先打开Unity3d,在Assert下创建一个Plugins文件夹,将PhotonServer SDK文件夹下lib下的Photon3Unity3D.dll拖到Plugins文件夹下
服务器端和客户端之间的关系图:
创建一个空物体,名字为PhotonEngine,创建一个脚本,名字为PhotonEngine:
using ExitGames.Client.Photon;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhotonEngine : MonoBehaviour,IPhotonPeerListener {
private static PhotonEngine Instance;
private static PhotonPeer peer;
public static PhotonPeer Peer
{
get { return peer; }
}
void Awake()
{
if(Instance==null) //单例模式的处理,只有一个Instance
{
Instance = this;
DontDestroyOnLoad(this.gameObject); //不销毁这个物体
}
else if(Instance!=this)
{
Destroy(this.gameObject);return; //删除多余的PhotonEngine
}
}
// Use this for initialization
void Start ()
{
//通过Listender接收服务器端的响应
peer = new PhotonPeer(this, ConnectionProtocol.Udp);
peer.Connect("127.0.0.1:5055", "MyGame1"); //连接服务器端
}
// Update is called once per frame
void Update ()
{
//if(peer.PeerState==PeerStateValue.Connected) //判断peer已经连接
//{
peer.Service(); //什么状态下都要执行
//}
}
void OnDestroy()
{
if(peer!=null && peer.PeerState==PeerStateValue.Connecting)
{
peer.Disconnect(); //断开连接
}
}
public void DebugReturn(DebugLevel level, string message)
{
}
//处理服务器端直接发送过来的信息
public void OnEvent(EventData eventData)
{
switch(eventData.Code)
{
case 1:
Dictionary<byte,object> data = eventData.Parameters;
object intValue;
data.TryGetValue(1, out intValue);
object stringValue;
data.TryGetValue(2, out stringValue);
Debug.Log("接收服务器直接发送来的信息:"+intValue.ToString()+stringValue.ToString());
break;
case 2:
break;
default:
break;
}
}
//接收服务器发来的响应
public void OnOperationResponse(OperationResponse operationResponse)
{
switch(operationResponse.OperationCode)
{
case 1:
Debug.Log("接收一个来自服务器的响应");
Dictionary<byte,object> data = operationResponse.Parameters;
object intValue;
data.TryGetValue(1, out intValue);
object stringValue;
data.TryGetValue(2, out stringValue);
Debug.Log("接收来自服务器端的响应数据:" + intValue.ToString() + stringValue.ToString());
break;
case 2:
break;
default:
break;
}
}
public void OnStatusChanged(StatusCode statusCode)
{
Debug.Log(statusCode);
}
}
创建一个Test脚本,放在PhotonEngine物件上:
public class test : MonoBehaviour {
// Update is called once per frame
void Update ()
{
if(Input.GetMouseButtonDown(0))
{
SendRequest();
}
}
void SendRequest()
{
Dictionary<byte, object> data = new Dictionary<byte, object>();
int intValue=100; //向服务器端发送数据
data.Add(1, intValue);
string stringValue = "hfasfadh滑石粉哈";
data.Add(2, stringValue);
PhotonEngine.Peer.OpCustom(1, data, true); //向服务器端发送信息
}
}
在服务器端的ClientPeer类中实现通信:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;
namespace MyGameServer
{
public class ClientPeer : Photon.SocketServer.ClientPeer
{
public ClientPeer(InitRequest initRequest):base(initRequest)
{
}
//处理客户端断开连接的后续工作
protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail)
{
}
//处理客户端的请求
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
{
switch(operationRequest.OperationCode) //通过opCode区分
{
case 1:
MyGameServer.log.Info("接收了一个客户端的请求");
Dictionary<byte,object> data= operationRequest.Parameters;
object intValue;
data.TryGetValue(1, out intValue); //得到客户端发送的数据
object stringValue;
data.TryGetValue(2, out stringValue);
MyGameServer.log.Info("接收来自客户端的数据:" + intValue.ToString() + stringValue.ToString());
OperationResponse opResponse = new OperationResponse(1);
Dictionary<byte, object> data2 = new Dictionary<byte, object>();
int intValue2 = 100;
string stringValue2 = "asfaasdf发了疯has";
data2.Add(1, intValue2);
data2.Add(2, stringValue2);
opResponse.SetParameters(data2); //向客户端回应数据
SendOperationResponse(opResponse, sendParameters); //向客户端发出响应
EventData ed = new EventData(1);
Dictionary<byte, object> data3 = new Dictionary<byte, object>();
int intValue3 = 200;
data3.Add(1, intValue3);
string stringValue3 = "fdasf飞杰";
data3.Add(2, stringValue3);
ed.SetParameters(data3);
SendEvent(ed, new SendParameters()); //直接向客户端发送信息
break;
case 2:
break;
default:
break;
}
}
}
}