上一篇
想象你正在开发一款多人在线角色扮演游戏,玩家小明创建了一个角色,升到30级后换了台设备登录,却发现角色数据全部丢失——这就是没有服务器存储数据的后果,或者更糟,玩家小红发现有人通过修改本地存档获得了顶级装备,严重破坏了游戏平衡性。
在2025年的今天,几乎所有成功的游戏都具备联网功能,无论是保存玩家进度、实现多人对战,还是防止作弊,服务器交互和数据库访问都已成为Unity开发者必须掌握的技能,下面我将带你一步步实现这些关键功能。
Unity提供了几种联网方案,每种都有其适用场景:
// 使用Unity Netcode的简单示例 using Unity.Netcode; public class NetworkManagerSetup : MonoBehaviour { void Start() { // 启动主机(同时作为服务器和客户端) NetworkManager.Singleton.StartHost(); // 或者仅启动客户端连接 // NetworkManager.Singleton.StartClient(); } }
在联网游戏中,你需要理解几个核心概念:
大多数游戏服务器使用RESTful API进行数据交换,Unity提供了UnityWebRequest类来处理HTTP请求。
using UnityEngine; using UnityEngine.Networking; using System.Collections; public class ServerCommunication : MonoBehaviour { private string serverURL = "https://yourgameapi.com"; IEnumerator SendPlayerData(string playerId, int score) { WWWForm form = new WWWForm(); form.AddField("player_id", playerId); form.AddField("score", score); using (UnityWebRequest www = UnityWebRequest.Post(serverURL + "/updateScore", form)) { yield return www.SendWebRequest(); if (www.result != UnityWebRequest.Result.Success) { Debug.LogError("Error: " + www.error); } else { Debug.Log("Score updated successfully!"); } } } }
对于需要实时交互的游戏(如多人对战),WebSocket是更好的选择。
using UnityEngine; using NativeWebSocket; public class WebSocketClient : MonoBehaviour { WebSocket websocket; async void Start() { websocket = new WebSocket("wss://yourgameserver.com/ws"); websocket.OnOpen += () => Debug.Log("Connection open!"); websocket.OnMessage += (bytes) => { var message = System.Text.Encoding.UTF8.GetString(bytes); Debug.Log("Received: " + message); }; await websocket.Connect(); } void Update() { #if !UNITY_WEBGL || UNITY_EDITOR websocket.DispatchMessageQueue(); #endif } public async void SendMessage(string message) { if(websocket.State == WebSocketState.Open) { await websocket.SendText(message); } } private async void OnDestroy() { await websocket.Close(); } }
游戏数据通常存储在服务器端数据库中,常见结构包括:
虽然Unity不直接连接数据库(出于安全考虑),但可以通过API间接访问:
IEnumerator GetPlayerData(string playerId) { using (UnityWebRequest www = UnityWebRequest.Get(serverURL + "/player/" + playerId)) { yield return www.SendWebRequest(); if (www.result == UnityWebRequest.Result.Success) { PlayerData data = JsonUtility.FromJson<PlayerData>(www.downloadHandler.text); Debug.Log("Loaded player level: " + data.level); } else { Debug.LogError("Failed to load player data: " + www.error); } } } [System.Serializable] public class PlayerData { public string playerId; public string playerName; public int level; public int experience; // 其他字段... }
永远不要信任客户端发送的数据!服务器必须验证所有请求:
// 服务器端验证示例(Node.js) app.post('/updateScore', authenticateToken, (req, res) => { const { playerId, score } = req.body; // 获取当前分数 const currentScore = getPlayerScore(playerId); // 验证分数增长是否合理(例如每小时最多增加1000分) if (score > currentScore + 1000) { return res.status(400).send('Score increase too large'); } // 更新分数 updatePlayerScore(playerId, score); res.send('Score updated'); });
让我们实现一个完整的玩家进度保存系统:
