项目下载地址
https://gitee.com/dreamsfly900/universal-Data-Communication-System-for-windows
Example /Unity3D_2DShootServer_Client 项目文件位置。
教程编写有 SuperLinMeng 提供,QQ:2360450496
WeaveSocket通讯框架官方QQ群17375149
WeaveSocket框架-Unity太空大战游戏-
概述0
先看下最终的效果
服务端
用户登录后,认证成功进入游戏后
客户端
输入错误密码,有提示信息
主要技术架构
服务端端:
Socket框架【WeaveSocket】
https://gitee.com/dreamsfly900/universal-Data-Communication-System-for-windows/
数据库【LiteDB】(3.1.4.0)
http://www.litedb.org/
界面UI【WPF】(.Net4.5)
项目源码图
Unity3D客户端:
WeaveSocket官方QQ群17375149
服务端运行图:
主要的用到的类为:
WeaveTCPcloud类(部分重写,与原作者源码不同,请注意下)
代码如下:
using MyTcpCommandLibrary; using System; using System.Collections.Generic; using System.Net.Sockets; using System.Reflection; using System.Xml; using WeaveBase; using WeaveSocketServer; namespace MyTCPCloud { public class WeaveTCPcloud : IWeaveUniversal { public event WeaveLogDelegate WeaveLogEvent; public event WeaveServerReceiveDelegate WeaveReceiveEvent; public event WeaveServerUpdateSocketHander WeaveUpdateEvent; public event WeaveServerDeleteSocketHander WeaveDeleteEvent; public event WeaveServerUpdateUnityPlayerSetOnLineHander WeaveServerUpdateUnityPlayerSetOnLineEvent; //public XmlDocument xml //{ // get;set; //} public List<CmdWorkItem> CmdWorkItems { get { return _CmdWorkItems; } set { _CmdWorkItems = value; } } public WeaveTable weaveTable { get { return _weaveTable; } set { _weaveTable = value; } } public List<WeaveOnLine> weaveOnline { get { return _weaveOnline; } set { _weaveOnline = value; } } public List<UnityPlayerOnClient> unityPlayerOnClientList { get { return _unityPlayerOnClientList; } set { _unityPlayerOnClientList = value; } } // public IWeaveTcpBase P2Server public WeaveP2Server P2Server { get;set; } public WeaveTcpToken TcpToken { get { return _TcpToken; } set { _TcpToken = value; } } List<CmdWorkItem> _CmdWorkItems = new List<CmdWorkItem>(); WeaveTable _weaveTable = new WeaveTable(); List<WeaveOnLine> _weaveOnline = new List<WeaveOnLine>(); WeaveTcpToken _TcpToken = new WeaveTcpToken(); //我写的方法 List<UnityPlayerOnClient> _unityPlayerOnClientList = new List<UnityPlayerOnClient>(); public bool Run(WevaeSocketSession myI) { //ReloadFlies(); AddMyTcpCommandLibrary(); weaveTable.Add("onlinetoken", weaveOnline);//初始化一个队列,记录在线人员的token if (WeaveLogEvent != null) WeaveLogEvent("连接", "连接启动成功"); return true; } /// <summary> /// 读取WeavePortTypeEnum类型后,初始化 new WeaveP2Server("127.0.0.1"),并添加端口; /// </summary> /// <param name="WeaveServerPort"></param> public void StartServer(WeaveServerPort _ServerPort) { // WeaveTcpToken weaveTcpToken = new WeaveTcpToken(); P2Server = new WeaveP2Server("127.0.0.1"); P2Server.waveReceiveEvent += P2ServerReceiveHander; P2Server.weaveUpdateSocketListEvent += P2ServerUpdateSocketHander; P2Server.weaveDeleteSocketListEvent += P2ServerDeleteSocketHander; // p2psev.NATthroughevent += tcp_NATthroughevent;//p2p事件,不需要使用 P2Server.Start( _ServerPort.Port );//myI.Parameter[4]是端口号 TcpToken.PortType = _ServerPort.PortType; TcpToken.P2Server = P2Server; TcpToken.IsToken = _ServerPort.IsToken; TcpToken.WPTE = _ServerPort.PortType; // TcpToken = weaveTcpToken; // P2Server = p2psev; } public void AddMyTcpCommandLibrary() { try { LoginManageCommand loginCmd = new LoginManageCommand(); loginCmd.ServerLoginOKEvent += UpdatePlayerListSetOnLine; AddCmdWorkItems(loginCmd); AddCmdWorkItems(new GameScoreCommand()); AddCmdWorkItems(new ClientDisConnectedCommand()); } catch { } } public void AddCmdWorkItems(WeaveTCPCommand cmd) { cmd.SetGlobalQueueTable(weaveTable, TcpToken); CmdWorkItem cmdItem = new CmdWorkItem(); // Ic.SetGlobalQueueTable(weaveTable, TcpTokenList); cmdItem.WeaveTcpCmd = cmd; cmdItem.CmdName = cmd.Getcommand(); GetAttributeInfo(cmd, cmd.GetType(), cmd); CmdWorkItems.Add(cmdItem); } public void GetAttributeInfo(WeaveTCPCommand Ic, Type t, object obj) { foreach (MethodInfo mi in t.GetMethods()) { InstallFunAttribute myattribute = (InstallFunAttribute)Attribute.GetCustomAttribute(mi, typeof(InstallFunAttribute)); if (myattribute == null) { } else { if (myattribute.Dtu) { Delegate del = Delegate.CreateDelegate(typeof(WeaveRequestDataDtuDelegate), obj, mi, true); Ic.Bm.AddListen(mi.Name, del as WeaveRequestDataDtuDelegate, myattribute.Type, true); } else { Delegate del = Delegate.CreateDelegate(typeof(WeaveRequestDataDelegate), obj, mi, true); Ic.Bm.AddListen(mi.Name, del as WeaveRequestDataDelegate, myattribute.Type); } } } } void P2ServerDeleteSocketHander(System.Net.Sockets.Socket soc) { /*我写的方法*/ WeaveOnLine hasOnline = weaveOnline.Find(item => item.Socket == soc); if (hasOnline != null) { UnityPlayerOnClient uplayer = ConvertWeaveOnlineToUnityPlayerOnClient(hasOnline); WeaveDeleteEvent(uplayer); weaveOnline.Remove(hasOnline); // unityPlayerOnClientList.Remove(uplayer); DeleteUnityPlayerOnClient(hasOnline.Socket); } /**/ try { int count = CmdWorkItems.Count; CmdWorkItem[] cilist = new CmdWorkItem[count]; CmdWorkItems.CopyTo(0, cilist, 0, count); foreach (CmdWorkItem CI in cilist) { try { CI.WeaveTcpCmd.WeaveDeleteSocketEvent(soc); } catch (Exception ex) { if (WeaveLogEvent != null) WeaveLogEvent("EventDeleteConnSoc", ex.Message); } } } catch { } try { int count = weaveOnline.Count; WeaveOnLine[] ols = new WeaveOnLine[count]; weaveOnline.CopyTo(0, ols, 0, count); foreach (WeaveOnLine ol in ols) { if (ol.Socket.Equals(soc)) { foreach (CmdWorkItem CI in CmdWorkItems) { try { WeaveExcCmdNoCheckCmdName(0xff, "out|" + ol.Token, ol.Socket); CI.WeaveTcpCmd.Tokenout(ol); } catch (Exception ex) { if (WeaveLogEvent != null) WeaveLogEvent("Tokenout", ex.Message); } } weaveOnline.Remove(ol); return; } } } catch { } } public void UpdatePlayerListSetOnLine(string _userName , System.Net.Sockets.Socket soc) { foreach(UnityPlayerOnClient oneclient in unityPlayerOnClientList) { if(oneclient.Socket == soc) { oneclient.UserName = _userName; oneclient.isLogin = true; WeaveServerUpdateUnityPlayerSetOnLineEvent(oneclient); break; } } } void P2ServerUpdateSocketHander(System.Net.Sockets.Socket soc) { #region 读取 Command接口类,每次有新的Socket加入 重新读取并设置 try { int count = CmdWorkItems.Count; CmdWorkItem[] cilist = new CmdWorkItem[count]; CmdWorkItems.CopyTo(0, cilist, 0, count); foreach (CmdWorkItem CI in cilist) { try { CI.WeaveTcpCmd.WeaveUpdateSocketEvent(soc); } catch (Exception ex) { if (WeaveLogEvent != null) WeaveLogEvent("EventUpdataConnSoc", ex.Message); } } } catch { } #endregion 发送Token的代码 WeaveTcpToken token = TcpToken; { if (token.IsToken) { //生成一个token,后缀带随机数 string Token = DateTime.Now.ToString("yyyyMMddHHmmssfff") + new Random().Next(1000, 9999);// EncryptDES(clientipe.Address.ToString() + "|" + DateTime.Now.ToString(), "lllssscc"); if (token.P2Server.Port == ((System.Net.IPEndPoint)soc.LocalEndPoint).Port) { //向客户端发送生成的token bool sendok = false; if (token.PortType == WeavePortTypeEnum.Bytes) sendok = token.P2Server.Send(soc, 0xff, token.BytesDataparsing.Get_ByteBystring("token|" + Token + "")); else sendok = token.P2Server.Send(soc, 0xff, "token|" + Token + ""); #region if(sendok) if (sendok) { WeaveOnLine ol = new WeaveOnLine() { Name = DateTime.Now.ToString("yyyyMMddHHmmssfff"), Obj = DateTime.Now.ToString("yyyyMMddHHmmssfff") }; ol.Token = Token; ol.Socket = soc; WeaveOnLine hasOnline = weaveOnline.Find(item => item.Name == ol.Name); { if (hasOnline != null) { weaveOnline.Remove(hasOnline); weaveOnline.Add(ol); } else { weaveOnline.Add(ol); } } /*我单独写的UnityClient*/ /*我写的新方法*/ UnityPlayerOnClient hasPlayerIn = unityPlayerOnClientList.Find(item => item.Name == ol.Name); if (hasPlayerIn != null) { WeaveDeleteEvent(hasPlayerIn); unityPlayerOnClientList.Remove(hasPlayerIn); } /*我写的方法结束*/ UnityPlayerOnClient uplayer = ConvertWeaveOnlineToUnityPlayerOnClient(ol); // unityPlayerOnClientList.Add(uplayer); AddUnityPlayerClient_CheckSameItem(uplayer , ol.Name); WeaveUpdateEvent(uplayer); /**/ foreach (CmdWorkItem cmdItem in CmdWorkItems) { try { WeaveExcCmdNoCheckCmdName(0xff, "in|" + ol.Token, ol.Socket); cmdItem.WeaveTcpCmd.TokenIn(ol); } catch (Exception ex) { if (WeaveLogEvent != null) WeaveLogEvent("Tokenin", ex.Message); } } return; } #endregion } } else { WeaveOnLine ol = new WeaveOnLine() { Name = DateTime.Now.ToString("yyyyMMddHHmmssfff"), Obj = DateTime.Now.ToString("yyyyMMddHHmmssfff"), Socket = soc, Token = DateTime.Now.ToString("yyyyMMddHHmmssfff") }; weaveOnline.Add(ol); /*我单独写的UnityClient*/ UnityPlayerOnClient hasPlayerIn = unityPlayerOnClientList.Find(item => item.Socket == soc); if (hasPlayerIn != null) { WeaveDeleteEvent(hasPlayerIn); unityPlayerOnClientList.Remove(hasPlayerIn); } UnityPlayerOnClient uplayer = ConvertWeaveOnlineToUnityPlayerOnClient(ol); AddUnityPlayerClient_CheckSameItem(uplayer, ol.Name); WeaveUpdateEvent(uplayer); /**/ // ol.Token = DateTime.Now.ToString(); // ol.Socket = soc; } } } void P2ServerReceiveHander(byte command, string data, System.Net.Sockets.Socket soc) { if(command == (byte)CommandEnum.ClientSendDisConnected) { P2Server.CliendSendDisConnectedEvent(soc); /*我写的方法*/ WeaveOnLine hasOnline = weaveOnline.Find(item => item.Socket == soc); if (hasOnline != null) { UnityPlayerOnClient uplayer = ConvertWeaveOnlineToUnityPlayerOnClient(hasOnline); WeaveDeleteEvent(uplayer); weaveOnline.Remove(hasOnline); // unityPlayerOnClientList.Remove(uplayer); DeleteUnityPlayerOnClient(hasOnline.Socket); } /**/ return; } try { //触发接收到信息的事件... /*我写的方法*/ WeaveOnLine hasOnline = weaveOnline.Find(item => item.Socket == soc); if(hasOnline != null) { UnityPlayerOnClient uplayer = ConvertWeaveOnlineToUnityPlayerOnClient(hasOnline); WeaveReceiveEvent(command, data, uplayer); } /**/ if (command == 0xff) { //如果是网关command 发过来的 命名,那么执行下面的 WeaveExcCmdNoCheckCmdName(command, data, soc); try { string[] temp = data.Split('|'); if (temp[0] == "in") { //加入onlinetoken WeaveOnLine ol = new WeaveOnLine(); ol.Token = temp[1]; ol.Socket = soc; weaveOnline.Add(ol); foreach (CmdWorkItem CI in CmdWorkItems) { try { CI.WeaveTcpCmd.TokenIn(ol); } catch (Exception ex) { WeaveLogEvent?.Invoke("Tokenin", ex.Message); } } return; } else if (temp[0] == "Restart") { int count = weaveOnline.Count; WeaveOnLine[] ols = new WeaveOnLine[count]; weaveOnline.CopyTo(0, ols, 0, count); string IPport = ((System.Net.IPEndPoint)soc.RemoteEndPoint).Address.ToString() + ":" + temp[1]; foreach (WeaveOnLine ol in ols) { try { if (ol.Socket != null) { String IP = ((System.Net.IPEndPoint)ol.Socket.RemoteEndPoint).Address.ToString() + ":" + ((System.Net.IPEndPoint)ol.Socket.RemoteEndPoint).Port; if (IP == IPport) { ol.Socket = soc; } } } catch { } } } else if (temp[0] == "out") { ////移出onlinetoken int count = weaveOnline.Count; WeaveOnLine[] ols = new WeaveOnLine[count]; weaveOnline.CopyTo(0, ols, 0, count); foreach (WeaveOnLine onlinesession in ols) { if (onlinesession.Token == temp[1]) { foreach (CmdWorkItem cmdItem in CmdWorkItems) { try { cmdItem.WeaveTcpCmd.Tokenout(onlinesession); } catch (Exception ex) { WeaveLogEvent?.Invoke("Tokenout", ex.Message); } } weaveOnline.Remove(onlinesession); return; } } } } catch { } return; } else WeaveExcCmd(command, data, soc); } catch { return; } //System.Threading.ThreadPool.QueueUserWorkItem(new System.Threading.WaitCallback(exec)); } /// <summary> /// 网关0xff这个command发来的...命令 /// </summary> /// <param name="command"></param> /// <param name="data"></param> /// <param name="soc"></param> public void WeaveExcCmdNoCheckCmdName(byte command, string data, System.Net.Sockets.Socket soc) { foreach (CmdWorkItem cmd in CmdWorkItems) { try { cmd.WeaveTcpCmd.Runcommand(command, data, soc); } catch (Exception ex) { WeaveLogEvent?.Invoke("receiveevent", ex.Message); } } } /// <summary> /// 不是0xff这个command发来的...命令 /// </summary> /// <param name="command"></param> /// <param name="data"></param> /// <param name="soc"></param> public void WeaveExcCmd(byte command, string data, System.Net.Sockets.Socket soc) { foreach (CmdWorkItem cmd in CmdWorkItems) { if (cmd.CmdName == command) { try { cmd.WeaveTcpCmd.Run(data, soc); cmd.WeaveTcpCmd.RunBase(data, soc); } catch (Exception ex) { WeaveLogEvent?.Invoke("receiveevent", ex.Message); } } } } public UnityPlayerOnClient ConvertWeaveOnlineToUnityPlayerOnClient(WeaveOnLine wonline) { UnityPlayerOnClient uplayer = new UnityPlayerOnClient() { Obj = wonline.Obj, Socket = wonline.Socket, Token = wonline.Token, Name = wonline.Name }; return uplayer; } public void DeleteUnityPlayerOnClient(Socket osc) { try { if (unityPlayerOnClientList.Count > 0) unityPlayerOnClientList.Remove(unityPlayerOnClientList.Find(u => u.Socket == osc)); } catch { } } public void AddUnityPlayerClient_CheckSameItem(UnityPlayerOnClient item ,string itemName) { System.Threading.Thread.Sleep(500); lock (this) { if (unityPlayerOnClientList.Find(i => i.Name == itemName) != null) return; else unityPlayerOnClientList.Add(item); } } //public class CmdWorkItem //{ // public byte CmdName // { // get;set; // } // public WeaveTCPCommand WeaveTcpCmd // { // get;set; // } //} } }
-----------------------------------------
重点说下AddMyTcpCommandLibrary方法
加载几个继承自 WeaveTCPCommand的类,里面写有一些方法,当服务器接收到客户端的一些参数后,可以直接跳转执行里面的写的方法,你可以新建一个类库项目(我这里命名为MyTcpCommandLibrary),然后引用项目 WeaveBase和WeaveSocketServer。在MyTcpCommandLibrary项目下新建几个类(根据你想要的逻辑),类继承WeaveTCPCommand,然后有具体的方法单独写出来,如
[InstallFun("forever")] public void CheckLogin(Socket soc, WeaveSession wsession) { // string jsonstr = _0x01.Getjson(); LoginTempModel get_client_Send_loginModel = wsession.GetRoot<LoginTempModel>(); //执行查找数据的操作...... bool loginOk = false; AddSystemData(); loginOk = CheckUserCanLoginIn(get_client_Send_loginModel); if (loginOk) { // UpdatePlayerListSetOnLine ServerLoginOKEvent(get_client_Send_loginModel.userName, soc); } SendRoot<bool>(soc, (byte)CommandEnum.ServerSendLoginResult, "ServerBackLoginResult", loginOk , 0, wsession.Token); //发送人数给客户端 //参数1,发送给客户端对象,参数2,发送给客户端对应的方法,参数3,人数的实例,参数4,此处无作用,参数5,客户端此次token }
当客户端发送命名为 Getcommand() 返回的命令byte,并且参数含方法名,即可直接调用服务端WeaveTCPCommand写的这个CheckLogin方法
客户端调用示例
weaveSocketGameClient.SendRoot<LoginTempModel>((byte)CommandEnum.ClientSendLoginModel, "CheckLogin", user, 0);
再说下前端WPF启动服务器开始监听的代码
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Shapes; using WeaveBase; using System.Net.Sockets; using MyTCPCloud; using System.Windows.Threading; namespace WeavingSocketServerWPF { /// <summary> /// MyUnityServer.xaml 的交互逻辑 /// </summary> public partial class MyUnityServer : Window { public MyUnityServer() { InitializeComponent(); // DispatcherFunction(); } /// <summary> /// 监听端口列表,,可以选择监听多个端口 /// </summary> WeaveServerPort wserverport = new WeaveServerPort(); WeaveTCPcloud weaveTCPcloud = new WeaveTCPcloud(); List<MyListBoxItem> loginedUserList = new List<MyListBoxItem>(); List<MyListBoxItem> connectedSocketItemList = new List<MyListBoxItem>(); // DispatcherTimer dispatcherTimer = new DispatcherTimer(); private void StartListen_button_Click(object sender, RoutedEventArgs e) { //设置登陆后的用户列表Listbox的数据源 LoginedUser_listBox.ItemsSource = loginedUserList; //设置连接到服务器的Socket列表的Listbox的数据源 ConnectedSocket_listBox.ItemsSource = connectedSocketItemList; WevaeSocketSession mif = new WevaeSocketSession(); weaveTCPcloud.Run(mif); wserverport.IsToken = true; wserverport.Port = Convert.ToInt32(Port_textBox.Text); wserverport.PortType = WeavePortTypeEnum.Json; weaveTCPcloud.StartServer(wserverport); weaveTCPcloud.WeaveReceiveEvent += OnWeaveReceiveMessage; weaveTCPcloud.WeaveDeleteEvent += OnWeaveDeleteSocket; weaveTCPcloud.WeaveUpdateEvent += OnWeaveUpdateSocket; weaveTCPcloud.WeaveServerUpdateUnityPlayerSetOnLineEvent += OnWeaveServerUpdateUnityPlayerSetOnLineEvent; StartListen_button.Content = "正在监听"; StartListen_button.IsEnabled = false; } private void OnWeaveServerUpdateUnityPlayerSetOnLineEvent(UnityPlayerOnClient gamer) { //throw new NotImplementedException(); //当有用户 账号密码登陆成功的时候 AddListBoxItemAction(loginedUserList, CopyUnityPlayerOnClient(gamer)); SetServerReceiveText("--触发了一次(OnWeaveServerUpdateUnityPlayerSetOnLineEvent)" + Environment.NewLine); } private void OnWeaveUpdateSocket(UnityPlayerOnClient gamer) { SetServerReceiveText("--触发了一次(OnWeaveUpdateSocket)" + Environment.NewLine); //有 Sokcet客户端连接到服务器的时候,暂未 账号,密码认证状态 AddListBoxItemAction(connectedSocketItemList, CopyUnityPlayerOnClient(gamer) ); } private void OnWeaveDeleteSocket(UnityPlayerOnClient gamer) { SetServerReceiveText("--退出事件,,触发了一次(OnWeaveDeleteSocket)" + Environment.NewLine); RemoveListBoxItemAction(connectedSocketItemList, CopyUnityPlayerOnClient(gamer)); RemoveListBoxItemAction(loginedUserList, CopyUnityPlayerOnClient(gamer)); } private void OnWeaveReceiveMessage(byte command, string data, UnityPlayerOnClient gamer) { WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(data); SetServerReceiveText("接收到新信息: " + ws.Root + Environment.NewLine ); } private void StopListen_button_Click(object sender, RoutedEventArgs e) { weaveTCPcloud.P2Server = null; weaveTCPcloud = null; Application.Current.Shutdown(); Environment.Exit(0);// 可以立即中断程序执行并退出 } private void SendMsg_button_Click(object sender, RoutedEventArgs e) { string serverMsg = InputSendMessage_textBox.Text; int unityGamecount = weaveTCPcloud.unityPlayerOnClientList.Count; if (string.IsNullOrEmpty(serverMsg) || weaveTCPcloud.weaveOnline.Count==0) return; WeaveOnLine[] _allWeaveOnLine = new WeaveOnLine[weaveTCPcloud.weaveOnline.Count]; weaveTCPcloud.weaveOnline.CopyTo(_allWeaveOnLine); foreach (WeaveOnLine oneWeaveOnLine in _allWeaveOnLine) { weaveTCPcloud.P2Server.Send(oneWeaveOnLine.Socket, 0x01, "服务器主动给所有客户端发消息了: " + serverMsg); } // MessageBox.Show("客户端在线数量:"+ _allWeaveOnLine.Length); } private void UpdateServerReceiveTb(TextBlock tb, string text) { tb.Text += text; } private void SetServerReceiveText(string newtext) { Action<TextBlock, String> updateAction = new Action<TextBlock, string>(UpdateServerReceiveTb); ServerReceive_textBlock.Dispatcher.BeginInvoke(updateAction, ServerReceive_textBlock, newtext); } public MyListBoxItem CopyUnityPlayerOnClient(UnityPlayerOnClient one) { MyListBoxItem item = new MyListBoxItem() { UIName_Id = one.Socket.RemoteEndPoint.ToString(), ShowMsg = "UserIP:" + one.Socket.RemoteEndPoint.ToString() + " -Token:" + one.Token, UserName = one.UserName, Ip = one.Socket.RemoteEndPoint.ToString() }; return item; } public void AddListBoxItem(List<MyListBoxItem> sList , MyListBoxItem one) { sList.Add(one); CheckListBoxSource(); } public void AddListBoxItemAction(List<MyListBoxItem> sList, MyListBoxItem one) { Action< List < MyListBoxItem > , MyListBoxItem> addListBoxItemAction = new Action<List<MyListBoxItem> , MyListBoxItem>(AddListBoxItem); this.Dispatcher.BeginInvoke(addListBoxItemAction,sList , one); } public void RemoveListBoxItem(List<MyListBoxItem> sList, MyListBoxItem one) { MyListBoxItem item = sList.Find(i=>i.Ip == one.Ip); if(item != null) { sList.Remove(item); } CheckListBoxSource(); } public void RemoveListBoxItemAction(List<MyListBoxItem> sList, MyListBoxItem one) { Action<List<MyListBoxItem>, MyListBoxItem> removeListBoxItemAction = new Action<List<MyListBoxItem>, MyListBoxItem>(RemoveListBoxItem); this.Dispatcher.BeginInvoke(removeListBoxItemAction, sList , one); } public void CheckListBoxSource() { //数据发生变化后,重新设置登陆后的用户列表Listbox的数据源 LoginedUser_listBox.ItemsSource = null; LoginedUser_listBox.ItemsSource = loginedUserList; //数据发生变化后,重新设置连接到服务器的Socket列表的Listbox的数据源 ConnectedSocket_listBox.ItemsSource = null; ConnectedSocket_listBox.ItemsSource = connectedSocketItemList; } protected override void OnClosed(EventArgs e) { weaveTCPcloud.P2Server = null; weaveTCPcloud = null; //Application.Current.ShutdownMode = ShutdownMode.OnMainWindowClose; //if (this.IsAfreshLogin == true) return; Application.Current.Shutdown(); Environment.Exit(0);// 可以立即中断程序执行并退出 base.OnClosed(e); } } public class MyListBoxItem { public string UIName_Id { get; set; } public string Ip { get; set; } public string ShowMsg { get; set; } public string UserName { get; set; } } }
主要的启动服务器的代码为
WeaveServerPort wserverport = new WeaveServerPort(); WeaveTCPcloud weaveTCPcloud = new WeaveTCPcloud(); WevaeSocketSession mif = new WevaeSocketSession(); //不知道这里干嘛,没搞懂 weaveTCPcloud.Run(mif); wserverport.IsToken = true; wserverport.Port = Convert.ToInt32(Port_textBox.Text); wserverport.PortType = WeavePortTypeEnum.Json; weaveTCPcloud.StartServer(wserverport); weaveTCPcloud.WeaveReceiveEvent += OnWeaveReceiveMessage; weaveTCPcloud.WeaveDeleteEvent += OnWeaveDeleteSocket; weaveTCPcloud.WeaveUpdateEvent += OnWeaveUpdateSocket; weaveTCPcloud.WeaveServerUpdateUnityPlayerSetOnLineEvent += OnWeaveServerUpdateUnityPlayerSetOnLineEvent;
事件分别是
weaveTCPcloud.WeaveReceiveEvent += OnWeaveReceiveMessage;
接受到客户端发来的数据事件(这里如果发来的数据第一位byte命令跟上面的MyTcpCommandLibrary项目里面,继承自WeaveTCPCommand类,具体的返回的Getcommand()方法返回的byte命名相同,则会进入那个类进行处理)
假如客户端发送代码如下
weaveSocketGameClient.SendRoot<LoginTempModel>( 0x02 , "CheckLogin", user, 0);
表示客户端发送的命名是0x02 ,数据实体类是 LoginTempModel (数据发送报文格式,我们稍后再说)
服务端 MyTcpCommandLibrary有个类有如下代码
public class LoginManageCommand : WeaveTCPCommand { public delegate void ServerLoginOK(string _u,Socket _s); public event ServerLoginOK ServerLoginOKEvent; public override byte Getcommand() { //此CLASS的实例,代表的指令,指令从0-254,0x9c与0xff为内部指令不能使用。 //0x01的意思是,只要是0x01的指令,都会进入本实例进行处理 //return 0x01; return (byte)CommandEnum.ClientSendLoginModel; //0x02; } public override bool Run(string data, Socket soc) { //此事件是接收事件,data 是String类型的数据,soc是发送人。 return true; } public override void WeaveBaseErrorMessageEvent(Socket soc, WeaveSession _0x01, string message) { //错误异常事件,message为错误信息,soc为产生异常的连接 } public override void WeaveDeleteSocketEvent(Socket soc) { //此事件是当有人中断了连接,此事件会被调用 } public override void WeaveUpdateSocketEvent(Socket soc) { //此事件是当有人新加入了连接,此事件会被调用 } [InstallFun("forever")] public void CheckLogin(Socket soc, WeaveSession wsession) { // string jsonstr = _0x01.Getjson(); LoginTempModel get_client_Send_loginModel = wsession.GetRoot<LoginTempModel>(); //执行查找数据的操作...... bool loginOk = false; AddSystemData(); loginOk = CheckUserCanLoginIn(get_client_Send_loginModel); if (loginOk) { // UpdatePlayerListSetOnLine ServerLoginOKEvent(get_client_Send_loginModel.userName, soc); } SendRoot<bool>(soc, (byte)CommandEnum.ServerSendLoginResult, "ServerBackLoginResult", loginOk , 0, wsession.Token); //发送人数给客户端 //参数1,发送给客户端对象,参数2,发送给客户端对应的方法,参数3,人数的实例,参数4,此处无作用,参数5,客户端此次token } private void AddSystemData() { GameDataAccess.BLL.UserTableBLL myBLL = new GameDataAccess.BLL.UserTableBLL(); if( myBLL.CheckDataBaseIsNull()) { myBLL.AddTestData(); } } private bool CheckUserCanLoginIn(LoginTempModel m) { GameDataAccess.BLL.UserTableBLL myBLL = new GameDataAccess.BLL.UserTableBLL(); return myBLL.CheckUserNamePassword(m.userName, m.password); } }
那么则会调用服务端的CheckLogin方法
weaveTCPcloud.WeaveDeleteEvent += OnWeaveDeleteSocket;
当有Socket连接断开的事件
weaveTCPcloud.WeaveUpdateEvent += OnWeaveUpdateSocket;
当有新的Socket连接-首次连接成功的事件
weaveTCPcloud.WeaveServerUpdateUnityPlayerSetOnLineEvent += OnWeaveServerUpdateUnityPlayerSetOnLineEvent;
这是我根据源码修改的一个事件,当客户端连接成功,并且发送账号密码到服务器,服务器查找数据库后,确认给客户端可以登陆游戏后,把当前用户设置为已经上线的游戏玩家的事件
数据格式如下图
发送数据的主要代码为
byte[] sendb = System.Text.Encoding.UTF8.GetBytes(text); byte[] part3_length = System.Text.Encoding.UTF8.GetBytes(sendb.Length.ToString()); byte[] b = new byte[2 + part3_length.Length + sendb.Length]; b[0] = command; //表示第一位byte的命令 b[1] = (byte)part3_length.Length; //表示第三部分数据的长度 part3_length.CopyTo(b, 2); //扩充 第四部分数据(待发送的数据)的长度,扩充到b数组第三位开始的后面 sendb.CopyTo(b, 2 + part3_length.Length); //扩充 第四部分数据实际的数据,扩充到b数组第三部分结尾后面... socket.Send( b );
