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using System; using System.Security.Cryptography; using UnityEngine; [Serializable] public class LuaAsset : ScriptableObject { public static string LuaDecodeKey = "LuaDecodeKey"; //TODO: use a safe method to hide decode key public static string[] LuaSearchingPaths = new []{ "lua/", "lua/utility/", }; public bool encode = true; public byte[] data; public byte[] GetDecodeBytes() { byte[] decode = this.data; // TODO: your decode function decode = encode ? Security.XXTEA.Decrypt(this.data, LuaAsset.LuaDecodeKey) : this.data; return data; } public static byte[] Require(ref string luapath) { return Require(luapath); } public static byte[] Require(string luapath, string search = "", int retry = 0) { if(string.IsNullOrEmpty(luapath)) return null; var LuaExtension = ".lua"; if(luapath.EndsWith(LuaExtension)) { luapath = luapath.Remove(luapath.LastIndexOf(LuaExtension)); } byte[] bytes = null; var assetName = search + luapath.Replace(".", "/") + LuaExtension; { //TODO: your bundle load method // var asset = AssetSys.GetAssetSync<LuaAsset>(assetName); var asset = Resources.Load<LuaAsset>(assetName); if (asset != null) { bytes = asset.GetDecodeBytes(); } } // try next searching path if(bytes == null && retry < LuaSearchingPaths.Length) { bytes = Require(luapath, LuaSearchingPaths[retry], 1+retry); } Debug.Assert(bytes != null, $"{luapath} not found."); return bytes; } }
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/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at * http://opensource.org/licenses/MIT * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #if USE_UNI_LUA using LuaAPI = UniLua.Lua; using RealStatePtr = UniLua.ILuaState; using LuaCSFunction = UniLua.CSharpFunctionDelegate; #else using LuaAPI = XLua.LuaDLL.Lua; using RealStatePtr = System.IntPtr; using LuaCSFunction = XLua.LuaDLL.lua_CSFunction; #endif using System.Collections.Generic; using System; using System.Reflection; namespace XLua { public class OverloadMethodWrap { ObjectTranslator translator; Type targetType; MethodBase method; ObjectCheck[] checkArray; ObjectCast[] castArray; int[] inPosArray; int[] outPosArray; bool[] isOptionalArray; object[] defaultValueArray; bool isVoid = true; int luaStackPosStart = 1; bool targetNeeded = false; object[] args; int[] refPos; Type paramsType = null; public bool HasDefalutValue{ get; private set; } public OverloadMethodWrap(ObjectTranslator translator, Type targetType, MethodBase method) { this.translator = translator; this.targetType = targetType; this.method = method; HasDefalutValue = false; } public void Init(ObjectCheckers objCheckers, ObjectCasters objCasters) { if ((typeof(Delegate) != targetType && typeof(Delegate).IsAssignableFrom(targetType)) || !method.IsStatic || method.IsConstructor) { luaStackPosStart = 2; if (!method.IsConstructor) { targetNeeded = true; } } var paramInfos = method.GetParameters(); refPos = new int[paramInfos.Length]; List<int> inPosList = new List<int>(); List<int> outPosList = new List<int>(); List<ObjectCheck> paramsChecks = new List<ObjectCheck>(); List<ObjectCast> paramsCasts = new List<ObjectCast>(); List<bool> isOptionalList = new List<bool>(); List<object> defaultValueList = new List<object>(); for(int i = 0; i < paramInfos.Length; i++) { refPos[i] = -1; if (!paramInfos[i].IsIn && paramInfos[i].IsOut) // out parameter { outPosList.Add(i); } else { if(paramInfos[i].ParameterType.IsByRef) { var ttype = paramInfos[i].ParameterType.GetElementType(); if(CopyByValue.IsStruct(ttype) && ttype != typeof(decimal)) { refPos[i] = inPosList.Count; } outPosList.Add(i); } inPosList.Add(i); var paramType = paramInfos[i].IsDefined(typeof(ParamArrayAttribute), false) || (!paramInfos[i].ParameterType.IsArray && paramInfos[i].ParameterType.IsByRef ) ? paramInfos[i].ParameterType.GetElementType() : paramInfos[i].ParameterType; paramsChecks.Add (objCheckers.GetChecker(paramType)); paramsCasts.Add (objCasters.GetCaster(paramType)); isOptionalList.Add(paramInfos[i].IsOptional); var defalutValue = paramInfos[i].DefaultValue; if (paramInfos[i].IsOptional) { if (defalutValue != null && defalutValue.GetType() != paramInfos[i].ParameterType) { defalutValue = defalutValue.GetType() == typeof(Missing) ? (paramInfos[i].ParameterType.IsValueType() ? Activator.CreateInstance(paramInfos[i].ParameterType) : Missing.Value) : Convert.ChangeType(defalutValue, paramInfos[i].ParameterType); } HasDefalutValue = true; } defaultValueList.Add(paramInfos[i].IsOptional ? defalutValue : null); } } checkArray = paramsChecks.ToArray(); castArray = paramsCasts.ToArray(); inPosArray = inPosList.ToArray(); outPosArray = outPosList.ToArray(); isOptionalArray = isOptionalList.ToArray(); defaultValueArray = defaultValueList.ToArray(); if (paramInfos.Length > 0 && paramInfos[paramInfos.Length - 1].IsDefined(typeof(ParamArrayAttribute), false)) { paramsType = paramInfos[paramInfos.Length - 1].ParameterType.GetElementType(); } args = new object[paramInfos.Length]; if (method is MethodInfo) //constructor is not MethodInfo? { isVoid = (method as MethodInfo).ReturnType == typeof(void); } else if(method is ConstructorInfo) { isVoid = false; } } public bool Check(RealStatePtr L) { int luaTop = LuaAPI.lua_gettop(L); int luaStackPos = luaStackPosStart; for(int i = 0; i < checkArray.Length; i++) { if ((i == (checkArray.Length - 1)) && (paramsType != null)) { break; } if(luaStackPos > luaTop && !isOptionalArray[i]) { return false; } else if(luaStackPos <= luaTop && !checkArray[i](L, luaStackPos)) { return false; } if (luaStackPos <= luaTop || !isOptionalArray[i]) { luaStackPos++; } } return paramsType != null ? (luaStackPos < luaTop + 1 ? checkArray[checkArray.Length - 1](L, luaStackPos) : true) : luaStackPos == luaTop + 1; } public int Call(RealStatePtr L) { try { #if UNITY_EDITOR && !DISABLE_OBSOLETE_WARNING if (method.IsDefined(typeof(ObsoleteAttribute), true)) { ObsoleteAttribute info = Attribute.GetCustomAttribute(method, typeof(ObsoleteAttribute)) as ObsoleteAttribute; UnityEngine.Debug.LogWarning("Obsolete Method [" + method.DeclaringType.ToString() + "." + method.Name + "]: " + info.Message); } #endif object target = null; MethodBase toInvoke = method; if (luaStackPosStart > 1) { target = translator.FastGetCSObj(L, 1); if (target is Delegate) { Delegate delegateInvoke = (Delegate)target; #if UNITY_WSA && !UNITY_EDITOR toInvoke = delegateInvoke.GetMethodInfo(); #else toInvoke = delegateInvoke.Method; #endif } } int luaTop = LuaAPI.lua_gettop(L); int luaStackPos = luaStackPosStart; for (int i = 0; i < castArray.Length; i++) { //UnityEngine.Debug.Log("inPos:" + inPosArray[i]); if (luaStackPos > luaTop) //after check { if (paramsType != null && i == castArray.Length - 1) { args[inPosArray[i]] = Array.CreateInstance(paramsType, 0); } else { args[inPosArray[i]] = defaultValueArray[i]; } } else { if (paramsType != null && i == castArray.Length - 1) { args[inPosArray[i]] = translator.GetParams(L, luaStackPos, paramsType); } else { args[inPosArray[i]] = castArray[i](L, luaStackPos, null); } luaStackPos++; } //UnityEngine.Debug.Log("value:" + args[inPosArray[i]]); } object ret = null; ret = toInvoke.IsConstructor ? ((ConstructorInfo)method).Invoke(args) : method.Invoke(targetNeeded ? target : null, args); if (targetNeeded && targetType.IsValueType()) { translator.Update(L, 1, target); } int nRet = 0; if (!isVoid) { //UnityEngine.Debug.Log(toInvoke.ToString() + " ret:" + ret); translator.PushAny(L, ret); nRet++; } for (int i = 0; i < outPosArray.Length; i++) { if (refPos[outPosArray[i]] != -1) { translator.Update(L, luaStackPosStart + refPos[outPosArray[i]], args[outPosArray[i]]); } translator.PushAny(L, args[outPosArray[i]]); nRet++; } return nRet; } finally { for(int i = 0; i < args.Length; i++) { args[i] = null; } } } } public class MethodWrap { private string methodName; private List<OverloadMethodWrap> overloads = new List<OverloadMethodWrap>(); private bool forceCheck; public MethodWrap(string methodName, List<OverloadMethodWrap> overloads, bool forceCheck) { this.methodName = methodName; this.overloads = overloads; this.forceCheck = forceCheck; } public int Call(RealStatePtr L) { try { if (overloads.Count == 1 && !overloads[0].HasDefalutValue && !forceCheck) return overloads[0].Call(L); for (int i = 0; i < overloads.Count; ++i) { var overload = overloads[i]; if (overload.Check(L)) { return overload.Call(L); } } return LuaAPI.luaL_error(L, "invalid arguments to " + methodName); } catch (System.Reflection.TargetInvocationException e) { return LuaAPI.luaL_error(L, "c# exception:" + e.InnerException.Message + ",stack:" + e.InnerException.StackTrace); } catch (System.Exception e) { return LuaAPI.luaL_error(L, "c# exception:" + e.Message + ",stack:" + e.StackTrace); } } } public class MethodWrapsCache { ObjectTranslator translator; ObjectCheckers objCheckers; ObjectCasters objCasters; Dictionary<Type, LuaCSFunction> constructorCache = new Dictionary<Type, LuaCSFunction>(); Dictionary<Type, Dictionary<string, LuaCSFunction>> methodsCache = new Dictionary<Type, Dictionary<string, LuaCSFunction>>(); Dictionary<Type, LuaCSFunction> delegateCache = new Dictionary<Type, LuaCSFunction>(); public MethodWrapsCache(ObjectTranslator translator, ObjectCheckers objCheckers, ObjectCasters objCasters) { this.translator = translator; this.objCheckers = objCheckers; this.objCasters = objCasters; } public LuaCSFunction GetConstructorWrap(Type type) { //UnityEngine.Debug.LogWarning("GetConstructor:" + type); if (!constructorCache.ContainsKey(type)) { var constructors = type.GetConstructors(); if (type.IsAbstract() || constructors == null || constructors.Length == 0) { if (type.IsValueType()) { constructorCache[type] = (L) => { translator.PushAny(L, Activator.CreateInstance(type)); return 1; }; } else { return null; } } else { LuaCSFunction ctor = _GenMethodWrap(type, ".ctor", constructors, true).Call; if (type.IsValueType()) { bool hasZeroParamsCtor = false; for (int i = 0; i < constructors.Length; i++) { if (constructors[i].GetParameters().Length == 0) { hasZeroParamsCtor = true; break; } } if (hasZeroParamsCtor) { constructorCache[type] = ctor; } else { constructorCache[type] = (L) => { if (LuaAPI.lua_gettop(L) == 1) { translator.PushAny(L, Activator.CreateInstance(type)); return 1; } else { return ctor(L); } }; } } else { constructorCache[type] = ctor; } } } return constructorCache[type]; } public LuaCSFunction GetMethodWrap(Type type, string methodName) { //UnityEngine.Debug.LogWarning("GetMethodWrap:" + type + " " + methodName); if (!methodsCache.ContainsKey(type)) { methodsCache[type] = new Dictionary<string, LuaCSFunction>(); } var methodsOfType = methodsCache[type]; if (!methodsOfType.ContainsKey(methodName)) { MemberInfo[] methods = type.GetMember(methodName, BindingFlags.Static | BindingFlags.Instance | BindingFlags.Public | BindingFlags.IgnoreCase); if (methods == null || methods.Length == 0 || #if UNITY_WSA && !UNITY_EDITOR methods[0] is MethodBase #else methods[0].MemberType != MemberTypes.Method #endif ) { return null; } methodsOfType[methodName] = _GenMethodWrap(type, methodName, methods).Call; } return methodsOfType[methodName]; } public LuaCSFunction GetMethodWrapInCache(Type type, string methodName) { //string retriKey = type.ToString() + "." + methodName; //return methodsCache.ContainsKey(retriKey) ? methodsCache[retriKey] : null; if (!methodsCache.ContainsKey(type)) { methodsCache[type] = new Dictionary<string, LuaCSFunction>(); } var methodsOfType = methodsCache[type]; return methodsOfType.ContainsKey(methodName) ? methodsOfType[methodName] : null; } public LuaCSFunction GetDelegateWrap(Type type) { //UnityEngine.Debug.LogWarning("GetDelegateWrap:" + type ); if (!typeof(Delegate).IsAssignableFrom(type)) { return null; } if (!delegateCache.ContainsKey(type)) { delegateCache[type] = _GenMethodWrap(type, type.ToString(), new MethodBase[] { type.GetMethod("Invoke") }).Call; } return delegateCache[type]; } public LuaCSFunction GetEventWrap(Type type, string eventName) { if (!methodsCache.ContainsKey(type)) { methodsCache[type] = new Dictionary<string, LuaCSFunction>(); } var methodsOfType = methodsCache[type]; if (!methodsOfType.ContainsKey(eventName)) { { EventInfo eventInfo = type.GetEvent(eventName, BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Static | BindingFlags.NonPublic); if (eventInfo == null) { throw new Exception(type.Name + " has no event named: " + eventName); } int start_idx = 0; MethodInfo add = eventInfo.GetAddMethod(true); MethodInfo remove = eventInfo.GetRemoveMethod(true); if (add == null && remove == null) { throw new Exception(type.Name + "'s " + eventName + " has either add nor remove"); } bool is_static = add != null ? add.IsStatic : remove.IsStatic; if (!is_static) start_idx = 1; methodsOfType[eventName] = (L) => { object obj = null; if (!is_static) { obj = translator.GetObject(L, 1, type); if (obj == null) { return LuaAPI.luaL_error(L, "invalid #1, needed:" + type); } } try { object handlerDelegate = translator.CreateDelegateBridge(L, eventInfo.EventHandlerType, start_idx + 2); if (handlerDelegate == null) { return LuaAPI.luaL_error(L, "invalid #" + (start_idx + 2) + ", needed:" + eventInfo.EventHandlerType); } switch (LuaAPI.lua_tostring(L, start_idx + 1)) { case "+": if (add == null) { return LuaAPI.luaL_error(L, "no add for event " + eventName); } add.Invoke(obj, new object[] { handlerDelegate }); break; case "-": if (remove == null) { return LuaAPI.luaL_error(L, "no remove for event " + eventName); } remove.Invoke(obj, new object[] { handlerDelegate }); break; default: return LuaAPI.luaL_error(L, "invalid #" + (start_idx + 1) + ", needed: '+' or '-'" + eventInfo.EventHandlerType); } } catch (System.Exception e) { return LuaAPI.luaL_error(L, "c# exception:" + e + ",stack:" + e.StackTrace); } return 0; }; } } return methodsOfType[eventName]; } public MethodWrap _GenMethodWrap(Type type, string methodName, IEnumerable<MemberInfo> methodBases, bool forceCheck = false) { List<OverloadMethodWrap> overloads = new List<OverloadMethodWrap>(); foreach(var methodBase in methodBases) { var mb = methodBase as MethodBase; if (mb == null) continue; if (mb.IsGenericMethodDefinition #if !ENABLE_IL2CPP && !tryMakeGenericMethod(ref mb) #endif ) continue; var overload = new OverloadMethodWrap(translator, type, mb); overload.Init(objCheckers, objCasters); overloads.Add(overload); } return new MethodWrap(methodName, overloads, forceCheck); } private static bool tryMakeGenericMethod(ref MethodBase method) { try { if (!(method is MethodInfo) || !Utils.IsSupportedMethod(method as MethodInfo) ) { return false; } var genericArguments = method.GetGenericArguments(); var constraintedArgumentTypes = new Type[genericArguments.Length]; for (var i = 0; i < genericArguments.Length; i++) { var argumentType = genericArguments[i]; var parameterConstraints = argumentType.GetGenericParameterConstraints(); constraintedArgumentTypes[i] = parameterConstraints[0]; } method = ((MethodInfo)method).MakeGenericMethod(constraintedArgumentTypes); return true; } catch (Exception) { return false; } } } }
