Unity进阶--使用PhotonServer实现服务端和客户端通信--PhotonServer(一)

Unity进阶–使用PhotonServer实现服务端和客户端通信

服务器的安装和配置

Photon的地址:https://www.photonengine.com/zh-cn/sdks

  • 下载对应的sdk:

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  • 在Visual studio 里创建新的类库:

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在项目里添加对应的dll文件引用:

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在这个文件夹里找:

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这五个插件:

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编写服务器端

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Photon.SocketServer;

namespace PhotonServerFirst
{
    
    
    public class PSTest : ApplicationBase
    {
    
    
        protected override PeerBase CreatePeer(InitRequest initRequest)
        {
    
     
            return new PSpeer(initRequest);
        }

        protected override void Setup()
        {
    
    

        }

        protected override void TearDown()
        {
    
    

        }
    }
}

编写客户端模板

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;

namespace PhotonServerFirst
{
    
    
    public class PSpeer : ClientPeer
    {
    
    
        public PSpeer(InitRequest initRequest) : base(initRequest)
        {
    
    

        }

        protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail)
        {
    
    
            throw new NotImplementedException();
        }

        protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
        {
    
    
            throw new NotImplementedException();
        }
    }
}




    

创建服务器文件

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  • 修改生成目录:

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放到之前创建的bin里。

然后生成。

  • 修改PhotonServer配置文件

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寻找

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  • 配置文件:

         <!-- DisplayName:显示名称 -->
    	<PhotonServerFirst
    		MaxMessageSize="512000"
    		MaxQueuedDataPerPeer="512000"
    		PerPeerMaxReliableDataInTransit="51200"
    		PerPeerTransmitRateLimitKBSec="256"
    		PerPeerTransmitRatePeriodMilliseconds="200"
    		MinimumTimeout="5000"
    		MaximumTimeout="30000"
    		DisplayName="PhotonServerFirst"
    		>
    		
    		<!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. -->
    		<!-- Port 5055 is Photon's default for UDP connections. -->
    		<UDPListeners>
    			<UDPListener
    				IPAddress="0.0.0.0"
    				Port="5055"
    				OverrideApplication="PhotonServerFirst">
    			</UDPListener>
    		</UDPListeners>
        
    		<!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. -->
    		<!-- Port 4530 is Photon's default for TCP connecttions. -->
    		<!-- A Policy application is defined in case that policy requests are sent to this listener (known bug of some some flash clients) --> 
    		<TCPListeners>
    			<TCPListener
    				IPAddress="0.0.0.0"
    				Port="4530"
    				PolicyFile="Policy\assets\socket-policy.xml"
    				InactivityTimeout="10000"
    				OverrideApplication="PhotonServerFirst"				
    				>
    			</TCPListener>
    		</TCPListeners>
    
    
    		<!-- Defines the Photon Runtime Assembly to use. -->
    		<Runtime
    			Assembly="PhotonHostRuntime, Culture=neutral"
    			Type="PhotonHostRuntime.PhotonDomainManager"
    			UnhandledExceptionPolicy="Ignore">
    		</Runtime>
    				
    		<Applications Default="PhotonServerFirst">
    		
    			<!-- Name:要注意和上面填写的应用名字相同 -->
    			<!--BaseDirectory:编译好的dll所在文件夹名-->
    		    <!--Assembly:dll名-->
    		    <!--Type:命名空间.类名-->
    			<Application
    				Name="PhotonServerFirst"
    				BaseDirectory="PhotonServerFirst"
    				Assembly="PhotonServerFirst"
    				Type="PhotonServerFirst.PSTest"
    				ForceAutoRestart="true"
    				WatchFiles="dll;config"
    				ExcludeFiles="log4net.config">
    			</Application>
    
    		</Applications>
    	</PhotonServerFirst>
    

    这样photonServer下就有我们创建的服务器了。

添加日志

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    下寻找log4net.config把它复制到工程里面。

  2. 然后把属性改为始终复制

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  3. 改一下输出的日志名字

    <file type="log4net.Util.PatternString" value="%property{Photon:ApplicationLogPath}\\PhotonServerFirst.Server.log" />
    
  4. 配置服务器程序

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using Photon.SocketServer;
    using ExitGames.Logging;
    using ExitGames.Logging.Log4Net;
    using log4net.Config;
    using System.IO;
    
    namespace PhotonServerFirst
    {
          
          
        public class PSTest : ApplicationBase
        {
          
          
            //日志需要的
            private static readonly ILogger log = LogManager.GetCurrentClassLogger();
            protected override PeerBase CreatePeer(InitRequest initRequest)
            {
          
           
                return new PSpeer(initRequest);
            }
    
            //初始化
            protected override void Setup()
            {
          
          
                InitLog();
                
