Photon學習筆記(一)

公司需求要了解photon+unity3d的部署與使用,今天開始研究photon。

首先實現登陸服務器功能。

首先去PhotonServer SDK下載服務器端SDK,需要登錄的,就先註冊一個賬號吧.

解壓出來是四個文件


deploy:主要存放photon的服務器控制程序和服務端Demo

doc:顧名思義,文檔

lib:Photon類庫,開發服務端需要引用的

src-server:服務端Demo源代碼


一、配置服務器端

打開deploy文件夾,看到包含了不同平臺編譯出的Photon目錄,以“bin_”爲前綴命名目錄,選擇你的電腦對應的文件夾打開,看到PhotonControl.exe,運行後,可以在windows右下角看到一個圖標,點擊圖標可以看到photon服務器控制菜單,這個以後再做詳細介紹.


打開visual stadio,新建項目,選擇c# 類庫,應用程序名字叫做MyServer.

完成後,把我們的Class1.cs,改名爲MyApplication.cs,作爲服務器端主類.然後在當前項目添加引用,鏈接到剛纔提到的lib文件夾目錄下,添加以下引用:

ExitGamesLibs.dll,Photon.SocketServer.dll,PhotonHostRuntimeInterfaces.dll

然後新建一個類:MyPeer.cs,寫法如下:

using System;
using System.Collections.Generic;
using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;


namespace MyServer
{
    using Message;
    using System.Collections;

    public class MyPeer : PeerBase
    {
        Hashtable userTable;


        public  MyPeer(IRpcProtocol protocol,IPhotonPeer photonPeer)
            : base(protocol, photonPeer)
        {
            userTable = new Hashtable();
            userTable.Add("user1", "pwd1");
            userTable.Add("user2", "pwd2");
            userTable.Add("user3", "pwd3");
            userTable.Add("user4", "pwd4");
            userTable.Add("user5", "pwd5");
        }

        protected override void OnDisconnect(PhotonHostRuntimeInterfaces.DisconnectReason reasonCode, string reasonDetail)
        {
            
        }

        protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
        {
            switch (operationRequest.OperationCode) { 
                case (byte)OpCodeEnum.Login:
                    string uname = (string)operationRequest.Parameters[(byte)OpKeyEnum.UserName];
                    string pwd = (string)operationRequest.Parameters[(byte)OpKeyEnum.PassWord];

                    if (userTable.ContainsKey(uname) && userTable[uname].Equals(pwd))//login success
                    {
                        SendOperationResponse(new OperationResponse((byte)OpCodeEnum.LoginSuccess, null),new SendParameters());
                    }
                    else
                    { //login fauled
                        SendOperationResponse(new OperationResponse((byte)OpCodeEnum.LoginFailed, null), new SendParameters());
                    }
                    break;
            }
        }
    }
}

OnOperationRequest方法中驗證用戶名和密碼,然後發送響應給客戶端.需要用到的枚舉一個類如下:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace MyServer.Message
{
    enum OpCodeEnum : byte
    {
        //login
        Login = 249,
        LoginSuccess = 248,
        LoginFailed = 247,

        //room
        Create = 250,
        Join = 255,
        Leave = 254,
        RaiseEvent = 253,
        SetProperties = 252,
        GetProperties = 251
    }


    enum OpKeyEnum : byte
    {
        RoomId = 251,
        UserName = 252,
        PassWord = 253
    }
}

MyApplication.cs類這樣寫:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Photon.SocketServer;

namespace MyServer
{
    public class MyApplication : ApplicationBase
    {

        protected override PeerBase CreatePeer(InitRequest initRequest)
        {
            return new MyPeer(initRequest.Protocol, initRequest.PhotonPeer);
        }

        protected override void Setup()
        {
            
        }

        protected override void TearDown()
        {
            
        }
    }
}

完成後,在解決方案資源管理器中選中當前項目,打開屬性,選擇生成選項卡,把輸出路徑改成bin\,然後就生成類庫吧

複製當前項目下MyServer文件夾到deploy文件夾下,刪除除了bin文件夾以外其他所有文件和文件夾,然後文本編輯器打開deploy\bin_Win64\PhotonServer.config配置文件(我的是win7 64位機器,就選擇這個),添加以下配置:

<Application
				Name="MyServer"
				BaseDirectory="MyServer"
				Assembly="MyServer"
				Type="MyServer.MyApplication"
				EnableAutoRestart="true"
				WatchFiles="dll;config"
				ExcludeFiles="log4net.config">
Name:項目名字

BaseDirectory:根目錄,deploy文件夾下爲基礎目錄

Assembly :是在生成的類庫中的bin目錄下與我們項目名稱相同的.dll文件的名字

Type:是主類的全稱,在這裏是:MyServer.MyApplication,一定要包括命名空間

EnableAutoRestart:是否是自動啓動,表示當我們替換服務器文件時候,不用停止服務器,替換後photon會自動加載文件

WatchFiles和ExcludeFiles

這段代碼放在<Default><Applications>放這裏</Applications></Default>節點下面

完成後保存,運行托盤程序deploy\bin_Win64\PhotonControl.exe,

運行它,如果托盤圖標沒有變灰,說明服務器運行成功。


二、客戶端

首先從官網下載Unity SDK打開Unity3d編輯器,首先把Photon-Unity3D_v3-0-1-14_SDK\libs\Release\Photon3Unity3D.dll導入到Unity中。

