Photon服务器引擎 入门教程二

上一讲中主要介绍了服务器的简单知识,,配置服务器和客户端连接.

第二讲介绍客户端请求服务器,服务器响应操作,我们就以一个简单的用户登录为基础介绍吧

一、服务器端

按照上一篇教程我们配置好简单的photon服务器,但是只能用于连接服务器和断开服务器操作,其他的基本没有提到,今天是要在上一讲基础上添加内容.

主要是在MyPeer.cs类的OnOperationRequest方法中实现,代码如下:

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 fauledSendOperationResponse(new OperationResponse((byte)OpCodeEnum.LoginFailed, null), new SendParameters());}break;}}}}OnOperationRequest方法中验证用户名和密码,然后发送响应给客户端.需要用到的枚举一个类如下:using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace MyServer.Message{enum OpCodeEnum : byte{//loginLogin = 249,LoginSuccess = 248,LoginFailed = 247,//roomCreate = 250,Join = 255,Leave = 254,RaiseEvent = 253,SetProperties = 252,GetProperties = 251}enum OpKeyEnum : byte{RoomId = 251,UserName = 252,PassWord = 253}}二、客户端

客户端过程需要请求服务器并接收服务器的响应下面上代码,就一个类搞定:

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 initializationvoid Start () {peer = new PhotonPeer(this,ConnectionProtocol.Udp);}// Update is called once per framevoid 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 usernameGUILayout.BeginHorizontal();GUILayout.Label("UserName:");username = GUILayout.TextField(username);GUILayout.EndVertical();//draw passwordGUILayout.BeginHorizontal();GUILayout.Label("Password:");password = GUILayout.TextField(password);GUILayout.EndVertical();//draw buttonsGUILayout.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 MethodIEnumerator 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 implementationpublic 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{//loginLogin = 249,LoginSuccess = 248,LoginFailed = 247,//roomCreate = 250,Join = 255,Leave = 254,RaiseEvent = 253,SetProperties = 252,GetProperties = 251}public enum OpKeyEnum : byte{RoomId = 251,UserName = 252,PassWord = 253}项目源码免积分下载:服务器端和客户端

如果心胸不似海,又怎能有海一样的事业。

Photon服务器引擎 入门教程二

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