Unity 大廳、配對與排行榜
用 PusherClient for .NET 做 presence 大廳、「配對成功」與快取排行榜。
遊戲裡不是每則訊息都需要遊戲伺服器。大廳、「配對成功」、好友上線、聊天、排行榜與營運公告都是事件:小、不頻繁,而且只送給在意的玩家。Hibira 透過 WebSocket 傳送這些事件,用戶端是開源的 .NET 函式庫 PusherClient,你的後端一次 HTTP 呼叫就能發布,不必自己架 socket 伺服器。每一幀都在變的狀態,請繼續交給你的遊戲網路方案(Netcode for GameObjects、Photon、Mirror 或自製)。
玩家得到什麼
- 大廳裡誰在、誰已準備好,不必重新整理就看得到。
- 配對器一決定就跳出「配對成功」,不用盯著輪詢的轉圈圈。
- 排行榜與活動倒數在畫面打開的那一刻就是最新的。
用到的功能
- Unity 中的 PusherClient(pusher-websocket-dotnet)。
- 用於大廳與隊伍的 presence 頻道(
presence-)。 - 玩家之間傳「準備好了」等小訊號的用戶端事件(
client-*)。 - 傳訊息給單一玩家的私有頻道(
private-)。 - 快取頻道(
cache-),把最新排行榜交給每位打開它的玩家。
步驟 1:連線一次,在主執行緒處理事件
從 NuGet 加入 PusherClient 套件(例如透過 NuGetForUnity),然後把這個元件放到第一個場景的 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();
}請設定 Host 而不是 Cluster:設定 cluster 會讓函式庫連回 pusher.com。App secret 留在你的後端,由後端在授權端點簽署私有與 presence 頻道。
步驟 2:有 presence 與「準備好了」的大廳
[]
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 }));你的授權端點決定誰可以加入大廳,並回傳每位玩家的 user_id 與 user_info(這裡是名字與等級),所有成員都會收到。
步驟 3:從後端送出配對成功與排行榜
// 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 最多可送到 100 個頻道,不論多少玩家訂閱,每個頻道都只算一則訊息。後端的伺服器端寫法請看 Node.js 指南與 .NET 指南。