C#應用Protocol Buffer(ProtoBuf)停止Unity中的Socket通訊。本站提示廣大學習愛好者:(C#應用Protocol Buffer(ProtoBuf)停止Unity中的Socket通訊)文章只能為提供參考,不一定能成為您想要的結果。以下是C#應用Protocol Buffer(ProtoBuf)停止Unity中的Socket通訊正文
起首來講一下本文中例子所要完成的功效:
上面來看詳細的步調:
1、Unity中應用ProtoBuf
導入DLL到Unity中,
創立收集傳輸的模子類:
using System;
using ProtoBuf;
//添加特征,表現可以被ProtoBuf對象序列化
[ProtoContract]
public class NetModel {
//添加特征,表現該字段可以被序列化,1可以懂得為下標
[ProtoMember(1)]
public int ID;
[ProtoMember(2)]
public string Commit;
[ProtoMember(3)]
public string Message;
}
using System;
using ProtoBuf;
//添加特征,表現可以被ProtoBuf對象序列化
[ProtoContract]
public class NetModel {
//添加特征,表現該字段可以被序列化,1可以懂得為下標
[ProtoMember(1)]
public int ID;
[ProtoMember(2)]
public string Commit;
[ProtoMember(3)]
public string Message;
}
在Unity中添加測試劇本,引見ProtoBuf對象的應用。
using System;
using System.IO;
public class Test : MonoBehaviour {
void Start () {
//創立對象
NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"};
//序列化對象
byte[] temp = Serialize(item);
//ProtoBuf的優勢一:小
Debug.Log(temp.Length);
//反序列化為對象
NetModel result = DeSerialize(temp);
Debug.Log(result.Message);
}
// 將新聞序列化為二進制的辦法
// < param name="model">要序列化的對象< /param>
private byte[] Serialize(NetModel model)
{
try {
//觸及格局轉換,須要用到流,將二進制序列化到流中
using (MemoryStream ms = new MemoryStream()) {
//應用ProtoBuf對象的序列化辦法
ProtoBuf.Serializer.Serialize<NetModel> (ms, model);
//界說二級制數組,保留序列化後的成果
byte[] result = new byte[ms.Length];
//將流的地位設為0,肇端點
ms.Position = 0;
//將流中的內容讀取到二進制數組中
ms.Read (result, 0, result.Length);
return result;
}
} catch (Exception ex) {
Debug.Log ("序列化掉敗: " + ex.ToString());
return null;
}
}
// 將收到的新聞反序列化成對象
// < returns>The serialize.< /returns>
// < param name="msg">收到的新聞.</param>
private NetModel DeSerialize(byte[] msg)
{
try {
using (MemoryStream ms = new MemoryStream()) {
//將新聞寫入流中
ms.Write (msg, 0, msg.Length);
//將流的地位歸0
ms.Position = 0;
//應用對象反序列化對象
NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms);
return result;
}
} catch (Exception ex) {
Debug.Log("反序列化掉敗: " + ex.ToString());
return null;
}
}
}
using System;
using System.IO;
public class Test : MonoBehaviour {
void Start () {
//創立對象
NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"};
//序列化對象
byte[] temp = Serialize(item);
//ProtoBuf的優勢一:小
Debug.Log(temp.Length);
//反序列化為對象
NetModel result = DeSerialize(temp);
Debug.Log(result.Message);
}
// 將新聞序列化為二進制的辦法
// < param name="model">要序列化的對象< /param>
private byte[] Serialize(NetModel model)
{
try {
//觸及格局轉換,須要用到流,將二進制序列化到流中
using (MemoryStream ms = new MemoryStream()) {
//應用ProtoBuf對象的序列化辦法
ProtoBuf.Serializer.Serialize<NetModel> (ms, model);
//界說二級制數組,保留序列化後的成果
byte[] result = new byte[ms.Length];
//將流的地位設為0,肇端點
ms.Position = 0;
//將流中的內容讀取到二進制數組中
ms.Read (result, 0, result.Length);
return result;
}
} catch (Exception ex) {
Debug.Log ("序列化掉敗: " + ex.ToString());
return null;
}
}
// 將收到的新聞反序列化成對象
// < returns>The serialize.< /returns>
// < param name="msg">收到的新聞.</param>
private NetModel DeSerialize(byte[] msg)
{
try {
using (MemoryStream ms = new MemoryStream()) {
//將新聞寫入流中
ms.Write (msg, 0, msg.Length);
//將流的地位歸0
ms.Position = 0;
