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C#使用Protocol Buffer(ProtoBuf)进行Unity中的Socket通信

2020-01-24 01:11:32
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首先来说一下本文中例子所要实现的功能:

  • 基于ProtoBuf序列化对象
  • 使用Socket实现时时通信
  • 数据包的编码和解码

下面来看具体的步骤:

一、Unity中使用ProtoBuf

导入DLL到Unity中,
创建网络传输的模型类:

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,表示该字段可以被序列化,1可以理解为下标 [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,表示该字段可以被序列化,1可以理解为下标 [ProtoMember(1)]  public int ID; [ProtoMember(2)] public string Commit; [ProtoMember(3)] public string Message;}

在Unity中添加测试脚本,介绍ProtoBuf工具的使用。

using System;using System.IO;public class Test : MonoBehaviour { void Start () {  //创建对象  NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"};  //序列化对象  byte[] temp = Serialize(item);  //ProtoBuf的优势一:小  Debug.Log(temp.Length);  //反序列化为对象  NetModel result = DeSerialize(temp);  Debug.Log(result.Message); } // 将消息序列化为二进制的方法 // < param name="model">要序列化的对象< /param> private byte[] Serialize(NetModel model) {  try {   //涉及格式转换,需要用到流,将二进制序列化到流中   using (MemoryStream ms = new MemoryStream()) {    //使用ProtoBuf工具的序列化方法    ProtoBuf.Serializer.Serialize<NetModel> (ms, model);    //定义二级制数组,保存序列化后的结果    byte[] result = new byte[ms.Length];    //将流的位置设为0,起始点    ms.Position = 0;    //将流中的内容读取到二进制数组中    ms.Read (result, 0, result.Length);    return result;   }  } catch (Exception ex) {   Debug.Log ("序列化失败: " + ex.ToString());   return null;  } } // 将收到的消息反序列化成对象 // < returns>The serialize.< /returns> // < param name="msg">收到的消息.</param> private NetModel DeSerialize(byte[] msg) {  try {   using (MemoryStream ms = new MemoryStream()) {    //将消息写入流中    ms.Write (msg, 0, msg.Length);    //将流的位置归0    ms.Position = 0;    //使用工具反序列化对象    NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms);    return result;   }  } catch (Exception ex) {      Debug.Log("反序列化失败: " + ex.ToString());    return null;  } }}using System;using System.IO; public class Test : MonoBehaviour {  void Start () {  //创建对象  NetModel item = new NetModel(){ID = 1, Commit = "LanOu", Message = "Unity"};  //序列化对象  byte[] temp = Serialize(item);  //ProtoBuf的优势一:小  Debug.Log(temp.Length);  //反序列化为对象  NetModel result = DeSerialize(temp);  Debug.Log(result.Message);  }  // 将消息序列化为二进制的方法 // < param name="model">要序列化的对象< /param> private byte[] Serialize(NetModel model) {  try {   //涉及格式转换,需要用到流,将二进制序列化到流中   using (MemoryStream ms = new MemoryStream()) {    //使用ProtoBuf工具的序列化方法    ProtoBuf.Serializer.Serialize<NetModel> (ms, model);    //定义二级制数组,保存序列化后的结果    byte[] result = new byte[ms.Length];    //将流的位置设为0,起始点    ms.Position = 0;    //将流中的内容读取到二进制数组中    ms.Read (result, 0, result.Length);    return result;   }  } catch (Exception ex) {   Debug.Log ("序列化失败: " + ex.ToString());   return null;  } }  // 将收到的消息反序列化成对象 // < returns>The serialize.< /returns> // < param name="msg">收到的消息.</param> private NetModel DeSerialize(byte[] msg) {  try {   using (MemoryStream ms = new MemoryStream()) {    //将消息写入流中    ms.Write (msg, 0, msg.Length);    //将流的位置归0    ms.Position = 0;    //使用工具反序列化对象    NetModel result = ProtoBuf.Serializer.Deserialize<NetModel> (ms);    return result;   }  } catch (Exception ex) {      Debug.Log("反序列化失败: " + ex.ToString());    return null;  } }}

