仿LOL项目开发第八天

仿LOL项目开发第八天

                                                                       by 草帽

这节我们继续上节所讲的内容,上节我们初始化好了LoginWindow,当我们点击确认选择服务器按钮的时候,就发送服务器id给游戏服务器。

这里就开始涉及到客户端需要跟服务器的网络通信,所以我们得先来写个客户端的Socket框架:

NetworkManager.cs单例脚本来管理。

因为我之前做过了这个脚本,所以我特意封装了自己的网路管理network.dll,直接就可以拿来用。

至于这里面的脚本,有兴趣的童鞋可以自己去反编译下看看。

network.dll下载地址

这个dll下载完成之后,我们新建一个文件夹,取名为Plugin,然后把这个dll拖到里面去。

接着,开始正式的编写NetworkManager脚本:

using UnityEngine;
using System.Collections;
using System;
using Game;
public class NetworkManager : Singleton<NetworkManager>
{
    private WWW m_wwwRequest = null;
    private float m_fLastTimeForHeartBeat = 0f;
    public static string serverURL = "http://127.0.0.1/LOLGameDemo/serverUrl.xml";
    public static string serverIP = "127.0.0.1";
    public static int serverPort = 8000;
    public CNetProcessor m_netProcessor = null;
    public CNetwork m_network = null;
    private IXLog m_log = XLog.GetLog<NetworkManager>();
    public SocketState NetState
    {
        get
        {
            SocketState result;
            if (null != this.m_network)
            {
                SocketState state = this.m_network.GetState();
                result = state;
            }
            else
            {
                result = SocketState.State_Closed;
            }
            return result;
        }
    }
    public void Init()
    {
        CRegister.RegistProtocol();
        CNetObserver cNetObserver = new CNetObserver();
        this.m_netProcessor = new CNetProcessor();
        this.m_netProcessor.Observer = cNetObserver;
        cNetObserver.oProc = this.m_netProcessor;
        this.m_network = new CNetwork();
        CPacketBreaker oBreaker = new CPacketBreaker();
        string newFullPath = SystemConfig.ResourceFolder;
        if (!this.m_network.Init(this.m_netProcessor, oBreaker, 65536u, 65536u, newFullPath, true))
        {
            this.m_log.Fatal("oNet.Init Error");
        }
        else
        {
            this.m_log.Debug("oNet.Init Success!");
            this.m_netProcessor.Network = this.m_network;
        }
    }
    public void FixedUpdate()
    {
        try
        {
            if (this.m_netProcessor != null && null != this.m_netProcessor.Network)
            {
                this.m_netProcessor.Network.ProcessMsg();
                //this.m_netProcessor.Network.CheckHeartBeat(CommonDefine.IsMobilePlatform);
            }
        }
        catch (Exception ex)
        {
            this.m_log.Fatal(ex.ToString());
        }
    }
    private IEnumerator ConnectToURL()
    {
        Debug.Log("ConnectToURL:" + NetworkManager.serverURL);
        this.m_wwwRequest = new WWW(NetworkManager.serverURL);
        bool flag = false;
        for (int i = 0; i < 10; i++)
        {
            yield return new WaitForSeconds(0.5f);
            if (this.m_wwwRequest.isDone)
            {
                if (string.IsNullOrEmpty(this.m_wwwRequest.error))
                {
                    if (!string.IsNullOrEmpty(this.m_wwwRequest.text))
                    {
                        string[] array = this.m_wwwRequest.text.Split(new char[]
						{
							':'
						});
                        if (array.Length == 2)
                        {
                            NetworkManager.serverIP = array[0];//游戏网关服务器ip地址
                            NetworkManager.serverPort = Convert.ToInt32(array[1]);
                            flag = true;
                            this.RealConnectToServer();
                        }
                        else
                        {
                            Debug.LogError("m_wwwRequest.text=:" + this.m_wwwRequest.text);
                        }
                    }
                }
                else
                {
                    Debug.LogError(this.m_wwwRequest.error.ToString());
                }
                break;
            }
        }
        if (null != this.m_wwwRequest)
        {
            this.m_wwwRequest.Dispose();
            this.m_wwwRequest = null;
        }
        if (!flag)
        {
            /*if (Singleton<Login>.singleton.IsLogined)
            {
                Singleton<ReConnect>.singleton.OnConnectToURLFailed();
            }
            else
            {
                Singleton<Login>.singleton.OnConnectToURLFailed();
            }*/
        }
        yield break;
    }
    private void RealConnectToServer()
    {
        this.m_log.Info(string.Format("ConnectToServer:{0}:{1}", NetworkManager.serverIP, NetworkManager.serverPort));
        if (!this.m_netProcessor.Network.Connect(NetworkManager.serverIP, NetworkManager.serverPort))
        {
            Debug.Log("Failed");
            /*if (!Singleton<Login>.singleton.IsLogined)
            {
                Singleton<Login>.singleton.OnConnectFailed();
            }
            else
            {
                Singleton<ReConnect>.singleton.OnConnectFailed();
            }*/
        }
        else
        {
            this.m_log.Info("Connecting...");
        }
    }
    public void ConnectToServer()
    {
        if (string.IsNullOrEmpty(NetworkManager.serverURL))
        {
            this.m_log.Error("serverURL IsNullOrEmpty");
        }
        LOLGameDriver.Instance.StartCoroutine(this.ConnectToURL());
    }
    public void SendMsg(CProtocol ptc)
    {
        try
        {
            if (null != this.m_netProcessor)
            {
                this.m_netProcessor.Send(ptc);
            }
        }
        catch (Exception ex)
        {
            this.m_log.Fatal(ex.ToString());
        }
    }
    public void Close()
	{
		Debug.Log("NetWorkManager::Close");
		if (null != this.m_network)
		{
			this.m_network.Close();
		}
		if (null != this.m_wwwRequest)
		{
			this.m_wwwRequest.Dispose();
			this.m_wwwRequest = null;
		}
	}
    public void UnInit()
    {
        Debug.Log("NetWorkManager::OnApplicationQuit");
        if (null != this.m_network)
        {
            this.m_network.UnInit();
            this.m_network = null;
        }
        this.m_netProcessor = null;
    }
    /// <summary>
    /// 发送登陆请求
    /// </summary>
    /// <param name="username"></param>
    /// <param name="password"></param>
    /// <param name="serverId"></param>
    public void SendLogin(string username, string password, int serverId)
    {
        CptcC2GReq_Login instance = new CptcC2GReq_Login() 
        {
            m_strUsername = username,
            m_strPassword = password,
            m_dwServerId = serverId
        };
        SendMsg(instance);
    }
}