//應用對象反序列化對象
NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms);
return result;
}
} catch (Exception ex) {
Debug.Log("反序列化掉敗: " + ex.ToString());
return null;
}
}
}
2、Unity中應用Socket完成不時通訊
通訊應當完成的功效:
using System;
using System.Net.Sockets;
// 表現一個客戶端
public class NetUserToken {
//銜接客戶真個Socket
public Socket socket;
//用於寄存吸收數據
public byte[] buffer;
public NetUserToken()
{
buffer = new byte[1024];
}
// 接收新聞
// < param name="data">Data.< /param>
public void Receive(byte[] data)
{
UnityEngine.Debug.Log("吸收到新聞!");
}
// 發送新聞
//< param name="data">Data.< /param>
public void Send(byte[] data)
{
}
}
using System;
using System.Net.Sockets;
// 表現一個客戶端
public class NetUserToken {
//銜接客戶真個Socket
public Socket socket;
//用於寄存吸收數據
public byte[] buffer;
public NetUserToken()
{
buffer = new byte[1024];
}
// 接收新聞
// < param name="data">Data.< /param>
public void Receive(byte[] data)
{
UnityEngine.Debug.Log("吸收到新聞!");
}
// 發送新聞
//< param name="data">Data.< /param>
public void Send(byte[] data)
{
}
}
然後完成我們的辦事器代碼
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System;
using System.Net.Sockets;
public class NetServer{
//單例劇本
public static readonly NetServer Instance = new NetServer();
//界說tcp辦事器
private Socket server;
private int maxClient = 10;
//界說端口
private int port = 35353;
//用戶池
private Stack<NetUserToken> pools;
private NetServer()
{
//初始化socket
server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
server.Bind(new IPEndPoint(IPAddress.Any, port));
}
//開啟辦事器
public void Start()
{
server.Listen(maxClient);
UnityEngine.Debug.Log("Server OK!");
//實例化客戶真個用戶池
pools = new Stack<NetUserToken>(maxClient);
for(int i = 0; i < maxClient; i++)
{
NetUserToken usertoken = new NetUserToken();
pools.Push(usertoken);
}
//可以異步接收客戶端, BeginAccept函數的第一個參數是回調函數,當有客戶端銜接的時刻主動挪用
server.BeginAccept (AsyncAccept, null);
}
//回調函數, 有客戶端銜接的時刻會主動挪用此辦法
private void AsyncAccept(IAsyncResult result)
{
try {
//停止監聽,同時獲得到客戶端
Socket client = server.EndAccept(result);
UnityEngine.Debug.Log("有客戶端銜接");
//來了一個客戶端
NetUserToken userToken = pools.Pop();
userToken.socket = client;
//客戶端銜接以後,可以接收客戶端新聞
BeginReceive(userToken);
//尾遞歸,再次監聽能否還有其他客戶端連入
server.BeginAccept(AsyncAccept, null);
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
//異步監聽新聞
private void BeginReceive(NetUserToken userToken)
{
try {
//異步辦法
userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None,
EndReceive, userToken);
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
//監聽到新聞以後挪用的函數
private void EndReceive(IAsyncResult result)
{
try {
//掏出客戶端
NetUserToken userToken = result.AsyncState as NetUserToken;
//獲得新聞的長度
int len = userToken.socket.EndReceive(result);
if(len > 0)
{
byte[] data = new byte[len];
Buffer.BlockCopy(userToken.buffer, 0, data, 0, len);
//用戶接收新聞
userToken.Receive(data);
//尾遞歸,再次監聽客戶端新聞
BeginReceive(userToken);
}
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
}
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System;
using System.Net.Sockets;
public class NetServer{
//單例劇本
public static readonly NetServer Instance = new NetServer();
//界說tcp辦事器
private Socket server;
private int maxClient = 10;
//界說端口
private int port = 35353;
//用戶池
private Stack<NetUserToken> pools;
private NetServer()
{
//初始化socket
server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
server.Bind(new IPEndPoint(IPAddress.Any, port));
}
//開啟辦事器
public void Start()
{
server.Listen(maxClient);
UnityEngine.Debug.Log("Server OK!");
//實例化客戶真個用戶池
pools = new Stack<NetUserToken>(maxClient);
for(int i = 0; i < maxClient; i++)
{
NetUserToken usertoken = new NetUserToken();
pools.Push(usertoken);
}
//可以異步接收客戶端, BeginAccept函數的第一個參數是回調函數,當有客戶端銜接的時刻主動挪用
server.BeginAccept (AsyncAccept, null);
}
//回調函數, 有客戶端銜接的時刻會主動挪用此辦法
private void AsyncAccept(IAsyncResult result)
{
try {
//停止監聽,同時獲得到客戶端
Socket client = server.EndAccept(result);
UnityEngine.Debug.Log("有客戶端銜接");
//來了一個客戶端
NetUserToken userToken = pools.Pop();
userToken.socket = client;
//客戶端銜接以後,可以接收客戶端新聞
BeginReceive(userToken);
//尾遞歸,再次監聽能否還有其他客戶端連入
server.BeginAccept(AsyncAccept, null);
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
//異步監聽新聞
private void BeginReceive(NetUserToken userToken)
{
try {
//異步辦法
userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None,
EndReceive, userToken);
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
//監聽到新聞以後挪用的函數
private void EndReceive(IAsyncResult result)
{
try {
//掏出客戶端
NetUserToken userToken = result.AsyncState as NetUserToken;
//獲得新聞的長度
int len = userToken.socket.EndReceive(result);
if(len > 0)
{
byte[] data = new byte[len];
Buffer.BlockCopy(userToken.buffer, 0, data, 0, len);
//用戶接收新聞
userToken.Receive(data);
//尾遞歸,再次監聽客戶端新聞
BeginReceive(userToken);
}
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
}
在Unity中開啟辦事器,並應用C#掌握台模仿客戶端銜接、發送新聞操作。測試OK了,Unity中可以不時監聽到新聞。
using UnityEngine;
using System.Collections;
public class CreateServer : MonoBehaviour {
void StartServer () {
NetServer.Instance.Start();
}
}
//C#掌握台工程
using System;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Text;
namespace Temp
{
class MainClass
{
public static void Main (string[] args)
{
TcpClient tc = new TcpClient();
IPEndPoint ip = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 35353);
tc.Connect(ip);
if(tc.Connected)
{
while(true)
{
string msg = Console.ReadLine();
byte[] result = Encoding.UTF8.GetBytes(msg);
tc.GetStream().Write(result, 0, result.Length);
}
}
Console.ReadLine();
}
}
}
using UnityEngine;
using System.Collections;
public class CreateServer : MonoBehaviour {
void StartServer () {
NetServer.Instance.Start();
}
}
//C#掌握台工程
using System;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Text;
namespace Temp
{
class MainClass
{
public static void Main (string[] args)
{
TcpClient tc = new TcpClient();
IPEndPoint ip = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 35353);
tc.Connect(ip);
if(tc.Connected)
{
while(true)
{
string msg = Console.ReadLine();
byte[] result = Encoding.UTF8.GetBytes(msg);
tc.GetStream().Write(result, 0, result.Length);
}
}
Console.ReadLine();
}
}
}
3、數據包的編碼息爭碼
起首,舉個例子,這個月信譽卡被媳婦刷爆了,面臨房貸車貸的壓力,我只能選擇分期付款。。。
那末OK了,如今我想問一下,當辦事器向客戶端發送的數據過年夜時怎樣辦呢?
