PhotonServer服务端学习002

一、创建Unity客户端

1.创建一个新的Unity工程:PhotonServerUnityClient,unity中右键创建一个文件夹Plugins;

2.把C:\Users\yst\Desktop\Photon-OnPremise-Server-SDK_v4-0-29-11263\lib下的Photon3Unity3D.dll直接拖拽到Plugins文件夹里面;

二、客户端发起请求

1.创建单例PhotonEngine脚本,单例模式的处理;

2.在客户端发起跟服务器端建立连接的请求;

3.在客户端发起请求;

using UnityEngine;
using ExitGames.Client.Photon;

public class PhotonEngine : MonoBehaviour,IPhotonPeerListener {
    public static PhotonPeer Peer
    {
        get
        {
            return peer;
        }
    }

    private static PhotonEngine Instance;
    private static PhotonPeer peer;

    void Awake()
    {
        if(Instance==null)
        {
            Instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else if(Instance!=this)
        {
            Destroy(this.gameObject);
            return;
        }
    }

    void Start()
    {
        //通过Listener接收服务器端的响应
        peer = new PhotonPeer(this, ConnectionProtocol.Udp);
        peer.Connect("127.0.0.1:5055", "MyGame1");
    }

    void Update()
    {
        peer.Service();
    }

    void OnDestroy()
    {
        if(peer!=null&&peer.PeerState==PeerStateValue.Connected)
        {
            peer.Disconnect();
        }
    }

    public void DebugReturn(DebugLevel level, string message)
    {
        throw new System.NotImplementedException();
    }

    public void OnEvent(EventData eventData)
    {
        throw new System.NotImplementedException();
    }

    public void OnOperationResponse(OperationResponse operationResponse)
    {
        throw new System.NotImplementedException();
    }

    public void OnStatusChanged(StatusCode statusCode)
    {
        Debug.Log(statusCode);
    }
}
using System.Collections.Generic;
using UnityEngine;

public class Test : MonoBehaviour {

	void Update () {
		if(Input.GetMouseButtonDown(0))
        {
            SendRequest();
        }
	}
    
    void SendRequest()
    {
        Dictionary<byte, object> data = new Dictionary<byte, object>();
        data.Add(1, 100);
        data.Add(2, "erfdal放电量降");
        PhotonEngine.Peer.OpCustom(1, data, true);
    }
}

三、在服务器端处理请求并给客户端响应

1.服务器端ClientPeer.cs

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区分请求
            {
                case 1:
                    MyGameServer.log.Info("收到了一个客户端的请求");
                    OperationResponse opResponse = new OperationResponse(1);
                    SendOperationResponse(opResponse, sendParameters);//给客户端一个响应
                    break;
                case 2:
                    break;
                default:
                    break;
            }
        }
    }
}

2.客户端PhotonEngine.cs_OnOperationResponse(OperationResponse operationResponse)

using UnityEngine;
using ExitGames.Client.Photon;

public class PhotonEngine : MonoBehaviour,IPhotonPeerListener {
    public static PhotonPeer Peer
    {
        get
        {
            return peer;
        }
    }

    private static PhotonEngine Instance;
    private static PhotonPeer peer;

    void Awake()
    {
        if(Instance==null)
        {
            Instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else if(Instance!=this)
        {
            Destroy(this.gameObject);
            return;
        }
    }

    void Start()
    {
        //通过Listener接收服务器端的响应
        peer = new PhotonPeer(this, ConnectionProtocol.Udp);
        peer.Connect("127.0.0.1:5055", "MyGame1");
    }

    void Update()
    {
        peer.Service();
    }

    void OnDestroy()
    {
        if(peer!=null&&peer.PeerState==PeerStateValue.Connected)
        {
            peer.Disconnect();
        }
    }

    public void DebugReturn(DebugLevel level, string message)
    {
        throw new System.NotImplementedException();
    }

    public void OnEvent(EventData eventData)
    {
        throw new System.NotImplementedException();
    }

    public void OnOperationResponse(OperationResponse operationResponse)
    {
        switch(operationResponse.OperationCode)
        {
            case 1:
                Debug.Log("收到了服务器端的响应 OpCode:1");
                break;
            case 2:
                break;
            default:
                break;
        }
    }

    public void OnStatusChanged(StatusCode statusCode)
    {
        Debug.Log(statusCode);
    }
}

四、如何在请求和响应中带参数

1.服务器端ClientPeer.cs

using System.Collections.Generic;
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区分请求
            {
                case 1:
                    MyGameServer.log.Info("收到了一个客户端的请求");
                    Dictionary<byte, object> data = operationRequest.Parameters;
                    object intValue;
                    data.TryGetValue(1, out intValue);
                    object stringValue;
                    data.TryGetValue(2, out stringValue);
                    MyGameServer.log.Info("得到的参数数据是 " + intValue.ToString() + stringValue.ToString());
                    OperationResponse opResponse = new OperationResponse(1);

                    Dictionary<byte, object> data2 = new Dictionary<byte, object>();
                    data2.Add(1, 100);
                    data2.Add(2, "erfdal放电量降");
                    opResponse.SetParameters(data2);
                    SendOperationResponse(opResponse, sendParameters);//给客户端一个响应
                    break;
                case 2:
                    break;
                default:
                    break;
            }
        }
    }
}