因为客户端和服务器是有协议约定的,所以我们每条消息都必须准守这个协议,这里我在network.dll里面就搞了个协议抽象基类Cptrocol.cs,然后自己在Unity中新建CRegister.cs来管理这些消息。

CRegister:

using UnityEngine;
using System.Collections;
namespace Game
{
    internal class CRegister
    {
        /// <summary>
        /// 注册消息协议
        /// </summary>
        public static void RegistProtocol() 
        {
            CProtocol.Register(new CptcG2CNtf_LoginResult());//1001,注册登录消息
        }
    }
}

可以有些童鞋还会有报错,这里我们得在写个类:CNetObserver:主要用于接收消息的监控

using UnityEngine;
using System.Collections;
using Utility;
namespace Game
{
    public class CNetObserver : INetObserver
    {
        public CNetProcessor oProc = null;
        public void OnConnect(bool bSuccess)
        {
            if (!bSuccess)
            {
            }
            else
            {
                XLog.Log.Debug("Connect Success!");
            }
        }
        public void OnClosed(NetErrCode nErrCode)
        {
            XLog.Log.Error(string.Format("OnClosed:{0}", nErrCode.ToString()));
        }
        public void OnReceive(int unType, int nLen)
        {
            Singleton<PerformanceAnalyzer>.singleton.OnRecevie((uint)nLen);
        }
        public void OnSend(int dwType, int nLen)
        {
            Singleton<PerformanceAnalyzer>.singleton.OnSend((uint)nLen);
        }
    }
}

