修改协议工具
This commit is contained in:
15
Hotfix/Authentication/System/AccountSystem.cs
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15
Hotfix/Authentication/System/AccountSystem.cs
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@@ -0,0 +1,15 @@
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using Fantasy;
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using Fantasy.Entitas.Interface;
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namespace NB.Authentication;
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public class AccountDestroySystem : DestroySystem<Account>
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{
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protected override void Destroy(Account self)
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{
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self.Username = null;
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self.Password = null;
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self.CreateTime = 0;
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self.LoginTime = 0;
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}
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}
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247
Hotfix/Authentication/System/AuthenticationComponentSystem.cs
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247
Hotfix/Authentication/System/AuthenticationComponentSystem.cs
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@@ -0,0 +1,247 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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using Fantasy.Helper;
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using Fantasy.Platform.Net;
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// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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#pragma warning disable CS8602 // Dereference of a possibly null reference.
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#pragma warning disable CS8600 // Converting null literal or possible null value to non-nullable type.
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namespace NB.Authentication;
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public sealed class AuthenticationComponentDestroySystem : DestroySystem<AuthenticationComponent>
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{
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protected override void Destroy(AuthenticationComponent self)
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{
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foreach (var (_, account) in self.Accounts.ToArray())
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{
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account.Dispose();
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}
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self.Accounts.Clear();
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}
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}
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internal static class AuthenticationComponentSystem
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{
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public static void UpdatePosition(this AuthenticationComponent self)
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{
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// 1、通过远程接口或者本地文件来拿到鉴权组
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// 2、通过配置文件来拿
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var authentications = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Authentication);
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// 拿到当前Scene的配置文件
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var sceneConfig = SceneConfigData.Instance.Get(self.Scene.SceneConfigId);
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// 获取到当前Scene在鉴权组的位置
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self.Position = authentications.IndexOf(sceneConfig);
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// 获得鉴权组的总数
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self.AuthenticationCount = authentications.Count;
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Log.Info($"鉴权服务器启动成功!Position:{self.Position} AuthenticationCount:{self.AuthenticationCount}");
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}
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internal static async FTask<(uint ErrorCode, long AccountId)> Login(this AuthenticationComponent self,
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string userName, string password)
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{
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// 1、检查传递的参数是否完整
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if (string.IsNullOrEmpty(userName) || string.IsNullOrEmpty(password))
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{
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return (ErrorCode.ErrArgs, 0);
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}
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// 检查账号是否应该在当前鉴权服务器中处理
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var position = HashCodeHelper.MurmurHash3(userName) % self.AuthenticationCount;
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if (self.Position != position)
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{
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// 这个3代表的是当前账号不应该在这个鉴权服务器处理。
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// return (3, 0);
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return (ErrorCode.ErrServer, 0);
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}
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var scene = self.Scene;
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var worldDateBase = scene.World.DataBase; //DateBase
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var usernameHashCode = userName.GetHashCode();
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using (var @lock =
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await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationLoginLock, usernameHashCode))
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{
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// 如果用户频繁发生登录的请求,导致服务器会频繁请求数据库或缓存。
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// 针对这个问题咱们可以利用缓存来解决这个问题。
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// 1、创建一个新的字典容器在AuthenticationComponent中存储登录的信息。
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// 2、key:userName + password, Value = ?
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// 3、为了防止缓存暴涨、肯定需要一个定期清理的过程,Value肯定是要一个实体了。
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// 4、因为这个实体下面咱们可以挂载一个组件,这个组件的作用就是定时清理这个缓存。5
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// 问题
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// 1、如果用户的密码改了怎么办?
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// 因为缓存中有定时清除的,所以遇到改密码的情况下,最多等待这个缓存清除了,然后就可以登录了。
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// 2、如果我不这样做,还有什么其他办法?
