当前位置: 首页 > news >正文

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();}
}
http://www.dtcms.com/a/268677.html

相关文章:

  • C#和SQL Server连接常用通讯方式
  • MsSql 其他(2)
  • Excel 的多线程特性
  • JavaWeb笔记07
  • LLM(大语言模型)能识别图像的核心原因:图像和文本记性特征识别且对其
  • [C语言笔记]11、结构体
  • 实用机器学习
  • 算法————模拟算法
  • Oracle实用参考(13)——Oracle for Linux PSR及PSU升级
  • C++系列(七):深度探索C++内存 --- 分区、堆栈、new/delete与高效编程实践
  • 动态规划递归与迭代实现对比
  • Data Agent:从技术本质到企业级实践的全景解析
  • LeetCode Hot 100 除自身以外数组的乘积
  • 16th Day| 222.完全二叉树的节点个数,110.平衡二叉树,257.二叉树的所有路径,404.左叶子之和
  • 分布式推客系统架构设计:从微服务到高性能计算的实践路径
  • WebView 中 Cookie 丢失怎么办?跨域状态不同步的调试与修复经验
  • 6,Receiving Messages:@KafkaListener Annotation
  • 诊断工程师进阶篇 --- 车载诊断怎么与时俱进?
  • vue3 字符包含
  • vue openlayer 找出直线上的某一个点 , 点距离直线 最短路径的点 WKT坐标转换为GeoJSON坐标
  • iOS Widget 开发-1:什么是 iOS Widget?开发前的基本认知
  • 亚马逊运营进阶指南:如何用AI工具赋能广告运营
  • 期待在 VR 森林体验模拟中实现与森林的 “虚拟复现”​
  • 华锐视点 VR 污水处理技术对激发学习兴趣的作用​
  • 北京-4年功能测试2年空窗-报培训班学测开-第四十四天
  • UI + MCP Client + MCP Server实验案例
  • 【机器学习笔记 Ⅱ】11 决策树模型
  • Spring Boot 操作 Redis 时 KeySerializer 和 HashKeySerializer 有什么区别?
  • day16——Java集合进阶(Collection、List、Set)
  • Kafka消息积压的原因分析与解决方案