Photon Server与Unity3D客户端的交互
Photon Server与Unity3D的交互分为3篇博文实现
(3)Photon Server与Unity3D客户端的交互
1.客户端向服务器端发送请求
PhotonEngine.Peer.OpCustom(byte customOpCode, Dictionary<byte, object> customOpParameters, bool sendReliable);
在客户端任何位置都能调用此方法。
customOpCode,请求类型,不推荐直接传数字,用枚举类型enum。
customOpParameters,传递的数据是Dictionary<byte, object>类型,object类是所有类的父类。
sendReliable,是否使用稳定的连接。
示例:
登录的时候客户端向服务器端发送用户名跟密码。本示例创建一个Common类库存放客户端与服务器端都需要的一些枚举类、工具类。每次Common修改都要重新生成dll文件重新添加到客户端跟服务器端。
namespace Common
{
//客户端请求类型。枚举类型默认时是int,-2147483648~2147483647,byte 是 0~255之间的整数
public enum OperationCode:byte
{
Login,
Register,
Default,
SyncPosition,
SyncPlayer
}
}
namespace Common
{
//数据Dictionary<byte, object> customOpParameters里object数据的类型
public enum ParameterCode:byte
{
Username,
Password,
Position,
X,Y,Z,
UsernameList,
PlayerDataList
}
}
//客户端向服务器端发送用户名跟密码请求登录
Dictionary<byte, object> opParameters = new Dictionary<byte, object>(); opParameters.Add((byte)ParameterCode.Username, usename); opParameters.Add((byte)ParameterCode.Password, password);
PhotonEngine.Peer.OpCustom((byte)OperationCode.Login, opParameters, true);
2.服务器端接收客户端的请求
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
在服务器端ClientPeer类里的OnOperationRequest里处理客户端的请求。每一个客户端连接进来都会创建一个ClientPeer,并且Photon Server为我们管理好它。
operationRequest.OperationCode可以得到客户端传过来的byte customOpCode。
operationRequest.Parameters可以得到客户端传过来的Dictionary<byte, object> customOpParameters。
opParameters.TryGetValue((byte)ParameterCode.Username, out object username)可以得到operationRequest.Parameters里面对应的数据。
sendParameters是发送请求的一些相关属性。
SendOperationResponse(OperationResponse operationResponse, SendParameters sendParameters);
响应客户端需要调用SendOperationResponse方法,只能在ClientPeer类里的OnOperationRequest方法里调用。
OperationResponse operationResponse = new OperationResponse(operationRequest.OperationCode);
operationResponse.SetParameters(newCustomOpParameters)可以设置Parameters。
operationResponse.ReturnCode可以设置一个short返回值对应一种请求结果,用枚举类型enum。
示例:
namespace Common { public enum ReturnCode:short { Success, Failed } }
using Common; namespace MinecraftServer { //每一个客户端连接进来都会创建一个ClientPeer public class ClientPeer : Photon.SocketServer.ClientPeer { //处理客户端的请求 protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters) { //不建议直接使用switch,推荐把每一种请求的处理封装成类 switch (operationRequest.OperationCode) { case (byte)OperationCode.Login: //接收客户端请求 Dictionary<byte, object> opParameters1= operationRequest.Parameters; opParameters1.TryGetValue((byte)ParameterCode.Username, out object username); opParameters1.TryGetValue((byte)ParameterCode.Password, out object password); MyGameServer.log.Info("得到的参数是" + username.ToString() + "和" + password.ToString()); //此处省略判断用户名密码是否正确的操作 //响应客户端用SendOperationResponse,只能在OnOperationRequest方法里调用 OperationResponse operationResponse = new OperationResponse(operationRequest.OperationCode); operationResponse.ReturnCode = (short)ReturnCode.Success;
//Dictionary<byte, object> opParameters2 = new Dictionary<byte, object>();
//opParameters2.Add(,);
//opParameters2.Add(,);
//operationResponse.SetParameters(opParameters2); SendOperationResponse(operationResponse, sendParameters); break; case (byte)OperationCode.Register: break; default: break; } } } }
3.客户端接收服务器端的响应
public void OnOperationResponse(OperationResponse operationResponse)
在客户端的PhotonEngine类里的OnOperationResponse类里接收服务器端的响应。
operationResponse.OperationCode可以得到operationResponse构造函数里的operationRequest.OperationCode。
operationResponse.Parameters可以得到服务器端operationResponse.SetParameters(opParameters2)的opParameters2。
opParameters.TryGetValue((byte)ParameterCode.Username, out object username)可以得到operationResponse.Parameters里面对应的数据。
operationResponse.ReturnCode可以得到服务器端operationResponse.ReturnCode=(short)ReturnCode.Success的(short)ReturnCode.Success。
4.服务器端向客户端发送事件
peer.SendEvent向客户端peer发送事件,可以在任何地方调用。
