네트워킹 고급 레벨 API를 사용하여 Unity 멀티플레이어 서비스를 통합하려면 NetworkMatch 클래스를 스크립트에 직접 사용해야 합니다. 이 클래스를 사용하려면 NetworkMatch
의 함수를 수동으로 호출하고 콜백을 직접 처리해야 합니다.
다음은 NetworkMatch, NetworkServer 및 NetworkClient 클래스만 사용하여 매치를 만들고, 매치를 나열하고, 매치에 조인하는 방법의 예입니다.
아래 스크립트에서는 공용 Unity 매치메이커 서버에 연결하도록 매치메이커를 설정합니다. 매치를 만들고, 나열하고, 조인하기 위한 NetworkMatch
함수가 호출됩니다.
내부적으로 NetworkMatch
는 웹 서비스를 사용하여 매치를 설정하고, 프로세스가 완료되면 해당 콜백 함수(예: 매치 만들기의 경우 OnMatchCreate
)가 호출됩니다.
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using System.Collections.Generic;
public class HostGame : MonoBehaviour
{
List<MatchInfoSnapshot> matchList = new List<MatchInfoSnapshot>();
bool matchCreated;
NetworkMatch networkMatch;
void Awake()
{
networkMatch = gameObject.AddComponent<NetworkMatch>();
}
void OnGUI()
{
// You would normally not join a match you created yourself but this is possible here for demonstration purposes.
if (GUILayout.Button("Create Room"))
{
string matchName = "room";
uint matchSize = 4;
bool matchAdvertise = true;
string matchPassword = "";
networkMatch.CreateMatch(matchName, matchSize, matchAdvertise, matchPassword, "", "", 0, 0, OnMatchCreate);
}
if (GUILayout.Button("List rooms"))
{
networkMatch.ListMatches(0, 20, "", true, 0, 0, OnMatchList);
}
if (matchList.Count > 0)
{
GUILayout.Label("Current rooms");
}
foreach (var match in matchList)
{
if (GUILayout.Button(match.name))
{
networkMatch.JoinMatch(match.networkId, "", "", "", 0, 0, OnMatchJoined);
}
}
}
public void OnMatchCreate(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (success)
{
Debug.Log("Create match succeeded");
matchCreated = true;
NetworkServer.Listen(matchInfo, 9000);
Utility.SetAccessTokenForNetwork(matchInfo.networkId, matchInfo.accessToken);
}
else
{
Debug.LogError("Create match failed: " + extendedInfo);
}
}
public void OnMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> matches)
{
if (success && matches != null && matches.Count > 0)
{
networkMatch.JoinMatch(matches[0].networkId, "", "", "", 0, 0, OnMatchJoined);
}
else if (!success)
{
Debug.LogError("List match failed: " + extendedInfo);
}
}
public void OnMatchJoined(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (success)
{
Debug.Log("Join match succeeded");
if (matchCreated)
{
Debug.LogWarning("Match already set up, aborting...");
return;
}
Utility.SetAccessTokenForNetwork(matchInfo.networkId, matchInfo.accessToken);
NetworkClient myClient = new NetworkClient();
myClient.RegisterHandler(MsgType.Connect, OnConnected);
myClient.Connect(matchInfo);
}
else
{
Debug.LogError("Join match failed " + extendedInfo);
}
}
public void OnConnected(NetworkMessage msg)
{
Debug.Log("Connected!");
}
}
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