客户端代码结构
登陆界面
游戏场景
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主要的逻辑流程
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启动程序
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玩家输入账号密码
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点击登陆按钮
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连接服务器(如果成功),继续发送账号密码到服务器的命令
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服务器接收账号密码,进行查找数据库操作
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发送查找结果给客户端......
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如果客户端接收到服务器发过来的登陆成功消息(跳转到游戏场景),
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如果返回失败,那么提示账号密码错误
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客户端再次发送查找当前用户的历史积分数据的命令
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(正在游戏场景运行中)
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客户端接受到历史积分数据,并更新显示到UnityUI界面上
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P0-玩家战机生命为0时,向服务器发送本次游戏积分数据
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服务器收到玩家本次游戏积分数据,进行数据库更新操作(根据用户名)
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客户端显示一个按钮,玩家可点击再玩一次,再次游戏(跳转P0,当玩家生命为0时)
客户端主要的代码类为WeaveSocketGameClient
(WeaveSocket框架对应为P2PClient,这里是模仿改写的便于Unity游戏客户端使用,代码内部使用的LoomUnity多线程插件).................................................
using Frankfort.Threading; using MyTcpCommandLibrary; using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Reflection; using System.Text; using System.Threading; using UnityEngine; using WeaveBase; namespace MyTcpClient { public class WeaveSocketGameClient { public Thread threadA; public Thread threadB; private ThreadPoolScheduler myThreadScheduler; WeaveBaseManager xmhelper = new WeaveBaseManager(); /// <summary> /// 是否连接成功 /// </summary> public bool isok = false; /// <summary> /// 在接收数据 /// </summary> public bool isReceives = false; /// <summary> /// 是否在线了 /// </summary> public bool IsOnline = false; DateTime timeout; /// <summary> /// 数据超时时间 /// </summary> int mytimeout = 90; /// <summary> /// 队列中没有排队的方法需要执行 /// </summary> List<TempPakeage> mytemppakeList = new List<TempPakeage>(); public List<byte[]> ListData = new List<byte[]>(); public string tokan; public String ip; public int port; public event ReceiveMessage ReceiveMessageEvent; public event ConnectOk ConnectOkEvent; public event ReceiveBit ReceiveBitEvent; public event TimeOut TimeOutEvent; public event ErrorMessage ErrorMessageEvent; public event JumpServer JumpServerEvent; public TcpClient tcpClient; // System.Threading.Thread receives_thread1; // System.Threading.Thread checkToken_UpdateList_thread2; SocketDataType s_datatype = SocketDataType.Json; public WeaveSocketGameClient(SocketDataType _type) { s_datatype = _type; } #region 客户端注册类,,服务端可以按方法名调用 public void AddListenClass(object obj) { GetAttributeInfo(obj.GetType(), obj); //xmhelper.AddListen() //objlist.Add(obj); } public void DeleteListenClass(object obj) { deleteAttributeInfo(obj.GetType(), obj); //xmhelper.AddListen() //objlist.Add(obj); } public void deleteAttributeInfo(Type t, object obj) { foreach (MethodInfo mi in t.GetMethods()) { InstallFunAttribute myattribute = (InstallFunAttribute)Attribute.GetCustomAttribute(mi, typeof(InstallFunAttribute)); if (myattribute == null) { } else { xmhelper.DeleteListen(mi.Name); } } } public void GetAttributeInfo(Type t, object obj) { foreach (MethodInfo mi in t.GetMethods()) { InstallFunAttribute myattribute = (InstallFunAttribute)Attribute.GetCustomAttribute(mi, typeof(InstallFunAttribute)); if (myattribute == null) { } else { Delegate del = Delegate.CreateDelegate(typeof(WeaveRequestDataDelegate), obj, mi, true); xmhelper.AddListen(mi.Name, del as WeaveRequestDataDelegate, myattribute.Type); } } } #endregion /// <summary> /// 连接服务器 /// </summary> /// <param name="_ip">IP地址</param> /// <param name="_port">端口号</param> /// <param name="_timeout">过期时间</param> /// <param name="_takon">是否takon</param> /// <returns></returns> public bool StartConnect(string _ip, int _port, int _timeout, bool _takon) { mytimeout = _timeout; ip = _ip; port = _port; return StartConnectToServer(ip, port, _takon); } public bool RestartConnectToServer(bool takon) { return StartConnectToServer(ip, port, takon); } private bool StartConnectToServer(string _ip, int _port, bool _takon) { try { if (s_datatype == SocketDataType.Json && ReceiveMessageEvent == null) Debug.Log("没有注册receiveServerEvent事件"); if (s_datatype == SocketDataType.Json && ReceiveBitEvent == null) Debug.Log("没有注册receiveServerEventbit事件"); ip = _ip; port = _port; //tcpClient = new TcpClient(ip, port); tcpClient = new TcpClient(); // tcpc.ExclusiveAddressUse = false; try { tcpClient.Connect(ip, port); } catch { return false; } IsOnline = true; isok = true; timeout = DateTime.Now; if (!isReceives) { isReceives = true; // ParameterThreadStart的定义为void ParameterizedThreadStart(object state), // 使用这个这个委托定义的线程的启动函数可以接受一个输入参数, //receives_thread1 = new System.Threading.Thread(new ParameterizedThreadStart(ReceivesThread)); //receives_thread1.IsBackground = true; // receives_thread1.Start(); // ThreadStart这个委托定义为void ThreadStart(),也就是说,所执行的方法不能有参数 // checkToken_UpdateList_thread2 = new System.Threading.Thread(new ThreadStart(CheckToken_UpdateListDataThread)); //checkToken_UpdateList_thread2.IsBackground = true; // checkToken_UpdateList_thread2.Start(); /*开始执行线程开始*/ myThreadScheduler = Loom.CreateThreadPoolScheduler(); //--------------- Ending Single threaded routine 单线程程序结束-------------------- threadA = Loom.StartSingleThread(ReceivesThread,null, System.Threading.ThreadPriority.Normal, true); //--------------- Ending Single threaded routine 单线程程序结束-------------------- //--------------- Continues Single threaded routine 在单线程的程序-------------------- threadB = Loom.StartSingleThread(CheckToken_UpdateListDataThread, System.Threading.ThreadPriority.Normal, true); //--------------- Continues Single threaded routine 在单线程的程序-------------------- /*开始执行线程结束*/ } int ss = 0; if (!_takon) return true; while (tokan == null) { // System.Threading.Thread.Sleep(1000); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(1); ss++; if (ss > 10) return false; } if(ConnectOkEvent != null) ConnectOkEvent(); return true; } catch (Exception e) { IsOnline = false; if (ErrorMessageEvent != null) ErrorMessageEvent( 1 , e.Message); return false; } } #region 几个方法的方法 public bool SendParameter<T>(byte command, String Request, T Parameter, int Querycount) { WeaveBase.WeaveSession b = new WeaveBase.WeaveSession(); b.Request = Request; b.Token = this.tokan; b.SetParameter<T>(Parameter); b.Querycount = Querycount; return SendStringCheck(command, b.Getjson()); } public bool SendRoot<T>(byte command, String Request, T Root, int Querycount) { WeaveBase.WeaveSession b = new WeaveBase.WeaveSession(); b.Request = Request; b.Token = this.tokan; b.SetRoot<T>(Root); b.Querycount = Querycount; return SendStringCheck(command, b.Getjson()); } public void Send(byte[] b) { tcpClient.Client.Send(b); } public bool SendStringCheck(byte command, string text) { try { //byte[] sendb = System.Text.Encoding.UTF8.GetBytes(text); //byte[] part3_length = System.Text.Encoding.UTF8.GetBytes(sendb.Length.ToString()); //byte[] b = new byte[2 + part3_length.Length + sendb.Length]; //b[0] = command; //b[1] = (byte)part3_length.Length; //part3_length.CopyTo(b, 2); //扩充 第四部分数据(待发送的数据)的长度,扩充到b数组第三位开始的后面 //sendb.CopyTo(b, 2 + part3_length.Length); //扩充 第四部分数据实际的数据,扩充到b数组第三部分结尾后面... byte[] b = MyGameClientHelper.CodingProtocol( command, text); int count = (b.Length <= 40960 ? b.Length / 40960 : (b.Length / 40960) + 1); if (count == 0) { //判定数据长度,,实际指的是大小是不是小于40kb,,, tcpClient.Client.Send(b); } else { for (int i = 0; i < count; i++) { int zz = b.Length - (i * 40960) > 40960 ? 