Unity 大厅、匹配与排行榜
用 PusherClient for .NET 实现 presence 大厅、“匹配成功”和缓存排行榜。
游戏里不是每条消息都需要游戏服务器。大厅、“匹配成功”、好友上线、聊天、排行榜和运营公告都是事件:小、不频繁,而且只发给在意的玩家。Hibira 通过 WebSocket 传送这些事件,客户端是开源的 .NET 库 PusherClient,你的后端一次 HTTP 调用就能发布,无需自己搭建 socket 服务器。每一帧都在变化的状态,请继续交给你的游戏网络方案(Netcode for GameObjects、Photon、Mirror 或自研)。
玩家得到什么
- 大厅里有谁、谁已准备好,无需刷新就能看到。
- 匹配器一决定就弹出“匹配成功”,不用盯着轮询的转圈。
- 排行榜和活动倒计时在界面打开的那一刻就是最新的。
用到的功能
- Unity 中的 PusherClient(pusher-websocket-dotnet)。
- 用于大厅和队伍的 presence 频道(
presence-)。 - 玩家之间传递“准备好了”等小信号的客户端事件(
client-*)。 - 给单个玩家发消息的私有频道(
private-)。 - 缓存频道(
cache-),把最新排行榜交给每位打开它的玩家。
步骤 1:连接一次,在主线程处理事件
从 NuGet 添加 PusherClient 包(例如通过 NuGetForUnity),然后把这个组件放到第一个场景的 GameObject 上:
using System;
using System.Collections.Concurrent;
using System.Net.Http.Headers;
using PusherClient;
using UnityEngine;
public class Realtime : MonoBehaviour
{
public static Realtime Instance { get; private set; }
public Pusher Client { get; private set; }
// PusherClient raises events on a background thread; Unity's API only works on the main thread.
readonly ConcurrentQueue<Action> mainThread = new ConcurrentQueue<Action>();
public void Post(Action action) => mainThread.Enqueue(action);
async void Awake()
{
Instance = this;
DontDestroyOnLoad(gameObject);
Client = new Pusher("YOUR_APP_KEY", new PusherOptions
{
Host = "ws.hibira.io",
Encrypted = true,
ChannelAuthorizer = new HttpChannelAuthorizer("https://api.example.com/pusher/auth")
{
AuthenticationHeader = new AuthenticationHeaderValue("Bearer", Session.Token),
},
});
Client.Error += (sender, error) => Debug.LogWarning(error);
await Client.ConnectAsync();
}
void Update()
{
while (mainThread.TryDequeue(out var action)) action();
}
async void OnApplicationQuit() => await Client.DisconnectAsync();
}请设置 Host 而不是 Cluster:设置 cluster 会让库连回 pusher.com。App secret 留在你的后端,由后端在授权端点为私有和 presence 频道签名。
步骤 2:带 presence 和“准备好了”的大厅
[]
public class Player { public string name; public int level; }
var rt = Realtime.Instance;
var lobby = await rt.Client.SubscribePresenceAsync<Player>("presence-lobby-" + lobbyId);
foreach (var m in lobby.GetMembers()) rt.Post(() => LobbyUI.Add(m.Key, m.Value));
lobby.MemberAdded += (sender, m) => rt.Post(() => LobbyUI.Add(m.Key, m.Value));
lobby.MemberRemoved += (sender, m) => rt.Post(() => LobbyUI.Remove(m.Key));
// "Ready" goes straight to the other players: turn on Allow client events in the app settings
lobby.Bind("client-ready", (PusherEvent e) => rt.Post(() => LobbyUI.SetReady(e.UserId, true)));
readyButton.onClick.AddListener(() => lobby.Trigger("client-ready", new { ready = true }));你的授权端点决定谁可以加入大厅,并返回每位玩家的 user_id 和 user_info(这里是名字和等级),所有成员都会收到。
步骤 3:从后端发送匹配成功和排行榜
// When the matchmaker pairs players
await pusher.trigger(players.map((p) => 'private-player-' + p.id), 'match-found', { matchId, server: address });
// The latest standings, kept for players who open the screen later
await pusher.trigger('cache-leaderboard-weekly', 'update', { top: await leaderboard.top(20) });var rt = Realtime.Instance;
var me = await rt.Client.SubscribeAsync("private-player-" + Session.PlayerId);
me.Bind("match-found", (PusherEvent e) => rt.Post(() => Matchmaking.Join(JsonUtility.FromJson<Match>(e.Data))));
// Listen before subscribing, so the cached standings sent right after the subscription are not missed
rt.Client.BindAll((string eventName, PusherEvent e) =>
{
if (e.ChannelName == "cache-leaderboard-weekly" && eventName == "update")
rt.Post(() => LeaderboardUI.Render(JsonUtility.FromJson<Standings>(e.Data)));
});
await rt.Client.SubscribeAsync("cache-leaderboard-weekly");一次 trigger 最多可发送到 100 个频道,不论多少玩家订阅,每个频道都只算一条消息。后端的服务器端写法请看 Node.js 指南和 .NET 指南。