public class PlayerProgress : MonoBehaviour { public string playerId; public int currentLevel; public int gold; public void SaveProgress() { StartCoroutine(SaveProgressToServer()); } IEnumerator SaveProgressToServer() { ProgressData data = new ProgressData { playerId = this.playerId, level = this.currentLevel, gold = this.gold }; string jsonData = JsonUtility.ToJson(data); using (UnityWebRequest www = new UnityWebRequest(serverURL + "/saveProgress", "POST")) { byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonData); www.uploadHandler = new UploadHandlerRaw(bodyRaw); www.downloadHandler = new DownloadHandlerBuffer(); www.SetRequestHeader("Content-Type", "application/json"); www.SetRequestHeader("Authorization", "Bearer " + PlayerPrefs.GetString("authToken")); yield return www.SendWebRequest(); if (www.result != UnityWebRequest.Result.Success) { Debug.LogError("Save failed: " + www.error); } else { Debug.Log("Progress saved successfully"); } } } [System.Serializable] private class ProgressData { public string playerId; public int level; public int gold; } }
const express = require('express'); const jwt = require('jsonwebtoken'); const app = express(); app.use(express.json()); const SECRET_KEY = 'your_secret_key_here'; const players = {}; // 简单内存存储,实际项目用数据库 // 中间件验证JWT令牌 function authenticateToken(req, res, next) { const authHeader = req.headers['authorization']; const token = authHeader && authHeader.split(' ')[1]; if (!token) return res.sendStatus(401); jwt.verify(token, SECRET_KEY, (err, user) => { if (err) return res.sendStatus(403); req.user = user; next(); }); } app.post('/login', (req, res) => { // 实际项目中验证用户名密码 const user = { id: req.body.username }; const token = jwt.sign(user, SECRET_KEY, { expiresIn: '1h' }); res.json({ token }); }); app.post('/saveProgress', authenticateToken, (req, res) => { const { playerId, level, gold } = req.body; // 验证玩家ID与令牌匹配 if (req.user.id !== playerId) { return res.status(403).send('Invalid player ID'); } // 验证数据合理性 if (level < 1 || gold < 0) { return res.status(400).send('Invalid data'); } // 保存数据(实际项目中使用数据库) players[playerId] = { level, gold }; res.send('Progress saved'); }); app.get('/getProgress/:playerId', authenticateToken, (req, res) => { const playerId = req.params.playerId; if (req.user.id !== playerId) { return res.status(403).send('Invalid player ID'); } const data = players[playerId] || { level: 1, gold: 0 }; res.json(data); }); app.listen(3000, () => console.log('Server running on port 3000'));
网络请求可能失败,实现自动重试:
IEnumerator SaveWithRetry(string playerId, int retries = 3) { int attempts = 0; bool success = false; while (attempts < retries && !success) { yield return SendPlayerData(playerId); if (lastRequestSuccess) // 假设你有一个跟踪状态的变量 { success = true; } else { attempts++; yield return new WaitForSeconds(Mathf.Pow(2, attempts)); // 指数退避 } } if (!success) { Debug.LogError("Failed after " + retries + " attempts"); // 可以考虑本地缓存数据稍后重试 } }
考虑玩家可能离线的情况:
using UnityEngine; using UnityEngine.Networking; public class NetworkMonitor : MonoBehaviour { private float checkInterval = 10f; private float timer; void Update() { timer += Time.deltaTime; if (timer >= checkInterval) { timer = 0; StartCoroutine(CheckConnection()); } } IEnumerator CheckConnection() { using (UnityWebRequest www = UnityWebRequest.Get("https://www.google.com")) { yield return www.SendWebRequest(); if (www.result != UnityWebRequest.Result.Success) { Debug.Log("No internet connection"); // 切换到离线模式 } else { // 网络可用,尝试同步本地缓存数据 } } } }
在2025年的游戏开发环境中,联网功能已从"加分项"变为"必需品",通过本文介绍的技术,你可以在Unity中实现:
好的联网系统应该是:
你已经掌握了Unity联网游戏开发的核心技术,是时候将这些知识应用到你的下一个游戏项目中了!
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