Unity C# 网络学习(十二)——Protobuf生成协议

Unity C# 网络学习(十二)——Protobuf生成协议

一.安装

  • Protobuf官网下载对应操作系统的protoc,用于将.proto文件生成对应语言的协议语言文件在这里插入图片描述
  • 由于我使用的是C#所以可以使用提供的C#的序列化反序列化的项目,然后自己编译出DLL放入Unity中使用
    在这里插入图片描述

二.Protobuf 配置的规则(.proto文件的语法)

syntax = "proto3";//决定了proto文档的版本号
package GamePlayerTest;//命名空间

import "test2.proto";

//消息类
message TestMsg1 {
    
    
    //成员类型 成员名称 唯一编号
    
    //浮点数
    float testF = 1;
    double testD = 2;
    //变长编码
    //Protobuf会自动优化,可以尽量少的使用字节数,来存储内容
    int32 testInt32 = 3;  //不太适用于负数
    int64 testInt64 = 4;
    
    //更适用于负数
    sint32 testSInt32 = 5;
    sint64 testSInt64 = 6;
    
    //无符号变长编码
    uint32 testUInt32 = 7;
    uint64 testUInt64 = 8;
    
    //固定字节数类型
    fixed32 testFixed32 = 9; //通常用于表示大于2的28次方的数 uint
    fixed64 testFixed64 = 10; //通常用于表示大于2的56次方的数 ulong
    
    sfixed32 testSFixed32 = 11; //int
    sfixed64 testSFixed64 = 12; //long
    
    //数组
    repeated int32 arr_int32 = 13;
    repeated string arr_string = 14;
    //字典
    map<int32,string> map1 = 15;
    //枚举
    TestEnum1 test_enum1 = 16;
    
    //嵌套消息
    message TestMsg2{
    
    
        int32 test_int32 = 1;
    }
    
    TestMsg2 test_msg2 = 17;
    //嵌套枚举
    enum TestEnum2{
    
    
        NORMAL = 0;
        BOSS = 1;
    }
    
    TestEnum2 test_enum2 = 18;

    GameSystemTest.HeartMsg heart_msg = 19;
}

enum TestEnum1{
    
    
    NORMAL = 0;
    BOSS = 5;
}
syntax = "proto3";
package GameSystemTest;

message HeartMsg{
    
    
    int64 time = 1;
}

三.生成对应的C#代码

  • 打开cmd窗口
  • 进入protoc.exe所在文件夹(也可以直接拖入到cmd中)
  • 输入转换指令
  • protoc.exe -I=配置路径 =csharp_out=输出路径 配置文件名

四.封装快捷生成协议文件

public static class GenerateProtobuf
{
    
    
    private const string ProtocPathExe = @"D:\Unity_Project\AgainLearnNet\Protobuf\protoc.exe";
    private const string ProtoPath = @"D:\Unity_Project\AgainLearnNet\Protobuf\proto";
    private const string OutPath = @"D:\Unity_Project\AgainLearnNet\Protobuf\csharp";
    [MenuItem("Protobuf/GenerateCSharp")]
    private static void GenerateCSharp()
    {
    
    
        DirectoryInfo directoryInfo = new DirectoryInfo(ProtoPath);
        FileInfo[] fileInfos = directoryInfo.GetFiles();
        foreach (var fileInfo in fileInfos)
        {
    
    
            if(fileInfo.Extension != ".proto")
                continue;
            Process cmd = new Process();
            cmd.StartInfo.FileName = ProtocPathExe;
            cmd.StartInfo.Arguments = $"-I={
      
      ProtoPath} --csharp_out={
      
      OutPath} {
      
      fileInfo.Name}";

            cmd.Start();
        }
    }
}

五.协议的序列化和反序列化

1.文本流

    private void Start()
    {
    
    
        MyTestMsg myTestMsg = new MyTestMsg();
        myTestMsg.PlayerId = 1;
        myTestMsg.Name = "zzs";
        myTestMsg.Friends.Add("wy");
        myTestMsg.Friends.Add("pnb");
        myTestMsg.Friends.Add("lzq");
        myTestMsg.Map.Add(1,"ywj");
        myTestMsg.Map.Add(2,"zzs");

        string path = Application.persistentDataPath + "/testMsg.msg";
        using (FileStream fs = new FileStream(path,FileMode.Create))
        {
    
    
            myTestMsg.WriteTo(fs);
        }

        MyTestMsg newMyTestMsg;
        using (FileStream fs = new FileStream(path,FileMode.Open))
        {
    
    
            newMyTestMsg = MyTestMsg.Parser.ParseFrom(fs);
        }
        Debug.Log(newMyTestMsg.PlayerId);
        Debug.Log(newMyTestMsg.Name);
        Debug.Log(newMyTestMsg.Friends.Count);
        Debug.Log(newMyTestMsg.Map[1]);
        Debug.Log(newMyTestMsg.Map[2]);
    }

2.内存流

    private void Start()
    {
    
    
        MyTestMsg myTestMsg = new MyTestMsg
        {
    
    
            PlayerId = 1,
            Name = "zzs"
        };
        myTestMsg.Friends.Add("wy");
        myTestMsg.Friends.Add("pnb");
        myTestMsg.Friends.Add("lzq");
        myTestMsg.Map.Add(1,"ywj");
        myTestMsg.Map.Add(2,"zzs");

        byte[] buffer;
        using (MemoryStream ms = new MemoryStream())
        {
    
    
            myTestMsg.WriteTo(ms);
            buffer = ms.ToArray();
        }

        MyTestMsg newMyTestMsg;
        using (MemoryStream ms = new MemoryStream(buffer))
        {
    
    
            newMyTestMsg = MyTestMsg.Parser.ParseFrom(ms);
        }
        Debug.Log(newMyTestMsg.PlayerId);
        Debug.Log(newMyTestMsg.Name);
        Debug.Log(newMyTestMsg.Friends.Count);
        Debug.Log(newMyTestMsg.Map[1]);
        Debug.Log(newMyTestMsg.Map[2]);
    }

六.Protobuf的序列化和反序列化(优化调用方式)

    private void Start()
    {
    
    
        MyTestMsg myTestMsg = new MyTestMsg
        {
    
    
            PlayerId = 1,
            Name = "zzs"
        };
        myTestMsg.Friends.Add("wy");
        myTestMsg.Friends.Add("pnb");
        myTestMsg.Friends.Add("lzq");
        myTestMsg.Map.Add(1,"ywj");
        myTestMsg.Map.Add(2,"zzs");
        
        
        byte[] buffer = myTestMsg.ToByteArray();
        MyTestMsg newMyTestMsg = MyTestMsg.Parser.ParseFrom(buffer);
        
        
        Debug.Log(newMyTestMsg.PlayerId);
        Debug.Log(newMyTestMsg.Name);
        Debug.Log(newMyTestMsg.Friends.Count);
        Debug.Log(newMyTestMsg.Map[1]);
        Debug.Log(newMyTestMsg.Map[2]);
    }

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转载自blog.csdn.net/zzzsss123333/article/details/125505066