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。