蓝鸥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
}
}