C#使用Protocol Buffer(ProtoBuf)進行Unity中的Socket通信
首先來說一下本文中例子所要實現(xiàn)的功能:
- 基于ProtoBuf序列化對象
- 使用Socket實現(xiàn)時時通信
- 數(shù)據(jù)包的編碼和解碼
下面來看具體的步驟:
一、Unity中使用ProtoBuf
導(dǎo)入DLL到Unity中,
創(chuàng)建網(wǎng)絡(luò)傳輸?shù)哪P皖悾?/p>
using System; using ProtoBuf; //添加特性,表示可以被ProtoBuf工具序列化 [ProtoContract] public class NetModel { //添加特性,表示該字段可以被序列化,1可以理解為下標 [ProtoMember(1)] public int ID; [ProtoMember(2)] public string Commit; [ProtoMember(3)] public string Message; } using System; using ProtoBuf; //添加特性,表示可以被ProtoBuf工具序列化 [ProtoContract] public class NetModel { //添加特性,表示該字段可以被序列化,1可以理解為下標 [ProtoMember(1)] public int ID; [ProtoMember(2)] public string Commit; [ProtoMember(3)] public string Message; }
在Unity中添加測試腳本,介紹ProtoBuf工具的使用。
using System; using System.IO; public class Test : MonoBehaviour { void Start () { //創(chuàng)建對象 NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"}; //序列化對象 byte[] temp = Serialize(item); //ProtoBuf的優(yōu)勢一:小 Debug.Log(temp.Length); //反序列化為對象 NetModel result = DeSerialize(temp); Debug.Log(result.Message); } // 將消息序列化為二進制的方法 // < param name="model">要序列化的對象< /param> private byte[] Serialize(NetModel model) { try { //涉及格式轉(zhuǎn)換,需要用到流,將二進制序列化到流中 using (MemoryStream ms = new MemoryStream()) { //使用ProtoBuf工具的序列化方法 ProtoBuf.Serializer.Serialize<NetModel> (ms, model); //定義二級制數(shù)組,保存序列化后的結(jié)果 byte[] result = new byte[ms.Length]; //將流的位置設(shè)為0,起始點 ms.Position = 0; //將流中的內(nèi)容讀取到二進制數(shù)組中 ms.Read (result, 0, result.Length); return result; } } catch (Exception ex) { Debug.Log ("序列化失敗: " + ex.ToString()); return null; } } // 將收到的消息反序列化成對象 // < returns>The serialize.< /returns> // < param name="msg">收到的消息.</param> private NetModel DeSerialize(byte[] msg) { try { using (MemoryStream ms = new MemoryStream()) { //將消息寫入流中 ms.Write (msg, 0, msg.Length); //將流的位置歸0 ms.Position = 0; //使用工具反序列化對象 NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms); return result; } } catch (Exception ex) { Debug.Log("反序列化失敗: " + ex.ToString()); return null; } } } using System; using System.IO; public class Test : MonoBehaviour { void Start () { //創(chuàng)建對象 NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"}; //序列化對象 byte[] temp = Serialize(item); //ProtoBuf的優(yōu)勢一:小 Debug.Log(temp.Length); //反序列化為對象 NetModel result = DeSerialize(temp); Debug.Log(result.Message); } // 將消息序列化為二進制的方法 // < param name="model">要序列化的對象< /param> private byte[] Serialize(NetModel model) { try { //涉及格式轉(zhuǎn)換,需要用到流,將二進制序列化到流中 using (MemoryStream ms = new MemoryStream()) { //使用ProtoBuf工具的序列化方法 ProtoBuf.Serializer.Serialize<NetModel> (ms, model); //定義二級制數(shù)組,保存序列化后的結(jié)果 byte[] result = new byte[ms.Length]; //將流的位置設(shè)為0,起始點 ms.Position = 0; //將流中的內(nèi)容讀取到二進制數(shù)組中 ms.Read (result, 0, result.Length); return result; } } catch (Exception ex) { Debug.Log ("序列化失敗: " + ex.ToString()); return null; } } // 將收到的消息反序列化成對象 // < returns>The serialize.< /returns> // < param name="msg">收到的消息.</param> private NetModel DeSerialize(byte[] msg) { try { using (MemoryStream ms = new MemoryStream()) { //將消息寫入流中 ms.Write (msg, 0, msg.Length); //將流的位置歸0 ms.Position = 0; //使用工具反序列化對象 NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms); return result; } } catch (Exception ex) { Debug.Log("反序列化失敗: " + ex.ToString()); return null; } } }
二、Unity中使用Socket實現(xiàn)時時通信
通信應(yīng)該實現(xiàn)的功能:
- 服務(wù)器可以時時監(jiān)聽多個客戶端
- 服務(wù)器可以時時監(jiān)聽某一個客戶端消息