二、Unity中使用Socket实现时时通信

通信应该实现的功能:

  • 服务器可以时时监听多个客户端
  • 服务器可以时时监听某一个客户端消息
  • 服务器可以时时给某一个客户端发消息
  • 首先我们需要定义一个客户端对象
using System;using System.Net.Sockets;// 表示一个客户端public class NetUserToken { //连接客户端的Socket public Socket socket; //用于存放接收数据 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!"); } // 发送消息 //< param name="data">Data.< /param> public void Send(byte[] data) {   }}using System;using System.Net.Sockets; // 表示一个客户端public class NetUserToken { //连接客户端的Socket public Socket socket; //用于存放接收数据 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!"); }  // 发送消息 //< param name="data">Data.< /param> public void Send(byte[] data) {    }}


然后实现我们的服务器代码

using System.Collections;using System.Collections.Generic;using System.Net;using System;using System.Net.Sockets;public class NetServer{ //单例脚本 public static readonly NetServer Instance = new NetServer(); //定义tcp服务器 private Socket server; private int maxClient = 10; //定义端口 private int port = 35353; //用户池 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)); } //开启服务器 public void Start() {  server.Listen(maxClient);  UnityEngine.Debug.Log("Server OK!");  //实例化客户端的用户池  pools = new Stack<NetUserToken>(maxClient);  for(int i = 0; i < maxClient; i++)  {   NetUserToken usertoken = new NetUserToken();   pools.Push(usertoken);  }  //可以异步接受客户端, BeginAccept函数的第一个参数是回调函数,当有客户端连接的时候自动调用  server.BeginAccept (AsyncAccept, null); } //回调函数, 有客户端连接的时候会自动调用此方法 private void AsyncAccept(IAsyncResult result) {  try {   //结束监听,同时获取到客户端   Socket client = server.EndAccept(result);   UnityEngine.Debug.Log("有客户端连接");   //来了一个客户端   NetUserToken userToken = pools.Pop();   userToken.socket = client;   //客户端连接之后,可以接受客户端消息   BeginReceive(userToken);   //尾递归,再次监听是否还有其他客户端连入   server.BeginAccept(AsyncAccept, null);  } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } } //异步监听消息 private void BeginReceive(NetUserToken userToken) {  try {   //异步方法   userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None,           EndReceive, userToken);  } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } } //监听到消息之后调用的函数 private void EndReceive(IAsyncResult result) {  try {   //取出客户端   NetUserToken userToken = result.AsyncState as NetUserToken;   //获取消息的长度   int len = userToken.socket.EndReceive(result);   if(len > 0)   {     byte[] data = new byte[len];    Buffer.BlockCopy(userToken.buffer, 0, data, 0, len);    //用户接受消息    userToken.Receive(data);    //尾递归,再次监听客户端消息    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{ //单例脚本 public static readonly NetServer Instance = new NetServer(); //定义tcp服务器 private Socket server; private int maxClient = 10; //定义端口 private int port = 35353; //用户池 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));  }  //开启服务器 public void Start() {  server.Listen(maxClient);  UnityEngine.Debug.Log("Server OK!");  //实例化客户端的用户池  pools = new Stack<NetUserToken>(maxClient);  for(int i = 0; i < maxClient; i++)  {   NetUserToken usertoken = new NetUserToken();   pools.Push(usertoken);  }  //可以异步接受客户端, BeginAccept函数的第一个参数是回调函数,当有客户端连接的时候自动调用  server.BeginAccept (AsyncAccept, null); }  //回调函数, 有客户端连接的时候会自动调用此方法 private void AsyncAccept(IAsyncResult result) {  try {   //结束监听,同时获取到客户端   Socket client = server.EndAccept(result);   UnityEngine.Debug.Log("有客户端连接");   //来了一个客户端   NetUserToken userToken = pools.Pop();   userToken.socket = client;   //客户端连接之后,可以接受客户端消息   BeginReceive(userToken);    //尾递归,再次监听是否还有其他客户端连入   server.BeginAccept(AsyncAccept, null);  } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } }  //异步监听消息 private void BeginReceive(NetUserToken userToken) {  try {   //异步方法   userToken.socket.BeginReceive(userToken.buffer, 0, userToken.buffer.Length, SocketFlags.None,           EndReceive, userToken);  } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } }  //监听到消息之后调用的函数 private void EndReceive(IAsyncResult result) {  try {   //取出客户端   NetUserToken userToken = result.AsyncState as NetUserToken;   //获取消息的长度   int len = userToken.socket.EndReceive(result);   if(len > 0)   {     byte[] data = new byte[len];    Buffer.BlockCopy(userToken.buffer, 0, data, 0, len);    //用户接受消息    userToken.Receive(data);    //尾递归,再次监听客户端消息    BeginReceive(userToken);   }   } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } }}


