异步操作但不等待
|
||||
|
||||
这行代码的实质作用是:启动队列处理流程,但不需要等待它完成。这种模式常用于:
|
||||
|
||||
- 后台任务处理
|
||||
|
||||
- 非阻塞式操作
|
||||
|
||||
- 事件触发机制
|
||||
|
||||
典型应用场景(在您代码中的体现):
|
||||
|
||||
``` cs
|
||||
public void ReportBatchEvent(...)
|
||||
{
|
||||
// ... existing code ...
|
||||
_eventQueue.Enqueue(new BatchEventData { ... });
|
||||
_ = ProcessQueue(); // 触发队列处理但不阻塞当前线程
|
||||
}
|
||||
```
|
||||
|
||||
这种写法比直接调用 ProcessQueue(); 更安全,因为它明确处理了异步方法的返回值,避免了潜在的警告和资源泄漏问题。
|
||||
@ -1,187 +1,3 @@
|
||||
#灵感
|
||||
#灵感
|
||||
|
||||
待修复链接:
|
||||
|
||||
https://inspire.sg.larksuite.com/base/XDR2bO9UCalzNPsSGAhl7Acjglf?table=tblNSDJrGa8mz8km&view=vewqPiSXAQ
|
||||
|
||||
![[Pasted image 20250115163753.png]]
|
||||
|
||||
![[Pasted image 20250115163705.png]]
|
||||
|
||||
![[Pasted image 20250118114128.png]]
|
||||
|
||||
![[Pasted image 20250118114628.png]]
|
||||
|
||||
![[Pasted image 20250118141400.png]]
|
||||
|
||||
![[Pasted image 20250118161534.png]]
|
||||
|
||||
创建单个item的逻辑
|
||||
|
||||
![[Pasted image 20250118202943.png]]
|
||||
|
||||
拿单个Item模板类的方法:
|
||||
|
||||
![[Pasted image 20250118203318.png]]
|
||||
|
||||
lua逻辑入口:GameMain
|
||||
|
||||
![[Pasted image 20250421115020.png]]
|
||||
|
||||
这里是打开游戏,就自动进局内的入口
|
||||
|
||||
![[Pasted image 20250119195857.png]]
|
||||
|
||||
核心驱动,进游戏,是这里
|
||||
|
||||
![[Pasted image 20250119195959.png]]
|
||||
|
||||
用这几个主题
|
||||
|
||||
![[Pasted image 20250418172858.png]]
|
||||
|
||||
主题所在路径:
|
||||
```
|
||||
Assets\ZSlotKing\MiniGame\Themes\
|
||||
```
|
||||
|
||||
UI替换相关:
|
||||
|
||||
![[Pasted image 20250421135455.png]]
|
||||
|
||||
大厅弹窗,断点调用逻辑参考:
|
||||
|
||||
![[Pasted image 20250421135634.png]]
|
||||
|
||||
举例说明:
|
||||
|
||||
![[Pasted image 20250421141339.png]]
|
||||
|
||||
对应的窗体类型,是这个:
|
||||
|
||||
![[Pasted image 20250421141414.png]]
|
||||
|
||||
对应的弹窗UI是这个:
|
||||
|
||||
![[Pasted image 20250421141702.png]]
|
||||
|
||||
如果要屏蔽UI,可以参考,从这个角度出发,处理。
|
||||
|
||||
单活动的修改处理:
|
||||
|
||||
![[Pasted image 20250421150826.png]]
|
||||
|
||||
![[Pasted image 20250421172749.png]]
|
||||
|
||||
![[Pasted image 20250421172809.png]]
|
||||
|
||||
![[Pasted image 20250421172859.png]]
|
||||
|
||||
具体进入,哪个主题,是这个入口来着,也需要同步修改一下
|
||||
|
||||
![[Pasted image 20250427102024.png]]
|
||||
|
||||
theme8主题,需要加到xasset,加上后,还会有这个逻辑错误,待解决的,已处理
|
||||
|
||||
![[Pasted image 20250422145955.png]]
|
||||
|
||||
解决方式:
|
||||
需要从slot拿对应的Group配置文件
|
||||
|
||||
![[Pasted image 20250422173821.png]]
|
||||
|
||||
然后,在Build里面,也加一下这个Group
|
||||
|
||||
![[Pasted image 20250422175551.png]]
|
||||
|
||||
然后,就可以正常进游戏了
|
||||
|
||||
![[Pasted image 20250422175740.png]]
|
||||
|
||||
其他同理,需要这样设置;
|
||||
Theme7的话,这样设置是可以正常进游戏,但是无法确定结果
|
||||
|
||||
![[Pasted image 20250422183409.png]]
|
||||
|
||||