客戶端過程需要請求服務器並接收服務器的響應下面上代碼,就一個類搞定:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

using ExitGames.Client.Photon;





public class TestConnection : MonoBehaviour,IPhotonPeerListener {
	public string address;
	
	PhotonPeer peer;
	ClientState state = ClientState.DisConnect;
	
	string username = "";
	string password = "";
	// Use this for initialization
	void Start () {
		peer = new PhotonPeer(this,ConnectionProtocol.Udp);
	}
	
	// Update is called once per frame
	void Update () {
		peer.Service();
	}
	
	public GUISkin skin;
	void OnGUI(){
		GUI.skin = skin;
		
		switch(state){
		case ClientState.DisConnect:
			GUI.Label(new Rect(Screen.width/2,Screen.height/2-30,300,40),"click the button to connect.");
			if(GUI.Button(new Rect(Screen.width/2,Screen.height/2,100,30),"Connect")){
				peer.Connect(address,"MyServer");
				state = ClientState.Connecting;
			}
			break;
		case ClientState.Connecting:
			GUI.Label(new Rect(Screen.width/2,Screen.height/2-30,300,40),"Connecting to Server...");
			break;
		case ClientState.Connected:
			GUILayout.BeginArea(new Rect((Screen.width-500)/2,(Screen.height-400)/2,500,400));
			
			//
			GUILayout.BeginVertical();
			
			GUILayout.Label("Connect Success! Please Login.");
			//draw username
			GUILayout.BeginHorizontal();
			GUILayout.Label("UserName:");
			username = GUILayout.TextField(username);
			GUILayout.EndVertical();
			
			//draw password
			GUILayout.BeginHorizontal();
			GUILayout.Label("Password:");
			password = GUILayout.TextField(password);
			GUILayout.EndVertical();
			
			//draw buttons
			GUILayout.BeginHorizontal();
			if(GUILayout.Button("login")){
				userLogin(username,password);
			}
			
			
			if(GUILayout.Button("canel")){
				state = ClientState.DisConnect;
			}
			GUILayout.EndVertical();
			
			GUILayout.EndVertical();
			GUILayout.EndArea();
			
			break;
		case ClientState.ConnectFailed:
			GUI.Label(new Rect(Screen.width/2,Screen.height/2-30,300,40),"Connect Failed.");
			
			break;
		case ClientState.LoginSuccess:
			GUILayout.BeginArea(new Rect((Screen.width-500)/2,(Screen.height-400)/2,500,400));
			GUILayout.Label("Login Success!");
			GUILayout.EndArea();
			break;
		case ClientState.LoginFailed:
			GUILayout.BeginArea(new Rect((Screen.width-500)/2,(Screen.height-400)/2,500,400));
			GUILayout.Label("Login Failed!");
			GUILayout.EndArea();
			break;
		}
	}
	
	#region My Method
	IEnumerator connectFailedHandle(){
		yield return new WaitForSeconds(1);
		state = ClientState.DisConnect;
	}
	
	void userLogin(string uname,string pwd){
		Debug.Log("userLogin");
		Dictionary<byte,object> param = new Dictionary<byte, object>();
		param.Add((byte)OpKeyEnum.UserName,uname);
		param.Add((byte)OpKeyEnum.PassWord,pwd);
		peer.OpCustom((byte)OpCodeEnum.Login,param,true);
	}
	
	IEnumerator loginFailedHandle(){
		yield return new WaitForSeconds(1);
		Debug.Log("loginFailedHandle");
		state = ClientState.Connected;
	}
	#endregion
	
	
	

	#region IPhotonPeerListener implementation
	public void DebugReturn (DebugLevel level, string message)
	{
		
	}

	public void OnOperationResponse (OperationResponse operationResponse)
	{
		switch(operationResponse.OperationCode)
		{
		case (byte)OpCodeEnum.LoginSuccess:
			Debug.Log("login success!");
			state = ClientState.LoginSuccess;
			break;
		case (byte)OpCodeEnum.LoginFailed:
			Debug.Log("login Failed!");
			state = ClientState.LoginFailed;
			StartCoroutine(loginFailedHandle());
			break;
		}
	}

	public void OnStatusChanged (StatusCode statusCode)
	{
		switch(statusCode){
		case StatusCode.Connect:
			Debug.Log("Connect Success! Time:"+Time.time);
			state = ClientState.Connected;
			break;
		case StatusCode.Disconnect:
			state = ClientState.ConnectFailed;
			StartCoroutine(connectFailedHandle());
			Debug.Log("Disconnect! Time:"+Time.time);
			break;
		}
	}

	public void OnEvent (EventData eventData)
	{
		
	}
	#endregion
}

public enum ClientState : byte{
	DisConnect,
	Connecting,
	Connected,
	ConnectFailed,
	LoginSuccess,
	LoginFailed
}

public enum OpCodeEnum : byte
{
    //login
    Login = 249,
    LoginSuccess = 248,
    LoginFailed = 247,

    //room
    Create = 250,
    Join = 255,
    Leave = 254,
    RaiseEvent = 253,
    SetProperties = 252,
    GetProperties = 251
}


public enum OpKeyEnum : byte
{
    RoomId = 251,
    UserName = 252,
    PassWord = 253
}







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