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/**********************************************************\ | | | XXTEA.cs | | | | XXTEA encryption algorithm library for .NET. | | | | Encryption Algorithm Authors: | | David J. Wheeler | | Roger M. Needham | | | | Code Author: Ma Bingyao <mabingyao@gmail.com> | | LastModified: Mar 10, 2015 | | | \**********************************************************/ namespace Security { using System; using System.Text; public sealed class XXTEA { private static readonly UTF8Encoding utf8 = new UTF8Encoding(); private const UInt32 delta = 0x9E3779B9; private static UInt32 MX(UInt32 sum, UInt32 y, UInt32 z, Int32 p, UInt32 e, UInt32[] k) { return (z >> 5 ^ y << 2) + (y >> 3 ^ z << 4) ^ (sum ^ y) + (k[p & 3 ^ e] ^ z); } private XXTEA() { } public static Byte[] Encrypt(Byte[] data, Byte[] key) { if (data.Length == 0) { return data; } return ToByteArray(Encrypt(ToUInt32Array(data, true), ToUInt32Array(FixKey(key), false)), false); } public static Byte[] Encrypt(String data, Byte[] key) { return Encrypt(utf8.GetBytes(data), key); } public static Byte[] Encrypt(Byte[] data, String key) { return Encrypt(data, utf8.GetBytes(key)); } public static Byte[] Encrypt(String data, String key) { return Encrypt(utf8.GetBytes(data), utf8.GetBytes(key)); } public static String EncryptToBase64String(Byte[] data, Byte[] key) { return Convert.ToBase64String(Encrypt(data, key)); } public static String EncryptToBase64String(String data, Byte[] key) { return Convert.ToBase64String(Encrypt(data, key)); } public static String EncryptToBase64String(Byte[] data, String key) { return Convert.ToBase64String(Encrypt(data, key)); } public static String EncryptToBase64String(String data, String key) { return Convert.ToBase64String(Encrypt(data, key)); } public static Byte[] Decrypt(Byte[] data, Byte[] key) { if (data.Length == 0) { return data; } return ToByteArray(Decrypt(ToUInt32Array(data, false), ToUInt32Array(FixKey(key), false)), true); } public static Byte[] Decrypt(Byte[] data, String key) { return Decrypt(data, utf8.GetBytes(key)); } public static Byte[] DecryptBase64String(String data, Byte[] key) { return Decrypt(Convert.FromBase64String(data), key); } public static Byte[] DecryptBase64String(String data, String key) { return Decrypt(Convert.FromBase64String(data), key); } public static String DecryptToString(Byte[] data, Byte[] key) { return utf8.GetString(Decrypt(data, key)); } public static String DecryptToString(Byte[] data, String key) { return utf8.GetString(Decrypt(data, key)); } public static String DecryptBase64StringToString(String data, Byte[] key) { return utf8.GetString(DecryptBase64String(data, key)); } public static String DecryptBase64StringToString(String data, String key) { return utf8.GetString(DecryptBase64String(data, key)); } private static UInt32[] Encrypt(UInt32[] v, UInt32[] k) { Int32 n = v.Length - 1; if (n < 1) { return v; } UInt32 z = v[n], y, sum = 0, e; Int32 p, q = 6 + 52 / (n + 1); unchecked { while (0 < q--) { sum += delta; e = sum >> 2 & 3; for (p = 0; p < n; p++) { y = v[p + 1]; z = v[p] += MX(sum, y, z, p, e, k); } y = v[0]; z = v[n] += MX(sum, y, z, p, e, k); } } return v; } private static UInt32[] Decrypt(UInt32[] v, UInt32[] k) { Int32 n = v.Length - 1; if (n < 1) { return v; } UInt32 z, y = v[0], sum, e; Int32 p, q = 6 + 52 / (n + 1); unchecked { sum = (UInt32)(q * delta); while (sum != 0) { e = sum >> 2 & 3; for (p = n; p > 0; p--) { z = v[p - 1]; y = v[p] -= MX(sum, y, z, p, e, k); } z = v[n]; y = v[0] -= MX(sum, y, z, p, e, k); sum -= delta; } } return v; } private static Byte[] FixKey(Byte[] key) { if (key.Length == 16) return key; Byte[] fixedkey = new Byte[16]; if (key.Length < 16) { key.CopyTo(fixedkey, 0); } else { Array.Copy(key, 0, fixedkey, 0, 16); } return fixedkey; } private static UInt32[] ToUInt32Array(Byte[] data, Boolean includeLength) { Int32 length = data.Length; Int32 n = (((length & 3) == 0) ? (length >> 2) : ((length >> 2) + 1)); UInt32[] result; if (includeLength) { result = new UInt32[n + 1]; result[n] = (UInt32)length; } else { result = new UInt32[n]; } for (Int32 i = 0; i < length; i++) { result[i >> 2] |= (UInt32)data[i] << ((i & 3) << 3); } return result; } private static Byte[] ToByteArray(UInt32[] data, Boolean includeLength) { Int32 n = data.Length << 2; if (includeLength) { Int32 m = (Int32)data[data.Length - 1]; n -= 4; if ((m < n - 3) || (m > n)) { return null; } n = m; } Byte[] result = new Byte[n]; for (Int32 i = 0; i < n; i++) { result[i] = (Byte)(data[i >> 2] >> ((i & 3) << 3)); } return result; } } }
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#import <Foundation/Foundation.h> #import "AntiAddictionHttpResult.h" extern NSString *const ANTI_TIMEOUTKEY; extern NSString *const ANTI_HTTPMETHODKEY; extern NSString *const ANTI_HTTPBODYKEY; extern NSString *const ANTI_DATAFORMAT; extern NSString *const ANTI_CACHE_POLICY_KEY; /** header */ extern NSString *const ANTI_AUTH_KEY; typedef void(^AntiCallBackBlock)(AntiAddictionHttpResult *result); typedef void(^GetAllCallBack)(NSArray *resultArr,BOOL successAll); @interface AntiAddictionAsyncHttp : NSObject @property (nonatomic,copy) AntiCallBackBlock callBackBlock; @property (nonatomic,copy) AntiCallBackBlock failedCallback; - (void)startTask; - (void)stopTask; - (void)retryTask; - (NSInteger)httpTaskIdentify; - (void)handleSuccessResult:(AntiAddictionHttpResult *)result; - (void)handleFailResult:(AntiAddictionHttpResult *)result; /// GET请求 /// @param urlStr url /// @param requestParams 网络请求参数,如超时、格式等 /// @param customHeaderParams 自定义请求头参数 /// @param params 本次请求参数 /// @param callBackBlock 成功回调 /// @param failedCallback 失败回调 + (void)httpGet:(NSString *)urlStr requestParams:(NSDictionary *)requestParams customHeader:(NSDictionary *)customHeaderParams params:(NSDictionary *)params callBack:(AntiCallBackBlock)callBackBlock failedCallback:(AntiCallBackBlock)failedCallback; /** 多个get请求并发,同时返回 @param urlStrArr URL数组 @param requestParamsArr 请求参数数组 @param customHeaderParamsArr 自定义请求头数组 @param paramsDicArr 参数数组 @param callback 回掉 */ + (void)httpGetAll:(NSArray *)urlStrArr requestParamsArr:(NSArray *)requestParamsArr customHeadersArr:(NSArray *)customHeaderParamsArr params:(NSArray *)paramsDicArr callback:(GetAllCallBack)callback; /// POST请求 /// @param urlStr URL /// @param requestParams 网络请求参数,如超时、数据格式、请求头等 /// @param customHeaderParams 自定义请求头参数 /// @param params 本次请求参数 /// @param paramsJson 本次请求参数的 json 字符串,若有,优先使用 json /// @param callBackBlock 成功回调 /// @param failedCallback 失败回调 + (void)httpPost:(NSString *)urlStr requestParams:(NSDictionary *)requestParams customHeader:(NSDictionary *)customHeaderParams params:(NSDictionary *)params paramsJson:(NSString *)paramsJson callBack:(AntiCallBackBlock)callBackBlock failedCallback:(AntiCallBackBlock)failedCallback; + (void)httpPost:(NSString *)urlStr requestParams:(NSDictionary *)requestParams customHeader:(NSDictionary *)customHeaderParams params:(NSDictionary *)params callBack:(AntiCallBackBlock)callBackBlock failedCallback:(AntiCallBackBlock)failedCallback; @end