EventData eventData = new EventData((byte)EventCode.SyncPosition);
Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
opParameters.Add(,);
opParameters.Add(,);
eventData.Parameters = opParameters;
peer.SendEvent(eventData, new SendParameters());
5.客户端接收服务器端发送的事件
public void OnEvent(EventData eventData)
在PhotonEngine类的OnEvent方法接收服务器端发送的事件。
eventData.Code可以得到eventData构造函数里的(byte)EventCode.SyncPosition。
eventData.Parameters可以得到服务器端eventData.Parameters。
opParameters.TryGetValue((byte)ParameterCode.Username, out object username)可以得到operationResponse.Parameters里面对应的数据。
6.数据的序列化跟反序列化
序列化
一般序列化List<T> list。如果有多种数据,新建一个类例如Player,将人物的各种属性字段赋值后存入list。然后序列化list
List<PlayerData> playDataList = new List<PlayerData>(); StringWriter sw = new StringWriter();
XmlSerializer xmlSerializer = new XmlSerializer(typeof(List<PlayerData>));
xmlSerializer.Serialize(sw, playDataList);
sw.Close();
string playDataListString = sw.ToString();
反序列化
using (StringReader sr = new StringReader(playerDataListString))
{
XmlSerializer xmlSerializer = new XmlSerializer(typeof(List<PlayerData>));
List<PlayerData> playerDataList = (List<PlayerData>)xmlSerializer.Deserialize(sr);
}
7.将请求、事件封装类
(1)把客户端的请求封装成类,里面包括请求的OperationCode、发送请求和接收响应的方法。
public abstract class ARequest:MonoBehaviour{
public OperationCode OpCode;//设置public自动识别在Inspector里面,并且会识别枚举类型选择
public abstract void DefaultRequest();
public abstract void OnOperationResponse(OperationResponse operationResponse);
public virtual void Start()
{
PhotonEngine.Instance.AddRequest(this);
}
public void OnDestroy()
{
PhotonEngine.Instance.RemoveRequest(this);
}
}
public class LoginRequest : ARequest {
[HideInInspector]
public string usename;
[HideInInspector]
public string password;
private LoginPanel loginPanel;
public override void Start()
{
base.Start();
loginPanel=GetComponent<LoginPanel>();
}
public override void DefaultRequest()
{
Dictionary<byte, object> data = new Dictionary<byte, object>();
data.Add((byte)ParameterCode.Username, usename);
data.Add((byte)ParameterCode.Password, password);
PhotonEngine.Peer.OpCustom((byte)OpCode,data, true);
}
public override void OnOperationResponse(OperationResponse operationResponse)
{
ReturnCode returnCode= (ReturnCode)operationResponse.ReturnCode;
loginPanel.OnLoginResponse(returnCode);
}
}
(2)把服务器端处理客户端请求封装成类,里面包括请求的OperationCode和处理请求的方法。
public abstract class AHandler
{
public OperationCode opCode;
public abstract void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters, ClientPeer peer);
}
class LoginHandler : AHandler
{
public LoginHandler()
{
opCode = OperationCode.Login;
}
public override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters, ClientPeer peer)
{
operationRequest.Parameters.TryGetValue((byte)ParameterCode.Username, out object username);
operationRequest.Parameters.TryGetValue((byte)ParameterCode.Password, out object password);
UserManager userManager = new UserManager();
bool isSuccess = userManager.Vertify(username.ToString(), password.ToString());
OperationResponse operationResponse = new OperationResponse(operationRequest.OperationCode);
if (isSuccess)
{
operationResponse.ReturnCode = (short)ReturnCode.Success;
peer.username = username.ToString();
}
else
{
operationResponse.ReturnCode = (short)ReturnCode.Failed;
}
peer.SendOperationResponse(operationResponse, sendParameters);
}
}
(3)服务器端发送事件有2种情况,一种是处理客户端请求时发送,二是需要不断同步的数据由线程来发送。
把客户端接收服务器事件封装成类,里面包括事件的EventCode和处理事件的方法。
public abstract class AEvent : MonoBehaviour {
public EventCode eventCode;//设置public自动识别在Inspector里面,并且会识别枚举类型选择
public abstract void OnEvent(EventData eventData);
public virtual void Start()
{
PhotonEngine.Instance.AddEvent(this);
}
public void OnDestroy()
{
PhotonEngine.Instance.RemoveEvent(this);
}
}
public class NewPlayerEvent :AEvent{
private SyncController player;
public override void Start()
{
