65.消息处理-自定义协议生成工具-协议消息生成-生成消息类
65.1 知识点
对比消息类和数据结构类的不同
类名和继承
public class PlayerMessage : BaseMessage
获得字节数组方法多了消息ID长度和消息体长度8个字节
public override int GetBytesNum()
{
return
4 + // 消息ID的长度
4 + // 消息体的长度
4 + // playerID的字节数组长度
playerData.GetBytesNum(); // playerData的字节数组长度
}
序列化方法要先写消息ID再写消息体长度
public override byte[] Writing()
{
int index = 0;
int bytesNum = GetBytesNum();
byte[] bytes = new byte[bytesNum];
// 先写消息ID
WriteInt(bytes, GetID(), ref index);
// 写入消息体的长度
WriteInt(bytes, bytesNum - 8, ref index);
// 写这个消息的成员变量
WriteInt(bytes, playerID, ref index);
WriteData(bytes, playerData, ref index);
return bytes;
}
反序列化由于我们是在外部解析消息ID和消息体长度的,所以和数据结构类一致
获得定义消息ID的方法
/// <summary>
/// 自定义的消息ID 主要用于区分是哪一个消息类
/// </summary>
/// <returns></returns>
public override int GetID()
{
return 1001;
}
观察xml配置
- <!--消息类类配置规则 包含 消息ID 类名 命名空间 变量类型 变量名-->
<message id="1001" name="PlayerMessage" namespace="GamePlayer">
<field type="int" name="playerID"/>
<field type="PlayerData" name="data"/>
</message>
<message id="1002" name="HeartMessage" namespace="GameSystem"/>
在GenerateCSharp类中定义生成消息类方法,并在ProtocolTool中调用
[MenuItem("ProtocolTool/生成C#脚本")]
private static void GenerateCSharp()
{
// 读取xml相关的信息
// XmlNodeList list = GetNodes("enum");
// 根据这些信息 去拼接字符串 生成对应的脚本
// 生成对应的枚举脚本
generateCSharp.GenerateEnum(GetNodes("enum"));
// 生成对应的数据结构类脚本
generateCSharp.GenerateData(GetNodes("data"));
// 生成对应的消息类脚本
generateCSharp.GenerateMsg(GetNodes("message"));
// 刷新编辑器界面 让我们可以看到生成的内容 不需要手动进行刷新了
AssetDatabase.Refresh();
}
实现生成消息类方法,可以在生产数据结构类方法的基础上改
// 生成消息类
public void GenerateMsg(XmlNodeList nodes)
{
string idStr = "";
string namespaceStr = "";
string classNameStr = "";
string fieldStr = "";
string getBytesNumStr = "";
string writingStr = "";
string readingStr = "";
foreach (XmlNode dataNode in nodes)
{
// 消息ID
idStr = dataNode.Attributes["id"].Value;
// 命名空间
namespaceStr = dataNode.Attributes["namespace"].Value;
// 类名
classNameStr = dataNode.Attributes["name"].Value;
// 读取所有字段节点
XmlNodeList fields = dataNode.SelectNodes("field");
// 通过这个方法进行成员变量声明的拼接 返回拼接结果
fieldStr = GetFieldStr(fields);
// 通过某个方法 对GetBytesNum函数中的字符串内容进行拼接 返回结果
getBytesNumStr = GetGetBytesNumStr(fields);
// 通过某个方法 对Writing函数中的字符串内容进行拼接 返回结果
writingStr = GetWritingStr(fields);
// 通过某个方法 对Reading函数中的字符串内容进行拼接 返回结果
readingStr = GetReadingStr(fields);
string dataStr = "using System;\r\n" +
"using System.Collections.Generic;\r\n" +
"using System.Text;\r\n" +
$"namespace {namespaceStr}\r\n" +
"{\r\n" +
$"\tpublic class {classNameStr} : BaseMessage\r\n" +
"\t{\r\n" +
$"{fieldStr}" +
"\t\tpublic override int GetBytesNum()\r\n" +
"\t\t{\r\n" +
"\t\t\tint num = 8;\r\n" + // 这个8代表的是 消息ID的4个字节 + 消息体长度的4个字节
$"{getBytesNumStr}" +
"\t\t\treturn num;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override byte[] Writing()\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = 0;\r\n" +
"\t\t\tbyte[] bytes = new byte[GetBytesNum()];\r\n"
+
"\t\t\tWriteInt(bytes, GetID(), ref index);\r\n" +
"\t\t\tWriteInt(bytes, bytes.Length - 8, ref index);\r\n" +