基本很多默认的,逻辑报错,都是result结果的:
|
||||
|
||||
![[Pasted image 20250423134138.png]]
|
||||
|
||||
![[Pasted image 20250423134808.png]]
|
||||
|
||||
这里是,大厅相关的图标,美术资源
|
||||
|
||||
![[Pasted image 20250427093250.png]]
|
||||
|
||||
这里是,控制大厅数量个数的逻辑入口,例如,现在默认设置为一个count
|
||||
|
||||
![[Pasted image 20250427094616.png]]
|
||||
|
||||
同理,这里是拖曳的时候,获取到的
|
||||
|
||||
![[Pasted image 20250427101638.png]]
|
||||
|
||||
获取到之后,就是在滑动的时候,也创建一个新的;
|
||||
如果不想自动创建新的,注释这个就好
|
||||
|
||||
![[Pasted image 20250427101809.png]]
|
||||
|
||||
最开始的更新窗体
|
||||
|
||||
![[Pasted image 20250427102626.png]]
|
||||
|
||||
是由这行代码控制的,注释就直接隐藏了
|
||||
|
||||
![[Pasted image 20250427102614.png]]
|
||||
|
||||
打印的入口,直接`log`就可以了
|
||||
|
||||
![[Pasted image 20250427103728.png]]
|
||||
|
||||
这里可以控制,具体页面的索引
|
||||
|
||||
![[Pasted image 20250427104302.png]]
|
||||
|
||||
当前打开 特定主题的列表,是在这里设定
|
||||
|
||||
![[Pasted image 20250430163026.png]]
|
||||
|
||||
购买按钮,反转的话,也临时记录一下,这俩按钮反转
|
||||
|
||||
![[Pasted image 20250508152353.png]]
|
||||
|
||||
外部也是可以调用TopOnBar的返回大厅按钮
|
||||
|
||||
![[Pasted image 20250508161217.png]]
|
||||
|
||||
这里是等级更新的时候,会隐藏
|
||||
|
||||
![[Pasted image 20250508161325.png]]
|
||||
|
||||
这俩都临时改成true吧,不要隐藏了
|
||||
|
||||
![[Pasted image 20250508161421.png]]
|
||||
|
||||
tolua如果需要,加一些,自定义的CSharp方法,是可以在`CustomSettings`这个脚本里,去加,例如加了这俩
|
||||
|
||||
![[Pasted image 20250509105407.png]]
|
||||
|
||||
需要注意的是,最好不要放在namespace里面,不然在lua里面调用相关,会出现nil空指针等报错
|
||||
|
||||
![[Pasted image 20250509105511.png]]
|
||||
|
||||
![[Pasted image 20250509105726.png]]
|
||||
|
||||
最好,不要有任何命名空间引用吧:
|
||||
|
||||
![[Pasted image 20250509105757.png]]
|
||||
|
||||
生成lua逻辑,直接点这个按钮就好
|
||||
|
||||
![[Pasted image 20250508173711.png]]
|
||||
|
||||
如果谷歌sdk相关,没有正确配置,会有这个提示
|
||||
|
||||
![[Pasted image 20250508181109.png]]
|
||||
|
||||
谷歌相关组件,官方sdk地址:https://github.com/playgameservices/play-games-plugin-for-unity/releases
|
||||
[[slot业务逻辑 临时记录_第一章|第一章]]
|
||||
193
笔记文件/2.笔记/slot业务逻辑 临时记录_第一章.md
Normal file
@ -0,0 +1,193 @@
|
||||
#灵感
|
||||
|
||||
待修复链接:
|
||||
|
||||
https://inspire.sg.larksuite.com/base/XDR2bO9UCalzNPsSGAhl7Acjglf?table=tblNSDJrGa8mz8km&view=vewqPiSXAQ
|
||||
|
||||
![[Pasted image 20250115163753.png]]
|
||||
|
||||
![[Pasted image 20250115163705.png]]
|
||||
|
||||
![[Pasted image 20250118114128.png]]
|
||||
|
||||
![[Pasted image 20250118114628.png]]
|
||||
|
||||
![[Pasted image 20250118141400.png]]
|
||||
|
||||
![[Pasted image 20250118161534.png]]
|
||||
|
||||
创建单个item的逻辑
|
||||
|
||||
![[Pasted image 20250118202943.png]]
|
||||
|
||||
拿单个Item模板类的方法:
|
||||
|
||||
![[Pasted image 20250118203318.png]]
|
||||
|
||||
lua逻辑入口:GameMain
|
||||
|
||||
![[Pasted image 20250421115020.png]]
|
||||
|
||||
这里是打开游戏,就自动进局内的入口
|
||||
|
||||
