1.Redis 安装测试:
安装:
安装包 链接:https://pan.baidu.com/s/1BzuqRNJHW1MiB4xm4UT4MA 提取码:pvrj
使用:
运行包内 redis-server.exe 启动 Redis 服务 ,运行包内 redis-cli.exe 启动客户端 (本地自联)
远程到主机为 127.0.0.1,端口为 6379 ,密码为 mypass 的 redis 服务上 : redis-cli -h 127.0.0.1 -p 6379 -a "mypass"
命令:
检测连接 ping PONG
增:set key value (setnx key value只有在 key 不存在时设置 key 的值 , exists key 存在 (integer) 1,不存在 (integer) 0)
删:del key (命令执行后输出 (integer) 1,否则将输出 (integer) 0)
改: set key value (rename key newkey 修改key, renamenx key newkey 仅当 newkey 不存在时,将 key 改名为 newkey)
查: get key (type key 查看value类型 ,strlen key 返回 key 所储存的字符串值的长度)
2.Unity-Redis 存储调用:
untiy工程需添加dll:链接:https://pan.baidu.com/s/1mPI4HYPTP5rfi3q-C3y-WQ 提取码:0wod
cs
using UnityEngine;
using ServiceStack.Redis;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
public class Unity_Redis : MonoBehaviour
{
string exePath = @"F:\Redis\Redis-x64-5.0.10\redis-server.exe";
//string exePath = Application.dataPath + "/Resources/redis-server.exe";
RedisClient redisClient = new RedisClient("127.0.0.1", 6379);
private void Start()
{
//var P_exe = Process.Start(exePath);
//Application.OpenURL(exePath);
Process pro = new Process();
pro.StartInfo.FileName = exePath;
pro.StartInfo.UseShellExecute = true;
pro.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
pro.Start();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
redisClient.Add<string>("name", "xiaolang");
UnityEngine.Debug.Log("添加:name -- " + redisClient.Get<string>("name"));
}
if (Input.GetKeyDown(KeyCode.W))
{
UnityEngine.Debug.Log("删除:name -- " + redisClient.Get<string>("name"));
redisClient.Del("name");
}
if (Input.GetKeyDown(KeyCode.Delete))
{
redisClient.FlushAll();
UnityEngine.Debug.Log("清理Redis");
}
}
private void OnDestroy()
{
KillProcess("redis-server");
}
private void KillProcess(string processName)
{
//processName是exe的文件名
Process[] processes = Process.GetProcesses();
foreach (Process process in processes)
{
try
{
if (!process.HasExited)
{
if (process.ProcessName == processName)
{
process.Kill();
UnityEngine.Debug.Log("已关闭进程");
}
}
}
catch (Exception e)
{
UnityEngine.Debug.Log(e.ToString());
}
}
}
}