- 服務(wù)器可以時時給某一個客戶端發(fā)消息
- 首先我們需要定義一個客戶端對象
using System; using System.Net.Sockets; // 表示一個客戶端 public class NetUserToken { //連接客戶端的Socket public Socket socket; //用于存放接收數(shù)據(jù) public byte[] buffer; public NetUserToken() { buffer = new byte[1024]; } // 接受消息 // < param name="data">Data.< /param> public void Receive(byte[] data) { UnityEngine.Debug.Log("接收到消息!"); } // 發(fā)送消息 //< param name="data">Data.< /param> public void Send(byte[] data) { } } using System; using System.Net.Sockets; // 表示一個客戶端 public class NetUserToken { //連接客戶端的Socket public Socket socket; //用于存放接收數(shù)據(jù) public byte[] buffer; public NetUserToken() { buffer = new byte[1024]; } // 接受消息 // < param name="data">Data.< /param> public void Receive(byte[] data) { UnityEngine.Debug.Log("接收到消息!"); } // 發(fā)送消息 //< param name="data">Data.< /param> public void Send(byte[] data) { } }
然后實現(xiàn)我們的服務(wù)器代碼
using System.Collections; using System.Collections.Generic; using System.Net; using System; using System.Net.Sockets; public class NetServer{ //單例腳本 public static readonly NetServer Instance = new NetServer(); //定義tcp服務(wù)器 private Socket server; private int maxClient = 10; //定義端口 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)); } //開啟服務(wù)器 public void Start() { server.Listen(maxClient); UnityEngine.Debug.Log("Server OK!"); //實例化客戶端的用戶池 pools = new Stack<NetUserToken>(maxClient); for(int i = 0; i < maxClient; i++) { NetUserToken usertoken = new NetUserToken(); pools.Push(usertoken); } //可以異步接受客戶端, BeginAccept函數(shù)的第一個參數(shù)是回調(diào)函數(shù),當(dāng)有客戶端連接的時候自動調(diào)用 server.BeginAccept (AsyncAccept, null); } //回調(diào)函數(shù), 有客戶端連接的時候會自動調(diào)用此方法 private void AsyncAccept(IAsyncResult result) { try { //結(jié)束監(jiān)聽,同時獲取到客戶端 Socket client = server.EndAccept(result); UnityEngine.Debug.Log("有客戶端連接"); //來了一個客戶端 NetUserToken userToken = pools.Pop(); userToken.socket = client; //客戶端連接之后,可以接受客戶端消息 BeginReceive(userToken); //尾遞歸,再次監(jiān)聽是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(jiān)聽消息 private void BeginReceive(NetUserToken userToken) { try { //異步方法 userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None, EndReceive, userToken); } catch (Exception ex) { UnityEngine.Debug.Log(ex.ToString()); } } //監(jiān)聽到消息之后調(diào)用的函數(shù) private void EndReceive(IAsyncResult result) { try { //取出客戶端 NetUserToken userToken = result.AsyncState as NetUserToken; //獲取消息的長度 int len = userToken.socket.EndReceive(result); if(len > 0) { byte[] data = new byte[len]; Buffer.BlockCopy(userToken.buffer, 0, data, 0, len); //用戶接受消息 userToken.Receive(data); //尾遞歸,再次監(jiān)聽客戶端消息 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{ //單例腳本 public static readonly NetServer Instance = new NetServer(); //定義tcp服務(wù)器 private Socket server; private int maxClient = 10; //定義端口 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)); } //開啟服務(wù)器 public void Start() { server.Listen(maxClient); UnityEngine.Debug.Log("Server OK!"); //實例化客戶端的用戶池 pools = new Stack<NetUserToken>(maxClient); for(int i = 0; i < maxClient; i++) { NetUserToken usertoken = new NetUserToken(); pools.Push(usertoken); } //可以異步接受客戶端, BeginAccept函數(shù)的第一個參數(shù)是回調(diào)函數(shù),當(dāng)有客戶端連接的時候自動調(diào)用 server.BeginAccept (AsyncAccept, null); } //回調(diào)函數(shù), 有客戶端連接的時候會自動調(diào)用此方法 private void AsyncAccept(IAsyncResult result) { try { //結(jié)束監(jiān)聽,同時獲取到客戶端 Socket client = server.EndAccept(result); UnityEngine.Debug.Log("有客戶端連接"); //來了一個客戶端 NetUserToken userToken = pools.Pop(); userToken.socket = client; //客戶端連接之后,可以接受客戶端消息 BeginReceive(userToken); //尾遞歸,再次監(jiān)聽是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(jiān)聽消息 private void BeginReceive(NetUserToken userToken) { try { //異步方法 userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None, EndReceive, userToken); } catch (Exception ex) { UnityEngine.Debug.Log(ex.ToString()); } } //監(jiān)聽到消息之后調(diào)用的函數(shù) private void EndReceive(IAsyncResult result) { try { //取出客戶端 NetUserToken userToken = result.AsyncState as NetUserToken; //獲取消息的長度 int len = userToken.socket.EndReceive(result); if(len > 0) { byte[] data = new byte[len]; Buffer.BlockCopy(userToken.buffer, 0, data, 0, len); //用戶接受消息 userToken.Receive(data); //尾遞歸,再次監(jiān)聽客戶端消息 BeginReceive(userToken); } } catch (Exception ex) { UnityEngine.Debug.Log(ex.ToString()); } } }
在Unity中開啟服務(wù)器,并使用C#控制臺模擬客戶端連接、發(fā)送消息操作。測試OK了,Unity中可以時時監(jiān)聽到消息。
using UnityEngine; using System.Collections; public class CreateServer : MonoBehaviour { void StartServer () { NetServer.Instance.Start(); } } //C#控制臺工程 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#控制臺工程 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(); } } }
三、數(shù)據(jù)包的編碼和解碼
首先,舉個例子,這個月信用卡被媳婦刷爆了,面對房貸車貸的壓力,我只能選擇分期付款。。。
那么OK了,現(xiàn)在我想問一下,當(dāng)服務(wù)器向客戶端發(fā)送的數(shù)據(jù)過大時怎么辦呢?
當(dāng)服務(wù)器需要向客戶端發(fā)送一條很長的數(shù)據(jù),也會“分期付款!”,服務(wù)器會把一條很長的數(shù)據(jù)分成若干條小數(shù)據(jù),多次發(fā)送給客戶端。
可是,這樣就又有另外一個問題,客戶端接受到多條數(shù)據(jù)之后如何解析?
這里其實就是客戶端的解碼。server發(fā)數(shù)據(jù)一般采用“長度+內(nèi)容”的格式,Client接收到數(shù)據(jù)之后,先提取出長度來,然后根據(jù)長度判斷內(nèi)容是否發(fā)送完畢。
再次重申,用戶在發(fā)送序列化好的消息的前,需要先編碼后再發(fā)送消息;用戶在接受消息后,需要解碼之后再解析數(shù)據(jù)(反序列化)。
using UnityEngine; using System.Collections.Generic; using System.IO; // 編碼和解碼 public class NetEncode { // 將數(shù)據(jù)編碼 長度+內(nèi)容 /// < param name="data">內(nèi)容< /param> public static byte[] Encode(byte[] data) { //整形占四個字節(jié),所以聲明一個+4的數(shù)組 byte[] result = new byte[data.Length + 4]; //使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(nèi)容復(fù)制到數(shù)組中 System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length); br.Close(); ms.Close(); return result; } // 將數(shù)據(jù)解碼 // < param name="cache">消息隊列< /param> public static byte[] Decode(ref List<byte> cache) { //首先要獲取長度,整形4個字節(jié),如果字節(jié)數(shù)不足4個字節(jié) if(cache.Count < 4) { return null; } //讀取數(shù)據(jù) MemoryStream ms = new MemoryStream(cache.ToArray()); BinaryReader br = new BinaryReader(ms); int len = br.ReadInt32(); //根據(jù)長度,判斷內(nèi)容是否傳遞完畢 if(len > ms.Length - ms.Position) { return null; } //獲取數(shù)據(jù) byte[] result = br.ReadBytes(len); //清空消息池 cache.Clear(); //講剩余沒處理的消息存入消息池 cache.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position)); return result; } } using UnityEngine; using System.Collections.Generic; using System.IO; // 編碼和解碼 public class NetEncode { // 將數(shù)據(jù)編碼 長度+內(nèi)容 /// < param name="data">內(nèi)容< /param> public static byte[] Encode(byte[] data) { //整形占四個字節(jié),所以聲明一個+4的數(shù)組 byte[] result = new byte[data.Length + 4]; //使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(nèi)容復(fù)制到數(shù)組中 System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length); br.Close(); ms.Close(); return result; } // 將數(shù)據(jù)解碼 // < param name="cache">消息隊列< /param> public static byte[] Decode(ref List<byte> cache) { //首先要獲取長度,整形4個字節(jié),如果字節(jié)數(shù)不足4個字節(jié) if(cache.Count < 4) { return null; } //讀取數(shù)據(jù) MemoryStream ms = new MemoryStream(cache.ToArray()); BinaryReader br = new BinaryReader(ms); int len = br.ReadInt32(); //根據(jù)長度,判斷內(nèi)容是否傳遞完畢 if(len > ms.Length - ms.Position) { return null; } //獲取數(shù)據(jù) byte[] result = br.ReadBytes(len); //清空消息池 cache.Clear(); //講剩余沒處理的消息存入消息池 cache.