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// // RSAObjC.h // // Created by PacteraLF on 16/10/17. // Copyright © 2016年 PacteraLF. All rights reserved. // RSA 加密封装类 #import <Foundation/Foundation.h> @interface RSAObjC : NSObject /** * -------RSA 字符串公钥加密------- @param plaintext 明文,待加密的字符串 @param pubKey 公钥字符串 @return 密文,加密后的字符串 */ + (NSString *)encrypt:(NSString *)plaintext PublicKey:(NSString *)pubKey; /** * -------RSA 公钥文件加密------- @param plaintext 明文,待加密的字符串 @param path 公钥文件路径,p12或pem格式 @return 密文,加密后的字符串 */ + (NSString *)encrypt:(NSString *)plaintext KeyFilePath:(NSString *)path; /** * -------RSA 私钥字符串解密------- @param ciphertext 密文,需要解密的字符串 @param privKey 私钥字符串 @return 明文,解密后的字符串 */ + (NSString *)decrypt:(NSString *)ciphertext PrivateKey:(NSString *)privKey; /** * -------RSA 私钥文件解密------- @param ciphertext 密文,需要解密的字符串 @param path 私钥文件路径,p12或pem格式(pem私钥需为pcks8格式) @param pwd 私钥文件的密码 @return 明文,解密后的字符串 */ + (NSString *)decrypt:(NSString *)ciphertext KeyFilePath:(NSString *)path FilePwd:(NSString *)pwd; @end
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using System; using System.Threading.Tasks; using TapSDK.UI; using TapTap.AntiAddiction.Internal; using TapTap.AntiAddiction.Model; using TapTap.Common; using UnityEngine; namespace TapTap.AntiAddiction { public sealed class VietnamAntiAddictionWorker : BaseAntiAddictionWorker { /// <summary> /// 单日最长游玩时间(秒) /// </summary> private const int MAX_REMAIN_TIME_ONE_DAY = 180 * 60; /// <summary> /// 越南初始化检查可玩性时的时间 /// </summary> private DateTime? _initCheckPlayableTimeVietnam; /// <summary> /// 游戏剩余时间,从服务器得到,如果不能从服务器得到,那么给予默认最长时间(180分钟) /// </summary> private int? _remainTimeCache; #region Abstract Override public override Region Region => Region.Vietnam; private readonly string rsaPublicKey = "MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA708T4I+a6wkvT7kn16HY9VrpBE3ay8/nNtaLVFNj/LVBVB6LyIHdU+XIIwi9nj9+I1+a0R2lBds6yKDy6uiwctAwhEHFcKKMmjbdfL0db8bACflASNdrAodw38i7SjzdDrlFiFvJiktkUWnSswaLLPpan/1K3fKo5GgzBtQd8Fe4GQYJ5ghePjA4vVHrpI5rBa9Ca0Ji2YnSOwYv9lFljMCKDYoTzn/Ctsq5vzN+ZGomjz+cATIbA8+zSek+XoGltZvQEWyBtjHDK/pkzb58Kc0zAnEmMQPPtHa0pCU1moMXKIiPvw+YXEVxyvOCUKLAHnzhJNTPlzZzKWtz9VGktQIDAQAB"; internal override string RsaPublicKey => rsaPublicKey; protected override async Task<int> CompleteVerificationWindowAsync() { var userId = TapTapAntiAddictionManager.UserId; do { try { VerificationResult result = await OpenVerificationPanelVietnam(); await UIManager.Instance.OpenToastAsync(Config.Current.UIConfig.InputRealNameInfoVietnam.submitSuccessMsg); await Verification.Save(userId, Region.Vietnam, result); if (!Verification.IsVerified) { // 如果在实名认证界面得到是未认证的数据,则弹出认证中的弹框 continue; } break; } catch (TaskCanceledException) { TapLogger.Debug("Close verification panel."); // 返回关闭实名制窗口 return StartUpResult.REAL_NAME_STOP; } catch (Exception e) { // 其他异常 TapLogger.Error(e); // 加载异常,则提示重新查询 await UIManager.Instance.OpenToastAsync(TapTapAntiAddictionManager.LocalizationItems.Current.NetError); } } while (true); return 0; } protected override PlayableResult CheckOfflineMinorPlayable() { // 未成年人: 是否超过180分钟 if (_remainTimeCache == null) _remainTimeCache = MAX_REMAIN_TIME_ONE_DAY; bool canPlay = true; if (_initCheckPlayableTimeVietnam != null) { DateTime now = DateTime.Now; // 是否跨天,跨天的话,重置当天可玩时间 bool isCrossDay = _initCheckPlayableTimeVietnam.Value.Day != now.Day; if (isCrossDay) { _initCheckPlayableTimeVietnam = new DateTime(now.Year, now.Month, now.Day); _remainTimeCache = MAX_REMAIN_TIME_ONE_DAY; } DateTime endTime = now; DateTime beginTime = _initCheckPlayableTimeVietnam.Value; var timeSpan = endTime - beginTime; _remainTimeCache -= (int)timeSpan.TotalSeconds; canPlay = _remainTimeCache > 0; _remainTimeCache = Math.Max(0, _remainTimeCache.Value); } HealthReminderTip tip = canPlay ? null : Config.GetMinorUnplayableHealthReminderTipVietnam(); return new PlayableResult { RestrictType = PlayableResult.TIME_LIMIT, CanPlay = canPlay, Title = tip?.Title, Content = tip?.Content, RemainTime = _remainTimeCache.Value }; } internal override Task<bool> IsStandaloneEnabled() { var tcs = new TaskCompletionSource<bool>(); tcs.SetResult(false); return tcs.Task; } #endregion #region Virtual Override /// <summary> /// 检查可玩性后,已知未成年人时的处理 /// </summary> /// <param name="playable"></param> /// <returns></returns> protected override async Task<int> OnCheckedPlayableWithMinorAsync(PlayableResult playable) { var tcs = new TaskCompletionSource<int>(); // 登录时,如果发现不可玩的话,那么健康弹窗面板的按钮代表切换账号 Action onSwitch = null; if (playable.CanPlay) { tcs.TrySetResult(StartUpResult.LOGIN_SUCCESS); TryStartPoll(); } else { onSwitch = () => { Logout(); AntiAddictionUIKit.ExternalCallback?.Invoke(StartUpResult.SWITCH_ACCOUNT, null); }; tcs.TrySetResult(StartUpResult.DURATION_LIMIT); } if (onSwitch != null) { TapTapAntiAddictionUIKit.OpenHealthReminderPanel(playable, null, onSwitch); } return await tcs.Task; } /// <summary> /// 轮询时,发现不可玩处理 /// </summary> /// <param name="playable"></param> protected override void OnUnplayablePostPoll(PlayableResult playable) { Action onExitGame = Application.Quit; TapTapAntiAddictionUIKit.OpenHealthReminderPanel(playable, onExitGame); AntiAddictionUIKit.ExternalCallback?.Invoke(StartUpResult.DURATION_LIMIT, null); } protected override async Task<PlayableResult> CheckPlayableAsync() { if (_initCheckPlayableTimeVietnam == null) _initCheckPlayableTimeVietnam = DateTime.Now; var result = await base.CheckPlayableAsync(); if (_remainTimeCache == null) _remainTimeCache = result.RemainTime; return result; } internal override async Task<PlayableResult> CheckPlayableOnPollingAsync() { PlayableResult playable = await base.CheckPlayableOnPollingAsync(); _initCheckPlayableTimeVietnam = DateTime.Now; _remainTimeCache = playable.RemainTime; return playable; } internal override void Logout() { base.Logout(); _initCheckPlayableTimeVietnam = null; _remainTimeCache = null; } #endregion /// <summary> /// 打开越南实名制窗口 /// </summary> /// <returns></returns> private Task<VerificationResult> OpenVerificationPanelVietnam() { var tcs = new TaskCompletionSource<VerificationResult>(); var path = AntiAddictionConst.GetPrefabPath(AntiAddictionConst.TIME_SELECTOR_PANEL_NAME, TapTapAntiAddictionManager.IsUseMobileUI()); var timeSelectorPanel = UIManager.Instance.OpenUI<TaptapAntiAddictionTimeSelectorController>(path); if (timeSelectorPanel == null) return tcs.Task; timeSelectorPanel.OnVerified = (verification) => tcs.TrySetResult(verification); timeSelectorPanel.OnException = () => tcs.TrySetException(new Exception("Vietnam Verification Failed")); timeSelectorPanel.OnClosed = () => tcs.TrySetCanceled(); return tcs.Task; } } }
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using System; using TapTap.AntiAddiction.Model; using MobileBridgeAntiAddiction = Plugins.AntiAddictionUIKit.AntiAddictionUIKit; using CheckPayResult = Plugins.AntiAddictionUIKit.CheckPayResult; namespace TapTap.AntiAddiction { public sealed class AntiAddictionMobileOldJob : IAntiAddictionJob { private Action<int, string> _externalCallback; public Action<int, string> ExternalCallback { get => _externalCallback; } public int AgeRange => MobileBridgeAntiAddiction.CurrentUserAgeLimit(); /// <summary> /// 剩余时间(单位:秒) /// </summary> public int RemainingTime => MobileBridgeAntiAddiction.CurrentUserRemainTime(); /// <summary> /// 剩余时间(单位:分钟) /// </summary> public int RemainingTimeInMinutes { get { int seconds = RemainingTime; if (seconds <= 0) return 0; return UnityEngine.Mathf.CeilToInt(seconds / 60.0f); } } public string CurrentToken => MobileBridgeAntiAddiction.CurrentToken(); private bool useTapLogin; public void Init(AntiAddictionConfig config, Action<int, string> callback) { _externalCallback = callback; useTapLogin = config.useTapLogin; MobileBridgeAntiAddiction.Init(config.gameId, true, true, config.showSwitchAccount , (data) => callback?.Invoke(data.code, null) , (data) => callback?.Invoke(-1, data)); } public void Startup(string userId) { MobileBridgeAntiAddiction.Startup(useTapLogin, userId); } public void Exit() { MobileBridgeAntiAddiction.Logout(); } public void EnterGame() { MobileBridgeAntiAddiction.EnterGame(); } public void LeaveGame() { MobileBridgeAntiAddiction.LeaveGame(); } public void CheckPayLimit(long amount, Action<CheckPayResult> handleCheckPayLimit, Action<string> handleCheckPayLimitException) { MobileBridgeAntiAddiction.CheckPayLimit(amount, handleCheckPayLimit, handleCheckPayLimitException); } public void SubmitPayResult(long amount, Action handleSubmitPayResult, Action<string> handleSubmitPayResultException) { MobileBridgeAntiAddiction.SubmitPayResult(amount, handleSubmitPayResult, handleSubmitPayResultException); } public bool isStandalone() { return MobileBridgeAntiAddiction.isStandalone(); } } }
