Unity之NetWork创建与连接服务器
- Network.InitializeServer(int connettions,int Port,bool useNat):该函数用于初始化服务器。Connections是最大连接数, Port是服务器监听的端口号,useNat表明是否使用Nat穿透。返回枚举类型NetworkConnectionError。返回NetworkConnectionError.NoError时表示创建服务器成功,没有错误。
- Network.Connect(string IP,int Port):该函数用于连接服务器。IP是所要连接的服务器的IP地址,Port是端口号。返回枚举类型NetworkConnectionError。返回NetworkConnetionError.NoError是表示连接服务器成功,没有错误。
- Network.Disconnect():关闭所有开放的连接并关闭网络接口。
- Network.connections:所有连接的玩家
- OnPlayerConnected(NetworkPlayer player):当一个新玩家成功连接时在服务器调用
- OnPlayerDisconnected(NetworkPlayer player):当一个玩家从服务器上断开时在服务器端调用
- OnConnectedToServer():当成功连接到服务器时,在客户端调用这个函数。
- OnDisconnectedFromServer(NetworkDisconnection msg):服务器上连接已经断开时,在客户端调用这个函数,但当连接已经被禁用,也会在服务器上调用。
------------------------------------------功能实现--------------------------------------------
using UnityEngine;
using UnityEngine.UI;
public class MyNetWork : MonoBehaviour
{
private Text
count;
private Text info;
private Button
ConnectServer;
private Text
btnText_Connect;
private Button
CreateServer;
private Text
btnText_Create;
private string ip =
"192.168.0.118";
private int port =
9001;
private bool
hasConnectServer;
private bool
hasCreateServer;
void Start()
{
count =
GameObject.Find("count").GetComponent();
info =
GameObject.Find("info").GetComponent();
info.text = "";
ConnectServer =
GameObject.Find("connectBtn").GetComponent();
btnText_Connect =
ConnectServer.transform.Find("Text").GetComponent();
CreateServer =
GameObject.Find("createBtn").GetComponent();
btnText_Create =
CreateServer.transform.Find("Text").GetComponent();
CreateServer.onClick.AddListener(delegate
{
if
(!hasCreateServer)
{
NetworkConnectionError error
= Network.InitializeServer(30, port, false);
if (error ==
NetworkConnectionError.NoError)
{
print("创建服务器成功");
hasCreateServer = true;
btnText_Create.text = "DestroyServer";
}
}
else
{
Network.Disconnect();
print("销毁服务器成功");
hasCreateServer =
false;
btnText_Create.text =
"CreateServer";
}
});
ConnectServer.onClick.AddListener(delegate
{
if
(!hasConnectServer)
{
NetworkConnectionError error
= Network.Connect(ip, port);
if (error ==
NetworkConnectionError.NoError)
{
print("连接服务器成功");
hasConnectServer = true;
btnText_Connect.text = "DisConnect";
}
}
else
{
Network.Disconnect();
print("断开服务器成功");
hasConnectServer =
false;
btnText_Connect.text =
"ConnectServer";
}
});
}
private void
OnPlayerConnected(NetworkPlayer player)//服务器端调用
{
count.text =
Network.connections.Length.ToString();
info.text = "玩家上线:\n玩家端口号:" + player.port +
"\n玩家ID:" + player.ipAddress;
}
private void
OnPlayerDisconnected(NetworkPlayer player)//服务器端调用
{
count.text =
Network.connections.Length.ToString();
info.text = "玩家下线:\n玩家端口号:" + player.port +
"\n玩家ID:" + player.ipAddress;
}
private void
OnConnectedToServer()//客户端调用
{
count.text =
Network.connections.Length.ToString();
}
private void
OnDisconnectedFromServer(NetworkDisconnection msg)
{
if (Network.isServer)//服务器端调用
{
info.text
= "本地服务器断开连接";
count.text
= Network.connections.Length.ToString();
}
else
{
if (msg ==
NetworkDisconnection.LostConnection)//客户端调用
{
info.text = "Lost Connection
from the server";
count.text =
Network.connections.Length.ToString();
}
else
{
info.text = "Disconnection
from the server successfully ";
count.text =
Network.connections.Length.ToString();
}
}
}
}
------------------------------------------发布运行--------------------------------------------