C#使用Protocol Buffer(ProtoBuf)進(jìn)行Unity中的Socket通信
首先來說一下本文中例子所要實(shí)現(xiàn)的功能:
- 基于ProtoBuf序列化對象
- 使用Socket實(shí)現(xiàn)時(shí)時(shí)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(biāo)
[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(biāo)
[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(jìn)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(jìn)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(diǎn)
ms.Position = 0;
//將流中的內(nèi)容讀取到二進(jìn)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(jìn)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(jìn)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(diǎn)
ms.Position = 0;
//將流中的內(nèi)容讀取到二進(jìn)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(shí)現(xiàn)時(shí)時(shí)通信
通信應(yīng)該實(shí)現(xiàn)的功能:
- 服務(wù)器可以時(shí)時(shí)監(jiān)聽多個(gè)客戶端
- 服務(wù)器可以時(shí)時(shí)監(jiān)聽某一個(gè)客戶端消息
- 服務(wù)器可以時(shí)時(shí)給某一個(gè)客戶端發(fā)消息
- 首先我們需要定義一個(gè)客戶端對象
using System;
using System.Net.Sockets;
// 表示一個(gè)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(gè)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(shí)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(shí)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(gè)參數(shù)是回調(diào)函數(shù),當(dāng)有客戶端連接的時(shí)候自動調(diào)用
server.BeginAccept (AsyncAccept, null);
}
//回調(diào)函數(shù), 有客戶端連接的時(shí)候會自動調(diào)用此方法
private void AsyncAccept(IAsyncResult result)
{
try {
//結(jié)束監(jiān)聽,同時(shí)獲取到客戶端
Socket client = server.EndAccept(result);
UnityEngine.Debug.Log("有客戶端連接");
//來了一個(gè)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(shí)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(gè)參數(shù)是回調(diào)函數(shù),當(dāng)有客戶端連接的時(shí)候自動調(diào)用
server.BeginAccept (AsyncAccept, null);
}
//回調(diào)函數(shù), 有客戶端連接的時(shí)候會自動調(diào)用此方法
private void AsyncAccept(IAsyncResult result)
{
try {
//結(jié)束監(jiān)聽,同時(shí)獲取到客戶端
Socket client = server.EndAccept(result);
UnityEngine.Debug.Log("有客戶端連接");
//來了一個(gè)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(shí)時(shí)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(gè)例子,這個(gè)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(shí)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(gè)問題,客戶端接受到多條數(shù)據(jù)之后如何解析?
這里其實(shí)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(gè)字節(jié),所以聲明一個(gè)+4的數(shù)組
byte[] result = new byte[data.Length + 4];
//使用流將編碼寫二進(jìn)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(duì)列< /param>
public static byte[] Decode(ref List<byte> cache)
{
//首先要獲取長度,整形4個(gè)字節(jié),如果字節(jié)數(shù)不足4個(gè)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(gè)字節(jié),所以聲明一個(gè)+4的數(shù)組
byte[] result = new byte[data.Length + 4];
//使用流將編碼寫二進(jìn)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(duì)列< /param>
public static byte[] Decode(ref List<byte> cache)
{
//首先要獲取長度,整形4個(gè)字節(jié),如果字節(jié)數(shù)不足4個(gè)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(gè)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(gè)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。
相關(guān)文章
C#學(xué)習(xí)基礎(chǔ)概念二十五問 11-15
C#學(xué)習(xí)基礎(chǔ)概念二十五問 11-15...2007-04-04
C# Winform實(shí)現(xiàn)自定義漂亮的通知效果
這篇文章主要介紹了C# Winform實(shí)現(xiàn)自定義漂亮的通知效果,文章圍繞主題展開詳細(xì)的內(nèi)容介紹,具有一定的參考價(jià)值,需要的小伙伴可以參考一下2022-08-08
淺析c#范型中的特殊關(guān)鍵字where & default
以下是對c#范型中的特殊關(guān)鍵字where和default進(jìn)行了詳細(xì)的介紹,需要的朋友可以過來參考下2013-09-09