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using System.IO; using UnityEditor; using UnityEditor.Callbacks; # if UNITY_IOS using UnityEditor.iOS.Xcode; #endif using UnityEngine; namespace TapTap.Common.Editor { # if UNITY_IOS public static class TapCommonIOSProcessor { // 添加标签,unity导出工程后自动执行该函数 [PostProcessBuild(99)] public static void OnPostprocessBuild(BuildTarget buildTarget, string path) { if (buildTarget != BuildTarget.iOS) return; // 获得工程路径 var projPath = TapCommonCompile.GetProjPath(path); var proj = TapCommonCompile.ParseProjPath(projPath); var target = TapCommonCompile.GetUnityTarget(proj); var unityFrameworkTarget = TapCommonCompile.GetUnityFrameworkTarget(proj); if (TapCommonCompile.CheckTarget(target)) { Debug.LogError("Unity-iPhone is NUll"); return; } proj.AddBuildProperty(target, "OTHER_LDFLAGS", "-ObjC"); proj.AddBuildProperty(unityFrameworkTarget, "OTHER_LDFLAGS", "-ObjC"); proj.SetBuildProperty(target, "ENABLE_BITCODE", "NO"); proj.SetBuildProperty(target, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES"); proj.SetBuildProperty(target, "SWIFT_VERSION", "5.0"); proj.SetBuildProperty(target, "CLANG_ENABLE_MODULES", "YES"); proj.SetBuildProperty(unityFrameworkTarget, "ENABLE_BITCODE", "NO"); proj.SetBuildProperty(unityFrameworkTarget, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "NO"); proj.SetBuildProperty(unityFrameworkTarget, "SWIFT_VERSION", "5.0"); proj.SetBuildProperty(unityFrameworkTarget, "CLANG_ENABLE_MODULES", "YES"); proj.AddFrameworkToProject(unityFrameworkTarget, "MobileCoreServices.framework", false); proj.AddFrameworkToProject(unityFrameworkTarget, "WebKit.framework", false); proj.AddFrameworkToProject(unityFrameworkTarget, "Security.framework", false); proj.AddFrameworkToProject(unityFrameworkTarget, "SystemConfiguration.framework", false); proj.AddFrameworkToProject(unityFrameworkTarget, "CoreTelephony.framework", false); proj.AddFrameworkToProject(unityFrameworkTarget, "SystemConfiguration.framework", false); proj.AddFileToBuild(unityFrameworkTarget, proj.AddFile("usr/lib/libc++.tbd", "libc++.tbd", PBXSourceTree.Sdk)); if (TapCommonCompile.HandlerIOSSetting(path, Application.dataPath, "TapCommonResource", "com.taptap.tds.common", "Common", new[] {"TapCommonResource.bundle"}, target, projPath, proj)) { Debug.Log("TapCommon add Bundle Success!"); return; } Debug.LogError("TapCommon add Bundle Failed!"); } } #endif }
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## [TapTap.Common](./Documentation/README.md)
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// // TTSDKLoginResult.h // TapTapSDK // // Created by TapTap on 2017/10/17. // Copyright © 2017年 易玩. All rights reserved. // #import <Foundation/Foundation.h> @class TTSDKAccessToken; /** * @brief 登入结果 * * 该类封装了登入的响应结果(非NSError情况下) */ @interface TTSDKLoginResult : NSObject /// 授权Token @property (nonatomic, copy) TTSDKAccessToken *token; /// 用户是否选择取消授权(非拒绝授权,拒绝授权将在NSError中进行返回) @property (nonatomic, readonly) BOOL isCancelled; - (instancetype)initWithToken:(TTSDKAccessToken *)token isCancelled:(BOOL)isCancelled; @end
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{% metadata_file .yamato/test_versions.metafile %} --- {% for editor in test_editors %} test_gym_interface_{{ editor.version }}_{{ editor.extra_test }}: name: Test Linux Gym Interface {{ editor.version }} {{ editor.extra_test }} agent: type: Unity::VM image: ml-agents/ml-agents-ubuntu-18.04:latest flavor: b1.medium variables: UNITY_VERSION: {{ editor.version }} commands: - | eval "$($HOME/anaconda/bin/conda shell.bash hook)" conda activate python3.10 python -m pip install wheel --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple python -m pip install pyyaml --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple python -u -m ml-agents.tests.yamato.setup_venv python ml-agents/tests/yamato/scripts/run_gym.py --env=artifacts/testPlayer-Basic dependencies: - .yamato/standalone-build-test.yml#test_linux_standalone_{{ editor.version }}_{{ editor.extra_test }} triggers: cancel_old_ci: true {% if editor.extra_test == "gym" %} expression: | (pull_request.target eq "main" OR pull_request.target eq "develop" OR pull_request.target match "release.+") AND NOT pull_request.draft AND (pull_request.changes.any match "com.unity.ml-agents/**" OR pull_request.changes.any match "Project/**" OR pull_request.changes.any match "ml-agents/tests/yamato/**" OR pull_request.changes.any match "ml-agents-envs/**" OR pull_request.changes.any match ".yamato/gym-interface-test.yml") AND NOT pull_request.changes.all match "**/*.md" {% endif %} {% endfor %}
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using NUnit.Framework; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; using Unity.PerformanceTesting; using UnityEngine; namespace MLAgentsExamples.Tests.Performance { [TestFixture] public class SensorPerformanceTests { string[] s_Markers = { "root.InitializeSensors", "root.AgentSendState.CollectObservations", "root.AgentSendState.RequestDecision" }; const int k_NumAgentSteps = 10; const int k_MeasurementCount = 25; const int k_MarkerTestSteps = 10; [SetUp] public void SetUp() { // Step a dummy agent here, so that we don't time the Academy initialization connection attempt and // any other static setup costs. RunAgent<DummyAgent>(1, 0, ObservableAttributeOptions.ExamineAll); } /// <summary> /// Simple Agent just used for "burning in" the Academy for testing. /// </summary> class DummyAgent : Agent { public override void CollectObservations(VectorSensor sensor) { } public override void Heuristic(in ActionBuffers actionsOut) { } } /// <summary> /// Agent used for performance testing that uses the CollectObservations interface. /// </summary> class CollectObservationsAgent : Agent { public override void CollectObservations(VectorSensor sensor) { sensor.AddObservation(new Vector3(1, 2, 3)); sensor.AddObservation(new Quaternion(1, 2, 3, 4)); } public override void Heuristic(in ActionBuffers actionsOut) { } } /// <summary> /// Agent used for performance testing that uses the ObservableAttributes on fields. /// </summary> class ObservableFieldAgent : Agent { [Observable] public Vector3 Vector3Field = new Vector3(1, 2, 3); [Observable] public Quaternion QuaternionField = new Quaternion(1, 2, 3, 4); public override void Heuristic(in ActionBuffers actionsOut) { } } /// <summary> /// Agent used for performance testing that uses the ObservableAttributes on