Photon Server 和 Unity3D 数据交互:
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的客户端编程:
1、新建项目MyGameServer,引用外部库(5个)并设置PhotonServer.config文件。

设置PhotonServer.config文件

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>