![[Pasted image 20250119195857.png]]
|
||||
|
||||
核心驱动,进游戏,是这里
|
||||
|
||||
![[Pasted image 20250119195959.png]]
|
||||
|
||||
用这几个主题
|
||||
|
||||
![[Pasted image 20250418172858.png]]
|
||||
|
||||
主题所在路径:
|
||||
```
|
||||
Assets\ZSlotKing\MiniGame\Themes\
|
||||
```
|
||||
|
||||
UI替换相关:
|
||||
|
||||
![[Pasted image 20250421135455.png]]
|
||||
|
||||
大厅弹窗,断点调用逻辑参考:
|
||||
|
||||
![[Pasted image 20250421135634.png]]
|
||||
|
||||
举例说明:
|
||||
|
||||
![[Pasted image 20250421141339.png]]
|
||||
|
||||
对应的窗体类型,是这个:
|
||||
|
||||
![[Pasted image 20250421141414.png]]
|
||||
|
||||
对应的弹窗UI是这个:
|
||||
|
||||
![[Pasted image 20250421141702.png]]
|
||||
|
||||
如果要屏蔽UI,可以参考,从这个角度出发,处理。
|
||||
|
||||
单活动的修改处理:
|
||||
|
||||
![[Pasted image 20250421150826.png]]
|
||||
|
||||
![[Pasted image 20250421172749.png]]
|
||||
|
||||
![[Pasted image 20250421172809.png]]
|
||||
|
||||
![[Pasted image 20250421172859.png]]
|
||||
|
||||
具体进入,哪个主题,是这个入口来着,也需要同步修改一下
|
||||
|
||||
![[Pasted image 20250427102024.png]]
|
||||
|
||||
theme8主题,需要加到xasset,加上后,还会有这个逻辑错误,待解决的,已处理
|
||||
|
||||
![[Pasted image 20250422145955.png]]
|
||||
|
||||
解决方式:
|
||||
需要从slot拿对应的Group配置文件
|
||||
|
||||
![[Pasted image 20250422173821.png]]
|
||||
|
||||
然后,在Build里面,也加一下这个Group
|
||||
|
||||
![[Pasted image 20250422175551.png]]
|
||||
|
||||
然后,就可以正常进游戏了
|
||||
|
||||
![[Pasted image 20250422175740.png]]
|
||||
|
||||
其他同理,需要这样设置;
|
||||
Theme7的话,这样设置是可以正常进游戏,但是无法确定结果
|
||||
|
||||
![[Pasted image 20250422183409.png]]
|
||||
|
||||
基本很多默认的,逻辑报错,都是result结果的:
|
||||
|
||||
![[Pasted image 20250423134138.png]]
|
||||
|
||||
![[Pasted image 20250423134808.png]]
|
||||
|
||||
这里是,大厅相关的图标,美术资源
|
||||
|
||||
![[Pasted image 20250427093250.png]]
|
||||
|
||||
这里是,控制大厅数量个数的逻辑入口,例如,现在默认设置为一个count
|
||||
|
||||
![[Pasted image 20250427094616.png]]
|
||||
|
||||
同理,这里是拖曳的时候,获取到的
|
||||
|
||||
![[Pasted image 20250427101638.png]]
|
||||
|
||||
获取到之后,就是在滑动的时候,也创建一个新的;
|
||||
如果不想自动创建新的,注释这个就好
|
||||
|
||||
![[Pasted image 20250427101809.png]]
|
||||
|
||||
最开始的更新窗体
|
||||
|
||||
![[Pasted image 20250427102626.png]]
|
||||
|
||||
是由这行代码控制的,注释就直接隐藏了
|
||||
|
||||
![[Pasted image 20250427102614.png]]
|
||||
|
||||
打印的入口,直接`log`就可以了
|
||||
|
||||
![[Pasted image 20250427103728.png]]
|
||||
|
||||
这里可以控制,具体页面的索引
|
||||
|
||||
![[Pasted image 20250427104302.png]]
|
||||
|
||||
当前打开 特定主题的列表,是在这里设定
|
||||
|
||||
![[Pasted image 20250430163026.png]]
|
||||
|
||||
购买按钮,反转的话,也临时记录一下,这俩按钮反转
|
||||
|
||||
![[Pasted image 20250508152353.png]]
|
||||
|
||||
外部也是可以调用TopOnBar的返回大厅按钮
|
||||
|
||||
![[Pasted image 20250508161217.png]]
|
||||
|
||||
这里是等级更新的时候,会隐藏
|
||||
|
||||
![[Pasted image 20250508161325.png]]
|
||||
|
||||
这俩都临时改成true吧,不要隐藏了
|
||||
|
||||
![[Pasted image 20250508161421.png]]
|
||||
|