properties. /// </summary> class ObservablePropertyAgent : Agent { Vector3 m_Vector3Field = new Vector3(1, 2, 3); [Observable] Vector3 Vector3Property { get { return m_Vector3Field; } } Quaternion m_QuaternionField = new Quaternion(1, 2, 3, 4); [Observable] Quaternion QuaternionProperty { get { return m_QuaternionField; } } public override void Heuristic(in ActionBuffers actionsOut) { } } void RunAgent<T>(int numSteps, int obsSize, ObservableAttributeOptions obsOptions) where T : Agent { var agentGameObj = new GameObject(); var agent = agentGameObj.AddComponent<T>(); var behaviorParams = agent.GetComponent<BehaviorParameters>(); behaviorParams.BrainParameters.VectorObservationSize = obsSize; behaviorParams.ObservableAttributeHandling = obsOptions; agent.Awake(); agent.LazyInitialize(); for (var i = 0; i < numSteps; i++) { agent.RequestDecision(); Academy.Instance.EnvironmentStep(); } Object.DestroyImmediate(agentGameObj); } [Test, Performance] public void TestCollectObservationsAgent() { Measure.Method(() => { RunAgent<CollectObservationsAgent>(k_NumAgentSteps, 7, ObservableAttributeOptions.Ignore); }) .MeasurementCount(k_MeasurementCount) .GC() .Run(); } [Test, Performance] public void TestObservableFieldAgent() { Measure.Method(() => { RunAgent<ObservableFieldAgent>(k_NumAgentSteps, 0, ObservableAttributeOptions.ExcludeInherited); }) .MeasurementCount(k_MeasurementCount) .GC() .Run(); } [Test, Performance] public void TestObservablePropertyAgent() { Measure.Method(() => { RunAgent<ObservablePropertyAgent>(k_NumAgentSteps, 0, ObservableAttributeOptions.ExcludeInherited); }) .MeasurementCount(k_MeasurementCount) .GC() .Run(); } [Test, Performance] public void TestCollectObservationsAgentMarkers() { using (Measure.ProfilerMarkers(s_Markers)) { for (var i = 0; i < k_MarkerTestSteps; i++) { RunAgent<CollectObservationsAgent>(k_NumAgentSteps, 7, ObservableAttributeOptions.Ignore); } } } [Test, Performance] public void TestObservableFieldAgentMarkers() { using (Measure.ProfilerMarkers(s_Markers)) { for (var i = 0; i < k_MarkerTestSteps; i++) { RunAgent<ObservableFieldAgent>(k_NumAgentSteps, 0, ObservableAttributeOptions.ExcludeInherited); } } } [Test, Performance] public void TestObservablePropertyAgentMarkers() { using (Measure.ProfilerMarkers(s_Markers)) { for (var i = 0; i < k_MarkerTestSteps; i++) { RunAgent<ObservableFieldAgent>(k_NumAgentSteps, 0, ObservableAttributeOptions.ExcludeInherited); } } } } }
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#if UNITY_CLOUD_BUILD using UnityEditor; // TODO do we still need this? public class DisableBurstFromMenu { /// This method is needed to disable Burst compilation on windows for our cloudbuild tests. /// Barracuda 0.4.0-preview depends on a version of Burst (1.1.1) which does not allow /// users to disable burst compilation on a per platform basis. The burst version 1.3.0-preview-1 /// allows for cross compilation, but is not released yet. /// /// We will be able to remove this when /// 1. Barracuda updates burst 1.3.0-preview-1 or /// 2. We update our edior version for our tests to 2019.1+ public static void DisableBurstCompilation() { EditorApplication.ExecuteMenuItem("Jobs/Burst/Enable Compilation"); } } #endif
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using Unity.MLAgents.Integrations.Match3; namespace Unity.MLAgentsExamples { public class Match3ExampleActuator : Match3Actuator { private Match3Board m_Board; Match3Board Board => m_Board; public Match3ExampleActuator(Match3Board board, bool forceHeuristic, string name, int seed ) : base(board, forceHeuristic, seed, name) { m_Board = board; } protected override int EvalMovePoints(Move move) { var pointsByType = new[] { Board.BasicCellPoints, Board.SpecialCell1Points, Board.SpecialCell2Points }; // Counts the expected points for making the move. var moveVal = Board.GetCellType(move.Row, move.Column); var moveSpecial = Board.GetSpecialType(move.Row, move.Column); var (otherRow, otherCol) = move.OtherCell(); var oppositeVal = Board.GetCellType(otherRow, otherCol); var oppositeSpecial = Board.GetSpecialType(otherRow, otherCol); int movePoints = EvalHalfMove( otherRow, otherCol, moveVal, moveSpecial, move.Direction, pointsByType ); int otherPoints = EvalHalfMove( move.Row, move.Column, oppositeVal, oppositeSpecial, move.OtherDirection(), pointsByType ); return movePoints + otherPoints; } int EvalHalfMove(int newRow, int newCol, int newValue, int newSpecial, Direction incomingDirection, int[] pointsByType) { // This is a essentially a duplicate of AbstractBoard.CheckHalfMove but also counts the points for the move. var currentBoardSize = Board.GetCurrentBoardSize(); int matchedLeft = 0, matchedRight = 0, matchedUp = 0, matchedDown = 0; int scoreLeft = 0, scoreRight = 0, scoreUp = 0, scoreDown = 0; if (incomingDirection != Direction.Right) { for (var c = newCol - 1; c >= 0; c--) { if (Board.GetCellType(newRow, c) == newValue) { matchedLeft++; scoreLeft += pointsByType[Board.GetSpecialType(newRow, c)]; } else break; } } if (incomingDirection != Direction.Left) { for (var c = newCol + 1; c < currentBoardSize.Columns; c++) { if (Board.GetCellType(newRow, c) == newValue) { matchedRight++; scoreRight += pointsByType[Board.GetSpecialType(newRow, c)]; } else break; } } if (incomingDirection != Direction.Down) { for (var r = newRow + 1; r < currentBoardSize.Rows; r++) { if (Board.GetCellType(r, newCol) == newValue) { matchedUp++; scoreUp += pointsByType[Board.GetSpecialType(r, newCol)]; } else break; } } if (incomingDirection != Direction.Up) { for (var r = newRow - 1; r >= 0; r--) { if (Board.GetCellType(r, newCol) == newValue) { matchedDown++; scoreDown += pointsByType[Board.GetSpecialType(r, newCol)]; } else break; } } if ((matchedUp + matchedDown >= 2) || (matchedLeft + matchedRight >= 2)) { // It's a match. Start from counting the piece being moved var totalScore = pointsByType[newSpecial]; if (matchedUp + matchedDown >= 2) { totalScore += scoreUp + scoreDown; } if (matchedLeft + matchedRight >= 2) { totalScore += scoreLeft + scoreRight; } return totalScore; } return 0; } } }
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using Unity.MLAgents.Extensions.Input; using UnityEngine; using UnityEngine.InputSystem; /// <summary> /// This class handles the input for the PushBlock Cube character in the PushBlock scene. /// Note that the only ML-Agents code here is the implementation of the <see cref="IInputActionAssetProvider"/>. /// The <see cref="InputActuatorComponent"/> looks for a component that implements that interface in order to /// rebind actions to virtual controllers when training agents or running inference. This means that you can /// keep your input handling code separate from ML-Agents, and have your agent's action space defined by the /// actions defined in your project's <see cref="GetInputActionAsset"/>. /// /// If you don't implement <see cref="IInputActionAssetProvider"/> the <see cref="InputActuatorComponent"/> will /// look for a <see cref="PlayerInput"/> component on the GameObject it live on. It will rebind the actions of that /// instance of the asset. /// /// It is important to note that if you have multiple components on the same GameObject handling input, you will /// need to share the instance of the generated C# <see cref="IInputActionCollection2"/> (named <see cref="m_PushBlockActions"/> /// here) in order to ensure that all of your actions are bound correctly for ml-agents training and inference. /// </summary> public