Unity基于Google Protobuf序列化和反序列化小案例

1.协议定义,简单实现传玩家的2D坐标   

syntax = "proto3";
package SocketGameProtocol;

message PlayerInfo
{
	float xPos=1;
	float yPos=2;
}

2.在Unity的Assets目录下创建一个Plugins文件夹(必须这样命名),此文件专门存放扩展文件,

再新建文件夹BaseInfolibrary,将Google.Protobuf.dll拖入

 3.新建一个Test.cs脚本

 脚本中引入命名空间

using SocketGameProtocol;
using Google.Protobuf;
using System;
using System.IO;
    private PlayerInfo info;
    public byte[] Init(Vector2 pos)
    {
        if (info == null)
        {
            info = new PlayerInfo();
        }
        info.XPos = pos.x;
        info.YPos = pos.y;
        byte[] data = Serialize(info);
        return data;
    }
    //序列化
    private byte[] Serialize(PlayerInfo model)
    {
        try {
            using (MemoryStream ms = new MemoryStream()) {
                model.WriteTo(ms);
                return ms.ToArray();
            }
        } catch (Exception ex) {
            Debug.Log ("序列化失败: " + ex.ToString());
            return null;
        }
    }
    //反序列化
    private PlayerInfo DeSerialize(byte[] data)
    {
        return PlayerInfo.Parser.ParseFrom(data);
    }

后续

代码改进:通用序列化模板(只用来序列化Message)

    /// <summary>
    /// 序列化protobuf
    /// </summary>
    /// <param name="msg"></param>
    /// <returns></returns>
    public static byte[] SerializeMsg(IMessage msg)
    {
        using (MemoryStream rawOutput = new MemoryStream())
        {
            msg.WriteTo(rawOutput);
            byte[] result = rawOutput.ToArray();
            return result;
        }
    }
    /// <summary>
    /// 反序列化protobuf
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="dataBytes"></param>
    /// <returns></returns>
    public static T DeserializeMsg<T>(byte[] dataBytes) where T : IMessage, new()
    {
        T msg = new T();
        msg= (T)msg.Descriptor.Parser.ParseFrom(dataBytes);
        return msg;
    }

序列化前提还是要知道消息的类型,以下是调用

 

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転載: blog.csdn.net/ysn11111/article/details/127706192