• Photon Server初识(四) --- 部署自己的服务Photon Server


    准备工作:

      1、一台 window 虚拟机(本机是window也行)

      2、下载SDK : https://www.photonengine.com/zh-CN/sdks#server

     

     

    一:SDK介绍

      下载SDK后是一个.exe文件  photon-server-sdk_v4-0-29-11263.exe , 在 window上点击,会生成一个结构目录:

     比较重要的就是 deploy 目录,我们的服务部署就是放到这个文件夹下。src-server目录放的是一些官方提供的服务源码。

    进入deploy-> bin-Win64 -> 中双击 PhotonControl.exe 就算启动服务了。

     

    开始我们自己的服务:

    二:新建项目,在之前的解决方案下新建项目,注意新建的是类库(不是之前的控制台项目)

     

    三、引入包。在项目的文件目录中新建 Lib文件夹,将之前下载的SDK中lib目录中的几个dll库复制过来。然后在项目中导入。

     

    四、修改代码。

      (1)、去解压的SDK目录 ser-server  -> Loadbanlancing -> LoadBalancing 目录下,复制一个文件  log4net.config 到项目的根目录下(用于日志配置)。

      (2)、修改Class1.cs 文件重命名为MyGameServer.cs

      (3)、新建文件 ClientPeer.cs 文件

            

     (4)、修改配置 log4net.config

    <?xml version="1.0" encoding="utf-8" ?>
    <log4net debug="false">
    
      <appender name="ConsoleAppender" type="log4net.Appender.ConsoleAppender">
        <layout type="log4net.Layout.PatternLayout">
          <param name="ConversionPattern" value="%d{ABSOLUTE} %-5p %-30.30c{2} %m% [%t] [%x]%n" />
        </layout>
      </appender>
      
        <!-- "normal" log file appender -->
        <appender name="LogFileAppender" type="log4net.Appender.RollingFileAppender">
        <file type="log4net.Util.PatternString" value="%property{Photon:ApplicationLogPath}\MyGameSer.log" />
        <!--param name="File" value="logLite.log" /-->
            <param name="AppendToFile" value="true" />
            <param name="MaxSizeRollBackups" value="1" />
            <param name="MaximumFileSize" value="250MB" />
            <param name="RollingStyle" value="Size" />
        <param name="LockingModel" type="log4net.Appender.FileAppender+MinimalLock" />
            <layout type="log4net.Layout.PatternLayout">
                <param name="ConversionPattern" value="%d [%t] %-5p %c [%x] - %m%n" />
            </layout>
        </appender>
    
      <!-- logger -->
      <root>
        <level value="INFO" />
        <appender-ref ref="LogFileAppender" /> 
        <appender-ref ref="ConsoleAppender" />
      </root>
    
        
      <!-- operation data logger -->
      <!-- set level to DEBUG to enable operation data logging-->
      <logger name="OperationData">
        <level value="INFO" />    
      </logger>
      
      <!-- override log level for certain classes / namespaces -->   
        <logger name="ExitGames">
            <level value="INFO" />
        </logger>
      
    </log4net>
    View Code

     修改文件属性为一直拷贝:

     (5)、 修改文件  ClientPeer.cs

    using Photon.SocketServer;
    using PhotonHostRuntimeInterfaces;
    
    namespace MyGameServer
    {
        public class ClientPeer : Photon.SocketServer.ClientPeer
        {
            //创建客户端
            public ClientPeer(InitRequest initRequest) : base(initRequest)
            {
            }
    
    
            protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
            {
                
            }
    
            //处理客户端断开连接
            protected override void OnDisconnect(DisconnectReason reasonCode, string reasonDetail)
            {
               
            }
        }
    }
    View Code

    (6) 、修改 MyGameServer.cs 文件

    using System.IO;
    using ExitGames.Logging;
    using ExitGames.Logging.Log4Net;
    using log4net;
    using log4net.Config;
    using Photon.SocketServer;
    using LogManager = ExitGames.Logging.LogManager;
    
    namespace MyGameServer
    {
        //继承 ApplicationBase
        public class MyGameServer : ApplicationBase
        {
            //日志打印
            public static readonly ILogger log = LogManager.GetCurrentClassLogger();
    
            //客户端创建链接
            //使用一个peerbase表示一个客户端连接
            protected override PeerBase CreatePeer(InitRequest initRequest)
            {
                log.Info("Client  Connect----------");
                //创建一个客户端返回给引擎,引擎自动管理
                return new ClientPeer(initRequest);
            }
    
            //服务器启动时调用
            protected override void Setup()
            {
                LogManager.SetLoggerFactory(Log4NetLoggerFactory.Instance);
                GlobalContext.Properties["Photon:ApplicationLogPath"] = Path.Combine(ApplicationRootPath, "log");
                GlobalContext.Properties["LogFileName"] = "MySer_" + ApplicationName;
                XmlConfigurator.ConfigureAndWatch(new FileInfo(Path.Combine(BinaryPath, "log4net.config")));
                
