Unity接入Steamworks.NET实现通信功能
研究了下怎么使用Steam平台提供的方式实现网络通信。
以下是基础功能代码,MessageBase没有上传,后续研究透彻了会补充更新。
需要保证电脑上登录了Steam平台应用程序,目前先测试了获取自身SteamID,实现了自己的收发消息功能。
Steamworks.NET
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Steamworks;public class SteamNetworkController : MonoBehaviour
{public static bool showLog = true;private CSteamID m_steamId;private Callback<P2PSessionRequest_t> m_P2PSessionRequest;private Callback<P2PSessionConnectFail_t> m_P2PSessionConnectFail;private Callback<SocketStatusCallback_t> m_SocketStatusCallback;//private Callback<P2PSessionState_t> m_P2PSessionState;private void Awake(){//初始化SteamAPISteamAPI.Init();}private void Start(){m_steamId = SteamUser.GetSteamID();Debug.Log("当前steamId=" + SteamUser.GetSteamID());//Debug.Log("当前登录用户名:" + SteamFriends.GetPersonaName());m_P2PSessionRequest = Callback<P2PSessionRequest_t>.Create(OnP2PSessionRequest);m_P2PSessionConnectFail = Callback<P2PSessionConnectFail_t>.Create(OnP2PSessionConnectFail);m_SocketStatusCallback = Callback<SocketStatusCallback_t>.Create(OnSocketStatusCallback);}private void Update(){if (Input.GetKeyDown(KeyCode.A)){//模拟发送消息SendP2PPacket(m_steamId, EMsgType.Content, "test");}//循环接收消息UpdateReadP2PPacket();}private void OnP2PSessionRequest(P2PSessionRequest_t pCallback){bool ret = SteamNetworking.AcceptP2PSessionWithUser(pCallback.m_steamIDRemote);m_steamId = pCallback.m_steamIDRemote;if (showLog) Debug.LogFormat("获取的用户ID结果={0} id={1}", ret, m_steamId.m_SteamID);}private void OnP2PSessionConnectFail(P2PSessionConnectFail_t pCallback){if (showLog) Debug.LogFormat("OnP2PSessionConnectFail steamIDRemote={0},error={1}", pCallback.m_steamIDRemote, pCallback.m_eP2PSessionError);}private void OnSocketStatusCallback(SocketStatusCallback_t pCallback){if (showLog) Debug.LogFormat("OnSocketStatusCallback steamIDRemote={0},socketState={1}", pCallback.m_steamIDRemote, pCallback.m_eSNetSocketState);}private void OnP2PSessionState(P2PSessionState_t pCallback){if (showLog) Debug.LogFormat("OnP2PSessionState connect={0},error={1}", pCallback.m_bConnecting, pCallback.m_eP2PSessionError);}/// <summary>/// 发送消息/// </summary>/// <param name="steamID"></param>/// <param name="msgType"></param>/// <param name="msg"></param>public static void SendP2PPacket(CSteamID steamID, EMsgType msgType, string msg){uint msgIndex = CreateMsgIndex();MessageBase messageBase = new MessageBase();byte[] bytes = messageBase.Combination(msgType, msgIndex, msg);SteamNetworking.SendP2PPacket(steamID, bytes, (uint)bytes.Length, EP2PSend.k_EP2PSendReliable);if (showLog) Debug.LogFormat("发送消息,index={0},type={1},msg={2},长度={3}", msgIndex, msgType.ToString(), msg,bytes.Length);}/// <summary>/// 接收消息/// </summary>public bool UpdateReadP2PPacket(){uint MsgSize;bool ret = SteamNetworking.IsP2PPacketAvailable(out MsgSize);if (MsgSize <= 0){return false;}byte[] bytes = new byte[MsgSize];uint newMsgSize;CSteamID SteamIdRemote;ret = SteamNetworking.ReadP2PPacket(bytes, MsgSize, out newMsgSize, out SteamIdRemote);if (ret){MessageBase messageBase = new MessageBase();messageBase.AnalysisMsg(bytes);ProcessMessage(messageBase, SteamIdRemote);if (showLog) Debug.LogFormat("接收的消息,steaId={0},length={1},index={2},type={3},msg={4}", SteamIdRemote, bytes.Length, messageBase.MsgIndex, messageBase.MsgType, messageBase.MsgContent);}return true;}/// <summary>/// 处理接收到的消息/// </summary>/// <param name="msgBase"></param>/// <param name="steamID"></param>private void ProcessMessage(MessageBase msgBase, CSteamID steamID){switch (msgBase.MsgType){case EMsgType.Heartbeat:break;case EMsgType.Content:break;case EMsgType.Chat:break;case EMsgType.Invite:break;case EMsgType.Step:break;case EMsgType.Rectify:break;case EMsgType.Wait:break;default:break;}}private static uint msgIndex = 0;private static uint CreateMsgIndex(){msgIndex++;return msgIndex;}private void OnDestroy(){// Just incase we have it open when we close/assemblies get reloaded.if (!m_steamId.IsValid()){SteamNetworking.CloseP2PSessionWithUser(m_steamId);}SteamAPI.Shutdown();}
}