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// 通过防火墙的策略来限制用户请求,比如100ms请求一次。
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// 作业:
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// 在这个AccountCacheInfo下创建一个组件,这个组件的功能就是定时清理这个缓存。
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Account account = null;
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var loginAccountsKey = userName + password;
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if (self.LoginAccounts.TryGetValue(loginAccountsKey, out var accountCacheInfo))
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{
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account = accountCacheInfo.GetComponent<Account>();
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if (account == null)
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{
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return (ErrorCode.ErrAccountOrPass, 0);
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}
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return (ErrorCode.Successful, account.Id);
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}
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uint result = 0;
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accountCacheInfo = Entity.Create<AccountCacheInfo>(scene, true, true);
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account = await worldDateBase.First<Account>(d => d.Username == userName);
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if (account == null)
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{
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// 没有注册
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return (ErrorCode.ErrAccountOrPass, -1); //返回-1,用于判断是否需要自动注册
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}
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if (account.Password != password)
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{
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//密码错误
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result = ErrorCode.ErrAccountOrPass;
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}
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else
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{
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// 更新登录时间,并保存到数据库
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account.LoginTime = TimeHelper.Now;
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await worldDateBase.Save(account);
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// 添加Account到缓存中
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account.Deserialize(scene);
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accountCacheInfo.AddComponent(account);
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}
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accountCacheInfo.AddComponent<AccountCacheInfoTimeOut>().TimeOut(loginAccountsKey, 5000);
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self.LoginAccounts.Add(loginAccountsKey, accountCacheInfo);
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if (result != 0)
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{
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return (result, 0);
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}
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return (ErrorCode.Successful, account.Id);
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}
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}
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/// <summary>
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/// 鉴权注册接口
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/// </summary>
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/// <param name="self"></param>
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/// <param name="username"></param>
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/// <param name="password"></param>
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/// <param name="source"></param>
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internal static async FTask<uint> Register(this AuthenticationComponent self, string username, string password,
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string source)
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{
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// 1、检查传递的参数是否完整
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if (string.IsNullOrEmpty(username) || string.IsNullOrEmpty(password))
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{
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// 这个1代表的是参数不完整。
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return ErrorCode.ErrArgs;
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}
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// 检查账号是否应该在当前鉴权服务器中处理
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var position = HashCodeHelper.MurmurHash3(username) % self.AuthenticationCount;
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if (self.Position != position)
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{
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// 这个代表的是当前账号不应该在这个鉴权服务器处理。
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return ErrorCode.ErrServer;
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}
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var usernameHashCode = username.GetHashCode();
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var scene = self.Scene;
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// 利用协程锁来解决异步的原子问题
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using (var @lock =
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await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationRegisterLock, usernameHashCode))
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{
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// 利用缓存来减少频繁请求数据库或缓存的压力。
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if (self.Accounts.TryGetValue(username, out var account))
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{
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// 这个2代表的是该用户已经存在。
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return ErrorCode.ErrAccountHave;
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}
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// 2、数据库查询该账号是否存在
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var worldDateBase = scene.World.DataBase;
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var isExist = await worldDateBase.Exist<Account>(d => d.Username == username);
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if (isExist)
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{
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// 这个2代表的是该用户已经存在。
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return ErrorCode.ErrAccountHave;
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}
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//3、执行到这里的话,表示数据库或缓存没有该账号的注册信息,需要咱们创建一个。
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account = Entity.Create<Account>(scene, true, true);
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account.Username = username;
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account.Password = password;
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account.CreateTime = TimeHelper.Now;
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// 写入这个实体到数据中
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await worldDateBase.Save(account);
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var accountId = account.Id;
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// 把当前账号添加到缓存字典中。
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self.Accounts.Add(username, account);
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// 添加AccountTimeOut组件用来定时清除缓存
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account.AddComponent<AccountTimeOut>().TimeOut(4000);
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// 这个0代表的是操作成功
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Log.Info($"Register source:{source} username:{username} accountId:{accountId}");
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return ErrorCode.Successful;
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}
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}
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internal static void RemoveLoginAccounts(this AuthenticationComponent self, string key, bool isDispose)