$"{writingStr}" +
"\t\t\treturn bytes;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override int Reading(byte[] bytes, int beginIndex = 0)\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = beginIndex;\r\n" +
$"{readingStr}" +
"\t\t\treturn index - beginIndex;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override int GetID()\r\n" +
"\t\t{\r\n" +
"\t\t\treturn " + idStr + ";\r\n" +
"\t\t}\r\n" +
"\t}\r\n" +
"}";
// 保存为 脚本文件
// 保存文件的路径
string path = SAVE_PATH + namespaceStr + "/Msg/";
// 如果不存在这个文件夹 则创建
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
// 字符串保存 存储为枚举脚本文件
File.WriteAllText(path + classNameStr + ".cs", dataStr);
}
Debug.Log("消息类生成结束");
}
查看生成的消息类并测试
using System;
using System.Collections.Generic;
using System.Text;
namespace GamePlayer
{
public class PlayerMessage : BaseMsg
{
public int playerID;
public PlayerData data;
public override int GetBytesNum()
{
int num = 8;
num += 4;
num += data.GetBytesNum();
return num;
}
public override byte[] Writing()
{
int index = 0;
byte[] bytes = new byte[GetBytesNum()];
WriteInt(bytes, GetID(), ref index);
WriteInt(bytes, bytes.Length - 8, ref index);
WriteInt(bytes, playerID, ref index);
WriteData(bytes, data, ref index);
return bytes;
}
public override int Reading(byte[] bytes, int beginIndex = 0)
{
int index = beginIndex;
playerID = ReadInt(bytes, ref index);
data = ReadData<PlayerData>(bytes, ref index);
return index - beginIndex;
}
public override int GetID()
{
return 1001;
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
namespace GameSystem
{
public class HeartMessage : BaseMsg
{
public override int GetBytesNum()
{
int num = 8;
return num;
}
public override byte[] Writing()
{
int index = 0;
byte[] bytes = new byte[GetBytesNum()];
WriteInt(bytes, GetID(), ref index);
WriteInt(bytes, bytes.Length - 8, ref index);
return bytes;
}
public override int Reading(byte[] bytes, int beginIndex = 0)
{
int index = beginIndex;
return index - beginIndex;
}
public override int GetID()
{
return 1002;
}
}
}
GamePlayer.PlayerMessage playerMessage1 = new GamePlayer.PlayerMessage();
playerMessage1.playerID = 999;
playerMessage1.data = new GamePlayer.PlayerData();
playerMessage1.data.id = 888;
playerMessage1.data.atk = 10;
playerMessage1.data.sex = true;
playerMessage1.data.lev = 77;
playerMessage1.data.arrays = new int[] { 1, 2, 3, 4 };
playerMessage1.data.list = new List<int>() { 4, 3, 2, 1 };
playerMessage1.data.dic = new Dictionary<int, string>() {
{ 1, "123"},
{ 2, "韬老狮"},
{ 3, "好好学习"},
};
playerMessage1.data.heroType = GamePlayer.E_HERO_TYPE.MAIN;
// 序列化
byte[] bytes = playerMessage1.Writing();
// 反序列化
int index = 0;
int msgID = BitConverter.ToInt32(bytes, index);
index += 4;
int msgLength = BitConverter.ToInt32(bytes, index);
index += 4;
GamePlayer.PlayerMessage playerMessage2 = new GamePlayer.PlayerMessage();
playerMessage2.Reading(bytes, index);
print(playerMessage2.playerID);
65.2 知识点代码
GenerateCSharp
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Xml;
