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

  (1)Photon Server的服务器端配置

  (2)Photon Server的Unity3D客户端配置

  (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() + "" + 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());
            }
        }

    }
}