Unity游戏开发Photon Server之客户端架构

发表于2017-08-31
评论0 2.2k浏览
客户端的服务器部分通过不同的控制器对外提供调用,完成和服务器的通信。

类间关系如图:

图中的类里,PhotonEngine是继承了MonoBehavior类和IPhotonPeerListener接口的单例类,会在Awake函数中连接服务器,在Update函数中调用PhotonPeer的Service函数来向服务器发送Request,并接受服务器的Response.值得注意的是在场景加载时要确保不会被销毁以防止连接断开。

ControllerBase是抽象类,继承自MonoBehavior.在Start函数执行时将在PhotonEngine中注册。当PhotonEngine得到Response之后,会根据OperationCode调用已注册的相应的Controller.在Destroy函数中,会取消在PhotonEngine的注册记录以防止出现找不到引用的bug.各个不同的Controller就会对不同的操作进行处理。

PhotonEngine类的实例代码如下:
public class PhotonEngine : MonoBehaviour, IPhotonPeerListener
{
    IPHostEntry hostEntry;
    public ConnectionProtocol protocol = ConnectionProtocol.Tcp;
    public string IPaddress = string.Empty;
    //public string IPAddress = IP+":4530";
    public string applicationName = "ARApplication";
    public Dictionary<byte, ControllerBase> controllerDic = new Dictionary<byte, ControllerBase>();
    public delegate void OnConnectedToServerEvent();
    public event OnConnectedToServerEvent OnConnectedToServer;
    public delegate void OnDisConnectedEvent();
    public event OnDisConnectedEvent OnDisConnect;
    public static PhotonEngine photonInstance
    {
        get
        {
            return _instance;
        }
    }
    private static PhotonEngine _instance;
    PhotonPeer peer;
    bool isConnected = false;
    void Awake()
    {
        _instance = this;
        hostEntry = Dns.GetHostEntry(Dns.GetHostName());
        foreach(IPAddress ip in hostEntry.AddressList)
        {
            if(ip.AddressFamily==System.Net.Sockets.AddressFamily.InterNetwork)
            {
                IPaddress += ":4530";
            }
        }
        peer = new PhotonPeer(this, protocol);
        peer.Connect(IPaddress, applicationName);
    }
    void Update()
    {
        peer.Service();
    }
    public void RegisterController(OperationCode opCode, ControllerBase controller)  //在ControllerBase中调用此方法
    {
        controllerDic.Add((byte)opCode, controller);
    }
    public void UnRegisterController(OperationCode opCode)
    {
        controllerDic.Remove((byte)opCode);
    }
    public void SendRequest(OperationCode opCode, Dictionary<byte, object> parameter)
    {
        peer.OpCustom((byte)opCode, parameter, true);
    }
    public void DebugReturn(DebugLevel level, string message)
    {
    }
    public void OnEvent(EventData eventData)
    {
    }
    public void OnOperationResponse(OperationResponse operationResponse)
    {
        Debug.Log("Response Sucessed");
        ControllerBase controllerObject;
        controllerDic.TryGetValue(operationResponse.OperationCode, out controllerObject);  //根据operationResponse.Operationcode得到字典中已经注册好的对应的Controller
        controllerObject.OnOperationResponse(operationResponse);//调用Controller中的方法;
    }
    public void OnStatusChanged(StatusCode statusCode)
    {
        switch (statusCode)
        {
            case StatusCode.Connect:
                {
                    isConnected = true;
                    OnConnectedToServer();
                }
                break;
            case StatusCode.Disconnect:
                {
                    Debug.Log("Disconnected");
                }
                break;
        }
    }
}

接着是抽象类ControllerBase
public abstract class ControllerBase : MonoBehaviour {
    public abstract OperationCode opCode
    {
        get;
    }
    public virtual void Start()
    {
        PhotonEngine.photonInstance.RegisterController(opCode, this);
    }
    public virtual void OnDestroy()
    {
        PhotonEngine.photonInstance.UnRegisterController(opCode);
    }
    public abstract void OnOperationResponse(OperationResponse response);
}

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