using UnityEngine;
namespace GamePlayer//1
{
public enum E_Player_Type
{
Main,
Other,
}
public class PlayerTest : BaseData
{
public List<int> list;
public Dictionary<int, string> dic;
public int[] arrays;
public E_Player_Type type;
public PlayerData player;
public override int GetBytesNum()
{
int num = 0;
num += 4;//list.Count
for (int i = 0; i < list.Count; i++)
num += 4;
num += 4;//dic.Count
foreach (int key in dic.Keys)
{
num += 4;//key所占的字节数
num += 4;//value 字符串长度 占的字节数
num += Encoding.UTF8.GetByteCount(dic[key]);
}
num += 4;//arrays.Length
for (int i = 0; i < arrays.Length; i++)
num += 4;
num += 4;
num += player.GetBytesNum();
return num;
}
public override int Reading(byte[] bytes, int beginIndex = 0)
{
int index = beginIndex;
list = new List<int>();//初始化规则
short listCount = ReadShort(bytes, ref index);
for (int i = 0; i < listCount; i++)
list.Add(ReadInt(bytes, ref index));
dic = new Dictionary<int, string>();//初始化规则
short dicCount = ReadShort(bytes, ref index);
for (int i = 0; i < dicCount; i++)
dic.Add(ReadInt(bytes, ref index), ReadString(bytes, ref index));
short arraysLength = ReadShort(bytes, ref index);
arrays = new int[arraysLength];//初始化规则
for (int i = 0; i < arraysLength; i++)
arrays[i] = ReadInt(bytes, ref index);
type = (E_Player_Type)ReadInt(bytes, ref index);
player = ReadData<PlayerData>(bytes, ref index);
return index - beginIndex;
}
public override byte[] Writing()
{
//固定内容
int index = 0;
byte[] bytes = new byte[GetBytesNum()];
//可变的 是根据成员变量来决定如何拼接的
//存储list的长度
WriteShort(bytes, (short)list.Count, ref index);
for (int i = 0; i < list.Count; i++)
WriteInt(bytes, list[i], ref index);
//存储Dictionary的内容
//长度
WriteShort(bytes, (short)dic.Count, ref index);
foreach (int key in dic.Keys)
{
WriteInt(bytes, key, ref index);
WriteString(bytes, dic[key], ref index);
}
//存储数组的长度
WriteShort(bytes, (short)arrays.Length, ref index);
for (int i = 0; i < arrays.Length; i++)
WriteInt(bytes, arrays[i], ref index);
//枚举
WriteInt(bytes, Convert.ToInt32(type), ref index);
//自定义数据结构类
WriteData(bytes, player, ref index);
//固定内容
return bytes;
}
}
}
public class GenerateCSharp
{
//协议保存路径
private string SAVE_PATH = Application.dataPath + "/Scripts/Protocol/";
//生成枚举
public void GenerateEnum(XmlNodeList nodes)
{
//生成枚举脚本的逻辑
string namespaceStr = "";
string enumNameStr = "";
string fieldStr = "";
foreach (XmlNode enumNode in nodes)
{
//获取命名空间配置信息
namespaceStr = enumNode.Attributes["namespace"].Value;
//获取枚举名配置信息
enumNameStr = enumNode.Attributes["name"].Value;
//获取所有的字段节点 然后进行字符串拼接
XmlNodeList enumFields = enumNode.SelectNodes("field");
//一个新的枚举 需要清空一次上一次拼接的字段字符串
fieldStr = "";
foreach (XmlNode enumField in enumFields)
{
fieldStr += "\t\t" + enumField.Attributes["name"].Value;
if (enumField.InnerText != "")
fieldStr += " = " + enumField.InnerText;
fieldStr += ",\r\n";
}
//对所有可变的内容进行拼接
string enumStr = $"namespace {namespaceStr}\r\n" +
"{\r\n" +
$"\tpublic enum {enumNameStr}\r\n" +
"\t{\r\n" +
$"{fieldStr}" +
"\t}\r\n" +
"}";
//保存文件的路径
