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概述
1.cs收发协议,通过protobuf序列化
2.lua收发协议,通过lua-protobuf序列化
一条协议字节流组成
C#协议基类
CSPacketBase,SCPacketBaseC#用协议基类
proto生成的CS类,基于这两个基类。分别为CSPacketBase是客户端发送至服务器,SCPacketBase是服务器发送至客户端
Q:为什么要区分这2个
A:反射注册所有SCPacketBase类,为C#接收协议反序列化候选
一个类示例
[global::System.Serializable, global::ProtoBuf.ProtoContract(Name=@"CSLogin")]public partial class CSLogin : CSPacketBase{public CSLogin() {}private string _account = "";[global::ProtoBuf.ProtoMember(1, IsRequired = false, Name=@"account", DataFormat = global::ProtoBuf.DataFormat.Default)][global::System.ComponentModel.DefaultValue("")]public string account{get { return _account; }set { _account = value; }}private string _password = "";[global::ProtoBuf.ProtoMember(2, IsRequired = false, Name=@"password", DataFormat = global::ProtoBuf.DataFormat.Default)][global::System.ComponentModel.DefaultValue("")]public string password{get { return _password; }set { _password = value; }} //网络协议Idpublic override int Id { get {return (int)Network.NetMsgID.CSLogin;} } //回到引用池,变量设置初始化。如果是引用型成员变量也要回到引用池public override void Clear(){_account = "" ;_password = "" ;}}
SCPacketLua
C#中接收包,传递给Lua处理
其中m_id为协议id,m_len为字节数组长度
public class SCPacketLua : PacketBase
{public int m_id;public int m_len;public PacketBuffer m_bytes;
在网络事件使用完毕GameFramework.EventPool.HandleEvent 中
ReferencePool.Release(e);
触发回收
public override void Clear(){ReferencePool.Release(m_bytes);m_bytes = null; //要去引用,不然引用池那释放不了
CSPacketLua
C#中用于接收从lua传递过来的字节流,发送给服务器
public class CSPacketBaseLua : PacketBase{public PacketBuffer m_bytes; //发送字节流public int m_id = 0; //协议idpublic ushort Len //字节流长度
C#中发送协议
CSLogin csLogin = ReferencePool.Acquire<CSLogin>();
csLogin.account = "123";
csLogin.password = "456";
GameEntry.Network.Send(csLogin);
主线程遍历发送队列
每有一个发送,把packet放入到发送队列中,unity主线程中遍历发送队列,把当前帧的全部待发送包,序列化到一个流中
GameFramework.Network.NetworkManager.NetworkChannelBase.ProcessSend
if (m_SendState.Stream.Length > 0 || m_SendPacketPool.Count <= 0)
{//发送流中还有未发送完的或者没有待发送的包return false;
}
//所有在发送队列中,都序列化到流中
while (m_SendPacketPool.Count > 0)
{Packet packet = null;lock (m_SendPacketPool){//每次从发送队列中取一个packet = m_SendPacketPool.Dequeue();}bool serializeResult = false;try{serializeResult = m_NetworkChannelHelper.Serialize(packet, m_SendState.Stream);}
}
//流的操作,写完,要回到起点
m_SendState.Stream.Position = 0L;
序列化消息包
StarForce.NetworkChannelHelper.Serialize
/// <summary>
/// 序列化消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要序列化的消息包。</param>
/// <param name="destination">要序列化的目标流。</param>
/// <returns>是否序列化成功。</returns>
public bool Serialize<T>(T packet, Stream destination) where T : Packet
{//todo:频繁is as 会有性能消耗if (packet is CSPacketBase){PacketBase packetImpl = packet as CSPacketBase;//先写入bodym_CachedStream.SetLength(1024*8); // 此行防止 Array.Copy 的数据无法写入m_CachedStream.Position = PacketHeaderLength;Serializer.Serialize(m_CachedStream, packet);//获得body长度,再写入消息头,id,body长度ushort bodyLen = (ushort)((int)m_CachedStream.Position - PacketHeaderLength);arrID = BitConverter.GetBytes(packetImpl.Id);arrBodyLen = BitConverter.GetBytes(bodyLen);m_CachedStream.Position = 0;m_CachedStream.Write(arrID, 0, 4);m_CachedStream.Write(arrBodyLen, 0, 