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position)); return result; } }
用戶接受數(shù)據(jù)代碼如下:
using System; using System.Collections.Generic; using System.Net.Sockets; // 表示一個客戶端 public class NetUserToken { //連接客戶端的Socket public Socket socket; //用于存放接收數(shù)據(jù) public byte[] buffer; //每次接受和發(fā)送數(shù)據(jù)的大小 private const int size = 1024; //接收數(shù)據(jù)池 private List<byte> receiveCache; private bool isReceiving; //發(fā)送數(shù)據(jù)池 private Queue<byte[]> sendCache; private bool isSending; //接收到消息之后的回調(diào) public Action<NetModel> receiveCallBack; public NetUserToken() { buffer = new byte[size]; receiveCache = new List<byte>(); sendCache = new Queue<byte[]>(); } // 服務(wù)器接受客戶端發(fā)送的消息 // < param name="data">Data.< /param> public void Receive(byte[] data) { UnityEngine.Debug.Log("接收到數(shù)據(jù)"); //將接收到的數(shù)據(jù)放入數(shù)據(jù)池中 receiveCache.AddRange(data); //如果沒在讀數(shù)據(jù) if(!isReceiving) { isReceiving = true; ReadData(); } } // 讀取數(shù)據(jù) private void ReadData() { byte[] data = NetEncode.Decode(ref receiveCache); //說明數(shù)據(jù)保存成功 if(data != null) { NetModel item = NetSerilizer.DeSerialize(data); UnityEngine.Debug.Log(item.Message); if(receiveCallBack != null) { receiveCallBack(item); } //尾遞歸,繼續(xù)讀取數(shù)據(jù) ReadData(); } else { isReceiving = false; } } // 服務(wù)器發(fā)送消息給客戶端 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(fā)送成功!"); 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; // 表示一個客戶端 public class NetUserToken { //連接客戶端的Socket public Socket socket; //用于存放接收數(shù)據(jù) public byte[] buffer; //每次接受和發(fā)送數(shù)據(jù)的大小 private const int size = 1024; //接收數(shù)據(jù)池 private List<byte> receiveCache; private bool isReceiving; //發(fā)送數(shù)據(jù)池 private Queue<byte[]> sendCache; private bool isSending; //接收到消息之后的回調(diào) public Action<NetModel> receiveCallBack; public NetUserToken() { buffer = new byte[size]; receiveCache = new List<byte>(); sendCache = new Queue<byte[]>(); } // 服務(wù)器接受客戶端發(fā)送的消息 // < param name="data">Data.< /param> public void Receive(byte[] data) { UnityEngine.Debug.Log("接收到數(shù)據(jù)"); //將接收到的數(shù)據(jù)放入數(shù)據(jù)池中 receiveCache.AddRange(data); //如果沒在讀數(shù)據(jù) if(!isReceiving) { isReceiving = true; ReadData(); } } // 讀取數(shù)據(jù) private void ReadData() { byte[] data = NetEncode.Decode(ref receiveCache); //說明數(shù)據(jù)保存成功 if(data != null) { NetModel item = NetSerilizer.DeSerialize(data); UnityEngine.Debug.Log(item.Message); if(receiveCallBack != null) { receiveCallBack(item); } //尾遞歸,繼續(xù)讀取數(shù)據(jù) ReadData(); } else { isReceiving = false; } } // 服務(wù)器發(fā)送消息給客戶端 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(fā)送成功!"); Send (); } catch (Exception ex) { UnityEngine.Debug.Log(ex.ToString()); } } public void WriteSendDate(byte[] data){ sendCache.Enqueue(data); if(!isSending) { isSending = true; Send(); } } }
ProtoBuf網(wǎng)絡(luò)傳輸?shù)竭@里就全部完成了。
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