Mirror的多人连接管理及房间系统

以下是一个基于Mirror的多人连接管理及房间系统的服务端实现方案,包含部署说明:

一、服务端架构设计

  1. 网络管理扩展

    using Mirror;
    using UnityEngine;

    public class RoomNetworkManager : NetworkManager
    {
    // 房间字典(房间ID -> 房间对象)
    public static Dictionary<string, Room> rooms = new Dictionary<string, Room>();

    复制代码
     public override void OnServerConnect(NetworkConnection conn)
     {
         base.OnServerConnect(conn);
         Debug.Log($"客户端 {conn.connectionId} 已连接");
     }
    
     public override void OnServerDisconnect(NetworkConnection conn)
     {
         // 处理玩家断开逻辑
         var player = conn.identity.GetComponent<NetworkPlayer>();
         if (player != null && player.CurrentRoom != null)
         {
             player.CurrentRoom.RemovePlayer(player);
         }
         
         base.OnServerDisconnect(conn);
         Debug.Log($"客户端 {conn.connectionId} 已断开");
     }

    }

复制代码
  1. 房间类实现

    public class Room
    {
    public string RoomID { get; } = Guid.NewGuid().ToString().Substring(0, 8);
    public string RoomName { get; set; }
    public int MaxPlayers { get; } = 4;
    public bool IsPlaying { get; set; }

    复制代码
     public List<NetworkPlayer> Players { get; } = new List<NetworkPlayer>();
     public NetworkPlayer Host => Players.FirstOrDefault();
    
     public bool AddPlayer(NetworkPlayer player)
     {
         if (Players.Count >= MaxPlayers || IsPlaying) return false;
         
         Players.Add(player);
         player.CurrentRoom = this;
         player.RpcJoinRoomSuccess(RoomID);
         UpdateAllPlayers();
         return true;
     }
    
     public void RemovePlayer(NetworkPlayer player)
     {
         Players.Remove(player);
         player.CurrentRoom = null;
         UpdateAllPlayers();
         
         if (Players.Count == 0)
         {
             RoomNetworkManager.rooms.Remove(RoomID);
         }
     }
    
     private void UpdateAllPlayers()
     {
         foreach (var p in Players)
         {
             p.RpcUpdateRoomInfo(GetRoomInfo());
         }
     }
    
     public RoomInfo GetRoomInfo() => new RoomInfo
     {
         roomId = RoomID,
         playerCount = Players.Count,
         hostName = Host?.PlayerName
     };

    }

复制代码
  1. 玩家网络对象

    public class NetworkPlayer : NetworkBehaviour
    {
    [SyncVar] public string PlayerName;
    [SyncVar] public bool IsReady;
    public Room CurrentRoom;

    复制代码
     [Command]
     public void CmdCreateRoom(string roomName)
     {
         Room newRoom = new Room { RoomName = roomName };
         RoomNetworkManager.rooms.Add(newRoom.RoomID, newRoom);
         newRoom.AddPlayer(this);
     }
    
     [Command]
     public void CmdJoinRoom(string roomId)
     {
         if (RoomNetworkManager.rooms.TryGetValue(roomId, out Room room))
         {
             if (!room.AddPlayer(this))
             {
                 TargetJoinRoomFailed("房间已满或游戏已开始");
             }
         }
         else
         {
             TargetJoinRoomFailed("房间不存在");
         }
     }
    
     [TargetRpc]
     public void TargetJoinRoomFailed(string reason) { /* 客户端处理 */ }
    
     [Command]
     public void CmdStartGame()
     {
         if (CurrentRoom.Host != this) return;
         CurrentRoom.IsPlaying = true;
         ServerChangeScene("GameScene");
     }

    }

复制代码

二、部署流程

  1. 服务器构建

    使用Headless模式构建Linux服务器

    Unity.exe -batchmode -nographics -buildTarget Linux64 -buildPath ServerBuild -quit

复制代码
  1. 服务器配置

    // NetworkManager配置
    public class ServerConfig : MonoBehaviour
    {
    void Start()
    {
    // 设置服务器参数
    Transport.activeTransport = GetComponent<TelepathyTransport>();
    GetComponent<RoomNetworkManager>().networkAddress = "0.0.0.0";
    GetComponent<RoomNetworkManager>().StartServer();
    }
    }

复制代码
  1. **网络要求
  • 开放端口:7777(默认TCP/UDP)

  • 建议使用固定公网IP或DDNS

  • 推荐服务器配置:

    • 最低:2核CPU / 4GB RAM(支持50人同时在线)

    • 推荐:4核CPU / 8GB RAM(支持200人同时在线)

三、客户端交互示例

  1. 创建房间

    public void CreateRoom(string roomName)
    {
    NetworkClient.localPlayer.GetComponent<NetworkPlayer>().CmdCreateRoom(roomName);
    }

复制代码
  1. 加入房间

    public void JoinRoom(string roomId)
    {
    NetworkClient.localPlayer.GetComponent<NetworkPlayer>().CmdJoinRoom(roomId);
    }

复制代码

四、优化建议

  1. 心跳检测

    // 添加心跳机制防止假连接
    [System.Serializable]
    public class HeartbeatConfig
    {
    public float Interval = 5f;
    public float Timeout = 15f;
    }

复制代码
  1. 房间清理

    void CleanEmptyRooms()
    {
    var emptyRooms = rooms.Values.Where(r => r.Players.Count == 0).ToList();
    foreach (var room in emptyRooms)
    {
    rooms.Remove(room.RoomID);
    }
    }

复制代码

五、安全措施

  1. 数据验证

    [Command]
    public void CmdSendChat(string message)
    {
    // 防止注入攻击
    if (message.Length > 100) return;
    if (message.Contains("<script>")) return;

    复制代码
     RpcReceiveChat(PlayerName, message);

    }

复制代码
  1. 频率限制

    Dictionary<NetworkConnection, float> lastCommandTimes = new Dictionary<NetworkConnection, float>();

    bool CheckRateLimit(NetworkConnection conn)
    {
    if (lastCommandTimes.TryGetValue(conn, out float lastTime))
    {
    if (Time.time - lastTime < 0.5f) return false;
    }
    lastCommandTimes[conn] = Time.time;
    return true;
    }

复制代码

该方案实现了完整的房间管理功能,支持:创建房间、自动房间ID生成、玩家数量限制、游戏状态管理、断线处理等核心功能。部署时需根据实际并发量调整服务器配置,建议配合数据库实现持久化存储。

相关推荐
南林yan7 小时前
DLL动态库实现文件遍历功能(Windows编程)
windows
Mike_6667 小时前
win10安装WSL2、Ubuntu24.04
windows·ubuntu·wsl2
liulun8 小时前
Skia如何绘制几何图形
c++·windows
old_power8 小时前
UCRT 和 MSVC 的区别(Windows 平台上 C/C++ 开发相关)
c语言·c++·windows
扛枪的书生9 小时前
AD 提权-CVE-2022-26923: CertiFried
windows·渗透·kali·提权·域渗透
面朝大海,春不暖,花不开10 小时前
Python 文件操作与输入输出:从基础到高级应用
windows·python·microsoft
染指111012 小时前
35.x64汇编写法(二)
汇编·windows·x64游戏·x64汇编·游戏攻防
新兴AI民工13 小时前
windows上的visual studio2022的项目使用jenkins自动打包
windows·jenkins·visual studio
WarPigs13 小时前
Visual Studio问题记录
ide·windows·visual studio
love530love14 小时前
【笔记】旧版MSYS2 环境中 Rust 升级问题及解决过程
开发语言·人工智能·windows·笔记·python·rust·virtualenv