Photon Server 服务端编程

Photon Server 和 Unity3D 数据交互:

Photon Server 服务端编程

Unity3D 客户端编程

VS2017 之 MYSQL实体数据模型

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的服务端编程:

1、新建项目MyGameServer,引用外部库(5个)并设置PhotonServer.config文件。

Photon Server 服务端编程

设置PhotonServer.config文件

Photon Server 服务端编程

 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>

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