Photon Server 和 Unity3D 数据交互:
一:Photon Server的下载安装:
https://www.photonengine.com/zh-CN/sdks#server-sdkserverserver
点击下载 Download SDK(需注册登陆下载)
二:Photon Server的客户端编程:
1、新建项目MyGameServer,引用外部库(5个)并设置PhotonServer.config文件。
设置PhotonServer.config文件
1 <MMoInstance <!--这个Photon instances的名称--> 2 MaxMessageSize="512000" 3 MaxQueuedDataPerPeer="512000" 4 PerPeerMaxReliableDataInTransit="51200" 5 PerPeerTransmitRateLimitKBSec="256" 6 PerPeerTransmitRatePeriodMilliseconds="200" 7 MinimumTimeout="5000" 8 MaximumTimeout="30000" 9 DisplayName="MyGame" <!--显示在Photon instances的名称--> 10 > 11 12 <!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. --> 13 <!-- Port 5055 is Photon's default for UDP connections. --> 14 <UDPListeners> 15 <UDPListener 16 IPAddress="0.0.0.0" 17 Port="5055" 18 OverrideApplication="MyGame1">"<!--指明这个端口号是给哪个Application使用的--> 19 </UDPListener> 20 </UDPListeners> 21 22 <!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. --> 23 <!-- Port 4530 is Photon's default for TCP connecttions. --> 24 <!-- A Policy application is defined in case that policy requests are sent to this listener (known bug of some some flash clients) --> 25 <TCPListeners> 26 <TCPListener 27 IPAddress="0.0.0.0" 28 Port="4530" 29 PolicyFile="Policy\assets\socket-policy.xml" 30 InactivityTimeout="10000" 31 OverrideApplication="MyGame1" 32 > 33 </TCPListener> 34 </TCPListeners> 35 36 <!-- Policy request listener for Unity and Flash (port 843) and Silverlight (port 943) --> 37 <PolicyFileListeners> 38 <!-- multiple Listeners allowed for different ports --> 39 <PolicyFileListener 40 IPAddress="0.0.0.0" 41 Port="843" 42 PolicyFile="Policy\assets\socket-policy.xml" 43 InactivityTimeout="10000"> 44 </PolicyFileListener> 45 <PolicyFileListener 46 IPAddress="0.0.0.0" 47 Port="943" 48 PolicyFile="Policy\assets\socket-policy-silverlight.xml" 49 InactivityTimeout="10000"> 50 </PolicyFileListener> 51 </PolicyFileListeners> 52 53 <!-- WebSocket (and Flash-Fallback) compatible listener --> 54 <WebSocketListeners> 55 <WebSocketListener 56 IPAddress="0.0.0.0" 57 Port="9090" 58 DisableNagle="true" 59 InactivityTimeout="10000" 60 OverrideApplication="MyGame1"> 61 </WebSocketListener> 62 </WebSocketListeners> 63 64 <!-- Defines the Photon Runtime Assembly to use. --> 65 <Runtime 66 Assembly="PhotonHostRuntime, Culture=neutral" 67 Type="PhotonHostRuntime.PhotonDomainManager" 68 UnhandledExceptionPolicy="Ignore"> 69 </Runtime> 70 71 72 <!-- Defines which applications are loaded on start and which of them is used by default. Make sure the default application is defined. --> 73 <!-- Application-folders must be located in the same folder as the bin_win32 folders. The BaseDirectory must include a "bin" folder. --> 74 <Applications Default="MyGame1"><!--客户端连接服务器未指定Application时连接默认的Application--> 75 76 <!-- MMO Demo Application --> 77 <Application 78 Name="MyGame1"<!--应用名称--> 79 BaseDirectory="MyGameServer"<!--\deploy下这个服务器应用的文件名称--> 80 Assembly="MyGameServer"<!-—程序集名称--> 81 Type="MyGameServer.MyGames"<!--主类名称--> 82 ForceAutoRestart="true"<!--是否自动重启--> 83 WatchFiles="dll;config" 84 ExcludeFiles="log4net.config"> 85 </Application> 86 87 </Applications> 88 </MMoInstance>
2、新建MyGames类继承ApplicationBase作为服务器启动类,并实现其抽象方法。
