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 fauled SendOperationResponse(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 { //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 } }
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 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 }