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Question by Dwaring28720 · Nov 14, 2014 at 10:22 PM · c#playerprefsdatabasesql

using SQL db instead of playerprefs (playerlocation)

alt text

Ive created a really simple SQL db on a server with a few tables and populated it as above, what would be the most efficient way to retrieve these values and call them when a player logs in to set the player location and scene to load?

Remote SQL Server. Windows Standalone Client.

this is the script im using as login atm i know its a bit raw and missing alot but im working with a few different parts at the sametime just to build a framework

 using UnityEngine;
 using System;
 using System.Collections;            // for using hash tables
 using System.Security.Permissions;    // for getting the socket policy
 using SmartFoxClientAPI;            // to setup SmartFox connection
 using SmartFoxClientAPI.Data;        // necessary to access the room resource
 
 public class gui_Login : MonoBehaviour {
     
     // smartFox variables
     private SmartFoxClient smartFox;
     private string serverIP = "192.168.0.101";
     private int serverPort = 9339;                // default = 9339
     public string zone = "city";
     public bool debug = true;
     
     // variables used in script
     private string statusMessage = "";
     private string username = "";
     
     void Awake() {
         Application.runInBackground = true;     // Let the application be running while the window is not active.
         
         // Create SmartFox connection if not already available
         if ( SmartFox.IsInitialized() ) {
             Debug.Log("SmartFox is already initialized, reusing connection");
             smartFox = SmartFox.Connection;
         } else {
             if( Application.platform == RuntimePlatform.WindowsWebPlayer ) {
                 // Only set this for the webplayer, it breaks pc standalone
                 // See http://answers.unity3d.com/questions/25122/ for details
                 Security.PrefetchSocketPolicy(serverIP, serverPort);
             }
             try {
                 Debug.Log("Starting new SmartFoxClient");
                 smartFox = new SmartFoxClient(debug);
                 smartFox.runInQueueMode = true;
             } catch ( Exception e ) {
                 Debug.Log(e.ToString());
             }
         }
         
         // Register callback delegates, before callling Connect()
         SFSEvent.onConnection += OnConnection;
         SFSEvent.onConnectionLost += OnConnectionLost;
         SFSEvent.onLogin += OnLogin;
         SFSEvent.onRoomListUpdate += OnRoomList;
         SFSEvent.onDebugMessage += OnDebugMessage;
         //SFSEvent.onJoinRoom += OnJoinRoom;        // We will not join a room in this level
         
         Debug.Log("Attempting to connect to SmartFoxServer");
         smartFox.Connect(serverIP, serverPort);        
     }
     
     void FixedUpdate() {
         smartFox.ProcessEventQueue();
     }
     
     void OnGUI() {
         
         // server IP in bottom left corner
         GUI.Label(new Rect(10, Screen.height-25, 200, 24), "Server: " + serverIP);
         
         // quit button in bottom right corner
         if ( Application.platform != RuntimePlatform.WindowsWebPlayer ) {            
             if ( GUI.Button(new Rect(Screen.width-150, Screen.height - 50, 100, 24), "Quit") ) {
                 smartFox.Disconnect();
                 UnregisterSFSSceneCallbacks();
                 Application.Quit();
             }
         }
         
         // Show login fields if connected and reconnect button if disconnect
         if (smartFox.IsConnected()) {
             GUI.Label(new Rect(10, 116, 100, 100), "Username: ");
             username = GUI.TextField(new Rect(100, 116, 200, 20), username, 25);
             if ( GUI.Button(new Rect(100, 166, 100, 24), "Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '\n')) {
                 smartFox.Login(zone, username, "");
             }
         } else {
             if ( GUI.Button(new Rect(100, 166, 100, 24), "Reconnect")  || (Event.current.type == EventType.keyDown && Event.current.character == '\n')) {
                 Application.LoadLevel("sc_City");
             }
         }
         
         // Draw box for status messages, if one is given
         // Contains some logic to parse message of multiple lines if necessary
         if (statusMessage.Length > 0)
         {
             int boxLength = 61;                            // define length of status box
             int messageLength = statusMessage.Length;    // get length of status message
             string originalMessage = statusMessage;        // copy message in to work string
             string formattedMessage = "";                // define output message string
             int i = 0;
             while (i + boxLength < messageLength)        // iterate and add newline until over length
             {
                 formattedMessage = formattedMessage + originalMessage.Substring(i,boxLength) + "\n";
                 i = i + boxLength;
             }
             // add last piece of original message
             formattedMessage = formattedMessage + originalMessage.Substring(i,  boxLength - (i + boxLength - messageLength));
             // draw status box with message
             GUI.Box (new Rect (Screen.width - 420,10,400,48), formattedMessage);
         }
         
     }
     
     private void UnregisterSFSSceneCallbacks() {
         // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
         SFSEvent.onConnection -= OnConnection;
         SFSEvent.onConnectionLost -= OnConnectionLost;
         SFSEvent.onLogin -= OnLogin;
         SFSEvent.onRoomListUpdate -= OnRoomList;
         SFSEvent.onDebugMessage -= OnDebugMessage;
         //SFSEvent.onJoinRoom -= OnJoinRoom;
     }
     
     void OnConnection(bool success, string error) {
         if ( success ) {
             SmartFox.Connection = smartFox;
             statusMessage = "Connected to SmartFox Server";
             Debug.Log(statusMessage);
         } else {
             statusMessage = "Can't connect! " + error;
             Debug.Log(statusMessage);
         }
     }
     
     void OnConnectionLost() {
         statusMessage = "Connection lost / no connection to server";
     }
     
     public void OnDebugMessage(string message) {
         Debug.Log("[SFS DEBUG] " + message);
     }
     
     public void OnLogin(bool success, string name, string error) {
         if ( success ) {
             statusMessage = "Login for user \"" + name +  "\" successful.";
             // Lets wait for the room list
         } else {
             // Login failed - lets display the error message sent to us
             statusMessage = "Login error: " + error;
         }
     }
     
     /*    
     // We will not join a room in this level, the NetworkController in the next scene will take care of that
     void OnJoinRoom(Room room)
     {
         Debug.Log("Room " + room.GetName() + " joined successfully");
         smartFox.SendPublicMessage(smartFox.myUserName + " has joined");
         // We can now move on to the next level
         UnregisterSFSSceneCallbacks();
         Application.LoadLevel("sc_City");
     }
 */
     
     void OnRoomList(Hashtable roomList) {
         try {
             foreach (int roomId in roomList.Keys)    {                    
                 Room room = (Room)roomList[roomId];
                 if (room.IsPrivate()) {
                     Debug.Log("Room id: " + roomId + " has name: " + room.GetName() + "(private)");
                 }
                 Debug.Log("Room id: " + roomId + " has name: " + room.GetName());
             }
             // Users always have to be in a room, but we'll do that in the next level
             /*
             if (smartFox.GetActiveRoom() == null) {
                 smartFox.JoinRoom("Central Square");
             }*/    
             UnregisterSFSSceneCallbacks();
             Application.LoadLevel("sc_City");
         }
         catch (Exception e) {
             Debug.Log("Room list error: "+e.Message+" "+e.StackTrace);
         }
     }
 }
sql.png (11.1 kB)
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