1 using System.Linq; 2 using System.Text; 3 using System.Threading.Tasks; 4 using ExitGames.Logging; 5 using Photon.SocketServer; 6 using log4net.Config; 7 using ExitGames.Logging.Log4Net; 8 9 namespace MyGameServer 10 { 11 public class MyGames : ApplicationBase 12 { 13 /// <summary> 14 /// 获得日志对象 引用ExitGames.Logging命名空间 15 /// </summary> 16 public static readonly ILogger Log = LogManager.GetCurrentClassLogger(); 17 18 /// <summary> 19 /// 客户端连接请求时执行 20 /// </summary> 21 /// <param name="initRequest">客户端信息</param> 22 /// <returns></returns> 23 protected override PeerBase CreatePeer(InitRequest initRequest) 24 { 25 Log.Info("客户端连接成功!。。。。。"); 26 return new ClientPeers(initRequest); 27 } 28 29 /// <summary> 30 /// 初始化 31 /// </summary> 32 protected override void Setup() 33 { 34 log4net.GlobalContext.Properties["Photon:ApplicationLogPath"] =Path.Combine(Path.Combine(this.ApplicationRootPath, "bin_Win64"),"log"); 35 //引用System.IO命名空间 日志设置 36 FileInfo configInfo = new FileInfo(Path.Combine(this.BinaryPath, "log4net.config")); 37 if (configInfo.Exists) 38 { 39 //引用ExitGames.Logging.Log4Net命名空间 40 LogManager.SetLoggerFactory(Log4NetLoggerFactory.Instance); //设置使用log4net插件 41 //引用log4net.Config命名空间 42 XmlConfigurator.ConfigureAndWatch(configInfo);//读取日志文件 43 } 44 Log.Info("初始化成功!。。。。。"); 45 } 46 /// <summary> 47 /// 关闭时 48 /// </summary> 49 protected override void TearDown() 50 { 51 Log.Info("服务器成功关闭!。。。。。"); 52 } 53 } 54 }
3、客户端连接类ClientPeers继承ClientPeer类并实现其抽象方法。
1 using System; 2 using System.Collections.Generic; 3 using System.Linq; 4 using System.Text; 5 using System.Threading.Tasks; 6 using Photon.SocketServer; 7 using PhotonHostRuntimeInterfaces; 8 9 namespace MyGameServer 10 { 11 public class ClientPeers :ClientPeer 12 { 13 public ClientPeers(InitRequest initRequest):base(initRequest) 14 { 15 } 16 17 protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail) 18 { 19 MyGames.Log.Info("客户端断开连接!....."); 20 } 21 22 protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters) 23 { 24 //根据客户端请求类型分类 25 switch(operationRequest.OperationCode) 26 { 27 case 1: 28 //客户端数据获得 29 object i, j; 30 Dictionary<byte, object> date = operationRequest.Parameters; 31 date.TryGetValue(1,out i); 32 date.TryGetValue(2,out j); 33 //日志输出 34 MyGames.Log.Info(String.Format("收到一个请求!。。。。。{0},{1}",i,j)); 35 //返回客户端信息 36 OperationResponse op = new OperationResponse(1); 37 op.Parameters = date; 38 //SendOperationResponse只适用于双向交互时(即已由客户端发出请求,再有服务端返回),由服务端到客户端。 39 SendOperationResponse(op, sendParameters); 40 //单方面由服务端向客户端发送消息 41 EventData eventData = new EventData(1); 42 eventData.Parameters = date; 43 SendEvent(eventData, sendParameters); 44 break; 45 case 2: 46 break; 47 default: 48 break; 49 } 50 } 51 } 52 }
4、引入日志配置文件log4net.config
1 <?xml version="1.0" encoding="utf-8" ?> 2 <log4net debug="false" update="Overwrite"> 3 4 <appender name="RollingFileAppender" type="log4net.Appender.RollingFileAppender"> 5 <file type="log4net.Util.PatternString" value="%property{Photon:ApplicationLogPath}\\MyGame.Server.log" /> 6 <!--MyGame.Server修改为自己想要的日志文件名称--> 7 <appendToFile value="true" /> 8 <maximumFileSize value="5000KB" /> 9 <maxSizeRollBackups value="2" /> 10 <layout type="log4net.Layout.PatternLayout"> 11 <conversionPattern value="%d [%t] %-5p %c - %m%n" /> 12 </layout> 13 </appender> 14 15 <appender name="ConsoleAppender" type="log4net.Appender.ConsoleAppender"> 16 <layout type="log4net.Layout.PatternLayout"> 17 <param name="ConversionPattern" value="%d [%t] %-5p %c - %m%n" /> 18 </layout> 19 <filter type="log4net.Filter.LevelRangeFilter"> 20 <levelMin value="DEBUG" /> 21 <levelMax value="FATAL" /> 22 </filter> 23 </appender> 24 25 <!-- logger --> 26 <root> 27 <level value="INFO" /> 28 <!--<appender-ref ref="ConsoleAppender" />--> 29 <appender-ref ref="RollingFileAppender" /> 30 </root> 31 32 <logger name="OperationData"> 33 <level value="INFO" /> 34 </logger> 35 36 </log4net>