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{
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if (!self.LoginAccounts.Remove(key, out var accountCacheInfo))
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{
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return;
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}
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if (isDispose)
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{
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accountCacheInfo.Dispose();
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}
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}
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internal static void RemoveCache(this AuthenticationComponent self, string username, bool isDispose)
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{
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if (!self.Accounts.Remove(username, out var account))
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{
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return;
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}
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Log.Debug($"Remove cache username:{username} Count:{self.Accounts.Count}");
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if (isDispose)
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{
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account.Dispose();
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}
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}
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internal static async FTask<uint> Remove(this AuthenticationComponent self, long accountId, string source)
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{
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var scene = self.Scene;
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// 其实呢,这里没必要加协程锁,这里加是为了给大家加深下这个协程锁的印象。
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using (var @lock = await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationRemoveLock, accountId))
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{
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var worldDateBase = scene.World.DataBase;
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await worldDateBase.Remove<Account>(accountId);
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Log.Info($"Remove source:{source} accountId:{accountId}");
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return 0;
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}
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}
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}
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66
Hotfix/Authentication/System/AuthenticationHelper.cs
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66
Hotfix/Authentication/System/AuthenticationHelper.cs
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@@ -0,0 +1,66 @@
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using Fantasy;
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using Fantasy.Async;
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namespace NB.Authentication;
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public static class AuthenticationHelper
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{
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/// <summary>
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/// 登录账号
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="userName">用户名</param>
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/// <param name="password">用户密码</param>
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/// <returns></returns>
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public static async FTask<(uint ErrorCode, long AccountId)> Login(Scene scene, string userName, string password)
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{
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return await scene.GetComponent<AuthenticationComponent>().Login(userName, password);
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}
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/// <summary>
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/// 注册一个新的账号
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="username">用户名</param>
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/// <param name="password">用户密码</param>
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/// <param name="source">注册的来源/原因</param>
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/// <returns></returns>
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public static async FTask<uint> Register(Scene scene, string username, string password, string source)
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{
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return await scene.GetComponent<AuthenticationComponent>().Register(username, password, source);
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}
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/// <summary>
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/// 移除一个账号
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="accountId">账号ID</param>
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/// <param name="source">移除的来源/原因</param>
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/// <returns></returns>
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public static async FTask<uint> Remove(Scene scene, long accountId, string source)
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{
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return await scene.GetComponent<AuthenticationComponent>().Remove(accountId, source);
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}
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/// <summary>
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/// 移除缓存中的Account
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="username">账号名字</param>
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/// <param name="isDispose">是否销毁</param>
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public static void RemoveCache(Scene scene, string username, bool isDispose)
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{
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scene.GetComponent<AuthenticationComponent>().RemoveCache(username, isDispose);
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}
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/// <summary>
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/// 移除LoginAccounts缓存中的数据,仅供内部调用,不明白原理的不要调用,否则后果自负。
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="key"></param>
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/// <param name="isDispose"></param>
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internal static void RemoveLoginAccounts(Scene scene, string key, bool isDispose)
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{
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scene.GetComponent<AuthenticationComponent>().RemoveLoginAccounts(key, isDispose);
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}
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}
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@@ -0,0 +1,55 @@
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using System.IdentityModel.Tokens.Jwt;
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using System.Security.Cryptography;
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using Fantasy;
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using Fantasy.Entitas.Interface;
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using Microsoft.IdentityModel.Tokens;
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namespace NB.Authentication.Jwt;
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public sealed class AuthenticationJwtComponentAwakeSystem : AwakeSystem<AuthenticationJwtComponent>
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{
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protected override void Awake(AuthenticationJwtComponent self)
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{
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self.Awake();
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}
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}
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public static class AuthenticationJwtComponentSystem
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{
