unity服务器Photon Server学习笔记

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

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_v3-4-31-10808\deploy\MyChartServer\bin\

配置文件
ExitGames-Photon-Server-SDK_v3-4-31-10808\deploy\bin_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deployMyChartServer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;
        }

    }
}
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