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社区首页 >专栏 >unity3d 对接 workerman 实现联机游戏功能案例分享

unity3d 对接 workerman 实现联机游戏功能案例分享

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用户7718188
发布2022-11-06 20:18:58
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发布2022-11-06 20:18:58
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文章被收录于专栏:高级工程司高级工程司

客户端是 C#,就简单先以和服务器端连接,发送,接收做例子,进一步就是方块移动,坐标传递。

1. 简单通讯

客户端只是用面板画出一个输入框 (地址) 和显示区域 (接收服务端发送的内容),而服务器端是创建 TCP 服务,接收与发送。

(1). 客户端连接

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//连接????public void Connetion()????{????????//清理text????????recvText.text = "";????????//Socket????????socket = new Socket(AddressFamily.InterNetwork,?????????????????????????SocketType.Stream, ProtocolType.Tcp);????????//Connect????????string host = hostInput.text;????????int port = int.Parse(portInput.text);????????socket.Connect(host, port);????????clientText.text = "客户端地址1 " + socket.LocalEndPoint.ToString();????????//Recv????????socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null);????}

(2). 客户端接收

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//接收回调????private void ReceiveCb(IAsyncResult ar)????{????????try????????{????????????//count是接收数据的大小????????????int count = socket.EndReceive(ar);????????????//数据处理????????????string str = System.Text.Encoding.UTF8.GetString(readBuff, 0, count);????????????if (recvStr.Length > 300) recvStr = "";????????????recvStr += str + "\n";?????????????recvText.text = "接收的消息 " + recvStr;?????????????Debug.LogError("接收的消息 "+ recvStr);?????????????//继续接收? ????????????socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null);????????}????????catch (Exception e)????????{????????????recvText.text += "链接已断开";????????????socket.Close();????????}????}

(3). 客户端发送

3

//发送数据????public void Send()????{????????string str = textInput.text;????????byte[] bytes = System.Text.Encoding.Default.GetBytes("test:" + str);????????try????????{????????????socket.Send(bytes);????????}????????catch { }????}

2. workerman 安装

(1). 新启一个项目,进入该目录,composer require workerman/workerman

(2). 创建一个 start.php

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<?phpuse Workerman\Worker;require_once __DIR__ . '/vendor/autoload.php';// #### 开启TCP服务 ####$worker = new Worker('tcp://0.0.0.0:1234');// 4 processes//$worker->count = 4;// 客户端连接回调$worker->onConnect = function ($connection) {????echo "New Connection\n";};// 接收客户端消息$worker->onMessage = function ($connection, $data) use ($worker) {????// Send data to client????echo json_encode($data) . "\n";?????//$ip = $connection->getRemoteIp();????foreach($worker->connections as $connection)????{????????$connection->send($data);????}????//$connection->send("Hello $data \n");};// 客户端关闭回调$worker->onClose = function ($connection) {????echo "Connection closed\n";};Worker::runAll();?>

(3). 启动,输入 php start.php start,成功如下

(4). 打开客户端的 6asyn 场景并运行,输入 TCP 服务的地址和端口

(5). 点击发送,就可以查看 workerman 接收到的信息。

3. 方块移动案例

方块移动服务器端几乎不用修改,在连接成功后,将多个客户端的坐标传递到服务器端,服务器处理后再给所有连接发送坐标,客户端再将数据绘制到场景中。

(1). 前后端数据约定

POS 用于标识行为,比如 POS 为坐标移动,同理聊天可以用 IM,登陆用 LOGIN 做标识等 (攻击)。第二个为客户端连接标识,标识往后为坐标 X, Y, Z。

(2). 坐标的整合发送

服务器端在接收消息回调中,循环所有连接端,并给所有连接端发送从客户端发送过来的坐标。

5

$worker->onMessage = function ($connection, $data) use ($worker) {?????// 循环连接????foreach($worker->connections as $connection)????{????????// 发送坐标????????$connection->send($data);????}};

客户端维护一个名为 players 的字典,它将存放所有玩家的信息。msgList 是消息列表,接收到服务端的消息后,客户端会将消息保存在 msgList 中,等待 Update 逐一进行处理。