在Unity中开启服务器,并使用C#控制台模拟客户端连接、发送消息操作。测试OK了,Unity中可以时时监听到消息。

using UnityEngine;using System.Collections;public class CreateServer : MonoBehaviour { void StartServer () {  NetServer.Instance.Start(); }}//C#控制台工程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#控制台工程 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();  } }}

三、数据包的编码和解码

首先,举个例子,这个月信用卡被媳妇刷爆了,面对房贷车贷的压力,我只能选择分期付款。。。

那么OK了,现在我想问一下,当服务器向客户端发送的数据过大时怎么办呢?

当服务器需要向客户端发送一条很长的数据,也会“分期付款!”,服务器会把一条很长的数据分成若干条小数据,多次发送给客户端。

可是,这样就又有另外一个问题,客户端接受到多条数据之后如何解析?

这里其实就是客户端的解码。server发数据一般采用“长度+内容”的格式,Client接收到数据之后,先提取出长度来,然后根据长度判断内容是否发送完毕。

再次重申,用户在发送序列化好的消息的前,需要先编码后再发送消息;用户在接受消息后,需要解码之后再解析数据(反序列化)。

using UnityEngine;using System.Collections.Generic;using System.IO;// 编码和解码public class NetEncode { // 将数据编码 长度+内容 /// < param name="data">内容< /param> public static byte[] Encode(byte[] data) {  //整形占四个字节,所以声明一个+4的数组  byte[] result = new byte[data.Length + 4];  //使用流将编码写二进制  MemoryStream ms = new MemoryStream();  BinaryWriter br = new BinaryWriter(ms);  br.Write(data.Length);  br.Write(data);  //将流中的内容复制到数组中  System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length);  br.Close();  ms.Close();  return result; } // 将数据解码 // < param name="cache">消息队列< /param> public static byte[] Decode(ref List<byte> cache) {  //首先要获取长度,整形4个字节,如果字节数不足4个字节  if(cache.Count < 4)  {   return null;  }  //读取数据  MemoryStream ms = new MemoryStream(cache.ToArray());  BinaryReader br = new BinaryReader(ms);  int len = br.ReadInt32();  //根据长度,判断内容是否传递完毕  if(len > ms.Length - ms.Position)  {   return null;  }  //获取数据  byte[] result = br.ReadBytes(len);  //清空消息池  cache.Clear();  //讲剩余没处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; // 编码和解码public class NetEncode {  // 将数据编码 长度+内容 /// < param name="data">内容< /param> public static byte[] Encode(byte[] data) {  //整形占四个字节,所以声明一个+4的数组  byte[] result = new byte[data.Length + 4];  //使用流将编码写二进制  MemoryStream ms = new MemoryStream();  BinaryWriter br = new BinaryWriter(ms);  br.Write(data.Length);  br.Write(data);  //将流中的内容复制到数组中  System.Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length);  br.Close();  ms.Close();  return result; }  // 将数据解码 // < param name="cache">消息队列< /param> public static byte[] Decode(ref List<byte> cache) {  //首先要获取长度,整形4个字节,如果字节数不足4个字节  if(cache.Count < 4)  {   return null;  }  //读取数据  MemoryStream ms = new MemoryStream(cache.ToArray());  BinaryReader br = new BinaryReader(ms);  int len = br.ReadInt32();  //根据长度,判断内容是否传递完毕  if(len > ms.Length - ms.Position)  {   return null;  }  //获取数据  byte[] result = br.ReadBytes(len);  //清空消息池  cache.Clear();  //讲剩余没处理的消息存入消息池  cache.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position));   return result; }}