40960 : b.Length - (i * 40960); byte[] temp = new byte[zz]; Array.Copy(b, i * 40960, temp, 0, zz); tcpClient.Client.Send(temp); //分割发送...... // System.Threading.Thread.Sleep(1); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(0.001f); } } } catch (Exception ee) { IsOnline = false; CloseConnect(); if (TimeOutEvent != null) TimeOutEvent(); SendStringCheck(command, text); if (ErrorMessageEvent != null) ErrorMessageEvent(9, "send:" + ee.Message); return false; } // tcpc.Close(); return true; } public bool SendByteCheck(byte command, byte[] text) { try { //byte[] sendb = text; //byte[] lens = MyGameClientHelper.ConvertToByteList(sendb.Length); //byte[] b = new byte[2 + lens.Length + sendb.Length]; //b[0] = command; //b[1] = (byte)lens.Length; //lens.CopyTo(b, 2); //sendb.CopyTo(b, 2 + lens.Length); byte[] b = MyGameClientHelper.CodingProtocol(command, text); int count = (b.Length <= 40960 ? b.Length / 40960 : (b.Length / 40960) + 1); if (count == 0) { tcpClient.Client.Send(b); } else { for (int i = 0; i < count; i++) { int zz = b.Length - (i * 40960) > 40960 ? 40960 : b.Length - (i * 40960); byte[] temp = new byte[zz]; Array.Copy(b, i * 40960, temp, 0, zz); tcpClient.Client.Send(temp); //System.Threading.Thread.Sleep(1); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(0.001f); } } } catch (Exception ee) { IsOnline = false; CloseConnect(); if (TimeOutEvent != null) TimeOutEvent(); SendByteCheck(command, text); if (ErrorMessageEvent != null) ErrorMessageEvent(9, "send:" + ee.Message); return false; } // tcpc.Close(); return true; } #endregion /// <summary> /// 通过主线程执行方法避免跨线程UI问题 /// </summary> public void OnTick() { if (mytemppakeList.Count > 0) { try { TempPakeage str = mytemppakeList[0]; //xmhelper.Init(str.date, null); //receiveServerEvent(str.command, str.date); } catch { } try { mytemppakeList.RemoveAt(0); } catch { } } Debug.Log("队列中没有排队的方法需要执行。"); } public void CloseConnect() { try { isok = false; IsOnline = false; //发送我要断开连接的消息 this.SendRoot<int>((byte)CommandEnum.ClientSendDisConnected, "OneClientDisConnected", 0, 0); // receives_thread1.Abort(); //checkToken_UpdateList_thread2.Abort(); tcpClient.Close(); AbortThread(); } catch { Debug.Log("CloseConnect失败,发生异常"); } } void AbortThread() { if (myThreadScheduler.isBusy) //线程在此期间没有完成工作Threaded work didn't finish in the meantime: time to abort.时间终止 { Debug.Log("Terminate all worker Threads."); myThreadScheduler.AbortASyncThreads(); Debug.Log("Terminate thread A & B."); if (threadA != null && threadA.IsAlive) threadA.Interrupt(); if (threadB != null && threadB.IsAlive) threadB.Interrupt(); } else { Debug.Log("Terminate thread A & B."); if (threadA != null && threadA.IsAlive) threadA.Interrupt(); if (threadB != null && threadB.IsAlive) threadB.Interrupt(); } } /// <summary> /// 接收到服务器发来的数据的处理方法 /// </summary> /// <param name="obj"></param> void ReceiveData(object obj) { TempPakeage str = obj as TempPakeage; mytemppakeList.Add(str); if (ReceiveMessageEvent != null) ReceiveMessageEvent(str.command, str.date); } /// <summary> /// 线程启动的方法,初始化连接后要接收服务器发来的token,并更新 /// </summary> void CheckToken_UpdateListDataThread() { while (isok) { // System.Threading.Thread.Sleep(10); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(0.01f); try { int count = ListData.Count; if (count > 0) { int bytesRead = ListData[0] != null ? ListData[0].Length : 0; if (bytesRead == 0) continue; //如果到这里的continue内部,那么下面的代码不执行,重新到 --》 System.Threading.Thread.Sleep(10);开始 byte[] tempbtye = new byte[bytesRead]; //解析消息体ListData,, Array.Copy(ListData[0], tempbtye, tempbtye.Length); // 检查tempbtye(理论上里面应该没有0x99,有方法已经处理掉了,但是可能会有)检测还有没有0x99开头的心跳包 _0x99: if (tempbtye[0] == 0x99) { if (bytesRead > 1) { byte[] b = new byte[bytesRead - 1]; byte[] t = tempbtye; //把心跳包0x99去掉 Array.Copy(t, 1, b, 0, b.Length); ListData[0] = b; tempbtye = b; goto _0x99; } else { //说明只有1个字节,心跳包包头,无任何意思,那么直接删除 ListData.RemoveAt(0); continue; } } //ListData[0]第一个元素的长度 大于2 if (bytesRead > 2) { //第二段是固定一个字节,最高255,代表了第三段的长度 //这样第三段最高可以255*255位,这样表示数据内容的长度基本可以无限大了 // int a = tempbtye[1]; int part3_Length = tempbtye[1]; //tempbtye既是ListData[0]数据, //第一位为command,指令 //第二位的数据是第三段的长度 //第三段的数据是第四段的长度 //第四段是内容数据 if (bytesRead > 2 + part3_Length) { //如果收到数据这段数据,大于 // int len = 0; int part4_Length = 0; if (s_datatype == SocketDataType.Bytes) { byte[] bb = new byte[part3_Length]; byte[] part4_LengthBitArray = new byte[part3_Length]; //将tempbtye从第三位开始,复制数据到part4_LengthBitArray Array.Copy(tempbtye, 2, part4_LengthBitArray, 0, part3_Length); //len = ConvertToInt(bb); //获得实际数据的长度,也就是第四部分数据的长度 part4_Length = MyGameClientHelper. ConvertToInt(part4_LengthBitArray); } else { //如果DataType不是DataType.bytes类型,,, 是Json类型 //从某个Data中第三位开始截取数据,,获取第四段数据长度的字符串string String temp = System.Text.Encoding.UTF8.GetString(tempbtye, 2, part3_Length); String part4_Lengthstr = System.Text.Encoding.UTF8.GetString(tempbtye, 2, part3_Length); part4_Length = 0; //len = 0; //int part4_Lengthstrlength = 0; try { // len = int.Parse(temp); part4_Length = int.Parse(part4_Lengthstr); if (part4_Length == 0) //len { //如果第四段数据的长度为0 ,,,说明发的空消息,,没有第四段数据 //如果第二位没有数据,,说明发的是空消息 ListData.RemoveAt(0); continue; } } catch { } } try { //如果计算出来的(2位数据位+第三段长度+第四度长度) 比当前ListData[0]长度还大... if ((part4_Length + 2 + part3_Length) > tempbtye.Length) { if (ListData.Count > 1) { //将第一个数据包删除 ListData.RemoveAt(0); //重新读取第一个数据包(第二个数据包变为第一个)内容 byte[] temps = new byte[ListData[0].Length]; //将 数据表内容 拷贝到 temps中 Array.Copy(ListData[0], temps, temps.Length); //新byte数组长度扩充,原数据长度 + (第二个)元素长度 byte[] temps2 = new byte[tempbtye.Length + temps.Length]; Array.Copy(tempbtye, 0, temps2, 0, tempbtye.Length); //将第一个元素ListData[0]完全从第一个地址开始 ,完全拷贝到 temps2数组中 Array.Copy(temps, 0, temps2, tempbtye.Length, temps.Length); //将第二个元素拼接到temps2中,从刚复制数据的最后一位 +1 开始 ListData[0] = temps2; //最后将更新数据包里面的 第一个元素为新元素 } else { // System.Threading.Thread.Sleep(20); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(0.02f); } continue; } else if (tempbtye.Length > (part4_Length + 2 + part3_Length)) { //如果 数据包长度 比 计算出来的(2位数据位+第三段长度+第四度长度) 还大 //考虑大出的部分 int currentAddcount = (part4_Length + 2 + part3_Length); int offset_length = tempbtye.Length - currentAddcount; byte[] temps = new byte[offset_length]; //Array.Copy(tempbtye, (part4_Length + 2 + part3_Length), temps, 0, temps.Length); Array.Copy(tempbtye, currentAddcount, temps, 0, temps.Length); //把当前ListData[0]中 后面的数据,复制到 temps数组中... ListData[0] = temps; } else if (tempbtye.Length == (part4_Length + 2 + part3_Length)) { //长度刚好匹配 ListData.RemoveAt(0); } } catch (Exception e) { if (ErrorMessageEvent != null) ErrorMessageEvent(3, e.StackTrace + "unup001:" + e.Message + "2 + a" + 2 + part3_Length + "---len" + part4_Length + "--tempbtye" + tempbtye.Length); } try { if (s_datatype == SocketDataType.Json) { //读取出第四部分数据内容,, string temp = System.Text.Encoding.UTF8.GetString(tempbtye, 2 + part3_Length, part4_Length); TempPakeage str = new TempPakeage(); str.command = tempbtye[0]; //命令等于第一位 str.date = temp; //服务器发来执行是0xff,说明发送的是token指令 if (tempbtye[0] == 0xff) { if (temp.IndexOf("token") >= 0) tokan = temp.Split('|')[1]; //用单个字符来分隔字符串,并获取第二个元素,, //这里因为服务端发来的token后面跟了一个|字符 else if (temp.IndexOf("jump") >= 0) { //0xff就是指服务器满了 tokan = "连接数量满"; if(JumpServerEvent!