6

using UnityEngine;using System;using System.Collections;using System.Collections.Generic;using System.Net;using System.Net.Sockets;using UnityEngine.UI;?public class Walk : MonoBehaviour{????//socket和缓冲区????Socket socket;????const int BUFFER_SIZE = 1024;????public byte[] readBuff = new byte[BUFFER_SIZE];????//玩家列表????Dictionary<string, GameObject> players = new Dictionary<string, GameObject>();????//消息列表????List<string> msgList = new List<string>();????//Player预设????public GameObject prefab;????//自己的IP和端口????string id;?????//添加玩家????void AddPlayer(string id, Vector3 pos)????{????????GameObject player = (GameObject)Instantiate(prefab, pos, Quaternion.identity);????????TextMesh textMesh = player.GetComponentInChildren<TextMesh>();????????textMesh.text = id;????????players.Add(id, player);????}?????//发送位置协议????void SendPos()????{????????GameObject player = players[id];????????Vector3 pos = player.transform.position;????????//组装协议????????string str = "POS ";????????str += id + " ";????????str += pos.x.ToString() + " ";????????str += pos.y.ToString() + " ";????????str += pos.z.ToString() + " ";?????????byte[] bytes = System.Text.Encoding.Default.GetBytes(str);????????socket.Send(bytes);????????Debug.Log("发送 " + str);????}?????//发送离开协议????void SendLeave()????{????????//组装协议????????string str = "LEAVE ";????????str += id + " ";????????byte[] bytes = System.Text.Encoding.Default.GetBytes(str);????????socket.Send(bytes);????????Debug.Log("发送 " + str);????}?????//移动????void Move()????{????????if (id == "")????????????return;?????????GameObject player = players[id];????????//上????????if (Input.GetKey(KeyCode.UpArrow))????????{????????????player.transform.position += new Vector3(0, 0, 1);????????????SendPos();????????}????????//下????????else if (Input.GetKey(KeyCode.DownArrow))????????{????????????player.transform.position += new Vector3(0, 0, -1); ;????????????SendPos();????????}????????//左????????else if (Input.GetKey(KeyCode.LeftArrow))????????{????????????player.transform.position += new Vector3(-1, 0, 0);????????????SendPos();????????}????????//右????????else if (Input.GetKey(KeyCode.RightArrow))????????{????????????player.transform.position += new Vector3(1, 0, 0);????????????SendPos();????????}????}?????//离开????void OnDestory()????{????????SendLeave();????}?????//开始????void Start()????{????????Connect();?????????????????//请求其他玩家列表,略????????//把自己放在一个随机位置????????UnityEngine.Random.seed = (int)DateTime.Now.Ticks;????????float x = 100 + UnityEngine.Random.Range(-30, 30);????????float y = 0;????????float z = 100 + UnityEngine.Random.Range(-30, 30);????????Vector3 pos = new Vector3(x, y, z);????????AddPlayer(id, pos);?????????//同步????????SendPos();????}?????//链接????void Connect()????{????????//Socket????????socket = new Socket(AddressFamily.InterNetwork,?????????????????????????????????SocketType.Stream, ProtocolType.Tcp);????????//Connect????????socket.Connect("192.168.1.199", 1234);????????id = socket.LocalEndPoint.ToString();????????//Recv????????socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null);????}?????//接收回调????private void ReceiveCb(IAsyncResult ar)????{????????try????????{????????????int count = socket.EndReceive(ar);????????????//数据处理????????????string str = System.Text.Encoding.UTF8.GetString(readBuff, 0, count);????????????msgList.Add(str);????????????//继续接收? ????????????socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null);????????}????????catch (Exception e)????????{????????????socket.Close();????????}????}?????void Update()????{????????//处理消息列表????????for (int i = 0; i < msgList.Count; i++)????????????HandleMsg();????????//移动????????Move();????}?????//处理消息列表????void HandleMsg()????{????????//获取一条消息????????if (msgList.Count <= 0)????????????return;????????string str = msgList[0];????????msgList.RemoveAt(0);????????//根据协议做不同的消息处理????????string[] args = str.Split(' ');????????if (args[0] == "POS")????????{????????????OnRecvPos(args[1], args[2], args[3], args[4]);????????}????????else if (args[0] == "LEAVE")????????{????????????OnRecvLeave(args[1]);????????}????}?????//处理更新位置的协议????public void OnRecvPos(string id, string xStr, string yStr, string zStr)????{????????//不更新自己的位置????????if (id == this.id)????????????return;????????//解析协议????????float x = float.Parse(xStr);????????float y = float.Parse(yStr);????????float z = float.Parse(zStr);????????Vector3 pos = new Vector3(x, y, z);????????//已经初始化该玩家????????if (players.ContainsKey(id))????????{????????????players[id].transform.position = pos;????????}????????//尚未初始化该玩家????????else????????{????????????AddPlayer(id, pos);????????}????}?????//处理玩家离开的协议????public void OnRecvLeave(string id)????{????????if (players.ContainsKey(id))????????{????????????Destroy(players[id]);????????????players[id] = null;????????}????}}

4. 演示效果

原创声明:本文系作者授权腾讯云开发者社区发表,未经许可,不得转载。

如有侵权,请联系 cloudcommunity@tencent.com 删除。

原创声明:本文系作者授权腾讯云开发者社区发表,未经许可,不得转载。

如有侵权,请联系 cloudcommunity@tencent.com 删除。

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目录
  • 1. 简单通讯
  • 2. workerman 安装
  • 3. 方块移动案例
  • 4. 演示效果
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