(一)服務(wù)端
新建類庫(kù)
引用:ExitGamesLibs,Photon.SocketServer,PhotonHostRuntimeInterfaces
ApplicationBase
using chatServer.Properties; using Photon.SocketServer; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace chatServer { ///
PeerBase
using Photon.SocketServer; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using PhotonHostRuntimeInterfaces; namespace chatServer.Properties { ///
設(shè)置輸出
在下載好的sdk目錄下新建文件MyChartServer,并在文件下新建bin目錄
項(xiàng)目-chatserver屬性(Alt+F7)-生成-輸出路徑為ExitGames-Photon-Server-SDK_v3-4-31-10808deployMyChartServerbin
配置文件
ExitGames-Photon-Server-SDK_v3-4-31-10808deploybin_Win64配置PhotonServer.config文件下
Application Name=”Lite”和”LiteLobby”間加入新的Application,配置如下
(二)客戶端
新建控制臺(tái)程序
引用Photon3DotNet
using ExitGames.Client.Photon; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PhotonChatServerClient { class ChatServerListener : IPhotonPeerListener { public bool isconnect = false; public void DebugReturn(DebugLevel level, string message) { } public void OnEvent(EventData eventData) { } public void OnOperationResponse(OperationResponse operationResponse) { } public void OnStatusChanged(StatusCode statusCode) { switch (statusCode) { case StatusCode.Connect: isconnect = true; Console.WriteLine("Connect"); break; } } } class Program { static void Main(string[] args) { ChatServerListener listener=new ChatServerListener(); PhotonPeer peer=new PhotonPeer(listener,ConnectionProtocol.Tcp);//第二個(gè)參數(shù)為選擇的協(xié)議 peer.Connect("127.0.0.1:4530", "ChartServer");//連接服務(wù)器,4530為config文件指定協(xié)議所對(duì)應(yīng)的端口號(hào),Chartserver為之前的服務(wù)端應(yīng)用 while (!listener.isconnect)//判斷是否建立連接 { peer.Service();//這個(gè)調(diào)用完才能向服務(wù)器發(fā)起請(qǐng)求 } } } }
(三)運(yùn)行客戶端服務(wù)端,完成連接
(四)客戶端發(fā)起請(qǐng)求
修改之前的客戶端
using ExitGames.Client.Photon; using System; using System.Collections.Generic; using System.Data.SqlTypes; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PhotonChatServerClient { class ChatServerListener : IPhotonPeerListener { public bool isconnect = false; public void DebugReturn(DebugLevel level, string message) { } public void OnEvent(EventData eventData) { } public void OnOperationResponse(OperationResponse operationResponse) { } public void OnStatusChanged(StatusCode statusCode) { switch (statusCode) { case StatusCode.Connect: isconnect = true; Console.WriteLine("Connect"); break; } } } class Program { static void Main(string[] args) { ChatServerListener listener=new ChatServerListener(); PhotonPeer peer=new PhotonPeer(listener,ConnectionProtocol.Tcp); peer.Connect("127.0.0.1:4530", "ChartServer");//連接服務(wù)器 while (!listener.isconnect) { peer.Service(); } Dictionary
(五)服務(wù)端響應(yīng)
修改之前的服務(wù)端PeerBase
/// 當(dāng)客戶端發(fā)起請(qǐng)求時(shí)調(diào)用 /// /// /// protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters) { Dictionary
(六)客戶端獲得服務(wù)端的響應(yīng)
///
(七)unity客戶端
目錄Plugin下引入sdk/lib/Photon3Unity3D.dll
using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using ExitGames.Client.Photon; using UnityEngine; public class PhotonServerEngine : MonoBehaviour ,IPhotonPeerListener { private PhotonPeer peer; private bool isconnect = false; void Start() { peer = new PhotonPeer(this, ConnectionProtocol.Tcp); peer.Connect("127.0.0.1:4530", "ChartServer");//連接服務(wù)器 } void Update() { peer.Service(); } void OnGUI() { if (isconnect) { if (GUILayout.Button("Send")) { Dictionary