string path = SAVE_PATH + namespaceStr + "/Enum/";
//如果不存在这个文件夹 则创建
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
//字符串保存 存储为枚举脚本文件
File.WriteAllText(path + enumNameStr + ".cs", enumStr);
}
Debug.Log("枚举生成结束");
}
//生成数据结构类
public void GenerateData(XmlNodeList nodes)
{
string namespaceStr = "";
string classNameStr = "";
string fieldStr = "";
string getBytesNumStr = "";
string writingStr = "";
string readingStr = "";
foreach (XmlNode dataNode in nodes)
{
//命名空间
namespaceStr = dataNode.Attributes["namespace"].Value;
//类名
classNameStr = dataNode.Attributes["name"].Value;
//读取所有字段节点
XmlNodeList fields = dataNode.SelectNodes("field");
//通过这个方法进行成员变量声明的拼接 返回拼接结果
fieldStr = GetFieldStr(fields);
//通过某个方法 对GetBytesNum函数中的字符串内容进行拼接 返回结果
getBytesNumStr = GetGetBytesNumStr(fields);
//通过某个方法 对Writing函数中的字符串内容进行拼接 返回结果
writingStr = GetWritingStr(fields);
//通过某个方法 对Reading函数中的字符串内容进行拼接 返回结果
readingStr = GetReadingStr(fields);
string dataStr = "using System;\r\n" +
"using System.Collections.Generic;\r\n" +
"using System.Text;\r\n" +
$"namespace {namespaceStr}\r\n" +
"{\r\n" +
$"\tpublic class {classNameStr} : BaseData\r\n" +
"\t{\r\n" +
$"{fieldStr}" +
"\t\tpublic override int GetBytesNum()\r\n" +
"\t\t{\r\n" +
"\t\t\tint num = 0;\r\n" +
$"{getBytesNumStr}" +
"\t\t\treturn num;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override byte[] Writing()\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = 0;\r\n"+
"\t\t\tbyte[] bytes = new byte[GetBytesNum()];\r\n" +
$"{writingStr}" +
"\t\t\treturn bytes;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override int Reading(byte[] bytes, int beginIndex = 0)\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = beginIndex;\r\n" +
$"{readingStr}" +
"\t\t\treturn index - beginIndex;\r\n" +
"\t\t}\r\n" +
"\t}\r\n" +
"}";
//保存为 脚本文件
//保存文件的路径
string path = SAVE_PATH + namespaceStr + "/Data/";
//如果不存在这个文件夹 则创建
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
//字符串保存 存储为枚举脚本文件
File.WriteAllText(path + classNameStr + ".cs", dataStr);
}
Debug.Log("数据结构类生成结束");
}
//生成消息类
public void GenerateMsg(XmlNodeList nodes)
{
string idStr = "";
string namespaceStr = "";
string classNameStr = "";
string fieldStr = "";
string getBytesNumStr = "";
string writingStr = "";
string readingStr = "";
foreach (XmlNode dataNode in nodes)
{
//消息ID
idStr = dataNode.Attributes["id"].Value;
//命名空间
namespaceStr = dataNode.Attributes["namespace"].Value;
//类名
classNameStr = dataNode.Attributes["name"].Value;
//读取所有字段节点
XmlNodeList fields = dataNode.SelectNodes("field");
//通过这个方法进行成员变量声明的拼接 返回拼接结果
fieldStr = GetFieldStr(fields);
//通过某个方法 对GetBytesNum函数中的字符串内容进行拼接 返回结果
getBytesNumStr = GetGetBytesNumStr(fields);
//通过某个方法 对Writing函数中的字符串内容进行拼接 返回结果
writingStr = GetWritingStr(fields);
//通过某个方法 对Reading函数中的字符串内容进行拼接 返回结果
readingStr = GetReadingStr(fields);
string dataStr = "using System;\r\n" +
"using System.Collections.Generic;\r\n" +
"using System.Text;\r\n" +
$"namespace {namespaceStr}\r\n" +
"{\r\n" +
$"\tpublic class {classNameStr} : BaseMessage\r\n" +