2);m_CachedStream.SetLength(PacketHeaderLength + bodyLen);byte[] arrBytes = m_CachedStream.ToArray();Log.Info("序列化字节流:{0}", BitConverter.ToString(arrBytes));m_CachedStream.WriteTo(destination);ReferencePool.Release(packet);return true;}//else if (packetImpl.PacketType == PacketType.ClientToServerLua)else if (packet is CSPacketLua){m_CachedStream.SetLength(1024 * 8); // 此行防止 Array.Copy 的数据无法写入CSPacketLua packetLua = packet as CSPacketLua; arrID = BitConverter.GetBytes(packetLua.Id);arrBodyLen = BitConverter.GetBytes(packetLua.Len);m_CachedStream.Position = 0; //每次开始写流,流位置要设置为0,代表起始位置。每次写byte,pos会自动增加m_CachedStream.Write(arrID, 0, 4);m_CachedStream.Write(arrBodyLen, 0, 2);m_CachedStream.Write(packetLua.m_bytes.Buffer, 0, packetLua.Len);m_CachedStream.SetLength(PacketHeaderLength + packetLua.Len);//写完流,要设置下流的真实长度。因为流是复用的,不然不会截断byte[] arrBytes = m_CachedStream.ToArray();Log.Info("序列化字节流Lua:{0}", BitConverter.ToString(arrBytes));m_CachedStream.WriteTo(destination);//缓存流写入到发送流中ReferencePool.Release(packet);return true;}Log.Warning("Send packet invalid.");return false;
}
对于CSPacketBase类型
1.m_CachedStream是每个packet序列化的流,每次使用前需要设置position
2.先设置m_CachedStream.Position = PacketHeaderLength; 先跳过id,bodyLen位置,先写入body
3.protobuf序列化Serializer.Serialize(m_CachedStream, packet);后得到ushort bodyLen = (ushort)((int)m_CachedStream.Position - PacketHeaderLength);即为bodyLen长度
4.再设置m_CachedStream.Position = 0;,写入id字节流,bodyLen字节流
5.m_CachedStream.SetLength(PacketHeaderLength + bodyLen);写完后要设置长度截断,因为m_CachedStream是复用的,可能上次使用后面还有字节数据
6. m_CachedStream.WriteTo(destination);即为发送流,每次会添加到发送流的末尾
对于CSPacketLua类型
1.由于byte是在lua中序列化好的传递到C#的,只需要按照顺序写入到m_CachedStream中,其他流程与CSPacketBase一致
发送流
GameFramework.Network.NetworkManager.TcpWithSyncReceiveNetworkChannel.SendAsync
private void SendAsync()
{try{m_Socket.BeginSend(m_SendState.Stream.GetBuffer(), (int)m_SendState.Stream.Position, (int)(m_SendState.Stream.Length - m_SendState.Stream.Position), SocketFlags.None, m_SendCallback, m_Socket);}
每次从流中取position到length部分。每次发送一个完整流,从0开始。进入到发送回调
GameFramework.Network.NetworkManager.TcpWithSyncReceiveNetworkChannel.SendCallback
private void SendCallback(IAsyncResult ar)
{Socket socket = (Socket)ar.AsyncState;int bytesSent = 0;try{bytesSent = socket.EndSend(ar);}m_SendState.Stream.Position += bytesSent;if (m_SendState.Stream.Position < m_SendState.Stream.Length){SendAsync();return;}
发送了一段,设置流位置
如果位置<Length,接着调用发送,直到把流全部发送完毕
C#中接收协议
初始化时反射注册协议id对应type,协议id对应处理Handle
StarForce.NetworkChannelHelper.Initialize
// 反射注册包和包处理函数。
Type packetBaseType = typeof(SCPacketBase);
Type packetHandlerBaseType = typeof(PacketHandlerBase);
Assembly assembly = Assembly.GetExecutingAssembly();
Type[] types = assembly.GetTypes();
for (int i = 0; i < types.Length; i++)
{if (!types[i].IsClass || types[i].IsAbstract){continue;}if (types[i].BaseType == packetBaseType){//确定msgID反序列化的类结构PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);Type packetType = GetServerToClientPacketType(packetBase.Id);//防止监听的协议id重复if (packetType != null){Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);continue;}m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]);}else if (types[i].BaseType == packetHandlerBaseType){//网络事件handle处理IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]);m_NetworkChannel.RegisterHandler(packetHandler);}
