我学xingo golang服务器之-Unity3d c# 协议api分解
上一节, protogen -i:msg.proto -o:msg.cs -ns:Pb
pause
如果你把protoc.exe和protogen.exe 加入了win的环境变量 保存在GenCsharpProto.bat,双击即可生成 message BroadCast{ int32 Pid=1; int32 Tp=2; oneof Data { string Content=3; Position P=4; int32 ActionData=5; } }
xingo_demo_unity3d 处理xingo服务器分解: 最终在NetLogic(int mid,byte[] bytes)函数进行了协议分解: //收到消息
void OnRecieveMessageDeal(ByteBuffer buffer,UInt32 len = 0)
{
UInt32 length = 0;
UInt32 mainId = 0;
if (len != 0)
{
length = len;
}
else
{
length = buffer.ReadUInt32(); //数据字节长度
}
mainId = buffer.ReadUInt32(); //msgid
byte[] b = buffer.ReadBytes((int)length); //数据字节
NetLogic((int)mainId,b);
int next = (int)buffer.ReadUInt32();
Debug.LogError("len=" + len + "|msgId=" + mainId + "|next=" + next);
if (next != 0)
{
OnRecieveMessageDeal(buffer,(UInt32)next);
}
}
void NetLogic(int mid,byte[] bytes)
{
if (mid == 1)
{
SyncPid pid;
pid = SyncPid.Parser.ParseFrom(bytes);
if (NetMgr.OnBorn != null)
{
NetMgr.OnBorn(pid.Pid);
GameMgr.PlayerIDS.Add(pid.Pid);
Debug.Log("Player: " + pid);
}
}
if (mid == 200)
{
BroadCast bc;
bc = BroadCast.Parser.ParseFrom(bytes);
//Debug.Log("mid 200: " + bc);
if (bc.Tp == 1)
{
//talk
if (bc.Content != null)
{
TalkCenter.Content = bc.Content;
TalkCenter.PlayerID = bc.Pid.ToString();
TalkCenter.TalkFlag = true;
}
}
if (bc.Tp == 2)
{
//有玩家加入
if (!GameMgr.PlayerIDS.Contains(bc.Pid))
{
GameMgr.BornPlayer(bc);
GameMgr.PlayerIDS.Add(bc.Pid);
Debug.Log("born player: " + bc.Pid + " pos: " + bc.P);
}
else
{
if (NetMgr.OnMove != null)
{
NetMgr.OnMove(bc);
}
}
}
//广播位移和旋转
if (bc.Tp == 3)
{
if (NetMgr.OnMove != null)
{
NetMgr.OnMove(bc);
}
}
//广播移动的坐标
if (bc.Tp == 4)
{
if (NetMgr.OnMove != null)
{
NetMgr.OnMove(bc);
}
}
}
//下线
if (mid == 201)
{
SyncPid pid;
pid = SyncPid.Parser.ParseFrom(bytes);
if (NetMgr.OnOver != null)
{
NetMgr.OnOver(pid.Pid);
}
Debug.Log("Player: " + pid.Pid + " leave home");
}
//上线同步
//不需要显示所有玩家 服务器只给周围玩家
if (mid == 202)
{
SyncPlayers sPlayer;
sPlayer = SyncPlayers.Parser.ParseFrom(bytes);
Debug.Log("202 count: " + sPlayer.Ps.Count);
ArrayList players = new ArrayList();
for (int i = 0; i < sPlayer.Ps.Count; i++)
{
Player p = sPlayer.Ps[i];
if (!GameMgr.PlayerIDS.Contains(p.Pid))
{
//GameMgr.BornPlayer(p);
players.Add(p);
GameMgr.PlayerIDS.Add(p.Pid);
}
}
GameMgr.BornPlayer(players);
}
}
这里有mid=200,201,202, p.SendMsg(200,data)
this.SendMsg(200,pdata)
202 //上线同步 //分包发送
per := 20
ps := msg.Ps
for i:=0; ;i++{
if i*per > len(ps) - 1{
break
}
if i*per + per > len(ps) - 1{
msg.Ps = ps[i*per:]
}else{
msg.Ps = ps[i*per: i*per + per]
}
this.SendMsg(202,msg)
}
广播消息: 可以看到最终客户端的协议分解全部都在SocketClient.cs 里面进行的,有些逻辑也在里面,协议分解就完了; 下节进行多玩家同步出生过程分解: (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |