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);
}
}