當辦事器須要向客戶端發送一條很長的數據,也會“分期付款!”,辦事器會把一條很長的數據分紅若干條小數據,屢次發送給客戶端。
可是,如許就又有別的一個成績,客戶端接收到多條數據以後若何解析?
這裡其實就是客戶真個解碼。server發數據普通采取“長度+內容”的格局,Client吸收到數據以後,先提掏出長度來,然後依據長度斷定內容能否發送終了。
再次重申,用戶在發送序列化好的新聞的前,須要先編碼後再發送新聞;用戶在接收新聞後,須要解碼以後再解析數據(反序列化)。
using UnityEngine;
using System.Collections.Generic;
using System.IO;
// 編碼息爭碼
public class NetEncode {
// 將數據編碼 長度+內容
/// < param name="data">內容< /param>
public static byte[] Encode(byte[] data)
{
//整形占四個字節,所以聲明一個+4的數組
byte[] result = new byte[data.Length + 4];
//應用流將編碼寫二進制
MemoryStream ms = new MemoryStream();
BinaryWriter br = new BinaryWriter(ms);
br.Write(data.Length);
br.Write(data);
//將流中的內容復制到數組中
System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length);
br.Close();
ms.Close();
return result;
}
// 將數據解碼
// < param name="cache">新聞隊列< /param>
public static byte[] Decode(ref List<byte> cache)
{
//起首要獲得長度,整形4個字節,假如字節數缺乏4個字節
if(cache.Count < 4)
{
return null;
}
//讀取數據
MemoryStream ms = new MemoryStream(cache.ToArray());
BinaryReader br = new BinaryReader(ms);
int len = br.ReadInt32();
//依據長度,斷定內容能否傳遞終了
if(len > ms.Length - ms.Position)
{
return null;
}
//獲得數據
byte[] result = br.ReadBytes(len);
//清空新聞池
cache.Clear();
//講殘剩沒處置的新聞存入新聞池
cache.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position));
return result;
}
}
using UnityEngine;
using System.Collections.Generic;
using System.IO;
// 編碼息爭碼
public class NetEncode {
// 將數據編碼 長度+內容
/// < param name="data">內容< /param>
public static byte[] Encode(byte[] data)
{
//整形占四個字節,所以聲明一個+4的數組
byte[] result = new byte[data.Length + 4];
//應用流將編碼寫二進制
MemoryStream ms = new MemoryStream();
BinaryWriter br = new BinaryWriter(ms);
br.Write(data.Length);
br.Write(data);
//將流中的內容復制到數組中
System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length);
br.Close();
ms.Close();
return result;
}
// 將數據解碼
// < param name="cache">新聞隊列< /param>
public static byte[] Decode(ref List<byte> cache)
{
//起首要獲得長度,整形4個字節,假如字節數缺乏4個字節
if(cache.Count < 4)
{
return null;
}
//讀取數據
MemoryStream ms = new MemoryStream(cache.ToArray());
BinaryReader br = new BinaryReader(ms);
int len = br.ReadInt32();
//依據長度,斷定內容能否傳遞終了
if(len > ms.Length - ms.Position)
{
return null;
}
//獲得數據
byte[] result = br.ReadBytes(len);
//清空新聞池
cache.Clear();
//講殘剩沒處置的新聞存入新聞池
cache.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position));
return result;
}
}
用戶接收數據代碼以下:
using System;
using System.Collections.Generic;
using System.Net.Sockets;
// 表現一個客戶端
public class NetUserToken {
//銜接客戶真個Socket
public Socket socket;
//用於寄存吸收數據
public byte[] buffer;
//每次接收和發送數據的年夜小
private const int size = 1024;
//吸收數據池
private List<byte> receiveCache;
private bool isReceiving;
//發送數據池
private Queue<byte[]> sendCache;
private bool isSending;
//吸收到新聞以後的回調
public Action<NetModel> receiveCallBack;
public NetUserToken()
{
buffer = new byte[size];
