Unity之NetCode多人网络游戏联机对战教程(4)--连接申请ConnectionApproval


前言

没看过前面的教程请先阅读前面的教程,本期将会讲到Netcode联机的申请,当一个Client想连接进来,应向Server发送申请联机的信息,然后由服务端向客户端下发数据,所有数据应该在服务端,而不是在客户端。


适用场景

举几个常见的例子需要用到ConnectionApproval的场景

  • 使用密码加入房间
  • 玩家选择不同的角色
  • 房间人数
  • 各种需要服务端下发的信息等等

1. 准备

需要在第二期上添加多的一个Player预制体

每个Player都需要挂载上NetworkObject这个组件

最重要的一点是在NetworkManager上开启ConnectionApproval


2.新建GameManager

新建一个GameManager空物体,添加NetworkObject这个组件

Scripts目录下新建一个GameManager脚本,挂载到GameManager的空物体上

using UnityEngine;
using Unity.Netcode;
using System.Text;

public class GameManager : NetworkBehaviour
{
    
    
    public GameObject Man;
    public GameObject Girl;

    public override void OnNetworkSpawn()
    {
    
    
        if (IsServer)
        {
    
    
            NetworkManager.ConnectionApprovalCallback = ApprovalCheck;
        }
    }

    private void Update()
    {
    
    
        if (Input.GetKeyDown(KeyCode.O))
        {
    
    
            NetworkManager.Singleton.NetworkConfig.PlayerPrefab = Man;
            NetworkManager.Singleton.StartHost();
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
    
    
            NetworkManager.Singleton.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes("Girl");
            NetworkManager.Singleton.StartClient();
        }
    }

    private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
    {
    
    
        // The client identifier to be authenticated
        var clientId = request.ClientNetworkId;

        // Additional connection data defined by user code
        var connectionData = request.Payload;

        var _character = Encoding.UTF8.GetString(connectionData);

        if (_character == "Girl")
        {
    
    
            response.PlayerPrefabHash = Girl.GetComponent<NetworkObject>().PrefabIdHash;
        }
        else
        {
    
    
            response.PlayerPrefabHash = Man.GetComponent<NetworkObject>().PrefabIdHash;
        }

        // Your approval logic determines the following values
        response.Approved = true;
        response.CreatePlayerObject = true;

        // Position to spawn the player object (if null it uses default of Vector3.zero)
        response.Position = Vector3.zero;

        // Rotation to spawn the player object (if null it uses the default of Quaternion.identity)
        response.Rotation = Quaternion.identity;

        // If response.Approved is false, you can provide a message that explains the reason why via ConnectionApprovalResponse.Reason
        // On the client-side, NetworkManager.DisconnectReason will be populated with this message via DisconnectReasonMessage
        response.Reason = "Some reason for not approving the client";

        // If additional approval steps are needed, set this to true until the additional steps are complete
        // once it transitions from true to false the connection approval response will be processed.
        response.Pending = false;
    }
}

Inspector窗口绑定一下两个角色到脚本中


3.编译运行

分别按下O键与P键,可以看到有两个不同的Player Prefab实例化了。


4.脚本详解

  • GameManager继承的是NetworkBehaviour而非MonoBehaviour

重写OnNetworkSpawn()方法,让NetworkManager放入回调方法ApprovalCheck让服务端处理

public override void OnNetworkSpawn()
    {
    
    
        if (IsServer)
        {
    
    
            NetworkManager.ConnectionApprovalCallback = ApprovalCheck;
        }
    }

ApprovalCheck这个回调方法传入两个类型的参数,分别是NetworkManager.ConnectionApprovalRequestNetworkManager.ConnectionApprovalResponse

  • NetworkManager.ConnectionApprovalRequest 是客户端的请求,一共两个字段
    ClientNetworkId 是客户端的唯一标识ID
    Payload是客户端发送的信息,封装成byte类型,这也是我们主要使用的
private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
    {
    
    
        // The client identifier to be authenticated
        var clientId = request.ClientNetworkId;

        // Additional connection data defined by user code
        var connectionData = request.Payload;

        var _character = Encoding.UTF8.GetString(connectionData);

        if (_character == "Girl")
        {
    
    
            response.PlayerPrefabHash = Girl.GetComponent<NetworkObject>().PrefabIdHash;
        }
        else
        {
    
    
            response.PlayerPrefabHash = Man.GetComponent<NetworkObject>().PrefabIdHash;
        }

        // Your approval logic determines the following values
        response.Approved = true;
        response.CreatePlayerObject = true;

        // Position to spawn the player object (if null it uses default of Vector3.zero)
        response.Position = Vector3.zero;

        // Rotation to spawn the player object (if null it uses the default of Quaternion.identity)
        response.Rotation = Quaternion.identity;

        // If response.Approved is false, you can provide a message that explains the reason why via ConnectionApprovalResponse.Reason
        // On the client-side, NetworkManager.DisconnectReason will be populated with this message via DisconnectReasonMessage
        response.Reason = "Some reason for not approving the client";

        // If additional approval steps are needed, set this to true until the additional steps are complete
        // once it transitions from true to false the connection approval response will be processed.
        response.Pending = false;
    }
  • NetworkManager.ConnectionApprovalResponse是服务端给客户端的响应,一共有八个字段
    Approved:是否同意客户端加入
    Reason: 如果Approvedfalse,填写拒绝理由
    CreatePlayerObject 是否生成玩家实体
    PlayerPrefabHash 如果null则生成在NetworkManager默认的Player Prefab,这个值要填入NetworkObjectPrefabIdHash
    Position生成玩家实体的position
    Rotation生成玩家实体的rotation
    Pending 挂起approval延迟授权,直到其他客户端完成approval, 官方解释:Provides the ability to mark the approval as pending to delay the authorization until other user-specific code finishes the approval process.

后话

官方相关的阅读文档:

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转载自blog.csdn.net/a924282761/article/details/133092143
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