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检查网站的跳转路径是否清晰 哪里要优化,免费国内ip,柳州免费做网站的公司,西安网上进行公司概述 1.cs收发协议#xff0c;通过protobuf序列化 2.lua收发协议#xff0c;通过lua-protobuf序列化 一条协议字节流组成 C#协议基类 CSPacketBase#xff0c;SCPacketBaseC#用协议基类 proto生成的CS类#xff0c;基于这两个基类。分别为CSPacketBase是客户端发送至服…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 CSPacketBaseSCPacketBaseC#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(NameCSLogin)]public partial class CSLogin : CSPacketBase{public CSLogin() {}private string _account ;[global::ProtoBuf.ProtoMember(1, IsRequired false, Nameaccount, 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, Namepassword, 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idm_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.AcquireCSLogin(); 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 nameT消息包类型。/typeparam /// param namepacket要序列化的消息包。/param /// param namedestination要序列化的目标流。/param /// returns是否序列化成功。/returns public bool SerializeT(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idbody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bytepos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idbodyLen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 0len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HeadLenBodyLenReceiveAsync();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idbodyLen 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HeadLenBodyLenReceiveAsync();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.AcquireSCPacketHeader(); 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idbodyLen 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.AcquireSCPacketLua();//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idtype 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)) {LinkedListNodeEventHandlerT 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 end1.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.AcquireCSPacketLua();packet.m_id msgID;packet.m_bytes PacketBuffer.GetBufferAndCopyBytes(bytes,bytes.Length);packet.Len (ushort)bytes.Length;networkComponent.SendCSPacketLua(packet); }Lua中接收协议 C#中注册网络委托 public static ActionSCPacketLua 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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