}
异步接收流
连接成功,开始异步接收流
GameFramework.Network.NetworkManager.TcpNetworkChannel.ReceiveAsync
//每次获取到完整头/body。流会pos = 0,len为头长,或者body长
//每次拆包都是读取pos累积,剩余要读的为len-pos
m_Socket.BeginReceive(m_ReceiveState.Stream.GetBuffer(), (int)m_ReceiveState.Stream.Position, (int)(m_ReceiveState.Stream.Length - m_ReceiveState.Stream.Position), SocketFlags.None, m_ReceiveCallback, m_Socket);
有服务器下发协议,进入到接收回调中
GameFramework.Network.NetworkManager.TcpNetworkChannel.ReceiveCallback
private void ReceiveCallback(IAsyncResult ar)
{Socket socket = (Socket)ar.AsyncState;int bytesReceived = 0;try{bytesReceived = socket.EndReceive(ar);}//每次读取pos会累加m_ReceiveState.Stream.Position += bytesReceived;if (m_ReceiveState.Stream.Position < m_ReceiveState.Stream.Length){//未读满上次设定长度,接着读。上次设定长度为HeadLen,BodyLenReceiveAsync();return;}//开始解析,流要置为0位置开始解析m_ReceiveState.Stream.Position = 0L;bool processSuccess = false;if (m_ReceiveState.PacketHeader != null){//上次获取到头,这次反序列处理bodyprocessSuccess = ProcessPacket();m_ReceivedPacketCount++;}else{//未获取到头,反序列化头processSuccess = ProcessPacketHeader();}if (processSuccess){//处理成功,接着接收ReceiveAsync();return;}
}
1.初始化时,设置第一次流接收Length为6(协议id int+ bodyLen ushort)。即待接收包头
2.如果接收满了Length,进入到处理包头,解析出协议id,bodyLen
3.设置下一次接收为Length为bodyLen。即待接收包体
4.如果接收满Length,此时进入到处理包体,解析出body对应的对象。设置下次接收为包头Length6,循环到第一步
注意事项
如果有拆包黏包,在接收回调中处理,并且接满一个模式,再解析
m_ReceiveState.Stream.Position += bytesReceived;if (m_ReceiveState.Stream.Position < m_ReceiveState.Stream.Length){//未读满上次设定长度,接着读。上次设定长度为HeadLen,BodyLenReceiveAsync();return;}
每次开始解析前,需要流postion = 0开始,因为随着接收,position到了末尾,无法解析
//开始解析,流要置为0位置开始解析m_ReceiveState.Stream.Position = 0L;
解析包头
StarForce.NetworkChannelHelper.DeserializePacketHeader
source.Position = 0;
SCPacketHeader scHead = ReferencePool.Acquire<SCPacketHeader>();
source.Read(arrID, 0, 4);
scHead.Id = BitConverter.ToInt32(arrID,0);
source.Read(arrBodyLen, 0, 2);
scHead.PacketLength = BitConverter.ToUInt16(arrBodyLen, 0);
得到协议id,bodyLen
解析包体
StarForce.NetworkChannelHelper.DeserializePacket
Packet packet = null;
if (scPacketHeader.IsValid)
{Type packetType = GetServerToClientPacketType(scPacketHeader.Id);if (packetType != null){//source 为接收流,每次接收一整条消息前,设置了Lenpacket = (Packet)ReferencePool.Acquire(packetType);packet = (Packet)RuntimeTypeModel.Default.Deserialize(source, packet, packetType);}else{//如果id找不到字节流传递给Lua中反序列化为tableSCPacketLua luaPacket = ReferencePool.Acquire<SCPacketLua>();//引用池中使用,后续会在使用事件通知后,回到引用池luaPacket.m_id = scPacketHeader.Id;luaPacket.m_len = scPacketHeader.PacketLength;luaPacket.m_bytes = PacketBuffer.GetBuffer(scPacketHeader.PacketLength);source.Read(luaPacket.m_bytes.Buffer, 0, scPacketHeader.PacketLength);packet = luaPacket;
1.根据包体id(协议id),找到初始化反射注册的协议id,type
2.如果有,说明是C#用协议,protobuf反序列化为对象,加入到事件队列中,等待分发,这样做事为了从其他线程中转回主线程处理
3.如果不存在type,说明是Lua用协议,把字节流保存到SCPacketLua,传递到Lua处理字节流转为Lua中table
网络消息分发
GameFramework.EventPool.HandleEvent
if (m_EventHandlers.TryGetValue(e.Id, out range))
