unity服务器Photon Server学习笔记

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(一)服务端
新建类库
引用:ExitGamesLibs,Photon.SocketServer,PhotonHostRuntimeInterfaces

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ApplicationBase

using chatServer.Properties; using Photon.SocketServer; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace chatServer { /// <summary> /// 继承applicationBase的类是入口程序,也是启动程序 /// </summary> public class ChartServer : ApplicationBase { /// <summary> /// 客户端连接到这个Server端调用 /// </summary> /// <param name="initRequest"></param> /// <returns></returns> protected override PeerBase CreatePeer(InitRequest initRequest) { return new ChartPeerBase(initRequest.Protocol, initRequest.PhotonPeer); } /// <summary> /// Server端启动时调用 /// </summary> protected override void Setup() { } /// <summary> /// 这个Server端停掉时调用 /// </summary> protected override void TearDown() { } } }

PeerBase

using Photon.SocketServer; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using PhotonHostRuntimeInterfaces; namespace chatServer.Properties { /// <summary> /// 用来和客户端进行通信 /// </summary> class ChartPeerBase : PeerBase { public ChartPeerBase(IRpcProtocol protocol, IPhotonPeer unmanagedPeer):base(protocol,unmanagedPeer) { } protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail) { throw new NotImplementedException(); } protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters) { throw new NotImplementedException(); } } }

设置输出
在下载好的sdk目录下新建文件MyChartServer,并在文件下新建bin目录

项目-chatserver属性(Alt+F7)-生成-输出路径为ExitGames-Photon-Server-SDK_v3-4-31-10808deployMyChartServerbin

配置文件
ExitGames-Photon-Server-SDK_v3-4-31-10808deploybin_Win64配置PhotonServer.config文件下

Application Name=”Lite”和”LiteLobby”间加入新的Application,配置如下

<Applications Default="Lite"> <!-- Lite Application --> <Application Name="Lite" BaseDirectory="Lite" Assembly="Lite" Type="Lite.LiteApplication" ForceAutoRestart="true" WatchFiles="dll;config" ExcludeFiles="log4net.config"> </Application> <!-- ChartServer Application --> <Application Name="ChartServer"//自定义Name BaseDirectory="MyChartServer"//文件目录,如我的文件在deploy下MyChartServer文件夹下 Assembly="chatServer"//继承ApplicationBase的类所在命名空间 Type="chatServer.ChartServer"//继承ApplicationBase的类所在命名空间+类名 ForceAutoRestart="true" WatchFiles="dll;config" ExcludeFiles="log4net.config"> </Application> <!-- LiteLobby Application --> <Application Name="LiteLobby" BaseDirectory="LiteLobby" Assembly="LiteLobby" Type="LiteLobby.LiteLobbyApplication" ForceAutoRestart="true" WatchFiles="dll;config" ExcludeFiles="log4net.config"> </Application>

(二)客户端
新建控制台程序
引用 Photon3DotNet

using ExitGames.Client.Photon; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PhotonChatServerClient { class ChatServerListener : IPhotonPeerListener { public bool isconnect = false; public void DebugReturn(DebugLevel level, string message) { } public void OnEvent(EventData eventData) { } public void OnOperationResponse(OperationResponse operationResponse) { } public void OnStatusChanged(StatusCode statusCode) { switch (statusCode) { case StatusCode.Connect: isconnect = true; Console.WriteLine("Connect"); break; } } } class Program { static void Main(string[] args) { ChatServerListener listener=new ChatServerListener(); PhotonPeer peer=new PhotonPeer(listener,ConnectionProtocol.Tcp);//第二个参数为选择的协议 peer.Connect("127.0.0.1:4530", "ChartServer");//连接服务器,4530为config文件指定协议所对应的端口号,Chartserver为之前的服务端应用 while (!listener.isconnect)//判断是否建立连接 { peer.Service();//这个调用完才能向服务器发起请求 } } } }

(三)运行客户端服务端,完成连接
(四)客户端发起请求
修改之前的客户端

using ExitGames.Client.Photon; using System; using System.Collections.Generic; using System.Data.SqlTypes; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PhotonChatServerClient { class ChatServerListener : IPhotonPeerListener { public bool isconnect = false; public void DebugReturn(DebugLevel level, string message) { } public void OnEvent(EventData eventData) { } public void OnOperationResponse(OperationResponse operationResponse) { } public void OnStatusChanged(StatusCode statusCode) { switch (statusCode) { case StatusCode.Connect: isconnect = true; Console.WriteLine("Connect"); break; } } } class Program { static void Main(string[] args) { ChatServerListener listener=new ChatServerListener(); PhotonPeer peer=new PhotonPeer(listener,ConnectionProtocol.Tcp); peer.Connect("127.0.0.1:4530", "ChartServer");//连接服务器 while (!listener.isconnect) { peer.Service(); } Dictionary<byte,object> dict=new Dictionary<byte, object>(); dict.Add(1,"username"); dict.Add(2,"password"); peer.OpCustom(1, dict, true); while (true) { //死循环防止程序终止 peer.Service();//发出去 } } } }

(五)服务端响应
修改之前的服务端PeerBase

/// 当客户端发起请求时调用 /// </summary> /// <param name="operationRequest"></param> /// <param name="sendParameters"></param> protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters) { Dictionary<byte, object> dict = new Dictionary<byte, object>(); dict.Add(1,"siki"); OperationResponse response=new OperationResponse(1,dict); SendOperationResponse(response, sendParameters); } }

(六)客户端获得服务端的响应

/// <summary> /// 得到服务器端的响应 /// </summary> /// <param name="operationResponse"></param> public void OnOperationResponse(OperationResponse operationResponse) { Dictionary<byte, object> dict = operationResponse.Parameters; object val = null; dict.TryGetValue(1,out val); Console.WriteLine("getserver"+val.ToString()); }

(七)unity客户端
目录Plugin下引入sdk/lib/Photon3Unity3D.dll

using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using ExitGames.Client.Photon; using UnityEngine; public class PhotonServerEngine : MonoBehaviour ,IPhotonPeerListener { private PhotonPeer peer; private bool isconnect = false; void Start() { peer = new PhotonPeer(this, ConnectionProtocol.Tcp); peer.Connect("127.0.0.1:4530", "ChartServer");//连接服务器 } void Update() { peer.Service(); } void OnGUI() { if (isconnect) { if (GUILayout.Button("Send")) { Dictionary<byte, object> dict = new Dictionary<byte, object>(); dict.Add(1, "username"); dict.Add(2, "password"); peer.OpCustom(1, dict, true); } } } public void DebugReturn(DebugLevel level, string message) { Debug.Log(level+":"+message); } public void OnEvent(EventData eventData) { } public void OnOperationResponse(OperationResponse operationResponse) { Dictionary<byte, object> dict = operationResponse.Parameters; object val = null; dict.TryGetValue(1, out val); Debug.Log("getserver" + val.ToString()); } public void OnStatusChanged(StatusCode statusCode) { switch (statusCode) { case StatusCode.Connect: isconnect = true; Debug.Log("Connect"); break; } } }