2.客户端PhotonEngine.cs

using System.Collections.Generic;
using UnityEngine;
using ExitGames.Client.Photon;

public class PhotonEngine : MonoBehaviour,IPhotonPeerListener {
    public static PhotonPeer Peer
    {
        get
        {
            return peer;
        }
    }

    private static PhotonEngine Instance;
    private static PhotonPeer peer;

    void Awake()
    {
        if(Instance==null)
        {
            Instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else if(Instance!=this)
        {
            Destroy(this.gameObject);
            return;
        }
    }

    void Start()
    {
        //通过Listener接收服务器端的响应
        peer = new PhotonPeer(this, ConnectionProtocol.Udp);
        peer.Connect("127.0.0.1:5055", "MyGame1");
    }

    void Update()
    {
        peer.Service();
    }

    void OnDestroy()
    {
        if(peer!=null&&peer.PeerState==PeerStateValue.Connected)
        {
            peer.Disconnect();
        }
    }

    public void DebugReturn(DebugLevel level, string message)
    {
        throw new System.NotImplementedException();
    }

    public void OnEvent(EventData eventData)
    {
        throw new System.NotImplementedException();
    }

    public void OnOperationResponse(OperationResponse operationResponse)
    {
        switch(operationResponse.OperationCode)
        {
            case 1:
                Debug.Log("收到了服务器端的响应 OpCode:1");
                Dictionary<byte, object> data = operationResponse.Parameters;
                object intValue;
                object stringValue;
                data.TryGetValue(1, out intValue);
                data.TryGetValue(2, out stringValue);
                Debug.Log(intValue.ToString() + stringValue.ToString());
                break;
            case 2:
                break;
            default:
                break;
        }
    }

    public void OnStatusChanged(StatusCode statusCode)
    {
        Debug.Log(statusCode);
    }
}

五、服务器客户端请求响应的完整图示

六、如何从服务器端给客户端发送事件SendEvent

1.服务器端ClientPeer.cs

using System.Collections.Generic;
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区分请求
            {
                case 1:
                    MyGameServer.log.Info("收到了一个客户端的请求");
                    Dictionary<byte, object> data = operationRequest.Parameters;
                    object intValue;
                    data.TryGetValue(1, out intValue);
                    object stringValue;
                    data.TryGetValue(2, out stringValue);
                    MyGameServer.log.Info("得到的参数数据是 " + intValue.ToString() + stringValue.ToString());
                    OperationResponse opResponse = new OperationResponse(1);

                    Dictionary<byte, object> data2 = new Dictionary<byte, object>();
                    data2.Add(1, 100);
                    data2.Add(2, "erfdal放电量降");
                    opResponse.SetParameters(data2);
                    SendOperationResponse(opResponse, sendParameters);//给客户端一个响应
                    //从服务器端给客户端发送事件SendEvent
                    EventData ed = new EventData(1);
                    ed.Parameters = data2;
                    SendEvent(ed, new SendParameters());
                    break;
                case 2:
                    break;
                default:
                    break;
            }
        }
    }
}

2.客户端PhotonEngine.cs

using System.Collections.Generic;
using UnityEngine;
using ExitGames.Client.Photon;

public class PhotonEngine : MonoBehaviour,IPhotonPeerListener {
    public static PhotonPeer Peer
    {
        get
        {
            return peer;
        }
    }

    private static PhotonEngine Instance;
    private static PhotonPeer peer;

    void Awake()
    {
        if(Instance==null)
        {
            Instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else if(Instance!=this)
        {
            Destroy(this.gameObject);
            return;
        }
    }

    void Start()
    {
        //通过Listener接收服务器端的响应
        peer = new PhotonPeer(this, ConnectionProtocol.Udp);
        peer.Connect("127.0.0.1:5055", "MyGame1");
    }

    void Update()
    {
        peer.Service();
    }

    void OnDestroy()
    {
        if(peer!=null&&peer.PeerState==PeerStateValue.Connected)
        {
            peer.Disconnect();
        }
    }

    public void DebugReturn(DebugLevel level, string message)
    {
        throw new System.NotImplementedException();
    }

    public void OnEvent(EventData eventData)
    {
        switch(eventData.Code)
        {
            case 1:
                Debug.Log("收到服务器端发送过来的事件!!!");
                Dictionary<byte, object> data = eventData.Parameters;
                object intValue;
                object stringValue;
                data.TryGetValue(1, out intValue);
                data.TryGetValue(2, out stringValue);
                Debug.Log(intValue.ToString() + stringValue.ToString());
                break;
        }
    }

    public void OnOperationResponse(OperationResponse operationResponse)
    {
        switch(operationResponse.OperationCode)
        {
            case 1:
                Debug.Log("收到了服务器端的响应 OpCode:1");
                Dictionary<byte, object> data = operationResponse.Parameters;
                object intValue;
                object stringValue;
                data.TryGetValue(1, out intValue);
                data.TryGetValue(2, out stringValue);
                Debug.Log(intValue.ToString() + stringValue.ToString());
                break;
            case 2:
                break;
            default:
                break;
        }
    }

    public void OnStatusChanged(StatusCode statusCode)
    {
        Debug.Log(statusCode);
    }
}

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