


How PHP and Unity3D use Workerman to implement social functions in games
How PHP and Unity3D use Workerman to implement social functions in games
With the popularity of online games, game developers are paying more and more attention to social functions in games to improve the interactivity and entertainment of games. . PHP and Unity3D are two technologies widely used in game development. They can be used to build powerful online games. This article will introduce how to use PHP's network framework Workerman and Unity3D to implement social functions in the game.
First, let’s get to know Workerman. Workerman is a high-performance PHP network framework that can easily implement TCP/UDP long connections and support WebSocket. It has low latency, high concurrency, and scalability characteristics, making it very suitable for implementing social functions in games.
1. Server-side implementation
- Installing Workerman
To use Workerman, we first need to install it. Enter the following command in the terminal to install Workerman:
composer require workerman/workerman
- Create server side
Use the following PHP code to create the server side script:
<?php require_once __DIR__ . '/vendor/autoload.php'; use WorkermanWorker; // 创建一个Worker监听2345端口,协议为websocket,websocket的host和port通过http的header头传递 $worker = new Worker('websocket://0.0.0.0:2345'); // 设置进程数,根据实际情况调整 $worker->count = 4; // 当客户端连接上来时触发 $worker->onConnect = function($connection) { echo "New connection "; }; // 当客户端发送消息过来时触发 $worker->onMessage = function($connection, $data) { // 处理客户端发来的消息 // 例如,处理登录和注册等逻辑 }; // 当客户端关闭连接时触发 $worker->onClose = function($connection) { echo "Connection closed "; }; // 运行Worker Worker::runAll();
Above In the code, we created a Worker, listening on port 2345, and the protocol is websocket. Then handle the client's connection, message and connection closing events through callback functions such as onConnect, onMessage and onClose.
- Implementing the social function in the game
According to the specific game requirements, we can implement the social function in the game in the onMessage callback function. For example, when the received message is "login(username, password)", we can process the login logic and return the corresponding results to the client; when the received message is "send_message(message)", we can send the message to other players in the game.
2. Client implementation
- Create Unity3D project
First, create a new project in Unity3D, and then create an empty scene.
- Writing scripts
In Unity3D, we can use C# to write scripts. Create a new C# script and add the following code:
using UnityEngine; using System.Collections; using WebSocketSharp; public class SocketClient : MonoBehaviour { WebSocket ws; void Start() { ws = new WebSocket("ws://localhost:2345"); ws.OnOpen += (sender, e) => { Debug.Log("Connected"); }; ws.OnMessage += (sender, e) => { // 处理服务器端发送过来的消息 }; ws.OnClose += (sender, e) => { Debug.Log("Disconnected"); }; ws.Connect(); } void Update() { // 根据游戏需求处理社交功能 } void OnDestroy() { ws.Close(); } }
In the above code, we create a WebSocket object and connect to the server through the Connect method. Then, we can handle the messages sent by the server and changes in the connection status through events such as OnOpen, OnMessage, and OnClose.
- Add script to game object
Add script to a game object, and then add the game object to the scene. Run the game, and when the connection to the server is successful, we can add the specific logic of the social function according to the game requirements and send the message to the server.
Through the above steps, we can use Workerman, PHP and Unity3D to implement social functions in the game. The logic of social functions can be expanded and improved according to specific game needs. Hope this article is helpful to you!
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