"\t{\r\n" +
$"{fieldStr}" +
"\t\tpublic override int GetBytesNum()\r\n" +
"\t\t{\r\n" +
"\t\t\tint num = 8;\r\n" +//这个8代表的是 消息ID的4个字节 + 消息体长度的4个字节
$"{getBytesNumStr}" +
"\t\t\treturn num;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override byte[] Writing()\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = 0;\r\n" +
"\t\t\tbyte[] bytes = new byte[GetBytesNum()];\r\n" +
"\t\t\tWriteInt(bytes, GetID(), ref index);\r\n" +
"\t\t\tWriteInt(bytes, bytes.Length - 8, ref index);\r\n" +
$"{writingStr}" +
"\t\t\treturn bytes;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override int Reading(byte[] bytes, int beginIndex = 0)\r\n" +
"\t\t{\r\n" +
"\t\t\tint index = beginIndex;\r\n" +
$"{readingStr}" +
"\t\t\treturn index - beginIndex;\r\n" +
"\t\t}\r\n" +
"\t\tpublic override int GetID()\r\n" +
"\t\t{\r\n" +
"\t\t\treturn " + idStr + ";\r\n" +
"\t\t}\r\n" +
"\t}\r\n" +
"}";
//保存为 脚本文件
//保存文件的路径
string path = SAVE_PATH + namespaceStr + "/Msg/";
//如果不存在这个文件夹 则创建
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
//字符串保存 存储为枚举脚本文件
File.WriteAllText(path + classNameStr + ".cs", dataStr);
}
Debug.Log("消息类生成结束");
}
/// <summary>
/// 获取成员变量声明内容
/// </summary>
/// <param name="fields"></param>
/// <returns></returns>
private string GetFieldStr(XmlNodeList fields)
{
string fieldStr = "";
foreach (XmlNode field in fields)
{
//变量类型
string type = field.Attributes["type"].Value;
//变量名
string fieldName = field.Attributes["name"].Value;
if(type == "list")
{
string T = field.Attributes["T"].Value;
fieldStr += "\t\tpublic List<" + T + "> ";
}
else if(type == "array")
{
string data = field.Attributes["data"].Value;
fieldStr += "\t\tpublic " + data + "[] ";
}
else if(type == "dic")
{
string Tkey = field.Attributes["Tkey"].Value;
string Tvalue = field.Attributes["Tvalue"].Value;
fieldStr += "\t\tpublic Dictionary<" + Tkey + ", " + Tvalue + "> ";
}
else if(type == "enum")
{
string data = field.Attributes["data"].Value;
fieldStr += "\t\tpublic " + data + " ";
}
else
{
fieldStr += "\t\tpublic " + type + " ";
}
fieldStr += fieldName + ";\r\n";
}
return fieldStr;
}
//拼接 GetBytesNum函数的方法
private string GetGetBytesNumStr(XmlNodeList fields)
{
string bytesNumStr = "";
string type = "";
string name = "";
foreach (XmlNode field in fields)
{
type = field.Attributes["type"].Value;
name = field.Attributes["name"].Value;
if (type == "list")
{
string T = field.Attributes["T"].Value;
bytesNumStr += "\t\t\tnum += 2;\r\n";//+2 是为了节约字节数 用一个short去存储信息
bytesNumStr += "\t\t\tfor (int i = 0; i < " + name + ".Count; ++i)\r\n";
//这里使用的是 name + [i] 目的是获取 list当中的元素传入进行使用
bytesNumStr += "\t\t\t\tnum += " + GetValueBytesNum(T, name + "[i]") + ";\r\n";
}
else if (type == "array")
{
string data = field.Attributes["data"].Value;
bytesNumStr += "\t\t\tnum += 2;\r\n";//+2 是为了节约字节数 用一个short去存储信息
bytesNumStr += "\t\t\tfor (int i = 0; i < " + name + ".Length; ++i)\r\n";
//这里使用的是 name + [i] 目的是获取 list当中的元素传入进行使用
bytesNumStr += "\t\t\t\tnum += " + GetValueBytesNum(data, name + "[i]") + ";\r\n";