=null) JumpServerEvent(temp.Split('|')[1]); } else { // 当上面条件都不为真时执行 ,如果虽然指令是0xff,但是不包含token或jump ReceiveData(str); } } else if (ReceiveMessageEvent != null) { //如果tempbtye[0] == 0xff 表示token,不等的情况 ReceiveData(str); } } //if (DT == DataType.bytes) //{ // byte[] bs = new byte[len - 2 + a]; // Array.Copy(tempbtye, bs, bs.Length); // temppake str = new temppake(); // str.command = tempbtye[0]; // str.datebit = bs; // rec(str); //} continue; } catch (Exception e) { if (ErrorMessageEvent != null) ErrorMessageEvent(3, e.StackTrace + "unup122:" + e.Message); } } } else { // //ListData[0]第一个元素的Length 不大于2 ,, if (tempbtye[0] == 0) ListData.RemoveAt(0); } } } catch (Exception e) { if (ErrorMessageEvent != null) ErrorMessageEvent(3, "unup:" + e.Message + "---" + e.StackTrace); try { ListData.RemoveAt(0); } catch { } } } } /// <summary> /// 线程启动的方法 /// </summary> /// <param name="obj"></param> void ReceivesThread(object obj) { while (isok) { //System.Threading.Thread.Sleep(50); // Loom.WaitForNextFrame(10); Loom.WaitForSeconds(0.05f); try { //可以用TcpClient的Available属性判断接收缓冲区是否有数据,来决定是否调用Read方法 int bytesRead = tcpClient.Client.Available; if (bytesRead > 0) { //缓冲区 byte[] tempbtye = new byte[bytesRead]; try { timeout = DateTime.Now; //从绑定接收数据 Socket 到接收缓冲区中 tcpClient.Client.Receive(tempbtye); _0x99: if (tempbtye[0] == 0x99) { //如果缓冲区第一个字符是 0x99心跳包指令 timeout = DateTime.Now; //记录现在的时间 if (tempbtye.Length > 1) { //去掉第一个字节,长度总体减去1个, byte[] b = new byte[bytesRead - 1]; try { //复制 Array 中的一系列元素(从指定的源索引开始), //并将它们粘贴到另一 Array 中(从指定的目标索引开始) //原始 Array 为tempbtye,原始Array的初始位置 //另外一个 目标 Array , 开始位置为0,长度为b.Length Array.Copy(tempbtye, 1, b, 0, b.Length); //那么b中的到的就是去掉心跳包指令0x99以后的后面的数据 } catch { } tempbtye = b; //反复执行去掉,心跳包,,, goto _0x99; } else continue; //后面的不执行了,回调到 上面的while循环开始 重新执行... } } catch (Exception ee) { if(ErrorMessageEvent!=null) ErrorMessageEvent(22, ee.Message); } //lock (this) //{ //将接收到的 非心跳包数据加入到 ListData中 ListData.Add(tempbtye); // } } //线程每隔指定的过期时间秒,判定,如果没有数据发送过来,,,tcpc.Client.Available=0 情况下 else { try { TimeSpan ts = DateTime.Now - timeout; if (ts.TotalSeconds > mytimeout) { //判断时间过期 IsOnline = false; CloseConnect(); //isreceives = false; if (TimeOutEvent != null) TimeOutEvent(); if (ErrorMessageEvent != null) ErrorMessageEvent(2, "连接超时,未收到服务器指令"); continue; } } catch (Exception ee) { if (ErrorMessageEvent != null) ErrorMessageEvent(21, ee.Message); } } } catch (Exception e) { if (ErrorMessageEvent != null) ErrorMessageEvent(2, e.Message); } } } } }
MainClient单例类
using UnityEngine; using System.Collections; using GDGeek; using MyTcpClient; using System; using UnityEngine.SceneManagement; using WeaveBase; using MyTcpCommandLibrary; using UnityEngine.Events; using MyTcpCommandLibrary.Model; public class MainClient : Singleton<MainClient> { public WeaveSocketGameClient weaveSocketGameClient; public ServerBackLoginEvent serverBackLoginEvent =new ServerBackLoginEvent(); public SetLoginTempModelEvent setLoginTempModelEvent = new SetLoginTempModelEvent(); public SetGameScoreTempModelEvent setGameScoreTempModelEvent = new SetGameScoreTempModelEvent(); public FirstCheckServerEvent firstCheckServerEvent = new FirstCheckServerEvent(); public GameScoreTempModel GameScore; public LoginTempModel loginUserModel; // Use this for initialization void Start() { DontDestroyOnLoad(this); setLoginTempModelEvent.AddListener(SetLoginModel); } public string receiveMessage; public void InvokeSetLoginTempModelEvent(LoginTempModel _model) { setLoginTempModelEvent.Invoke(_model); } GameScoreTempModel tempGameScore; public void CallSetGameScoreTempModelEvent(GameScoreTempModel gsModel) { // StartCoroutine(CallSetGameScoreEvent(gsModel)); tempGameScore = gsModel; } IEnumerator CallSetGameScoreEvent(GameScoreTempModel gsModel) { yield return new WaitForSeconds(0.5f); setGameScoreTempModelEvent.Invoke(gsModel); } // Update is called once per frame void Update() { //if (receiveMessage.Length != 0) //{ // receiveMessage = string.Empty; //} if (canLoadSceneFlag) { LoadGameScene(); canLoadSceneFlag = false; } if (weaveSocketGameClient != null) weaveSocketGameClient.OnTick(); if(tempGameScore != null) { StartCoroutine(CallSetGameScoreEvent(tempGameScore)); tempGameScore = null; } } public void ConnectToServer(string serverIp,int port) { try { weaveSocketGameClient = new WeaveSocketGameClient(SocketDataType.Json); weaveSocketGameClient.ConnectOkEvent += OnConnectOkEvent; weaveSocketGameClient.ReceiveMessageEvent += OnReceiveMessageEvent; weaveSocketGameClient.ErrorMessageEvent += OnErrorMessageEvent; weaveSocketGameClient.ReceiveBitEvent += OnReceiveBitEvent; weaveSocketGameClient.TimeOutEvent += OnTimeOutEvent; //pcp2.AddListenClass(new MyClientFunction()); Debug.Log("初始化OK"); //bool bb = pcp2.start("61.184.86.126", 10155, false); // bool bb = weaveSocketGameClient.StartConnect("61.184.86.126", 10155, 30, false); bool bb = weaveSocketGameClient.StartConnect(serverIp, port, 30, false); Debug.Log("链接OK"); firstCheckServerEvent.Invoke(bb); } catch { firstCheckServerEvent.Invoke(false); } } void CallServerFunc() { try { //weaveSocketGameClient.SendRoot<int>(0x02, "login", 11111, 0); //在加个发送 weaveSocketGameClient.tokan = "UnityTokan"; weaveSocketGameClient.SendRoot<int>(0x01, "getnum", 0, 0); //调用服务端方法getnum,是服务端的方法。 //这样就可以了,我们试试 } catch (Exception e) { Debug.Log(e.ToString()); } } private void OnTimeOutEvent() { Debug.Log("连接超时"); //throw new NotImplementedException(); } private void OnReceiveBitEvent(byte command, byte[] data) { Debug.Log("收到了Bit数据"); // throw new NotImplementedException(); } private void OnErrorMessageEvent(int type, string error) { Debug.Log("发生了错误"); //throw new NotImplementedException(); } private void OnReceiveMessageEvent(byte command, string text) { // throw new NotImplementedException(); Debug.Log("收到了新数据"); //throw new NotImplementedException(); receiveMessage = "指令:" + command + ".内容:" + text; Debug.Log("原始数据是:" + receiveMessage); try { WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("接受到的WeaveSession数据是:" + ws.Request + " " + ws.Root); } catch { Debug.Log("Json转换对象出错了"); } // receiveMessage = "指令:" + command + ".内容:" + text; Debug.Log("收到的信息是:" + receiveMessage); ICheckServerMessageFactory factory = CheckCommand.CheckCommandType(command); ICheckServerMessage checkSmsg = factory.CheckServerMessage(); checkSmsg.CheckServerMessage(text); } private void OnConnectOkEvent() { Debug.Log("已经连接成功"); } private void StopConnect() { if (weaveSocketGameClient != null) { weaveSocketGameClient.CloseConnect(); weaveSocketGameClient.ConnectOkEvent -= OnConnectOkEvent; weaveSocketGameClient.ReceiveMessageEvent -= OnReceiveMessageEvent; weaveSocketGameClient.ErrorMessageEvent -= OnErrorMessageEvent; weaveSocketGameClient.ReceiveBitEvent -= OnReceiveBitEvent; weaveSocketGameClient.TimeOutEvent -= OnTimeOutEvent; // weaveSocketGameClient = null; } } public void SendLogin(LoginTempModel user ) { try { // weaveSocketGameClient.SendRoot<LoginTempModel>((byte)CommandEnum.ClientSendLoginModel, "CheckLogin", user, 0); StartCoroutine( WaitSendLogin(user) ); Debug.Log("SendLoginFunc"); } catch (Exception e) { Debug.Log(e.ToString()); } } IEnumerator WaitSendLogin(LoginTempModel user) { yield return new WaitForSeconds(0.2f); weaveSocketGameClient.SendRoot<LoginTempModel>((byte)CommandEnum.ClientSendLoginModel, "CheckLogin", user, 0); } public void SendCheckUserScore() { try { LoginTempModel user = loginUserModel; // weaveSocketGameClient.Tokan = "UnityTokan"; // weaveSocketGameClient.SendRoot<int>(0x01, "getnum", 0, 0); weaveSocketGameClient.SendRoot<LoginTempModel>((byte)CommandEnum.ClientSendGameScoreModel, "GetUserScore", user, 0); Debug.Log("SendLoginFunc"); } catch (Exception e) { Debug.Log(e.ToString()); } } public void SendNewScoreUpdate(int _score,int _missed) { try { GameScoreTempModel gsModel = new GameScoreTempModel() { userName = loginUserModel.userName, missenemy = _missed, score = _score }; //LoginTempModel user = loginUserModel; // weaveSocketGameClient.Tokan = "UnityTokan"; // weaveSocketGameClient.SendRoot<int>(0x01, "getnum", 0, 0); weaveSocketGameClient.SendRoot<GameScoreTempModel>((byte)CommandEnum.ClientSendGameScoreModel, "UpdateScore", gsModel, 0); Debug.Log("UpdateScore"); } catch (Exception e) { Debug.Log(e.ToString()); } } public int sceneIndex; public bool canLoadSceneFlag; void LoadGameScene() { SceneManager.LoadScene(1); } public void SetLoadSceneFlag() { canLoadSceneFlag = true; } void OnDestroy() { //SetLoginModelEvent.RemoveListener(SetLoginModel); } private void SetLoginModel(LoginTempModel _model) { loginUserModel = _model; } private void OnApplicationQuit() { StopConnect(); } } public class SetLoginTempModelEvent : UnityEvent<LoginTempModel> { } public class SetGameScoreTempModelEvent : UnityEvent<GameScoreTempModel> { } public class ServerBackLoginEvent : UnityEvent<bool>{} public class FirstCheckServerEvent : UnityEvent<bool> { }
