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How to use Workerman to implement a multiplayer online jigsaw puzzle game in PHP and Unity3D
Overview:
Multiplayer online games have always been a hot topic in the field of game development, and jigsaw puzzles are a simple and fun way to Casual games are also popular among online games. This article will introduce how to use Workerman to build a server, and use PHP and Unity3D to develop a simple multiplayer online puzzle game to achieve real-time game interaction.
composer require workerman/workerman
Next, we create a server-side PHP file server.php, initialize Workerman in it, and create a Worker object:
<?php require_once __DIR__ . '/vendor/autoload.php'; use WorkermanWorker; // 创建一个Worker监听8080端口 $worker = new Worker('websocket://0.0.0.0:8080'); // 设置监听的连接数 $worker->count = 4; // 当收到客户端发来的数据时 $worker->onMessage = function ($connection, $data) { // 处理接收到的数据 // ... }; // 运行Worker Worker::runAll();
In the above code, we created a Worker object and set its listening address to port 8080 of localhost, indicating that the server will listen and provide services on this port. At the same time, we also set the number of Worker processes to 4 so that the server can handle multiple client requests in parallel. In the onMessage function, we can process the data sent by the client and return the corresponding results.
In Unity3D, we create a new scene and add an empty GameObject as a container for the main logic control script. Then, we add the main logic control script code to this GameObject.
using UnityEngine; using WebSocketSharp; public class PuzzleGameClient : MonoBehaviour { private WebSocket ws; private void Start() { // 连接到服务器 ws = new WebSocket("ws://localhost:8080"); ws.OnOpen += OnOpen; ws.OnMessage += OnMessage; ws.OnClose += OnClose; ws.OnError += OnError; ws.Connect(); } private void OnOpen(object sender, System.EventArgs e) { Debug.Log("Connected to server"); } private void OnMessage(object sender, MessageEventArgs e) { Debug.Log("Received message from server: " + e.Data); // 处理接收到的数据 // ... } private void OnClose(object sender, CloseEventArgs e) { Debug.Log("Disconnected from server"); } private void OnError(object sender, ErrorEventArgs e) { Debug.Log("Error: " + e.Message); } private void OnDestroy() { // 断开与服务器的连接 ws.Close(); } }
In the above code, we created a WebSocket object in the Start function of the script and set the connection address to the address and port of the server. When a connection is opened, a message is received, a connection is closed, an error occurs, etc., we can process the corresponding logic in the corresponding callback function.
On the server side, we can modify the onMessage function of the server.php file to process the received data, as shown below:
$worker->onMessage = function ($connection, $data) { // 将JSON数据解析为关联数组 $json = json_decode($data, true); // 根据不同的指令进行相应的处理 switch ($json['command']) { case 'move': // 执行移动操作 // ... break; case 'finish': // 完成拼图 // ... break; // ... } // 发送结果给客户端 $result = ['status' => 'success']; $connection->send(json_encode($result)); };
On the client side, we can process the received data Parse the JSON data in the OnMessage method of the received message and perform the corresponding game operations, as shown below:
private void OnMessage(object sender, MessageEventArgs e) { Debug.Log("Received message from server: " + e.Data); var json = JsonUtility.FromJson<GameMessage>(e.Data); // 根据不同的指令进行相应的处理 switch (json.command) { case "move": // 执行移动操作 // ... break; case "finish": // 完成拼图 // ... break; // ... } // 发送结果给服务器 var result = new GameResult { status = "success" }; ws.Send(JsonUtility.ToJson(result)); }
In the above code, we parse the received JSON data into a GameMessage object and perform the corresponding game operations according to different The instructions execute the corresponding processing logic. Finally, we encapsulate the processing result into a GameResult object and send it to the server.
After completing the above steps, we can run the game in the Unity editor. When multiple clients are connected to the server, they can play puzzles simultaneously and interact in real time.
Summary:
This article introduces how to use Workerman to build a PHP server and use Unity3D to develop a multiplayer online puzzle game. We implemented the communication between the client and the server through the WebSocket plug-in, and implemented the interaction of game logic through JSON data exchange. If you are interested in multiplayer online game development, you can practice according to the above content and further expand and optimize the project.
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