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 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{ //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}