登陆界面类
using MyTcpCommandLibrary.Model; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; public class LoginHandler : MonoBehaviour { public InputField input_Username; public InputField input_Password; public InputField input_ServerIP; public InputField input_ServerPort; public Text server_msg_text; public Button login_button; // public LoginModel userModel; // Use this for initialization void Start() { MainClient.Instance.serverBackLoginEvent.AddListener(GetServerBackLoginEvent); MainClient.Instance.firstCheckServerEvent.AddListener(firstCheckServerConfigEvent); } private void firstCheckServerConfigEvent(bool connectToServerResult) { // throw new NotImplementedException(); connectedServerOK = connectToServerResult; } public void SetServerIP_Connected() { string ip = input_ServerIP.text; int port = int.Parse(input_ServerPort.text); if(connectedServerOK ==false) MainClient.Instance.ConnectToServer(ip, port); } private void GetServerBackLoginEvent(bool arg0) { //throw new NotImplementedException(); server_msg = "登陆失败,账号密码错误..."; } public bool connectedServerOK = false; public void Login() { LoginTempModel model = new LoginTempModel() { userName = input_Username.text, password = input_Password.text, //userName = "ssss", //password = "yyyyyy", logintime = System.DateTime.Now.ToString("yyyyMMddHHmmssfff") }; // userModel = model; MainClient.Instance.InvokeSetLoginTempModelEvent(model); MainClient.Instance.SendLogin(model); } private string server_msg = ""; public void SetServerMsgShow(string serverMsg) { server_msg_text.text = serverMsg; } void OnDestroy() { MainClient.Instance.serverBackLoginEvent.RemoveListener(GetServerBackLoginEvent); MainClient.Instance.firstCheckServerEvent.RemoveListener(firstCheckServerConfigEvent); } // Update is called once per frame void Update () { if( string.IsNullOrEmpty( server_msg) ==false || server_msg.Length >2) { SetServerMsgShow(server_msg); login_button.gameObject.SetActive(true); server_msg = ""; } } }
游戏场景界面UI控制显示类
using UnityEngine; using System.Collections; using UnityEngine.Events; using UnityEngine.UI; using System; using MyTcpCommandLibrary.Model; public class GameScoreHandler : MonoBehaviour { public static UpdateScoreEvent updateScoreEvent = new UpdateScoreEvent(); public static UpdateLivesEvent updateLivesEvent = new UpdateLivesEvent(); public static UpdateMissedEvent updateMissedEvent = new UpdateMissedEvent(); public static UnityEvent SendUpdateScoreEvent = new UnityEvent(); // public static UnityEvent<GameScoreTempModel> SetGameScoreUI; public Text userNameText; public Text now_scoreText; public Text now_livesText; public Text now_missedText; public Text serverText; public Text last_scoreText; public Text last_missedText; // Use this for initialization void Start() { updateScoreEvent.AddListener( OnUpdateScore); updateLivesEvent.AddListener(OnUpdateLives); updateMissedEvent.AddListener(OnUpdateMissed); SendUpdateScoreEvent.AddListener(OnSendUpdateScore); MainClient.Instance.setGameScoreTempModelEvent.AddListener(SetLastData); } private void OnSendUpdateScore() { //throw new NotImplementedException(); serverText.text = "积分已发往服务器..."; } private void OnUpdateScore(int _score) { now_scoreText.text = "积分:" + _score.ToString(); } void OnDestory() { updateScoreEvent.RemoveListener(OnUpdateScore); updateLivesEvent.RemoveListener(OnUpdateLives); updateMissedEvent.RemoveListener(OnUpdateMissed); SendUpdateScoreEvent.RemoveListener(OnSendUpdateScore); MainClient.Instance.setGameScoreTempModelEvent.RemoveListener(SetLastData); } private void OnUpdateLives(int _lives) { now_livesText.text = "生命:" + _lives.ToString(); } private void OnUpdateMissed(int _missed) { now_missedText.text = "放走敌人:" + _missed.ToString(); } private void OnDestroy() { } public void SetUserNameData(string _uname) { userNameText.text = _uname; } public void SetLastData(GameScoreTempModel gsModel) { //userNameText.text = "生命:" + gsModel.userName; //last_scoreText.text = "积分:" + gsModel.score.ToString(); //last_missedText.text = "放走敌人:" + gsModel.missenemy.ToString(); tempScore = gsModel; } public void SetLastDataText() { userNameText.text = "生命:" + tempScore.userName; last_scoreText.text = "积分:" + tempScore.score.ToString(); last_missedText.text = "放走敌人:" + tempScore.missenemy.ToString(); } public void SetNowDate(int _lives, int _lastScore, int _lastMissed) { now_livesText.text ="生命:"+ _lives.ToString(); now_scoreText.text = "积分:" + _lastScore.ToString(); now_missedText.text = "放走敌人:" + _lastMissed.ToString(); } GameScoreTempModel tempScore; // Update is called once per frame void Update() { if(tempScore != null) { SetLastDataText(); tempScore = null; } } public void ReloadGameScene() { //跳转场景 MainClient.Instance.SetLoadSceneFlag(); //发送读取上次分数数据的逻辑 MainClient.Instance.SendCheckUserScore(); } } public class UpdateScoreEvent: UnityEvent<int> { } public class UpdateLivesEvent : UnityEvent<int> { } public class UpdateMissedEvent : UnityEvent<int> { }
客户端使用的主要代码为
WeaveSocketGameClient weaveSocketGameClient = new WeaveSocketGameClient(SocketDataType.Json); weaveSocketGameClient.ConnectOkEvent += OnConnectOkEvent; weaveSocketGameClient.ReceiveMessageEvent += OnReceiveMessageEvent; weaveSocketGameClient.ErrorMessageEvent += OnErrorMessageEvent; weaveSocketGameClient.ReceiveBitEvent += OnReceiveBitEvent; weaveSocketGameClient.TimeOutEvent += OnTimeOutEvent; Debug.Log("初始化OK"); bool bb = weaveSocketGameClient.StartConnect(serverIp, port, 30, false); Debug.Log("链接OK"); //触发第一次 检查并连接服务器状态事件,用于通知其它Unity脚本,作出相应反应 firstCheckServerEvent.Invoke(bb);
没什么可说的,代码已经很明确了,常用的几个事件都有,,
具体说一下MainClient类里面的 接收数据处理用的抽象工厂
在接收事件处理方法里面写有如下代码
Debug.Log("收到了新数据"); receiveMessage = "指令:" + command + ".内容:" + text; Debug.Log("原始数据是:" + receiveMessage); try { WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("接受到的WeaveSession数据是:" + ws.Request + " " + ws.Root); } catch { Debug.Log("Json转换对象出错了"); } Debug.Log("收到的信息是:" + receiveMessage); //根据收到的指令来确定要生成的工厂 ICheckServerMessageFactory factory = CheckCommand.CheckCommandType(command); //调用对应工厂,生成具体的接口实现类 ICheckServerMessage checkSmsg = factory.CheckServerMessage(); //调用具体接口类的 处理数据的具体方法 checkSmsg.CheckServerMessage(text);
抽象工厂以及相关代码如下
帮助类,也可直接写成Switch,这里避免代码过长,所以封装了一下
using UnityEngine; using System.Collections; public static class CheckCommandHelper { public static ICheckServerMessageFactory SwitchCheckCommand(byte command) { ICheckServerMessageFactory factory = null; switch (command) { case (0x1): factory = new LoginMessageFactory(); break; case (0x2): factory = new GameScoreMessageFactory(); break; //其他类型略; } return factory; } }
工厂接口
using System; public interface ICheckServerMessageFactory { ICheckServerMessage CheckServerMessage(); }
数据处理接口
using System; public interface ICheckServerMessage { void CheckServerMessage( string text); }
具体实现类