}
else if (type == "dic")
{
string Tkey = field.Attributes["Tkey"].Value;
string Tvalue = field.Attributes["Tvalue"].Value;
bytesNumStr += "\t\t\tnum += 2;\r\n";//+2 是为了节约字节数 用一个short去存储信息
bytesNumStr += "\t\t\tforeach (" + Tkey + " key in " + name + ".Keys)\r\n";
bytesNumStr += "\t\t\t{\r\n";
bytesNumStr += "\t\t\t\tnum += " + GetValueBytesNum(Tkey, "key") + ";\r\n";
bytesNumStr += "\t\t\t\tnum += " + GetValueBytesNum(Tvalue, name + "[key]") + ";\r\n";
bytesNumStr += "\t\t\t}\r\n";
}
else
bytesNumStr += "\t\t\tnum += " + GetValueBytesNum(type, name) + ";\r\n";
}
return bytesNumStr;
}
//获取 指定类型的字节数
private string GetValueBytesNum(string type, string name)
{
//这里我没有写全 所有的常用变量类型 你可以根据需求去添加
switch (type)
{
case "int":
case "float":
case "enum":
return "4";
case "long":
return "8";
case "byte":
case "bool":
return "1";
case "short":
return "2";
case "string":
return "4 + Encoding.UTF8.GetByteCount(" + name + ")";
default:
return name + ".GetBytesNum()";
}
}
//拼接 Writing函数的方法
private string GetWritingStr(XmlNodeList fields)
{
string writingStr = "";
string type = "";
string name = "";
foreach (XmlNode field in fields)
{
type = field.Attributes["type"].Value;
name = field.Attributes["name"].Value;
if(type == "list")
{
string T = field.Attributes["T"].Value;
writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Count, ref index);\r\n";
writingStr += "\t\t\tfor (int i = 0; i < " + name + ".Count; ++i)\r\n";
writingStr += "\t\t\t\t" + GetFieldWritingStr(T, name + "[i]") + "\r\n";
}
else if (type == "array")
{
string data = field.Attributes["data"].Value;
writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Length, ref index);\r\n";
writingStr += "\t\t\tfor (int i = 0; i < " + name + ".Length; ++i)\r\n";
writingStr += "\t\t\t\t" + GetFieldWritingStr(data, name + "[i]") + "\r\n";
}
else if (type == "dic")
{
string Tkey = field.Attributes["Tkey"].Value;
string Tvalue = field.Attributes["Tvalue"].Value;
writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Count, ref index);\r\n";
writingStr += "\t\t\tforeach (" + Tkey + " key in " + name + ".Keys)\r\n";
writingStr += "\t\t\t{\r\n";
writingStr += "\t\t\t\t" + GetFieldWritingStr(Tkey, "key") + "\r\n";
writingStr += "\t\t\t\t" + GetFieldWritingStr(Tvalue, name + "[key]") + "\r\n";
writingStr += "\t\t\t}\r\n";
}
else
{
writingStr += "\t\t\t" + GetFieldWritingStr(type, name) + "\r\n";
}
}
return writingStr;
}
private string GetFieldWritingStr(string type, string name)
{
switch (type)
{
case "byte":
return "WriteByte(bytes, " + name + ", ref index);";
case "int":
return "WriteInt(bytes, " + name + ", ref index);";
case "short":
return "WriteShort(bytes, " + name + ", ref index);";
case "long":
return "WriteLong(bytes, " + name + ", ref index);";
case "float":
return "WriteFloat(bytes, " + name + ", ref index);";
case "bool":
return "WriteBool(bytes, " + name + ", ref index);";
case "string":
return "WriteString(bytes, " + name + ", ref index);";
case "enum":