||||
tolua如果需要,加一些,自定义的CSharp方法,是可以在`CustomSettings`这个脚本里,去加,例如加了这俩
|
||||
|
||||
![[Pasted image 20250509105407.png]]
|
||||
|
||||
需要注意的是,最好不要放在namespace里面,不然在lua里面调用相关,会出现nil空指针等报错
|
||||
|
||||
![[Pasted image 20250509105511.png]]
|
||||
|
||||
![[Pasted image 20250509105726.png]]
|
||||
|
||||
最好,不要有任何命名空间引用吧:
|
||||
|
||||
![[Pasted image 20250509105757.png]]
|
||||
|
||||
生成lua逻辑,直接点这个按钮就好
|
||||
|
||||
![[Pasted image 20250508173711.png]]
|
||||
|
||||
如果谷歌sdk相关,没有正确配置,会有这个提示
|
||||
|
||||
![[Pasted image 20250508181109.png]]
|
||||
|
||||
谷歌相关组件,官方sdk地址:https://github.com/playgameservices/play-games-plugin-for-unity/releases
|
||||
|
||||
字段名称修改一下:
|
||||
|
||||
![[img_v3_02m5_cc537595-ff4a-42f4-bf9e-1af456d8d4hu.jpg]]
|
||||
|
||||
![[Pasted image 20250510161224.png]]
|
||||
@ -52,4 +52,14 @@ sql的数据转换,也是使用这个json插件
|
||||
|
||||
![[Pasted image 20250509145032.png]]
|
||||
|
||||
![[img_v3_02k9_c4f0c181-f5d1-4224-ba9a-a803859b50hu.jpg]]
|
||||
![[img_v3_02k9_c4f0c181-f5d1-4224-ba9a-a803859b50hu.jpg]]
|
||||
|
||||
安卓和ios的,数据库文件恢复相关:
|
||||
|
||||
![[Pasted image 20250510100803.png]]
|
||||
|
||||
![[Pasted image 20250510100520.png]]
|
||||
|
||||
表名参考
|
||||
|
||||
![[Pasted image 20250510183627.png]]
|
||||
@ -21,11 +21,11 @@
|
||||
|
||||
# 今日任务
|
||||
|
||||
- [ ] 今晚记得拿一下 neko
|
||||
- [ ] 解决一下 安卓和ios移动端 sqlite文件的重建处理
|
||||
- [ ] 把上报,也都统一放到后台线程队列里,进行处理吧
|
||||
- [x] 今晚记得拿一下 neko
|
||||
- [x] 解决一下 安卓和ios移动端 sqlite文件的重建处理
|
||||
- [x] 把上报,也都统一放到后台线程队列里,进行处理吧
|
||||
- [ ] 对标amp上报机制,完成几种上报驱动的重构[[解构amp项目 临时记录]]
|
||||
- [ ] 今晚记得,也拿一下身份证
|
||||
- [x] 今晚记得,也拿一下身份证
|
||||
- [ ] 处理一下 多表联结查询统计 数据分析
|
||||
- [ ] 弄一下 存储过程
|
||||
---
|
||||
|
||||
@ -22,6 +22,16 @@
|
||||
# 今日任务
|
||||
|
||||
- [ ] 买多3条毛巾 备用
|
||||
- [ ] 发一下 猫 小红书 领养
|
||||
- [ ] 要买 泰国 电话卡
|
||||
- [ ] 要申请 电子入境证
|
||||
- [ ] 换一下 Slot Update字符相关
|
||||
- [ ] 替换一下 三消 上传资源 机制
|
||||
---
|
||||
越过山丘 下载地址 https://y80s.tv/ju/43017
|
||||
[[slot业务逻辑 临时记录]]
|
||||
[[MiniJson]]
|
||||
[[ExecuteScalar和Execute区别]]
|
||||
[[_弃元运算符]]
|
||||
[[SQL注入]]
|
||||
# Journal
|
||||
|
||||
BIN
笔记文件/附件/Pasted image 20250510100520.png
Normal file
|
After Width: | Height: | Size: 66 KiB |
BIN
笔记文件/附件/Pasted image 20250510100803.png
Normal file
|
After Width: | Height: | Size: 154 KiB |
BIN
笔记文件/附件/Pasted image 20250510161224.png
Normal file
|
After Width: | Height: | Size: 9.1 KiB |
BIN
笔记文件/附件/Pasted image 20250510173018.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
BIN
笔记文件/附件/Pasted image 20250510173323.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
笔记文件/附件/Pasted image 20250510183627.png
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
BIN
笔记文件/附件/img_v3_02m5_cc537595-ff4a-42f4-bf9e-1af456d8d4hu.jpg
Normal file
|
After Width: | Height: | Size: 58 KiB |