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public static void Awake(this AuthenticationJwtComponent self)
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{
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var rsa = RSA.Create();
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rsa.ImportRSAPublicKey(Convert.FromBase64String(self.PublicKeyPem), out _);
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rsa.ImportRSAPrivateKey(Convert.FromBase64String(self.PrivateKeyPem), out _);
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self.SigningCredentials = new SigningCredentials(new RsaSecurityKey(rsa), SecurityAlgorithms.RsaSha256);
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// 创建 TokenValidationParameters 对象,用于配置验证参数
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self.TokenValidationParameters = new TokenValidationParameters
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{
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ValidateLifetime = false, // 禁止令牌验证时间是否过期
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ValidateIssuer = true, // 验证发行者
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ValidateAudience = true, // 验证受众
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ValidateIssuerSigningKey = true, // 验证签名密钥
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ValidIssuer = "Fantasy", // 有效的发行者
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ValidAudience = "Fantasy", // 有效的受众
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IssuerSigningKey = new RsaSecurityKey(rsa) // RSA公钥作为签名密钥
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};
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}
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public static string GetToken(this AuthenticationJwtComponent self, long aId, string address, uint sceneId)
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{
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var jwtPayload = new JwtPayload()
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{
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{ "aId", aId },
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{ "Address", address },
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{ "SceneId", sceneId }
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};
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var jwtSecurityToken = new JwtSecurityToken(
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issuer: "Fantasy",
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audience: "Fantasy",
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claims: jwtPayload.Claims,
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expires: DateTime.UtcNow.AddMilliseconds(3000),
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signingCredentials: self.SigningCredentials);
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return new JwtSecurityTokenHandler().WriteToken(jwtSecurityToken);
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}
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}
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19
Hotfix/Authentication/System/Jwt/AuthenticationJwtHelper.cs
Normal file
19
Hotfix/Authentication/System/Jwt/AuthenticationJwtHelper.cs
Normal file
@@ -0,0 +1,19 @@
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using Fantasy;
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namespace NB.Authentication.Jwt;
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public static class AuthenticationJwtHelper
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{
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/// <summary>
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/// 获取一个新的令牌
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="aId">AccountId</param>
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/// <param name="address">目标服务器的地址</param>
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/// <param name="sceneId">分配的Scene的Id</param>
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/// <returns></returns>
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public static string GetToken(Scene scene, long aId, string address, uint sceneId)
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{
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return scene.GetComponent<AuthenticationJwtComponent>().GetToken(aId, address, sceneId);
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}
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}
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@@ -0,0 +1,40 @@
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using Fantasy;
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using Fantasy.Entitas.Interface;
|
||||
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
|
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|
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namespace NB.Authentication;
|
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public sealed class AccountCacheInfoTimeOutDestroySystem : DestroySystem<AccountCacheInfoTimeOut>
|
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{
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protected override void Destroy(AccountCacheInfoTimeOut self)
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{
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if (self.TimerId != 0)
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{
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self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
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}
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self.Key = null;
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}
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}
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public static class AccountCacheInfoTimeOutSystem
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{
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public static void TimeOut(this AccountCacheInfoTimeOut self, string key, int timeout)
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{
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self.Key = key;
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// 创建一个任务计时器、用在timeout时间后执行,并且要清楚掉当前鉴权服务器缓存
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var scene = self.Scene;
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var runTimeId = self.RuntimeId;
|
||||
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self.TimerId = scene.TimerComponent.Net.OnceTimer(timeout, () =>
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{
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if (runTimeId != self.RuntimeId)
|
||||
{
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||||
return;
|
||||
}
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||||
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||||
self.TimerId = 0;
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AuthenticationHelper.RemoveLoginAccounts(scene, self.Key,true);
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});
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||||
}
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||||
}
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||||
37
Hotfix/Authentication/System/TimeOut/AccountTimeOutSystem.cs
Normal file
37
Hotfix/Authentication/System/TimeOut/AccountTimeOutSystem.cs
Normal file
@@ -0,0 +1,37 @@
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using Fantasy;
|
||||
using Fantasy.Entitas.Interface;
|
||||
|
||||
namespace NB.Authentication;
|
||||
|
||||
public sealed class AccountTimeOutDestroySystem : DestroySystem<AccountTimeOut>
|
||||
{
|
||||
protected override void Destroy(AccountTimeOut self)
|
||||
{
|
||||
if (self.TimerId != 0)
|
||||
{
|
||||
self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class AccountTimeOutSystem
|
||||
{
|
||||
public static void TimeOut(this AccountTimeOut self, int timeout)
|
||||
{
|
||||
// 创建一个任务计时器、用在timeout时间后执行,并且要清楚掉当前鉴权服务器缓存
|
||||
var scene = self.Scene;
|
||||
var account = (Account)self.Parent;
|
||||
var accountRunTimeId = account.RuntimeId;
|
||||
|
||||
self.TimerId = scene.TimerComponent.Net.OnceTimer(timeout, () =>
|
||||
{
|
||||
if (accountRunTimeId != account.RuntimeId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self.TimerId = 0;
|
||||
AuthenticationHelper.RemoveCache(scene, account.Username,true);
|
||||
});
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user