Untiy-RPC-Sample
使用UnityEngine中的NetWork创建的服务器类
LO_GameServer.cs
** 通过该工具类能够在Unity程序中快速的创建一个游戏房间服务器,查询房间列表,及发送消息功能 **
using System; using UnityEngine; namespace LO_Tool { public class LO_GameServer:MonoBehaviour { #region 单例化 private LO_GameServer () { } private static GameObject s_LO_GameServer_object; private static LO_GameServer s_LO_GameServer = null; private static NetworkView s_LO_NetworkView = null; public static LO_GameServer DefaultServer { get{ if (s_LO_GameServer == null) { s_LO_GameServer_object = new GameObject("DefaultServer"); s_LO_GameServer = s_LO_GameServer_object.AddComponent<LO_GameServer>(); s_LO_NetworkView = s_LO_GameServer_object.AddComponent<NetworkView>(); } return s_LO_GameServer; } } private static NetworkView DefalutNetworkView { get{ return s_LO_NetworkView; } } #endregion /// <summary> /// init server... /// </summary> /// <param name="ip">Ip.</param> /// <param name="port">Port.</param> public bool InitServer(string ip,int port) { //set property MasterServer.ipAddress = ip; MasterServer.port = port; return true; } /// <summary> /// Starts the server. /// </summary> /// <returns><c>true</c>, if server was started, <c>false</c> otherwise.</returns> public bool StartServer() { //start... Network.InitializeServer(1000,25000,!Network.HavePublicAddress()); //register a game MasterServer.RegisterHost("Card","XiaoHao‘s Doudizhu"); return true; } public delegate void RequestRoomComplete(HostData[] list); private RequestRoomComplete complete_block = null; public RequestRoomComplete CompleteBlock{ set{ complete_block = value; } get{ return complete_block; } } public void StartRequestRoom(RequestRoomComplete block) { LO_GameServer.DefaultServer.CompleteBlock = block; MasterServer.RequestHostList("Card"); } public delegate void JoinHostRoomDelegate(int state); private JoinHostRoomDelegate join_delegate = null; public void JoinHostRoom(HostData room,JoinHostRoomDelegate block) { this.join_delegate = block; NetworkConnectionError error = Network.Connect(room.ip[0],room.port); Debug.Log(error); } public void SendGameMessage(string message) { LO_GameServer.DefalutNetworkView.RPC("RemoteReceiveMessage",RPCMode.All,message); } [RPC] public void RemoteReceiveMessage(string message) { Debug.Log(message); } #region Behaviour Actions /// <summary> /// some event notification from master server /// </summary> /// <param name="ev">Ev.</param> public void OnMasterServerEvent(MasterServerEvent ev) { switch (ev) { case MasterServerEvent.RegistrationSucceeded: { break; } case MasterServerEvent.RegistrationFailedNoServer: { break; } case MasterServerEvent.RegistrationFailedGameType: { break; } case MasterServerEvent.RegistrationFailedGameName: { break; } case MasterServerEvent.HostListReceived: { LO_GameServer.DefaultServer.CompleteBlock(MasterServer.PollHostList()); break; } default: break; } } public void OnPlayerConnected(NetworkPlayer player) { } public void OnConnectedToServer() { this.join_delegate(0); Debug.Log("OnConnectedToServer"); } #endregion } }
我们发现几点与通常单例类不同的地方
- LO_GameServer类继承于MonoBehaviour脚本类
- 静态对象s_LO_GameServer,是通过AddComponent函数实例化的,这与Unity引擎脚本类的实例化机制有关
- LO_GameServer单例类与其他单例类不同的地方在于,需要多创建一个静态的GameObject变量,用来存储该单例脚本对象
除了以上几点不同之处,在该类中同样定义了几个委托类型,用来做回调功能的处理
- RequestRoomComplete委托类型,当请求房间列表成功后就会调用该委托类型的变量complete_block
- JoinHostRoomDelegate委托类型,当加入房间成功后就会调用该委托类型的变量join_delegate
应用举例
private HostData[] room_list = null; private bool isConnected = false; void OnGUI() { if (GUILayout.Button("StartServer")) { LO_GameServer.DefaultServer.StartServer(); } if (GUILayout.Button("RequestRoom")) { LO_GameServer.DefaultServer.StartRequestRoom((HostData[] list)=>{ this.room_list = list; }); } if (this.room_list != null) { GUILayout.BeginVertical(); foreach (HostData item in this.room_list) { GUILayout.BeginHorizontal(); GUILayout.Label(item.ip[0],GUILayout.Width(200f),GUILayout.Height(40f)); GUILayout.Label(item.gameName,GUILayout.Width(200f),GUILayout.Height(40f)); string title = null; Action<HostData> action = null; Action<HostData> state_connect = (HostData data)=>{ LO_GameServer.DefaultServer.SendGameMessage(user.ToString()); }; Action<HostData> state_no_connect = (HostData data) => { LO_GameServer.DefaultServer.JoinHostRoom(data,(int state)=>{ isConnected = state == 0; }); }; if (isConnected) { title = "Send"; action = state_connect; } else { title = "Connect"; action = state_no_connect; } if (GUILayout.Button(title,GUILayout.Width(60f),GUILayout.Height(40f))) { action(item); } GUILayout.EndHorizontal(); } GUILayout.EndVertical(); } }
使用C#语言中的System.Xml与System.IO库完成实体对象与XML转换的工具类
LO_XMLTool.cs
通过该工具类,能够快速的将C#中的实体对象与XML进行转换,方便大家在编写代码完成进行数据交互的功能
using System; using System.Xml; using System.Xml.Serialization; using System.IO; namespace AssemblyCSharp { public class LO_XMLTool { #region 反序列化 /// <summary> /// 反序列化 /// </summary> /// <param name="type">类型</param> /// <param name="xml">XML字符串</param> /// <returns></returns> public static object Deserialize(Type type, string xml) { try { using (StringReader sr = new StringReader(xml)) { XmlSerializer xmldes = new XmlSerializer(type); return xmldes.Deserialize(sr); } } catch (Exception e) { return null; } } /// <summary> /// 反序列化 /// </summary> /// <param name="type"></param> /// <param name="xml"></param> /// <returns></returns> public static object Deserialize(Type type, Stream stream) { XmlSerializer xmldes = new XmlSerializer(type); return xmldes.Deserialize(stream); } #endregion #region 序列化 /// <summary> /// 序列化 /// </summary> /// <param name="type">类型</param> /// <param name="obj">对象</param> /// <returns></returns> public static string Serializer(Type type, object obj) { MemoryStream Stream = new MemoryStream(); XmlSerializer xml = new XmlSerializer(type); try { //序列化对象 xml.Serialize(Stream, obj); } catch (InvalidOperationException) { throw; } Stream.Position = 0; StreamReader sr = new StreamReader(Stream); string str = sr.ReadToEnd(); sr.Dispose(); Stream.Dispose(); return str; } #endregion } }
时间: 2024-10-23 08:46:02