用户接受数据代码如下:

using System;using System.Collections.Generic;using System.Net.Sockets;// 表示一个客户端public class NetUserToken { //连接客户端的Socket public Socket socket; //用于存放接收数据 public byte[] buffer; //每次接受和发送数据的大小 private const int size = 1024; //接收数据池 private List<byte> receiveCache; private bool isReceiving; //发送数据池 private Queue<byte[]> sendCache; private bool isSending; //接收到消息之后的回调 public Action<NetModel> receiveCallBack; public NetUserToken() {  buffer = new byte[size];  receiveCache = new List<byte>();  sendCache = new Queue<byte[]>(); } // 服务器接受客户端发送的消息 // < param name="data">Data.< /param> public void Receive(byte[] data) {  UnityEngine.Debug.Log("接收到数据");  //将接收到的数据放入数据池中  receiveCache.AddRange(data);  //如果没在读数据  if(!isReceiving)  {   isReceiving = true;   ReadData();  } } // 读取数据 private void ReadData() {  byte[] data = NetEncode.Decode(ref receiveCache);  //说明数据保存成功  if(data != null)  {   NetModel item = NetSerilizer.DeSerialize(data);   UnityEngine.Debug.Log(item.Message);   if(receiveCallBack != null)   {    receiveCallBack(item);   }   //尾递归,继续读取数据   ReadData();  }  else  {   isReceiving = false;  } } // 服务器发送消息给客户端 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("发送成功!");   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; // 表示一个客户端public class NetUserToken { //连接客户端的Socket public Socket socket; //用于存放接收数据 public byte[] buffer; //每次接受和发送数据的大小 private const int size = 1024;  //接收数据池 private List<byte> receiveCache; private bool isReceiving; //发送数据池 private Queue<byte[]> sendCache; private bool isSending;  //接收到消息之后的回调 public Action<NetModel> receiveCallBack;   public NetUserToken() {  buffer = new byte[size];  receiveCache = new List<byte>();  sendCache = new Queue<byte[]>(); }  // 服务器接受客户端发送的消息 // < param name="data">Data.< /param> public void Receive(byte[] data) {  UnityEngine.Debug.Log("接收到数据");  //将接收到的数据放入数据池中  receiveCache.AddRange(data);  //如果没在读数据  if(!isReceiving)  {   isReceiving = true;   ReadData();  } }  // 读取数据 private void ReadData() {  byte[] data = NetEncode.Decode(ref receiveCache);  //说明数据保存成功  if(data != null)  {   NetModel item = NetSerilizer.DeSerialize(data);   UnityEngine.Debug.Log(item.Message);   if(receiveCallBack != null)   {    receiveCallBack(item);   }   //尾递归,继续读取数据   ReadData();  }  else  {   isReceiving = false;  } }  // 服务器发送消息给客户端 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("发送成功!");   Send ();  } catch (Exception ex) {   UnityEngine.Debug.Log(ex.ToString());  } }  public void WriteSendDate(byte[] data){  sendCache.Enqueue(data);  if(!isSending)  {   isSending = true;   Send();  } }}

ProtoBuf网络传输到这里就全部完成了。

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