一个简单的游戏框架:网络方案

一个简单的游戏框架:网络方案

代码:https://github.com/HushengStudent/myGameFramework

1、C# socket编程:

使用socket,通过ip+端口,连接服务器和客户端,传递数据;

//client:
//创建Socket
_socket = new Socket(addressFamily, SocketType.Stream, ProtocolType.Tcp);

//连接服务器
_socket.BeginConnect(_ipAddress, _port, ConnectCallback, param);

//发送数据
_socket.BeginSend(buffer, offset, size, SocketFlags.None, SendCallback, param);

//server:
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, 10000);
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(0);
serverSocket.BeginAccept(AcceptCallBack, serverSocket);

 

2、数据的序列化

数据序列化使用了Protobuff:

public static void Serialize<T>(Session session, MemoryStream destination, T packet) where T : Packet
        {
            byte[] idBytes = ConverterUtility.GetBytes(packet.GetPacketId());
            destination.Write(idBytes, 0, idBytes.Length);
            packet.Serialize(destination);
            ProtoRegister.ReturnPacket(packet);
        }

        public static Packet Deserialize(Session session, MemoryStream source, out object customErrorData)
        {
            customErrorData = null;
            long begin = source.Position;
            byte[] buffer = new byte[4];
            source.Read(buffer, 0, sizeof(int));
            int id = ConverterUtility.GetInt32(buffer);
            Packet packet = ProtoRegister.GetPacket(id);
            packet.DeSerialize(source);
            return packet;
        }

 

3、数据包设计

长度(int)+数据

 

4、协议设计

协议基类:

public abstract class Packet
    {
        //TODO:协议ID优化为UShort,减少数据;
        public abstract int GetPacketId();

        public abstract void Serialize(MemoryStream stream);
        public abstract void DeSerialize(MemoryStream stream);

        public abstract void Process();
    }

 

举个栗子,登录协议:

 

public class Packet_LoginRequest : Packet
{
    private LoginRequest data = new LoginRequest();

    public LoginRequest Data { get { return data; } }

    public override int GetPacketId()
    {
        return 10011;
    }

    public override void DeSerialize(MemoryStream stream)
    {
        data = ProtoBuf.Serializer.Deserialize<LoginRequest>(stream);
    }

    public override void Serialize(MemoryStream stream)
    {
        ProtoBuf.Serializer.Serialize<LoginRequest>(stream, data);
    }

    public override void Process()
    {
        Process_LoginRequest.Process(this);
    }
}

测试:

Packet_LoginRequest req = new Packet_LoginRequest();
        req.Data.id = 1001;
        req.Data.name = "HushengStudent";
        NetMgr.Instance.Send<Packet_LoginRequest>(req);
Packet_LoginResponse rsp = new Packet_LoginResponse();
            rsp.Data.id = 123;
            session.Send<Packet_LoginResponse>(rsp);
            Console.WriteLine(string.Format("send to client: {0} !",rsp.Data.id));

  • 0
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值