php 实现同一个账号同时只能…

本文介绍了一种实现在不同设备上登录时能够挤掉前一次登录的技术方案。通过使用Redis存储session信息并结合MySQL数据库记录session_id,当同一用户在不同设备登录时,系统可以自动注销之前的登录状态,并通过Openfire推送通知。

以前考虑过这个问题,今天实现了一下,挺快的,从研究到开发完成差不多4个小时。有点类似QQ,二台电脑登录,一台会把另一台挤掉线,并提示其他地点登录信息。

一,实现原理

1,用户在电脑A登录,session信息存放在redis当中,并将session_id存到mysql数据库中。

2,同一用户在电脑B登录,验证完用户名和密码后,将该用户信息从数据库读出,取得用户在电脑A登录的session_id,然后在到redis中验证session是否过期。

3,如果过期,不用openfire推送提示信息。如果没有过期,php利用openfire推送消息后,在将redis中用户在电脑A中登录的session删除掉,删除后,在将用户在电脑B登录的个人信息放到session中,并将电脑B登录的session_id更新到数据库中,在这里一定要先发送推送,然后在清空session,不然用户在电脑A收不到xmpp发过来的消息。

注意:

openfire是java cms的一种,自身有数据库,您创建的用户表根openfire自带的用户表之间要建立某种联系(如:手机号,邮箱等),方便信息推送。

同一session_id肯定是在相同媒介上登录的,这个时候,也不用更新数据库和推送消息

下面简单说一下安装过程,以及要注意的地方。

二,安装所用到的工具

  1. yum install php php-fpm nginx mysql mysql-server redis php-redis php-devel php-pdo php-mysql  

修改session存储方式:

  1. vim /etc/php-fpm.d/www.conf     
  2.   
  3. ;php_value[session.save_handler] files   //注释掉旧的  
  4. ;php_value[session.save_path] /var/lib/php/session  
  5.   
  6. php_value[session.save_handler] redis  //添加以下内容  
  7. php_value[session.save_path] "tcp://127.0.0.1:6379"  

启动服务后,如果以下内容说明,session存redis成功了

redis telnet查看session

redis telnet查看session

openfire下载地址:http://www.igniterealtime.org/downloads/

  1. rpm -ivh ./*.rpm   //下载的是rpm安装包  

openfire启动后,然后访问http://ip:9090,一步一步配置就成了,有一点要注意就是数据库的编码。

关于redis的php操作和命令行操作,请参考:

