How to use PHP and Unity3D to develop a real-time multiplayer game based on Workerman
With the continuous development of the game industry, real-time multiplayer games have become a trend. If PHP, a widely used server-side scripting language, and Unity3D, a popular game development engine, can be combined to develop real-time multiplayer games, it will bring richer gameplay and user experience. This article will introduce in detail how to use PHP and Unity3D to develop a real-time multiplayer game based on Workerman, with code examples.
<?php require_once __DIR__ . '/vendor/autoload.php'; use WorkermanWorker; $worker = new Worker(); $worker->count = 4; $worker->onWorkerStart = function () { // 在这里处理游戏逻辑 }; Worker::runAll();
In the above code, we first introduced Workerman's automatic loading file, then created a Worker object, and set the number of processes of the object to 4. Then, we can handle the game logic in the onWorkerStart
callback function. The above code is just a simple example. In actual development, specific logic code needs to be written according to game requirements.
using UnityEngine; using System; using System.Net.Sockets; using System.Text; public class Client : MonoBehaviour { private TcpClient client; private NetworkStream stream; private byte[] buffer = new byte[1024]; private void Start() { client = new TcpClient(); client.Connect("127.0.0.1", 9999); stream = client.GetStream(); stream.BeginRead(buffer, 0, buffer.Length, ReceiveCallback, null); } private void ReceiveCallback(IAsyncResult ar) { int bytesRead = stream.EndRead(ar); if (bytesRead > 0) { string message = Encoding.UTF8.GetString(buffer, 0, bytesRead); Debug.Log("Received message: " + message); stream.BeginRead(buffer, 0, buffer.Length, ReceiveCallback, null); } else { stream.Close(); client.Close(); } } }
In the above code, we first create a TcpClient object and connect to the IP address and port number of the server. Then, read the data by obtaining the network stream, and process the received message through the callback function ReceiveCallback
. In actual development, other related logic codes can also be written as needed.
onWorkerStart
callback function on the server side, you can write code to process the game logic. For example, you could assign a unique identifier to a player when he joins the game and broadcast that player's joining message to other players. The sample code is as follows: $worker->onWorkerStart = function () { $workerId = 0; $worker->onConnect = function ($connection) use (&$workerId) { $connection->uid = ++$workerId; broadcast("Player " . $connection->uid . " has joined the game"); }; function broadcast($message) { global $worker; foreach ($worker->connections as $connection) { $connection->send($message); } }; };
In the client's C# script, different processing can be performed based on different message types. The sample code is as follows:
private void ReceiveCallback(IAsyncResult ar) { // ... switch (messageType) { case MessageType.Join: // 处理玩家加入消息 break; case MessageType.Move: // 处理玩家移动消息 break; // ... } // ... }
The above is a brief introduction on how to use PHP and Unity3D to develop a real-time multiplayer game based on Workerman. By combining PHP and Unity3D, and leveraging the high-performance communication framework Workerman, we can develop more fluid and interactive real-time multiplayer games. Of course, the code mentioned in the article is just a simple example, and it needs to be improved and perfected according to specific needs in actual development. I hope this article can be helpful to you, and I wish you smooth development!
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