{LinkedListNode<EventHandler<T>> current = range.First;while (current != null && current != range.Terminal){m_CachedNodes[e] = current.Next != range.Terminal ? current.Next : null;if (m_NoSenderDict.ContainsKey(e.Id) && m_NoSenderDict[e.Id] == current.Value){current.Value(null, e);}else{//这里会传递网络handlecurrent.Value(sender, e);}current = m_CachedNodes[e];}m_CachedNodes.Remove(e);
}
else if (m_DefaultHandler != null)
{m_DefaultHandler(sender, e);
}
else if ((m_EventPoolMode & EventPoolMode.AllowNoHandler) == 0)
{noHandlerException = true;
}ReferencePool.Release(e);
1.C#中初始化时反射注册协议id对应handle,例如handle中内容
public class SCLoginHandler : PacketHandlerBase
{public override int Id{get{return (int)Network.NetMsgID.SCLogin;}}public override void Handle(object sender, Packet packet){SCLogin packetImpl = (SCLogin)packet;Log.Info("SCLoginHandler name:{0}-passeword{1}", packetImpl.account, packetImpl.password);}
}
会在current.Value(sender, e);中调用到 Handle,这里可以把协议转换好的对象,进一步处理
2.未找到协议id对应handle,执行m_DefaultHandler(sender, e);,这里可以在初始化设置委托在lua中执行,把SCPacketLua传递到Lua进一步处理
Lua中发送协议
lua中
function TestSendPlayerInfo()--每次协议都是全手写table,未看到可生成协议格式.lua文件,这样不可复用,每次都需要看proto描述,写全部字段。--需要在业务module中手写一遍全部协议send函数,确定发送的参数,组装成一个table再发送。这样相当于手动写了一遍local data = {name = "789",level = 123}LuaEntry.NetworkModule:Send(NetMsgID.CSPlayerInfo,data)
endfunction NetworkModule:Send(msgID,data)local sProto = MsgID2Proto[msgID]if sProto == nil thenLog.Info("消息ID:{0}找不到需要序列化的proto对象",msgID)returnendlocal bytes = assert(pb.encode(sProto, data))--返回值虽然为string,但是这是字节数组在lua中表达,可以直接传递给C#的byte[]local sHex = pb.tohex(bytes)Log.Info("Send Hex:{0}",sHex)GameEntry.Network:SendByLua(msgID,bytes) --有时候调用不到,生成一次wrap,再清除掉
end
1.lua中声明一个table为packet,里面字段为proto中描述
2.assert(pb.encode(sProto, data),table序列化二进制数组,返回值虽然为string,但这是字节数组在lua中的表达,可以直接传递到c#的byte[]中https://www.jianshu.com/p/63987134c1ba
C#处理
public static void SendByLua(this NetworkComponent networkComponent, int msgID, byte[] bytes)
{CSPacketLua packet = ReferencePool.Acquire<CSPacketLua>();packet.m_id = msgID;packet.m_bytes = PacketBuffer.GetBufferAndCopyBytes(bytes,bytes.Length);packet.Len = (ushort)bytes.Length;networkComponent.Send<CSPacketLua>(packet);
}
Lua中接收协议
C#中注册网络委托
public static Action<SCPacketLua> CreateFunc = null;
m_NetworkChannel.SetDefaultHandler(LuaPacketHandler);
在网络消息分发时,未找打id对应handle,再进入到网络委托中处理
GameFramework.EventPool.HandleEvent
m_DefaultHandler(sender, e);
Lua中执行网络委托内容
SF.NetworkChannelHelper.CreateFunc = handler(self,self.CreatePacket)function NetworkModule:CreatePacket(packet)local luaPacket = packetlocal sProto = MsgID2Proto[luaPacket.Id]if sProto == nil thenLog.Info("消息ID:{0}找不到需要序列化的proto对象",luaPacket.Id)returnendlocal data = assert(pb.decode(sProto, luaPacket.m_bytes.Buffer))PrintTable(data,false,true,"CreatePacket")
end
把C#中传递过来的SCPacketLua中的字节流使用lua-protobuf反序列化为table
流程图
GFxLuaProto发送协议流程图
GFxLuaProto接收协议流程图
遇到错误
字节流长度不对
ProtoBuf.ProtoException: Invalid wire-type; this usually means you have over-written a file without truncating or setting the length
使用字节流反序列化错误,检查长度之类
复用流,每次使用完要进行截断SetLength,否则会带入上次长度
流每次写入,都会改变position位置
lua-protobuf中反序列化,默认值问题
如果protobuf的成员值为默认值,序列化后会缺省这部分字节流。
lua中反序列化不出这个member。需要设置lua-protobuf中使用默认值
pb.option "use_default_values" --将默认值表复制到解码目标表中来
安卓测试
从C#发送,C#接收处打印
从Lua发送,Lua接收处打印
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