http://blog.51yip.com/?s=redis

<div class="submit "><form action="signup.php" method="POST" class="Form1" id="Form1" onsubmit="return check()"> <span>账号&nbsp:&nbsp</span><input class="input1" type="username" onblur="signupusername()" required eholder="请输入账号名"><p class="text1">账号格式有误</p> <p class="text2"></p> <span>密码&nbsp:&nbsp</span><input> class="input2" type="password" name="signup_passWord"onblur="signuppassword()" required placeholder="请输入密码"><p class="text">密码必须由6-16位数字加字母组成</p> <span>确认&nbsp:&nbsp</span><input class="input3" type="password" name="signup_passWord2" onblur="signuppassword2()" required placeholder="请确认密码"> <p class="text3">前后密码不一致</p> <span>手机&nbsp:&nbsp</span><input class="input4" type="phone" name="signup_phone"onblur="signupphone()" required placeholder="请输入手机"><p class="text4">手机号码格式有误</p> <span>邮箱&nbsp:&nbsp</span><input class="input5" type="email" name="signup_email" onblur="signupemail()" required placeholder="请输入邮箱"><p class="text5">邮箱格式有误</p> <p class="yz"> <span>验证码&nbsp:</span> <input type="text" id="text" class="yz_text" required placeholder="请输入验证码">input type="button" id="code" onclick="Code()" title='点击更换验证码'> </p>input class="sub1" type="submit" value="立即注册"></form> </div>  <div class="submit action"><form action="login.php" method="POST"> <span>账号&nbsp:&nbsp</span><input class="input6" type="username" name="login_userName" requiredplaceholder="请输入手机号"> <span>密码&nbsp:&nbsp</span><input class="input7" type="password" name="login_passWord" required placeholder="请输入密码"><input class="sub2" type="submit" value="立即登录"></form></div></div> </div> </div>根据代码写一个jQuery交互数据,使用到ajax
05-29
//1.mesh构建 using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider))] public class Potteryprototype : MonoBehaviour {     MeshFilter meshFilter;     MeshRenderer meshRenderer;     MeshCollider meshCollider;     Mesh mesh;       public int details = 40;     public int layer = 20;     public float Height = 0.1f;       public float OuterRadius = 1.0f;     public float InnerRadius = 0.9f;       List<Vector3> vertices;     List<Vector2> UV;     List<int> triangles;       float EachAngle ;     int SideCount;       public MouseControl mouse;       void Start()     {         meshFilter = GetComponent<MeshFilter>();         meshCollider = GetComponent<MeshCollider>();         meshRenderer = GetComponent<MeshRenderer>();     }       [ContextMenu("GeneratePottery")]     void GeneratePrototype()     {         vertices = new List<Vector3>();         triangles = new List<int>();         UV = new List<Vector2>();           EachAngle = Mathf.PI * 2 / details;         for (int i = 0; i < layer; i++)         {             GenerateCircle(i);         }         Capping();                 mesh = new Mesh();         mesh.vertices = vertices.ToArray();         mesh.triangles = triangles.ToArray();         mesh.uv = UV.ToArray();           mesh.RecalculateBounds();         mesh.RecalculateTangents();           meshFilter.mesh = mesh;         mesh.RecalculateNormals();         meshCollider.sharedMesh = mesh;     }       void GenerateCircle(int _layer)     {         //外顶点与内顶点分开存储,方便变化操作时的计算         List<Vector3> vertices_outside = new List<Vector3>();         List<Vector3> vertices_inside = new List<Vector3>();                  List<Vector2> UV_outside = new List<Vector2>();         List<Vector2> UV_inside = new List<Vector2>();             //外侧和内侧顶点计算         //注意这里让每一圈的首尾重合了,也就是开始和结尾的顶点坐标一致         //目的是计算UV坐标时不会出现空缺         for (float i = 0; i <= Mathf.PI * 2+EachAngle; i += EachAngle)         {             Vector3 v1 = new Vector3(OuterRadius * Mathf.Sin(i),  _layer * Height, OuterRadius * Mathf.Cos(i));             Vector3 v2 = new Vector3(OuterRadius * Mathf.Sin(i),  (_layer +1)* Height, OuterRadius * Mathf.Cos(i));             Vector3 v3 = new Vector3(InnerRadius * Mathf.Sin(i),  _layer * Height, InnerRadius * Mathf.Cos(i));             Vector3 v4 = new Vector3(InnerRadius * Mathf.Sin(i),  (_layer+1) * Height, InnerRadius * Mathf.Cos(i));             vertices_outside.Add(v1); vertices_outside.Add(v2);             vertices_inside.Add(v3); vertices_inside.Add(v4);               Vector2 uv1 = new Vector2(i / Mathf.PI*2, _layer*1.0f / layer * 1.0f);             Vector2 uv2 = new Vector2(i / Mathf.PI*2, (_layer + 1)*1.0f / layer * 1.0f);             Vector2 uv3 = new Vector2(i / Mathf.PI*2, _layer*1.0f / layer * 1.0f);             Vector2 uv4 = new Vector2(i / Mathf.PI*2, (_layer + 1) *1.0f/ layer * 1.0f);             UV_outside.Add(uv1); UV_outside.Add(uv2);             UV_inside.Add(uv3); UV_inside.Add(uv4);         }         vertices.AddRange(vertices_outside);         vertices.AddRange(vertices_inside);           UV.AddRange(UV_outside);         UV.AddRange(UV_inside);           SideCount = vertices_outside.Count;         int j = vertices_outside.Count * _layer * 2;         int n = vertices_outside.Count;         for (int i = j; i < j + vertices_outside.Count - 2; i += 2)         {               triangles.Add(i); triangles.Add(i + 2); triangles.Add(i + 1);             triangles.Add(i + 2); triangles.Add(i + 3); triangles.Add(i + 1);               triangles.Add(i + n); triangles.Add(i + n + 1); triangles.Add(i + n + 2);             triangles.Add(i + n + 2); triangles.Add(i + n + 1); triangles.Add(i + n + 3);         }          }     //封顶,底面由于看不见就不用管了     void Capping()     {                 for (float i = 0; i <= Mathf.PI * 2+EachAngle; i += EachAngle)         {             