base.Start();
player = GetComponent<SyncController>();
}
public override void OnEvent(EventData eventData)
{
object username;
eventData.Parameters.TryGetValue((byte)ParameterCode.Username, out username);
player.OnNewPlayerEvent(username.ToString());
}
}
(4)对应的客户端的PhotonEngine、服务器端ClientPeer修改
public class PhotonEngine : MonoBehaviour, IPhotonPeerListener
{
//存放所有可能出现的请求和事件
private Dictionary<OperationCode, ARequest> RequestDict = new Dictionary<OperationCode, ARequest>();
private Dictionary<EventCode, AEvent> EventDict = new Dictionary<EventCode, AEvent>();
//服务器端向客户端发送请求时调用
public void OnEvent(EventData eventData)
{
AEvent tempEvent;
EventDict.TryGetValue((EventCode)eventData.Code, out tempEvent);
tempEvent.OnEvent(eventData);
}
//客户端向服务器端发送请求后,服务器端响应客户端时调用
public void OnOperationResponse(OperationResponse operationResponse)
{
ARequest tempRequest;
bool temp = RequestDict.TryGetValue((OperationCode)operationResponse.OperationCode, out tempRequest);
if (temp)
{
request.OnOperationResponse(operationResponse);
}
else
{
Debug.Log("没找到对应的响应对象");
}
}
public void AddRequest(ARequest request)
{
RequestDict.Add(request.OpCode, request);
}
public void RemoveRequest(ARequest request)
{
RequestDict.Remove(request.OpCode);
}
public void AddEvent(AEvent tempEvent)
{
EventDict.Add(tempEvent.eventCode, tempEvent);
}
public void RemoveEvent(AEvent tempEvent)
{
EventDict.Remove(tempEvent.eventCode);
}
}
public class ClientPeer : Photon.SocketServer.ClientPeer
{
public float x, y, z;
public string username;
public ClientPeer(InitRequest initRequest) : base(initRequest)
{
MyGameServer.Instance.peerList.Add(this);
}
//处理客户端断开连接的后续工作
protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail)
{
MyGameServer.Instance.peerList.Remove(this);
}
//处理客户端的请求
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
{
MyGameServer.Instance.HandleDict.TryGetValue((OperationCode)operationRequest.OperationCode, out AHandler handler);
if (handler != null)
{
handler.OnOperationRequest(operationRequest, sendParameters, this);
}
else
{
AHandler defaultHandler = DictTool.GetValue<OperationCode, AHandler>(MyGameServer.Instance.HandleDict, OperationCode.Default);
defaultHandler.OnOperationRequest(operationRequest, sendParameters, this);
}
}
}
8.线程
服务器持续向服务器端发送事件时需要用到线程,下面是线程简单的应用。
public class SyncPositionThread
{
private Thread t;
public void Run()
{
t = new Thread(UpdatePosition);
t.IsBackground = true;
t.Start();
}
public void Stop()
{
t.Abort();
}
private void UpdatePosition()
{
Thread.Sleep(5000);
while (true)
{
Thread.Sleep(50);
//执行上传位置
SendPosition();
}
}
private void SendPosition()
{
//如果没有客户端连接上则不用传数据
if (MyGameServer.Instance.peerList.Count == 0)
return;
//把所有客户端的位置装箱到playerDataList
List<PlayerData> playDataList = new List<PlayerData>();
foreach (ClientPeer peer in MyGameServer.Instance.peerList)
{
if (string.IsNullOrEmpty(peer.username) == false)
{
PlayerData playerData = new PlayerData();
playerData.Username = peer.username;
playerData.Position = new Vector3Data() { X = peer.x, Y = peer.y, Z = peer.z };
playDataList.Add(playerData);
}
}
//如果有客户端登录但是还没连接上,也不用传数据
if (playDataList.Count == 0)
return;
//playDataList序列化为playDataListString然后放在data里面
StringWriter sw = new StringWriter();
XmlSerializer xmlSerializer = new XmlSerializer(typeof(List<PlayerData>));
xmlSerializer.Serialize(sw, playDataList);
sw.Close();
string playDataListString = sw.ToString();
Dictionary<byte, object> data = new Dictionary<byte, object>();
data.Add((byte)ParameterCode.PlayerDataList, playDataListString);
//playDataListString发送到各个客户端
foreach (ClientPeer peer in MyGameServer.Instance.peerList)
{
if (string.IsNullOrEmpty(peer.username) == false)
{
EventData eventData = new EventData((byte)EventCode.SyncPosition);
eventData.Parameters = data;
peer.SendEvent(eventData, new SendParameters());
}
}
}
}