class PushBlockWithInputPlayerController : MonoBehaviour, IInputActionAssetProvider { PushBlockWithInputSettings m_PushBlockSettings; public float JumpTime = 0.5f; float m_JumpTimeRemaining; Rigidbody m_PlayerRb; //cached on initialization PushBlockActions m_PushBlockActions; float m_JumpCoolDownStart; void Awake() { m_PushBlockSettings = FindObjectOfType<PushBlockWithInputSettings>(); LazyInitializeActions(); // Cache the agent rigidbody m_PlayerRb = GetComponent<Rigidbody>(); } void LazyInitializeActions() { if (m_PushBlockActions != null) { return; } m_PushBlockActions = new PushBlockActions(); m_PushBlockActions.Enable(); // You can listen to C# events. m_PushBlockActions.Movement.jump.performed += JumpOnperformed; } void JumpOnperformed(InputAction.CallbackContext callbackContext) { InnerJump(gameObject.transform); } void FixedUpdate() { // Or you can poll the action itself like we do here. InnerMove(gameObject.transform, m_PushBlockActions.Movement.movement.ReadValue<Vector2>()); if (m_JumpTimeRemaining < 0) { m_PlayerRb.AddForce(-transform.up * (m_PushBlockSettings.agentJumpForce * 3), ForceMode.Acceleration); } m_JumpTimeRemaining -= Time.fixedDeltaTime; } void InnerJump(Transform t) { if (Time.realtimeSinceStartup - m_JumpCoolDownStart > m_PushBlockSettings.agentJumpCoolDown) { m_JumpTimeRemaining = JumpTime; m_PlayerRb.AddForce(t.up * m_PushBlockSettings.agentJumpForce, ForceMode.VelocityChange); m_JumpCoolDownStart = Time.realtimeSinceStartup; } } void InnerMove(Transform t, Vector2 v) { var forward = CreateForwardVector(v); var up = CreateUpVector(v); var dirToGo = t.forward * forward; var rotateDir = t.up * up; t.Rotate(rotateDir, Time.deltaTime * 200f); m_PlayerRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, ForceMode.VelocityChange); } static float CreateUpVector(Vector2 move) { return Mathf.Abs(move.x) > Mathf.Abs(move.y) ? move.x : 0f; } static float CreateForwardVector(Vector2 move) { return Mathf.Abs(move.y) > Mathf.Abs(move.x) ? move.y : 0f; } /// <summary> /// This is the implementation of the <see cref="IInputActionAssetProvider"/> for this class. We need /// both the <see cref="GetInputActionAsset"/> and the <see cref="IInputActionCollection2"/> if you are /// listening to C# events, Unity Events, or receiving Messages from the Input System Package as those callbacks /// are set up through the generated <see cref="IInputActionCollection2"/>. /// </summary> /// <returns></returns> public (InputActionAsset, IInputActionCollection2) GetInputActionAsset() { LazyInitializeActions(); return (m_PushBlockActions.asset, m_PushBlockActions); } }
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using UnityEngine; using UnityEngine.Events; namespace Unity.MLAgentsExamples { /// <summary> /// Utility class to allow target placement and collision detection with an agent /// Add this script to the target you want the agent to touch. /// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect' /// </summary> public class CollisionCallbacks : MonoBehaviour { // [System.Serializable] public class BoolEvent : UnityEvent<bool> { } // [SerializeField] BoolEvent boolEvent = new BoolEvent(); // public void OnBoolEvent(bool value) // { // Debug.Log($"OnBoolEvent {value}"); // } [Header("Collider Tag To Detect")] public string tagToDetect = "agent"; //collider tag to detect // [Header("Target Placement")] // public float spawnRadius; //The radius in which a target can be randomly spawned. // public bool respawnIfTouched; //Should the target respawn to a different position when touched // // [Header("Target Fell Protection")] // public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position. // public float fallDistance = 5; //distance below the starting height that will trigger a respawn // // // private Vector3 m_startingPos; //the starting position of the target // private Agent m_agentTouching; //the agent currently touching the target [System.Serializable] // public class TriggerEvent : UnityEvent<string> public class TriggerEvent : UnityEvent<Collider> { } [Header("Trigger Callbacks")] public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); public TriggerEvent onTriggerStayEvent = new TriggerEvent(); public TriggerEvent onTriggerExitEvent = new TriggerEvent(); [System.Serializable] public class CollisionEvent : UnityEvent<Collision, Transform> { } [Header("Collision Callbacks")] public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); public CollisionEvent onCollisionStayEvent = new CollisionEvent(); public CollisionEvent onCollisionExitEvent = new CollisionEvent(); // // Start is called before the first frame update // void OnEnable() // { // m_startingPos = transform.position; // if (respawnIfTouched) // { // MoveTargetToRandomPosition(); // } // } // void Update() // { // if (respawnIfFallsOffPlatform) // { // if (transform.position.y < m_startingPos.y - fallDistance) // { // Debug.Log($"{transform.name} Fell Off Platform"); // MoveTargetToRandomPosition(); // } // } // } // /// <summary> // /// Moves target to a random position within specified radius. // /// </summary> // public void MoveTargetToRandomPosition() // { // var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); // newTargetPos.y = m_startingPos.y; // transform.position = newTargetPos; // } private void OnCollisionEnter(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionEnterEvent.Invoke(col, transform); // if (respawnIfTouched) // { // MoveTargetToRandomPosition(); // } } } private void OnCollisionStay(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionStayEvent.Invoke(col, transform); } } private void OnCollisionExit(Collision col) { if (col.transform.CompareTag(tagToDetect)) { onCollisionExitEvent.Invoke(col, transform); } } private void OnTriggerEnter(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerEnterEvent.Invoke(col); } } private void OnTriggerStay(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerStayEvent.Invoke(col); } } private void OnTriggerExit(Collider col) { if (col.CompareTag(tagToDetect)) { onTriggerExitEvent.Invoke(col); } } } }
ml-agents/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs/0
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using UnityEngine; namespace Unity.MLAgentsExamples { /// <summary> /// Utility class to allow a stable observation platform. /// </summary> public class OrientationCubeController : MonoBehaviour { //Update position and Rotation public void UpdateOrientation(Transform rootBP, Transform target) { var dirVector = target.position - transform.position; dirVector.y = 0; //flatten dir on the y. this will only work on level, uneven surfaces var lookRot = dirVector == Vector3.zero ? Quaternion.identity : Quaternion.LookRotation(dirVector); //get our look rot to the target //UPDATE ORIENTATION CUBE POS & ROT transform.SetPositionAndRotation(rootBP.position, lookRot); } } }
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using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Unity.ML-Agents.Extensions.Input.Tests.Runtime")]