using UnityEngine; using System.Collections; using System; using WeaveBase; public class LoginMessage : ICheckServerMessage { public void CheckServerMessage( string text) { // throw new NotImplementedException(); WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("收到的消息是:"+text); if(ws.Request == "ServerBackLoginResult" ) { if( ws.GetRoot<bool>() == true) { //如果登陆成功,,处理的逻辑...... //先更新用户 //跳转场景 MainClient.Instance.SetLoadSceneFlag(); //发送读取上次分数数据的逻辑 MainClient.Instance.SendCheckUserScore(); } else { MainClient.Instance.serverBackLoginEvent.Invoke(false); } } } }
using UnityEngine; using System.Collections; using System; using WeaveBase; using MyTcpCommandLibrary.Model; public class GameScoreMessage : ICheckServerMessage { public void CheckServerMessage(string text) { // throw new NotImplementedException(); WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("收到的GameScoreMessage消息是:" + text); if (ws.Request == "ServerSendGameScore") { GameScoreTempModel gsModel = ws.GetRoot<GameScoreTempModel>(); if (gsModel != null ) { MainClient.Instance.CallSetGameScoreTempModelEvent(gsModel); } else { // MainClient.Instance.serverBackLoginEvent.Invoke(false); } } } }
using UnityEngine; using System.Collections; using System; public class LoginMessageFactory : ICheckServerMessageFactory { public ICheckServerMessage CheckServerMessage() { //throw new NotImplementedException(); return new LoginMessage(); } }
using UnityEngine; using System.Collections; public class GameScoreMessageFactory : ICheckServerMessageFactory { public ICheckServerMessage CheckServerMessage() { //throw new NotImplementedException(); return new GameScoreMessage(); } }
命令的枚举
using System; namespace MyTcpCommandLibrary { public enum CommandEnum :byte { /// <summary> /// /// </summary> ClientSendLoginModel = 0x02, ClientSendGameScoreModel = 0x03, ServerSendLoginResult = 0x04, // ServerSendGameScoreModel = 0x05, ClientSendDisConnected = 0x06, ServerSendUpdateGameScoreResult = 0x07, ClientSendCheckScore = 0x08, ServerSendGetGameScoreResult = 0x09 } }
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让我们再次来理一理客户端逻辑
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启动程序
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玩家输入账号密码
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点击登陆按钮,
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调用MainClient里面的ConnectToServer 方法
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连接服务器(如果成功),继续发送账号密码到服务器的命令
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再调用MainClient里面的 SendLogin 方法(有个等待0.2秒)
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服务器接收账号密码,进行查找数据库操作
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调用了MyTcpCommandLibrary项目中的LoginManageCommand类的CheckLogin方法(具体LiteDB操作数据的代码不再细说,源码一看就明白了)
[InstallFun("forever")] public void CheckLogin(Socket soc, WeaveSession wsession) { // string jsonstr = _0x01.Getjson(); LoginTempModel get_client_Send_loginModel = wsession.GetRoot<LoginTempModel>(); //执行查找数据的操作...... bool loginOk = false; AddSystemData(); loginOk = CheckUserCanLoginIn(get_client_Send_loginModel); if (loginOk) { // UpdatePlayerListSetOnLine 发送有玩家成功登陆服务器事件,用于通知前端更新UserListBox ServerLoginOKEvent(get_client_Send_loginModel.userName, soc); } SendRoot<bool>(soc, (byte)CommandEnum.ServerSendLoginResult, "ServerBackLoginResult", loginOk , 0, wsession.Token); //发送人数给客户端 //参数1,发送给客户端对象,参数2,发送给客户端对应的方法,参数3,人数的实例,参数4,此处无作用,参数5,客户端此次token }
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发送查找结果给客户端......
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如果客户端接收到服务器发过来的登陆成功消息(跳转到游戏场景),
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数据处理工厂接收到命令调用LoginMessageFactory,并返回一个具体的ICheckServerMessage接口实现类LoginMessage
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调用它的CheckServerMessage方法
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using UnityEngine; using System.Collections; using System; using WeaveBase; public class LoginMessage : ICheckServerMessage { public void CheckServerMessage( string text) { // throw new NotImplementedException(); WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("收到的消息是:"+text); if(ws.Request == "ServerBackLoginResult" ) { if( ws.GetRoot<bool>() == true) { //如果登陆成功,,处理的逻辑...... //先更新用户 //跳转场景 MainClient.Instance.SetLoadSceneFlag(); //发送读取上次分数数据的逻辑 MainClient.Instance.SendCheckUserScore(); } else { MainClient.Instance.serverBackLoginEvent.Invoke(false); } } } }
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如果返回失败,那么提示账号密码错误
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客户端再次发送查找当前用户的历史积分数据的命令
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既是上面代码中的//发送读取上次分数数据的逻辑
MainClient.Instance.SendCheckUserScore();方法里面已经封装了用户的UserName
具体方法代码是
LoginTempModel user = loginUserModel; weaveSocketGameClient.SendRoot<LoginTempModel>((byte)CommandEnum.ClientSendGameScoreModel, "GetUserScore", user, 0);
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(正在游戏场景运行中)
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客户端接受到历史积分数据,并更新显示到UnityUI界面上
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同上..................调用实现接口ICheckServerMessage的具体类GameScoreMessage的CheckServerMessage方法
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using UnityEngine; using System.Collections; using System; using WeaveBase; using MyTcpCommandLibrary.Model; public class GameScoreMessage : ICheckServerMessage { public void CheckServerMessage(string text) { // throw new NotImplementedException(); WeaveSession ws = Newtonsoft.Json.JsonConvert.DeserializeObject<WeaveSession>(text); Debug.Log("收到的GameScoreMessage消息是:" + text); if (ws.Request == "ServerSendGameScore") { GameScoreTempModel gsModel = ws.GetRoot<GameScoreTempModel>(); if (gsModel != null ) { //触发收到服务器发送来的积分数据的事件,并更新到前端UI显示上 MainClient.Instance.CallSetGameScoreTempModelEvent(gsModel); } else { // MainClient.Instance.serverBackLoginEvent.Invoke(false); } } } }
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P0-玩家战机生命为0时,向服务器发送本次游戏积分数据
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调用MainClient里面的SendNewScoreUpdate方法
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public void SendNewScoreUpdate(int _score,int _missed) { try { GameScoreTempModel gsModel = new GameScoreTempModel() { userName = loginUserModel.userName, missenemy = _missed, score = _score }; //LoginTempModel user = loginUserModel; // weaveSocketGameClient.Tokan = "UnityTokan"; // weaveSocketGameClient.SendRoot<int>(0x01, "getnum", 0, 0); weaveSocketGameClient.SendRoot<GameScoreTempModel>((byte)CommandEnum.ClientSendGameScoreModel, "UpdateScore", gsModel, 0); Debug.Log("UpdateScore"); } catch (Exception e) { Debug.Log(e.ToString()); } }
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服务器收到玩家本次游戏积分数据,进行数据库更新操作(根据用户名)
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调用了MyTcpCommandLibrary项目中的GameScoreCommand类的UpdateScore方法(具体LiteDB操作数据的代码不再细说,源码一看就明白了)
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[InstallFun("forever")] public void UpdateScore(Socket soc, WeaveSession wsession) { GameScoreTempModel gsModel = wsession.GetRoot<GameScoreTempModel>(); //执行数据更新的操作...... bool updateSocreResult = UpdateUserScore(gsModel.userName, gsModel.score , gsModel.missenemy); if (updateSocreResult) { // 向客户端发送 更新积分成功的信息 SendRoot<bool>(soc, (byte)CommandEnum.ServerSendUpdateGameScoreResult, "ServerSendUpdateGameScoreResult", updateSocreResult, 0, wsession.Token); } else { // 向客户端发送 更新积分失败的信息 SendRoot<bool>(soc, (byte)CommandEnum.ServerSendUpdateGameScoreResult, "ServerSendUpdateGameScoreResult", updateSocreResult, 0, wsession.Token); //发送人数给客户端 //参数1,发送给客户端对象,参数2,发送给客户端对应的方法,参数3,人数的实例,参数4,此处无作用,参数5,客户端此次token } }
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客户端显示一个按钮,玩家可点击再玩一次,再次游戏(跳转P0,当玩家生命为0时)
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GameScoreHandler类的ReloadGameScene方法,发送本次游戏积分数据并重新加载游戏场景
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其它的Unity3D游戏逻辑代码在这里不再细说