return "WriteInt(bytes, Convert.ToInt32(" + name + "), ref index);";
default:
return "WriteData(bytes, " + name + ", ref index);";
}
}
private string GetReadingStr(XmlNodeList fields)
{
string readingStr = "";
string type = "";
string name = "";
foreach (XmlNode field in fields)
{
type = field.Attributes["type"].Value;
name = field.Attributes["name"].Value;
if (type == "list")
{
string T = field.Attributes["T"].Value;
readingStr += "\t\t\t" + name + " = new List<" + T + ">();\r\n";
readingStr += "\t\t\tshort " + name + "Count = ReadShort(bytes, ref index);\r\n";
readingStr += "\t\t\tfor (int i = 0; i < " + name + "Count; ++i)\r\n";
readingStr += "\t\t\t\t" + name + ".Add(" + GetFieldReadingStr(T) + ");\r\n";
}
else if (type == "array")
{
string data = field.Attributes["data"].Value;
readingStr += "\t\t\tshort " + name + "Length = ReadShort(bytes, ref index);\r\n";
readingStr += "\t\t\t" + name + " = new " + data + "["+ name + "Length];\r\n";
readingStr += "\t\t\tfor (int i = 0; i < " + name + "Length; ++i)\r\n";
readingStr += "\t\t\t\t" + name + "[i] = " + GetFieldReadingStr(data) + ";\r\n";
}
else if (type == "dic")
{
string Tkey = field.Attributes["Tkey"].Value;
string Tvalue = field.Attributes["Tvalue"].Value;
readingStr += "\t\t\t" + name + " = new Dictionary<" + Tkey + ", " + Tvalue + ">();\r\n";
readingStr += "\t\t\tshort " + name + "Count = ReadShort(bytes, ref index);\r\n";
readingStr += "\t\t\tfor (int i = 0; i < " + name + "Count; ++i)\r\n";
readingStr += "\t\t\t\t" + name + ".Add(" + GetFieldReadingStr(Tkey) + ", " +
GetFieldReadingStr(Tvalue) + ");\r\n";
}
else if (type == "enum")
{
string data = field.Attributes["data"].Value;
readingStr += "\t\t\t" + name + " = (" + data + ")ReadInt(bytes, ref index);\r\n";
}
else
readingStr += "\t\t\t" + name + " = " + GetFieldReadingStr(type) + ";\r\n";
}
return readingStr;
}
private string GetFieldReadingStr(string type)
{
switch (type)
{
case "byte":
return "ReadByte(bytes, ref index)";
case "int":
return "ReadInt(bytes, ref index)";
case "short":
return "ReadShort(bytes, ref index)";
case "long":
return "ReadLong(bytes, ref index)";
case "float":
return "ReadFloat(bytes, ref index)";
case "bool":
return "ReadBool(bytes, ref index)";
case "string":
return "ReadString(bytes, ref index)";
default:
return "ReadData<" + type + ">(bytes, ref index)";
}
}
}
ProtocolTool
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class ProtocolTool
{
//配置文件所在路径
private static string PROTO_INFO_PATH = Application.dataPath + "/Editor/ProtocolTool/ProtocolInfo.xml";
private static GenerateCSharp generateCSharp = new GenerateCSharp();
[MenuItem("ProtocolTool/生成C#脚本")]
private static void GenerateCSharp()
{
//1.读取xml相关的信息
//XmlNodeList list = GetNodes("enum");
//2.根据这些信息 去拼接字符串 生成对应的脚本
//生成对应的枚举脚本
generateCSharp.GenerateEnum(GetNodes("enum"));
//生成对应的数据结构类脚本
generateCSharp.GenerateData(GetNodes("data"));
//生成对应的消息类脚本
generateCSharp.GenerateMsg(GetNodes("message"));
//刷新编辑器界面 让我们可以看到生成的内容 不需要手动进行刷新了
AssetDatabase.Refresh();