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#if MLA_INPUT_TESTS using NUnit.Framework; using Unity.MLAgents.Actuators; using Unity.MLAgents.Extensions.Input; using UnityEngine; using UnityEngine.InputSystem; namespace Unity.MLAgents.Extensions.Tests.Runtime.Input { public class FloatInputActionAdaptorTests : InputTestFixture { FloatInputActionAdaptor m_Adaptor; InputDevice m_Device; InputControl<float> m_Control; InputAction m_Action; public override void Setup() { base.Setup(); const string kLayout = @" { ""name"" : ""TestDevice"", ""extend"" : ""HID"", ""controls"" : [ { ""name"" : ""button"", ""layout"" : ""Axis"" } ] }"; InputSystem.RegisterLayout(kLayout); m_Device = InputSystem.AddDevice("TestDevice"); m_Control = (InputControl<float>)m_Device["button"]; m_Action = new InputAction("action", InputActionType.Value, "/TestDevice/button", null, null, "Axis"); m_Action.Enable(); m_Adaptor = new FloatInputActionAdaptor(); } public override void TearDown() { base.TearDown(); m_Adaptor = null; } [Test] public void TestGenerateActionSpec() { var actionSpec = m_Adaptor.GetActionSpecForInputAction(new InputAction()); Assert.IsTrue(actionSpec.NumContinuousActions == 1); } [Test] public void TestQueueEvent() { var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); var context = new InputActuatorEventContext(1, m_Device); using (context.GetEventForFrame(out var eventPtr)) { m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers); } InputSystem.Update(); var val = m_Action.ReadValue<float>(); Assert.IsTrue(Mathf.Approximately(1f, val)); } [Test] public void TestWriteToHeuristic() { var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); var context = new InputActuatorEventContext(1, m_Device); using (context.GetEventForFrame(out var eventPtr)) { m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers); } InputSystem.Update(); var buffer = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty); m_Adaptor.WriteToHeuristic(m_Action, buffer); Assert.IsTrue(Mathf.Approximately(1f, buffer.ContinuousActions[0])); } } } #endif // MLA_INPUT_TESTS
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using System.Collections.Generic; using UnityEditor; using Unity.Sentis; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; using CheckTypeEnum = Unity.MLAgents.Inference.SentisModelParamLoader.FailedCheck.CheckTypeEnum; namespace Unity.MLAgents.Editor { /* This code is meant to modify the behavior of the inspector on Agent Components. */ [CustomEditor(typeof(BehaviorParameters))] [CanEditMultipleObjects] internal class BehaviorParametersEditor : UnityEditor.Editor { const float k_TimeBetweenModelReloads = 2f; // Time since the last reload of the model float m_TimeSinceModelReload; // Whether or not the model needs to be reloaded bool m_RequireReload; const string k_BehaviorName = "m_BehaviorName"; const string k_BrainParametersName = "m_BrainParameters"; const string k_ModelName = "m_Model"; const string k_InferenceDeviceName = "m_InferenceDevice"; const string k_DeterministicInference = "m_DeterministicInference"; const string k_BehaviorTypeName = "m_BehaviorType"; const string k_TeamIdName = "TeamId"; const string k_UseChildSensorsName = "m_UseChildSensors"; const string k_ObservableAttributeHandlingName = "m_ObservableAttributeHandling"; public override void OnInspectorGUI() { var so = serializedObject; so.Update(); bool needPolicyUpdate; // Whether the name, model, inference device, or BehaviorType changed. var behaviorParameters = (BehaviorParameters)target; var agent = behaviorParameters.gameObject.GetComponent<Agent>(); if (agent == null) { EditorGUILayout.HelpBox( "No Agent is associated with this Behavior Parameters. Attach an Agent to " + "this GameObject to configure your Agent with these behavior parameters.", MessageType.Warning); } // Drawing the Behavior Parameters EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); // global EditorGUI.BeginChangeCheck(); { EditorGUILayout.PropertyField(so.FindProperty(k_BehaviorName)); } needPolicyUpdate = EditorGUI.EndChangeCheck(); EditorGUI.BeginChangeCheck(); EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties()); { EditorGUILayout.PropertyField(so.FindProperty(k_BrainParametersName), true); } EditorGUI.EndDisabledGroup(); EditorGUI.BeginChangeCheck(); { EditorGUILayout.PropertyField(so.FindProperty(k_ModelName), true); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(so.FindProperty(k_InferenceDeviceName), true); EditorGUILayout.PropertyField(so.FindProperty(k_DeterministicInference), true); EditorGUI.indentLevel--; } needPolicyUpdate = needPolicyUpdate || EditorGUI.EndChangeCheck(); EditorGUI.BeginChangeCheck(); { EditorGUILayout.PropertyField(so.FindProperty(k_BehaviorTypeName)); } needPolicyUpdate = needPolicyUpdate || EditorGUI.EndChangeCheck(); EditorGUILayout.PropertyField(so.FindProperty(k_TeamIdName)); EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties()); { EditorGUILayout.PropertyField(so.FindProperty(k_UseChildSensorsName), true); EditorGUILayout.PropertyField(so.FindProperty(k_ObservableAttributeHandlingName), true); } EditorGUI.EndDisabledGroup(); EditorGUI.indentLevel--; m_RequireReload = EditorGUI.EndChangeCheck(); DisplayFailedModelChecks(); so.ApplyModifiedProperties(); if (needPolicyUpdate) { UpdateAgentPolicy(); } } /// <summary> /// Must be called within OnEditorGUI() /// </summary> void DisplayFailedModelChecks() { if (m_RequireReload && m_TimeSinceModelReload > k_TimeBetweenModelReloads) { m_RequireReload = false; m_TimeSinceModelReload = 0; } // Display all failed checks // D.logEnabled = false; Model sentisModel = null; var model = (ModelAsset)serializedObject.FindProperty(k_ModelName).objectReferenceValue; var behaviorParameters = (BehaviorParameters)target; // Grab the sensor components, since we need them to determine the observation sizes. // TODO make these methods of BehaviorParameters var agent = behaviorParameters.gameObject.GetComponent<Agent>(); if (agent == null) { return; } agent.sensors = new List<ISensor>(); agent.InitializeSensors(); var sensors = agent.sensors.ToArray(); ActuatorComponent[] actuatorComponents; if (behaviorParameters.UseChildActuators) { actuatorComponents = behaviorParameters.GetComponentsInChildren<ActuatorComponent>(); } else { actuatorComponents = behaviorParameters.GetComponents<ActuatorComponent>(); } // Get the total size of the sensors generated by ObservableAttributes. // If there are any errors (e.g. unsupported type, write-only properties), display them too. int observableAttributeSensorTotalSize = 0; if (agent != null && behaviorParameters.ObservableAttributeHandling != ObservableAttributeOptions.Ignore) { List<string> observableErrors = new List<string>(); observableAttributeSensorTotalSize = ObservableAttribute.GetTotalObservationSize(agent, false, observableErrors); foreach (var check in observableErrors) { EditorGUILayout.HelpBox(check, MessageType.Warning); } } var brainParameters = behaviorParameters.BrainParameters; if (model != null) { sentisModel = ModelLoader.Load(model); } if (brainParameters != null) { var failedChecks = Inference.SentisModelParamLoader.CheckModel( sentisModel, brainParameters, sensors, actuatorComponents, observableAttributeSensorTotalSize, behaviorParameters.BehaviorType, behaviorParameters.DeterministicInference ); foreach (var check in failedChecks) { if (check != null) { switch (check.CheckType) { case CheckTypeEnum.Info: EditorGUILayout.HelpBox(check.Message, MessageType.Info); break; case CheckTypeEnum.Warning: EditorGUILayout.HelpBox(check.Message, MessageType.Warning); break; case CheckTypeEnum.Error: EditorGUILayout.HelpBox(check.Message, MessageType.Error); break; default: break; } } } } } void UpdateAgentPolicy() { var behaviorParameters = (BehaviorParameters)target; behaviorParameters.UpdateAgentPolicy(); } } }
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