            }
    
            //server端关闭的时候
            protected override void TearDown()
            {
          
          
    
            }
            #region 日志
            /// <summary>
            /// 初始化日志以及配置
            /// </summary>
            private void InitLog()
            {
          
          
                //日志的初始化
                log4net.GlobalContext.Properties["Photon:ApplicationLogPath"] = this.ApplicationRootPath + @"\bin_Win64\log";
                //设置日志的路径
                FileInfo configFileInfo = new FileInfo(this.BinaryPath + @"\log4net.config");
                //获取配置文件
                if (configFileInfo.Exists)
                {
          
          
                    //对photonserver设置日志为log4net
                    LogManager.SetLoggerFactory(Log4NetLoggerFactory.Instance);
                    XmlConfigurator.ConfigureAndWatch(configFileInfo);
                    log.Info("初始化成功");
                }
            }
            #endregion        
            
        }
    }
    
    
  5. 打开photonserver运行应用,日志输出则配置成功。

客户端的配置

  1. Photon-OnPremise-Server-SDK_v4-0-29-11263 > lib >下寻找Photon3Unity3D.dll放到unity3d的插件文件夹(Pluigins)里。
  2. 编写客户端脚本绑定到一个单例不会被销毁的组件里。(代码如下)

客户端和服务器的通信

  • 客户端

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using ExitGames.Client.Photon;
    
    public class PhotonManager : MyrSingletonBase<PhotonManager>, IPhotonPeerListener
    {
          
          
        private PhotonPeer peer;
        void Awake() {
          
          
            DontDestroyOnLoad(this);
            
    
        }
        // Start is called before the first frame update
        void Start()
        {
          
          
            peer = new PhotonPeer(this, ConnectionProtocol.Tcp);
            peer.Connect("127.0.0.1:4530", "PhotonServerFirst");
        }
    
        void Update()
        {
          
          
            peer.Service();
            if (Input.GetKeyDown(KeyCode.Space))
            {
          
          
                Dictionary<byte, object> dic = new Dictionary<byte, object>();
                dic.Add(1,"你好,我是王小虎");
                peer.OpCustom(1, dic, true);
            }
        }
    
        private void OnDestroy() {
          
          
            //断开连接
            peer.Disconnect();    
        }
    
        public void DebugReturn(DebugLevel level, string message)
        {
          
          
    
        }
    
        /// <summary>
        /// 接收服务器事件
        /// </summary>
        /// <param name="eventData"></param>
        public void OnEvent(EventData eventData)
        {
          
          
            if(eventData.Code == 1) {
          
          
                Debug.Log("事件" + eventData.Parameters[1]);
            }
        }
    
        /// <summary>
        /// 接收服务器响应
        /// </summary>
        /// <param name="operationResponse"></param>
        public void OnOperationResponse(OperationResponse operationResponse)
        {
          
          
            if (operationResponse.OperationCode == 1){
          
          
                Debug.Log(operationResponse.Parameters[1]);
            }
    
        }
    
        /// <summary>
        /// 状态改变
        /// </summary>
        /// <param name="statusCode"></param>
        public void OnStatusChanged(StatusCode statusCode)
        {
          
          
            Debug.Log(statusCode);
        }
    
    }
    
    
  • 服务器

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using Photon.SocketServer;
    using PhotonHostRuntimeInterfaces;
    
    namespace PhotonServerFirst
    {
          
          
        public class PSpeer : ClientPeer
        {
          
          
            public PSpeer(InitRequest initRequest) : base(initRequest)
            {
          
          
    
            }
    
            //处理客户端断开的后续工作
            protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail)
            {
          
          
                throw new NotImplementedException();
            }
    
            //处理客户端的请求
            protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
            {
          
          
                switch (operationRequest.OperationCode)
                {
          
          
                    case 1:
                        //收到
                        Dictionary<byte, object> data = operationRequest.Parameters;
                        PSTest.log.Info("收到客户端消息:" + data[1].ToString());
    
                        //返回
                        Dictionary<byte, object> data2 = new Dictionary<byte, object>();
                        data2.Add(1, "你好,我是服务器");
                        //  OperationResponse operationResponse = new OperationResponse();
                        //  operationResponse.OperationCode = 1;
                        //  operationResponse.Parameters = data2;
                        
                        //创建一个响应
                        OperationResponse operationResponse = new OperationResponse(1, data2);
                        SendOperationResponse(operationResponse, sendParameters);
    
                        //创建一个事件
                        EventData Edata = new EventData(1, data2); 
                        SendEvent(Edata, sendParameters);
    
                        break;
                    default:
                        break;
                }
            }
        }
    }
    
    

Dlc 出现vscode引用不好使的时候

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检查下这个。

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转载自blog.csdn.net/abaidaye/article/details/132096415