Login using wwwform and XML?

I’m trying to do the following:

  • user is presented with a user/pass form
  • on clicking login, connect to API with secret key
  • return data with MD5 hash data as well in returned XML format
  • on successful login display the data otherwise display error

How can I do the last two points adding to this?

var USERNAME : String;
var PASSWORD : String;
 
function Start () {
 
var form = new WWWForm();
 
form.AddField("Username", USERNAME);
form.AddField("Password", PASSWORD);
 
var headers = form.headers;
var rawData = form.data;
var url = "https://www.myurl.com/api";
var secretKey : String = "mysecretkey";
 
headers["Authorization"]="Basic " + System.Convert.ToBase64String(
    System.Text.Encoding.ASCII.GetBytes(secretKey));
 
var www = new WWW(url, rawData, headers);
yield www;
 
    if(www.error) {
        print("There was an error: " + www.error);
    }else{
        print(www.text);
    }
 
}

//md5 hash convert for raw password to check if matching

    using (MD5 md5Hash = MD5.Create())
            {
                string hash = GetMd5Hash(md5Hash, source);
Create())
            {

On checking the login username, it then returns the ID and location from the table for that user.
Request XML (POST)

<xml><ID>LYvGkanYYfaSdGEqPixXz==</ID><Location>48</Location></xml>

Decrypted Data

ID = 10981
Location = 48

Valid XML Response

<xml>
<Location>UK</Location>
<Name>GHOKcrTvXPLu+jjYLfGbC==</Name>
<ID>LYvGkanYYfaSdGEqPixXz==</ID>
<ProfileImage>ImageUrl</ProfileImage>
</xml>

Invalid XML Response
ID does not exist or is not valid

<xml>
<Error>Invalid ID</Error>
</xml>

This script will allow you to save and load data about an object into an XML file. To use, add an empty game object to the scene and attache the script to the object. Change the Player on that game object property to the item you wish to save properties about. When you start the scene, you will see a save and load button, these allow you to save and load the information from the xml file. The guts of what you save is located in the UserData class, change this as you see fit to allow you to save what you want. You will also need to update the save method to store the information that you are looking to store. At the moment, the code is only setup to store the postition of the object in world space.

            ////////////////////////

            using UnityEngine; 
            using System.Collections; 
            using System.Xml; 
            using System.Xml.Serialization; 
            using System.IO; 
            using System.Text; 

            public class _GameSaveLoad: MonoBehaviour { 

       // An example where the encoding can be found is at 
       // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp 
       // We will just use the KISS method and cheat a little and use 
       // the examples from the web page since they are fully described 

       // This is our local private members 
       Rect _Save, _Load, _SaveMSG, _LoadMSG; 
       bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad; 
       string _FileLocation,_FileName; 
       public GameObject _Player; 
       UserData myData; 
       string _PlayerName; 
       string _data; 

       Vector3 VPosition; 

       // When the EGO is instansiated the Start will trigger 
       // so we setup our initial values for our local members 
       void Start () { 
          // We setup our rectangles for our messages 
          _Save=new Rect(10,80,100,20); 
          _Load=new Rect(10,100,100,20); 
          _SaveMSG=new Rect(10,120,400,40); 
          _LoadMSG=new Rect(10,140,400,40); 

          // Where we want to save and load to and from 
          _FileLocation=Application.dataPath; 
          _FileName="SaveData.xml"; 

          // for now, lets just set the name to Joe Schmoe 
          _PlayerName = "Joe Schmoe"; 

          // we need soemthing to store the information into 
          myData=new UserData(); 
       } 

       void Update () {} 

       void OnGUI() 
       {    

       //*************************************************** 
       // Loading The Player... 
       // **************************************************       
       if (GUI.Button(_Load,"Load")) { 

          GUI.Label(_LoadMSG,"Loading from: "+_FileLocation); 
          // Load our UserData into myData 
          LoadXML(); 
          if(_data.ToString() != "") 
          { 
            // notice how I use a reference to type (UserData) here, you need this 
            // so that the returned object is converted into the correct type 
            myData = (UserData)DeserializeObject(_data); 
	// set the players position to the data we loaded 
            VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);              
            _Player.transform.position=VPosition; 
            // just a way to show that we loaded in ok 
            Debug.Log(myData._iUser.name); 
          } 

       } 

       //*************************************************** 
       // Saving The Player... 
       // **************************************************    
       if (GUI.Button(_Save,"Save")) { 

         GUI.Label(_SaveMSG,"Saving to: "+_FileLocation); 
         myData._iUser.x=_Player.transform.position.x; 
         myData._iUser.y=_Player.transform.position.y; 
         myData._iUser.z=_Player.transform.position.z; 
         myData._iUser.name=_PlayerName;    

         // Time to creat our XML! 
         _data = SerializeObject(myData); 
         // This is the final resulting XML from the serialization process 
         CreateXML(); 
         Debug.Log(_data); 
       } 


     } 

       /* The following metods came from the referenced URL */ 
       string UTF8ByteArrayToString(byte[] characters) 
       {      
          UTF8Encoding encoding = new UTF8Encoding(); 
          string constructedString = encoding.GetString(characters); 
          return (constructedString); 
       } 

       byte[] StringToUTF8ByteArray(string pXmlString) 
       { 
          UTF8Encoding encoding = new UTF8Encoding(); 
          byte[] byteArray = encoding.GetBytes(pXmlString); 
          return byteArray; 
       } 

       // Here we serialize our UserData object of myData 
       string SerializeObject(object pObject) 
       { 
          string XmlizedString = null; 
          MemoryStream memoryStream = new MemoryStream(); 
          XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
          XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
          xs.Serialize(xmlTextWriter, pObject); 
          memoryStream = (MemoryStream)xmlTextWriter.BaseStream; 
          XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); 
          return XmlizedString; 
       } 

       // Here we deserialize it back into its original form 
       object DeserializeObject(string pXmlizedString) 
       { 
          XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
          MemoryStream memoryStream = new          MemoryStream(StringToUTF8ByteArray(pXmlizedString)); 
          XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
          return xs.Deserialize(memoryStream); 
       } 

       // Finally our save and load methods for the file itself 
       void CreateXML() 
       { 
          StreamWriter writer; 
          FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName); 
          if(!t.Exists) 
          { 
             writer = t.CreateText(); 
          } 
          else 
          { 
             t.Delete(); 
             writer = t.CreateText(); 
          } 
          writer.Write(_data); 
          writer.Close(); 
          Debug.Log("File written."); 
       } 

       void LoadXML() 
       { 
          StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName); 
          string _info = r.ReadToEnd(); 
          r.Close(); 
          _data=_info; 
          Debug.Log("File Read"); 
       } 
       } 

       // UserData is our custom class that holds our defined objects we want to store in XML format 
       public class UserData 
       { 
        // We have to define a default instance of the structure 
       public DemoData _iUser; 
        // Default constructor doesn't really do anything at the moment 
       public UserData() { } 

       // Anything we want to store in the XML file, we define it here 
       public struct DemoData 
       { 
          public float x; 
          public float y; 
          public float z; 
          public string name; 
       } 
       }

http://wiki.unity3d.com/images/9/97/XML.zip