}
[MenuItem("ProtocolTool/生成C++脚本")]
private static void GenerateC()
{
Debug.Log("生成C++代码");
}
[MenuItem("ProtocolTool/生成Java脚本")]
private static void GenerateJava()
{
Debug.Log("生成Java代码");
}
/// <summary>
/// 获取指定名字的所有子节点 的 List
/// </summary>
/// <param name="nodeName"></param>
/// <returns></returns>
private static XmlNodeList GetNodes(string nodeName)
{
XmlDocument xml = new XmlDocument();
xml.Load(PROTO_INFO_PATH);
XmlNode root = xml.SelectSingleNode("messages");
return root.SelectNodes(nodeName);
}
}
PlayerMessage
using System;
using System.Collections.Generic;
using System.Text;
namespace GamePlayer
{
public class PlayerMessage : BaseMessage
{
public int playerID;
public PlayerData data;
public override int GetBytesNum()
{
int num = 8;
num += 4;
num += data.GetBytesNum();
return num;
}
public override byte[] Writing()
{
int index = 0;
byte[] bytes = new byte[GetBytesNum()];
WriteInt(bytes, GetID(), ref index);
WriteInt(bytes, bytes.Length - 8, ref index);
WriteInt(bytes, playerID, ref index);
WriteData(bytes, data, ref index);
return bytes;
}
public override int Reading(byte[] bytes, int beginIndex = 0)
{
int index = beginIndex;
playerID = ReadInt(bytes, ref index);
data = ReadData<PlayerData>(bytes, ref index);
return index - beginIndex;
}
public override int GetID()
{
return 1001;
}
}
}
HeartMessage
using System;
using System.Collections.Generic;
using System.Text;
namespace GameSystem
{
public class HeartMessage : BaseMessage
{
public override int GetBytesNum()
{
int num = 8;
return num;
}
public override byte[] Writing()
{
int index = 0;
byte[] bytes = new byte[GetBytesNum()];
WriteInt(bytes, GetID(), ref index);
WriteInt(bytes, bytes.Length - 8, ref index);
return bytes;
}
public override int Reading(byte[] bytes, int beginIndex = 0)
{
int index = beginIndex;
return index - beginIndex;
}
public override int GetID()
{
return 1002;
}
}
}
Lesson65_消息处理_自定义协议生成工具_协议消息生成_生成消息类
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Lesson65_消息处理_自定义协议生成工具_协议消息生成_生成消息类 : MonoBehaviour
{
void Start()
{
GamePlayer.PlayerMessage playerMessage1 = new GamePlayer.PlayerMessage();
playerMessage1.playerID = 999;
playerMessage1.data = new GamePlayer.PlayerData();
playerMessage1.data.id = 888;
playerMessage1.data.atk = 10;
playerMessage1.data.sex = true;
playerMessage1.data.lev = 77;
playerMessage1.data.arrays = new int[] { 1, 2, 3, 4 };
playerMessage1.data.list = new List<int>() { 4, 3, 2, 1 };
playerMessage1.data.dic = new Dictionary<int, string>() {
{ 1, "123"},
{ 2, "韬老狮"},
{ 3, "好好学习"},
};
playerMessage1.data.heroType = GamePlayer.E_HERO_TYPE.MAIN;
//序列化
byte[] bytes = playerMessage1.Writing();
//反序列化
int index = 0;
int msgID = BitConverter.ToInt32(bytes, index);
index += 4;
int msgLength = BitConverter.ToInt32(bytes, index);
index += 4;
GamePlayer.PlayerMessage playerMessage2 = new GamePlayer.PlayerMessage();
playerMessage2.Reading(bytes, index);
print(playerMessage2.playerID);
}
}
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