receiveCache = new List<byte>();
sendCache = new Queue<byte[]>();
}
// 辦事器接收客戶端發送的新聞
// < param name="data">Data.< /param>
public void Receive(byte[] data)
{
UnityEngine.Debug.Log("吸收到數據");
//將吸收到的數據放入數據池中
receiveCache.AddRange(data);
//假如沒在讀數據
if(!isReceiving)
{
isReceiving = true;
ReadData();
}
}
// 讀取數據
private void ReadData()
{
byte[] data = NetEncode.Decode(ref receiveCache);
//解釋數據保留勝利
if(data != null)
{
NetModel item = NetSerilizer.DeSerialize(data);
UnityEngine.Debug.Log(item.Message);
if(receiveCallBack != null)
{
receiveCallBack(item);
}
//尾遞歸,持續讀取數據
ReadData();
}
else
{
isReceiving = false;
}
}
// 辦事器發送新聞給客戶端
public void Send()
{
try {
if (sendCache.Count == 0) {
isSending = false;
return;
}
byte[] data = sendCache.Dequeue ();
int count = data.Length / size;
int len = size;
for (int i = 0; i < count + 1; i++) {
if (i == count) {
len = data.Length - i * size;
}
socket.Send (data, i * size, len, SocketFlags.None);
}
UnityEngine.Debug.Log("發送勝利!");
Send ();
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
public void WriteSendDate(byte[] data){
sendCache.Enqueue(data);
if(!isSending)
{
isSending = true;
Send();
}
}
}
using System;
using System.Collections.Generic;
using System.Net.Sockets;
// 表現一個客戶端
public class NetUserToken {
//銜接客戶真個Socket
public Socket socket;
//用於寄存吸收數據
public byte[] buffer;
//每次接收和發送數據的年夜小
private const int size = 1024;
//吸收數據池
private List<byte> receiveCache;
private bool isReceiving;
//發送數據池
private Queue<byte[]> sendCache;
private bool isSending;
//吸收到新聞以後的回調
public Action<NetModel> receiveCallBack;
public NetUserToken()
{
buffer = new byte[size];
receiveCache = new List<byte>();
sendCache = new Queue<byte[]>();
}
// 辦事器接收客戶端發送的新聞
// < param name="data">Data.< /param>
public void Receive(byte[] data)
{
UnityEngine.Debug.Log("吸收到數據");
//將吸收到的數據放入數據池中
receiveCache.AddRange(data);
//假如沒在讀數據
if(!isReceiving)
{
isReceiving = true;
ReadData();
}
}
// 讀取數據
private void ReadData()
{
byte[] data = NetEncode.Decode(ref receiveCache);
//解釋數據保留勝利
if(data != null)
{
NetModel item = NetSerilizer.DeSerialize(data);
UnityEngine.Debug.Log(item.Message);
if(receiveCallBack != null)
{
receiveCallBack(item);
}
//尾遞歸,持續讀取數據
ReadData();
}
else
{
isReceiving = false;
}
}
// 辦事器發送新聞給客戶端
public void Send()
{
try {
if (sendCache.Count == 0) {
isSending = false;
return;
}
byte[] data = sendCache.Dequeue ();
int count = data.Length / size;
int len = size;
for (int i = 0; i < count + 1; i++) {
if (i == count) {
len = data.Length - i * size;
}
socket.Send (data, i * size, len, SocketFlags.None);
}
UnityEngine.Debug.Log("發送勝利!");
Send ();
} catch (Exception ex) {
UnityEngine.Debug.Log(ex.ToString());
}
}
public void WriteSendDate(byte[] data){
sendCache.Enqueue(data);
if(!isSending)
{
isSending = true;
Send();
}
}
}
ProtoBuf收集傳輸到這裡就全體完成了。