OK,这样大致的网络通信的单例脚本就写完了。这里我讲下大致的连接步骤流程。

首先,我们点击确认选择按钮,先判断是否已经连接上网关服务器,如果没有就开始连接。

那么怎么个连接法,我这里采用的是,先访问web站点,从站点中获取网关服务器ip地址和端口号。这样的好处是能动态的登陆网关服务器,比如网关1崩溃了,我只要改下web站点的ip就可以了,如果在程序内写死的话,这样又得重新更新客户端,麻烦。

大家可以看到我这边写的是我自己的web站点地址,这里,你们得改成你们自己写的。

这里我写的ip地址是127.0.0.1,端口号8000,因为我们就在本地测试,所以就写本地ip,如果是腾讯或者阿里云的话,我们就改成他的ip地址即可。

然后我们回到LoginCtrl里面,添加一个方法LoginStart,传递的参数是选择的服务器id:

    public void LoginStart(int serverId)
    {
        //如果已经连接上,就直接发送登陆消息请求
        if (Singleton<NetworkManager>.singleton.NetState == SocketState.State_Connected)
        {
            SystemConfig.SelectedServerIndex = serverId;//保存上次选择的服务器id
            SystemConfig.LocalSetting.SelectedServer = serverId;//保存到本地配置
            //发送登陆消息请求
            NetworkManager.singleton.SendLogin(this.username,this.password,serverId);
        }
        else 
        {
            Singleton<NetworkManager>.singleton.ConnectToServer();//开始连接服务器
        }
    }

然后把这个方法添加到LoginWindow的SelectServerButton当做事件监听。

    /// <summary>
    /// 登陆游戏服务器
    /// </summary>
    /// <param name="go"></param>
    public void OnLoginServer(GameObject go)
    {
        if (this.m_selectedServerId >= 0)
        {
            LoginCtrl.singleton.LoginStart(this.m_selectedServerId);
        }
        else 
        {
            Debug.LogError("选择服务器不存在");
        }
    }

OK,我们回到NetworkManager中,来写SendLogin这方法,主要是发送登陆消息给游戏网关服务器。

    /// <summary>
    /// 发送登陆请求
    /// </summary>
    /// <param name="username"></param>
    /// <param name="password"></param>
    /// <param name="serverId"></param>
    public void SendLogin(string username, string password, int serverId)
    {
        CptcC2GReq_Login instance = new CptcC2GReq_Login() 
        {
            m_strUsername = username,
            m_strPassword = password,
            m_dwServerId = serverId
        };
        SendMsg(instance);
    }

CptcC2GReq_Login这条就是登陆消息,遵守CProtocol

using UnityEngine;
using System.Collections;
using Game;
/// <summary>
/// 客户端发送给服务器的登陆消息请求
/// </summary>
public class CptcC2GReq_Login : CProtocol
{
    public string m_strUsername;//用户名
    public string m_strPassword;//密码
    public int m_dwServerId;//选择的服务器id
    public CptcC2GReq_Login()
        : base(1000)
    {
        this.m_strUsername = "";
        this.m_strPassword = "";
        this.m_dwServerId = 0;
    }
    public override CByteStream DeSerialize(CByteStream bs)
    {
        bs.Read(ref m_strUsername);
        bs.Read(ref m_strPassword);
        bs.Read(ref m_dwServerId);
        return bs;
    }
    public override CByteStream Serialize(CByteStream bs)
    {
        bs.Write(this.m_strUsername);
        bs.Write(this.m_strPassword);
        bs.Write(this.m_dwServerId);
        return bs;
    }
    public override void Process()
    {
        
    }
}

可见这条消息包括3个需要传递的变量:

    public string m_strUsername;//用户名
    public string m_strPassword;//密码
    public int m_dwServerId;//选择的服务器i

有用户名、密码、还有选择的游戏服务器id。

OK,客户端的通信已经完成,接着我们就得开始搭建服务器,我这里采用的是java的mina框架。

不懂的童鞋可以去先了解一下,很快就能入门。

CptcC2GReq_Login
原文地址:https://www.cnblogs.com/CaomaoUnity3d/p/5675356.html