Vector3 outer = new Vector3(OuterRadius * Mathf.Sin(i),layer * Height, OuterRadius * Mathf.Cos(i));             Vector3 inner= new Vector3(InnerRadius * Mathf.Sin(i), layer * Height, InnerRadius * Mathf.Cos(i));               vertices.Add(outer);vertices.Add(inner);               Vector2 uv1 = new Vector2(i / Mathf.PI * 2,0); Vector2 uv2 = new Vector2(i / Mathf.PI * 2, 1);                         UV.Add(uv1); UV.Add(uv2);         }         int j = SideCount * layer * 2;         for (int i=j;i<vertices.Count-2;i+=2)         {             triangles.Add(i);triangles.Add(i + 3);triangles.Add(i + 1);             triangles.Add(i);triangles.Add(i + 2);triangles.Add(i + 3);         }         triangles.Add(vertices.Count - 2);triangles.Add(j + 1);triangles.Add(vertices.Count - 1);         triangles.Add(vertices.Count - 2);triangles.Add(j);triangles.Add(j + 1);             } }   //2.动态改变形状 //这个函数放在Update()里调用     void GetMouseControlTransform()     {         //从屏幕鼠标位置发射一条射线到模型上,获取这个坐标         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);         RaycastHit info;           if (Physics.Raycast(ray.origin, ray.direction, out info))         {               //在Unity中无法直接修改MeshFilter中Mesh的信息,需要新建一个Mesh修改其引用关系             Mesh mesh = meshFilter.mesh;             Vector3[] _vertices = mesh.vertices;               for (int i = 0; i < _vertices.Length; i++)             {                   //x,z平面变换                 //顶点移动与Y值的关系限制在5倍单层高度                 //这里可以自行修改,限制高度越大,曲线越平滑                 if (Mathf.Abs(info.point.y - transform.TransformPoint(_vertices[i]).y) < (5 * Height))                 {                     //计算顶点移动方向的向量                     Vector3 v_xz = (transform.TransformPoint(_vertices[i]) - new Vector3(transform.position.x, transform.TransformPoint(_vertices[i]).y, transform.position.z));                       //外顶点与内顶点移动时相对距离应该保持不变                     //因为我们知道顶点数组内的顺序关系,所以可以通过计算总顶点数除以每层单侧顶点数的商的奇偶关系来判断是外顶点还是内顶点                     int n = i / SideCount;                     bool side = n % 2 == 0;                     //判断顶面顶点内外关系                     bool caps = (i - (SideCount * layer * 2)) % 2 == 0;                       //限制每个顶点最大和最小的移动距离                     float max;                     float min;                     if (i < SideCount * layer * 2)                     {                         max = side ? 2f * OuterRadius : 2f * OuterRadius - (OuterRadius - InnerRadius);                           min = side ? 0.5f * OuterRadius : 0.5f * OuterRadius - (OuterRadius - InnerRadius);                     }                     else                     {                         max = caps ? 2f * OuterRadius : 2f * OuterRadius - (OuterRadius - InnerRadius); ;                         min = caps ? 0.5f * OuterRadius : 0.5f * OuterRadius - (OuterRadius - InnerRadius);                     }                     //计算当前顶点到鼠标Y值之间的距离,再用余弦函数算出实际位移距离                     float dif = Mathf.Abs(info.point.y - transform.TransformPoint(_vertices[i]).y);                     if (Input.GetKey(KeyCode.RightArrow))                     {                         float outer = max - v_xz.magnitude;                         _vertices[i] += v_xz.normalized * Mathf.Min(0.01f * Mathf.Cos(((dif / 5 * Height) * Mathf.PI) / 2), outer);                     }                     else if (Input.GetKey(KeyCode.LeftArrow))                     {                         float inner = v_xz.magnitude - min;                         _vertices[i] -= v_xz.normalized * Mathf.Min(0.01f * Mathf.Cos(((dif / 5 * Height) * Mathf.PI) / 2), inner);                     }                       //Y轴变换                     float scale_y = transform.localScale.y;                     if (Input.GetKey(KeyCode.UpArrow))                     {                         scale_y = Mathf.Min(transform.localScale.y + 0.000001f, 2.0f);                     }                     else if (Input.GetKey(KeyCode.DownArrow))                     {                           scale_y = Mathf.Max(transform.localScale.y - 0.000001f, 0.3f);                     }                     transform.localScale = new Vector3(transform.localScale.x, scale_y, transform.localScale.z);                   }                   mesh.vertices = _vertices;                 mesh.RecalculateBounds();                 mesh.RecalculateNormals();                 meshFilter.mesh = mesh;                 meshCollider.sharedMesh = mesh;             }         }     } }   //计算时就把顶点坐标系转换为自身坐标系,求得向量后再转换为世界坐标系     Vector3 v_xz = transform.TransformDirection(transform.InverseTransformPoint(_vertices[i]) - transform.InverseTransformPoint(new Vector3(0, _vertices[i].y, 0)));   //3.法线平均化 IEnumerator Print_Normals()     {              for (int i = 0; i < meshFilter.mesh.vertices.Length; i++)         {                if (i % 2 == 0)             {                 Debug.DrawRay(transform.TransformPoint(meshFilter.mesh.vertices[i]), transform.TransformDirection(meshFilter.mesh.normals[i] * 0.3f), Color.green, 1000f);             }             else             {                 Debug.DrawRay(transform.TransformPoint(meshFilter.mesh.vertices[i]), transform.TransformDirection(meshFilter.mesh.normals[i] * 0.3f), Color.blue, 1000f);             }               yield return new WaitForSeconds(Time.deltaTime);           }     }   //回到项目上来。这段法线计算的代码就不放上来了,大致就是根据顶点在数组中的下标去判断位置是否相同,然后把该顶点的法线相加即可。大家自己构建Mesh时的顶点顺序可能会不太一样。 以上代码是否有问题,请帮我完善
最新发布
08-30
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