    //            GlobalContext.Properties["Photon:ApplicationLogPath"] = Path.Combine(ApplicationRootPath, "log");
    //            FileInfo configFile = new FileInfo(Path.Combine(BinaryPath,"log4net.config"));
    //            if (configFile.Exists)
    //            {
    //                LogManager.SetLoggerFactory(Log4NetLoggerFactory.Instance);
    //                XmlConfigurator.ConfigureAndWatch(configFile);
    //            }
                
    
                log.Info("MyGameServer start----------");
            }
    
            //服务器停止调用
            protected override void TearDown()
            {
                log.Info("MyGameServer down----------");
            }
        }
    }
    View Code

    目前我们的服务只能在服务端打印一些log日志。

    五、配置我们的服务。我们的服务要在服务端部署,必须加入到配置文件中。找到SDK解压目录  deploy-> bin-Win64 中拷贝 PhotonServer.config 文件保存一个副本。然后修改该文件,加入我们自己的项目。 

      拷贝一份 MMoDemo 节点,修改为我们自己的项目,然后删掉多余的项目

    修改的地方:

     

     完整配置

    <?xml version="1.0" encoding="Windows-1252"?>
    <!--
        (c) 2015 by Exit Games GmbH, http://www.exitgames.com
        Photon server configuration file.
        For details see the photon-config.pdf.
    
        This file contains two configurations:
            
            "LoadBalancing"
                    Loadbalanced setup for local development: A Master-server and a game-server.
                    Starts the apps: Game, Master, CounterPublisher
                    Listens: udp-port 5055, tcp-port: 4530, 843 and 943        
        
    -->
    
    <Configuration>
        <!-- Multiple instances are supported. Each instance has its own node in the config file. -->
    
        <MyGameInstance
                MaxMessageSize="512000"
                MaxQueuedDataPerPeer="512000"
                PerPeerMaxReliableDataInTransit="51200"
                PerPeerTransmitRateLimitKBSec="256"
                PerPeerTransmitRatePeriodMilliseconds="200"
                MinimumTimeout="5000"
                MaximumTimeout="30000"
                DisplayName="MyGame Demo"
        >
    
            <!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. -->
            <!-- Port 5055 is Photon's default for UDP connections. -->
            <UDPListeners>
                <UDPListener
                        IPAddress="0.0.0.0"
                        Port="5055"
                        OverrideApplication="MyGame1">
                </UDPListener>
            </UDPListeners>
    
            <!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. -->
            <!-- Port 4530 is Photon's default for TCP connecttions. -->
            <!-- A Policy application is defined in case that policy requests are sent to this listener (known bug of some some flash clients) -->
            <TCPListeners>
                <TCPListener
                        IPAddress="0.0.0.0"
                        Port="4530"
                        PolicyFile="Policyassetssocket-policy.xml"
                        InactivityTimeout="10000"
                        OverrideApplication="MyGame1"
                >
                </TCPListener>
            </TCPListeners>
    
    
            <!-- Defines the Photon Runtime Assembly to use. -->
            <Runtime
                    Assembly="PhotonHostRuntime, Culture=neutral"
                    Type="PhotonHostRuntime.PhotonDomainManager"
                    UnhandledExceptionPolicy="Ignore">
            </Runtime>
    
    
            <!-- Defines which applications are loaded on start and which of them is used by default. Make sure the default application is defined. -->
            <!-- Application-folders must be located in the same folder as the bin_win32 folders. The BaseDirectory must include a "bin" folder. -->
            <Applications Default="MyGame1">
    
                <!-- MMO Demo Application -->
                <Application
                        Name="MyGame1"
                        BaseDirectory="MyGameServer"
                        Assembly="MyGameServer"
                        Type="MyGameServer.MyGameServer"
                        ForceAutoRestart="true"
                        WatchFiles="dll;config"
                        ExcludeFiles="log4net.config">
                </Application>
                
            </Applications>
        </MyGameInstance>
        
    </Configuration>
    View Code

    六、部署服务。

      (1)、复制修改的 PhotonServer.config 到 deploy-> bin-Win64 中覆盖之前的。

      (2)、在目录deploy中新建目前 MyGameServer,进入目录新建文件夹bin.

            (3)  、编译项目,将生成的dll复制到第二步新建的文件夹下。

     编译后的文件一般在 bin/Debug目录下

      拷贝到新建的文件夹下

    七、启动服务。退出之前的服务,双击 PhotonControl.exe 重新启动。然后启动我们自己的服务,在目录 deploy -> log 目录中就会多一个日志文件 MyGameSer

     目前为止,我们的服务就正式在Photon下启动了

    查看文档:https://blog.csdn.net/TheRootone/article/details/78812670

    参考视频:https://www.bilibili.com/video/av27934291/?p=1 

     
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  • 原文地址:https://www.cnblogs.com/cj8988/p/11678089.html
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